Difference between revisions of "Carry On"
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Revision as of 22:17, 27 August 2022
Mission briefing |
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Ok, ok. Don't tell Mourmarie, but I've been holding out on her. She's wrung me out of most of the info I have, especially some of the juicier leads from my former smuggling days. But this place is the mother lode, a veritable smorgasbord for the human traffickers in this corner of New Eden. You can't tell anyone about this place, though: A rat is only good if nobody knows she exists, if you catch my meaning.
The Carry On is a smuggler's haven, a collection of speakeasies and underground associations devoted to human trafficking. It was a home away from home for me back in the day. I don't think I can show my face there anymore, though. Too many enemies, too many friends. But you can. Your best course of action is to find the Carry On hub, located at the heart of the complex. You'll probably meet some of the guards there, or even some smugglers looking to protect their own. If they hit you, strike back. Smugglers are cowards at heart. Approach the hub and see what you can find there. Attack it if you must. This pains me to think about it, but it's our only choice. Carry On Token |
Gated semi-deadspace pocket two jumps away in Osmeden.
Blitz: place your Carry On Token from the previous Mission on a Microwarpdrive equipped Frigate, take the Toll Booth Gate and approach the Carry On Hub Structure.
Tips:
- Bookmark the final Room after either going through the Alley or using the Carry On Token, so you can warp away
- The Carry On Token is consumed
- The Toll Booth Gate stays open for 60 seconds after activating
- The last room is not deadspaced
- Group 1 in the last room warp away when you get close to the Carry On Crow's Nest
- Veteran Carry On Guard Battleships deal high damage over long distances
Warp-in
WD | EWAR | L
| ||
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1 x Acceleration Gate | ||||
1 x Toll Booth |
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Acceleration Gate |
Pay the toll |
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Are you lost, stranger? Pay the toll to carry on. Otherwise, you gotta use the side gate and take the “alley.” |
Room 1 - The Alley
WD | EWAR | L
| ||
---|---|---|---|---|
3 x Elite Cruiser Veteran Carry On Guard | ||||
8 x Battleship Amateur/Veteran Carry On Guard | ||||
6 x Sentry Syndicate Cruise Missile Battery |
-0.3 penalty standing to the Syndicate for destroying just ONE cruise missile battery. The Acceleration Gate will not appear until at least one cruise missile battery is destroyed.
WD | EWAR | L
| ||
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1 x Acceleration Gate |
Room 2 - The Alley
WD | EWAR | L
| ||
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8 x Cruiser Carry On Guard | ||||
6 x Battleship Carry On Guard | ||||
2 x Sentry Syndicate Cruise Missile Battery | ||||
2 x Sentry Syndicate Heavy Missile Battery |
No standing loss to the Syndicate for destroying enemy ships.
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Acceleration Gate |
Room 3 - The Hub
Agent Conversation on landing |
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You've made it in. Good. Haha! They banned me from this place long ago, but I found a way to get back. Start shootin'. When you're done with their stooges, approach the Carry On hub. They'll relent once you get near. Make sure you tell them who sent you. |
WD | EWAR | L
| ||
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8 x Elite Frigate Veteran Carry On Guard | ||||
8 x Elite Cruiser Veteran Carry On Guard | ||||
6 x Battleship Amateur Carry On Guard | ||||
2 x Elite Battleship Veteran Carry On Guard |
WD | EWAR | L
| ||
---|---|---|---|---|
2 x Industrial Carry On Industrial/Courier | ||||
3 x Freighter Carry On Freighter |
All enemy ships except industrials will warp away when mission is complete. Minor standing loss to the Syndicate for destroying enemy ships.
WD | EWAR | L
| ||
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1 x Carry On Crow's Nest |
Stop shooting |
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Studio I. The kid's at Studio I. |