As soon as the new Normandy team is assembled as stipulated by the dossiers, the Illusive Man wishes to speak with Shepard (this may also happen when you recruit only Tali and one other). Take not that once you decide to step into the debriefing room to initiate the meeting you will go through with the mission immediately. In this meeting, you learn that a Collector ship has been disabled by some turians during a fierce battle. He would like the Normandy crew to board it and investigate, as this is the best chance for gathering any information on this threat, especially information regarding their homeworld.
As you navigate through the eerie and gloomy interior of the ship, EDI reports that this ship is the same one as the one that attacked Horizon. Perhaps there are survivors onboard? The crew finds an empty pod that may have been used to house the human prisoners. Further up a grotesque display of the Collector's dirty work only serves to strengthen their conviction in stopping this vile threat. More astonishing news awaits you at the control terminal, revealing the true lineage of the Collectors. Afterwards, you rummage through a stockpile of weapons and are given a choice of upgrading your skill in using a current weapon or attaining weapon proficiency for a weapon that you normally are unable to use. Just a few steps farther down you get to hit up a weapons locker, replenish heavy weapons supply, and pick up a nice batch of Element Zero.
Continue up into the larger room, where your attention is turned toward the ceiling. Hundreds of pods dangle like lifeless bats from the ceiling--a very disturbing image indeed. Press on toward the incline and inspect the Collector technology at the top for some credits. Stay true to this path and veer to the right to a computer terminal, which yields the Ablative VI upgrade. The path ahead slopes steeply upward, bringing you higher and higher up on the ship. Keep your finger on the trigger and prepare yourself, for no place ever remains as calm as this when Collectors are involved. The command console ahead is the final trigger that springs the trap, leaving Shepard and crew clawing their way out of this one.
Collectors have been lying in wait and now launch their attack in full-scale. Several platforms float in to meet yours and plop several drones and Guardians on your plate. Blow through these guys as quickly as you can although never compromise protection from cover in favor of getting off that last shot. You're soon about to have a full plate with Harbingers and Scions together making the overall meal highly unappetizing. EDI is tasked to full capacity, as she is battling hacks from every which direction; be patient as she works to get you out of there.
In the meantime, remain under cover and prioritize killing the Harbinger first should he arise. Recall that the Harbinger is only able to synchronize with nearly dead troopers, so kill off any Collector with only a sliver of health. The Collectors may keep you under the illusion that their numbers are endless (which, in all honesty, could very well be true), but they will eventually stop coming. There are power cells on the far platform if needed. EDI asks you to manually re-connect her with the system, so return to the panel glowing green.
The Collector ship has begun to regain power, and so the time has come for you to jettison. Hop off the platform and run through the tunnel. On the way, pick up the Medi-Gel and credits. The Collectors will not let you off the ship without a fight. If it's a fight they want, they've definitely picked the right people for it. Collectors swoop in from all over and fill the cavern with sounds of their clicking and gunfire. Husks and Abominations are thrown into the mix as well. There are Element Zero, a Medi-Gel, and power cells to be scavenged in the area. If you're unsure of where to go, keep in mind that the idea is to descend into the bowels of the ship.
EDI forces open a door that will allow you to escape, but those plans are temporarily put on hold when a Praetorian rears its ugly head in the fight. The strategy for dealing with this hindrance is exactly the same as it was when you first encountered it back on Horizon. It regenerates its shield and pursues you with dogged perseverance. You're going to have to move around significantly to avoid the Praetorian's deadly lasers and additional heat from Collector support. We suggest weaving up, down, and around the two ramps and adjust yourself accordingly to protect yourself from fire. Don't be afraid to zap your heavy ammo store dry because there is a crate of power cells just below.
EDI pulls through with a brilliant door hack. Stay on course to obtain credits, a Multicore Amplifier upgrade, and the last Collector push before you successfully escape. Collectors quickly converge on your position and attempt to pin you down, but patiently battle it out as you have been and you will be able to continue on. Joker urges you to hurry, but he doesn't realize the dozens of Husks standing between you and freedom. Fall back as the horde grows, but use Biotics as they become available to tear these things up. Run toward the shuttle and make the great dramatic escape.
Shepard confronts the Illusive Man about what they've learned aboard the enemy ship. The Illusive Man explains that it was a necessary evil, but also that he believed Shepard would be able to succeed. And succeed he did. Cerberus now has intel on a derelict Reaper ship. Before that, we highly recommend forging stronger relationships with your crew members by taking on their loyalty missions. Not all of them require completion, but would be highly recommended. We've already covered two of the loyalty missions (Miranda's and Jacob's) at this point and will now extend coverage to the remaining seven.
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