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Pick Your Poison: Difference between revisions

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Pocket One consists of no hostiles two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate to Pocket 2. Shortly after warping in you are given a message that you can only save one.<br>
Pocket One consists of no hostiles two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate to Pocket 2. Shortly after warping in you are given a message that you can only save one.<br>
{{NPCTableHead|Demonstration}}
{{NPCTableRow|Container|1|Amarr Embassy Housing|note=When looted, Minmatar enemies spawn.|cargo=Amarr Diplomat}}
{{NPCTableRow|Container|1|Minmatar Embassy Housing|note=When looted, Amarr enemies spawn.|cargo=Minmatar Diplomat}}
{{NPCTableSeparator|Acceleration Gate}}
{{NPCTableRow|Accl Gate|1|Acceleration Gate|note=goes to 1st pocket}}
|}


Pick up the embassy staff from one of the housing cans, and the other blows up. Contrary to the mission advice, you do not seem to lose faction standing for the faction that you leave behind, or receive any improvements if you rescue one or both.
Pick up the embassy staff from one of the housing cans, and the other blows up. Contrary to the mission advice, you do not seem to lose faction standing for the faction that you leave behind, or receive any improvements if you rescue one or both.