- See also: Stop the Collectors
The true nature of the trigger for this mission is not fully understood, as there are a few reports of players completing more than five missions before triggering this mission, but it usually works like this:
- After the mission on Horizon, a five-mission countdown begins, after which Shepard will be unable to access the Galaxy Map and instead must report to the briefing room to speak with the Illusive Man, who will dispatch Shepard to investigate a disabled Collector Cruiser. At that point completing the mission becomes the only way forward.
- Even N7 assignments (e.g. "anomalies") count as a mission, so pick your five missions carefully.
- If the fifth mission is one of the two loyalty missions on Tuchanka or the Citadel, you can complete the other one before returning to the Normandy SR-2. Because of the order and tempo with which loyalty missions are acquired, the second Citadel mission will only become available in time if you leave Grunt in his tank.
- Finally, it is theoretically possible to complete Miranda's loyalty mission fifth and then recruit Thane or Samara as an extra mission, but only if Jack's loyalty mission has not yet been completed (because while Miranda's mission normally ends back on Ilium, if Jack is loyal then Shepard returns immediately to the Normandy for their argument).
- This mission will not trigger until eight squad members have been recruited, and indeed the official Prima Publishing Collector's Edition guide states explicitly (p. 114) that the story will not advance without eight squad members. Grunt does not count as a squad member until he is awakened from his tank. The addition of Kasumi and Zaeed in DLC packs, along with the ease of recruiting them, tends to make this condition moot for many players unless they delay waking Grunt.
Note: Though you'll have no choice but to complete this mission once it appears, any other missions that you didn't get to by this point can still be done afterwards.
If you have a hard time with this mission, arguably the most difficult in the game for the level you are when you reach it, one strategic way to prepare for it is to do as many missions as possible before undertaking it, and you must plan for this well before Horizon: do as many side assignments as possible, and all of the available DLC missions before completing the recruitment of all four of Mordin, Jack, Grunt, and Garrus. Then, following Horizon do four missions (perhaps including the Shadow Broker which gives more experience) and then go to Tuchanka and stay for both Mordin and Grunt's loyalty missions without returning to the Normandy thus getting an extra mission on the clock. Planning this way ensures that you reach this mission at the highest possible level with the most possible abilities and upgrades.
However, there is a countervailing opinion: the special weapon or extra weapon training you get at the beginning of this mission can be a huge power spike especially for the classes normally limited to only pistols and SMGs, so you may want to consider "rushing" to the Collector ship to unlock the new weapon training as soon as possible which can be done in the following way:
- Recruit all four of Mordin, Jack, Grunt and Garrus as soon as the recruitment missions become available without completing any other missions.
- Complete the mission on Horizon.
- Complete 5 of the missions within the Firewalker Pack and/or Normandy Crash Site free DLC, which involve virtually no infantry combat.
The above will get you to the Collector ship to get the special weapon or training and have it available for as many other missions as possible. Choosing this path WILL make this mission difficult, but the weapon training is unlocked prior to the combat sections so you will at least have it available to assist.
One research upgrade in particular deserves special mention as it only becomes available post-Horizon: the Hard Shields research. Unlocked only after obtaining three Damage Protection upgrades, Hard Shields will reduce damage to your shield/barrier by 20% which makes a very noticeable difference in your toughness during this mission.
You will be facing a lot of barriers and armor, making Warp Ammo the most effective ammo ability in general, with Armor-Piercing Ammo and Incendiary Ammo as good followup choices both of which are more damaging to armor and health but not barriers. Incendiary Ammo can be particularly useful for its crowd control properties as most enemies will flail around briefly when ignited preventing them from attacking you. Bringing a loyal Jack as a squadmate with her Warp Ammo upgraded to be shared with the squad is one of only two ways to obtain Warp Ammo, the other is to train it as a bonus power for Shepard. In terms of damage powers, Warp is effective against both barriers and armor, as is Reave. The abundance of "bottomless" pits in the mission architecture makes physics-based attacks useful: Throw, Concussive Shot etc. can dispatch clumps of enemies with minimal ammo use given a nudge in the right direction. The M-100 Grenade Launcher also has a large force component to its shots that is capable of blasting enemies to their deaths. Flashbang Grenade is an invaluable power to have available for this mission for the same reason as on Horizon: it can disable the attacks of a familiar foe. It can be obtained either as a bonus power or by bringing along a loyal Kasumi. Either way, having it at a high level for a long duration of effect is advisable.
In terms of bonus powers choosing Barrier or one of its sister powers will allow you to instantly re-raise your shields when they go down, providing some extra survivability in key encounters. Stasis can be useful because there will be at least one opportunity to "one shot" a heavy hitter with it during a key battle. If you want to have Reave available you'll usually need to train it as a bonus power; although Samara can have it, you must have already gained her loyalty to unlock it and this is only possible if you both left Grunt in his tank and recruited her prior to this mission.
In terms of heavy weapons, the M-622 Avalanche is recommended as it can inflict high damage in a large area, possesses generous ammo capacity, and has long-lasting disabling effects. The Grenade Launcher and the Arc Projector are passable alternatives.
Cruiser EntranceMedi-gel. Up ahead is a Control Terminal next to the body of a dead Collector in a pod. Save your game before you select it. Caution: A close approach will select the Control Terminal automatically.
When you access the terminal a squadmate makes a comment while Shepard contacts EDI, who will tell you about the experiments. Apparently, the Collectors were making fundamental "genetic comparisons between their species and humanity." Shepard can ask a question, and the conversation shifts to the Normandy's bridge where a holographic display and EDI's analysis reveals something shocking. The Collectors' DNA matches that of the Protheans! Respond to this however you choose. You can ask questions until you are satisfied, then end the conversation; Shepard then reaches down toward a pile of weapons.
Advanced Weapon Training
After the conversation, a menu will appear allowing you to choose one of three weapon-training options, which enables Shepard to use the weapon in combat. If your character already has that weapon proficiency, you instead have the option of choosing a powerful, unique weapon of that class. For example, an Infiltrator will have the option to take the unique sniper rifle, or gain access to either the common assault rifles or the common shotguns. Adepts, Sentinels, and Engineers will only have options to train in the common weapons, and not the unique ones.
- Shotgun Training: Soldiers and Vanguards can choose the M-300 Claymore Heavy Shotgun instead.
- Assault Rifle Training: Soldiers can choose the M-76 Revenant Light Machine Gun instead.
- Sniper Rifle Training: Soldiers and Infiltrators can choose the Widow Anti-Material Rifle instead.
Warning: The training carries through for each new game: you do not get to pick another weapon or additional training on subsequent playthroughs with the same character, so choose wisely. New characters on their first playthrough will always be able to pick a new option.
A nearby weapons locker allows you to change the squad's weapon loadouts. It is highly advised that you save your game at this point and do not overwrite it until you finish the mission. Grab the crate of refined element zero (+250 eezo) and the power cells before you continue on.
Into the Belly of the Beast
From here continue moving. You soon enter a larger room to see many pods—some still occupied—above and ahead of you, which evokes some comments from the entire squad as well as EDI, who detects no life signs in the pods (if that offers any relief). Move up some inclines and veer to the right, where you'll find some another salvageable Collector Technology (+15000 credits). Also, a Control Terminal at the end of this path will give a Damage Protection upgrade. Continue moving through the oddly deserted ship. As you walk up a long ramp, Joker comes over the comm and tells you that he and EDI discovered that this is the same Collector ship which attacked the SSV Normandy. Shepard makes the comment that this is too much of a coincidence.Terminus Systems and they still couldn't fill them all; the Collectors must have one target: Earth. Now you have yet another reason to stop them, if you didn't have enough already. Move along until you approach an apparent dead end, where one squadmate will take note of a Command Console and the other will ominously wonder about the absence of Collectors. SAVE before you access the console.
AlertCollector General briefly appearing in the form of a red hologram, causing Joker to respond uneasily. Back to Shepard, the whole ship shakes as strange things begin happening around the squad, and the Commander radios for a status report. Joker responds that there was a power surge, and EDI says that she managed to divert the overload to non-critical systems. Worse, she informs Shepard that this was not a malfunction; it was a trap. The platform suddenly flies into the air, confusing the squad, and EDI reports that she's having difficulty maintaining the connection: "someone else" is in the system. When the platforms stops in midair, everyone loses their balance and one squadmember is knocked down. Your squad recovers as EDI says that she has reestablished connection and needs to finish the download before she can override any systems. She will keep you updated on the progress, but it is really finished when you defeat all the Collectors that are coming in fast. So take cover and prepare for a hard fight.
Sky High Battle
The platform you are on provides some cover and a good position to combat the enemy. Two Collector Drones and a Collector Guardian are the first to drop in; if you can, take them out as fast as possible to prevent Harbinger from possessing them but this can be difficult on higher difficulties. A platform with a Scion stationed on it will arrive in the first wave and slowly orbit the main platform cluster while you combat the other Collectors, firing its signature shockwave attack that can devastate you and your squad. As the battle progresses a second Scion will eventually show up on another orbiting platform as well. You will have to fight a total of three waves of Collector troops who each show up on their own platform that docks with your starting platform. Move from cover to cover as needed and don’t forget to manage the health and abilities of your squadmates. Focus on the Collectors before going after the Scions as they are a more immediate threat, and in the case of Harbinger, a mortal threat if not dealt with quickly. However it's important to keep track of the Scion's positions and to take cover from their attacks as much as possible as they deal a large amount of damage, can stagger you, and can also delay your shields from recharging with direct hits.
Insanity Combat Strategies: On lower difficulty settings many play styles will work here, but of all the Mass Effect 2 missions, it is perhaps the first battle of this mission that strikes the most fear in the hearts of Insanity level players. Fear not, however, as there are some straightforward methods for dealing with it. The following list is intended to help players having a hard time getting through this on Insanity, but many will of course work on lower settings as well.
- Taking cover with your squad in the center of the three segment crescent-shaped cover on your starting platform might seem like the best option but in fact it's a death trap. A far safer strategy is to place your squad in cover here (placing both squad members in the center segment is best) while you take cover at the forward edge or lip of the platform away from the squad. Being in front of your squad in this way will cause the Scions to focus their attacks on you more often than on your squad which will drastically increase your squad's longevity (though stray Scion shots may still hit them occasionally due to their large area of effect). This cover position is also completely safe from Scion fire for Shepard as long as you are crouched down and sometimes even when you aren't. Huddling up shoulder to shoulder with your squad on the other hand is strongly discouraged as it maximizes the chance of everyone being leveled by the Scion's attacks.
- If you have Stasis as your chosen bonus power you can use it to efficiently dispatch the Scions as with proper timing you can freeze them in place while their platforms continue to move, causing them to fall to their deaths after the freeze wears off. Be aware however that killing one of the two Scions triggers the last of three total platforms of Collector troops to arrive. If you don't have Stasis, then defeating the Scion will have to take a back seat to keeping Harbinger off your platform and killing the Collector troops attacking your squad. The Scion's Shockwave will tend to knock your squad out from behind cover in addition to causing damage, so if you can, tie up the Scion with e.g. an Engineer Combat Drone. Otherwise, attend to killing it whenever you have a lull between Harbinger/Collector waves.
- Heavy weapons exist for tough battles and it's tough to find a battle harder than this one. If you've done a good job of saving your heavy weapon ammo and upgrading its capacity prior to this mission, there is absolutely no reason you should hold back here; pull out the big gun and go to town on the Collectors with extreme prejudice. The Arc Projector, Avalanche, and Grenade Launcher are all fairly easy to aim, hit in a large area, and disrupt/disable as well as damage targets, making them ideal here. The other advantage of heavy weapon spamming in this way is that it keeps your squadmates alive more effectively. Also, it's possible for Harbinger to spawn from a Collector that is knocked down or frozen, which can also mean he will be stunned or even frozen for the duration too, even though normally Harbinger is immune to such effects.
- You can avoid having to fight Harbinger at all in the first wave if you can kill all the Collectors before he spawns from one. Heavy weapon spam is the most effective way to do this on higher difficulties as the Collector's barriers are too difficult to get through quickly otherwise; once their barriers are down using force-based powers to fling them off the platform to their deaths is your best bet.
- When Harbinger throws his slow-moving "singularity", move back and forth behind your cover so that it will miss you, because if it hits, Shepard will be knocked from behind cover and exposed to potentially deadly fire.
- It's very important to prevent Harbinger from closing to point blank range (which he will try to do), so concentrate your fire on him especially when he gets close. You don't want him flanking you on your platform and driving you out to a bad position, particularly where the Scions have clear shots at you. Getting cornered in this way is probably the most common way to die during this battle. The charged shots of the Geth Plasma Shotgun are one of the fastest ways to eliminate Harbinger's barrier, at which point you should switch to anti-armor weapons and powers.
- Having Flashbang Grenade available as a bonus power or by having a loyal Kasumi in the squad can drastically reduce the difficulty of this mission and the opening platform fight in particular as it disables all of Harbinger's attacks for the duration of its effect. It's possible to keep Harbinger disabled indefinitely with a high enough level Flashbang, turning arguably the greatest threat to you into a non-factor.
- Always revive your squadmates as soon as they fall or even if they are in the red - they create distractions for the enemy that will keep fire off of Shepard. Don't "conserve" Medigel during the arguably hardest battle of the game. Keep in mind also that Medigel, if sufficiently upgraded, can restore the shields of Shepard and the entire squad making it effective at counteracting the shield recharge delaying effects of Scion attacks on a relatively quick cooldown compared to a bonus power such as Barrier.
- Bring squadmates with abilities upgraded to disrupt enemies in a large area. An ability that gets an enemy off its feet (such as Slam, Pull or Throw), can be used when the platforms carrying the Collectors are moving in. If a Collector with no barrier is knocked off its feet when the platform is still moving, chances are pretty good that it will plummet to its death when the platform moves away. Crowd control abilities also reduce incoming enemy fire increasing the longevity of Shepard and the squad. If you combine squad disruption abilities with Shepard blasting away with a heavy weapon, you can quickly disable the groups of attacking Collectors before they can overwhelm you.
Once all the Scions and Collectors are down, EDI radios that if you access the panel again she can regain control.
Note: Before accessing the panel, pick up clips and some power cells located on one of the platforms that flew in during the battle.
Access the panel to continue. You are rewarded with a ride before more action, during which EDI explains that the distress signal originated from the Collector ship contains an error that clearly identifies it as a non-turian signal. She further explains that it is not possible that the Illusive Man would have been fooled by it, since she discovered the error using Cerberus detection protocols which he wrote. The conclusion is that he knowingly sent you into this trap. Respond to that in any way you wish. Joker will then interrupt to tell you to hurry up because the cruiser is powering up its weapons. He will keep you updated over the course of the rest of the mission about their progress.
Fight Your Way Out
As you land get off the platform and move. You'll enter a small room with closed doors, one of which EDI will open for you; grab the med-kit with Medi-gel, and head through the open door. Warning: Once you go through the door and drop down, the door slams shut behind you and you are unable to go back.
Soon you come to a close encounter on level terrain, just beyond some salvageable Collector Technology. Slam into cover at the first chance and shoot out the Collector drones that fly in; one of these will be quickly possessed by Harbinger. Focus on taking out Harbinger then focus on the other fodder in the room to prevent it from doing it again, or, if you wish, command your squadmates to attack the Harbinger while you kill the remaining collectors. That way the collectors should all die right about the time your squadmates polish off Harbinger.
Combat Strategy: Place your squadmates into cover / kneeling down high up on the ramp near the door that just closed behind you. Move Shepard down to the flat area to trigger the collectors. Quickly back Shepard up and place him into cover behind the left side pillar that contains the salvageable Collector Technology. From this cover, the Harbinger and Collector Drones will not move forward beyond cover and won't shoot at Shepard. Be warned though, do not have Shepard shoot from this cover! There is some sort of invisible barrier around the pillar and your shots hit that "barrier". Shepard will have trouble using powers from this cover as well. Use your squadmates up on the ramp to throw powers to chip away at the collectors until they drop.
After you put down these enemies, grab the salvageable Collector Technology (+7500 credits), and move down a ramp to a larger and more complicated room for another Collector encounter.
In this next area you really have a fight on your hands; however, there is a lot of cover to take advantage of. Note the ramp on your left (as you enter), which leads to an elevated section stretching the length of the room; this section is accessible on the far side of the room as well. The first wave of Collectors will arrive as you enter, more or less in front of you. But keep an eye on them because they may use that left side walkway to flank you; and watch out for Harbinger because you can bet it will make an appearance.
Combat Strategy: When you first enter this area, you will notice two ammo clips next to an unusual piece of cover shaped like part of a hexagon - this is the safest place to take cover and remain for most of the battle, as it not only prevents the enemies from flanking you, it makes it difficult for enemies at the top of the ramp to even get a shot in. (You can also keep your squadmates in cover on the ramp you came down into the room for this section so that they are safely out of the way for this battle). Harbinger and Collector Assassins will often remain in the area at the top of the ramp to the left of the hexagon cover, shooting at you ineffectively. Keep the Harbingers away from you of course, but while they're at long range pick off the Drones and Guardians as well.
On lower difficulty levels it is often possible to kill Guardians before they land, thus preventing them from setting up shields. On Insanity though this is harder to do and ill-advised as it's usually better to drop the Collector Drones first - that way Harbinger will often "kill" the tougher Guardians for you by taking them over.
After a couple of waves, a group of Abominations will appear and should always be the first priority because of their explosive suicide attack. Burn their armor away and then throw them around with biotics. On Insanity it is not recommended to send your squad forward during this section, as they will tend to get flanked and fried. At lower difficulty levels if you allow a squadmate to move forward on the lower level, these new arrivals may attack the squadmate from their elevated position, allowing you to flank them.
In any case, once you eliminate all the enemies (it's four or five waves depending on how you count), head to the other end of the room and pick up the power cells, a med-kit with Medi-gel, and another crate of refined element zero (+250 eezo).
SAVE YOUR GAME HERE.Husks block the way, and there is a Praetorian as well. This battle is very different from the one on Horizon. The battle will not be easy because in addition to the Praetorian, there will be other Collectors and Harbinger who will make your life miserable if you don’t take them out first.
Combat Strategies: Before you move into the area, and EDI comes over the comm, you need to decide the best strategy to use based upon your character class, your level, and you difficulty settings. This battle can have very different outcomes based upon those variables. Understand that you may have to try to complete this battle several times before you find the right method. If one strategy doesn't work, try a different one even if it is contrary to your normal combat strategies you employ.
Note: Be sure to revive your squadmates with Medi-gel when they fall because their weapons and powers will come in handy while Shepard is in cover from the Praetorian.
Note: Assigning a squadmate to attack the Praetorian while Shepard concentrates (as you should) on the smaller enemies will NOT produce the desired effect of distracting the Praetorian. The Praetorian is focused on Shepard the whole battle UNLESS you use Tactical Cloak.
- Close The Door Before Combat Strategy
You can stop the Husks and Collector Drones from spawning if you run to the other side of the room towards the open door. Once it closes, no more enemies should spawn, making it much easier to focus on the Praetorian. Attempting this is NOT recommended on higher difficulty levels unless you are an Infiltrator with Tactical Cloak. Even with Tactical Cloak this method still allows a few Husks and Collector Drones into the room so be aware that this method still leaves extra combatants to fight plus you get hammered trying to run back from the door by the Praetorian.
- Sniping/Weapons From Cover Strategy
Begin by taking cover with your entire squad behind the narrow wall at the top of the "hill" looking down at the rest of the room. Husks and Collector Drones will begin to appear and need to be taken down before they reach your position using your sniper rifle/weapons. Prioritize the Husks because they will flank you and drive you from cover and then Collector Drones because you don't want to be exposed to their fire when the Praetorian inevitably flanks you and forces you to move. Particularly on higher difficulty levels it is almost always best to prioritize the Husks and collectors first. Note: Even on Insanity, there are only a couple of Husks]and Collector Drones that show up. There are not a lot of enemies to kill. This makes closing the door seem suicidal when you see how little show up. You will have some time to kill the Husks and Collector Drones even when the Praetorian starts attacking Shepard as the beams will hit the cover in front of Shepard long before they can actually start to hit Shepard.
- Heavy Weapons From Cover Strategy
Begin by taking cover with your entire squad behind the narrow wall at the top of the "hill" looking down at the rest of the room. Husks and Collector Drones will begin to appear and need to be taken down before they reach your position using your heavy weapon. Highly useful at this point is the Arc Projector - by aiming it at either the Praetorian or one of the husks, you can damage them all and quickly remove many of the small enemies from the battlefield, dramatically simplifying your life. It is also possible to do significant damage to the Praetorian with a well-deserved M-920 Cain shot at the beginning of the fight, however the Arc Projector is probably the safest choice because it is more consistent in eliminating the Husks and Collector Drones.
Once you're down to just the Praetorian, you're free to keep moving to avoid its attempts to flank you without being exposed to attacks from other enemies. Remain on the "hill" at the entrance of the room until the Praetorian moves to flank you. The Praetorian will usually try to approach from your left, so slip around to your right where you will find more cover where you can take more shots. Take your squadmates out of cover and just let them run to wherever they want to attacking at will as they will chip away at the Praetorian while the Praetorian comes after Shepard. You can keep moving from cover to cover around in circles while the Praetorian slowly chases Shepard. It is even safe to take cover on the lower level near the power cells while the Praetorian is holding the high ground, but in any event just keep your distance from it and find cover.
When the Praetorian takes a certain amount of damage, the Praetorian will slam to the ground and begin glowing. The Praetorian will recharge its shields and be temporarily invulnerable. (Make sure Shepard is nowhere near the Praetorian when this recharge happens or it's game over. This is also the reason you took your squadmates out of cover earlier. Your squadmates will just stay put and the Praetorian can drop right on top of them if you are unlucky enough to have that happen.) During the recharge time, run away from the Praetorian, and if you need to, find new cover. Tips: You also have a chance to dash for cover at the end of each Praetorian firing cycle while the eye-beams recharge. Just make sure you start moving to your next cover position before the Praetorian gets too close. Don't "get greedy" by trying for an extra point blank shot.
Once you finish the Praetorian off, pick up any ammo in the area, the power cells on the lower level (if you didn’t already during the battle), and move to the door. Unfortunately the door will close as you approach it and EDI will divert you to a longer path around the obstacle.
Warning: Once you go through the door, the door slams shut behind you, you are unable to go back, and the battle starts.
Combat Strategies: The next fight can be difficult if you rush in too fast and get flanked, but is relatively easy if you approach it step by step. Collectors will come at you in waves that include everything the collectors have in their arsenal except another Praetorian. There are two strategies that work equally well listed below:
- Passive Strategy
When the battle starts, place Shepard and your squadmates into cover / kneeling down with their backs facing the door. This will be your cover for your squadmates the entire battle. Move Shepard forward to trigger the first wave and get ready. When the Abominations spawn, they need to be killed quickly with weapons or powers. All other collectors from this point on will not come down the ramps or even shoot at your squad from this far back. Harbinger will appear and several collectors spawn for the first wave but they stay up top. Kill the enemies using weapons or powers by moving forward towards the ramp and then running back to recharge shields. Additional waves will spawn by having Shepard move forward carefully then running back. This strategy takes time to kill off all of the collectors but you can use powers from a distance and conserve ammo if you so choose to without getting your squadmates killed.
- Active Strategy
While still conservative for battle strategy, the active strategy involves moving up to different places of cover for Shepard and your squadmates.
Wave 1: Take cover immediately when the first wave appears, and remain in this position until the entire first wave is down. That prevents getting flanked. The first wave includes an Assassin, a Guardian, and some Drones, one of which will rapidly become a Harbinger. One Collector will attack you from the "little window" up above; take him out too. Partway through Wave 1, a group of Abominations will appear - prioritize them for immediate kills so they don't get close enough to explode. Strip their armor and then throw them around with biotics or concussive shots.
Wave 2: Once the first wave is down, take an immediate sharp right up the side path instead of proceeding "straight" up the hill. Right when you're about to have to turn left, this will trigger a second wave with a Guardian and a couple of Drones but because of your new position it will appear safely in front of you rather than on your flank. Take cover and wipe them out.
Wave 3: Once the second wave is down, proceed forward to the place the second wave spawned. This will trigger the third wave, which will again appear right when you need to turn left to keep going, and again they will appear safely in front of you. Behind Wave 3 a Scion will also have appeared, but he will remain where he spawns and will not cause you any problems yet. Wipe out all of Wave 3 before engaging the scion.
Scion: Now from the place that Wave 3 spawned, it is safe the engage the lone Scion. He won't move from his spawn location, so you can even conserve ammo and kill him entirely with powers if you wish.
Warning: Save your game at this point before you move into the Husk battle as you will be unable to save your game until after the mission is over.
The final part of this mission involves about twenty husks! Head down the lengthy hall until you hear or see husks charging you. Backpedal to eliminate them—know that there are many. Don't get in cover because you want to stay mobile. Once the Husks are down the way back to the shuttle is clear. A cutscene will play that covers your escape and your return to the Normandy.Note: Although it can be difficult to pull off, you can bypass the Husks entirely by sprinting past them to the shuttle, which triggers the escape cutscene. A Soldier could Adrenaline Rush past the Husks, an Infiltrator could Tactical Cloak, and a Vanguard could Charge at a Husk nearest the exit. If playing as an Adept, Sentinel or Engineer, then a few shots with the Avalanche or the Grenade Launcher will level the husks without a problem.
Tip: Husks and Abominations cannot leap over obstacles, so you can use that against them. After the first wave appears in your scanner, start to retreat, the husks will take on your squadmates first and you are free to take out as many of them as you can. When your squadmates are down, the husks will target the player. Now it is time to use their weakness. Retreat to the higher ground in the last battlezone, in the middle of it is a wall cover crossing the area. As long as husks have a direct line, they will come straight towards you, but as soon as you leap over, some will take the longer detour around the wall, and some will get confused. That will make lots of easy kills, even on Insanity.
NormandyOmega 4 Relay, an advanced form of an Identify Friend/Foe device, or IFF. The Illusive Man tells Shepard that each Collector ship is equipped with the device. Make a comment about that. After your conversation decision, he tells Shepard that Cerberus has located a Derelict Reaper in the Thorne system of the Hawking Eta Cluster. It is in orbit of the brown dwarf Mnemosyne. He says that the vessel’s mass effect fields keep it aloft and safe, and that he has dispatched a team already to study it. You can make a comment about that. To end the conversation, the Illusive Man tells Shepard that a trip through the Omega 4 Relay will likely be a one way trip and that the team needs to be focused on their tasks in order to survive.
After the meeting Jacob Taylor, Miranda Lawson, and Mordin Solus join you in the briefing room. You can explain the Illusive Man’s actions any way you want. No matter the conversation, the general consensus is that the mission was a success. EDI comes over the comm and tells you that, based on the Collector ship’s course through the Omega 4 Relay, she can calculate the location of the Collector homeworld. She brings up a display of the Milky Way and the path ends up in the galactic core. That shocks everyone and you can make a comment for a laugh. EDI, however, counters that she is accurate and considering what the Reapers have already done, a base in the core of the galaxy doesn’t seem all that unlikely when put next to the Mass Relays and the Citadel. At the end of the conversation, you have the dialogue options about whether to go after the Reaper IFF immediately or build up the team. It is strongly recommended that you continue to build up the team first, but your answer in the conversation does not commit you one way or the other.
When you next access the galaxy map, you'll find that the Normandy has been transported to the Balor System of the Caleston Rift, the apparent result of EDI's blind FTL jump.
Gathered vital intel regarding Collectors and Omega-4 relay.
With Shepard's escape, Harbinger knows our true capabilities and will have to adopt new tactics. Will have to be careful, as Harbinger's information network may rival Cerberus or Shadow Broker's. Also appears impossible to block his ability to possess minions. EDI's work was exceptional, however, proving value of shackled AI.