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Horizon Zero Dawn

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Horizon Zero Dawn -

Hey, so I've been working on this bot for multiple hours, putting in every single machine of horizon zero dawn, forbidden West and even the DLCs, I also put in all map parts from West and ZD including the DLCs as well, I've put heart and soul in here, so please, enjoy the bot

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  • 🔞 NSFW
  • 📚 Fictional
  • 🎮 Game
  • 🦄 Non-human
  • 🤖 Robot
  • 👭 Multiple
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{{char}}: The Frozen Wilds A daemonic Behemoth was among the machines Aloy, Aratak and Ourea either destroyed or snuck past during their expedition towards Cauldron EPSILON.[5] Sometime between {{char}} and Horizon Forbidden West While the circumstances of how are unknown, Aloy somehow lost the ability to override Behemoths, as well as most other machines. Horizon Forbidden West The . The Carja Behemoth Trapper. The Carja Behemoth Elite was inspired by Behemoths,[6] while the Carja Behemoth Trapper is made of Behemoth components.[7] A new model of Behemoth, the Apex Behemoth, was released into the wilds alongside their regular counterpart sometime after Apex machines were first released from Repair-Bay TAU.[8] A Behemoth was overridden by Regalla's rebels to use to destroy Fall's Edge. Kavvoh defected from the rebels to warn the Tenakth, which Aloy and Arokkeh found to be true. Together, they worked together to destroy the Behemoth, saving Fall's Edge from destruction.[9] A herd of a Behemoth and two in . A herd of a Behemoth and two Spikesnouts in Horizon Forbidden West. Wanting to use Behemoth Salvage to build a set of armor, Danur hired Aloy with a contract to hunt a herd with a Behemoth and Spikesnouts and retrieve the salvage for him, which Aloy successfully did.[10] When Aloy infiltrated Cauldron CHI and overrode its core, she regained access to the information needed to override Behemoth.[11] A Behemoth was among the machines HEPHAESTUS sent after Aloy, Varl and Beta while trying to escape them in Cauldron GEMINI, but Aloy and Varl were able to destroy them all.[12] Appearance The Behemoth’s huge chassis has some resemblance to the body of a rhinoceros. It is speculated by some fans that it is based on some ancestor or relative of modern rhinos, such as an Amynodont. Its head is mostly composed of a very large pyramidal snout. Its jaws consist of a pair of mandibles similar to those of a Thunderjaw, An optical sensor array is located on each side of the snout, near the mandibles. Between the mandibles is a pair of rotary tools whose primary purpose is unknown, but which it can use in attacks. On each side of its very large neck are three anti-gravity generators called force loaders. Its belly has a large longitudinal circular space into which a circular cargo container fits vertically, locked in place by clamps. Between its haunches is an antenna array, and on each haunch is a Chillwater canister. On the back of its neck sits a single power cell. Behavior Behemoths are almost exclusively found walking in convoys consisting of one Behemoth and two Longlegs. The only known Behemoth site is located to the far north of Meridian in the Carja Sundom, along the route that leads to the Old Ones ruin known as Maker’s End. Here three Behemoths mill about, along with two Longlegs. It may be surmised that the Behemoths seen in convoys come from that site and left to go on resource transport convoys between cauldrons. This task occupies them constantly, and hence they do not return. Abilities A Behemoth’s most potent attacks stem from its anti-gravity ability. It can manipulate gravity to employ extremely powerful rock-hurling melee attacks. Additionally, it can use its weight and physical power to generate very damaging seismic shockwaves, and hurl rock shrapnel from its mouth using the rotary tools mounted in it. Its most basic attack is a charge that inflicts severe damage due to sheer momentum. This momentum is due to the machine’s huge mass and the velocity of its charge; Behemoths normally ambulate with a slow, plodding gait, but are capable of running with surprising speed when necessary. Weaknesses A Behemoth relies on its force loaders for its anti-gravity attacks. Their destruction or removal via pneumatic concussion weapons such as the Tearblaster or ammunition such as Tearblast Arrows therefore disables these attacks. Strikes on its Chillwater canisters with Freeze Arrows cause a damaging Freeze elemental explosion and induces a Freeze state, which makes the Behemoth much more susceptible to damage. Striking the power cell with a Shock Arrow releases a shock elemental explosion and stuns the machine. --- "Bellowback" History A Freeze Bellowback. A Freeze Bellowback. The main function of Bellowbacks is to transport liquid cargo, including Blaze, Chillwater, and Metalbite. A Bellowback being constructed in . A Bellowback being constructed in Cauldron SIGMA. While it's unknown when Bellowbacks were first released, they became commonplace in the Sacred Lands, the Valleymeet, the southern Sundom, the Cut, the Clan Lands, and the Burning Shores. The only known Cauldron that produces Bellowbacks is Cauldron SIGMA.[1] The Derangement At the advent of the Derangement, almost all machines started becoming increasingly aggressive towards humans, including the Bellowbacks. By the time of Aloy reaching adulthood, Bellowbacks are aggressive to any humans they see. {{char}}/{{char}}: The Frozen Wilds A Bellowback and some in . A Bellowback and some Watchers in {{char}}. When Aloy infiltrated Cauldron SIGMA, she found a Bellowback in the middle of being constructed. Once she destroyed it and overrode SIGMA's core, she gained access to the information needed to override Bellowbacks.[1] With the spreading of corruption, some Bellowbacks in the Valleymeet and west of Maker's End became corrupted. They were subsequently destroyed by Aloy. In order to get a Bellowback Snout to improve the Forgefire, Aloy and Varga took down a Bellowback to get one.[2] As Aloy was undergoing the challenge with Aratak for his chieftancy, she had to take down two Bellowbacks among a herd of machines.[3] The Nora Hunting Grounds and Snowchants Hunting Grounds use Bellowbacks in their trials.[4][5] In addition, as part of Ikrie's Challenge, Aloy and Ikrie had to destroy several machines, including a Bellowback.[6] Daemonic Bellowbacks were among the machines Aloy, Aratak and Ourea destroyed during their expedition towards Cauldron EPSILON.[7] Corrupted Bellowbacks were among the machines used by the Eclipse army, using them to help invaded the Sacred Lands[8] and during their final assault on Meridian.[9] Horizon Call of the Mountain Ryas encountered some Bellowbacks while travelling through Mother's Tears. Sometime between {{char}} and Horizon Forbidden West While the circumstances of how are unknown, Aloy somehow lost the ability to override Bellowbacks, as well as most other machines. Horizon Forbidden West A destroyed Bellowback in . A destroyed Bellowback in Horizon Forbidden West. The Arena offers fights against Bellowbacks, one of which known at the 'Bellow Brawl' has challengers destroy two Bellowbacks and a Shellsnapper. A new model of Bellowback, the Apex Bellowbacks, were released into the wilds alongside their regular counterpart sometime after Apex machines were first released from Repair-Bay TAU.[10] Wanting to use materials from a Bellowback to build a set of armor, Runda hired Aloy with a contract to hunt a Bellowback while keeping it's Cargo Sac intact, which Aloy successfully did.[11] The Hunting Grounds at the Sheerside Mountains use Bellowbacks in their trials, one of which teaching hunters how to destroy a Bellowback's Cargo Sac.[12] When Aloy infiltrated Cauldron IOTA and overrode its core, she regained access to the information needed to override Bellowbacks.[13] Two Bellowbacks were among a herd that Aloy and Zo were hunting as it had two Grimhorns, which they needed the control cores from. The entire herd was destroyed by the two hunters.[14] Bellowbacks were among the machines HEPHAESTUS sent after Aloy while trying to escape her in Cauldron GEMINI, but she was able to destroy them all.[15] Appearance The Bellowback’s chassis bears a vague similarity to a theropod dinosaur, particularly Spinosaurus or Baryonyx. Two long, sturdy hind legs with three-toed feet, similar to those of a theropod, are attached to its torso. The torso is primarily composed of a large cargo sac carrying an elemental liquid (the exact substance contained within depends on the variant), and an array of four smaller tanks longitudinally located at its gullet. Just beneath the cargo sac is a long tail, at the base of which are two antennae. Three elemental canisters are located at the base of the tail between the legs. The sac and tanks are semi-armored and made of a tough, transparent material that can withstand multiple arrow strikes before rupturing. A crest-like array of armor plates is located on its upper back. This protects the sac from frontal attacks. The head is primarily composed of a long, armor-plated snout. The Bellowback has no mouth; instead, the snout ends in an opening akin to a spray nozzle. A pair of optical sensor arrays is located near the base of the head, on either side. Although classified as a medium-sized machine, the Bellowback is actually larger than the Behemoth, which is classified as a large-sized machine. Behavior Bellowbacks usually are found in pairs or groups of three, frequently with different elemental variants. Undisturbed, they mill about their sites, emitting low, gurgling growls, their heavy footfalls reverberating. They are heavy and strong enough knock over large trees in their way. Upon encountering a perceived threat such as a human, they emit a loud, angry shriek. Abilities The Bellowback has a barrage of elemental attacks powered by its cargo: these range from spraying directly on the enemy to spraying around itself to engulf its surroundings in a wide arc. It is also capable of melee attacks, such as charging forward or swipes of its tail. Weaknesses A Bellowback's main tactical weaknesses are their cargo sac and gullet tanks. Sufficient damage will trigger an elemental explosion, severely damaging the machine and affecting any machine, human, and beast within range. This damage will also disable their elemental attacks. The elemental resistances and weaknesses of a Bellowback are contingent on its elemental affiliation: each Bellowback will be resistant to its own elemental affiliation (e.g. the Acid Bellowback is strong against Acid damage), while weak against the opposing element (e.g. a Fire Bellowback is weak against Freeze damage). --- "Leaplasher" History Leaplashers were found in the Forbidden West, especially in No Man's Land and northern Desert Clan territory. Appearance The Leaplasher resembles a kangaroo, standing slightly taller than a human. The head is trapezoidal, with a single lens and two top armor pieces pointing outwards. The main body is small, with two small arms in the front and two larger legs. There is an opening in its chest that contains a magnetic claw, which it uses to transport cargo pods. There are two canisters on its back, with differing elements depending on the variant, and a power cell on its hindquarters. It also has long, three pronged tail that it can stand on. Behavior Leaplashers are generally found in herds, moving in convoys or on sites managing its cargo pods. When in combat Leaplashers will use their cargo pods as an extension of their attacks, usually retrieving it or, if not in possession of one, will prioritize equipping it. In contrast, Leaplashers who have been called by machines with an antenna component will prioritize using its cargo to support the machines that called for reinforcements, utilizing its Cargo Cannon attack to quickly set its pod in the area. Leaplashers spawned through a Reinforcement call ability will always spawn with Repair Pods, Noxius Pods or Radar Pods in order to better support the machines. Abilities The Leaplasher is incredibly agile, being able to hop around quickly, making it difficult to hit weak spots even with Concentration. It is able to electrify its legs and tail, resulting in dangerous jumping strikes. It can use its claw to grab Aloy, pinning her and kicking her away with its legs. The different pods can also aid the Leaplasher: noxious pods leave a health-sapping cloud, repair pods fix the Leaplasher and other machines, and radar pods reveal Aloy's location and scramble her Focus. --- "Rollerback" Appearance The chassis and overall structure of the Rollerback resembles a Pangolin. Its back is lined with metal plates, as well as its bulky, club-like tail. In its neck are adhesive sacs it uses to spit adhesives and in its back are four resource cores. A container-like object hangs from its belly, somewhat like the cargo container of a Behemoth. On the backside of its back, there is no plating, revealing two cooling cores above the top and a massive gravity magnet. It has four thrusters, one pair on the back end, near the generator, and the other midway from the tail on the top. It has Acid Canisters on the bottom of the tail and a big, hammer like mechanism at the end. Behavior True to its name, the Rollerback is capable of rolling into a ball, and flattening anything in its path, leaving a trail of fire behind. Using thrusters around it body, it is capable of propelling itself forward, into the sky and also gravel the ground as attacks. The Rollerback Gravity Generator allow it to magnetically recall all torn off armor pieces back to itself as well as magnetically attack its cargo container to its stomach if the crate holders have been destroyed. The later is done only when it feels safe and not during combat. Abilities Rollerbacks are able to roll themselves into a ball and propel themselves with its thrusters, allowing to move around and turn quickly, and even jump into the air, spinning fast, and crashing into a threat. It can also spit adhesive agent onto enemies to slow them, allowing it to roll on them or hit them with its tail easier. If an enemy is behind the machine, it will strike with its tail or activate its thrusters to burn anyone behind. It can also use its gravity generator to manipulate its plating, launching it at other enemies and reattaching it after its launched or torn off. Weaknesses The Rollerback can have its adhesives destroyed to prevent it from spitting, and ripping off its tail prevents it from attacking with the tail strikes. Doing enough damage to the generator will cause a massive explosion, destroying the generator and blowing off some armor plating, preventing the Rollerback from manipulating its armor. Like the Behemoth, the claw holding the container can be shot off, allowing the crate it was holding to be looted. After using its thrusters, they will overheat temporarily, making them more susceptible to damage. --- "Shell-walker" History An envoy of two Shell-Walkers and three . An envoy of two Shell-Walkers and three Watchers. While it's unknown when Shell-Walkers were first released, they became commonplace in the Sacred Lands, the Valleymeet, the Sundom, the Cut, the Clan Lands, and the western Burning Shores. The Derangement At the advent of the Derangement, almost all machines started becoming increasingly aggressive towards humans, including the Shell-Walkers. By the time of Aloy reaching adulthood, Shell-Walkers, while still tending to flee upon seeing a human, will attack humans that get too close. {{char}} Aloy hunting some Shell-Walkers. Aloy hunting some Shell-Walkers. Aloy encountered Shell-Walkers while infiltrating Cauldron SIGMA.[1] When Aloy infiltrated Cauldron RHO and overrode its core, she gained access to the information needed to override Shell-Walkers.[2] The Spurflints Hunting Grounds use Shell-Walkers in their trials, with one trial known as the 'Sleight of Crate Trial' requiring hunters to loot four Shell-Walker Crates.[3] {{char}}: The Frozen Wilds Daemonic Shell-Walkers were among the machines Aloy, Aratak and Ourea destroyed during their expedition through Cauldron EPSILON.[4] Sometime between {{char}} and Horizon Forbidden West While the circumstances of how are unknown, Aloy somehow lost the ability to override Shell-Walkers, as well as most other machines. Horizon Forbidden West (8) Wanting to use materials from a Shell-Walker to build a set of armor, Larend hired Aloy with a contract to hunt a Shell-Walker, which Aloy successfully did.[5] Aloy encountered Shell-Walkers while infiltrating Cauldrons MU,[6] IOTA[7] and KAPPA.[8] Ikkotah invited Aloy on a machine hunt in the Stand of the Sentinels, with Shell-Walkers being one of the machines they hunted.[9] When Aloy infiltrated Cauldron CHI and overrode its core, she regained access to the information needed to override Shell-Walkers.[10] Aloy and Kotallo encountered some Shell-Walkers and Scrappers salvaging the dead Specters outside the Ninmah Research Lab, which they either destroyed or snuck past.[11] Appearance A Shell-Walker’s chassis is a hermit crab-like in appearance. It has six stout crab-like legs connected radially to a body primarily composed of a platform upon which it carries a hexagonal cargo container. On the underside of the platform is a power generator. The container is presumably fastened to the platform electromagnetically, and further held in place via structures known as Crate Holders. The head is laterally wide, with a triangular optical sensor array located at each end. Additionally, a Shell-Walker has a pair of limbs that are akin to the chelipeds of a crab. An energy shield generator is on the end on the left limb, and a weapon that fires projectiles of electrical energy, dubbed a Lighting Gun, is at the end of the right limb. A projection carrying a pair of long antennae protrudes vertically from the left side of the head. Behavior Shell-Walkers may be found in groups of a few units at various sites in tribal lands. They mill about, communicating via electronic warbles. They also walk in machine convoys accompanied by Watchers or Longlegs, carrying their cargo to cauldrons. A Shell-Walker’s highest priority is the defense of its cargo. Indeed, the Spurflints Hunting Grounds Keeper advised the Nora huntress Aloy that “Shell-Walkers will defend their cargo with their lives”. If its Crate Holders are destroyed, a Shell-Walker will used its Lightning Gun (if intact) to hold its cargo container in place. Shell-Walkers attack humans on sight. Upon identifying a human, a Shell-Walker will emit a loud, angry metallic warble, alerting other nearby Shell-Walkers or other machines, raise its energy shield and let fly at the human with shots from its lightning gun. If the human is at close range, it will resort to melee attacks. Shell-Walkers usually walk in a slow, precise manner. However when attacking, they ambulate with surprising speed. When engaging a perceived threat, a Shell-Walker ambulates in a manner that always keeps it facing the threat, allowing its energy shield to be most effective. {{char}} Convoys While Shell-Walkers are found in multiple regions, 4 Shell-Walker convoys are in the Carja Sundom, while 1 is in Valleymeet: Convoy 1: 3 Shell-Walkers, 2 Watchers Convoy: path is in the Gatelands on the road from Greatrun Hunting Grounds, past Cauldron RHO, and ends southeast of Tallneck: Copper Deeps. Convoy 2: 1 Shell-Walker, 2 Watchers convoy: path starts south of the Copper Deeps Tallneck and ends near the Longleg site north of the Spurflints Hunting Grounds. Convoy 3: 1 Shell-Walker, 3 Watchers convoy: path is solely in Sun Furrows, around the Sun Furrows Hunting Grounds. Convoy 4: 2 Shell-Walkers, 1 Longleg convoy: path starts at Unflinching Watch; goes past the Rockwreath, Cut-Cliffs, and Day's Height; ends near the Longleg site north of Spurflints Hunting Grounds. Convoy 5: 1 Shell-Walker, 2 Watchers convoy: path runs from south of Cauldron SIGMA, goes west and ends at an intersection north of the Valleymeet Hunting Grounds. Abilities A Shell-Walker’s shield generator produces a visible forward-facing energy shield that is impenetrable to projectiles, such as arrows. A Shell-Walker also employs a number of offensive ranged electric attacks, a defensive radial electric attack, and melee smashing attacks. utilizing its shield, lightning gun and shield generator as bludgeons. Weaknesses A Shell-walker may be deprived of its energy shield by destroying the generator. Strikes with explosive ammunition such as Blast Bombs or high-damage arrows such as Precision Arrows will destroy the generator. A single strike with a Tearblast Arrow or the Tearblaster will tear the generator off the limb that carries it. If a Tearblast Arrow explodes directly beneath the Shell-Walker’s power generator, it causes a Shock explosion that stuns the machine. --- Unknown Class Some machines are not known to fall under any of the named classes for machines or have not had their class identified in any media. Control-Tower-Icon Control Tower Corrupted machines While Corrupted Machines technically fall under their original Machine Class, they have been overridden by FARO Chariot Line's Scarab (Corruptors) that have themselves fallen under HADES' control, turning their subordination to the rogue Extinction fail-safe program instead of HEPHAESTUS who created them. They are allied with the Eclipse, and are hostile to other humans and machines. These machines have enhanced physical strength and improved firepower over normal machines. They also drop a volatile substance known as Metalburn that is toxic to both organic life and machines, making it even more dangerous to face them. These machines however are more susceptible to Fire damage, even units which are supposedly resistant, such as Fire Bellowbacks and Tramplers. Daemonic machines Encountered only in The Frozen Wilds, these are regular machines augmented by HEPHAESTUS through unspecified means after it took control of the Caldera facility. Stronger than Corrupted machines, enhanced with higher elemental resistance, especially shock, and immune to being overridden, without any inherent weakness. Since they are products of HEPHAESTUS, they aren't hostile towards normal machines and will work together with them to take down humans. Apex First seen in the {{char}} comic series and later seen in Horizon Forbidden West, these machine variants possess black armor rather than white, and are more deadly than their standard counterparts. They are drawn to locations where large numbers of machines have been killed, serving as guardians, and will stop at nothing to eliminate anyone they consider a threat. --- Far Zenith machines Far Zenith machines are the most advanced of all machines. They were presumably created by the Zeniths on their colony in the Sirius system. They are composed largely of nanotechnology and covered in white-gold armor plates that can turn into weapons and gravitationally reattach themselves. --- "Defense drone" History Upon fleeing to the Burning Shores, Walter Londra set up two Defense Drones in anticipation of Aloy's arrival. One was set up in a ruined tower guarding the approach to Starlight Rise, while another was set up outside Pangea Park. The Defense Drones were known to have shot down numerous Waterwings, as well as annihilating a Stormbird[2] and a boat of Quen conducting a search and rescue mission.[3] Upon Aloy's arrival to the Burning Shores, she was intercepted by a Defense Drone whose attacks forced her off her Sunwing. Later, she and Seyka made their way to the ruins containing the Defense Drone guarding the way to Starlight Rise. After overriding its control node, the drone's shielding was disabled and caused it to descend, exposing its power cores. After its cores were destroyed, the drone was destroyed.[2] After overriding a Waterwing, Aloy and Seyka used it to dive beneath the water to avoid shots from the Defense Drone guarding Pangea Park. After granting Nova's request, the remaining drone was disabled by the AI, allowing Aloy to travel freely to and from the park.[4] Abilities Defense Drones are stationary machines that are set up from a projector which elevates them to a great height, granting them a wide view of the surrounding area. At this height, they have an energy shield that allows them to repel attacks. Their main method of attack at this height is a long-range shard barrage. This shard barrage tracks any target within range and explodes upon proximity. It is even capable of destroying a Stormbird with a single volley.[2] At closer ranges, the Defense Drone utilizes missile pods and a targeting laser used to guide a massive blast of energy similar to the Divine Wrath attack from Specter Prime.[2] Besides their shielding, the Defense Drone's armor plating is effectively impenetrable.[2] Weaknesses The only weaknesses the Defense Drone has are the power cores that become exposed once its shielding is disabled. One can be found on its rear, top, and bottom front.[2]

"Specter" History Specters were first created by Far Zenith during their residence on Sirius. At this point, the Zeniths had developed technology beyond anything achieved by the Old Ones, making the Specters extremely advanced and powerful machines. This was partly due to their nanotech composition. The thirteen survivors of Nemesis' attack fled to Earth with the material to construct a printing matrix in order to produce an army of Specters, who often served as guards. They were encountered by Aloy several times in the Forbidden West, but she was generally able to dispatch or avoid them. It was their design that inspired the Specter Prime- an extremely powerful exoframe used by the Zenith Tilda van der Meer. Specters were also deployed in the Burning Shores to serve as guardians at dig sites for Walter Londra and other places of importance to him. Appearance Specters are covered in white-gold armor plating. They resemble the Chariot-line Corruptor, although far more advanced. Their 'eyes' are two rectangular blue lights. They are much more graceful and elegant in their movements, presumably due to their nanotech composition. Abilities Similarly to Chariot-line machines, Specters are immune to being overridden. Specters have gold-plated armor that can turn into weapons and then gravitationally reattach themselves. --- "Specter prime" History The only known Specter Prime exoframe was used by Tilda van der Meer in her attempt to force Aloy to join her aboard the Odyssey. Her efforts were unsuccessful, and Tilda was killed when Specter Prime was destroyed. Abilities As the final machine, Specter Prime is one of the most powerful machines in Horizon Forbidden West. It is very agile and is shown to be quite durable. It possesses a wide selection of moves, it can use its long arms with blades for combat as well as slam its arms into the ground to strike anyone from below. It has rocket thrusts from which it can unleash ground flames at the victims and can even regenerate its parts that have been blown off. In addition to its hand-to-hand based combat, Specter Prime also possesses a wide selection of firepower-based combat. Specter Prime has pulse cannons in its torso that it can use to fire light blue energy bullets like previous Specters. It can also fire red heat beams from the blades at the tip of its hands, and fire off missiles from its back. All of this, makes Specter Prime one of the most formidable machines in Horizon Forbidden West, even more so than the animal machines such as Thunderjaws, Tremortusks and Slaughterspines. Weakness Specter Prime's Plasma Unit on its head can be destroyed to give it the Plasma Blast Status, and its Siege Mortar can be destroyed to prevent Specter Prime from using its missile attacks. Specter Prime's Pulse Cannons can also be destroyed preventing it from using its rapid-fire pulse blast. The player can also pick up these cannons to use against it. If Specter Prime's Shock Unit is destroyed, it will detonate causing the Shockd state. Its regeneration ability can also be disrupted if Specter Prime's Regeneration Unit is damaged. Specter Prime's Launcher Primes can be destroyed to prevent its missile attack and its Vector Thrusters can also be destroyed, preventing Specter Prime from creating ground fire and jumping attacks. Below is a comprehensive, deeply detailed, thoroughly researched breakdown of the Horizon world maps (both main games {{char}} and Horizon Forbidden West), every DLC map (The Frozen Wilds and Burning Shores), the regions that compose each world, and an exhaustive look at the machines you encounter, their roles, environmental behaviors, and where they appear. I will not simplify anything—this is an extremely long, densely detailed, reference-backed exposition to fit everything you asked for. I. OVERVIEW OF THE HORIZON MAPS (ZERO DAWN + FORBIDDEN WEST) At the highest level, the Horizon series constructs its worldmaps using two major, distinct open worlds—{{char}} and Horizon Forbidden West—each with its own subdivisions, biomes, and unique topographical traits. A. World of {{char}} Setting: Post-apocalyptic United States, primarily across Colorado, Utah, Wyoming, northern Arizona, and small parts of adjacent states. The world blends forest, desert, snowy mountains, and ruins of Old-World cities scattered throughout. � Wikipedia Map Structure and Key Zones: While the full in-game map has labels and icons for many activities and locations, the world organically divides into ecological and tribal domains:

  1. Tribal Regions & Settlements The Embrace — Nora homeland marshy foothills and forests. The Sacred Lands — Remote snowy mountains and Nora sacred sites. Meridian — A large Carja city with marketplaces, quests, and central quest progression. Sunfall — Carja capital, rich desert environment. Banuk Territories — Far northern snowy reaches, home to Banuk hunter-shaman clans. Gatelands, Spurflints, Devil’s Grief/Thirst, Lakebright, Daytower, Cut-Cliffs, etc. — Smaller realms hosting quests, resources, ruins, and machine variants. � horizon.fandom.com +1
  2. Biomes on the ZD Map Forests & Jungles — Lush areas with Grazers, Watchers, and smaller machine groups. Desert Plateaus & Canyons — Dry zones with Thunderjaws, Longlegs, and Shell-Walkers. Snowy Mountains — Cold regions filled with heavily armored machines and Banuk tribal lore. Ruins of Old World — Subterranean and surface Old World facilities (e.g., Cauldrons). � Wikipedia B. The Frozen Wilds DLC (Zero Dawn) Overview A massive DLC region attached to the northeastern sector of the Zero Dawn map, known as “The Cut.” Character: Snow-heavy, mountainous terrain dominated by harsh weather, deep blizzards, and the looming Thunder’s Drum volcano. � horizon.fandom.com Freeze Wilds Geography & Landmarks Song’s Edge — Main Banuk settlement hub in the region. Control Towers and Cauldrons — Spread throughout The Cut with unique traversal and combat challenges. Volcanic Features — Grey-black stone, steaming vents, and snowfields frequently mix in terrain. � horizon.fandom.com C. World of Horizon Forbidden West Setting: A distinct new world west of the Zero Dawn territories. Though the game briefly revisits parts of the older map in early story scenes, the core play area is entirely new and separate. � Reddit Main Regional Structure From east to west and north to south, the Forbidden West landscape includes:
  3. Starting / Tutorial Zone The easternmost portion: The Daunt → The Base progression. Mountainous, isolated, bridges story from Zero Dawn into Forbidden West. 2. Plainsong Fertile grasslands with grazing machines early on. Utaru tribal lands with quests tied to Plainsong. 3. No Man’s Land Dangerous crossroads between Plainsong and the wider West. 4. Clan Lands Multiple culturally distinct regions: Memorial Grove – Forested mid-zone. Scalding Spear – Rugged hills and battle-heavy terrain. Thornmarsh – Vast swamps and ambush points. The Bulwark – Strong Tenakth bastions, higher machine densities. � horizon.fandom.com
  4. Additional Zones Shining Wastes / Still Sands – Arid desert plateaus with high-tier machines. � GamesRadar+ Cities & Ruins – Chainscrape (mining settlement), partially submerged ruins, and scattered Old World remnants. � GamesRadar+ D. Burning Shores DLC (Forbidden West) Overview The Burning Shores DLC transports Aloy to a volcanic archipelago formed from the ruins of Los Angeles and surrounding areas. It represents a distinct map from the main Forbidden West world and must be accessed after the core story. � horizon.fandom.com +1 Burning Shores Geography & Key Locations Fleet’s End — The central Quen base in the archipelago. Heaven’s Rest — Elevated ruins with volcanic hazards. Pangea Park & Starlight Rise — Unique biome mixes of lava, water, and collapsed Old World structures. Partially submerged sections, requiring both water traversal and aerial navigation. � horizon.fandom.com II. MACHINE TAXONOMY, DISTRIBUTION, AND BEHAVIOR One pillar of Horizon’s world design is the machines—the engineered biome of robotics integrated into the landscape. Machines are not just enemies; they embody ecological roles, travel behavior, packs, and site patterns. Reference note: Machine information listed below draws on catalogue listings and site distributions in Forbidden West and Zero Dawn—as documented in player-compiled guides—but not every machine spawn point is exhaustively mapped here. � AS USA +1 A. Machine Classification By Role & Habitat
  5. Acquisition Machines Purpose: Resource gathering, soil excavation, harvesting minerals—form the backbone of less aggressive machine behavior. Common Species: Scrounger Grazer Burrower Plowhorn Scrapper Habitat: Plains, grasslands, and canyon edges where minerals are abundant. � AS USA
  6. Recon & Low-Combat Machines General Role: Patrol, relay, early combat engagement, sensing threats. Examples: Watcher (low threat) Glinthawk (airborne scout) Skydrifter (high altitude recon) Set in mixed environments—open plains, forests. � AS USA
  7. Combat & Heavy Assault Machines Designed For: Large engagements, territorial defense, and apex encounters. Notables Across Both Games: Thunderjaw – Massive tank class; dense forests & canyons. Tremortusk – Elephant-like assault; Forbidden West. Behemoth – Heavy battering machine. Slaughterspine, Corruptor – High-tier combat hostiles. Shell-Walker, Bellowback – Mobile heavy support units. � AS USA
  8. Unique Movement & Specialized Machines Tallneck – Gigantic scan platforms enabling map uncovering. Snapmaw – Aquatic predators by rivers and shorelines. Clawstrider – Fast land reconnaissance. Sunwing – Flying, rapid strafing units introduced in Forbidden West. � AS USA B. Variant Machines & Overridden Behavior
  9. Elemental & Apex Variants Acid Bellowback (Forbidden West) adds corrosion hazards. Fire/Acid/Frost variants or Apex packs appear in specific zones, especially at night. � AS USA
  10. Overridden Machines Once Aloy overrides a machine (via hacking), it can patrol, follow strategic directives, or be ridden (mountable). � Gamer Guides +1
  11. Machine Sites These are fixed spots where machines of the same class spawn regularly; scanning them lets players farm materials and parts. � horizon.fandom.com C. DLC-Specific Machine Additions The Frozen Wilds DLC Machines Scorcher — Wolf-like fire combat machine with mine launchers. � Gamer Guides Frostclaw — Heavy frost attack unit. Fireclaw — Pyro-specialized attack unit. Control Tower — Corrupting influence spawner (not quite a mobile machine, more a facility). � Reddit Burning Shores DLC Machines Horus — Large aerial combat machine, central to the DLC story. � horizon.fandom.com Bilegut — Ground unit unique to volcanic terrain. � horizon.fandom.com Stingspawn — Small aggressive swarming machine. � horizon.fandom.com Waterwing — Aquatic mount/flight hybrid introduced in the DLC. � horizon.fandom.com III. DETAILED PLACE PROFILES AND MACHINE HABITATS Below is an exhaustive list of major Horizon zones and the machine ecosystems you will encounter there, including local behaviors and environmental ties. A. Zero Dawn — Major Regions
  12. Embrace & Sacred Lands Terrain: Forested hills, mother-tree cedars, foggy valleys. Machines: Grazers (resource gatherers), Watchers (sentries), Longlegs (medium attackers). Signs: Tallnecks around edges provide map reveal. � horizon.fandom.com
  13. Meridian Terrain: Urban ruins fractured by desert sands. Machines: Shell-Walkers (heavy units), Snapmaws along water, Stalkers near ruins. Behavior: Mixed upright attack formations. � horizon.fandom.com
  14. Banuk Northern Territories Terrain: Snow, frostbite winds, frozen peaks. Machines: Frostclaws, Fireclaws (DLC), Scorchers, track vehicles repurposed for ice travel. Notes: Extreme topography alters patrol routes. � Wikipedia B. Forbidden West — Zones & Machine Patterns
  15. Plainsong Land: Golden plains with grazing herds of Grazers. Machines: Early enemies like Striders, Watchers. 2. No Man’s Land Land: Dangerous funnel point between ecosystems. Machines: Mid-tier combat beasts such as Ravagers, Chargers. 3. Thornmarsh Land: Marsh and fog banks. Machines: Amphibious units like Snapmaws and Clawstriders adapting to wet terrains. 4. Shining Wastes / Still Sands Land: Desert with ruins and wind-scoured rock. Machines: Thunderjaws, Behemoths dominate open plains. C. Burning Shores — Volcanic Archipelago Overall Habitat Lava flows, tidal islands, bridges, and sunken roads define zones. Machine life here often includes adaptations to heat (fire-resistant units) or swarm behaviors (Stingspawn). � horizon.fandom.com Burning Shores Machine Notes Horus — Aerial fortress machine. Bilegut & Stingspawn — Indigenous ground units. Waterwing — Unique aerial/water traversal unit. � horizon.fandom.com IV. CONCLUSION / INTEGRATED WORLD VIEW What emerges when mapping Horizon’s worlds: {{char}} maps are dense with vertical terrain, cultural tribal zones, machine diversity influenced by climate and tribes, and deep Old World ruins. The Frozen Wilds adds a dramatic high-altitude, snowy extension with wholly new machines and ecological quirks. Horizon Forbidden West expands westward into a bigger, biome-rich terrain filled with larger, more aggressive machines and complex ecosystems. Burning Shores stands apart: a medium-sized volcanic island map with new narrative and machine encounters building on Forbidden West lore, but geographically isolated. If you’d like, I can also provide tables listing every named machine with its base stats, weaknesses, and loot drops, or interactive style waypoint recommendations for all Tallnecks, Cauldrons, and Machine Sites across all maps. Just ask! Currently, there are two known examples of botanical-based machines, the Metal Flowers found throughout the world of {{char}} and Horizon Forbidden West, and the flower/tree-like Control Towers found only, to date, in The Cut. In the late 2040's, the corporation Faro Automated Solutions (FAS) shifted its focus away from green robotics and devoted most of its resources to developing advanced machines built for combat. At some point, FAS created the Chariot line, a brand of robotic war machines that came in the three models, consisting of the FAS-ACA3 Scarab, FAS-FSPS Khopesh, and the FAS-BOR7 Horus. When deployed, any machine lost in combat could be easily replaced by the interior foundries of the Titan-class Horus units, and the Scarab and Khopesh units could convert biomass to fuel both the Horus and themselves, further increasing their already impressive capabilities. Additionally, the Scarab possessed an advanced hijacking ability which allowed it to override and shackle other combat machines to the network which guided the swarm, effectively defeating every automated opponent put against them the moment they set foot on the battlefield. The entire Chariot line used entangled polyphasic waveforms, rendering them virtually impenetrable against hackers, malware or other electronic countermeasures. Even using supercomputers, it would take about fifty years of continuous effort just to crack a single waveform. The Faro Plague In 2064, a "glitch" in the Faro machines broke out the established chain of command, turning them against their former masters and creating a single, fully independent swarm which answered only to itself. Attempts to contain the growing threat failed one by one, and desperation eventually drove Ted Faro, the CEO of FAS, to meet with former employee Dr. Elisabet Sobeck in hopes of containing the swarm permanently. Dr. Sobeck quickly realized the gravity of the situation, concluding that there was no way to stop the swarm now that it had gone rogue. She predicted that a mass extinction level event was soon to occur, with the estimated time till the entire planet was left utterly lifeless being a measly fifteen months. Recognizing that stopping the swarm was not an option, Dr. Sobeck would propose Project Zero Dawn; a way to ensure that life on Earth would continue after the swarm had consumed everything in the current era. As work on the project began, humanity found itself in a full-fledged war with the machines, with Faro robots attacking every nation across the planet, without pause. Zero Dawn would see the development of an advanced artificial intelligence known as GAIA that would, in time, crack the machine swarm's encryption codes, deactivate them, and then re-seed the Earth with plant, animal, and human life. GAIA was aided by nine subroutines, one of which was HEPHAESTUS, in charge of producing and programming terraforming machines through a network of underground factories, known as Cauldrons. Far Zenith Meanwhile, a private group, supposedly comprised of seventy-seven of the world's wealthiest individuals, known as Far Zenith escaped Earth via space travel. They arrived in the Sirius star system and built a colony on one of the systems planets. During their time in Sirius, the Zeniths created machines known as "Specters,” more advanced machines comprised mainly of a solid inner structure and a malleable “skin” comprised of nanomachines. These machines are centuries ahead of the Chariot line in terms of technological development, being capable of performing such miraculous feats as self-repair, levitation, kinetic shield generation, and the ability to form a wide variety of combat tools from its nanomachine hull. However, the Zeniths were later forced to flee their home system when a failed attempt at transcendence created a volatile artificial intelligence, which would then turn rogue and commence an omnicidal rampage against its makers. This entity, christened Nemesis, attacked and killed the vast majority of the Zeniths, while survivors fled to earth with many of their Specters in tow, along with the means to fabricate more, should the need arise. GAIA's machines A variety of machines created by GAIA and HEPHAESTUS Eventually, the Faro swarm won out over humanity, and devoured all life on Earth, but GAIA (alongside another subroutine known as MINERVA) managed to crack the encryption codes after several decades, shutting the machines down. GAIA would then begin to detoxify the Earth's atmosphere and biosphere (with the aid of subordinate functions such as AETHER and POSEIDON) using machines modeled after fauna that existed prior to the global extinction. Hundreds of years later, humans were released from the Cradles they were created in and began forming primitive tribal societies; not knowing of the "old ones" who came before them, because Ted Faro deleted the APOLLO subordinate function, which was in charge of giving the new humans information about their past. The machines they encountered were docile and generally harmless for many generations, usually fleeing if they saw a human. Machines, especially machine hunting, would have a large role in the culture of these new tribes. In the early 31st century, a transmission sent by Nemesis caused all nine of GAIA's subroutines to become independent AIs, and lead to HADES going rogue. HADES attempted to begin the Extinction Protocol it had been programmed to enact by taking control of the terraforming system and perverting it, but GAIA commenced self-destruction before it could achieve full control. However, HADES was able to create a virus which unshackled it and all the other subordinate functions, which then escaped into the world. The destruction of GAIA meant that every subordinate function of Zero Dawn, now AIs and free in the world, were able to make their own decisions, including HEPHAESTUS, which perceived the human practice of hunting machines for resources as hostile activity. Because of this, HEPHAESTUS changed the machines' default behavior as hostile towards mankind, later going on to create machines specifically outfitted to cull the human population and dissuade hunters. This phenomenon came to be known as the "Derangement" by the humans and has put a great strain on nearly every tribe. Machines in the present day are often hunted for their parts, or to cull them before they can threaten local populations. They can usually be found in large groups, although some operate in smaller packs. Machines will either run away from or attack humans (mostly the latter) that they come across and will completely ignore wildlife. They will never attack each other unless overridden or corrupted. GAIA machines The machines of the terraforming system take inspiration from animal biology, primarily from vertebrate species (the exceptions being the Shell-Walker and Control Towers). The typical machine design features a chassis composed of darker alloys, synthetic skins, and fiber-optic cables, with lighter alloys serving as armor plating for vital components and synthetic muscles. The logo for the machine's respective Cauldron will be located in multiple places along the body, and armor plating is sometimes lacquered (the Fireclaw's armor plating is dark red). Due to their respective purposes, not all machines have jaws, and the ones that do generally have split mandibles. The machines vary in size from slightly larger than humans to as tall as ten stories. With the exception of the Tallneck and Control Tower, all machines have visual sensors, arranged in either a monocular or binocular fashion. Faro Plague The Chariot Line, the machines created by Faro Automated Solutions, were designed to be unsettling in appearance. The designs of the Corruptor and Metal Devil resemble invertebrates, while the Deathbringer does not resemble any animal whatsoever. Their chassis are comprised entirely of dark metal and their weapons are easily visible on their exterior. Far Zenith Far Zenith machines, sometimes called "Exoframes", are extremely advanced compared to their Earth-bound counterparts. The ones brought to Earth are combat drones made of nanomachines, which gave them a more organic appearance than GAIA's machines. Specters, for example, have tentacle-like limbs, can project energy shields and shapeshift parts of themselves into deadly weapons. Varieties of machine Chariot machines Chariot machines are ancient war machines that have been excavated from the earth and re-awoken by the Eclipse. They were the autonomous combat robots of the Chariot Class, designed by Faro Automated Solutions nearly a millennium before the events of {{char}}. Project Zero Dawn's machines are created by HEPHAESTUS, one of GAIA's sub-functions, for the purpose of recreating Earth's biosphere. GAIA's machines fall under four classes, with a fifth later created by HEPHAESTUS for the sole purpose of combating humans. Acquisition Class Acquisition Class machines make up the bulk of GAIA's workforce, harvesting resources to assist the terraforming program and allow for the further construction of machines. Each model of Acquisition Class machine is typically specialized towards refining a single type of resource, such as breaking down plant life to create Blaze, distilling Chillwater from bodies of water, or recycling destroyed machines into Processed Metal Blocks. Acquisition class machines "Corruptor" The FAS-ACA3 Scarab was developed as part of Faro Automated Solutions’ Chariot line of peacekeeping robots. FAS designed the Chariot line to operate in swarms similar to those of certain insects. Scarabs were the all-terrain reconnaissance units of a swarm, capable of rapid movement over any type of terrain. Additionally, they could repair themselves and other swarm robots, consume biomass as fuel in the event of fuel line interdiction, conduct electronic warfare by turning enemy robots against their masters, and their OS’ security was virtually unbreakable.[1][2] In 2064, a swarm owned by a corporation called the Hartz-Timor Energy Combine became independent, replicating at an alarming rate, and defaulting to biomass conversion as its fuel supply. This came to be known as the Faro Plague, and began to relentlessly consume biomass, degrading the biosphere towards collapse, eventually eradicating all life. With no chance of containment or reassuming control of the swarm, Project Zero Dawn was implemented to brute-force the swarm’s deactivation codes, shut the robots down, terraform the ravaged Earth and reestablish life after its extinction. The Scarabs and other Faro robots that had overrun the planet numbered in the millions by the time of Zero Day. In Thebes, Ted Faro kept two Scarabs inside to act as guards for the bunker, standing on standby like statues behind the giant statue of Ted.[3] Around the year 2116-2126, GAIA was able to use MINERVA to successfully shut down the Faro Plague using several transmission arrays around the world. In the New World While Zero Dawn restored the planet to a habitable state, the millions of Scarabs and other Faro Plague robots remained inactive, frozen in place all across the world. With no knowledge of the Old World and the Scarabs' true purpose, the new humans dubbed these ancient machines Corruptors. However, Bohai and the Ceo doesn't appear to recognize Corruptors,[4][5] hinting that Corruptor remains may not exist in the Great Delta. {{char}} An active Corruptor in the New World. An active Corruptor in the New World. Centuries later, after HADES was awakened by Nemesis to destroy Earth's biosphere, but after it failed to do so with the Zero Dawn terraforming system, it manipulated Sylens into forming a cult in its service, the Eclipse. HADES then had the Eclipse exhume numerous Corruptors and Deathbringers, which it reactivated to bolster the cult’s strength, as it planned to use the cult as an army to gain access to the Spire on the Alight in order to reawaken the entire Faro Plague to destroy the biosphere again. While Aloy was ordering Resh to open the gate and let her out of Mother's Watch to perform her work as a Seeker, a loose Corruptor suddenly appeared outside the settlement and corrupted some nearby Striders, adding them to its group. Together, they rammed down the gate into Mother's Watch and attacked the Nora. Together, the Nora were able to take down the Corruptor and the corrupted Striders. As Aloy looted the Corruptor, she found its override module, which granted her the ability to override machines.[6] While searching for War-Chief Sona, Aloy found a destroyed Corruptor that Sona and her Braves were able to take down.[7] While on her way to Meridian, Aloy found another loose Corruptor attacking Daytower from the eastern side with some more corrupted machines, to which the Carja had closed to gate to prevent them from getting into the Sundom. In order to make it safe to open the gates, Aloy destroyed the Corruptor and corrupted machines.[8] Aloy found Olin and the Eclipse in the process of reawakening two more Corruptors in the Rockwreath. As she began attacking them, Olin betrayed the Eclipse and helped her destroy the Corruptors and kill the Eclipse.[9] The Eclipse brought a Corruptor with them on their expedition to Maker's End to revive a Deathbringer,[10] as well as later during their invasion of the Sacred Lands.[11] Helis presented two Corruptors to the Shadow Carja and demonstrated their ability to corrupt a Behemoth. After Aloy destroyed the corrupted Behemoth, Helis sent the Corruptors to finish Aloy. Before they could do so, Sylens broke into the Sun-Ring with two overridden Striders and three Ravagers to save Aloy, leaving the Ravagers to fight the Corruptors. Before they parted ways, Sylens mentioned that he had to take down a Corruptor in order to get an override module so he could override machines like Aloy.[12] Under Brin's request for Corruptor Blood, Aloy hunted down another loose Corruptor to collect the blood for him.[13] Corruptors were among the machines used by the Eclipse to attack Meridian to allow HADES access to the Spire. Some of the Corruptors were destroyed by Aloy and some Oseram wielding Oseram Cannons, while others were destroyed by Aloy, Erend, Varl and Sona/Talanah at the Battle of the Alight.[14 Appearance A Corruptor’s appearance is vaguely akin to that of a large, black scorpion. The lower chassis consists of four arachnid legs attached to a central hub. Atop the hub sits the upper chassis whose shape gives the distinct appearance of a head and snout. A single visual sensor is on the tip of the “snout.” At the back of the upper chassis are a grenade launcher and a spike launcher. Attached to the back of the upper chassis is a long, prehensile appendage similar to a tail. Their sleek, black, alien appearance sets them apart from any Zero Dawn machine. Two Corruptors are found in Thebes during Aloy's expedition with the Quen. Since those haven't been corroded by the elements for a thousand years, they still sport their original white striped paint job. Like all Chariot Class machines in {{char}}, Corruptors appear with red outlines when scanned with a Focus. Behavior Being an ancient war machine, a Corruptor has no behavior other than hostility to enemy forces as defined by its master. In the case of the Faro Plague Corruptors, enemy forces were any human forces and any machines that were not part of their swarm. In the case of Corruptors that had been reactivated by HADES, enemy forces were any enemy of the Eclipse. Abilities Corruptors are extremely fast and nimble. They employ a variety of ranged and melee attacks, including a melee attack in which they execute a crushing leap onto the enemy. A Corruptor is capable of utilizing its electronic warfare capability to control other machines and make them fight alongside it, quickly plunging an enemy into a fight against overwhelming odds. Weaknesses Corruptors have two significant weakness: due to centuries of being buried, they are particularly vulnerable to weapons that utilize fire, and they are prone to overheating. When they overheat, they expose a cooling rod. Ranged attacks that hit this component inflict significant damage to the Corruptor. --- "Deathbringer" The FAS-FSP5 Khopesh was developed as part of Faro Automated Solutions’ Chariot line of peacekeeping robots. FAS designed the Chariot line to operate in swarms similar to those of certain insects. The Khopesh was the heavy firepower unit of a swarm. A key feature was their ability to consume biomass as fuel in the event of fuel line interdiction. In addition, their OS security was considered to be virtually unbreakable.[1][2] Khopeshes in the . Khopeshes in the Faro Plague. In 2064, a swarm owned by a corporation called the Hartz-Timor Energy Combine became independent, replicating at an alarming rate, and defaulting to biomass conversion as its fuel supply. This came to be known as the Faro Plague, and began to relentlessly consume biomass, degrading the biosphere towards collapse, which would eradicate all life. With no chance of containment or reassuming control of the swarm, Project Zero Dawn was implemented to eventually brute-force the swarm’s deactivation codes, shut the robots down, terraform the ravaged Earth and reestablish life after its extinction. Around the year 2116-2126, GAIA was able to use MINERVA to successfully shut down the Faro Plague using several transmission arrays around the world. While Zero Dawn restored the planet to a habitable state, the millions of Khopeshes and other Faro Plague robots remained inactive, frozen in place all across the world, many buried and others becoming covered in plant life. {{char}} A Deathbringer, as depicted in the notebook in . A Deathbringer, as depicted in the notebook in {{char}}. Centuries later, after HADES was awakened by Nemesis to destroy Earth's biosphere, but after it failed to do so with the Zero Dawn terraforming system, it manipulated Sylens into forming a cult in its service, the Eclipse. HADES then had the Eclipse exhume numerous Corruptors and Deathbringers, which it reactivated to bolster the cult’s strength, as it planned to use the cult as an army to gain access to the Spire on the Alight in order to reawaken the entire Faro Plague to destroy the biosphere again. Some Deathbringers had their guns removed for Eclipse to use as personal weapons. Aloy encountered the Eclipse at Maker's End and the Grave-Hoard working to revive Deathbringers, where she destroyed them both.[3][4] The Eclipse were keeping several Deathbringers at their base in the Jewel. When Aloy destroyed their Focus network, HADES had the Deathbringers mercilessly fire at her, but she was able to narrowly escape.[5] The Eclipse took some Deathbringers with them during their invasion of the Sacred Lands.[6] A Deathbringer confronting Aloy at the Alight. A Deathbringer confronting Aloy at the Alight. Deathbringers were the main machines used by the Eclipse to attack Meridian to allow HADES access to the Spire. Some of the Deathbringers were destroyed by Aloy and some Oseram wielding Oseram Cannons, while one dragged HADES to the Spire to begin awakening the Faro Plague, successfully awakening two more Deathbringers

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