Difference between revisions of "Syndication/Chapter 3 - Inertia"
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− | '''Inertia''' is the third and final chapter of | + | '''Inertia''' is the third and final chapter of [[Syndication]]. |
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+ | Elite Battleships in this chapter are the hardest ships you will ever fight during a Mission. | ||
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== Mission 13 - Places to Hide== | == Mission 13 - Places to Hide== | ||
{{:Places to Hide}} | {{:Places to Hide}} | ||
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== Mission 14 A - Little Fingers== | == Mission 14 A - Little Fingers== | ||
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{{:Carry On}} | {{:Carry On}} | ||
− | == Mission 16 - Studio | + | == Mission 16 - Studio I== |
− | {{:Studio | + | {{:Studio I}} |
== Mission 17 - Showtime== | == Mission 17 - Showtime== | ||
{{:Showtime}} | {{:Showtime}} | ||
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== Mission 18 - Where's the Line== | == Mission 18 - Where's the Line== | ||
{{:Where's the Line?}} | {{:Where's the Line?}} | ||
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== Mission 19 B - Safe Return== | == Mission 19 B - Safe Return== | ||
{{:Safe Return}} | {{:Safe Return}} | ||
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+ | [[Category:Epic Arcs]] |
Latest revision as of 14:27, 1 August 2023
- Main article: Syndication
Inertia is the third and final chapter of Syndication.
Elite Battleships in this chapter are the hardest ships you will ever fight during a Mission.
Mission 13 - Places to Hide
Level | 4 |
Type | Security |
Objective | Choose your path |
Mission briefing |
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Mourmarie sent you? How sweet. She hadn't used me in a while, but this kidnapped kid is kinda big. That's why the Black Eagles have pros like me on the, er, team. I'm in the freight business, and I'm completely legit now, I swear. My specialty used to be in sentient biomass freight, if you catch my drift, but now I focus on moving livestock. Not nearly as profitable, but it's honest.
Trafficking kids is a tricky business. Yeah, they're small, but people have a soft spot for a sad child, so you gotta find places where nobody will notice them or care. I know a few of these places around these parts, but this is grasping at straws, really. The kid could be anywhere at this point. Check out one of these places, and I'll send some of my friends to the others. Some eggers like you owe me favors. So take your pick. Octomet Plantation >> There's a plantation nearby called the Octomet Plantation. From what I've heard, it's connected to the Syndicate, but who knows? All I know is that if you want to hide a kid, there's no better place than a child farm. To me, all kids look alike anyway. Take a gander around the plantation and see if Ralie is there. Seeing as he's a high profile kid, odds are he's in their mansion. I could be wrong about all this, of course. But either way, you'll be taking out some bad guys, right? You'll probably have to fly to lowsec to get to this plantation. Gotta warn you beforehand so you don't come blaming me if some pirate takes you out when you're not looking. Better fit a battlecruiser or heavy frigate. You know, something sneaky. Little Fingers >> Rattler Row is, for lack of a better word, a sweatshop. Child labor is more common than you think, and not just at child farms like the Octomet Plantation. Much of the manufacturing produced throughout New Eden is based on the exploitation of the young. Is it legal? Debatable. Is it profitable? Absolutely. It's also the bread and butter of human smugglers, although sweatshop owners refer to them as “recruiters.” The Rattler Row sweatshop focuses on manufacturing ammunition, though it's not always the legit product. They're really a front for counterfeit ammo, which is shoddily produced and sold to rubes all over the black market. Dangerous stuff, really. Kids seem pretty adept at making ammo, though, so they keep the product available at incredibly low costs. Ralie could be there, working on the factory floor. Explore the Rattler Row. Look for any signs of Ralie. You'll probably run into some of their guards, so take them out. It's a long shot, but it might be worth it. Oldest Profession >> Anyway, there's a brothel that has been known to hide some kids. Not for working there, mind you: The flesh trade can be seedy, but they're not that immoral. At least, not that ones I know of. The place is called The Spintrix. Real nasty little place. I might have frequented there in my younger days, but their standards have plummeted. The men working there are way below even my meager standards. Go to Archavoinet and visit The Spintrix. Poke around there and see if the kid is there. You may get some aggression from their clientele – they're practically animals – so take them out. If a whore loses business, it's no skin off my back. You will have to fly through lowsec to get to this destination. It isn't far, and The Spintrix is actually in a highsec system. If you think you can run the gauntlet in your current ship, go ahead, but watch out for pirates. Don't say I didn't warn you. Arnalen Octomet Sweatshops 'The Spintrix Coin |
Choose between:
- the High Security path, slow and difficult, Little Fingers
- the Low Security path, fast and risky, Oldest Profession
- the random Security path, quick and risky, Octomet Plantation
Your choice has no lasting impact on the Epic Arc.
Mission 14 A - Little Fingers
Mission briefing |
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The Rattler Row sweatshop focuses on manufacturing ammunition, though it's not always the legit product. They're really a front for counterfeit ammo, which is shoddily produced and sold to rubes all over the black market. Dangerous stuff, really. Kids seem pretty adept at making ammo, though, so they keep the product available at incredibly low costs.
Ralie could be there, working on the factory floor. Explore the Rattler Row. Look for any signs of Ralie. You'll probably run into some of their guards, so take them out. It's a long shot, but it's worth a shot. |
Sweatshops |
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Technology levels vary throughout New Eden. Not every system, constellation, or even region is at the cutting edge of technology. Sometimes, factories rely on old-fashioned techniques and tried-and-true methods. Child labor is one of those methods. A child's tiny hands and little fingers are perfect tools for creating the high-end textiles of Gallente fashion, as well as reaching those hard-to-reach corners of ship armaments. Though not commonplace – or legal, for that matter – sweatshops like the Rattler Row can be found in the more backwards areas of New Eden. |
Ungated semi-deadspace pocket zero jumps away in the same System.
Tips:
- Initial defenders and Reinforcements 2 deal damage over 80 km and approach at 200 m/s
- Reinforcements 1 and Reinforcements 3 deal damage over 20 km and approach at 1000 m/s
- Carry On Token is used to Blitz the next Mission while Amphere 9 and Tattered Doll are lore items
- 3% The Syndicate Faction Standing loss if you destroy the Fuel Depot
- The center Fuel Depot has the Carry On Token
Warp-in
WD | EWAR | L
| ||
---|---|---|---|---|
3 x Fuel Depot |
Mission 14 B - Oldest Profession
This pathway option requires travel through low-sec to a different high-sec location (possibly always Archavoinet; Oulley is often smartbomb-camped). Go to the Spintrix. Talk to the workers there and look for Ralie. Destroy any aggressors and if that doesn't do it, destroy the Spintrix. Recommended to Omni-Tank for this mission.
3% Syndicate Faction Standing loss for destroying the Spintrix structure.
WARNING: Aubenal and Oulley is home to sophisticated pirates that place hundreds of cans around the gates preventing you from cloaking and escaping their camp
Warp-in
Search containers dropped by enemies for coins, a Spintrixiate Rewards Coin is needed to activate the acceleration gate to Room B. It is consumed upon gate activation. Not all enemies need to be destroyed.
Once the coin is found, destroy the Spintrix structure to reveal the acceleration gate.
WD | EWAR | L
| ||
---|---|---|---|---|
2 x Cruiser Molden Merchant, Domain Distribution | ||||
1 x Battlecruiser? Retribution Angel | ||||
6 x Battleship Black Rise Wrecker, Venalia, Inner Ring Explorer, Queriate, Malpais Marauder, Kadorite |
WD | EWAR | L
| ||
---|---|---|---|---|
1 x The Spintrix |
Room B
No NPCs on warp in. This part of The Spintrix's complex is a storage facility with various structures. Destroy structures and search loot drops for 'Carry On Token' which can be used to blitz the next mission.
WD | EWAR | L
| ||
---|---|---|---|---|
20 x Storage Bunker |
Mission 14 C - Octomet Plantation
Mission briefing |
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What most people realize is that slavery exists everywhere around New Eden, not just in the Amarr Empire. Except around here we don't call it slavery; we call it farming. Children are great for the big bio-farms out in the border regions and tucked away in deadspace pockets. They can work the fields at practically no cost, and you barely have to feed them. Since they're kids, they don't get no paycheck. Plus, you can raise them like cattle. It's a great racket, if you're into that type of thing.
There's a plantation nearby called the Octomet Plantation. From what I've heard, it's connected to the Syndicate, but who knows? All I know is that if you want to hide a kid, there's no better place than a child farm. To me, all kids look alike anyway. Take a gander around the plantation and see if Ralie is there. Seeing as he's a high profile kid, odds are he's in their mansion. I could be wrong about all this, of course. But either way, you'll be taking out some bad guys, right? You'll probably have to fly to lowsec to get to this plantation. Gotta warn you beforehand so you don't come blaming me if some pirate takes you out when you're not looking. Better fit a battlecruiser or heavy frigate. You know, something sneaky. |
Arnalen Octomet |
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The last known member of the Octomet family is Arnalen Octomet, a former executive in Quafe. He was the last member of a withering dynasty, and much like his family, he could not handle the lifestyle of a wealthy socialite. Drugs, especially Frenetix (a diluted form of the Frentix booster) took control of his life. Within a few years, all of the former Octomet properties were abandoned or foreclosed. Arnalen Octomet disappeared shortly afterward, assumed dead, though he has been spotted as a day laborer in some systems in Solitude. |
This mission option sometimes requires travel to low-sec mission location, but often the mission can also be located in a high security system. You can check before you choose the branch.
Blitz: In second room kill Plantation Consumer for the token. Kill just the Octomet Mansion, that marks mission complete
First room
No NPC's on warp in. Various structures located here. Explode for fun? Children Pasture, Human Containment Facility and Pressure Silo drop loot. You will get tattered doll, prisoners and Octomet dog tags from the wrecks.
Second pocket
Tip: Plantation Customer drops the 'Carry On Token' which can be used to blitz part of mission 15. Destroying Octomet Mansion incurs -3.0% faction standing for The Syndicate
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Octomet Mansion |
Mission 15 - Carry On
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 |
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If you found the Carry On token, you may find it useful at their illicit location. Even smugglers charge admission. |
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
| ||
---|---|---|---|---|
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 |
The Acceleration Gate will not appear until at least one cruise missile battery is destroyed.
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Acceleration Gate |
Room 2 - The Alley
WD | EWAR | L
| ||
---|---|---|---|---|
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 |
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
| ||
---|---|---|---|---|
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, even just the haulers.
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Carry On Crow's Nest |
Stop shooting |
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Studio I. The kid's at Studio I. |
Mission 16 - Studio I
Mission briefing |
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Wow. I've never heard of this before. Studio I must be a recent development among traffickers. I really don't know much about it, but something feels off about the situation. I mean, I've been a part of some really nasty enterprises in my time – trafficking for drugs, medical experiments, slavery, you name it – but something like Studio I? No way; nothing like that.
This looks like a joint operation between Impetus and the Syndicate. I don't know how close that relationship is, or how high up on the corporate chain it goes. But we know the kid is there. Get in there and get him. Destroy the Studio, too. Nothing good can come from it. |
Studio I is among the hardest Epic Arc Missions. You have to fight up to 6 Elite Battleship with 300 DPS at 40 km that approach you at 1000 m/s. You will need to overheat, manually pilot, create bookmarks, use long range weapons and propulsion modules to defeat them. Consider asking a friend for help.
Gated semi-deadspace pocket two jumps away in Osmeden. You can warp around in both rooms freely.
Blitz: strongly discouraged; destroy all ships at warp-in, take the Gate and destroy Studio I Structure.
Tips:
- Complete the Mission by destroying the Studio I Structure
- The Studio I has about 148,000 hitpoints
- Studio I drops the Holoreel: Wanted for Love lore item
- Warp at 100 km and use propulsion modules to keep away from Elite Battleships
- Create Bookmarks and warp between two of them to get distance from the enemy
- Use miscellaneous Structures as warp points
- Align to a Structure and warp away if you need to
- Overheat your Shield or Armour modules
- Destroy Frigates and Cruisers first, although the frigates are extremely slow and not a threat to snipers
- Elite Battleships will try to approach to 10km, while normal battleships will stay at 50km; both have difficulty tracking an afterburning cruiser
- 3% Syndicate Faction Standing loss for destroying the Studio I Structure. Normal Syndicate faction standing loss for ship kills, even the Pator 6 frigates.
Warp-in
The two groups are 60-90km from the warp-in, and far apart from each other
Studio I |
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Unlicensed studios are a rare breed in the Gallente Federation. With the freedoms instilled into Gallente culture, the power of expression has almost limitless boundaries with which to explore. But there's a market for everything, and warped minds require debased stimulation, a desire fulfilled by unlicensed studios such as Studio I. The underworld is sick and diseased, and this studio is more impetus for wanton depravity. |
WD | EWAR | L
| ||
---|---|---|---|---|
2 x Elite Frigate Syndicate Elite Frigate | ||||
3 x Elite Cruiser Syndicate Elite Cruiser | ||||
2 x Elite Battleship Syndicate Elite Battleship |
WD | EWAR | L
| ||
---|---|---|---|---|
2 x Elite Frigate Syndicate Elite Frigate | ||||
2 x Elite Cruiser Syndicate Elite Cruiser | ||||
3 x Elite Battleship Syndicate Elite Battleship |
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Acceleration Gate |
Room 1
Make a ping bookmark as you warp in, and use the asteroids as warp points. Unlike the first room, you can warp directly to a spot in this room from the outside.
Grab the kid and go |
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I don't know how they discovered our location, but let's get out of here. You Matari bastards, take the kid with you and meet up with us. Deliver the senator's son to us, then get out of this region. You'll never work with us again. Same with you, Gian. The deal's off. Your sick plans are shut down. |
WD | EWAR | L
| ||
---|---|---|---|---|
3 x Elite Cruiser Syndicate Elite Cruiser | ||||
10 x Battleship Syndicate Battleship | ||||
2 x Elite Battleship Syndicate Elite Battleship |
WD | EWAR | L
Structures on site | ||
---|---|---|---|---|
1 x Studio I |
WD | EWAR | L
| ||
---|---|---|---|---|
6 x Elite Frigate Pator 6 Elite Frigate | ||||
6 x Elite Battleship Syndicate Elite Battleship |
Mission 17 - Showtime
Mission briefing |
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You've really pissed off some nasty bad guys, my friend. Luckily, they're starting to turn against each other as well. That studio was the lynchpin in this whole operation, it seems, and its destruction unraveled all their carefully laid plans.
The Pator 6 is flying to Adacyne, and they've got Ralie with them. Time for a final showdown. Go knock them out and get the kid, once and for all. I'll start working on my contacts in the Syndicate and see if there's anything that can be done from their angle. Last thing we want is to have them go after me. Or us. |
Showtime is the hardest Epic Arc Mission. You have to fight up to 6 Elite Battleship equipped with a variety of weapons that approach you at 1000 m/s. You will need to overheat, manually pilot, create bookmarks, use long range weapons and propulsion modules to defeat them. Consider asking a friend for help.
Ungated semi-deadspace pocket three jumps away in Adacyne. You can warp around freely.
Blitz: Destroy all Battleships, then destroy Rosulf Fririk. Pick up Ralie Ardanne from the Cargo Container.
Tips:
- Either keep Pator 6 Elite Battleships at 140 km or be prepared to take 300 DPS from each as every is equipped with:
- 125 Explosive DPS, 148 km range Missiles
- 80 EM, 32 Kinetic and 64 Explosive DPS, 34+44 km range Turrets
- 1000 m/s propelling Microwarpdrive
- Addendum: It seems the Pator 6 Elite Battleships rarely use their MWD at ranges of 80km and under.
- It is suggested to use an MWD battleship (600-700m/s should be sufficient) and stay at 60+ km to avoid taking full damage. The Pator 6 Elite Battleships' turret fire is speed-tankable if you have a decent MWD.
- Alternatively, an MJD sniping battleship or marauder works well. Make sure you either have the range to stay out of range completely or the tank to hold under DPS pressure.
- The Pator 6 rats deal primarily a mix of EM and Explosive damage, while Syndicate Battleships deal Kinetic/Thermal. Thus, it is recommended to omni-resist tank for the mission (but primarily Ex/Th), or switch before triggering the battleship wave.
- Sniping battleships can easily stay out of range of non-explosive damage, or all damage if past 148km. Cruise Ravens are ideal for this, or a cruise Praxis/Typhoon with missile-range-extending mods. Create bookmarks as you warp in to bounce between.
- Facetanking without use of a marauder is not advised for this mission, as you will need the ability to handle over 1800 DPS (omni damage types) for extended periods of time.
- If you are taking heavy damage, align out to a station and warp away if needed.
Warp-in
WD | EWAR | L
| ||
---|---|---|---|---|
5 x Elite Frigate Syndicate Elite Frigate | ||||
3 x Elite Cruiser Pator 6 Elite Cruiser | ||||
5 x Elite Battleship Pator 6 Elite Battleship |
WD | EWAR | L
| ||
---|---|---|---|---|
5 x Elite Cruiser Syndicate Cruiser |
WD | EWAR | L
| ||
---|---|---|---|---|
6 x Battleship Syndicate Battleship | ||||
1 x Elite Battleship Rosulf Fririk (Elite Tempest) |
External Links
Mission 18 - Where's the Line
Type | Branch |
Objective | Choose your path |
Extra | This choice decides final reward |
Mission briefing |
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You've come a long way, <Character>. You found the kid, defeated the bad guys, and saved the day. Right out of a holoreel, right? Well, here's where real life comes in, and it's a complicated mess. They don't show you this part in the ‘reels.
While you were out taking care of the Pator 6, I contacted my Syndicate contacts. They're pissed, but they are willing to forget everything and leave us alone. They can still keep their deal with Impetus, but they need the kid. Apparently, Ralie's the crux of the deal. I have no idea why, nor do I want to know. Thus, you have two options. First, you can do the right thing and give Ralie back to the Feds. Be the hero, save the innocents, gratitude heaped upon you by the Federation, the works. I'm sure Mourmarie has something fun to reward you for your assistance. Or you can give Ralie back to the Syndicate. They've given me a very generous offer. Very generous. You're essentially signing an innocent kid's life away, but the money will be good. That's all you eggers care about anyway, right? All I can say is this: You can give the kid his freedom and be the hero. Or you can give him away, an innocent kid to ruthless and depraved criminals, for a lot of money. I won't judge you on either choice, but I have to ask: Where do you draw the line? Safe Return >> Either way, glad you got the kid back. Been nice working with you. Good luck in the future, <Character>. Everybody Has a Price >> Take the kid to the warehouse and drop him off. We'll get paid and leave this whole mess behind us. It'll be a happy ending for us, to be sure. The Dark Frontier |
Choose between:
- Everybody Has a Price
- Safe Return
Your Mission choice determines the Epic Arc reward:
- if you choose Everybody Has a Price you will get 10% The Syndicate Faction Standing and 1x Syndicate Cloaking Device
- if you choose Safe Return you will get 10% Gallente Federation Faction Standing and 1x Black Eagle Drone Link Augmentor
Remember to pick up Ralie Ardanne (1 m3) from the Station.
Mission 19 A - Everybody Has a Price
Level | 4 |
Type | Security |
Objective | Take Ralie Ardanne (1 m3) to the warehouse and drop him off. |
Rewards | 10% The Syndicate Faction Standing + 1x Syndicate Cloaking Device |
Place Ralie Ardanne into the Syndicate Warehouse Container.
Warp-in
Everybody has a price |
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And we've found yours. Bring the kid to the warehouse. We'll give you what you deserve after that. |
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Syndicate Warehouse |
WD | EWAR | L
| ||
---|---|---|---|---|
5 x Friendly Cruiser Syndicate Cruiser |
The Right Thing |
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What? You expected an ambush? Why would we do that to a trusted friend such as yourself? You did exactly what any good capsuleer would do: You chose the money over the kid's safety. Kudos to you. You'll go far in this world.
Not that I think you care, but we're not going to kill the kid. He's too useful to us. Impetus will make sure we wring as much money out of him as possible. There's a market for everything, and everybody has a price. |
Mission 19 B - Safe Return
Mission briefing |
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Mourmarie and Senator Ardanne have given me a rendezvous location for you. It's somewhere in Enedore. When you return the kid, you'll get your reward. I'll contact the Syndicate and let them know that the deal is off. I wouldn't expect them to take that lightly, though, so watch your back.
Either way, glad you got the kid back. Been nice working with you. Good luck in the future, <Character>. |
Ungated semi-deadspace pocket 9 jumps away.
Blitz: place Ralie Ardanne into the Senator Pillius Ardanne Container.
Tips:
- There is no need to engage the enemy ships
- You can use fast frigate for this mission, as you will need to come back to the agent for reward.
- Enemies spawn after you place the item in the container, align to warp out first
Warp-in
Do You Have My Boy? |
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Ralie? Are you ok? Did they hurt you? Thank you for your help, kind stranger. You have done a great service to the Gallente Federation. As a token of my appreciation, I have left a gift for you with your agent. |
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Senator Pillius Ardanne |
Let No One Live! |
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You have not seen the last of us, Senator. Your family is not safe as long as you are in power. We will hound you until every last one of them suffers. You will pay for what you have done to our organization. And we’ll start by destroying this happy reunion! This will never end, Senator Ardanne. Never. |
WD | EWAR | L
| ||
---|---|---|---|---|
2 x Elite Frigate Syndicate Elite Frigate | ||||
2 x Elite Cruiser Syndicate Elite Cruiser | ||||
7 x Battleship Syndicate Battleship |