Finding every Horizon Zero Dawn power cell is basically the rite of passage for anyone who wants to stop getting wrecked by Thunderjaws. Honestly, it’s less about the lore and more about that sweet, sweet Shield-Weaver armor. You know the one. That glowing, pulsing suit of Old World tech that makes Aloy look like she’s about to drop the hottest synth-wave album of 3040 while absorbing a ridiculous amount of damage.
But here’s the thing. Guerrilla Games didn’t exactly make this a walk in the park.
If you miss one, you’re looking at a massive backtrack. You might even find yourself staring at a locked door in the Bunker wondering if you’ve somehow broken the game. You haven't. You probably just walked right past a vent or a dark hallway because the lighting in some of these ruins is, frankly, moody as hell.
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Why These Power Cells Are a Total Game-Changer
Most players start hunting these because they stumbled upon the Ancient Armory early on. It’s a tease. You see the armor behind the glass, and the game essentially tells you "not yet." You need five power cells in total to unlock the two separate locks—one for the clamps and one for the doors.
The Shield-Weaver armor doesn't just look cool. It projects a literal force field. When you take a hit, the shield depletes instead of your health bar. If you’ve ever fought a Fire Bellowback and hated life, this is your solution. It recharges if you stay out of trouble for a few seconds. It’s the closest thing to a "god mode" you can get without actually cheating.
The First One: Underground and Easy to Miss
Technically, you can get the first of the Horizon Zero Dawn power cells right at the start of the game. Remember that ruin Aloy fell into as a kid? The one where she got her Focus? Go back there once she's an adult.
It’s dark. It’s creepy.
You’ll find a doorway blocked by stalactites and stalagmites. Smash them. Seriously, just whack them with your spear. Behind that brittle rock is a room that looks like a high-tech office left to rot for a thousand years. The power cell is sitting right there on a desk. Most people miss this because they’re too busy trying to get out of the "tutorial" area and start the Proving. Don't be that person. Grab it early so you don't have to make the long trek back to the Embrace later.
All-Mother Mountain: The One That Causes Panic
This is the one that stresses everyone out. During the quest "The Womb of the Mountain," right after the Proving goes horribly wrong, you wake up inside the mountain.
Look around.
There’s a locked red door. To the left of it, there’s a ventilation shaft. Crawl through it. It feels like you’re going the wrong way, but trust the process. The power cell is at the end of that tunnel.
A quick tip for the panicked: If you missed this during the story and the doors to All-Mother are locked later, don't delete your save. You can’t get back in immediately, but the gates eventually open again much later in the main quest line. Or, if you’re impatient, there are some "creative" jumping glitches involve mounting a Strider near the gate, but honestly? Just wait for the story to loop back. It’s less of a headache.
Maker’s End: Don't Look Down
This is the highest point in the game. Literally.
You’re climbing the Faro Automated Solutions skyscraper. It’s a long climb. You’ll fight a Deathbringer at the bottom, which is a whole ordeal in itself. Once you get to the very top—where you watch the holograms of Ted Faro and Elisabet Sobeit—don't just fast travel away.
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Look for the yellow handholds.
They go even higher than the floor where the story takes place. You have to climb to the very tip-top of the skyscraper’s spire. It’s dizzying. The wind is howling, the view is incredible, and the power cell is just sitting there on a ledge. If you have vertigo, sorry. You need this one.
The Grave-Hoard: Keeping It Simple
Compared to the skyscraper climb, the Grave-Hoard power cell is a bit of a breather. It’s located during the "The Grave-Hoard" quest.
As you’re navigating the ruins, you’ll solve a few ring-shaped floor puzzles to restore power to some ancient doors. Once you open the main bunker door, the power cell is basically right in your path. It’s on a ledge near some supply crates.
It's almost hard to miss, but in the heat of a fight or while you're distracted by the lore audio logs, it's easy to run right past it. Slow down. Use your Focus. It highlights these things in a bright purple/blue glow that’s hard to ignore if you’re actually looking.
GAIA Prime: The Final Piece of the Puzzle
This is the last of the Horizon Zero Dawn power cells you’ll find. It’s deep in the "The Mountain That Fell" quest.
After you talk to Sylens in his workshop and start exploring the ruins of GAIA Prime, you’ll reach a point where you need to rappell down. Stop. Instead of going down the way the quest marker wants you to go, look to your left. There’s a hidden path leading back into a cave area. It looks like a dead end, but it’s not. Follow it back, and you’ll find the final power cell in a small room tucked away from the main path.
Once you have this, you are officially ready to become a tank.
Unlocking the Shield-Weaver: The Finishing Touch
Head back to the Ancient Armory. It’s located in the Nora territory, marked on your map as a green "bunker" icon.
- The First Puzzle: You’ll need two power cells to fix the door. The code is usually based on time (military clock positions). Look at the holographic display nearby; it’ll give you the clues.
- The Second Puzzle: This is for the clamps holding the armor. You’ll need the remaining three power cells. This puzzle uses degrees (90, 180, 270, 360). Again, check the nearby terminal for the sequence.
Once the clamps pop, the armor is yours. It shows up in your inventory as a "Shield-Weaver Outfit Box." Open it, put it on, and go pick a fight with a Stormbird just to see what it feels like to be invincible for a minute.
Actionable Tips for the Hunt
- Spam the Focus: Your Focus (R3) is your best friend. Power cells have a distinct purple glow that pierces through the clutter of ruins.
- Quest-Locked Areas: Don't try to sequence-break. Most of these locations are locked until you reach a specific point in the story. If a door is shut, keep playing the main missions.
- Inventory Check: You can see how many you have in your "Special Items" tab. If you have four and can't remember which one you missed, it's usually either the very first one in the ruins or the one at the top of Maker's End.
- The "Point of No Return": You can get the armor before the final battle. It makes the ending much more manageable, especially on Ultra Hard difficulty.
Getting the Shield-Weaver isn't just about the stats. It’s about the completionist itch. It’s about seeing Aloy fully realize the potential of the technology that destroyed the world, using it to save what’s left. Go get that fifth cell. You've earned it.