Location Location (Amarr) is a Level 5 mission consisting of five sub-missions. It involves combat with the Amarr Empire.
Part 1 (Location Location)
Single Pocket
Contact's ship is present 15km away. 20 seconds later, you're notified in local that it's a trap.
The Contact's ship vanishes and an Amarrian fleet uncloaks.
Warning: Do not shoot Missile Batteries first, unless you can tank over 4000 hp/s!
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3 x Elite Frigate Divine Imperial Imran | |
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2 x Battleship Imperial Templar Dominator/Martyr | |||
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3 x Battleship Imperial Templar Martyr | |||
View of batteries from warp-in.
Notes
- Use a passive tank or plan a capacitor that receives an additional 120 units/s
- Maximum damage of initial group is 1814 hp/s (58% EM, 42% Therm)
- Mission flagged complete when all Battery 2 (Left) spawns are destroyed
- Orbit distances
- Frigates: 4km
- Cruisers: 7-19km
- Battlecruisers: 9-22km
- Battleships: 17-49km
Part 2 (The Hard Way)
Space type: Deadspace with Gate
Acceleration Gate into Deadspace
Single Pocket
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6 x Elite Cruiser Divine Imperial Champion/Justicar |
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4 x Battleship Imperial Templar Diviner |
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6 x Battleship Imperial Templar Martyr |
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On occasion, additional ships spawn after smaller ships destroyed
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4 x Frigate Divine Imperial Bahir | |||
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5 x Destroyer Imperial Templar Caius/Crusader | |||
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7 x Battlecruiser Imperial Templar Seer/Justicar/Champion | |||
Hack the Communications Hub with a Codebreaker I module to retrieve the objective
Tips:
- Use a Passive Tank or plan a capacitor that receives an additional 100 units/s
- Maximum damage dealing of initial group if it gets into range is 2790 hp/s (EM 56%, Therm 44%)
Part 3 (Prison Bust)
1st Pocket
Destroy the 6 forcefields to access to gate to the 2nd pocket.
| WD | EWAR | L
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6 x Powerful EM Forcefield |
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2nd Pocket
Some ships will trigger reinforcements upon shooting and upon destruction.
Reinforcements that are triggered upon shooting will be referred to as Hair-Trigger.
Set your drones to passive if you don't want the Hair-Trigger reinforcements, immediately.
| WD | EWAR | L
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5 x Elite Cruiser Divine Imperial Ambrose/Basil |
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5 x Battlecruiser Imperial Templar Champion/Justicar | |||
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10 x Battleship Imperial Templar Dominator/Judgment/Martyr |
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5 x Sentry Amarr Cruise Missile Battery | |||
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2 x Sentry Amarr Energy Neutralizer Sentry III | |
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6 x Cruiser Imperial Templar Donus/Tamir |
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5 x Battlecruiser Imperial Champion/Templar Justicar | |||
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4 x Battlecruiser Imperial Templar Seer | |
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5 x Battleship Imperial Templar Dominator/Ultara |
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5 x Battleship Imperial Templar Martyr |
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6 x Battleship Imperial Templar Diviner/Judgment | |
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| WD | EWAR | L
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1 x Amarr Prison Facility | |
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| Upon shooting the structure | ||||
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3 x Battleship Imperial Templar Judgment | |||
Notes
- Use a passive tank or plan a capacitor that receives an additional 200 units/s.
- Maximum damage dealing of initial group, if it gets into range, is 2,423 hp/s (58% EM, 42% Therm)
Part 4 (Informed Attack)
Blitz: Destroy the Extremely Powerful EM Forcefield, then the Amarr Bio Weapons Facility.
Single Pocket
Ships are split into 4 groups.
| WD | EWAR | L
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3-5 x Elite Cruiser Divine Imperial Ambrose/Basil | |
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| WD | EWAR | L
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2-3 x Battleship Imperial Templar Judgment | |||
Notes
- Use a passive tank or plan a capacitor that receives an additional 90+ units/s.
- Maximum damage dealing of initial group, if it gets into range, is 1,956 hp/s (EM 68%, Therm 32%)
- No gates exist, so using a Carrier or HAW Dreadnought is possible
Part 5 (Dirty Job)
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