Technological Secrets (Level 3)

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Technological Secrets is a level 3 mission chain consisting of two encounter and a courier mission. It involves combat with the Thukker Tribe and the Minmatar Republic.


Part 1

Level 3
Type Encounter
Objective Fly to the coordinates in your journal. Destroy the Thukker mercenaries there, and wait for their reinforcements. Once all of the reinforcements have been destroyed, along with their captain, then report back to your agent. (Bring back 1x Mercenary Pilot 1 m3)
Faction Thukker Tribe
Best damage to deal Explosive damage ExKinetic damage Kin
Damage to resist Explosive damage ExKinetic damage Kin
Ship suggestion Battlecruiser
Standing loss -0.4 Thukker Tribe per standing tick; because of how long the waves take, -0.8 Thukker Tribe is more realistic.
Mission briefing
<Corporation> surveillance spotted a small team of Thukker mercenaries in <System>, probably up to no good. They're wanted men, and need to be taken care of. I would ask you to bring them in for trial but that really isn't necessary, the exception being their captain. I want him taken alive and brought to me. We'd like to figure out exactly what they've been up to.

Your objectives in this mission are not as simple as they sound, however. We haven't been able to locate their captain's hideout yet. but we expect him to show up if you warp to some of his minions who are holed up in a small asteroid belt in <System>. So I suggest you destroy the first group of mercenaries you encounter as fast as you can, before more reinforcements arrive, or you'll have a heck of a battle on your hands.

Blitz: Wait for the 4th reinforcement and kill all ships in that wave (see "Reinforcement 4" table below). You don't need to shoot any other ships. The mission target, Mercenary Pilot, drops from the last wave's ship that is killed.

Warp-in

Reinforcements are timed spawns and are generally 4-5 minutes apart.
(total mission time around 15 minutes)

New waves will aggro your drones, so pull them in whenever a new wave spawns.

The mission target, Mercenary Pilot, drops from the last wave's ship that is killed.


Initial (~20km from warp-in)
WD EWAR L


Cruiser 3 x Cruiser Thukker Mercenary Eliminator


Reinforcement 1
WD EWAR L


Frigate 5 x Frigate Thukker Mercenary Fighter
Cruiser 2-3 x Cruiser Thukker Mercenary Eliminator


Reinforcement 2
WD EWAR L


Elite Frigate 4 x Elite Frigate Thukker Mercenary Elite Fighter
Cruiser 1 x Cruiser Thukker Mercenary Eliminator


Reinforcement 3
WD EWAR L


Elite Frigate 2 x Elite Frigate Thukker Mercenary Elite Fighter
Cruiser 2 x Cruiser Thukker Mercenary Eliminator


Reinfocement 4
WD EWAR L


Elite Frigate 1-2 x Elite Frigate Thukker Captain's Wingman Renamed Thukker Mercenary Elite Fighter
Cruiser 1 x Cruiser Thukker Mercenary Captain Has Range of 100km, Using Rupture Ship may drop +3 implant


Agent hand-in message
Good work. But it seems that your captive is no longer of use to us. My guess is that he injected himself with a deadly viral agent before you arrived. But don't worry, we expected as much, and we have an antidote ready for you in the infirmary. However, this will complicate matters a bit. Now we have to wait for them to make the next move ...



Part 2

Level 3
Type Courier
Objective Bring 1x DNA Sample (0.1 m3) to destination station
Ship suggestion Shuttle or fast frigate
Mission briefing
I'd like to do some more investigating on the Thukker mercenary incident. It would help a great deal if we knew the true identity of the pilot you captured, but to do that I need professional help, since our database here has very limited records of Thukker citizens. I know of a private investigator residing in <drop off station> who might be able to identify the scoundrel. Bring a DNA sample taken from his body to this acquaintance of mine and we'll see what he comes up with.


Part 3

Level 3
Type Encounter
Objective Destroy the Republic Fleet ships at the entrance to the research outpost. There are two groups of reinforcements on their way there, which you must also take care of once they arrive.
Faction Minmatar Republic
Best damage to deal Explosive damage ExKinetic damage Kin
Damage to resist Explosive damage ExKinetic damage Kin
EWAR Web (Republic Fleet C-1 Support Frigate) Target Painting (Republic Fleet D-1 Support Frigate, Chief Republic Kvarm)
Ship suggestion Battlecruiser
Standing loss -0.24 Minmatar Republic
Mission briefing
As I said earlier, something dire has come up. One of our biggest research outposts in <System> has been attacked. Its location is a secret, so someone must have been snooping around; I'm gonna take a shot and guess that it was those Thukker mercs you took care of.

We've identified the attackers as agents of the Minmatar-Gallente alliance. They've certainly got balls if they've come this far into our territory, I'll give them that. But they must be eliminated before they board the outpost. We'll destroy it before we allow them to get their filthy hands on the stuff our scientists have been researching there.

From the data I've received, there is a large force of Minmatar fighters at the doorstep of our research outpost already, fighting their way in. We are expecting reinforcements to arrive soon, as we spotted two separate groups of Republic ships heading their way already. So you must hurry before the reinforcements arrive, or you'll never be able to take them out.

Blitz: Kill Republic Fleet Rupture, then kill the 1st Reinforcement.

Warp-in

There appears to be an accelerationgate here, but it is non-functional.

Initial Group, 5-20km
WD EWAR L


Frigate 2 x Frigate Republic Fleet C-1 Support Frigate Stasis Webifier
Frigate 1-2 x Frigate Republic Fleet D-1 Support Frigate Target Painter
Frigate 4-5 x Frigate Republic Fleet Soldier
Cruiser 1 x Cruiser Republic Fleet Detective
Cruiser 1 x Cruiser Republic Fleet Rupture Triggers 1st reinforcement
In local
Your computer detects that the Rupture pilot sent out a distress signal moments before his destruction.
1st Reinforcement
WD EWAR L


Elite Frigate 2 x Elite Frigate Chief Republic Kvarm Target Painter
Cruiser 3 x Cruiser Republic Fleet Rupture Triggers 2nd reinforcement
In local
Your computer detects that another distress signal has been sent from one of the enemy craft!
2nd Reinforcement
WD EWAR L


Destroyer 3 x Destroyer Republic Bormin/Tribal Faxi
Battlecruiser 2 x Battlecruiser Republic Venis