11. Mass Effect 2 Disabled Collector VesselUpdate notes

Collector Ship

Enemy Protection: Barriers, Armour

Disabled Collector Vessel

After recruiting all squad members you receive a call from the Illusive Man. Sheperd takes the call in the conference room. The Illusive Man tells you that he has intercepted transmissions about a battle between a Turian Patrol and a Collector Vessel. The Turians were destroyed and the Collector Vessel appears to be offline. He sends you to investigate. Make sure you take people who can deal with barriers and armour. Mordin and Miranda are a great choice, but tough characters like Grunt also work well here. This ship is probably the most challenging part of the game on Insanity but also has a unique opportunity for certain classes.

As soon as you arrive something is not right. The Collector Ship appears to be completely unharmed with no damage as far as EDI can tell, and yet the whole thing seems to be offline. Sheperd has no choice but to land inside and continue the investigation on foot. What they find is not good.

The collector ship appears to have living things growing within it in a similar fashion to the flood on High Charity. The once smooth and angular walls have been rounded off by organic shapes. Continue through the ship making more and more disturbing discoveries culminating in the discovery of the truth about the collectors.

Here you have to make an important decision. Each of the six classes has a different choice to make so I will outline them below. There are three weapons here, the M-76 Revenant, the M-98 Widow and the M-300 Claymore. Not everyone can get these weapons though. As well as the weapons, the opportunity to specialise in another weapon class is available here so choose wisely. You may want to experiment by reloading the mission if you didn't like you first choice.

Assault Rifle Training

  • Engineer
  • Adept
  • Infiltrator
  • Vanguard
  • Sentinel

Shotgun Training

  • Engineer
  • Adept
  • Infiltrator
  • Sentinel

Sniper Rifle Training

  • Engineer
  • Adept
  • Vanguard
  • Sentinel

M-300 Claymore

  • Soldier
  • Vanguard

M-98 Widow

  • Soldier
  • Infiltrator

M-76 Revenant

  • Soldier

As you can see, the soldier gets the most choice here with being able to choose any of the three elite weapons. Only they can pick up the immensely powerful revenant. If you are already happy with your SMG then there is no need to pick up Assault Rifle Training. Go for either Shotgun or Sniper. If you have one of those already consider going for the polar opposite. If you have access to the elite weapons, you'll probably want to avoid the shotgun. It does more damage than most of the Heavy Weapons, but it is too slow and cumbersome for any of the harder difficulties. If you want a more powerful bolt action rifle then go for the widow, but if you like the Viper from the last mission you might want to pass. Soldiers should take the opportunity to go for the Revenant as it is a fantastic weapon. In short then, just because you can get an elite weapon doesn't mean you should go for it if you are an Infiltrator or Vanguard.

In the next room you'll find hundreds of pods each containing a captured colonist hanging from the ceiling. This is what Sheperd is trying to stop and it shows the scale of the abductions. Or so you think. Grab the salvage and the upgrade in the next room before Joker calls in to tell you that this Collector ship was the very one that killed you two years ago. At the top of the ramp things go very bad. Sheperd enters into a hall that spans the entire length of the pod. Millions of pods surround Sheperd and it becomes apparent they are about to assault Earth. Step onto the pad and save before contacting the Normandy.

And now things go very bad! Immediately take cover and fight for your life. You want to position yourself at the end of the U shaped cover at the centre of the pad as far away as possible. Revive as soon as someone goes down as you do not want to be alone here. Take out each Collector Drone individually. They stay back for the most part but when they get possessed by Harbinger they assault you. The Scion floating around in the distance will continue to knock you out of cover leaving you exposed. Kill as fast as you can but NEVER take any risks. The moment your Armour, Shield or Barrier is gone dive into cover. When the first pad is cleared a third one comes in. Ignore the Scion and reposition at the centre of the U and face 11 o'clock. A fourth pad containing a second Scion comes in soon after making the battle even harder. Once the second pad is clear take out the closer of the two Scions, the one that arrived first, and heal your team if you haven't already. Take cover at the opposite end of the cover you did at the start as far away from the 5th pad that lands. Harbinger is already on this pad so focus on him before anything else. If Harbinger gets on your pad when he still has Barrier you might as well restart because you will struggle to stop him. The only way this fight gets any easier is if you have stasis where you can stop one of the people from fighting, and even then it's still hard.

Maybe it's because I knew exactly what I was doing after 100 attempts on my first play through but when writing this guide I actually managed it the first time, although I came close to death a number of times. A good team definitely helps but I used all 6 medigels I had on me during this fight. At the end grab the power cells from the 4th platform the second Scion was standing on, and return to the console on your original platform.

Disembark the platform and move along the passage following EDI's instructions. Take cover and fire on attacking Collectors. Work quickly to avoid more than one Harbinger here and move down the ramp behind them. Move up the the L shaped cover at the base of the small ramp up to your left, and open fire on the Collectors directly ahead. Try to prevent them from flanking up to your left by holding your ground here. While you are fighting you might notice a Collector Assassin fly in and land just out of sight on the left. If there is no Harbinger to deal with focus on taking him out before you have to move from this cover. Then turn back to deal with enemies directly ahead as more reinforcements arrive. As you kill more enemies ahead two drones will land on your left so focus fire there again unless there is a Harbinger. Once all enemies are dead, grab the goodies and save before dropping down a level where you can no longer move back.

There is another tough fight here as you have to face your second Praetorian. Move forward and take cover facing to your right where a distant Praetorian moves in for the kill. Use whatever strategy you did back on Horizon, but this time there is no circling it to get away. You have until it reaches you to inflict serious damage otherwise you'll struggle to kill this beast. Watch out for Husks that come in and direct fire to these much smaller targets before attacking the Praetorian. It should hug the outer wall of the room and try to flank on your left. Hold this position until it disappears behind the pillar and then move to take cover a couple feet from where you are now just around the corner. Sometimes it may move backwards and start trying to flank from the right. If this happens you are lucky as it puts you in a better position to deal with the Collector Drones and more Husks that attack. Once again ignore the Praetorian for a second while you deal with the rest of them. If it starts to move up the right quickly move down the wall to the L shaped cover in the corner of the room. As it moves down the ramp towards your new cover stay hidden until it does its ground pound and then run as far as you can towards the door, but take cover the moment it starts to fire. When it ground pounds again run to the door and take cover. Sadly the door shuts as you approach and you have to finish off the Praetorian, but standing here no other enemies will spawn and it should be very close to death by now. When it evaporates, EDI manages to open another door so head on through.

Make sure you grab the Upgrade and Credits before heading through the door and taking cover on the sideways pod. Watch out for charging abominations and when the first Harbinger goes down try to take the long route around to the right hugging the wall. Take cover when the next wave of enemies opens fire. When the second Harbinger dies move up to where it was and take cover facing to your left. More Collectors land and you can just about make out a Scion advancing too. Take out the third Harbinger and then focus on the Scion. From your high wall you have a good vantage point but it can still hurt you if you are firing at it. When it dies save and move down the passage behind it. Around the next corner is around 20 Husks so fire on them as you backpedal down the corridor. Sprint to the Shuttle to end the mission. Sheperd makes it out in the nick of time.

Ghost Ship

Complete the investigation of a derelict alien vessel

Ghost Ship
1 guideOffline Game ModeSingle PlayerMain Storyline

To say Sheperd was unimpressed with the Illusive Man's actions would be an understatement. The Illusive Man did sell you out, however you learnt some crucial information, namely the location of the Collector home world. Unfortunately it's at the centre of the galaxy surrounded by exploding stars and black holes. You've also learnt that you will need to pick up an advanced Friend or Foe device to safely navigate the relay to reach their home world. The location of just such a device is added to your galactic map but there is more to do before you go there.

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