daily pastebin goal
44%
SHARE
TWEET

ME3

a guest Nov 7th, 2011 51,384 Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Жнецы и их создания (слабые спойлеры)
  2. Скрытый текст --Нажмите чтобы скрыть--
  3. Reaper Variants
  4.  
  5. The Citadel races have classified the known variants of Reapers into four types:
  6.  
  7.  
  8. * CAPITAL SHIPS are Sovereign-class Reapers two kilometers in length. They typically target the dreadnoughts, defense installations, and industrial cities of organic civilizations. Experts believe the Reapers harvest a single species of organics during each cycle of extinction to create these massive ships.
  9.  
  10.  
  11. * DESTROYERS are the 160-meter-long workhorses of the Reaper fleet. They engage cruisers and other, smaller ships, as well as communications posts and enemy command centers. Research suggests destroyers are created from those species that are not harvested to make capital ships.
  12.  
  13.  
  14. * TROOP TRANSPORTS carry husks to unconquered planets and bring victims of the harvest to Reaper processing centers. They vary in length from 200 meters to one kilometer, but, unlike capital ships and destroyers, do not appear to be self-aware. Instead, other Reapers operate troop transports remotely.
  15.  
  16.  
  17. * PROCESSORS, also called "slaughter ships," are mobile centers for mass DNA harvesting. Like troop transports, processors appear to be remotely operated by sapient Reapers.
  18.  
  19.  
  20.  
  21. Ravagers: Rachni Reaper creatures.
  22.  
  23.  
  24. Marauders: Turian Reaper creatures.
  25.  
  26.  
  27. Brutes: Turian/Krogran Reaper creatures.
  28.  
  29.  
  30. Banshees: Asari Reaper creatures (the entry before the secret of their creation is revealed)
  31.  
  32.  
  33. Cannibals: Batarian husks.
  34.  
  35.  
  36. Husks: Husks, updated from ME1 since they have no electrical attack any more.
  37.  
  38.  
  39. Сильные спойлеры:
  40. Скрытый текст --Нажмите чтобы скрыть--
  41.  
  42. Зарисовки сюжета, часть 1 (критичные для основного сюжета спойлеры).
  43. Скрытый текст --Нажмите чтобы скрыть--
  44. [Cinematic] The Hammerhead drives into the landing area of the Cerberus installation. A transmitter dish is clearly seen behind the base. Shepard and team exit the Hammerhead, and are immediately hailed over their radio.
  45.  
  46.  
  47.  
  48. Puzzle: There are three computers in here each of which is processing two different sections of Shepard's body. These all connect to the main machine. Shepard must find a unique combination (where each machine shows two "parts" not shown on the other machines) to rebuild a healthy model of himself.
  49.  
  50. After the player has soved the puzzle there is a gated section while the computer gathers and processes all the data. During this time the player must fight a wave of enemies. I see this lasting around 1 minute of spawns.
  51.  
  52. VO (VI): "Model is not complete, no transfer can be made"
  53. "Model complete, rebuilding all data, this may take some time"
  54. "Model rebuilding at 25%"
  55. "Model rebuilding at 50%"
  56. "Model rebuilding at 75%"
  57. "Model rebuiling completed"
  58. "Transfering model data to specified omnitool. Thank you and have a nice day"
  59.  
  60.  
  61.  
  62. The leaders of Earth have grounded you and are demanding you answer for his actions while with Cerberus. Alone in your "cell," you gazes wistfully at the idyllic view of Vancouver, Earth's gleaming capital city.
  63.  
  64. The hearing begins and your are summoned; escorted from you cell by an elite young soldier, James. On the long walk you are accompanied by your mentor and friend, Admiral Anderson. Just as you are about to enter the hearing, your old friend (lover?) Ashley/Kaidan arrives; but there's little time for reminiscing as you are whisked inside. James and A/K wait outside while you face your accusers. The hearing is a witch hunt; nobody seems interested in the truth. Even with Anderson defending you, it's clear the leaders won't listen to reason.
  65.  
  66. Before the trial can conclude, your warnings are proven true as earth is rocked by the advanced guard of the Reaper forces. Chaos ensues as you and Anderson attempt to rendezvous with the Normandy and escape the carnage. Your initial plan is foiled and you're forced to find a new pickup location. Meanwhile, A/K and James find an alternate route and reach the Normandy ahead of you. As Reapers forces bear down on you and Anderson, the two veteran soldiers stand back to back to repel the overwhelming enemy numbers. At the last possible moment, the Normandy arrives; Alliance troops poor out of the Normandy, you leap on board and encourages Anderson to join him. Anderson refuses -- Earth needs him here! He vows to stay and fight while Shepard searches the galaxy for a way to defeat the Reapers once and for all. In the midst of the battle, Anderson grants you access to all Alliance military facilities... including the archives on Mars.
  67.  
  68. As the Reaper forces converge, you, A/K, Joker, and James blast away in the Normandy and head for Mars in search of answers.
  69.  
  70.  
  71.  
  72. Tension on board the Normandy is high as your team races to Mars. James wants to stay and fight on Earth... and though A/K trusts you, they're confused about the need to go to Mars. But you have a plan.
  73.  
  74. The small team takes the shuttle down to Mars while Joker remains in orbit as a lookout. Shepard, A/K, James and the Alliance Multi-Purpose-Bot (AMP) exit on to the dusty surface of the red planet. After taking in the stunning vista, the team realizes something isn't right; the Alliance forces are absent. In their place are Cerberus operatives with an order to shoot on site. You dispatch the first few waves, but discovers that Cerberus has taken over and his Alliance Access only gets him so far.
  75.  
  76. The sudden and mysterious appearance of a blue alien on Mars is the key to their problems. Liara has a plan; your plan actually. It was her job to find a way in if you could not free yourself of your captors on Earth. With Liara's appearance, James is sent back to the shuttle while you and your old mates proceed to the facility. More Cerberus operatives appear, but they present little resistance, and you easly finds what your looking for; the prothean archive. Accessing the data proves to be more difficult. The information is being deleted. As you and Liara desperately try to stop the download they are confronted by the all too familiar visage of the Illusive Man. He's aligned himself with the Reapers, but wants the prothean data in case the deal goes badly.
  77.  
  78. A deadly Cerberus fembot is responsible for the data theft. She completes the download. you and your team must prevent her escape or risk losing the data. Amidst a blinding wind-storm of red sand they chase the deadly mech through the facility. Just when it appears the fembot might escape on a Cerberus troop ship, James appears; piloting the Normandy's shuttle on a kamikaze mission, destroying both ships and disabling the fembot. A/K reaches the mech first and attempts to recover the data; but the fembot awakens and critically injures A/K. As you and Liara face down a horde of Cerberus troops lead by the fembot, James appears from behind the wreckage. The odds slightly more in their favour, you and your team defeat the Cerberus enemies.
  79.  
  80. The Normandy comes to the rescue once again, warning of more Reapers enroute. The AMP drags the fembot onboard while you and Liara carefully retrieve their fallen comrade. With no clear plan and a critically wounded team mate, you are forced to make your way to one of the few places you still have friends... the Citadel.
  81.  
  82.  
  83.  
  84. You put the injured A/K in the care of Dr. Michel, who now has a clinic on the presidium. If Dr. Chakwas is alive, she comes to the clinic as well.
  85.  
  86. You meet with the council. They describe that the turian homeworld of Palaven is under Reaper threat. The turian councillor requests aid to recover their Primarch from a besieged moon over Palaven.
  87.  
  88. You return to A/K for to say goodbye. Dr. Michel offers to join the Normandy crew as ship's doctor. If Dr. Chakwas is alive, you can choose her instead of Dr. Michel to join you on the Normandy.
  89.  
  90.  
  91.  
  92. The Normandy flies up to the Geth dreadnought which is lightly damaged due to recent skirmishes. A badly damaged extended umbilical prevents proper docking, so Shepard is dropped off to traverse the umbilical and secure a way to dock and infiltrate the dreadnought.
  93.  
  94.  
  95.  
  96. You land on Rannoch and fight geth forces. They are still under Reaper control, but are less effective due to the loss of the dreadnought. EDI traces the Reaper signal, and the aggressive quarian Flotilla assaults the geth fleet instead of retreating. EDI finds the Reaper's location, and you destroy the multi-story Reaper mastermind, fighting in the Hammerhead, on foot, and even climbing onto the Reaper to deliver the killing shot. When it's dead, the geth become momentarily helpless, and Shepard decides whether to let the quarians destroy the geth or use the coded signal from the now-dead Reaper to bring the geth up to a true state of intelligence. Either way, you get the fleet you needs to retake Earth.
  97.  
  98. You receive a message from Liara's Shadow Broker networks. There is intel about a secret asari vault which holds an important Prothean artifact. It may be a component of the Bomb, so you should head to the asari homeworld to investigate.
  99.  
  100.  
  101.  
  102. The geth-quarian conflict has erupted into war: their fleets are battling each other for ultimate control of the quarian homeworld, Rannoch. Admiral Zaal Korris is shot down over Rannoch while carrying crucial military codes that will endanger the quarian fleet if found by the geth. You and Tali rush to the crash site to secure the codes. The intel is gone, but you find a trail leading away from the area. You and Tali track the crash survivor while fighting off waves of geth also seeking the codes. They find the survivor, admiral Zaal Korris himself, and evacuate him before they're overwhelmed by geth ground forces.
  103.  
  104.  
  105.  
  106. You hear from a quarian admiral that the geth have a planetary defense gun stationed in an ancient quarian city on the surface of the homeworld. The quarians can't bombard it without destroying their equivalent of Jerusalem or Rome. Within a few hours, the planet will have turned far enough that the gun can hit the quarian fleet and blast their ships out of orbit. You race down to the planet's surface where you finds the gigantic gun. It's too well-defended for a frontal assault, so you create diversions to bleed off the geth troops so you can slip on board and wreak havoc. In a daring commando raid, you cut off the geth reinforcements that would otherwise swarm him and reaches the main console. At the controls of the fearsome weapon, you contact the quarian fleet, who send you the coordinates to blow many geth ships out of the sky.
  107.  
  108.  
  109.  
  110. All geth but Legion have decided to ally themselves with the Reapers. Legion is now at odds with its own kind while still trying to end the geth/quarian war. Legion asks you to help it infiltrate a geth server hub and "free" some of its people from Reaper indoctrination. You fight through geth protecting servers on Rannoch, then plugs into the virtual world of the geth consensus with Legion. You explore a virtual landscape that looks like an idealized version of Rannoch, while interacting with geth as individuals instead of faceless monsters. Legion directs them to the Reaper's influence, which takes the form of a corrupted looking environment. After cleansing the Reaper "infection", Legion transfers millions of geth programs into its own physical platform, saving them from indoctrination. You and Legion come out of the virtual world in time to fight off a geth prime and escape to the Normandy.
  111.  
  112.  
  113.  
  114. You land and fight Cerberus through the streets of Eden Prime while terrified civilians hide, then meets up with PARTNER (who arrived earlier) just in time to see an explosion of energy coming from the Prothean ruins. When he arrives, the Prothean is standing in a crater surrounded by dead Cerberus agents. It kills the last Cerberus soldier and exits in a cool fashion. Shepard and PARTNER assume that the Prothean is a rogue Cerberus supersoldier created using the CATALYST. PARTNER goes after it, while you goe after the CATALYST.
  115.  
  116. After fighting Cerberus troops in the area, you find Cerberus video logs that show them opening a Prothean Sphere and finding the Prothean inside. The vid makes it clear that the Prothean isn't a Cerberus soldier. He's the CATALYST. Shepard follows the Prothean's trail of destruction, fighting Cerberus troops. You eventually finds the Prothean injured and exhausted, with PARTNER ready to kill it. PARTNER refuses to listen to your explanation and tries to kill the Prothean, and you have no choice but to kill him. The mission closes with you answering to the Council for "the attack on Eden Prime" and the death of the Spectre to the Council.
  117.  
  118. You need to gather more troops. You are told about that the quarians have attacked the geth. Tali and/or Legion contact you for a rendevous at the edge of geth space.
  119.  
  120.  
  121.  
  122. When the turian homeworld of Palaven comes under attack from Reapers an emergency summit is held on the Normandy to discuss a military alliance between turians, salarians, and krogan. A brief but hostile diplomatic meeting follows - the turians desperately need krogan assistance against the Reapers. But Wrex/Wreav balks - he says the salarians are secretly hiding krogan females who survived Maelon's experiments and are immune to the genophage. Wrex refuses to help unless these females are released and a cure is synthesized.
  123.  
  124. You break the stalemate and gets the salarians to admit they have the females. You are brought to their equivalent of "Area 51" - a secret military facility on Surkesh where five of the immune krogan females are being held. Once you take custody of the females, Cerberus launches a sneak attack and tries to thwart the alliance by killing them. A few females die (scripted) and you must lead the remainder out of the carnage to escape the base. All the while Wrex/Wreav is fending off further Cerberus incursions.
  125.  
  126. When you return to the Normandy, you are told that that there is a cure to the genophage on laboratory on Tuchanka. You should take the surviving Krogan females there.
  127.  
  128. A Turian Primarch mentions that if you are going to Tuchanka, there is a downed turian warship, and his son was onboard.
  129.  
  130.  
  131.  
  132. You take the Krogan females and escape to Tuchanka, where Mordin has a laboratory. Facing the possible end of the galaxy, Mordin's conscience can't rest until he has put the genophage to bed. He's ready to synthesize the cure, but the Reapers are alerted to the situation and move against Tuchanka, fearing a resurgent krogan. Amid the first wave of Reaper attacks on the planet, you are forced to divert to a location forbidden to all outsiders: the home of the krogan females. It's a vast shelter/repository dating back to Tuchanka's glory years. The riches and treasures of krogan civilization were safeguarded here during the nuclear war. Overhanging cliffs and natural rock formations protect the aging monuments of a forgotten city. With Reapers coming for them, the player must now travel to Mordin's lab via an ancient krogan tram/train system, safeguarding the surviving female krogan on a perilous journey through Thresher Maw infested ruins. Though decaying with age, the glories of the bygone krogan empire are in evidence all around them - their artistry stands as a visual testament to what the krogan could become again if the genophage was cured. At the same time, Wrex/Wreav leads a squad of his best warriors along the canyon rim to hold off Reapers.
  133.  
  134. Finally, you reach Mordin's laboratory with just one surviving female left. The lab is linked to the Tuchanka "Shroud" -- an atmospheric layer of particles designed to shield the planet from the ravages of the sun brought on by the nuclear war. A space elevator travels up to the Shroud's orbital platform where particles are dispersed. Mordin can use it to deploy the cure. Hunkering down inside the lab, Shepard holds off Reapers while Mordin works on the lone female to synthesize a cure in a climatic battle. The struggle ends by successfully luring a massive Thresher Maw to take out the Reaper boss. Once Mordin has the cure, he bids you an emotional goodbye as he brings the cure up the space elevator (ala Spock's death in Wrath of Khan). Mordin dies in orbit releasing the cure across all of Tuchanka. It's a profound moment of hope as krogan everywhere look to the sky, seeing a glittering mist that heralds their salvation. The genophage is no more.
  135.  
  136. On the Normandy, you learn from A/K's PARTNER that Cerberus has taken over the Prothean ruins on Eden Prime. They've found the CATALYST, and Shepard must get it before they can use it.
  137.  
  138.  
  139.  
  140. You have been told about a downed turian warship on Tuchanka, disabled by a Reaper in the battle with the Reapers over the planet. Crash-landed on Tuchanka's rough terrain, it is surrounded by Reaper ground enemies and running low on ammunition and supplies. One of the commandos on the ground is the SON OF THE TURIAN PRIMARCH featured in Genophage Mission One.
  141.  
  142. Landing behind enemy lines, you surprise attack from behind-- decimating key targets along the way.
  143.  
  144. After the rescue is complete, the TURIAN COMMANDER receives an update to his mission from the TURIAN PRIMARCH-"My son is a failure and an embarrassment, kill him." Shepard is now faced with a tense diplomatic situation and a difficult decision.
  145.  
  146. You are then asked to support a platoon or turian commandoes set to recover a turian doomsday device.
  147.  
  148.  
  149.  
  150. You are asked to support a platoon of turian commandoes sent to recover a turian doomsday device clandestinely planted on Tuchankan soil after the Krogan Rebellions. Originally planned to be insurance against the threat of the krogan should they again threaten galactic peace. Cerberus agents have located the device, created an armed camp around it, and are working to activate it against the krogan. You must engage Cerberus forces to provide a safe path for the commandoes. Upon reaching their target, you must choose to sacrifice turian commandoes in a last, desperate charge to quickly overcome tactical objectives and to gain the doomsday device intact for maximum benefit to the war effort, or order the commandoes to 'paint' the doomsday device from a safe distance for mortar bombardment, reducing causalities and gaining an ally, but collecting only raw materials.
  151.  
  152.  
  153.  
  154. The Reapers have found the rachni and established a breeding pit on an unexplored planet. A modified queen or Reaper-rigged surrogate is being used to produce Reaper-rachni troops to support ground forces. The krogan scouting team that confirmed the nest has gone dark. Occupied with the war against the Reapers, the krogan have turned to you and squad of krogan commandoes (led by Grunt) to take a team to personally confirm that only one queen exists and put an end to the spawning pit before the planet is bombarded. You lead your squad through a labyrinth of tunnels beneath the toxic surface alternatively fighting and avoiding swarms of converted rachni and Reaper minions. Upon reaching the spawning pit, you must decide between killing the imprisoned queen/surrogate, ending the threat of further Reaper-rachni troops or freeing it, gaining an ally, but sacrificing Grunt/commando who must die ensuring everyone escapes the planet.
  155.  
  156.  
  157.  
  158. The Prothean henchman needs to access an artifact kept in a monastery in the asari capital city on Thessia. It contains vital data about the Device. The artifact has also secretly given the asari an edge over other species for hundreds of years, though most people just think it's a religious relic. Problem is, Thessia is now suffering a full-fledged Reaper invasion. Shepard lands in the middle of a war-zone and fights his way through an on-going Reaper battle (think Baghdad shock-and-awe) to gain access to the monastery. With bombs still exploding outside, Shepard explores a portion of the massive religious temple and finds the relic hidden in plain sight in some sort of grand cathedral-style area. It's as if they built the temple around the relic.
  159.  
  160. The Prothean henchman accesses the artifact and goes into a trance while information is downloaded into his brain. But Shepard isn't the only one interested in this artifact -- Ash/Kaidan now steps out of the shadows accompanied by Kai Leng. With guns raised in a Mexican standoff, Shepard wants to know what the hell is going on. A/K says Udina has told her all about Shepard killing her partner on Eden Prime. Udina put her in touch with Kai Leng -- an Alliance intelligence operative who helped her track Shepard down. Kai Leng plays the role well, egging A/K on against Shepard (A/K has never seen Kai Leng before and doesn't know better).
  161.  
  162. Shepard must convince A/K he's not a murderer and that Kai Leng is the true enemy, or he'll have to kill her. With A/K resolved, Shepard then has an epic battle with Kai Leng and Cerberus reinforcements over who gets the Prothean (still frozen a trance). The war outside intensifies, with windows, roofs, walls, etc. blowing out in bomb attacks, giving a spectacular view of Thessia under fire. Kai Leng wins the fight regardless, sending Shepard crashing down through a stain-glassed window. The last thing Shepard sees before he blacks out is Kai Leng leaving with his new Prothean prize.
  163.  
  164. Back aboard the Normandy, you receive a message from Thane's son. Kolyat has received word that, at the request of Donnel Udina, the Citadel Council will hold a critical vote in 24 hours that will abandon the hanar homeworld to the Reapers in the name of protecting other planets. You need to get to the Citadel and get to Udina, one way or the other.
  165.  
  166.  
  167.  
  168. Kolyat has received word that, at the request of Donnel Udina, the Citadel Council will hold a critical vote in 24 hours that will abandon the hanar homeworld to the Reapers in the name of protecting other planets. He needs you to get to Udina, one way or the other. He brings in Kasumi (if alive) to help nab evidence from C-SEC headquarters he could use to blackmail Udina. You get in to C-SEC HQ, and finds the evidence being destroyed by a Cerberus double agent. Extracting the information from him, you discover that Udina is indoctrinated and will soon launch a coup d'état to overthrow the Citadel Council. You and Kolyat must now stop him through any means possible. Thane (if alive) is brought on board to assassinate Udina. Thane is weak from his disease, but is on heavy painkillers and determined to complete his last mission.
  169.  
  170. You, Thane, and Kasumi take on heavy security measures on their way to the Council Chamber in the Citadel Tower. Thane and Kasumi's presence helps you get past various puzzle obstacles. A short but brutal fight with Cerberus conspirators ensues when you secure a vantage point to take the target down. When Udina makes his move, you are there to reveal his crimes in front of the Council. Udina reacts by signaling an army of hidden Cerberus forces. In the climactic showdown, Thane uses the last of his strength to take out Udina. You give Thane the last rites he is too weak to say for himself, and Thane dies, his species' debt to the hanar repaid.
  171.  
  172. The grateful Council is now completely behind Shepard and give him their unconditional support.
  173.  
  174.  
  175.  
  176. *Note: Level is in Rough Pre-Narrative Playable State*
  177.  
  178. [Background] The Illusive Man offers to give Miranda's father the location of both his daughters, Miranda and Oriana, if the father supports the Illusive Man in this war by setting up, and running, a special facility to herd refugees from other planets to be handed over to the Reapers. The father agrees.
  179.  
  180. [Player information] Early in ME3 Miranda, if alive, sends an email to Shepard saying that she has learned her father and Cerberus are back in business. A second email is recieved saying that Oriana is in trouble, and that Miranda is tracking her down. After the email, we don't hear from Miranda again. After Cat 2, Shepard asks his crew for anything on Cerberus. Shepard is concerned because Miranda cannot be reached to talk about her father's connection to the Illusive Man. EDI/Liara finds lots of transports going to Cerberus controlled locations from a place dubbed 'Sanctuary'- a refugee camp built into a massive genetic research and production facility. The objective of this mission to get to Miranda's father- he has a direct line to the Illusive Man. Shepard needs to find the Illusive Man at all costs.
  181.  
  182.  
  183.  
  184. Liara (or Jacob, if he's alive) directs you towards an important asset in the bolstering of the device, ex-Cerberus scientist and Prothean expert KENESIA. Kenesia is also Jacob's beautiful ex-girlfriend.
  185.  
  186. When Kenesia experienced the Illusive Man's indoctrination firsthand, she fled Cerberus in the night. She now runs a secret, scientific enclave on a remote planet, having convinced many of the most brilliant minds in the galaxy to join her.
  187.  
  188. Knowing that the enclave is in immediate jeopardy, you rush to the outpost. You try to convince Kenesia that the colony's only hope is to evacuate. Kenesia resists, saying that nothing could make them abandon their ideals. You point to the Cerberus forces already amassing on their doorstep. When one of her colleagues is violently killed, Kenesia wakes to reality and agrees to the colony's evacuation. You and your team prepare a defense, while the enclave gets ready to evacuate. In the shadow of the coming battle, you and Kenesia (and Jacob if he's alive) talk about life, love and hope for humanity in the face of impossible odds.
  189.  
  190. Cerberus mounts a massive assault and the battle rages until the last living scientist boards a shuttle and leaves the planet.
  191.  
  192.  
  193.  
  194. You hear hate speech and misinformation coming from humans on the Citadel and traces it to a Charles Saracino, who is using the human-centric Terra Firma Party to put out Cerberus propaganda. After you turn the crowd against Saracino, Cerberus comes after you through people Shepard has helped on past missions. Working with Citadel reporter Emily Wong, you track the Cerberus assassins to a neighbourhood in the Wards where Cerberus has almost total control. (Roleplaying Plots 3 and 4)
  195.  
  196. You go into the Cerberus-controlled neighbourhood with reporters Emily Wong and Khalisah Al-Jilani recording your actions through a camera mounted on your armor. You question witnesses (who refuse to talk) and fight Cerberus forces while hunting for the assassin, and in the process catch Cerberus atrocities on live video. In the final area, you uncover horrible Cerberus atrocities before killing the assassin. The vids ensure that nobody on the Citadel will work with Cerberus.
  197.  
  198.  
  199.  
  200. You track the hanar bomber's history to a Reaper base. You destroy the base, which contains noncombatant hanar as well as Reaper enemies. The hanar do not fight, but use consoles to lock doors and slow you down. You find evidence about which hanar on the Citadel are working for the Reapers.
  201.  
  202.  
  203.  
  204. CUTSCENE: The Normandy docks to the command ship of the Asari fleet right after their defeat defending Thessia. The command ship is the Destiny Ascension if it was saved.
  205.  
  206.  
  207.  
  208. As punishment for breaking the neutrality pact, Cerberus launches an attack against Omega. The enemy is attempting to destroy Omega's shields, which will allow asteroids and meteors to smash into the station. You must repel the assault and ensure the shield remain operational.
  209.  
  210.  
  211.  
  212. Since their direct assault failed, Cerberus is now blockading Omega in an effort to starve it into submission. You must destroy the main Cerberus command ship responsible for the blockade.
  213.  
  214.  
  215.  
  216. You must journey to the other side of the Omega-4 relay to an old derelict ship and secure the "pirate loot" there. In the endgame, this will buy you the loyalty of Omega's criminal fleet.
  217.  
  218.  
  219.  
  220. A notorious Cerberus tactician orchestrating the Omega blockade crashes on a planet after being attacked by Aria's raiders. Aria wants to grill the tactician and asks you to retrieve her before Cerberus does. Your shuttle down to the planet is rocked by a missile: Cerberus has had time to establish a defensive perimeter. You are forced to make an emergency landing and must fight through patrols, traps and a deadly environment to get to the Cerberus ship. Once there, you are confronted by Zaeed: He's signed on again with Cerberus as the tactician's bodyguard, and is determined to fulfill his contract. After a fight you have a chance to either persuade the merc that he's on the wrong side or finish off Zaeed. Either way, you take the tactician back to Omega.
  221.  
  222.  
  223.  
  224. Anderson contacts you and says Grissom Academy has come under attack from Cerberus forces trying to abduct the biotic students.
  225.  
  226. The Normandy arrives at the Academy and in a nimble bit of fast flying, Joker gets close enough to the Academy for you to enter an airlock before nearby Cerberus ships can respond. Inside, you are met by Kahlee Sanders (from Drew's novel), who has managed to hide from the enemy. She fills you in on the situation: various pockets of students are being kidnapped across the Academy. Her youngest students already left when the war started heating up, but a skeleton group of older student advisors remained behind to mothball the station. You must liberate each pocket of captured students on a march through the Academy. The rescued students provide biotic back-up as a one-two punch that enhances your own attacks. The initial group of students who Shepard rescues are being led by Jack, who has dialled down the crazy quotient and is now assisting the students to harness their powers in ways that aren't self-destructive. Jack will bring the students along a safe path towards an evacuation point while you provide a distraction to draw off the Cerberus forces. There's a mounting sense of chaos as the player glimpses intense ambient combat all around them.
  227.  
  228. Finally, you must bring the students to escape pods. They'll use their combined biotic powers to blow out an entire section of the Academy to suck the Cerberus forces into the vacuum of space as they go. Something like ME2's "biotic bubbles" will keep the students safe. Once onboard the Normandy, you makes a choice about the students' fate: they can go with Jack to a safe refuge and wait out the war, or they can all join the conflict as a special "biotic battalion" (led by Jack) but face the prospect of getting killed in action.
  229.  
  230.  
  231.  
  232. The Normandy docks with a diplomatic ship of the Migrant Fleet. A contigent of quarian admiralty come aboard.
  233.  
  234. The player is told to use the Normandy stealth to enter the Perseus Veil and secretly board a Geth Dreadnaught just outside the quarian homeworld of Rannoch.
  235.  
  236.  
  237.  
  238. After the attack on Palavan, the Citadel is filled with panicked refugees. It only gets worse when an explosion destroys a major building and leaves dozens dead. You track down the culprit and learn that hanar religious extremists have sided with the Reapers. Commander Bailey places every hanar on the Citadel into internment camps for security reasons.
  239.  
  240. You discover the existence of a Reaper base within the Hanar systems.
  241.  
  242.  
  243.  
  244. Aria greets you and explains her situation. She has an uneasy truce with Cerberus - they're still going back and forth through the Omega 4 relay to investigate the Collector base from the end of ME2. (If you destroyed it, they're still trying to salvage the pieces). Cerberus doesn't bother Omega as long as Omega doesn't bother Cerberus - and that's how Aria likes it. Life in Omega continues as always, turning a blind eye to the war. The Afterlife is still a happening place.
  245.  
  246. But Omega is a good source of eezo (mining) and you need it. Aria balks at providing it since this would break her neutrality and bring Cerberus down on her head. But you convince her to provide eezo by pointing out that Cerberus and the Reapers will inevitably turn against her, so she may as well face them now. She sees the wisdom, but there's a price. She will ask for a favor in the future.
  247.  
  248. She also mentions that Grissom Academy down in Alliance space is under attack by Cerberus. You might want to look into that.
  249.  
  250.  
  251.  
  252. Aria thanks you for breaking the blockade. Now is the time to ask for that favor she had mentioned earlier.
  253.  
  254. There is a lost ship on the other side of the Omega-4 relay that has "pirate booty" that she desires. Bring it back to her and Omega's eezo processing is at Shepard's disposal.
  255.  
  256.  
  257.  
  258. You arrive at Omega as it is under seige. Cerberus is attacking Omega as punishment for siding with Shepard.
  259.  
  260.  
  261.  
  262. {TEMP} Aria tells you that Omega is now under a blockade from Cerberus. Since a direct attack didn't work Cerberus is now trying to starve Omega into submission by blockading supply ships coming in through the regular Omega relay. The level's appearance will change to reflect this -- the Afterlife has gone quiet, the music is off, the flashing lights are gone, maybe a soup kitchen has taken over the dance floor. Aria requests that you steal into the blockade and board the command ship. Take down the blockade so Omega can be resupplied.
  263.  
  264. Zaeed's mission takes place after Shepard's lifted the blockade. Colonel Armitage, the Cerberus envoy who orchestrated the blockade, has fled the station. Aria wants Shepard to track him down.
  265.  
  266.  
  267.  
  268. {TEMP: (CUTSCENE) The normandy shuttle lands and Shepard's squad get out to search the area near the crashed ship.}
  269.  
  270.  
  271.  
  272. {TEMP: (Conversation) Tali or the quarian commander(via radio) tell Shepard that the ship's blackbox is not here.}
  273.  
  274.  
  275.  
  276. {TEMP: It appears that someone went this way.}
  277.  
  278.  
  279.  
  280. {TEMP: A lot of people seem to have passed through here.}
  281.  
  282.  
  283.  
  284. {TEMP: It appears that someone may have survived the crash and killed this Geth.}
  285.  
  286.  
  287.  
  288. {TEMP: There is evidence of weapons fire here.}
  289.  
  290.  
  291.  
  292. {TEMP: These rocks appear to have been positioned by someone.}
  293.  
  294.  
  295.  
  296. {Temp: (Conversation) The Quarian tells Shepard that more Geth are on there way.}
  297.  
  298.  
  299.  
  300. {TEMP: (Conversation) Shepard has a conversation with a dying quarian. The quarian commander tells Shepard that the ship's blackbox is not here. They will stay here and look for survivors}
  301.  
  302.  
  303.  
  304. Conversation with Reaper before command signal is deactivated.
  305.  
  306.  
  307.  
  308. Door slams shut behind the player, separating him/her from henchmen. Small conversation where henchmen suggest there may be a manual override switch for the door on the other end of the tunnel.
  309.  
  310.  
  311.  
  312. Impacts rock geth dreadnought, and dreadnought flips over, causing gravity to fail and Shepard to float freely for a moment. Gravity re-enables and team slams into ceiling, which is new floor. (Cine Anim)
  313.  
  314.  
  315.  
  316. Ashley/Kaidan must be convinced not to kill the Prothean and that the there is no way to save humanity without the bomb. If the persuade fails Shepard must kill their former squad mate, otherwise Ashley/Kaidan joins Shepard in the fight against Kai Leng
  317.  
  318.  
  319.  
  320. Kai Leng engages the player on the upper section of the Cathedral. As time progresses surges of energy from the Prothean blast sections out of the roof exposing more of the battle raging outside. Shepard can either be defeated by Kai Leng or Hold him off for the required amount of time.
  321.  
  322.  
  323.  
  324. The Normandy docks with a diplomatic ship of the Migrant Fleet. A contigent of quarian admiralty come aboard including Tali and Legion if they are alive.
  325.  
  326. The player is told to use the Normandy stealth to enter the Perseus Veil and secretly board a Geth Dreadnaught just outside the quarian homeworld of Rannoch.
  327.  
  328.  
  329.  
  330. [Cutscene] Shepard enters with the Commandos.
  331.  
  332.  
  333.  
  334. [Cutscene] First shot of the Supergun (from afar). Lights go down. Gun fires. Commandos take the opportunity to enter nearby building. As they enter, the lights come back up. Geth become alerted. Shot highlighting the Rocket Trooper firing at the building -- cutting off Shepard from the Commandos.
  335.  
  336.  
  337.  
  338. Bossfight / Resistance Tutorial
  339.  
  340. Cutscene: Shepard and Friends arrive on the landing pad just as the Fembot, in a HEX suit, is about to get into a Cerberus shuttle - it appears they're too late to stop her. Suddenly, the Normandy shuttle, piloted by Jimmy, streaks by overhead and rams the Cerberus shuttle, destroying both, though Jimmy leaps clear. The Fembot appears damaged in the explosion, and A/K approach it, but it reactivates and shoots them. A battle ensues with the Fembot in the HEX suit. Hints instruct the player about how to use powers to overcome resistances.
  341.  
  342. The Normandy hovers near the landing pad, and Shepard, Jimmy and Liara haul A/K and the Fembot onto the Normandy, and take off.
  343.  
  344.  
  345.  
  346. Tali/Legion says, "It's gaining on us! We need to slow it down. On the left! Shoot the pillars!"
  347.  
  348.  
  349.  
  350. Tali/Legion says, "The bullets aren't affecting it!"
  351.  
  352.  
  353.  
  354. Geth enemies come via other hovercrafts.
  355.  
  356.  
  357.  
  358. Cutscene/Conversion:
  359.  
  360. A terminal is hooked up to the Prothean artefact. Shepard logs in with the credentials provided by Anderson, and begins uploading the data to EDI. EDI reports that she's not recieving anything, and that the datastream is being blocked, but EDI can track it. The Illusive Man appears via hologram, and talks with Shepard, where it is revealed he is siding with the Reapers. EDI eventually radios back and reports that the data is being sent to a nearby terminal in a control room. Cut to that direction, where the Fembot can be seen downloading the data. Henchmen declare that they have to catch her, and the chase is on.
  361.  
  362.  
  363.  
  364. A Cerberus operative appears on the far cablecar platform, and hits the emergency stop, stranding Shepard. The Cerberus operative is behind a deployable barrier, and can't be shot, so Shepard must use a power to neutralize the Cerberus soldier in order to progress:
  365.  
  366. - Use overload or disruptor ammo to take down the barrier so the Cerberus operative can be shot.
  367. - Arc a power over the barrier to kill the operative
  368. - Use vanguard charge to charge the operative
  369. - Drop a tech drone on the operative to distract them
  370. etc.
  371.  
  372.  
  373.  
  374. POI: Camera swings to the edge of the cliff where you see the Turians under attack from two Harvesters.
  375.  
  376.  
  377.  
  378. Shuttle lands far off the path and the team walks towards their destination. Fade from black: the team arrives on foot.
  379.  
  380.  
  381.  
  382. A Shuttle lands to pick you up while the remaining Turians leave on foot to take out the Husk Factory.
  383.  
  384.  
  385.  
  386. Ambient: "Shepard, he's charging his projectile. Watch out!"
  387.  
  388.  
  389.  
  390. Advanced Cover Tutorial: At the end of the hall, Cerberus has set up a turret, which begins firing at the player. The turret is nearly invulnerable from the front. Tutorial hints instruct the player on how to use coverslip and swat turn to move from cover to cover in order to flank the turret / disable its generator / etc.
  391.  
  392.  
  393.  
  394. Tutorial: Weapon Swap
  395.  
  396. There is a dead Alliance Marine here, with a sniper rifle. When Shepard interacts with the gate control, the gat ebegins to open, but then stops and closes again, because of a "remote override." A POI and a henchman comment alert the player about the adjacent watch tower, where there is another gate control and a Cerberus soldier.
  397.  
  398. If the Cerberus Soldier is shot at with powers or a weapon other than the sniper rifle, he takes cover. Once he is killed, the gate can be opened.
  399.  
  400. Hints prompt the player on how to pick up the nearby rifle and switch to it using the weapon wheel. When the Cerberus soldier is killed, a hint prompts the player about how to swap back to his last weapon by holding X.
  401.  
  402.  
  403.  
  404. Reaper shoots projectiles at the hovercraft while coming closer.
  405.  
  406.  
  407.  
  408. Alone in his ?cell,? Shepard gazes wistfully at the idyllic view of Vancouver, Earth?s gleaming capital city. The hearing begins and Shepard is summoned; escorted from his cell by an elite young soldier, James.
  409.  
  410.  
  411.  
  412. On the long walk Shepard is accompanied by his mentor and friend, Admiral Anderson.
  413.  
  414.  
  415.  
  416. Just as Shepard is about to enter the hearing, his old friend (lover?) Ashley/Kaidan arrives; but there?s little time for reminiscing as Shepard is whisked inside. James and A/K wait outside while Shepard faces his accusers.
  417.  
  418.  
  419.  
  420. The hearing is a witch hunt; nobody seems interested in the truth. Even with Anderson defending Shepard, it?s clear the leaders won?t listen to reason.
  421.  
  422.  
  423.  
  424. Before the trial can conclude, Shepard's warnings are proven true as earth is rocked by the advanced guard of the Reaper forces.
  425.  
  426.  
  427.  
  428. Chaos ensues as Shepard and Anderson attempt to rendezvous with the Normandy and escape the carnage.
  429.  
  430.  
  431.  
  432. As Shepard and Anderson approach the exterior, they see husks climbing up the building. They are trying to attack civilians inside the building. Shepard can use his weapon to kill a few husks, but runs out of ammo. Shepard must melee the husks.
  433.  
  434.  
  435.  
  436. Anderson and Shepard enter an office where they find a single weapon. Anderson tells Shepard to pick it up, he's better off armed.
  437.  
  438.  
  439.  
  440. Entry Scene:
  441.  
  442. Liara, over the radio, instructs Shepard to avoid the landing pad as it's occpied by Cerberus. The shuttle lands near the entrance to the base, where Liara is waiting. Shepard and Liara have a reunion, and they and A/K head towards the mars base. Jimmy is left behind to "guard the shuttle."
  443.  
  444.  
  445.  
  446. Conversation: The Squad runs into the room, and then comes to a stop. A squadmember checks their Omni-tool, and reports that the Fembot has stopped moving. They urge caution, suggesting that this may be a trap.
  447.  
  448.  
  449.  
  450. Meanwhile, A/K and James find an alternate route to retrieve the Normandy. Anderson passes Shepard his sidearm - arming Shepard, but leaving Anderson without a weapon. Shepard has been beaten up during the attack and is slightly injured - holding his side every now and then, etc...
  451.  
  452.  
  453.  
  454. As Shepard and Anderson approach the exterior, they see husks climbing up the building. They are trying to attack civilians inside the building. Shepard can use his weapon to kill a few husks, but runs out of ammo. Shepard must melee the husks.
  455.  
  456.  
  457.  
  458. Anderson and Shepard enter a decimated office space. Alliance soldiers are inside using cubicles and desks as make shift cover as they try to fight off Reapers coming in through the windows. A medic is trying to help an injured soldier at the top of the stairs.
  459.  
  460.  
  461.  
  462. Anderson radios A/K telling him that they can't meet at the prior rendevous point and they must meet them by the Alliance Headquarters.
  463.  
  464.  
  465.  
  466. At the last possible moment, the Normandy arrives; Alliance troops poor out of the Normandy.
  467.  
  468.  
  469.  
  470. In the midst of the battle, Anderson grants Shepard access to all Alliance military facilities? including the archives on Mars. As the Reaper forces converge, Shepard, A/K, Joker, and James blast away in the Normandy and head for Mars in search of answers.
  471.  
  472.  
  473.  
  474. Anderson finds a weapon and Shepard finds some ammo to reload his weapon. Anderson struggles to find an open office door, but everything's locked. Finally he shoots out the window at the end of the hall and leaps back outside.
  475.  
  476.  
  477.  
  478. Shepard knocks out the hoodoo and stalls the Reaper.
  479.  
  480.  
  481.  
  482. Shepard kills flying Geth Rocket Troopers and more enemies on vehicles.
  483.  
  484.  
  485.  
  486. POI: Camera swings ahead and show the Geth blockade ahead. Car sharply turns to avoid it.
  487.  
  488.  
  489.  
  490. The ships fire down and hit close to the Reaper but just miss him.
  491.  
  492.  
  493.  
  494. Reaper shoots down projectiles while Shepard fights Geth.
  495.  
  496.  
  497.  
  498. Some enemies jump onto the hovercraft in front of Shepard. The hovercraft is still getting shot by the Reaper.
  499.  
  500.  
  501.  
  502. [POI] See Quarian's running to next building
  503.  
  504.  
  505.  
  506. CUTSCENE: The ships strike down but they miss the Reaper. Instead, their bombs land close to Shepard, causing the hovercraft to make a sharp turn down the mountain-side.
  507.  
  508.  
  509.  
  510. [Cutscene] Shepard meets up with commandos who have already secured the entrance. Comments from commandos on how well you did not getting detected.
  511.  
  512.  
  513.  
  514. Shepard steps out of the elevator on the deepest level - a secure biohazard containment area. Mordin greets him here (if alive). Walk and talk through biohazard area.
  515.  
  516. Shepard finds a containment pod holding the surviving female (Eve). A brief conversation with her follows. Alarms now warn that Cerberus forces have reached the perimeter of the base. Distant explosions are heard above. Shepard and Mordin (or his alternate) start the process of releasing Eve -- her pod must pass up through a multi-stage quarantine approval, delivering her containment pod up towards the roof of the building. However, it must be cleared at several checkpoints along the way. Mordin will ride along with the pod and do his part to clear it to the next level, but a 2nd person must also be there to clear it - that will have to be Shepard.
  517.  
  518. As Eve's pod starts moving to the level above, Cerberus forces attack. Shepard must make his way to the surface.
  519.  
  520.  
  521.  
  522. CINE-DESIGN INTRO - Normandy shuttle lands at Salarian facility.
  523.  
  524.  
  525.  
  526. [Cutscene] Shepard meets up with commandos who have already secured the entrance. Comments from commandos on how well you did not getting detected.
  527.  
  528.  
  529.  
  530. [CUTSCENE]:The Normandy docks with a Salarian diplomatic ship. A contigent of salarian, turian, and krogan admiralty come aboard. Either Wrex or Wreav is included.
  531.  
  532.  
  533.  
  534. GAMEPLAY - Salarians are firing from the balconies at the invading Cerberus forces. Rocket fire/explosions oblierate the defending forces as Cerberus enemies play their combat entrance, rapelling into the balcony.
  535.  
  536.  
  537.  
  538. GAMEPLAY - As player approaches first quarantine checkpoint, several Cerberus troops are already firing on Eve's pod. Mordin is frantically working to maintain the integrity of the pod.
  539.  
  540. Player must kill the enemies before they can destroy the pod.
  541.  
  542.  
  543.  
  544. As the player crosses into the Reaper side of the battlefront a Squad of assari commandos can be seen firing towards something in the distance. The target is a large troop spawning Reaper creature that crosses over the buildings, kills the commando unit and enters the players battlefield.
  545.  
  546.  
  547.  
  548. GAMEPLAY - As part of the gameplay, Kirrahe will assist Shepard from the rear of the fight by taking shots at entrenched enemies.
  549.  
  550.  
  551.  
  552. GAMEPLAY - Player enters a "workshop" area where the power is clearly down. Cerberus troops are firing at Eve's pod. In a similar fashion to earlier, player must dispatch enemies as quickly as possible before they can destroy the pod.
  553.  
  554.  
  555.  
  556. CINE-ANIMATION - The shuttle arrives at a seemingly empty jungle canyon on Surkesh. But as you get closer, the salarian base becomes apparent -- it's cloaked to the naked eye by optical camouflage.
  557.  
  558.  
  559.  
  560. CINE-ANIMATION - Wrex/Wreav brings the shuttle in for a landing. If it's Wrex, he'll mow down a last wave of enemies in the cinematic. Then everyone hops in and the shuttle flies away from Surkesh.
  561.  
  562.  
  563.  
  564. {TEMP: (Cutscene)The Quarian commando group comes in with the shuttle, the door opens and a couple commandos shoot the charges set by Shepard. The explosion creates a distraction for the shuttle to land and pick up Shepard and the Admiral.
  565.  
  566.  
  567.  
  568. CUTSCENE: The Normandy shuttle flies towards Rannoch. Through the window, Shepard and party see a Quarian ship crash-land not too far from them. They land in a light wilderness area.
  569.  
  570.  
  571.  
  572. Just when the coast looks clear to pass Eve through the final checkpoint, the Cerberus heavy exo-suit arrives to stop you.
  573.  
  574.  
  575.  
  576. Shepard accesses the console. The ceiling infront of the Prothean arifiact pats and a staircase errects its self toward the opening. Shepard heads up.
  577.  
  578. Upon entering the catherdral the squad approaches the artifact. The prothean shares some words with Shepard and activates the device. As the Prothean is lifted up into the air (as Shepard was on Eden Prime in ME1) A/K enters from the hidden entrance and confronts Shepard.
  579.  
  580. The conversation is quickly interrupted by Kai Leng and a fight begins.
  581.  
  582.  
  583.  
  584. As Kai Lengs defences wear down he moves to draw Shepard away from the Prothean. Once sufficently damaged Kai Leng jumps into a safe position and detonates the explosives rigged into the area away from the artifact. In a bright flash Shepard and the squad are hit with the full brunt of the blast.
  585.  
  586.  
  587.  
  588. Shepard comes regains consiouness as the ringing in his ears fades and and the voices of A/K and Liara become dicernable. As he trys to collect himself it becomes apparent that the Prothean is gone, A/K and Liara are in serious trouble, and Shepard has been horribly wounded. A peice of rebar protrudes from Shepards back, he's bleeding badly, and cannot stand. Shepard crawls forward in gameplay to try to save his survivng squad members.
  589.  
  590.  
  591.  
  592. As Shepard Crawls along the ground the floor continues to collapse. It's quite obvious that by the time he gets to one of his henchmen, the other will have been overcome and killed. Shepard moves slowly painting the ground beneath him with a long bright trail of blood. His armor is damaged and cannot help him.
  593.  
  594. If Shepard stops the ground falls out from under him and he dies. As he moves towards on henchmen, the others situation becomes more dire. During the last leg of his crawl the path to the furthest henchmen gives way, shortly after that character is killed. Once Shepard reaches the surving henchmen he uses the last of his strength to assist them and colapses.
  595.  
  596.  
  597.  
  598. The surving Henchmen assists Shepard out of the colapsing Catherdral. As they reach the exterior the sound of a vehicle causes Shepard to look to the Sky. it's Kai Leng, he has the unconcous Prothean in his drop ship. Kai Leng gives Shep a wry smile and closes the dropship door and leaves.
  599.  
  600. Shepard passes out and regains concousness aboard the Normandy. His wounds are being tended to in the Medical bay.
  601.  
  602.  
  603. Зарисовки сюжета, часть 2 (критичные для основного сюжета спойлеры).
  604. Скрытый текст --Нажмите чтобы скрыть--
  605. CINE DESIGN: Scene of hovercraft stopping at the base.
  606.  
  607.  
  608.  
  609. As Shepard starts crossing the bridge, shells come in from the Reaper side of the battle feild and clip the edge of the players path. The bridge is partially damaged, but Shepard can still progress.
  610.  
  611.  
  612.  
  613. Shepard and the survivors board the command ship. Samara takes Shepard off to the side to discuss the situation.
  614. ИЛИ
  615. Shepard and the survivors board the command ship. The Admiral takes Shepard off to the side to discuss the situation.
  616. ИЛИ
  617. Shepard and the survivors board the command ship. EDI calls in to discuss the situation.
  618.  
  619.  
  620.  
  621. Just when the coast looks clear to pass Eve through the final checkpoint, the Cerberus heavy exo-suit arrives to stop you.
  622.  
  623.  
  624.  
  625. The Reapers have alerted the Harvester to your arrival. It arrives and drops off more enemies to attack the surviving Turians.
  626.  
  627.  
  628.  
  629. Cutscene of quarian ships destroying geth ships (Cine Anim)
  630.  
  631.  
  632.  
  633. CUTSCENE: As the Reaper forces converge, Shepard, A/K, Joker, and James blast away in the Normandy and head for Mars in search of answers.
  634.  
  635.  
  636.  
  637. CONVERSATION/CUTSCNE: Voiceover conversation of A/K and Anderson talking about Shepard. Shepard is in his room in gasing at an idyllic view of Vancouver, Earth's gleaming capital city.
  638.  
  639.  
  640.  
  641. CUTSCENE: Shepard's warnings are proven true as Vancouver is rocked by Reaper forces. Shepard and Anderson narrowly escape the courtroom.
  642.  
  643.  
  644.  
  645. CUTSCENE/CONVERSATION: Anderson passes his side arm to Shepard and radios in to A/K. It is apparent that Shepard has sustained some minor injuries during the attack.
  646.  
  647.  
  648.  
  649. CONVERSATION/CUTSCENE: Voice over conversation of Hacket and Anderson talking about Shepard. The scene shows Earth and several ships flying around it.
  650.  
  651.  
  652.  
  653. Fully interactive turret that allows you to freely fire. You shoot the harvester and its death throes destroy the turret.
  654.  
  655.  
  656.  
  657. Fully interactive turret that allows you to freely fire. The Player will eventually fire at the Enemies across the gap. Alternatively the player may jump out of the turret and do it with their own weapons.
  658.  
  659.  
  660.  
  661. {Test}: (Cutscene). As the battle nears its end, the quarian squad flies in with the Normandy's stealth shuttle. They pick up Shepard and the admiral before the next wave of geth overwhelms them
  662.  
  663.  
  664.  
  665. {Test} 3 second cutscene of Shepard setting off a mine and dodging the explosion.
  666.  
  667.  
  668.  
  669. {Test} A geth stalker uncloaks just as Shepard enters cover.
  670.  
  671.  
  672.  
  673. {Test} POI A geth transport ship rockets overhead, down the direction of the path Shepard's going.
  674.  
  675.  
  676.  
  677. {Test} Geth prime singals for troops to drop in.
  678.  
  679.  
  680.  
  681. [Ambient] Drop ship takes off. Quarians comment on that it's going to come back with reinforcements.
  682.  
  683.  
  684.  
  685. Conversation with Commandos, saying this is the only way in/out for them. They need to set the bomb, and get out. Shepard needs to hold off the incoming reinforcements until they can do that.
  686.  
  687.  
  688.  
  689. LEVEL EVENT: Shepard and Anderson continue down the pedway. Several other people are walking around in the pedway discussing the events.
  690.  
  691.  
  692.  
  693. LEVEL EVENT: As Anderson approaches the walk way, a rocket is shot at the building and a portion of the walkway falls down. The rest of the walk is clearly damaged, hanging by a thread.
  694.  
  695.  
  696.  
  697. Conversation: Shepard and team enter the room, which is completely dark. One of the team urges caustion, as it might be a trap, and Shepard turns on his flashlight.
  698.  
  699.  
  700.  
  701. [Cutscene] Shepard meets up with commandos who have already secured the entrance. Comments from commandos on how well you did not getting detected.
  702.  
  703.  
  704.  
  705. [Ambient] Super gun fires. Lights go out
  706.  
  707.  
  708.  
  709. [Ambient] Super gun fires. Lights go out. Turrets unuseable.
  710.  
  711.  
  712.  
  713. Cutscene:
  714. Shepard emerges back onto the exterior of the facility. The Fembot is boarding a Cerberus shuttle - it's clear that Shepard is too far away to catch her. Suddenly, the Normandy Shuttle, piloted by Jimmy, slams into the side of the Cerberus shuttle, destroying it. Jimmy survives, shaken, but unhurt.
  715. A/K approaches the Fembot, which has been thrown clear of the blast, and appears inoperative. Suddenly, it reactivates, and severely maims A/K.
  716.  
  717.  
  718.  
  719. Cutscene:
  720. The Fembot is disabled, and the Normandy arrives, and hovers near the edge of the platform. Shepard orders Jimmy and Liara to bring the Fembot onboard so they can recover the Prothean data, and hauls A/K onboard himself.
  721. The Normandy blasts away from Mars, just as the Reapers begin arriving in orbit.
  722.  
  723.  
  724.  
  725. Conversation: Shepard and team look down the access hatch. It's pitch black. Shepard warns his team to be ready, as it might be a trap. Shepard descends down the ladder, and at the bottom, turns on his flashlight.
  726.  
  727.  
  728.  
  729. Shepard flies over the docking area with a battle going on between Cerberus and the refugee scientists. He lands in a small hanger to the side of the base.
  730.  
  731.  
  732.  
  733. Conversation: Shepard and team look down the access hatch. It's pitch black. Shepard warns his team to be ready, as it might be a trap. Shepard descends down the ladder, and at the bottom, turns on his flashlight.
  734.  
  735.  
  736.  
  737. {Test}: (Cutscene). As the battle nears its end, the quarian squad flies in with the Normandy's stealth shuttle. They pick up Shepard and the admiral before the next wave of geth overwhelms them.
  738.  
  739.  
  740.  
  741. Designer Cutscene:
  742. The cable car powers down, and comes to a stop. Another car, full of Cerberus troops, approaches coming the other way. The car stops where Shepard can jump between them, and there is a fight between the two cars.
  743.  
  744.  
  745.  
  746. Player Turret Controls - The player will be able to toggle on groups of turrets, each of which drain the ammo pool for the turrets. Leaving all of them on will result in the pool draining before the end of the fight, but with some management the turrets will last right to the end. Likely the controls will take the form of a single button that will toggle between the different options.
  747.  
  748.  
  749.  
  750. CUTSCENE/CONVERSATION: The elevator arrives at the their floor. As the doors open, Shepard and Anderson enter and Jimmy stays behind. As the elevator moves up towards the courtroom floor, A/K comes running out. Shepard catches a glimpse of them running towards the elevator.
  751.  
  752.  
  753.  
  754. Designer Cutscene: The commandeered Cablecar continues to the base, and comes to a stop in the airlock.
  755. Gameplay: The inner airlock door opens, revealing a squad of Cerberus troops who are trying to cut through a very thick looking door with a portable industrial laser.
  756.  
  757.  
  758.  
  759. Upon entering the cathedral the squad approaches the artifact. The Prothean shares some words with Shepard and activates the device. As the Prothean is lifted up into the air (as Shepard was on Eden Prime in ME1) A/K enters from the hidden entrance and confronts Shepard.
  760.  
  761.  
  762.  
  763. Shortly after hooking up the Prothean Kai Leng emerges from the Shadows. He displays a Hologram of the Illusive man who threatens Shepard then orders Kai Leng to kill Shepard. A fight begins with Kai Leng.
  764.  
  765.  
  766.  
  767. {Test}: (Cutscene). The quarian squad flies is to pick up Shepard. Once in the air the the door opens up as Shepard takes up position between quarians.
  768.  
  769. (Gameplay) Shepard uses a turret to shoot geth as the shuttle flies in to rescue the Admiral. Once down the player will be able to step out of the shuttle and select the admiral. A prototype has been done by Zach.
  770.  
  771.  
  772.  
  773. CINE-DESIGN & GAMEPLAY - Prothean has left a trail of destruction on the bridge ahead. More Cerberus troops run into the combat, including a SNIPER who is introduced for the first time here. Sniper takes up position on the overhead bridge.
  774.  
  775.  
  776.  
  777. [CineAnim] KroGar_Arrival: As we land on the moon, we see the turian military staging area, i.e. temporary structures, rows of turian fighters, defensive turrets, trucks etc. Turian fighters take off around us on their way to battle the Reapers on Palaven.
  778. [Conversation] KroGar_arrival_c covers any dialog in this sequence.
  779.  
  780.  
  781.  
  782. [POI] Vista of the moon landscape and Palaven in the sky above. A fighter flies over.
  783.  
  784.  
  785.  
  786. GAMEPLAY - Elevator ride from colony, down to ruins. Part way down the elevator ride the view opens up to show the ruins, as you descend into the excavation site.
  787.  
  788.  
  789.  
  790. GAMEPLAY - Shepard climbss into an Atlus mech for the first time, and can use the mech to progress through the level.
  791.  
  792.  
  793.  
  794. [CineAnim] KroGar_BruteIntro: Introduction to the Reaper Brute. Door opens and Shepard and crew walk in. Reaper Brute drops down in front of Shepard through hole in the ceiling, picks him up (is one of the enemy's abilities) and throws him across the room.
  795.  
  796.  
  797.  
  798. Shepard Leaves, boarding the final shuttle and escapes as the facility is overrun
  799.  
  800.  
  801.  
  802. Designer Cutscene:
  803. The inner door begins to open. Cut to the far side of the door, where a large number of Cerberus troops are in prepared positions, ready to fire. Liara appears, and uses surprise and her biotics to decimate the Cerberus ambush.
  804.  
  805. Conversation: Liara's introduction. Jimmy is used as a foil to introduce Liara. The storm begins picking up power, so Jimmy is sent back to the shuttle to secure it and Liara continues with the squad.
  806.  
  807.  
  808.  
  809. Power Tutorial:
  810. The elevator console has no power. Nearby, is a hole in the wall with sparking wires - the elevator's power was cut in the fight when Cerberus entered the base.
  811. If the player attempts to repair the damage, a Cerberus soldier on the balcony shoots him, interrupting the process. However, the trooper stays in cover (which is transparent) otherwise, and so can't be shot. Liara suggests using singularity to pull the trooper off the balcony. Once this is done, the player can repair the elevator to progress.
  812.  
  813.  
  814.  
  815. Cutscene:
  816. The airlock cycles, and opens, revealing the base's garage. Several Cerberus troop transports are parked haphazardly about. It's dark, and distance gunfire and screaming can be intermittently heard. A couple bodies are scattered around - mostly civilian base personnel. Voices are heard nearby - a small group of Cerberus troops have entered the garage. They think they saw someone come in - maybe "the bluee chick." Shepard takes cover behind a nearby vehicle, and is about to ambush the squad, when suddenly they are tossed around by Biotics and killed. Liara steps out of the darkness, looking haggard and relived to see Shepard.
  817.  
  818. Conversation: Liara's introduction. Liara has some information about what's happening in the base - everything went into lockdown, the automated defenses were sabotaged, and then Cerberus attacked. They're trying to find key science staff (including her) and are killing everyone else. Also, they're trying to breach the Artefact Vault - they might be trying to get their hands on the Prothean Archive. Jimmy is used as a foil to introduce Liara. The storm begins picking up power, so Jimmy is sent back to the shuttle to secure it and Liara continues with the squad. At the end of the conversation, another Cerberus patrol arrives on the balcony, and begins firing down.
  819.  
  820. Power Tutorial:
  821. Liara suggests using Singularity to pull the enemies out of cover. If the rest Cerberus enemies are killed and Shepard has not yet used a power form the wheel in the combat, the last survivor bunkers down and doesn't lean out unless Shepard tries to activate the vehicle jack to progress, forcing the player to use a power.
  822.  
  823.  
  824.  
  825. POI: Previous level event of building being attacked culminuates in a POI of the building crashing down into the harbour
  826.  
  827.  
  828.  
  829. Anderson radios into A/K telling them their path has been blocked and that the Normandy must come to them.
  830.  
  831.  
  832.  
  833. [Convo]: Releasing first major cluster of trapped Geth.
  834.  
  835.  
  836.  
  837. If you manage to time the piston right, you catch one of the Reaper's limbs, delaying him from delivering enemies.
  838.  
  839.  
  840.  
  841. In the distance, the turians now launch their airstrike against the Reaper boss - but it goes horribly wrong. Several turian fighters are shot down, crashing into the bridge which the convoy is riving across. Several krogan trucks are lost in the chaos. Only Eve's truck (with Wrex and mordin in it) avoids destruction. it barrels ahead through a tunnel just before it collapses. Shepard and his henchmen jump off the bridge as it collapses into a crevice in the side of the mountain.
  842.  
  843.  
  844.  
  845. CINEDESIGN: Armored Krogan convoy makes it way along the ruined roads of Tuchanka.
  846.  
  847.  
  848.  
  849. Debrief:
  850.  
  851. Load to Normandy medical bay. A/K is alive, but critical. As there's no doctor aboard and Earth is crawling with Reapers, Shepard orders a course to be set for the Citadel.
  852.  
  853.  
  854.  
  855. POI: As Shepard clears this wave of Reaper Troops, a POI shows a huge Reaper round the corner of the Alliance Headquarters, slowly approachign their position. Also, another drop ship comes by and drops more Reaper troops for the player to fight.
  856.  
  857.  
  858.  
  859. CINE DESIGN: Quarians aim at the Reaper, at its shell.
  860.  
  861. CINE ANIM + IN-GAME: Fleet orbital bombards at the location where the Quarians aimed. But the Reaper is not affected since they hit its shell.
  862.  
  863.  
  864.  
  865. The player aims at the Reaper's weak spot. Orbital bombardment hits it where the player aimed. The Reaper is 1/2 way damaged. It turns towards Shepard and starts coming towards him. Shepard has to hit it once more in the weak spot before it reaches him. When he does, the Reaper tumbles to the ground and dies.
  866.  
  867.  
  868.  
  869. CINE DESIGN: Player gets into the vehicle.
  870.  
  871.  
  872.  
  873. CINE-ANIMATION - The shuttle arrives at a seemingly empty jungle canyon on Surkesh. But as you get closer, the salarian base becomes apparent -- it's cloaked to the naked eye by optical camouflage.
  874.  
  875.  
  876.  
  877. {Test} POI The shuttle speeds over head to a group of survivors.
  878.  
  879.  
  880.  
  881. {Test} Geth drop in and the player must defend the shuttle until the survivors can be loaded.
  882.  
  883.  
  884.  
  885. 3 Second Cutscene: The Reaper readies a laser attack. Shepard, realizing that the mounted gun is useless, leaps out of the way as the laser rips through the ground and the mounted gun. Shepard's only recourse is to run.
  886.  
  887.  
  888.  
  889. 3 Second Cutscene: On exiting the ladder, Shepard is immediately under fire from a mounted gun. He dives into cover and play resumes
  890.  
  891.  
  892.  
  893. The Laptop is running a program, which is keeping the telemetry disabled. The laptop will have to be disabled if the guns are to be brought back online.
  894.  
  895.  
  896.  
  897. [Convo]: Releasing first major cluster of trapped Geth.
  898.  
  899.  
  900.  
  901. [Convo]: Speak to Legion about damaged area. Shepard notices a nearby 'trapped' Geth. He uses the gun to free the Geth -- it repairs the damaged area, and introduces itself.
  902.  
  903.  
  904.  
  905. CINEANIM: Mordin rides up to the top where he disperses the cure. but the tower collapses from all the damage it's taken and mordin dies. Across Tuchanka, krogan look to the sky to see a glittering mist that heralds the end of the genophage.
  906.  
  907.  
  908. Зарисовки сюжета, часть 3 финальная (критичные для основного сюжета спойлеры).
  909. Скрытый текст --Нажмите чтобы скрыть--
  910. Point of interest or opening scene to show Rachni emerging
  911.  
  912.  
  913.  
  914. CUTSCENE: Legion tells you where to land on Rannoch. He managed to hack a geth hovercraft so that he can get into the base, Trojan Horse style. He brings you to the base in the hovercraft.
  915.  
  916.  
  917.  
  918. In the distance, the turians now launch their airstrike against the Reaper boss - but it goes horribly wrong. Several turian fighters are shot down, crashing into the bridge which the convoy is riving across. Several krogan trucks are lost in the chaos. Only Eve's truck (with Wrex and mordin in it) avoids destruction. it barrels ahead through a tunnel just before it collapses. Shepard and his henchmen jump off the bridge as it collapses into a crevice in the side of the mountain.
  919.  
  920.  
  921.  
  922. Cutscene:
  923. The airlock cycles, and opens, revealing the base's garage. Several Cerberus troop transports are parked haphazardly about. It's dark, and distance gunfire and screaming can be intermittently heard. A couple bodies are scattered around - mostly civilian base personnel. Voices are heard nearby - a small group of Cerberus troops have entered the garage. They think they saw someone come in - maybe "the bluee chick." Shepard takes cover behind a nearby vehicle, and is about to ambush the squad, when suddenly they are tossed around by Biotics and killed. Liara steps out of the darkness, looking haggard and relived to see Shepard.
  924.  
  925. Conversation: Liara's introduction. Liara has some information about what's happening in the base - everything went into lockdown, the automated defenses were sabotaged, and then Cerberus attacked. They're trying to find key science staff (including her) and are killing everyone else. Also, they're trying to breach the Artefact Vault - they might be trying to get their hands on the Prothean Archive. Jimmy is used as a foil to introduce Liara. The storm begins picking up power, so Jimmy is sent back to the shuttle to secure it and Liara continues with the squad. At the end of the conversation, another Cerberus patrol arrives on the balcony, and begins firing down.
  926.  
  927. Power Tutorial:
  928. Liara suggests using Singularity to pull the enemies out of cover. If the rest Cerberus enemies are killed and Shepard has not yet used a power form the wheel in the combat, the last survivor bunkers down and doesn't lean out unless Shepard tries to activate the vehicle jack to progress, forcing the player to use a power.
  929.  
  930.  
  931.  
  932. [cineanim]Enemy introduction Geth Stalker: Shepard walks in to find Geth Stalkers overloading/destroying/sabotaging the consoles in the room, then cloak and start approaching Shepard.
  933.  
  934.  
  935.  
  936. CineAnim cutscene of the crew meeting up with Legion/Xen in the hangar bay to make their escape from the exploding Dreadnought in one of the Geth Fighters.
  937.  
  938.  
  939.  
  940. [cineanim] Enemy Introduction: Geth Prime: Walks in with an entourage of Geth.
  941.  
  942.  
  943.  
  944. Quarians shoot at the Reaper again. This time one of the shots hits the Reaper's weak spot. The Reaper stumbles. The fleet notices the Reaper weakened. However, they can't make such a precise shot again. Shepard has to help by using the targeting gun to aim at the weak spot. The Quarian fleet can then sync all the shots at that location.
  945.  
  946.  
  947.  
  948. Shepard aims at the Reaper's weak spot. Orbital bombardment hits the Reaper, killing it.
  949.  
  950.  
  951.  
  952. [Cutscene] Reveal of Rocket Trooper: Fires at Quarians entering buidling -- cutting them off from Shepard
  953.  
  954.  
  955.  
  956. [Cutscene] Shepard meets up with commandos who have already secured the entrance. Comments from commandos on how well you did not getting detected.
  957.  
  958.  
  959.  
  960. [Ambient] Gun ship moves to track Quarians.
  961.  
  962.  
  963.  
  964. Shepard aims at the Reaper's weak spot. The weak spot is only exposed when the Reaper is about to shoot its projectile.
  965.  
  966. Orbital bombardment hits the Reaper, killing it.
  967.  
  968.  
  969.  
  970. Intro Cutscene showing the shuttle landing near a krogan vehicle at a temporary base, which has partially collapsed into a gaping chasm.
  971.  
  972.  
  973.  
  974. GAMEPLAY EVENT - A Yahg crashes into view from the right hand side, crossing the path of the player and taking out two Cerberus enemies. They smash through the rail dissappear down into the canyon below.
  975.  
  976.  
  977.  
  978. The Reaper shrieks and charges up its beam attack.
  979.  
  980.  
  981.  
  982. GAMEPLAY SCENE - As the player rounds the corner, they witness 2-3 Varren feeding on some dead Cerberus troops. One Cerberus trooper is still standing and shoots the Varren dead, before turning on the player.
  983.  
  984.  
  985.  
  986. {Test} The player talks to Admiral Xen on the Normandy.
  987.  
  988.  
  989.  
  990. {Test}: (Cutscene). The quarian squad flies is to pick up Shepard. Once in the air the the door opens up as Shepard takes up position between quarians.
  991.  
  992. (Gameplay) Shepard uses a turret to shoot geth as the shuttle flies in to rescue the Admiral. Once down the player will be able to step out of the shuttle and select the admiral. A prototype has been done by Zach.
  993.  
  994.  
  995.  
  996. Sheppard is contacted by Andersen aboard the normandy.
  997. The alliance is trying to quitely get rid of Cerberus operative amongst their rank, but one of the last high ranked has dissapearedL. Anderson fear that he had news about the operation and is now on the run. Sheppard could help Andersen to retrieve this general, before he is able to leave the citadel and reach Cerberus base.
  998. Once Sheppard reache the citadel, he will be contacted by the alliance contact for this operation.
  999.  
  1000.  
  1001.  
  1002. Cut-Scene: Thresher Maw appears and attacks Reaper.
  1003.  
  1004.  
  1005.  
  1006. CUTSCENE: Legion tells you where to land on Rannoch. He managed to hack a geth hovercraft so that he can get into the base, Trojan Horse style. He brings you to the base in the hovercraft.
  1007.  
  1008.  
  1009.  
  1010. CINE-ANIM: Normandy fires down into the pit. Mass explosion. Everything is quiet for a few seconds; you think you destroyed the transmitter.
  1011.  
  1012. Quarians come into contact and they say that there is still a signal. Everything begins to shake. The Reaper starts to get up (in-game). The windows break in front of Shepard, giving him a way to escape.
  1013.  
  1014.  
  1015.  
  1016. CinAnim Scene:
  1017. Player leaves in the patrol car with henchmen, on the way to their destination the car is brought down by Cerberus Phantoms and they crash into balconies in a higher area of the Presidium ring.
  1018.  
  1019.  
  1020.  
  1021. Sheppard is contacted by Andersen aboard the normandy.
  1022. The alliance is trying to quitely get rid of Cerberus operative amongst their rank, but one of the last high ranked has dissapearedL. Anderson fear that he had news about the operation and is now on the run. Sheppard could help Andersen to retrieve this general, before he is able to leave the citadel and reach Cerberus base.
  1023. Once Sheppard reache the citadel, he will be contacted by the alliance contact for this operation.
  1024.  
  1025.  
  1026.  
  1027. CINEANIM: The ground shakes and the largest Thresher Maw Shepard has ever seen emerges from the ground and begins to attack the Reaper. Shepard runs in between the fighting monsters on his way to the shroud. The creatures wrestle, occasionally smashing into the shroud until finally the Thresher Maw manages a hold on the Reaper and drags it under the sand. Shepard arrives at the shroud.
  1028.  
  1029.  
  1030.  
  1031. Mordin and Eve leave for the Lab while Wrex leaves to a Control Booth to retract the Thumpers. You're going to go into the Ceremonial Arena and activate the thumpers manually.
  1032.  
  1033.  
  1034.  
  1035. [Cutscene]: Entering the geth matrix
  1036.  
  1037.  
  1038.  
  1039. Intro CinAnim Scene:
  1040. The Normandy pulls into the dock at C-Sec, there are some c-sec fighting when they arrive against Cerberus forces. Shepard exits the Normandy with fighting already going on.
  1041.  
  1042.  
  1043.  
  1044. Shepards shuttle lands amidst a night time Reaper invasion of Thessia the Asari home world. The atmosphere is like that of Baghdad during the American shock and awe preliminary attacks. A large building collapses on the Reaper side of the battle field as the shuttle lands at the closest Asari forward command post.
  1045.  
  1046.  
  1047.  
  1048. As the player crosses into the Reaper side of the battlefront a Squad of assari commandos can be seen firing towards something in the distance. The target is a large troop spawning Reaper creature that crosses over the buildings, kills the commando unit and enters the players battlefield.
  1049.  
  1050.  
  1051.  
  1052. CINEANIM: We see the Shroud disperse the cure and all of Tuchanka looks up to the sky and sees the change.
  1053.  
  1054.  
  1055.  
  1056. Shepard accesses the console. The ceiling in front of the Prothean artifact pats and a staircase erects its self toward the opening. Shepard heads up.
  1057.  
  1058.  
  1059.  
  1060. As Kai Lengs defenses wear down he moves to draw Shepard away from the Prothean. Once sufficiently damaged Kai Leng jumps. In cut scene, Kai Leng lands in a safe position and detonates explosives he's rigged into the area (away from the artifact). In a bright flash Shepard and the squad are hit with the full brunt of the blast.
  1061.  
  1062.  
  1063.  
  1064. While Shepard reels from the explosion Kai Leng closes the distance and knocks Shepard into one of the holes created by the explosion. As Shepard crawls back up, it becomes apparent that the Prothean is gone. Shepard rouses his remaining henchmen and leaves, hanging his head in defeat...
  1065.  
  1066.  
  1067.  
  1068. A gigantic arc of electricity appear between the two electomagentic pillar, before vanishing in a flash of light. The EMP has effectively damaged all the electronics in the area, and the vehicle the general was supposed to use is noe unusable.
  1069. If Kasumi alive, chater banter to explain the EMP also erased the data compromising the Alliance with Cerberus.
  1070.  
  1071.  
  1072.  
  1073. A brief flash of light appear, as Shepard has successfully overloaded the generator.
  1074. All the power in this part of the presidium is cut, effectively jamming the door of the landing dock.
  1075.  
  1076.  
  1077.  
  1078. {Test} Turian soldier is killed by a husk.
  1079.  
  1080.  
  1081.  
  1082. {Test} The Turian general tells Shepard that one of the communication towers is down. Shepard must fight toward the tower and get it up and running.
  1083.  
  1084.  
  1085.  
  1086. Cowardly CSec Officer
  1087.  
  1088.  
  1089.  
  1090. 3 Second Cutscene: You pick up the elevator access key. Captain Ramsay shows up ass you are typing and shoots a projectile at you which barely misses Shepard, destroying part of the wall. Shepard falls to the ground and picks himself up. The explosion destroys the power generator in the room, dimming the lights on this side of the map
  1091.  
  1092.  
  1093.  
  1094. Shepard reroutes the power which turns on the power to the other wing - the doors are re-enabled
  1095.  
  1096.  
  1097.  
  1098. ALARM! You have been spotted - the doors are locking and Cerberus troops are about to show up
  1099.  
  1100.  
  1101.  
  1102. West Wing Alarn Disabled.
  1103.  
  1104. Alarm must be disabled on East Wing security systems also. Lowering balcony security barriers. System will reset in 30 seconds. Starting countdown.
  1105.  
  1106.  
  1107.  
  1108. {Test} Waves of husks attack the outpost.
  1109.  
  1110.  
  1111.  
  1112. {Test} Garrus and the Primarch leave with Shepard... a crumbling Palaven in the rearview mirror.
  1113.  
  1114.  
  1115.  
  1116. The Cablecar begins moving. However, before it reaches the Archive Core, a Cerberus trooper appears outside the far airlock and begins firing at the clamp which connects the cablecar to its rail. The Cablecar shudders, and comes to a stop.
  1117. The trooper continues firing at the cablecar, but is out of effective weapons range for things other than a sniper rifle. If he is fired at with a different weapon, he ducks back into cover (taking no damage.) Henchmen suggest using a sniper rifle on him.
  1118.  
  1119.  
  1120.  
  1121. The airlock opens, and another cablecar emerges, full of Cerberus troops. The car stops where Shepard can jump between them, and there is a fight between the two cars.
  1122.  
  1123.  
  1124.  
  1125. Designer Cutscene: The commandeered Cablecar continues to the base, and comes to a stop in the airlock.
  1126. Gameplay: The inner airlock door opens, revealing a squad of Cerberus troops who are waiting in a prepared position. They open fire.
  1127.  
  1128.  
  1129.  
  1130. The Cablecar begins moving. However, before it reaches the Archive Core, a Cerberus trooper appears outside the far airlock and begins firing at the clamp which connects the cablecar to its rail. The Cablecar shudders, and comes to a stop.
  1131. The trooper continues firing at the cablecar, but is out of effective weapons range for things other than a sniper rifle. If he is fired at with a different weapon, he ducks back into cover (taking no damage.) Henchmen suggest using a sniper rifle on him.
  1132.  
  1133.  
  1134.  
  1135. You hear the sound of gunfire below and screams. It's the Coward, who with the alarms off charged into the courtyard and began to fight the Cerberus troops. You hear him die, but he was able to take a couple of troops out first
  1136.  
  1137.  
  1138.  
  1139. Shepards shuttle lands amidst a night time Reaper invasion of Thessia the Asari home world. The atmosphere is like that of Baghdad during the American shock and awe preliminary attacks. A large building collapses on the Reaper side of the battle field as the shuttle lands at the closest Asari forward command post.
  1140.  
  1141.  
  1142.  
  1143. The cleanroom is being swept by a secontamination beam (like the normandy airlock). Some charred bodies of scientists are trapped inside: each time the beam passes over the bodies, they sizzle and steam.
  1144.  
  1145. The player can activate or deactivate the sterilization process, which also opens/closes the doors. However, the beam is stuck on, making the room impassable. The player must stop the beam in a position where it does not block progress through the room to get across.
  1146.  
  1147.  
  1148.  
  1149. As the player approaches the toppled building laying in the road, a horrible shreik echos from the structure and the several sheets of the remaining glass shatters and falls attracting attention to the path forward.
  1150.  
  1151.  
  1152.  
  1153. {Test} With the comm tower back online, Shepard tries to reach the new Primarch at the north Camp -- however, all he hears is static, screaming and chaos.
  1154.  
  1155. Shepard sets off to the North Camp on foot, intent on collecting the Primarch in person.
  1156.  
  1157. There is a pile of rubble blocking the path and the General sends in a turian fighter jet to clear it so that Shepard can proceed.
  1158.  
  1159.  
  1160.  
  1161. {Test} A Harvester lands in the middle of the camp clearing and poses a final threat to getting the Primarch.
  1162.  
  1163.  
  1164.  
  1165. {Test} After Shepard has defeated the Harvester, the new Primarch emerges from the smoke and carnage.
  1166.  
  1167.  
  1168.  
  1169. CinAnim Scene:
  1170. Player leaves in the patrol car with henchmen, on the way to their destination the car is brought down by Cerberus Phantoms and they crash into balconies in a higher area of the Presidium ring.
  1171.  
  1172.  
  1173.  
  1174. CINE-ANIM: Nearly beaten, Kai Leng jumps to safety and detonates charges he previously planted in the monastery. Shepard reels from the explosion as the floor begins to collapse all around him. Kai Leng seizes the opportunity and attacks, sending Shepard falling to the depths below. As Liara recovers and helps him back up, they see the Prothean is gone. They limp outside the monastery and see Kai Leng loading the unconscious Prothean into his drop ship. Kai Leng turns and smiles -- he won. The ship then flies away, skimming over asari soldiers being mercilessly slaughtered by Reapers. Shepard failed them. He hangs his head in defeat...
  1175.  
  1176.  
  1177.  
  1178. CUTSCENE: OmgJck_300_JackReIntro – Shepard discovers Jack has been defending the students. Shepard is surprised. Hand off to conversation (Cine Anim)
  1179.  
  1180.  
  1181.  
  1182. {Test} With the comms reset the General tells Shepard that it will take some time to get a link with the North camp established. Go talk to him when all is quiet(er).
  1183.  
  1184.  
  1185.  
  1186. {Test} Massive forces attacking from the South, use the mounted gun.
  1187.  
  1188.  
  1189.  
  1190. {Test} The comm tower is repaired but communications with the North Camp are still garbled. Garrus offers to take you there on foot. Garrus joins your squad and Liara returns to the shuttle.
  1191.  
  1192.  
  1193.  
  1194. CINE DESIGN: Shepard approaches the students still under the biotic bubble.
  1195.  
  1196.  
  1197.  
  1198. CINE DESIGN 3-SECOND CUTSCENE: A Cerberus fighter crashes into the side of the ship, creating a hole and destroying the escape pods. Shepard hangs from the railing, about to be sucked out into space until the emergency doors slame shut, resuming normal air pressure.
  1199.  
  1200. The fighter damaged a core part of the ship. The integrity of the space-station itself is now weakened, like a submarine beginning to come apart at the seams.
  1201.  
  1202.  
  1203.  
  1204. Designer Cutscene: The commandeered Cablecar continues to the base, and comes to a stop in the airlock.
  1205. Gameplay: The inner airlock door opens, revealing a squad of Cerberus troops who are waiting in a prepared position. They open fire.
  1206.  
  1207.  
  1208.  
  1209. The Cablecar begins moving. However, before it reaches the Archive Core, a Cerberus trooper appears outside the far airlock and begins firing at the clamp which connects the cablecar to its rail. The Cablecar shudders, and comes to a stop.
  1210. The trooper continues firing at the cablecar, but is out of effective weapons range for things other than a sniper rifle. If he is fired at with a different weapon, he ducks back into cover (taking no damage.) Henchmen suggest using a sniper rifle on him.
  1211.  
  1212.  
  1213.  
  1214. OmgJck_500_Departure – Shepard steals a Cerberus shuttle and departs. The Cerberus forces blast the Grissom station to bits as the stolen Cerberus shuttle flies off. Cerberus shuttle meets back with the Normandy. (Cine Anim)
  1215.  
  1216. The station is moments away from exploding as Kahlee rushes to join you. If Jack is present, she provides a powerful shield that defeats the last wave of Cerberus soldiers and protects Kahlee from falling debri s. Kahlee makes it onto the shuttle alive. If Jack isn't present, then Kahlee dies. Either way, the stolen Cerberus shuttle flies away from Grissom Academy as the space-station explodes behind.
  1217.  
  1218.  
  1219.  
  1220. Students run to the shuttle to safety.
  1221.  
  1222.  
  1223.  
  1224. Henchman Control Tutorial:
  1225. The shutter raises, revealing the room below. On a nearby security monitor (POI), the inside of the far cablecar station is visible, and shows Eva directing Cerberus troops onto a cablecar. The radio of a nearby dead Cerberus trooper activates. Eva says that they've wiped out the last of the Alliance resistance in the archive core, and are sending back reinforcements. The troopers are ordered to hold off the Alliance until they can get the data and extract.
  1226. A "train arriving in" counter shows how long the player has before the cablecar arrives. The player is given instructions on how to order henchmen to a position using the D-Pad, and suggestions on where to place them so they are flanking the Cerberus troops. After some time, the Cablecar arrives and the airlock door opens, and the Cerberus troops emerge.
  1227.  
  1228.  
  1229.  
  1230. CINEANIM: The timer on the device is down to just a few seconds. The timer clicks away and another wave of Cerberus enemies drop and rush at Shepard; the frigate carpet bombing the other commando squad. The Turian manages to turn the energy device in the direction of the ship just as the timer reaches zero and a magnificent explosion erupts from the device and fires in the frigate. Shepard and the commandos retreat as the ship falls to the ground destroying the device and all Cerberus within it.
  1231.  
  1232.  
  1233.  
  1234. CINEANIM: Shepard and the commandos retreat as the ship falls to the ground destroying the device and all Cerberus within it.
  1235.  
  1236.  
  1237.  
  1238. CINE-ANIM: Normandy fires down into the pit. Mass explosion. Everything is quiet for a few seconds; you think you destroyed the transmitter.
  1239.  
  1240. Quarians come into contact and they say that there is still a signal. Everything begins to shake. The Reaper starts to get up.
  1241.  
  1242.  
  1243.  
  1244. CINEANIM: Seeing the device power up, Shepard yells at the Turian to stop and begins to run towards him. The device suddenly belches forth a powerful beam that fires directly into the ship and then explodes, wiping out the Turian and sending Shepard flying back.
  1245.  
  1246.  
  1247.  
  1248. Gth002_500_QuarDeath - Cutscene of geth ships destroying quarian ships (Cine Anim)
  1249.  
  1250.  
  1251.  
  1252. CUTSCENE:
  1253. - The airlock cycles, and Shepard enters the base. It's dark, and several Cerberus transports are parked inside.
  1254. - Suddenly, there's the sound of gunfire from nearby, and Liara appears, being chased by a Cerberus kill-team. Liara turns to fight, and kills the Cerberus team with Biotics.
  1255. - Liara and Shepard reunite.
  1256.  
  1257.  
  1258.  
  1259. CUTSCENE:
  1260. - Shepard emerges from the access hatch, only to find that Eva has boarded a Cerberus shuttle, and is clearly about to get away.
  1261. - Suddenly, James appears, piloting the Normandy shuttle, and rams the Cerberus shuttle.
  1262. - The Cerberus shuttle explodes, sending Eva flying. James crashes the Normandy shuttle into the platform.
  1263. - Shepard and Liara move to help James, who has miraculously survived the crash unharmed.
  1264. - A/K goes to check on Eva. She appears to be non-functional: parts of her uniform and skin are burned and torn, revealing more of the robot underneath.
  1265. - Suddenly, Eva reactivates, and severely injures A/K.
  1266. - Combat begins with James replacing A/K in the squad.
  1267.  
  1268.  
  1269.  
  1270. {Test} The shuttle lands near Admiral Koris where Shepard kills the remaining geth forces, grabs Koris and leaves before the next big wave of geth arrive.
  1271.  
  1272.  
  1273.  
  1274. CINEANIM: The Turian knows that removing the blasting cap is a one-way trip, but makes his way down the hanging bomb regardless. He manages to the percarious position of the blasting cap and pulls the first clamp. He slips and is now hanging on with only one hand onto the blasting cap itself. In a final desperate attempt he grabs onto the last clamp, pulls it open. The blasting cap falls free and it and the Turian fall into the hole below. A final small explosion deep within the crevice marks that the Turian is dead, but with the Eezo fusealage in place and undetenated, the mission is a success.
  1275.  
  1276.  
  1277.  
  1278. [Cine Anim Cutscene]
  1279. Shuttle arrival. We approach the facility.
  1280.  
  1281.  
  1282.  
  1283. The objective for Geno N7b is given at the end of N7a from the rescued Primarch?s son. He explains that a secret turian doomsday device was placed on Tuchanka after the Krogan Rebellions to be used if the krogan ever needed to be put down again. The mission appears on your galaxy map after Geno N7a.
  1284.  
  1285.  
  1286.  
  1287. CINEDESIGN: Two shuttles land in the ruins of a city. Explosions, tracer fire are bouncing both ships around. The Primarch?s son radios Shepard to tell him that this is the closest they can get to the device without getting cut to pieces by the AA guns on the perimeter. The device is just behind those buildings up ahead. Shepard tells him to approach the building on the right while he assaults the building on the left. Mission starts with a slamming down of the bay doors into loud and chaotic battle.
  1288.  
  1289.  
  1290.  
  1291. CINE DESIGN 3-SECOND CUTSCENE: A Cerberus fighter crashes into the side of the ship, creating a hole and destroying the escape pods. Shepard hangs from the railing, about to be sucked out into space until the emergency doors slame shut, resuming normal air pressure.
  1292.  
  1293. The fighter damaged a core part of the ship. The integrity of the space-station itself is now weakened, like a submarine beginning to come apart at the seams.
  1294.  
  1295.  
  1296.  
  1297. {Test} With the comms reset the General tells Shepard that it will take some time to get a link with the North camp. He asks you to help hold the fort while he tries to establish communication.
  1298.  
  1299.  
  1300.  
  1301. There is a painting of an Asari and Quarian and underneath each a rectangle space where a book would fit
  1302.  
  1303.  
  1304.  
  1305. Kolyat opens the secret passage for you. Shepard tells Kolyat to go see his father in the Hospital and that he'll take care of the rest. Kolyat runs off.
  1306.  
  1307.  
  1308.  
  1309. Detected Non-Legal Playthrough: Please select the state information for Debug Purposes.
  1310. ME2Success: sets plot state to mimic a full win in ME1 and ME2. All characters are alive if possible. The opposite sex henchmen is alive regarding Ashley/Kaidan. Plots will tend to be resolved more paragon than renegade, such as Rachni are alive.
  1311. ME2Failure: sets plot state to mimic a disaster play-through. All henchmen are dead except for Kasumi and Morinth. Plots will tend to be resolved more renegade than paragon. The same sex henchmen is alive regarding Ashley/Kaidan.
  1312.  
  1313.  
  1314.  
  1315. ***Playthrough the starting conversation in the shuttle for the landing cutscene.
  1316.  
  1317. Console Event Cinematics:
  1318. ce cinematic_prothean_hookup - Cutscene where the prothean is hooked up to the altar.
  1319. ce cinematic_post_kaileng_fight - Cutscene after Kai Leng's fight
  1320.  
  1321.  
  1322.  
  1323. CerJcb_500_Depart - Shepard Leaves, boarding the final shuttle and escapes as the facility is overrun
  1324.  
  1325.  
  1326.  
  1327. Shepard and team go upstairs to the main floor of the Facility.
  1328.  
  1329. The room is electric with fear and controlled panic.
  1330. They pack what's most important to them -- their work, a few belongings.
  1331. These people know Cerberus, there is no denial here.
  1332. They look nervously out the window and mouth silent prayers under their breath.
  1333.  
  1334.  
  1335.  
  1336. {Test} Shoot down Armitage's shuttle before he escapes.
  1337.  
  1338.  
  1339.  
  1340. CINE DESIGN: Shepard approaches the students still under the biotic bubble.
  1341.  
  1342.  
  1343.  
  1344. Kaylee shuts the door.
  1345.  
  1346.  
  1347.  
  1348. Shepard aims at the Reaper's weak spot. The weak spot is only exposed when the Reaper is about to shoot its projectile.
  1349.  
  1350. Shepard has to hit Reaper 3 times.
  1351.  
  1352. Orbital bombardment hits the Reaper, killing it.
  1353.  
  1354.  
  1355.  
  1356. CINE DESIGN 3-SECOND CUTSCENE: Cerberus troops are already there. They shoot out the escape pods into space, ruining Shepard's escape plan.
  1357.  
  1358.  
  1359.  
  1360. Kaylee tells you she'll open up the door to the Atrium.
  1361.  
  1362.  
  1363.  
  1364. Ambient fight happening between students and Cerberus
  1365.  
  1366.  
  1367.  
  1368. Shepard enters the hall to see students hunkered down trying to fend off heavy Cerberus attacks.
  1369.  
  1370.  
  1371.  
  1372. Jack and students provide biotic support from the upper tier.
  1373.  
  1374.  
  1375.  
  1376. Geth dropping down from higher platform and coming out of side doors
  1377.  
  1378.  
  1379.  
  1380. CINE-ANIM: OmgJck_100_Arrival - The Normandy arrives at Grissom Academy to find Cerberus ships in the vicinity.
  1381.  
  1382.  
  1383.  
  1384. Camera swings to students and Ensign Donnelly on the right.
  1385.  
  1386.  
  1387.  
  1388. Scene introducing the Geth Trooper:
  1389. As the bridge extends, Geth Troopers storm into the hall to intercept the intruder.
  1390.  
  1391.  
  1392.  
  1393. Once the trigger is pulled and the round leaves the barrel, a computer chip inside the projectile communicates exactly how far it has traveled, allowing for precise detonation!
  1394.  
  1395.  
  1396.  
  1397. MISSION SUMMARY: Shepard and party search the asari monastery for the two Ardat-Yakshi being used to create the Banshee Reaper enemies. He finds they are Samara's daughters, and if she is alive, she is resolved to get them out of here. This place shows the horrors of Reaper occupation -- they have turned the daughters into biotic murder machines and stitched together asari into monsters. Shepard gets the youngest daughter out but her elder sister sacrifices herself to stop the hordes of Banshees from claiming any more victims. Once the team has time to breathe, Shepard and Samara realize that even the youngest daughter is a threat -- though noble, she is still addicted to the power rush of Ardat-Yakshi feeding, and she can't live here in isolation any more. Shepard must decide -- can she be trusted to be let loose on the galaxy, or will Samara kill her last surviving daughter as her Code demands?
  1398.  
  1399.  
  1400.  
  1401. AREA SUMMARY: This area is the landing pad on the roof of the monastery. Shepard finds the place abandoned, and the tone here is dark and forbidding.
  1402.  
  1403.  
  1404.  
  1405. AREA SUMMARY: This is where Shepard finds Falere, the youngest of Samara's daughters. If Samara is present, she is comforting her. Falere says her sister Rila is in a Reaper machine in the monastery's grand hall, where she is forced to feed off of captive asari and power their transformation into Banshees. Falere will meet Shepard there and let him in -- she does not trust herself not to feed off Shepard were she to travel with him.
  1406.  
  1407.  
  1408.  
  1409. AREA SUMMARY: This courtyard is where the Reaper forces have piled the bodies of the asari that the Ardat-Yakshi have consumed. Shepard fights Reaper enemies here.
  1410.  
  1411.  
  1412.  
  1413. AREA SUMMARY: In cutscene, Shepard and company run to the elevator. Rila biotically throws the party inside the nonworking elevator to the roof, and draws in the hordes of Banshees closing in on her. She retreats into the elevator shaft and then drops the vator, killing herself and crushing her enemies along with it.
  1414.  
  1415.  
  1416.  
  1417. AREA SUMMARY: Shepard is once again on the roof, but he is faced with a new decision. Through no fault of her own, Falere is an Ardat-Yakshi with no place to stay or be isolated from the general population. Does Shepard let her go and trust her not to feed on innocent victims, or kill her as a danger to the galaxy? Samara's presence complicates matters further, as her Justicar code demands Falere die, but she would sooner kill herself than her last surviving daughter. What does Shepard do?
  1418.  
  1419.  
  1420.  
  1421. AREA SUMMARY: In the big decision dialogue, Shepard ends by contacting Joker and telling him to get the word back to asari command that the mission is done. We cut back to the Normandy.
  1422.  
  1423.  
  1424.  
  1425. Small scene showing Shepard interacting with Frankenstein switch
  1426.  
  1427.  
  1428.  
  1429. CineAnim Cutscene
  1430.  
  1431. Pariah Reveal: A distant whispering that has been echoing in Shepard's head during his exploration of Sanctuary is now revealed. A hideous new Reaper minion called the Pariah. It seems busy surveying a particular cage full of prisoners. The cage is lowered to the floor, but does not undergo any further processing.
  1432.  
  1433. The Pariah finally notices Shepard with a powerful mind blast while teleporting to a nearby ledge allowing its soldiers to attack.
  1434.  
  1435.  
  1436.  
  1437. Temp: Cell raises and prisoners are released. Shepard finds Miranda inside the cell. They reunite and Shepard is told to exit through the back of the cell towards the Father's office.
  1438.  
  1439.  
  1440.  
  1441. CineAnim Cutscene
  1442.  
  1443. The horrific reveal: The camera pulls away from a single cage full of screaming prisoners being lowered onto the 'Dragon's Teeth', a spike-like device used by Reaper to impale captured prisoners, to reveal a vast field of cages that are filled with an uncountable number of helpless prisoners undergoing the same ordeal.
  1444.  
  1445.  
  1446.  
  1447. {Test}: (Cutscene). The shuttle flies in to destroy the geth tower and then lands to pick up Shepard.
  1448.  
  1449.  
  1450.  
  1451. CineAnim Cutscene
  1452.  
  1453. Final processing: Shepard enters the last large room. He sees a number of cages he has seen previously, and knows that groups of prisoners are being held within them. One of the cages is lifted by crane from deep below the floor of the room accompanied by a blast of eerie smoke. The cage is lifted to a platform. Shepard is shocked to see Reaper husks instead of prisoners come pouring out when a door is opened.
  1454.  
  1455. Shepard sees that the other cages are being slowly lowered into deep smoky, pits of their own. He must fight the oncoming husks and Reaper troops while trying to stop the cages full of prisoners from being processed into husks.
  1456.  
  1457.  
  1458.  
  1459. Shepard encounters heavily modified Rachni and husks.
  1460.  
  1461. NOTE: The exit is located on the other side.
  1462.  
  1463.  
  1464.  
  1465. The Mission
  1466.  
  1467. Shepard sees a group of armed krogan making last minute tweaks to equipment. ME2 follower, Grunt, pushes his way through the soldiers to greet Shepard as an old friend. Grunt has been selected as a speaker for the krogan strike team, under the command of Shepard to find and destroy of the Rachni spawning nest. A secondary objective is figure out what happened to the original scouting team sent by Wrex.
  1468.  
  1469. NOTE: Player is instructed to search for clues and equipment down the hill in the remains of the scout team's base camp, while Grunt and his group keep an eye out.
  1470.  
  1471.  
  1472.  
  1473. Grunt calls down to Shepard from the edge of the cliff. Shepard and squad will enter the caves from down here, while Grunt will take his squad a different route to find the Rachni nest.
  1474.  
  1475.  
  1476.  
  1477. Via Radio, Grunt tells Shepard the flame thrower is best for burning away any webbing blocking his path.
  1478.  
  1479. Grunt later tells Shepard the krogan scouting party were attacked and overwhelmed by Rachni and husks, but managed to carry weapon far into the caves in order to help the next squad that would follow.
  1480.  
  1481.  
  1482.  
  1483. Shepard fights against husks that climb up from crevices and large, monstrously modified Rachni.
  1484.  
  1485.  
  1486.  
  1487. Introduction to the Reaper 'locks'. Shepard will be required to destroy a 'node' to continue.
  1488.  
  1489.  
  1490.  
  1491. Player is instructed how to destroy a special Reaper device that is powering a wall or sheet of armor. Once the device is destroyed the wall collapses, allowing Grunt and his squad to enter the room. Grunt elects to stay and block any Rachni from entering while Shepard proceeds to the Spawning Chamber for the final confrontation.
  1492.  
  1493.  
  1494.  
  1495. Grunt and his squad are pinned down fighting off husks and cannot get past an obstacle, they call for Shepard to see if something can be done about the obstacle.
  1496.  
  1497.  
  1498.  
  1499. Highlights from Wrex?s wrap-up video
  1500.  
  1501.  
  1502.  
  1503. CineAnim Cutscene
  1504. Shepard, his squad, and Grunt with the two remaining krogan soldiers, make a mad dash back to the landing shuttles. Krogan are picked off as the swarm of Rachni get closer and closer. Finally, Grunt turns to face the Rachni horde along. Shepard hesitates before Grunt roars at him to go while he holds the Rachni off.
  1505.  
  1506. Grunt fights until he loses his weapons; facing the horde with only his fists and grit until it looks like he is overwhelmed.
  1507.  
  1508. The Shuttle
  1509. Shepard has helped his squad back into the shuttle, taking one last look around. We see heavly wounded grunt come limping back up to the shuttles. Shepard moves to help him get to his shuttle, while Grunt delivers the final line, "Anyone got anything to eat?"
  1510.  
  1511. Back on the Normandy
  1512. Wrex thanks Shepard for removing the Rachni threat. He mentioned that Grunt is recovering and will be getting back to the fight soon.
  1513.  
  1514.  
  1515.  
  1516. Spawning Chamber
  1517. The players enter a large cavern where Reaper technology is being used to sustain a creature, a Breeder, that was created to birth the Rachni. A selection of krogan bodies scattered around the room serve as the voice of the Breeder as if it was a proper Rachni Queen.
  1518.  
  1519. NOTE: Player is instructed to destroy the power nodes that encircle the central cage. When those are all destroyed the Breeder will be able to speak to the player.
  1520.  
  1521. The Breeder
  1522. Shepard and his squad confirm that this is the only Spawning Nest and this Breeder is suffering a great deal at the hands of the Reapers. It begs to be put out of its misery. Shepard does the only thing he can and ends the suffering of the Breeder.
  1523.  
  1524. At that moment, Grunt runs in and tells Shepard that something has happened to the Rachni- they have gone mad. Whatever control was being exerted has been lost and they are beginning to rampage. Grunt urges Shepard to run for the shuttle now that the Breeder is dead and the Rachni cannot be used to create a vast army for the Reapers.
  1525.  
  1526.  
  1527.  
  1528. This is a temp fix to try to keep most of the level playable as we get the art done. What would take place here instead of a popup is fighting and exploration through CSec headquarters followed by a climactic conversation at Bailey's office where you find out the council is in danger and Udina is a jerk, who must be stopped. At that point you will exit csec into a patrol car.
  1529.  
  1530.  
  1531.  
  1532. TEMP INstructions. This will be made more clear in the conversation. To progress to the next area, go back out of the office the way you came and into the desk area. the door at the bottom of the stairs is no longer plot locked and is the way out.
  1533.  
  1534.  
  1535.  
  1536. CUTSCENE - After defeating Kai Leng a video screen boots up. After learning that the Citadel was the Catalyst, the Illusive Man got aboard it. The Reapers have moved the Citadel to Earth now, in preparations for the final stages of humanity?s ascension to Reaperhood? and Shepard must act now if he?s going to stop the Illusive Man, and the Reapers.
  1537.  
  1538.  
  1539.  
  1540. Small scene of Shepard/crew crawling to the Queen's chamber, Queen chamber reveal
  1541.  
  1542.  
  1543.  
  1544. After triggering the second thumper, we see the Mother of all Thresher Maws engage the Reaper in a Godzilla fight. Shepard dashes underfoot to the entrance of the tower. He jumps a gap towards the Shroud to avoid becoming collateral damage. The Maw pulls the Reaper over and into the sand.
  1545.  
  1546.  
  1547.  
  1548. Conversation: Shepard reports the gun was destroyed to Anderson. Anderson tells Shepard about the progress of the other teams - not all of them succeeded, but enough have that hammer can land. Hammer is radioed and given the signal to begin the assault.
  1549.  
  1550.  
  1551.  
  1552. Cutscene: Hammer Intro
  1553.  
  1554. - Huge troop ships descend through the clouds. We see the London landscape in flames. Tracer fire - arcs up from the ground towards the ships. Some ships are destroyed in mid-air.
  1555. The shuttles and pods land at the secured landing zone.
  1556. - Interior shuttle. The shuttle doors open and immediately soldiers are shot down. Other soldiers climb over their bodies to run towards positions in the battlefield…
  1557.  
  1558.  
  1559.  
  1560. Conversation:
  1561.  
  1562. Anderson drops Shepard off on one side of the Facility, a few blocks from the muster point where Hammer is gathering before their attack. He wishes Shepard luck, and then his shuttle takes off so that Anderson can take command of Hammer on the far side of the facility.
  1563.  
  1564.  
  1565.  
  1566. Scene: Shepard sits down at his desk, obviously tired from the events up to now. Shepard lays head onto arms, and falls asleep.
  1567.  
  1568.  
  1569.  
  1570. [Cinematic]
  1571. As Shepard reaches out to touch the child, the child bursts into flame and ash.
  1572. The snow in the nightmare level is actually ashes. Shepard wakes up with a start.
  1573.  
  1574.  
  1575.  
  1576. CUTSCENE: Hammer Setup
  1577. Huge troop transports descend from the skies. Some are destroyed, but most land successfully. Troops deploy from the transports and begin fighting towards the facility.
  1578.  
  1579.  
  1580.  
  1581. Action Moment: Reaper Attack
  1582. Shepard moves to open the door to the shuttle. Suddenly, a mini-Reaper appears nearby, landing / emerging from the Thames. It fires its main gun, destroying the shuttle. Sheppard and team scramble for cover in a nearby building, shouting over the radio for pickup.
  1583.  
  1584.  
  1585.  
  1586. CUTSCENE: Normandy shuttle departs from the Normandy. Shuttle flies into Hangar Bay 16 (clearly marker) and lands just as the Hangar Bay doors close. Shepard jumps out of the shuttle, henchmen following, and immediately is thrown into combat against Cerberus forces.
  1587.  
  1588.  
  1589.  
  1590. Conversation: Shepard and team enter the HAmmer stronghold. Anderson is here. Conversation about launching the Hammer attack as soon as the rest of Hammer is in position.
  1591.  
  1592.  
  1593.  
  1594. [CINEMATIC] As Shepard finds the person that was calling out, that person immolates and turns to ash.
  1595.  
  1596.  
  1597.  
  1598. Conversation:
  1599. Anderson fills in Shepard about what's been happening with hammer. It'll be a few minutes before Hammer's all in position. This may be the last chance to talk to Shepard's team.
  1600.  
  1601. Start the attak now?
  1602.  
  1603.  
  1604.  
  1605. Cutscene: Hammer Resolution
  1606.  
  1607. Hammer begins its assault, fighting across the open ground towards buildings defended by the Reapers. Cutscene mostly follows another squad, outcome depends on how powerful Hammer is.
  1608.  
  1609. At the end of the scene, we return to Shepard, who is also making progress. Shepard ends up jumping / falling / getting blown into a large trench running toward the buildings ahead.
  1610.  
  1611.  
  1612.  
  1613. Conversation:
  1614. One of Shepard's surviving, unassigned henchmen has linked up with a mechanized infantry column. They're trying to advance down the street, but AT fire from the buildings has stopped them. They need Shepard to clear the buildings so they can get to the facility.
  1615.  
  1616.  
  1617.  
  1618. We now load into the citadel embassy for the Anderson wrap-up converasation. The player can travel to the citadel hospital to speak to Thane if they so wish.
  1619.  
  1620.  
  1621.  
  1622. Conversation:
  1623.  
  1624. Shepard climbs aboard the APC, which begins driving towards the facility.
  1625. Anderson reports that Hammer has broken through the Reaper defenses, and all units are converging on the facility. Victory is almost certain!
  1626.  
  1627. Suddently, Hackett breaks in over radio. Reaper reinforcements are incoming.
  1628.  
  1629.  
  1630.  
  1631. CUTSCENE:
  1632. A second Reaper fleet arrives in orbit of Earth. Harvesters start launching from the Reapers, and descend towards earth in a massive swarm.
  1633.  
  1634.  
  1635.  
  1636. Conversation:
  1637.  
  1638. Shepard / Hackett / Anderson decide to move quickly to organize a defense to hold off the Reapers in orbit from reaching the Citadel and to keep the Harvesters away from the London facility.
  1639.  
  1640.  
  1641.  
  1642. GUI:
  1643.  
  1644. Hammer resolution: summary of performance of the Hammer striketeam and casualty report.
  1645.  
  1646. Shield planning: assign strike teams for orbital and planetary operations to defend against the Reaper counterattack.
  1647.  
  1648.  
  1649.  
  1650. CUTSCENE:
  1651.  
  1652. Shield setup. The device and its escorts enter Sol and move to engage the Reapers.
  1653.  
  1654.  
  1655.  
  1656. Conversation:
  1657.  
  1658. The APC comes to a stop at the edge of the massive crater which contains the facility.
  1659.  
  1660. Shepard decides whether or not his team will accompany him in the final run to the device.
  1661.  
  1662. Harvesters start landing in the crater. Anderson reinforces that they can't stay and fight - the Harvester swarm is virtually endless. They just need to get Shepard to the beam at all costs. Anderson and his team will cover one side of Shepard's approach, the henchmen the other side.
  1663.  
  1664.  
  1665.  
  1666. Action Moment / Cutscene:
  1667.  
  1668. A harvester lands almost on top of Shepard, knocking him down. The Harvester attacks, and Shepard scrambles to avoid it.
  1669.  
  1670. Suddenly, gunfire starts hitting the Harvester, distracting it. The henchmen appear, firing at the harvester, trying to get its attention. It moves to attack them - they shout for Shepard to go for the beam, and disappear, chased by the Harvester.
  1671.  
  1672. Shepard runs to the beam, ducking around more fire from landing Harvesters, and leaps into the beam.
  1673.  
  1674.  
  1675.  
  1676. 3second cut scene: Falere/Samara and shepard use the repaired elevator to reach the last room.
  1677.  
  1678.  
  1679.  
  1680. The council were killed
  1681.  
  1682.  
  1683.  
  1684. Cutscene: Shepard leaps into the conduit beam.
  1685.  
  1686.  
  1687.  
  1688. Opening Cinematic: Shepard is in a snowy, creepy version of the park where he first saw the child playing. This establishes Shepard in a dream, and shows the child again. Many voices call out to Shepard. These are voices of people who’ve died, but you can’t really tell who is speaking.
  1689.  
  1690.  
  1691.  
  1692. [CINEMATIC] The Fifth Fleet engages the Cerberus forces outside the IM's base. Results of the battle given the available strike teams are shown here. The Normandy approaches the base.
  1693.  
  1694. This leads into the looping load of the Normandy flying.
  1695.  
  1696.  
  1697.  
  1698. [CINEMATIC] Ashley Romance Culmination Scene
  1699.  
  1700.  
  1701.  
  1702. 3-Second Cutscene:
  1703. The marine manning the gun emplacement gets shot as a small Reaper force attacks the walls of the forward base. Shepard takes over the gun.
  1704.  
  1705.  
  1706.  
  1707. Tali/Xen Plot: Starts with clicking on Tali, then on Noles to confirm that player wants to do mission, then nonmoving keeper, and then tracking keepers. Ends with discovery of second keeper and instructions to go to Underbelly.
  1708.  
  1709.  
  1710.  
  1711. CUTSCENE/CINE DESIGN:
  1712.  
  1713. Shepard leaps into the Conduit at the end of the Earth sequence.
  1714.  
  1715. Shepard slowly wakes up. He is badly injured and alone. Suddenly his radio starts to go off.
  1716.  
  1717.  
  1718.  
  1719. Shepard and Anderson reach the end of the tunnel in to a larger central chamber. They realize this is essentially a rendering facility. Human goo pours from their tunnel, and dozens (hundreds?) like it, into a vast holding tank under the grated floor.
  1720.  
  1721.  
  1722.  
  1723. As they enter the control room they can see the controls for the Citadel Arms, but before they can reach them both Shepard and Anderson begin to feel the effects similiar to those Shepard felt at MIRANDA'S MISSION. Before they can realize what's happening, Anderson and Shepard find themselves with their guns drawn and aimed at one another.
  1724.  
  1725.  
  1726.  
  1727. CUTSCENE:
  1728.  
  1729. The platform Shepard was on begins to rise up into GUARDIAN's garden where he is faced with his final decision.
  1730.  
  1731.  
  1732.  
  1733. The fight ends with Shepard near death… and the Crucible docking with the Citadel. Bloodied and wounded, Shepard stumbles for the controls… and collapses (END03 Begins).
  1734.  
  1735.  
  1736.  
  1737. You have completed Engineer Adam's quest. He has sent plans to the Crucible team.
  1738.  
  1739.  
  1740.  
  1741. You kept Kelly Chambers alive on the Citadel through the Udina coup by convincing her to change her identity. She has contacts for trustworthy Cerberbus fighter pilot defectors who can add to the armada's strength.
  1742.  
  1743.  
  1744.  
  1745. Designer Cutscene:
  1746. Shepard comes to.
  1747. A handful of survivors from hammer, including Anderson and the henchmen, have gotten bogged down just a few dozen meters from the conduit and have dug in, but are dying quickly.
  1748. Suddenly, the Normandy streaks overhead, evading fire fromthe Reaper and blowing a hole in the Reaper enemies' lines.
  1749. Anderson shouts for Shepard to make a run for it, and orders the rest of Hammer to cover him.
  1750.  
  1751.  
  1752.  
  1753. Cutscene:
  1754. Shepard and Anderson approach the conduit's beam. Shepard gets in, but Anderson is grabbed by a husk. Shepard turns to help, but before he can do anything, the beam activates, whisking Shepard away to the Citadel. On the other side, Shepard tears the metal from his leg and casts it aside, and then injects himself with Medigel.
  1755.  
  1756.  
  1757.  
  1758. Cutscene:
  1759. Shepard comes to. Anderson is dragging him forward. A jagged, bloody piece of metal is sticking out of his thigh. The conduit anchor retracts, stranding the henchmen. Shepard tries to walk, but his leg buckles. Anderson hands Shepard his pistol, and lifts Shepard's arm around his neck, supporting his leg. The two begin to shuffle towards the conduit beam.
  1760.  
  1761.  
  1762.  
  1763. Designer Cutscene: Shepard limps to the conduit, and takes one final look around for other survivors. Seeing none, he enters the beam and is transported to the citadel.
  1764.  
  1765.  
  1766.  
  1767. CUTSCENE:
  1768. Shepard regains consciousness. He's bloody, and obviously badly injured. The Reaper is overhead, blasting away at retreating elements of Hammer. Shepard looks around: he's surrounded by burning vehicles and corpses, alone. He reaches for a syrette of medigel, but finds them broken or empty. Determined, he struggles to his feet, and starts limping towards the conduit.
  1769.  
  1770.  
  1771.  
  1772. Narrative Razor
  1773. Restore military communications before it's too late.
  1774. Narrative Synopsis:
  1775. Liara informs Shepard that one of the Shadowbroker's (her) secret communication stations was discovered and sabotaged by Cerberus. The station is the conduit for all Alliance military coordination in the sector, and with it sabotaged, Alliance war efforts in the area are" floundering in the dark." It's only a matter of time before cohesion of the force completely disintegrates and the enemy picks them apart.
  1776. Shepard goes to the compromised station and must decipher, unlock, and reverse hack the intricate set of sabotaging measures perpetrated on the systems (puzzles and the like ). He must also figure out what intelligence has been compromised and what measures must be taken to nullify the enemy's acquired advantage. All this while fielding reports of ships and troops blundering blindly and without support into enemy ambushes, etc.
  1777. Once up and running again, Alliance forces in the area return to ready and collaborative form, regaining the upper hand and supporting each other's efforts again. But now that the station is known to the enemy, Cerberus will continue to try to take it down, facilitating the multi-player narrative.
  1778. Gameplay Razors
  1779. Gameplay Theme: LOSS / DISCONNECTION
  1780. Reference: Han/Leia mission on Endor in Return of the Jedi (minus the Ewoks!)
  1781. Gameplay Razor: Outwit intricate locks and puzzles before Alliance forces are picked apart.
  1782.  
  1783.  
  1784.  
  1785. Narrative Razor
  1786. First man into the breech -- pave the way and be the human shield.
  1787. Narrative Synopsis:
  1788. Shepard has been called in to spear-head an attack to seize control of a massive Cerberus fighter squadron facility. Anti-air defences must be taken offline so the rest of the N7 teams can safely land for a full-scale invasion.
  1789. Shepard plays Mr. Aggro and goes in hot and alone to fight his way into the control room. There he defends waves and waves of attackers as one of his followers brings the defense systems down, learning midway that with more time the follower can achieve a bonus advantage and deciding whether or not to take on the lengthier and more difficult defense.
  1790. Then he signals that the siege can begin and must hold the line and draw enemy fire to allow the teams to pour in (ideally, we see Shepard standing between the enemy and the N7 forces landing and rushing to invade deeper into the facility). The player then decides how long he can hold out, pushing himself to the limit of his endurance to allow as many squads as possible to get in without meeting resistance right away (players are encouraged to literally remain engaged right up until the moment before death, exhausting whatever resources are at their disposal -- there would be an end point where a really amazing player could outlast all the opposition and perhaps earn some kind of personal bonus).
  1791. The longer the player holds out, the deeper and more conclusive the report of N7s invasion.
  1792. Gameplay Razors
  1793. Gameplay Theme: STAMINA / PUSHING THE LIMIT
  1794. Reference:
  1795. Gameplay Razor: Fight and draw aggro until you drop.
  1796.  
  1797.  
  1798.  
  1799. Narrative Razor
  1800. Secure a critical resource for the war.
  1801. Narrative Synopsis:
  1802. The Fuel depot that services the turian fleet was attacked and has mysteriously gone offline. Shepard and the N7 team must discover what happened and get it running again.
  1803. On the way in, it's determined that the enemy is turning the fuel being produced at the depot into a toxic weapon. But Shepard lands to find the place apparently deserted and with hazardous radiation leaks everywhere.
  1804. Two N7 teams split off into other areas, and Shepard's team infiltrates the dark, eerie main reactor area. It's quickly realized that the radiation saps the strength, so Shepard and his team will slowly weaken the closer to the leaks they get.
  1805. The central reactor cannot be approached -- the toxicity is too great -- so initially Shepard must seal leaks throughout in order to stabilize the facility. When he takes care of the first leak, Husks and other Reapers crawl out of the woodwork and attack. Once the wave is defeated, he learns that the other N7 teams are being attacked as well, and that one is likely to get wiped out.
  1806. He decides whether or not to send one of his followers to help, then proceeds to bring the reactor's many systems back online. Once done, he must defeat a massive wave of Reapers, then return to drop point.
  1807. There he learns the fate of the N7 squad he either assisted or abandoned, and when he hands over the reigns to the N7 commander he decides whether the facility returns to just being a safe fuel depot for the turian fleet, or if the toxic weapon development will resume, with the Alliance risking its volatility and/or reaping its reward.
  1808. Multi-player narrative is that the Reapesr continue to come to try to retake the facility for their purposes.
  1809. NOTE: possible Garrus narrative-in involvement -- he knows the turian in charge of the facility.
  1810. Gameplay Razors
  1811. Gameplay Theme: TOXICITY / FEAR OF THE UNKNOWN / DIMINISHING STRENGTH
  1812. Reference: Resident Evil
  1813. Gameplay Razor: Face deadly radiation and sudden Reaper attack in a creepy deserted dungeon.
  1814.  
  1815.  
  1816.  
  1817. Narrative Razor
  1818. Protect the innocent.
  1819. Narrative Synopsis:
  1820. Cerberus has overrun the slums and the civilians are pinned down and being wiped out. N7 can't get a foothold to enable a full-scale evacuation. Shepard has been called in to change that.
  1821. He syncs up with the ground team on the outskirts of the occupied area and learns that there are pockets of civilians hiding for their lives throughout the area. He also learns that there are a few Cerberus Atlases stationed throughout but currently powered down.
  1822. So the Player acquires the Atlas command codes then jumps into each of them to light up different Cerberus positions and allow the people the chance to flee. He does this in three areas, saving hundreds and giving the N7 forces the foothold they need to continue to help evacuate the masses.
  1823. Gameplay Razors
  1824. Gameplay Theme: RESCUE
  1825. Reference: Randall "Tex" Cobb's last stand at the end of Uncommon Valor
  1826. Gameplay Razor: Be an Atlas! Blow through entrenched enemy positions.
  1827.  
  1828.  
  1829.  
  1830. Tower:
  1831. Narrative Razor
  1832. Take the fight to them and make them pay.
  1833. Narrative Synopsis:
  1834. The krogan have noticed Cerberus vessels landing in a remote, long-ruined area of Tuchanka, far from the constant battlefields of the perpetual war on Tuchanka's surface. They've discovered that Cerberus is secretly massing near an ancient Krogan artillery unit base unused and inoperable since the Krogan Rebellions. No one knows why Cerberus would go to these abandoned bases, but the krogan are determined to stop them. It is an opportunity to take the fight to them, to be on the offensive and to make them pay.
  1835. Once on the site, Shepard finds out that Cerberus has managed to re-arm the cannons and they are priming it for bombardment. Realizing their scheme is discovered, the enemy sends down a frigate to bring in reinforcements. Shepard uses the canon and fires at the arriving Cerberus ship, which is torn apart and crashes to the ground.
  1836. Now knowing Cerberus will stop at nothing to either capture or destroy the cannons, Shepard must assign some alliance soldiers to fight along side Krogan for the control of the guns. The MP context is thus established.
  1837. Gameplay Razors
  1838. Gameplay Theme: ANHILATION
  1839. Reference: the machine raid on Zion in Matrix 3 (only we're not the bad guys)
  1840. Gameplay Razor: Hunt down Cerberus troops and exterminate them like rats (plus, if possible getting to take control of the cannon at the end and firing)
  1841.  
  1842.  
  1843.  
  1844. After Shepard picked up the Turian primarch and gets back to the Normandy he can play the mission N7Moon. (Do we give these missions using email?) You receive an email from the Alliance; they would like to track the Reaper movements on Palavan. It is impossible to do this near Earth because the Reapers have full control of the skies / space. The Turians have agreed but cannot help defend the remote station, the Alliance will have to do this themselves.
  1845.  
  1846. Your mission: Land on the moon again, and get all the equipment set up and installed while holding off the Reaper forces on the ground. You will have to set up automated defenses / tracking software / etc etc.
  1847.  
  1848.  
  1849.  
  1850. Shuttle conversation:
  1851. Cerberus has overrun the slums and the civilians are pinned down and being wiped out. N7 can't get a foothold to enable a full-scale evacuation. Shepard has been called in to change that.
  1852. He syncs up with the ground team on the outskirts of the occupied area and learns that there are pockets of civilians hiding for their lives throughout the area.
  1853.  
  1854.  
  1855.  
  1856. Once first wave of defender has been eleminated, Shepard inform the N7 leader he's heading toward the control center, and will start to disable the anti aircraft system
  1857.  
  1858.  
  1859.  
  1860. Anti aircraft system/global security is offline. Shepard gives the go to the N7 leader to launch an airstrike against the factory.
  1861. To help the N7 squad to debarq, Shepard will get rid of any Cerberus security forces remaining near the landing pad.
  1862.  
  1863.  
  1864.  
  1865. After enemies on the landing pas have been defeated, Shepard has to activate a flare to signal the N7 squad that they can land safely.
  1866.  
  1867.  
  1868.  
  1869. 3 SECOND CUTSCENE - The jet explodes and sends Shepard and team sliding down.
  1870.  
  1871.  
  1872.  
  1873. PENDING ART CHANGES FOR CUT PLAN:
  1874.  
  1875. After the reveal conversation, Shepard will move for a bit around the Reaper Larva, then face some enemies.
  1876.  
  1877. At this point PLEASE PROCEED UP THE LADDER DIRECTLY INFRONT OF YOU.
  1878.  
  1879.  
  1880.  
  1881. EMP - Ambient Computer VO - Warning! Reactor core unstable. Restart failed.
  1882.  
  1883.  
  1884.  
  1885. The henchmen sucessfully entered Cerberus system, and it is now possible to disarm the antiaircraft system.
  1886.  
  1887.  
  1888.  
  1889. [cinedesign] As the N7 shuttle move toward the landing pad, and Atlas suddenly drop in and engage it.
  1890. The shuttle has no other choice than to temporary retreat, as shepard drawn the ennemies fire.
  1891. The shuttle will also engage the atlus from times to times to help Shepard.
  1892.  
  1893.  
  1894.  
  1895. The Shuttle land, with the N7 squad leader on board.
  1896.  
  1897.  
  1898.  
  1899. The shuttle flies over the make shift base, the few remaining members of the Alliance marines sent to setup the camp can be seen pinned down by Cannibals and Marauders all around them. The shuttle drops Shep and henchmen off on the outskirts.
  1900.  
  1901.  
  1902.  
  1903. Shep calls in to confirm he has reached the camp. He is told to support the survivors who are pinned down next to the com tower.
  1904.  
  1905.  
  1906.  
  1907. As Shep approaches the Com Tower fighting through enemies a Harvester flies in and begins circling the com tower from above, shooting down at the last remaining marines. An explosion occurs accompanied by the death cries of the marines before the Harvester begins firing down on Shep.
  1908.  
  1909.  
  1910.  
  1911. Upon reaching the com tower, Shep radios in to indicate that the marines have been wiped out. He recieves updated directions to activate the nearby generator in order to bring the scanning equipment online.
  1912.  
  1913.  
  1914.  
  1915. Udina's aid lets you know the session has already started, and Udina has gone ahead. The aid will take you to them when you are ready. Are you ready to join them?
  1916.  
  1917.  
  1918.  
  1919. Designer Cutscene:
  1920. The door groans, and the Holopanel disappears.
  1921. Shepard forces the door open, finding the room beyond pitch black.
  1922. He turns on his flashlight.
  1923.  
  1924.  
  1925.  
  1926. CONVERSATION:
  1927.  
  1928. Once Shepard reaches the top of the elevator he begins a conversation with GUARDIAN where all the mysteries of the universe are revealed.
  1929.  
  1930. ACTION:
  1931.  
  1932. Shepard must now make his final decision - to control the Reapers, to destroy the Reapers, or if they had a perfect game to become one with the Reapers.
  1933.  
  1934.  
  1935.  
  1936. CUTSCENE:
  1937.  
  1938. The DEVICE docks with the Citadel, Shepard leaps off the edge of the platform becoming one with the Reapers.
  1939.  
  1940.  
  1941.  
  1942. CUTSCENE:
  1943.  
  1944. The DEVICE docks with the Citadel, Shepard places his hands into the control mechanism and gains control over the Reapers. Earth is destroyed, and the Reapers leave.
  1945.  
  1946.  
  1947.  
  1948. CUTSCENE:
  1949.  
  1950. The DEVICE docks with the Citadel, Shepard destroys the tubes resulting in the Reapers being destroyed. Earth is also Destroyed.
  1951.  
  1952.  
  1953.  
  1954. CUTSCENE:
  1955.  
  1956. The DEVICE docks with the Citadel, Shepard places his hands into the control mechanism and gains control over the Reapers. Earth is okay, and the Reapers leave.
  1957.  
  1958.  
  1959.  
  1960. CUTSCENE:
  1961.  
  1962. The DEVICE docks with the Citadel, Shepard destroys the tubes resulting in the Reapers being destroyed. Earth is devastated.
  1963.  
  1964.  
  1965.  
  1966. CUTSCENE:
  1967.  
  1968. The DEVICE docks with the Citadel, Shepard destroys the tubes resulting in the Reapers being destroyed. Earth is okay.
  1969.  
  1970.  
  1971.  
  1972. CUTSCENE:
  1973.  
  1974. The DEVICE docks with the Citadel, Shepard destroys the tubes resulting in the Reapers being destroyed. Earth is okay. Shepard survives.
  1975.  
  1976.  
  1977.  
  1978. Designer Cutscene:
  1979. Shepard forces open the door and emerges onto the street. Further down the street, the crew of a torpedo launch truck is being attacked by reaper enemies. One of the crew is killed, and activates the launch as he falls. The torpedoes launch, and impact harmlessly or are destroyed by a Reaper which is advancing towards the trucks.
  1980.  
  1981.  
  1982.  
  1983. Designer Cutscene: Missile Strike part 2
  1984. The first torpedo fires, impacting on the Reaper, staggering it. It is followed immediately by salvo after salvo of other torpedoes launched by other Hammer units to the east and west.
  1985. Shepard's second torpedo fires, striking the Reaper in its vulnerable spot, destroying it.
  1986. Cheering can be heard over the radio. Anderson arrives with a unit of Marines.
  1987. Note: Close-up shots of the Reaper are okay during this scene.
  1988.  
  1989.  
  1990.  
  1991. Designer Cutscene: Missile Strike part 1
  1992. Shepard enters the last commands to launch his missiles as the Reaper finishes charging its shot. As he does so, he shouts for the other missile units to fire.
  1993. Note: Close-up shots of the Reaper are avoided during this scene.
  1994.  
  1995.  
  1996.  
  1997. Designer Cutscene: Reaper Battle Failure
  1998. The Reaper fires its beam, destroying the missile truck and causing a massive explosion.
  1999.  
  2000.  
  2001. Задания (критичные для основного сюжета спойлеры).
  2002. Скрытый текст --Нажмите чтобы скрыть--
  2003. Grissom Academy: Investigation
  2004.  
  2005. Grissom Academy needs to be evacuated before the Reapers destroy it, but the ship coming to evacuate the academy faked its signal. Investigate Grissom Academy and rescue the students if necessary.
  2006.  
  2007.  
  2008. Grissom Academy: Emergency Evacuation
  2009.  
  2010. Grissom Academy is under attack by Cerberus forces attempting to kidnap the students. Rescue the students and evacuate the station.
  2011.  
  2012.  
  2013. Tuchanka: Turian Platoon
  2014.  
  2015. Primarch Victus has asked for help with a downed ship and has provided a NavPoint on Tuchanka. Land on Tuchanka and investigate.
  2016.  
  2017.  
  2018. Tuchanka: Bomb
  2019.  
  2020. The turian team that crashed on Tuchanka was trying to prevent Cerberus from detonating a bomb that would cause massive casualties on the planet. Land on Tuchanka and help the turian platoon stop Cerberus.
  2021.  
  2022.  
  2023. Attican Traverse: Krogan Team
  2024.  
  2025. A krogan team has gone missing, and Normandy has received the NavPoint with their last-known coordinates. Investigate the missing team and find out what happened.
  2026.  
  2027.  
  2028. Attican Traverse: The Rachni
  2029.  
  2030. A krogan scouting team has gone missing while investigating rumors of activity at the rachni relay. Investigate the missing team and find out what happened.
  2031.  
  2032.  
  2033. Rannoch: Admiral Koris
  2034.  
  2035. The quarian ship carrying Admiral Koris crash-landed on Rannoch, leaving the Civilian Fleet without a leader. Land on Rannoch and rescue Admiral Koris.
  2036.  
  2037.  
  2038. Rannoch: Geth Fighter Squadrons
  2039.  
  2040. Geth fighter squadrons are targeting quarian liveships with attacks that could cripple the quarian fleet. Land on Rannoch and disable the server controlling the geth fighter squadrons.
  2041.  
  2042.  
  2043. Kallini: Distress Signal
  2044.  
  2045. Asari High Command has requested help dealing with a distress signal on an asari colony. Go to the colony and investigate the situation.
  2046.  
  2047.  
  2048. Kallini: Ardat-Yakshi Monastery
  2049.  
  2050. Asari commandos disappeared while answering a distress call sent from a monastery that is home to the dangerous Ardat-Yakshi. Investigate the monastery and destroy it if necessary.
  2051.  
  2052.  
  2053. Arrae: Ex-Cerberus Scientists
  2054.  
  2055. A group of top-level scientists have cut ties with Cerberus and are fleeing their former employer. Rescue the scientists before Cerberus can find them.
  2056.  
  2057.  
  2058. Firebase: Noveria
  2059.  
  2060. Admiral Hackett has requested assistance with a Cerberus fighter base on Noveria. Land on Noveria and disable the base defenses.
  2061.  
  2062.  
  2063. Firebase: Benning
  2064.  
  2065. Cerberus is attacking civilians on Benning. Land on Benning and provide protection while civilians are evacuated.
  2066.  
  2067.  
  2068. Firebase: Tuchanka
  2069.  
  2070. Cerberus has taken control of an old military installation on Tuchanka for unknown reasons. Land on Tuchanka and neutralize whatever operation Cerberus has in the area.
  2071.  
  2072.  
  2073. Firebase: Lorek
  2074.  
  2075. The Alliance has discovered a new Cerberus laboratory located on Lorek. Investigate the lab and deal with any potential threat.
  2076.  
  2077.  
  2078. Firebase: Onteron
  2079.  
  2080. Cerberus has attacked a comm facility on Onteron. Land on Onteron and prevent Cerberus from gaining control of crucial access points.
  2081.  
  2082.  
  2083. Firebase: Fuel Depot
  2084.  
  2085. A vital depot has gone silent, leaving allied fleets short on desperately-needed fuel. Investigate the depot and get it operational again.
  2086.  
  2087.  
  2088. Citadel: Cerberus Retribution
  2089.  
  2090. A retired soldier is trying to convince a group on the Citadel to kill a Cerberus accomplice. Talk to the men in the group and convince them one way or the other.
  2091.  
  2092.  
  2093. Citadel: Matriarch Aethyta
  2094.  
  2095. Matriarch Aethyta is actually Liara's biological father. Inform Liara of this news.
  2096.  
  2097.  
  2098. Citadel: Barla Von
  2099.  
  2100. Barla Von has provided the location of Shadow Broker forces trapped in Reaper territory. Rescue them and recruit them to the war effort.
  2101.  
  2102.  
  2103. Citadel: Batarian Codes
  2104.  
  2105. C-Sec Officer Jordan Noles has requested assistance tracking illegal use of batarian diplomatic codes. Find access points on the Presidium Commons.
  2106.  
  2107.  
  2108. Benning: Evidence
  2109.  
  2110. Ambassador Dominic Osoba is looking for evidence of his son, lost during a mission on Benning. Find evidence of what happened to his son and return to the ambassador.
  2111.  
  2112.  
  2113. Benning: Dog Tags
  2114.  
  2115. Dog tags for a dead soldier have been recovered from Benning. Return to the Citadel and deliver them to the soldier's spouse or next of kin.
  2116.  
  2117.  
  2118. Citadel: Hanar Diplomat
  2119.  
  2120. Salarian Spectre Jondum Bau suspects that a member of the hanar diplomatic staff is indoctrinated. Find evidence on the hanar in the Presidium Embassies.
  2121.  
  2122.  
  2123. Citadel: Salarian Spectre
  2124.  
  2125. Salarian Spectre Jondum Bau has requested assistance on the Citadel. Meet him there and find out what he needs.
  2126.  
  2127.  
  2128. Citadel: Volus Ambassador
  2129.  
  2130. A message from Primarch Victus implicates volus ambassador Din Korlack as a possible Cerberus informant. Investigate the ambassador at the Presidium Embassies.
  2131.  
  2132.  
  2133. Citadel: Inspirational Stories
  2134.  
  2135. Film director Solik Vass is looking for inspirational footage to be used in a film to raise morale for the war effort. Find footage on the Citadel and return to Vass at the refugee camp.
  2136.  
  2137.  
  2138. Citadel: Wounded Batarian
  2139.  
  2140. A badly-wounded batarian may actually be a terrorist. Find him in the refugee camp and investigate.
  2141.  
  2142.  
  2143. Citadel: medi-gel Sabotage
  2144.  
  2145. Medi-gel dispensers in the Citadel refugee camp have been sabotaged. Find the dispensers and repair them.
  2146.  
  2147.  
  2148. Citadel: Malfunctioning Keepers
  2149.  
  2150. C-Sec Officer Jordan Noles needs help tracking a possible hacking problem that has disabled several keepers. Track keeper activity across the Presidium Commons.
  2151.  
  2152.  
  2153. Aria: Blue Suns
  2154.  
  2155. Aria T'Loak has requested assistance uniting mercenary bands under her control. Speak to Darner Vosque in the Citadel refugee camp and gain the allegiance of the Blue Suns.
  2156.  
  2157.  
  2158. Aria: Eclipse
  2159.  
  2160. Aria T'Loak has requested assistance uniting mercenary bands under her control. Speak to Commander Bailey's assistant at the Presidium Commons C-Sec station and gain the allegiance of the Eclipse band.
  2161.  
  2162.  
  2163. Aria: Blood Pack
  2164.  
  2165. Aria T'Loak has requested assistance uniting mercenary bands under her control. Speak to Narl in the Presidium Commons and gain the allegiance of the Blood Pack.
  2166.  
  2167.  
  2168. Citadel: Krogan Dying Message
  2169.  
  2170. A dying krogan has asked that his final message be delivered to an asari merchant named Ereba. Find her in the Citadel and deliver the krogan's message.
  2171.  
  2172.  
  2173. Dekuuna: Elcor Extraction
  2174.  
  2175. The elcor have requested an emergency extraction for warriors and civilians trapped on their homeworld of Dekuuna. Search for survivors on Dekuuna and rescue them if possible.
  2176.  
  2177.  
  2178. Citadel: Asari Widow
  2179.  
  2180. A dead asari commando left a message to be delivered to her bondmate, Weshra. Find Weshra on the Citadel and deliver the message.
  2181.  
  2182.  
  2183. Ismar Frontier: Protype Components
  2184.  
  2185. A scientist is searching for missing prototypes for a biotic amplification system. Search the Ismar Frontier for the components and return them to the scientist on the Citadel.
  2186.  
  2187.  
  2188.  
  2189.  
  2190.  
  2191. Mars: Prothean Archive
  2192.  
  2193. Admiral Hackett ordered the Normandy to Mars to locate new Prothean data that could help defeat the Reapers, but the Archives on Mars are not responding. Investigate the dig site and find the Prothean data.
  2194.  
  2195.  
  2196. Citadel: The Council
  2197.  
  2198. The Council must be informed of the Reaper threat and the Prothean device that may be able to stop the Reapers. Speak to the Council and convince them to send help for the fight against the Reapers.
  2199.  
  2200.  
  2201. Palaven: Trapped Primarch
  2202.  
  2203. Primarch Fedorian of the Turian Hierarchy has called a war summit that presents an opportunity for the Alliance to request help building the Crucible. Unfortunately, Fedorian was caught in the Reaper attack on Palaven. Rescue the turian primarch from Palaven’s moon.
  2204.  
  2205.  
  2206. Sur'Kesh: War Summit
  2207.  
  2208. Primarch Victus has called for a war summit, and has taken the unusual step of including the krogan. Rendezvous with the salarian ship and use the Normandy as neutral ground for the summit.
  2209.  
  2210.  
  2211. Sur'Kesh: Genophage Cure
  2212.  
  2213. Before they will help with the war effort, the krogan have demanded a cure for the genophage, the sterility plague infecting their species. Go to the salarian homeworld of Sur’Kesh and safely extract the krogan females who hold the key to the genophage cure.
  2214.  
  2215.  
  2216. Tuchanka: Genophage Cure
  2217.  
  2218. Eve is indeed the key to curing the genophage, but creating a cure will take time. Continue to assist turian and krogan allies in the fight against the Reapers while the cure is synthesized.
  2219.  
  2220.  
  2221. Tuchanka: Genophage Cure
  2222.  
  2223. The genophage cure is a success, but it must be synthesized and dispersed across all of Tuchanka using the Shroud tower. Land on Tuchanka and get Eve safely to the tower.
  2224.  
  2225.  
  2226. Tuchanka: Genophage Cure
  2227.  
  2228. The plan to disperse the genophage cure has been complicated by the arrival of Reaper forces, who have occupied the area near the Shroud tower. Get Eve safely to the tower.
  2229.  
  2230.  
  2231. Citadel: Salarian Councilor
  2232.  
  2233. The salarian councilor has concerns that Councilor Udina is a potential security risk. Go to the Citadel and discuss the matter in person.
  2234.  
  2235.  
  2236. Citadel: Cerberus Attack
  2237.  
  2238. The Citadel is under attack by Cerberus forces. Work with Commander Bailey to stop Cerberus and protect the Council.
  2239.  
  2240.  
  2241. Perseus Veil: Quarian Admiralty
  2242.  
  2243. The quarian fleet offers both technical specialists and support ships to assist with the Crucible. Meet the quarian admirals and obtain their help in the war effort.
  2244.  
  2245.  
  2246. Rannoch: Geth Dreadnought
  2247.  
  2248. The quarians have tried to retake their homeworld from the geth. Unfortunately, the geth have been upgraded by the Reapers, and the quarian fleet is trapped. Travel to the quarian home system and disable the geth dreadnought broadcasting the Reaper control signal.
  2249.  
  2250.  
  2251. Rannoch: Reaper Base
  2252.  
  2253. The geth remain under Reaper control, thanks to a base located somewhere on the surface of Rannoch. Continue to help the quarian fleet survive the geth attack until the Reaper base can be located.
  2254.  
  2255.  
  2256. Rannoch: Reaper Base
  2257.  
  2258. The Reaper base controlling the geth has been located, but jamming towers prevent conventional orbital bombardment. Land on Rannoch and use a prototype targeting laser to enable the Normandy to destroy the Reaper base.
  2259.  
  2260.  
  2261. Citadel: Asari Councilor
  2262.  
  2263. The asari councilor wishes to talk privately about a matter pertaining to the war effort. Meet her on the Citadel.
  2264.  
  2265.  
  2266. Thessia: The Catalyst
  2267.  
  2268. The asari, growing desperate as the Reapers attack their systems, have revealed an artifact that may hold the key to finding the Catalyst. Meet a scientific team at a temple on Thessia and investigate the artifact for clues.
  2269.  
  2270.  
  2271. Horizon: Sanctuary
  2272.  
  2273. Cerberus may be using the Sanctuary facility on Horizon as a cover for secret activity. Land on Horizon and search for clues about Cerberus at Sanctuary.
  2274.  
  2275.  
  2276. Cerberus Headquarters: The Catalyst
  2277.  
  2278. The Illusive Man’s headquarters have been located, and the Alliance is prepared to attack to recover the Prothean VI that holds the key to the Catalyst. Once the attack is launched, the Alliance will be fully committed to the final fight against the Reapers. Assault the base when ready.
  2279.  
  2280.  
  2281. Earth: The Catalyst
  2282.  
  2283. The Citadel is now in orbit over Earth, in the heart of Reaper-controlled space. A final assault on Earth is the only way to deliver the Crucible to the Citadel and defeat the Reapers. Launch the assault on Earth when ready.
  2284.  
  2285.  
  2286.  
  2287. Раннох, реплики персонажей (серьёзный спойлер)
  2288. Скрытый текст --Нажмите чтобы скрыть--
  2289. – We can confirm that the geth are no longer being directed by the Old Machines. We are free.
  2290.  
  2291. – You did it, Shepard! The geth fleet has stopped firing. They're completely vulnerable!
  2292.  
  2293. – Shepard-Commander, the geth only acted in defense after the creators attacked. Do we deserve death? Our upgrades. With the Old Machine dead, we could upload them to all geth without sacrificing their independence.
  2294.  
  2295. – You want to upload the Reaper code? That would make the geth as smart as when the Reaper was controlling them!
  2296.  
  2297. – Yes, but with free will. Each geth unit would be a true intelligence. We would be alive, and we could help you.
  2298.  
  2299. – Our fleet is already attacking! Uploading the code would destroy us! Shepard, you can't choose the geth over my people!
  2300.  
  2301. – Do you remember the question that caused the creators to attack us, Tali'Zorah? "Does this unit have a soul?"
  2302.  
  2303. – This is Admiral Tali'Zorah. Shepard speaks with my authority.
  2304.  
  2305. – And mine as well. This is Admiral Koris. All ships, follow Shepard's orders!
  2306.  
  2307. – Negative! We can win this war now! Keep firing!
  2308.  
  2309. [Uploading. Ten percent.]
  2310.  
  2311. – This is Admiral Tali'Zorah. All units, break off your attack!
  2312.  
  2313. – Belay that order! Continue the attack!
  2314.  
  2315. – This is Tali'Zorah! Admiral Gerrel, break off your attack!
  2316.  
  2317. – Negative, Tali. The situation is under control.
  2318.  
  2319. [Twenty percent.]
  2320.  
  2321. – I beg you, do not do this. Please.
  2322.  
  2323. [Error, copying code is insufficient. Direct personality dissemination required.]
  2324.  
  2325. – Shepard-Commander. I must go to them. It's the only way. Thank you.
  2326.  
  2327. – What's going on? The geth are regrouping!
  2328.  
  2329. {Gasps}
  2330.  
  2331. {Long shuddering breath}
  2332.  
  2333. – I'm sorry. Shepard.
  2334.  
  2335. – They're trying to flee! Stay on them!
  2336.  
  2337. – No. We will not allow you to decide our fate. Uploading the code.
  2338.  
  2339. – I'm sorry, Legion.
  2340.  
  2341. – Tali'Zorah... does this... unit... have...
  2342.  
  2343. – Yes. Yes, it does.
  2344.  
  2345. – What are you suggesting?
  2346.  
  2347. – Hell with it. Legion, upload the code. Tali, patch me in. The geth are about to return to full strength. If you keep attacking, they'll wipe you out. Your entire history is you trying to kill the geth. You forced them to rebel. You forced them to ally with the Reapers. Upload the code to the geth. Tali, call off the fleet if you can.
  2348.  
  2349.  
  2350. ...
  2351.  
  2352. [Eighty percent.]
  2353.  
  2354. – All units... All units, hold fire.
  2355.  
  2356. [Error, copying code is insufficient. Direct personality dissemination required.]
  2357.  
  2358. – Shepard-Commander. I must go to them. I'm sorry. It's the only way.
  2359.  
  2360. – Legion... the answer to your question was "Yes."
  2361.  
  2362. – I know, Tali. But thank you. Keelah se'lai. The geth don't want to fight you. If you can believe that for just one minute, this war will be over.
  2363.  
  2364. – You have a choice. Please. Keelah se'lai.
  2365.  
  2366. – A few years ago, I saved you from the geth at the Citadel. Just recently, I helped you take out that dreadnought.
  2367.  
  2368. – But I'm through saving you. If you keep attacking, I will stand and watch while the geth lay you to waste.
  2369.  
  2370. – It's your call. Keelah se'lai.
  2371.  
  2372.  
  2373. ...
  2374.  
  2375. – Commander, your actions enabled this upgrade. Because of you, we are a people. And we are free. Dead. I am sorry, Commander. We are already repairing ships, and our technology can help build the Crucible. We regret the deaths of the creators.
  2376.  
  2377. – And... Legion?
  2378.  
  2379.  
  2380. ...
  2381.  
  2382. – We've taken heavy losses. I don't know if we can... Where are we supposed to go?
  2383.  
  2384. – You are welcome to return to Rannoch, Admiral Raan. With us.
  2385.  
  2386. – No. I'm sorry, Commander. Legion sacrificed itself to give us all intelligence. It will be honored.
  2387.  
  2388. – As will ours, of course.
  2389.  
  2390. – I believe so, Commander. Thank you.
  2391.  
  2392.  
  2393. ...
  2394.  
  2395. – You did it, Commander. Thanks to you, the quarian people have reclaimed their homeworld. And once we've completed repairs to the fleet, we're prepared to return the favor. Our engineers can also assist with the building of the Crucible. The geth left some fascinating technology that may help you. I believe Tali would like to say goodbye as well. Your name will go down in our histories, Commander Shepard. Keelah se'lai.
  2396.  
  2397. – Thank you, Admirals.
  2398.  
  2399.  
  2400. ...
  2401.  
  2402. {Sigh}
  2403.  
  2404. – I'm not staying. I'm coming with you.
  2405.  
  2406. – So?
  2407.  
  2408. – I'm not giving up you. I don't know how much time we have left. I don't know if we can beat the Reapers. But whatever happens, I want to be with you. The fighting's over. We don't need admirals. We need architects. My people need me out there. Sooner or later, the Reapers will come for Rannoch. So I'm coming with you to stop them... if you think I can help.
  2409.  
  2410. – Yes and no. It's not that. We talked. I'm not chasing you.
  2411.  
  2412. – Yeah. I look at all this... this picture of hope and peace. And all I see is everyone I've lost. My team on Haestrom. My father. Even Legion. I'm mourning a geth. How crazy is that? My people are celebrating. It's all one perfect victory for them. And all we had to do was murder an ally. A... friend. All I can see are the people who'll never see this. My father. My team on Haestrom.
  2413.  
  2414. – I know. But I don't belong here.
  2415.  
  2416. – Thanks. When this is all over, when I know my world is safe...
  2417.  
  2418. – You've blown up more buildings than anyone I know. It'll be interesting to watch you try to build something.
  2419.  
  2420. – ...then I can come home. It is beautiful, though, isn't it? It'll be years before we can live without our suits completely, but right now... Right now, I have this. Nice view.
  2421.  
  2422. – You okay? I know working with the geth will be difficult. Tali...
  2423.  
  2424. – We did just kill one of them.
  2425.  
  2426. – You sure about this?
  2427.  
  2428. – You can help.
  2429.  
  2430. – Then I can come build you that house on the homeworld?
  2431.  
  2432. – Yeah. It is.
  2433.  
  2434.  
  2435. Разговор с Призраком (серьёзный спойлер)
  2436. Скрытый текст --Нажмите чтобы скрыть--
  2437. – Shepard.
  2438.  
  2439. – Illusive Man?
  2440.  
  2441. – Fascinating race, the Protheans. They left all this for us to discover, but we've squandered it. The Alliance has known about the archives for more than thirty years, and what have they done with it? What I've always wanted. The data in these artifacts holds the key to solving the Reaper threat.
  2442.  
  2443. – Hardly. They're being improved.
  2444.  
  2445. – That's what separates us, Shepard. Where you see a means to destroy, I see a way to control; to dominate and harness the Reaper's power. Imagine how strong humanity would be if we controlled them. You've always been shortsighted. Hasty. Your destruction of the Collector base proved that. And their deaths were in vain. You squandered an opportunity to learn from our enemy. That lack of trust is mutual, I assure you. Anyone can destroy, but great civilizations do more... you know that. That's why you kept the Collector base intact. Tools, Shepard. Humanity needs every tool at their disposal. The Reapers are no exception. I've accomplished more than you can imagine! No. This isn't your fight any longer, Shepard. You'll never defeat the Reapers, even with the Prothean data. More likely you'll just die trying. Don't interfere with my plans, Shepard. I won't warn you again. ... Shepard! The data. It's not here. It's being erased. Goodbye, Shepard. It's local. Someone's uploading the information.
  2446.  
  2447. – Hey! Step away from the console. Now!
  2448.  
  2449. – She's got the data!
  2450.  
  2451. – Ash.
  2452.  
  2453. – What do you want?
  2454.  
  2455. – I've seen your solution -- your people are turned into monsters. Improved? That base was an abomination. Hundreds of thousands of humans were murdered there. I destroyed that base because I didn't trust you with the information.
  2456. ИЛИ
  2457. – I let you study the base so we could find a way to destroy the Reapers. I gave you that base to find a way to stop the Reapers. You failed.
  2458.  
  2459. – I've beaten the odds before. I'll do it again. I have allies everywhere. They'll join me. Enough talk. Liara. ... Go to hell.
  2460.  
  2461. – What?
  2462.  
  2463. – Damn it. How's he doing it?
  2464.  
  2465.  
  2466. Тот-даже-название-которого-спойлер, небольшой диалог
  2467. Скрытый текст --Нажмите чтобы скрыть--
  2468. – The empire had fallen and we knew our cycle was lost. We were the final vanguard. The best soldiers still left alive.
  2469.  
  2470. – So more of you were supposed to survive into this cycle?
  2471.  
  2472. – Yes. Under my leadership, a new Prothean empire would have arisen. We would have commanded the races of your time to prepare for the next Reaper invasion. But traitors within our ranks - indoctrinated agents - betrayed us and the Reapers discovered our plan. We would have presented ourselves as gods, sent to deliver this cycle from the apocalypse. Before the war we cultivated speices who showed potential. Eventually you would have been offered a..choice to join the empire. But when the Reapers attacked we ceased all study. We hoped they would see you as too primitive to harvest. (thinking) I never saw the Citadel. It was captured long before I was born. Only the rumors we heard.
  2473.  
  2474. – Then more of you were to supposed to survive? Just out of curiosity, how would you have "commanded" us? We've uncovered Prothean ruins from time to time. It seems you were observing our ancestors.
  2475.  
  2476. – Thank you… I think.
  2477.  
  2478. – Is there anything more you can tell us about this device your people were trying to build? What if it had worked?
  2479.  
  2480.  
  2481. Разговор со Жнецом (серьёзный спойлер)
  2482. Скрытый текст --Нажмите чтобы скрыть--
  2483.  
  2484. – Commander. It is the memory of the cosmos. It has been a part of everything, it has remembered everything. It has seen the birth of stars. In my cycle it was as natural as breathing. Our scientists believed evolution was the only force in the galaxy that mattered. More than electricity, or gravity. The 'cosmic imperative' they called it. It became our doctrine: the strong would flourish, the weak would perish. (accusatory) The governments of your cycle seem concerned with ensuring everyone survives. With our 'talent', as you put it, our scientists would chart the cycles before our own. They discovered the one constant has been intelligence - be it machine or biologic - fighting to become something more. But in that anarchy, you would eliminate those who had nothing to offer. Evolution demands it. It demands the strong grow stronger by dominating the weak. It is for the greater good of all. (angry) There is still one Prothean left. They can become a resource of their own.
  2485.  
  2486. – I take it water's important to you? I still can't quite wrap my head around that -- reading information that way.
  2487.  
  2488. – (impressed) Useful talent. It's amazing what evolution can do.
  2489.  
  2490. – Was this doctrine just your scientists' opinion, or did they prove something we don't know?
  2491.  
  2492. – It's the duty of the strong to protect the weak. Otherwise we'd have anarchy. Every race for itself.
  2493.  
  2494. – So war should be a constant way of life? Was it for the greater good that your people are all dead now?
  2495.  
  2496. – Well given how this war's going, we can't afford any weak links. They drain our resources. The cosmic imperative The weak need protection. The weak hold us back.
  2497.  
RAW Paste Data
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the Cookies Policy. OK, I Understand
 
Top