Inder System
Contested Minmatar Outpost COMPLEX (DED 3)
The Contested Minmatar Outpost COMPLEX is 3 pockets deep with an additional pocket reachable from the first pocket. The gates can only be activated with cruiser hulls and below, but no keycards are needed for any of the gates. You mostly have to deal with angel forces in the COMPLEX. There are no warp scrambling frigates in the COMPLEX.
Security Blockade
The first pocket in the COMPLEX. The gate to the bonus room "Ancient Wreckage" is nearby your landing point, the second gate deeper into the COMPLEX is around 60 km away. Beside some sentry guns, you will have to face frigates and cruisers in this pocket. Some of the NPCs will use target painters. If the whole room is aggroed, the damage is not be underestimated. The only special NPC in the pocket is Nanom Bassket in a frigate, who will web you if you are too close.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Nanom Bassket |
Nanom Bassket's Ship Logs |
Seized Supply Depot
A rather uninteresting pocket of the COMPLEX. Angel frigates and cruisers, some of which target paint again. Beside that nothing interesting, one might as well go directly for the last pocket. The acceleration gate is 38 km away from the entrance point.
Overrun Headquarters
The third and most interesting pocket. 2 named NPC and one deadspace structure relavant for COSMOS agent missions. The frigate and cruiser NPCs are from the angel faction and target painting is used again. Both named NPC are flying cruisers and deal quite a punch, do not aggro both with their corresponding wingmates if you can't tank some serious damage.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Vanir Makono |
Vanir Makono's DNA |
| NPC: Lagaster Malotoff |
Lagaster Malotoff's Tag |
| Deadspace Structure: Scanner Tower |
Angel Cartel Scanner Data |
Ancient Wreckage
The Bonus Room is dedicated to Archaeology, so you need an Analyzer module. Two Kind of NPC: "Local Poacher" in frigates and "Treasure Hunter" in cruisers. They are forming two packs of rats clustered around some debris and the cans. The respawn rate is incredibly low, you are basically targeted and shot by rats the whole time. Drones are your best friends in here, but keep an eye on them and recall them if they are targeted. The wrecks of the ships don't tend to drop interesting loot beside the Slices but they drop all about the constellation anyway. Don't bother with them.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Treasure Hunter |
Spy ID Slice |
| NPC: Local Poacher |
Punk ID Slice |
| Remarkable Debris, Peculiar Debris, Ancient Data Fragment (needs Analyzer module) |
Sleeper Heat Nullifying Coil, Sleeper Nanite Cluster, Sleeper Data Crystals, Sleeper Manuscripts, Sleeper Foundation, Sleeper Micro Circuits, Sleeper Split Cables, Sleeper Technology Skillbook (rare) |
Tvink System
Contested Minmatar Guerilla Base COMPLEX (DED 5)
This COMPLEX is 3 pockets deep, with an additional pocket reachable from the second room. The gates allow battleships and below to enter. MWDs work in this COMPLEX. Mainly angel forces with some Minmatar Police on drugs. Damage type to resist is explosive, both projectile and missile weapons will be used against you. Long range weapon fits capable of kiting and a strong tank is strongly recommended. Teaming up is even better.
Contested Security Post
A bunch of Angel frigates and cruisers sit in the midth of the pocket, accompanied with some sentry guns. The difficulty of fighting them is relatively low compared to the packs deeper in the COMPLEX. They tend to aggro all together. The fastest way to the acceleration gate, which is 46 km from the entrance, leads right through them. There are 2 camps of Minmatar Republic Narcotics NPCs 50 km and 100 km from the entrance point, that can be fought seperately from the angel forces. These camps also have at least one battleship in their midth, but are rather easy to fight. No deadspace structures or Named NPCs in this pocket, although some NPCs drop some special Tags.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Minmatar Republic Narcotics Deputy/Officer 1st Rank/Officer 2nd Rank |
Minmatar Republic Narcotics Officer's Tag |
| NPC: Angel Drug Addict |
Angel Drug Addict Tag |
Overrun Supply Bunker
Two gates in this pocket, 42 km and 55 km from the entrance point. Like in the first pocket there is a camp of angel frigates and cruisers in the midth of the pocket blocking the direct way to these acceleration gates. Unlike the first pocket the damage output of the NPC ships is considerable higher. They use a lot of missiles and target paint your ship. On top of that they tend to respawn very fast. Do not underestimate these rats. The pack of Minmatar Republic Narcotics NPCs 100 km from the entrance are by far easier to fight, even with the battleship in their midth. Scattered in this pocket you will find deadspace structures named "Deserted Nefantar Bunker" which contain Refugees.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Minmatar Republic Narcotics Deputy/Officer 1st Rank/Officer 2nd Rank |
Minmatar Republic Narcotics Officer's Tag |
| NPC: Angel Thief |
Godun Sakt's Questionable Holoreel, Godun Sakt's Diamond Drill |
| Deadspace Structure: Deserted Nefantar Bunker |
Refugees |
| Angel Hardware Storage |
Angel Cartel Computer Hardware |
Overrun Military Depot
You have autoaggro the moment you land in this pocket. Frigates, cruisers and battleships from the angel cartel are your main opponents. There are also two Minmatar Republic Narcotics NPC groups present. Drones will draw aggro, so watch out for them. A named battleship ("Red Hammer") in here can tank a lot of damage and is hard to crack. The Deadspace structures "Abandoned Nefantar Bunker" scattered around the room don't drop anything.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Red Hammer |
Red Hammer's Personal Effects |
| NPC: Minmatar Republic Narcotics Deputy/Officer 1st Rank/Officer 2nd Rank |
Minmatar Republic Narcotics Officer's Tag |
| NPC: Angel Thief |
Godun Sakt's Questionable Holoreel, Godun Sakt's Diamond Drill |
| NPC: Gist General |
Ninja ID Slice |
Angel Information Center
Two angel forces packs on both sides of the entrance point consisting of frigates, cruisers and battleships. Drones have a much larger aggro range than yourself, so watch out for them. The frigates scram and web your ship if they get close and the cruisers and battleships deal a dangerous amount of damage. To top it, they even tank better than any other ships in this COMPLEX. The respawn time in this pocket is again very low. You have to bring a ship with a good tank and which is able to deal a lot of damage. The loot from the wrecks is poor, only ammunition, drones and booster charges. The Deadspace structure in the pocket has a lot of hitpoints.
Barkrik System
Nefantar Ruins LANDMARK (DED 4)
There are frigates and cruisers to fight in this pocket, but their numbers and thus the difficulty is low. You can enter with a battlecruiser but a cruiser should be sufficient enough. There are some spawn cans scattered in the room which need an analyzer module to access. Beside the cans this is a good place to collect Slices.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Minmatar Punk, Maru Punk |
Punk ID Slice |
| NPC: Maru Sniper |
Sniper ID Slice |
| NPC: Maru Spy |
Spy ID Slice |
| NPC: Maru Hacker |
Hacker ID Slice |
| Debris, Broken Engine Part (needs Analyzer module) |
Ancient Nefantar Sculpture |
Defensive Barrier COMPLEX (DED 5)
This COMPLEX in the Bakrik System has to be scanned down with probes. The COMPLEX is two pockets deep and allows all ships up to battleship size to enter. However, you need to bring an Imperial Navy Captain Insignia I to use the acceleration gate to the first pocket. The insignia is consumed on entering. MWDs work in the COMPLEX. You will face Imperial Navy forces in the COMPLEX and you will get a standing hit to the Amarr empire for shooting the ships. Beside that, it's a good place to farm Imperial Navy insignias, you also should be able to find a Captain Insignia to reenter the first gate another time. Typical for the Amarr the ships use laser weapons and missiles.
Defensive Barrier
The first pocket. Amarr frigates and cruisers in 4 groups. The groups can be pulled individually. Imperial Navy Gamme Support and Imperial Navy Delta Support frigates web you when they get near. Nothing special in this pocket, the gate to the next pocket is not far from the entrance.
The Plantation
Very similar to the first pocket. 4 groups of frigates and cruisers, Imperial Navy Gamma Support frigates web. Groups can again be pulled individually, but watch out for drone proximity aggro. The one spawn container in the pocket contains Bono Zakan Corpse, needed for a COSMOS agent mission. Beside that nothing fancy.
| NPC, Deadspace Structure, Container |
Loot |
| Ship Wreckage |
Bono Zakan Corpse |
Traun System
Contested Minmatar Army COMPLEX (DED 4)
The acceleration gates allow battlecruisers and below to enter the COMPLEX. Mainly Angel Forces to fight, explosive resistance is a must. Microwarpdrives work in the COMPLEX. The last pocket needs a keycard to access. The keycard can be aquired from two different COSMOS agents: Bukar Robaerger and Poreg Murchor.
First Corridor
Sentry Guns, frigates and cruisers await you in this pocket, all clustered around a huge ruin. They are members of the Angel pirate faction, so be prepared for explosive damage. Gist Precursor Major frigates scram and web your ship, so be vigilant. Beside the Angels there is a pack of REF pilots in cruisers clustered around a ???. They aggro all together if you get to close or shoot on anything nearby (There is one sentry gun spawn nearby that aggros them when shot). They deal a lot of damage and have no bountys, try to avoid them. The gates to the next pockets are 16 km and 70 km out. You can fly right through the ruin to get to the far gate leading to the "Overrun Security Corridor", but that will aggro most of the NPC ships. The close acceleration gate leads to the bonus room "Angel Listening Post", dedicated to hacking. There are some deadspace structures and some cans called "Podded Pilot" that contain loot relevant for COSMOS agent missions. Some of the NPC ships drop slices, the REF pilots insignias.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Gist Harbinger |
Spy ID Slice, Sniper ID Slice |
| NPC: Gist Precursor Scout, Gist Skirmisher |
Punk ID Slice |
| NPC: Gist Precursor Major |
Hacker ID Slice |
| NPC: REF Pilot |
REF Insignia |
| Deadspace Structure: Gisti Repair Station |
Runic Table |
| Deadspace Structure: Comlink Scanner |
Broken Comlink, Destroyed Comlink |
| Podded Pilot |
Republic Pilot |
Overrun Security Corridor
The most interesting pocket in the whole COSMOS constellation! There are a lot of NPCs from different factions in here, but explosive damage seems to be the major damage dealt. You face mostly cruisers in here, but also some battleships and some frigates. With careful navigation you will be able to aggro small packs, the Cybertron ships aggro all together. Drones have no fun in this pocket, they usually get shot from a nearby group. The next gate is 40 km out but is locked as long as you don't bring a Repaired Keycard with you. A lot in here is relevant to COSMOS agent missions. Some of it can be tricky to get due to massive hitpoints (Damaged Portal) or a lot of NPCs to fight through (Unmarked Bestower).
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Gisti Cutter |
Punk ID Slice |
| NPC: Jahir Okham |
Okham's Head |
| NPC: Thukker Nomad Chief |
Thukker Pest, Remains of Thukker Pest??? |
| NPC: Cybertron |
Sample of Septicemic Agent |
| NPC: Thukker Scavanger |
Thukker Loot |
| Deadspace Structure: Old Nefantar Bunker |
Refugees |
| Deadspace Structure: Damaged Portal |
Mysterious Portal Parts |
| Deadspace Structure: Small Rebel Base |
Rebel Biomass |
| Deadspace Structure: Ummarked Bestower |
Sadry Damoklet's Head |
| Republic Navy Container |
Navy Issue Amplifier |
Destroyed Nefantar Base
You can only use the acceleration gate leading to the pocket if you have the "Repaired Keycard" in your cargohold. The keycard will not be consumed in the process. The inhabitants of the pocket are again angel forces, the difficulty of the pocket is lower than the two before. 2 Battleships, both dropping loot relevant to COSMOS agent missions, await to be shot. Beside those some cruisers and frigates, spread out around the pocket. You can fight most of them in small groups.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: The Black Viper |
Transporter Orb |
| NPC: Norak Pakkul |
Norak Pakkul's DNA |
Angel Listening Outpost
The bonus room houses frigates and cruisers with an annoying respawn rate that guard 2 clusters of hacking cans. The NPC ships are weak and don't stand a lot of explosive damage, but their constant respawn keep you busy. They like to target drones when they respawn so watch out for them. The loot from the hacking cans is used in the production of modules out of the BPC you get from the COSMOS agents.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Angel Scavenger |
Punk ID Slice |
| NPC: Angel Guard |
Spy ID Slice |
| Angel Info Strata, Angel Deep Info Strata (needs Codebreaker module) |
Angel Simple Trigger, Angel Spatial Analyzer, Construction Alloy, Mechanic Parts, Electric Conduit |
Hjoramold System
Contested Minmatar Legendary Stronghold COMPLEX (DED 4)
DED 4, MWD works
Harkin's Gate
Angel Forces, Destroyers, Battlecruisers, Battleships, Sentry Guns, Gate to Nefantar Ruins at 11 km, Gate to Hieron's Blaster Base at 48 km, normal NPCs, high damage output, aggro on all NPCs in the pocket
Hieron's Blaster Base
Frigates, Destroyers, Cruiser, Battlecruiser, Spider Drones web, Gate leads to Hraldar's Overrun Station, normal NPCs, high damage output
Hraldar's Overrun Station
Angel Forces, land in 4 cruisers, Frigates, Destroyer, Cruisers, Battlecruisers, Battleships, Named: Arrak Nutan, 4 groups
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Arrak Nutan |
Gist Database, Ancient Vherokior Medaillon |
Nefantar Ruins
reachable from Harkin's Gate pocket, Analyzer Cans, Frigates (scram), Cruiser (Treasure Hunter: Spy ID Slice), Battleships (Ammatar Pilgrim Wreck: Ninja ID Slice)
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Treasure Hunter |
Spy ID Slice |
| NPC: Ammatar Pilgrim |
Ninja ID Slice |
| Impaired Stasis Core, Relic Strongbox, Cracked Relic Strongbox, Ancient Stasis Core (needs Analyzer module) |
Sleeper Data Crystals, Sleeper Data Interface, Sleeper Technical Schematics, Sleeper Nanite Cluster, Sleeper Reintegration Control, Sleeper Thermal Regulator, Sleeper Micro Circuits, Sleeper Split Cables, Sleeper Virtual Energizer, Uni-Dimensional Algorithm Code (rare) |
Relic Storage
needs Uni-Dimensional Algorithm Code (consumed), reachable from Nefantar Ruins, Cruiser (Treasure Hunter: Sniper ID Slice), BS, Frigates, 3 Packs of Archaelogy Cans, more difficult than the site before
Sispur's Estate LANDMARK (DED 5)
You need a Sispur Estate Keycard to activate the acceleration gate into the pocket. The keycard will be consumed in the process. MWDs work in the pocket. You will face Minmatar forces of the Brutor tribe in here, but you receive no standing hits for attacking them. They use projectile turrets and missiles. They are organised in 4 packs of frigates and cruisers and can be pulled individually. There is a deadspace structure in the middle of the pocket, attacking it aggroes all the remaining NPCs. As long as you don't do that a battlecruiser has no issues in here, if all are aggroed the damage received can be quite high. The Brutor enforcer frigates web your ship. The loot from the NPCs is poor, you only get ammunition, drones and booster charges out of the wrecks. The only reason to go in here is when you need the deadspace structure loot.
| NPC, Deadspace Structure, Container |
Loot |
| Deadspace Structure: Sispur Estate Control Tower |
Sispur's Security Camera Logs |
Ketta Tommin's Residence LANDMARK (DED ?)
The acceleration gate to this residence is in the Asteroid Belt 2 at planet 10. You will need a Mikado ID Slice to enter, which is consumed in the process. You will face NPCs named Maru in here, they can be treated like Angels, both for damage deal and damage receive. They will only drop ammunition, drones and booster charges. The site is easy to clear, only frigates and cruisers that popp quickly. On warp-in you land directly in a pack with autoaggro. Three more packs wait for you that can be pulled individually, but watch out for drone aggro. The named NPC in here drops an ID Card Generator. Only enter the site if you need this item, there is nothing else worth your time.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Ketta Tommin |
ID Card Generator |
Rogue Drone Blockage COMBAT SITE
This is a hidden site you can scan down with probes. Alternatively you can just warp to planet 13 and you will land on the same grid, you are even closer to the Rogue Drones you have to face here. The only special NPC is a Searcher Drone. The site can be cleared easily.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Searcher Drone |
Damaged Cloaking Device, Searcher Drone's Memory Chip |
Rekkar's Security Station COMPLEX (DED ?)
hidden, needs Hacker ID Slice, lasers and missiles, only drop ammunition, drones and charges, bountys on NPCs
First Pocket: Rekkars Security Station: Frigates and cruisers, 3 packs, middle group adds all, side group can be engaged individually, Kurzum Wingman scram and web, NPC: Rekkar Malkun drops Rekkar's Keycard, gate 84 km from warpin, gate is locked if NPCs still present
Second pocket: The Prayer Point: sentrys, cruisers, battleships, one pack, land directly in it, autoaggro, hard to tank, even in a Drake, next gate 5 km away, needs Imperial Navy General Insignia II to activate
Third pocket: The Plantation:
Maru Prision Facility LANDMARK (DED 5)
This Landmark has to be scanned down with probes. Allows battleship hulls to enter, but a cruiser should be sufficient. MWDs work. On warp in to the acceleration gate into to the actual landmark a Maru Prison Guard is waiting. Needs to be destroyed to allow the gate to function. Using the acceleration gate leads into a pocket with a bunch of frigates and a cruiser. The Maru Hacker on the warp in point webs your ship, the rest is about 50km away organised in 3 packs. The outer packs can be aggroed individually, shooting a NPC of the middle pack aggros all.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Maru Prison Guard |
Spy ID Slice |
| NPC: Maru Hacker |
Hacker ID Slice |
| NPC: Maru Punk |
Punk ID Slice, Drifter Spur |
| Maru Prison Facility |
Kardimo Palettan, Prisoners |
Bazeri Palen COMBAT SITE
It's a Trap!
You have to probe this COMBAT SITE before you can warp to it. If you warp to zero you will end in the middle of a pack of Maru battleships, cruisers and frigates. The frigates web and scramble you, so you can't get out while the larger ships will put your tank to the acid test. Better warp to a distance and kill the frigates first. Shooting one NPC aggroes all the rest, so drones don't have to fear anything. The named battleship "Bazeri Palen" has a strong shield tank, while the bounty is low for a ship of that size. Only take your time to kill it if you need the item it drops.
| NPC, Deadspace Structure, Container |
Loot |
| NPC: Maru Hacker |
Hacker ID Slice |
| NPC: Maru Mikado |
Mikado ID Slice |
| NPC: Bazeri Palen |
Hraldar's Sculpture |
ST 60 Hideout COMBAT SITE
At Hjoramold 12, Moon 1, warp to a structure nearby the drone on landing at the moon, small pack of Drones, easy to clear, Named NPC: ST 60 drops ST 60 Memory Chip