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ME3 Beta-Leaked story content (from Nov 2011)

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ME3 Beta-Leaked story content (from Nov 2011)

Postby AVPen » 03 Aug 2014, 19:26

Was going through some old folders on my hard drive and found that I still had the various TLK Notepad files that was taken from the ME3 beta leak that was accidently release back in November 2011. Since I didn't see any threads with this content here, I decided to share a number of the early/unused/cut story drafts here, so you can all see the various differences (and similarities) from the early story/script drafts and the final release in ME3.

NOTE: I'd also like to point out that the number of people who believe that the Catalyst character was created out of a need to change the ending due to the beta leak are 100% WRONG - the presence of the Catalyst/Guardian character and its role in the ending choices was ALWAYS present in the data of the leaked beta files, so this character has been part of ME3's ending for quite a long time and was not invented after the Nov 2011 leak as a means of "throwing a random plot twist" into ME3's ending.
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Re: ME3 Beta-Leaked story content (from Nov 2011)

Postby AVPen » 03 Aug 2014, 19:26

Main Story Missions (drafts)

Earth Opening Mission:
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.

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.

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.

As the Reaper forces converge, you, A/K, Joker, and James blast away in the Normandy and head for Mars in search of answers.

Mars Mission:
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.

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.

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.

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.

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.

After Pavalen/Turchanka Missions:
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.

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.

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.

A Turian Primarch mentions that if you are going to Tuchanka, there is a downed turian warship, and his son was onboard.

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.

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.

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.

Eden Prime Mission:
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.

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.

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.

Rannoch Misisons:
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.

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.

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.

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.

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.

Thessia Misison:
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.

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).

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.

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.

Citadel Coup Mission:
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.

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.

The grateful Council is now completely behind Shepard and give him their unconditional support.

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Re: ME3 Beta-Leaked story content (from Nov 2011)

Postby AVPen » 03 Aug 2014, 19:31

Companion Mission drafts (includes Jacob, Miranda, Jack, Samara, and Grunt missions)

Miranda Mission:
*Note: Level is in Rough Pre-Narrative Playable State*
[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.

[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.

Jacob Misison:
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.

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.

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.

Cerberus mounts a massive assault and the battle rages until the last living scientist boards a shuttle and leaves the planet.

Jack Mission:
Anderson contacts you and says Grissom Academy has come under attack from Cerberus forces trying to abduct the biotic students.

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.

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.

Grunt Misison:
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.

Samara Mission:
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?
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Re: ME3 Beta-Leaked story content (from Nov 2011)

Postby AVPen » 03 Aug 2014, 19:43

Side Missions (includes N7 missions and unused missions)

Emily Wong Citadel Mission:
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)

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.

Hanar Bomber Mission:
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.

You discover the existence of a Reaper base within the Hanar systems.

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.

Turchanka Bomb Missions:
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.

Landing behind enemy lines, you surprise attack from behind-- decimating key targets along the way.

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.

You are then asked to support a platoon or turian commandoes set to recover a turian doomsday device.

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.

N7 Mission 1:
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.

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.

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.

N7 Mission 2 (sounds close to the Cerberus Fighter Base mission on Noveria):
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.

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.

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).

The longer the player holds out, the deeper and more conclusive the report of N7s invasion.

N7 Mission 3 (similar to N7 Fuel Depot mission):
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.

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.

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.

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.

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.

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.

Multi-player narrative is that the Reapesr continue to come to try to retake the facility for their purposes.

NOTE: possible Garrus narrative-in involvement -- he knows the turian in charge of the facility.

N7 Misson 4 (similar to Cerberus Abductions mission on Benning):
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.

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.

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.

N7 Mission 5 (similar to Turchanka N7 mission):
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.

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.

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.

N7 Mission 6 (never used, takes place on Pavalen's moon):
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.

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.

N7 Mission 7 (never given a description, would have taken place/involved Rannoch and geth, am guessing):
N7Geth: Story to be determined.
Last edited by AVPen on 03 Aug 2014, 20:23, edited 1 time in total.

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Re: ME3 Beta-Leaked story content (from Nov 2011)

Postby AVPen » 03 Aug 2014, 20:00

Omega Missions (yes, there were a number of missions around Omega that was once planned for the main game)

Opening Content:
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.

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.

She also mentions that Grissom Academy down in Alliance space is under attack by Cerberus. You might want to look into that.

After Aria joins with Shepard:
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.

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.

Side Mission:
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.

Cerberus Tactician & Zaeed Mission (seems to be the last Omega mission):
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.

More story descriptions for Omega mission & "Colonel Armitage" (beta version of General Petrovsky, am guessing):
You arrive at Omega as it is under seige. Cerberus is attacking Omega as punishment for siding with Shepard.

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.

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.

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Re: ME3 Beta-Leaked story content (from Nov 2011)

Postby AVPen » 03 Aug 2014, 20:08

Earth Endgame misisons

After killing Kai Leng on Cerberus HQ:
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.

On Earth, reuniting with Anderson & at the command base:
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.

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.

The shuttles and pods land at the secured landing zone.
The shuttle doors open and immediately soldiers are shot down. Other soldiers climb over their bodies to run towards positions in the battlefield…

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.

Shepard sits down at his desk, obviously tired from the events up to now. Shepard lays head onto arms, and falls asleep.

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.

As Shepard reaches out to touch the child, the child bursts into flame and ash.
The snow in the nightmare level is actually ashes. Shepard wakes up with a start.

Getting to the Conduit:
Shepard climbs aboard the APC, which begins driving towards the facility. Anderson reports that Hammer has broken through the Reaper defenses, and all units are converging on the facility. Victory is almost certain!

Suddently, Hackett breaks in over radio. Reaper reinforcements are incoming.

A second Reaper fleet arrives in orbit of Earth. Harvesters start launching from the Reapers, and descend towards earth in a massive swarm.

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.

The APC comes to a stop at the edge of the massive crater which contains the facility.

Shepard decides whether or not his team will accompany him in the final run to the device.

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.

A harvester lands almost on top of Shepard, knocking him down. The Harvester attacks, and Shepard scrambles to avoid it.

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.

Shepard runs to the beam, ducking around more fire from landing Harvesters, and leaps into the beam.

Alternative version of Conduit beam sequence:
Shepard comes to.

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.

Suddenly, the Normandy streaks overhead, evading fire fromthe Reaper and blowing a hole in the Reaper enemies' lines.

Anderson shouts for Shepard to make a run for it, and orders the rest of Hammer to cover him. Shepard leaps into the conduit beam.

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.

In Citadel (seems to be a missing portion at the end, not sure if the "fight" mentioned is between Shepard/Anderson or from the cut TIM-Reaper creature boss fight):
Shepard slowly wakes up. He is badly injured and alone. Suddenly his radio starts to go off.

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.

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.

The fight ends with Shepard near death… and the Crucible docking with the Citadel. Bloodied and wounded, Shepard stumbles for the controls… and collapses.

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Re: ME3 Beta-Leaked story content (from Nov 2011)

Postby AVPen » 03 Aug 2014, 20:15

The Catalyst (yes, you IT fanboys, the Catalyst was ALWAYS in the script drafts of the leaked beta, no matter what you claim.... :roll: )

The platform Shepard was on begins to rise up into GUARDIAN's garden where he is faced with his final decision.

Once Shepard reaches the top of the elevator he begins a conversation with GUARDIAN where all the mysteries of the universe are revealed.

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.

Ending Choices:
Control Reapers
Leap of Synergy
Destroy Reapers

Shepard/Catalyst conversation:
Catalyst: Take my hand.
Shepard: What... is this?
C: This is the Citadel. Where I live.
S: And who are you, exactly?
C: I am the Catalyst.
S: I thought the Citadel was the Catalyst.
C: An honest mistake. The Citadel is an extension of me. You must be quick. The war still rages out there.
S: But, the Crucible... it didn't work?
C: The Crucible is a tool, much like the Reapers. And tools need a user.
S: I don't...
C: You are the user of the Crucible, as I am the user of the Reapers. I was created eons ago to solve a problem. The Reapers are my solution.
S: What?
C: The Reapers main purpose is to prevent organics from creating an AI so powerful that it would overtake them and destroy them.
S: But that's exactly what you're doing.
C: Not exactly. The Reapers harvest fully developed civilizations, leaving the lesser ones intact. And the essence of each harvested civilzation is stored, forever, in Reaper form. An important distinction.
S: What is it you want from me?
C: An answer to a choice. I can of harness and direct the energy of the Crucible. But you must choose how to release it. And you must decide the form it's energy will take.
S: I don't understand.
C: The energy can be released as a destructive force. Organics will prevail at our expense. All synthetic life will be destroyed. As will much of the technology your kind rely on. Including the relays you will use to dispense the energy.
S: And the other choice?
C: You may harness the energy. Use it to circumvent my control of the Reapers.
S: Control? So the Illusive Man was right.
C: Correct... though he could never have taken control, as we already controlled him.
S: And what happens to me?
C: You will subvert my existence. You will control the Reapers. You will continue to seek an answer to problem.
S: But the Reapers will obey me?
C: Correct. There is another choice. My ultimate goal, the exact solution to the singularity problem, is to combine the synthetic and the organic.
S: Combine?
C: Much like yourself. You are already a melding of both. If you choose so, your energy, combined with that of the Crucible, can be used to convert, and transform each of our kind. We, will become like you, and organic life will become like us. And the problem of Technological Singularity will be solved. But you must act. It must be your volition that guides my actions.
S: So, I just...
C: Go. If you falter now, the cycle will continue. I will not act as Catalyst if you do not act first.

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Re: ME3 Beta-Leaked story content (from Nov 2011)

Postby crazyrabbits » 05 Aug 2014, 04:41

It makes sense - there was concept art showing that they had the idea of the Catalyst thought of very early on in the process. As soon as I saw it, I knew it had always been on the table:


I also cataloged a lot of the ideas from the early scripts on this page.

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Re: ME3 Beta-Leaked story content (from Nov 2011)

Postby Trooper » 30 Oct 2014, 04:42

I... I am shocked. I had never seen this before, of course I had heard of it but the story here is in my opinion better then what they ended up doing.

Thank you for sharing this AV :).
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Re: ME3 Beta-Leaked story content (from Nov 2011)

Postby sansuni » 29 Oct 2015, 15:07

It is a shame they butchered the game, though it would help the endings, some of those cut content would have made the story better for the rest of the game. Especially the sequences about the Earth before it got invaded before reapers. Shepard's trial with Anderson defending him depending on his/her actions in the previous games.. It would have been priceless.

The one surprised me the most, before they changed it and turned it into a DLC, the prothean (Javik) was the Catalyst.. That could potentially mean no starbrat. Another thing is that before it was cut, this was used to explain a lot of Cerberus's actions. (that doesn't even make any damn sense in the final game.)

The saddest part is, some of the cut content was already voiced and scripted.. If only we had access to beta's and/previous builds of the game. A lot of things could have been fixed and readded to the game.
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