It shouldn't be long before Mordin develops the means to counteract the Collector's threats--a way to safeguard you from being paralyzed by their swarm…or so Mordin hopes. The armor upgrades are still prototypes and have yet to be field tested, but he's going to bank all his hopes on the armor's working as intended…
You discovered just earlier that you are just a step behind the Collectors, but hope for rescue is not all lost for these colonists. First contact with the Collectors arrives quickly enough. These initial guys are protected by only shields, so whittle them away with relative ease before proceeding onward to collect some power cells from the middle of the field. A data pad lies on the picnic table further up as well. When you round the corner from the first battlefield and into a new area of desolate civilization, more Collectors converge on you with Husks thrown into the mix. The building to the right provides windows through which you gain clearer views on the advancing horde. Don't forget to hack the data pad before you leave.
A quick scan of the dead Collector yields a Lattice Shunting upgrade. Shepard and crew come upon a dead Husk. After they toss some wild speculations around as to its origin, the Commander reminds everyone the reason they're here in the first place. Time to move on. More buildings mean more Collectors hiding among them. A cursory search through these deserted buildings lets you walk away with some credits and a Medi-Gel if in need.
Up ahead you come across an odd sight: some colonists frozen in a stasis field. There's nothing you can do for these people right now but to move on and eradicate the source causing this condition. Pick up the particle beam leaned against some debris and move into the nearby building. It won't be long before the area transforms into a fierce battlefield. Walking among these Collectors is the Harbinger, who simply takes complete control over the Collectors and makes them more powerful. When the possessed Collector dies, the Harbinger simply jumps to another shell. The Harbinger will continue to reside in living Collectors for as long as there are any left roaming about in the field.
The stairs on the right hand side take you to a high vantage point that provides an excellent view of the entire area. Clear the way to the locked door on the far right. You need to first bypass its security lock before being able to enter. Once inside, Shepard finds a quivering and un-frozen survivor seeking the sanctity of this bunker, untouched by Collectors. Speak to this mechanic about the attack or any of the other available topics to determine the next course of action.
Apparently the Alliance arrived in Horizon with the chief intent of installing defense mechanisms, but may have had a hidden agenda as well. Right now, though, activating those guns on the Collectors seems to be this colony's best recourse. However, they need to first be calibrate, so the targeting control center is the next destination. Now before you head off and leave the poor guy behind, forage the room for a gold mine of goodies: Platinum, Medi-Gel, credits, and even a weapons locker.
Stepping out of the safehouse, you set upon a swarm of Collectors and Husks lying in wait. Again the Harbinger will be possessing bodies here in addition to Scions mingling with the rest. If needed, some power cells can be obtained from the very back on the veranda of the left-hand building. Spot the deceased Collector in the distance and loot its putrid remains for a Hyper Amp, which boosts Biotic attacks by 10%. Once you've confident you've reaped all the spoils you can from this area, bypass the security lock on the next door and head through.
The layout of the spaceport seems to foreshadow the coming of some epic shoot-out, and true enough, the previously empty spaceport becomes the center of a wild, booze-less Collector party. Run out to the
Before long, Husks and Scions fill the area with their moans and environmentally-destructive projectiles. A direct hit from the soulless albeit weak Husks can severely weaken you, so it's important to exercise extra caution when dealing with them, especially with so many running loose in this case. If a Husk somehow manages to dodge your bullets, don't hesitate to knock it out with brute, dependable force. We found that the best way to deal with this battle was to run laps around the area with Husks in tow and avoiding the Scion's line of fire. Staying in one spot almost guarantees becoming completely inundated and overwhelmed by the enemy. Sprint periodically to remain ahead of the Husks and take them out with either Biotics or weapons. In terms of mobility, you outpace the Scions several times over, but their biggest advantage--aside from their sheer destructive force--is their extremely tough exterior. Hopefully you equipped the particle beam from earlier; this weapon eats through their armor like a warm brownie.
After raiding the area for its bare offerings, locate the computer terminal in the center of the area to bridge the connection to EDI. It will take some time for EDI to fix calibration errors, and you will have to defend the tower in the meantime. The enemy gathers fast and descends on the team. Quickly seek shelter behind the area from which the first batch of Husks emerged previously and patiently sit through the first two waves. When one of your teammates mentions that there may be more coming, leave your hiding spot because more Husks are about to appear. The situation very easily deteriorates to an all-out frantic effort for survival, but this is more easily achieved with your teammates still up and your ducking for cover as necessary behind the abundant objects.
The Collectors have one final stand: they deploy an aerial creature called a Praetorian. This winged alien hovers far enough above the ground that only projectiles can reach it. The Praetorian is cloaked with a regenerative barrier that protects its otherwise feeble health. Thankfully, the barrier is relatively easy to peel off with close-range shotgun blasts. You will not be able to harm it while the barrier is regenerating or, more obviously, when it is active. It shouldn't take too much longer for the Collector's disposable pet project to be put out of commission.
Shepard finds himself in the company of the Illusive Man and receives three more dossiers. Looks like the team is going to be expanding even more. At this point, too, Kelly Chambers may inform you that Miranda or Jacob or both will want to speak with you. Going to their station on the Normandy will unlock their individual side stories--ones that you have to help them write the ending to. These are the start of what are known as "loyalty" missions, which are covered in-depth under their respective mission titles. While going on Illusive Man's recommendations for Normandy recruits is another route to go by at this point, you can also look deeper into their back stories by partaking in these missions and gain some insight into their character, as well as have them firmly pledge their loyalty to Shepard and the mission.
Table of Contents
- Getting Started
- The Awakening
- Freedom's Progress
- The Normandy SR2
- Dossier: The Convict
- Dossier: The Warlord
- Dossier: Tali
- Collector Ship
- Derelict Reaper
- Stop the Collectors
- Loyalty Missions
- Side Quests
- Xbox 360 Achievements
- PlayStation 3 Trophies