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Carry On: Difference between revisions

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Hirmuolio Pine (talk | contribs)
Created page with "<noinclude> Gallente epic arc - Syndication<br> Chapter 3 - Inertia<br> Previous mission: Octomet Plantation OR [[Oldest Profession..."
 
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<noinclude>
<noinclude>{{NPCTableCSS}} {{GallenteEpicArcNav|chapter 3}}</noinclude>
Gallente epic arc - [[Syndication]]<br>
{{Missiondetails
Chapter 3 - [[Syndication/Chapter 3 - Inertia|Inertia]]<br>
|Level= 4
Previous mission: [[Octomet Plantation]] OR [[Oldest Profession]] OR [[Little Fingers]]<br>
|Type= Security
Next mission: [[Studio 1]]</noinclude>
 
{{Template:Missiondetails
|Level=
|Type= Encounter
|Objective= Find the Carry On Hub and approach it.
|Objective= Find the Carry On Hub and approach it.
|Faction= Independent (Serpentis ships)
|Faction1= Mercenaries
|DamageToDeal= Kin/Th
|DamageToDeal=
|DamageToResist=
|DamageToResist=
|WebPoint= Veteran 'Carry On Guard' Frigate
|WebPoint= Veteran 'Carry On Guard' Frigate
|EWAR= Neuts, Damps
|EWAR= Neuts, Damps
|ShipSizeLimit=  
|ShipSizeLimit=  
|ShipSuggestion=  
|ShipSuggestion= Battleship (Fast frigate for '''Blitz''')
|Rewards= 10,000,000 + time bonus
|Rewards= 10M ISK + 1M ISK (6h)
|Extra=
|Extra= Minor Syndicate faction standing loss for ship kills if not blitzing
}}
}}
{{MissionBriefing
|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.


This mission consists of four rooms. The incoming damage in last room is very high and blizing is heavily recommended. If you have the "Carry On Token" for skipping straight to last room a fast frigate should be able to complete the mission in record time.
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.
}}
{{MessageBox|'''Carry On Token'''
|If you found the Carry On token, you may find it useful at their illicit location. Even smugglers charge admission.
|collapsed= yes}}


'''Bliz:''' Warp to site with "Carry On Token" passkey in cargohold and activate "The Hub" gate (has "Toll Booth" next to it). After entering "The Hub", ignore all ships and quickly approach the "Carry On Hub" structure to complete the mission.
Gated semi-deadspace pocket two jumps away in Osmeden.


===Warpin===
'''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.
The warpin area has two acceleration gates. The one with a toll by it leads to the last room "The Hub" and requires an "Carry On Token" to go through. The key is consumed on use. The second gate leads to the second room "The Alley". The alley path has two rooms that you must fight your way through.


If you have the key you should take the acceleration gate with toll near it. The "Carry On Token" passkey will be consumed on use. Create a bookmark in "The Hub" (Pocket 3) after using the gate and if needing to warp out, can just warp back to bookmark instead of slugging it out through "The Alley" (Pockets 1 and 2). The last room is not deadspace.
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


{{StructureTable|
=== Warp-in ===
{{StructureTableRow|Accl Gate|1|Acceleration Gate (near toll booth)|note = Leads to the last room. Requires "Carry On Token" to pass through. The key is consumed.}}
{{NPCTableHead|Structures}}
{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = Unlocked. Leads to second room.}}
{{NPCTableRow|Acceleration Gate|1|Acceleration Gate|note= Leads to the final Room. Requires the Carry On Token.}}
}}
{{NPCTableRow|Structure|1|Toll Booth}}
|}
 
{{NPCTableHead|Structures}}
{{NPCTableRow|Acceleration Gate|1|Acceleration Gate|note= Unlocked. Leads to the next Room}}
|}


===Room 1 - The Alley (1)===
{{MessageBox|Pay the toll
|Are you lost, stranger? Pay the toll to carry on. Otherwise, you gotta use the side gate and take the “alley.”
|collapsed= yes}}


Watch out for the elite battleships (Veteran Carry On Guard) as they deal very high damage.
=== Room 1 - The Alley ===
{{NPCTableHead|Spawn table}}
{{NPCTableHead|Initial defenders (20-40 km)}}
{{NPCTableRow|Elite Cruiser|3|Veteran Carry On Guard|ewar = Neut|ewar2 = Damp}}
{{NPCTableRow|Elite Cruiser|3|Veteran Carry On Guard|ewar= Neut|ewar2= Damp}}
{{NPCTableRow|Battleship|8|Amateur/Veteran Carry On Guard}}
{{NPCTableRow|Battleship|8|Amateur/Veteran Carry On Guard}}
{{NPCTableRow|Sentry|6|Syndicate Cruise Missile Battery}}
{{NPCTableRow|Sentry|6|Syndicate Cruise Missile Battery}}
|}
|}


{{StructureTable|
The Acceleration Gate will not appear until at least one cruise missile battery is destroyed.
{{StructureTableRow|Accl Gate|1|Acceleration Gate (36 km)|note = Leads to "The Alley (2)"}}
}}


===Room 2 - The Alley (2)===
{{NPCTableHead|Structures (36 km)}}
{{NPCTableRow|Acceleration Gate|1|Acceleration Gate|note= Leads to "The Alley (2)". Gate will appear when at least one cruise missile battery is destroyed.}}
|}


Note: Various destroyable structures scattered within this pocket might drop commodities.
=== Room 2 - The Alley ===


{{NPCTableHead|Spawn table}}
{{NPCTableHead|Initial defenders (60+ km)}}
{{NPCTableRow|Cruiser|8|Carry On Guard}}
{{NPCTableRow|Cruiser|8|Carry On Guard}}
{{NPCTableRow|Battleship|6|Carry On Guard}}
{{NPCTableRow|Battleship|6|Carry On Guard}}
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|}
|}


{{StructureTable|
{{NPCTableHead|Structures (22 km)}}
{{StructureTableRow|Accl Gate|1|Acceleration Gate (22 km)|note = Leads to "The Hub"}}
{{NPCTableRow|Acceleration Gate|1|Acceleration Gate|note= Leads to "The Hub". Gate unlocks when all enemy ships are destroyed. Missile batteries do not need to be destroyed.}}
}}
|}


===Room 3 - The Hub===
=== Room 3 - The Hub ===
{{MessageBox|Agent Conversation on landing
|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.
|collapsed= yes}}


The last room is not deadspace. You should create a bookmark in it in case you need to run away. The mission object is located in here, simply approach the hub-structure as fast as you can. You may need to overheat your engine and/or tank. Once you reach the structure all hostile ships will despawn and mission is completed. You should take out the elite frigates as soon as possible as they might web and point you.
{{NPCTableHead|Group 1 (50-80 km)}}
 
{{NPCTableRow|Elite Frigate|8|Veteran Carry On Guard|ewar= Web|point= yes}}
The industrial ships will stay even after combat ships despawn. The smaller industrials drop nothing but the freighters drop civilians. No loot drops from various destroyable structures scattered within this pocket.
 
If you decide to fight the rats focus fire on the Veteran Carry On Guards as those elite battleships dealvery high damage. The Amateur Carry On Guard are mostly harmless and the two veteran guard deals more damage than the six the amateurs deal together.
 
{{NPCTableHead|Spawn table}}
{{NPCTableRow|Elite Frigate|8|Veteran Carry On Guard|ewar = Web|point=yes}}
{{NPCTableRow|Elite Cruiser|8|Veteran Carry On Guard}}
{{NPCTableRow|Elite Cruiser|8|Veteran Carry On Guard}}
{{NPCTableRow|Battleship|6|Amateur Carry On Guard}}
{{NPCTableRow|Battleship|6|Amateur Carry On Guard}}
{{NPCTableRow|Elite Battleship|2|Veteran Carry On Guard}}
{{NPCTableRow|Elite Battleship|2|Veteran Carry On Guard}}
|}
{{NPCTableHead|Group 2}}
{{NPCTableRow|Industrial|2|Carry On Industrial/Courier}}
{{NPCTableRow|Industrial|2|Carry On Industrial/Courier}}
{{NPCTableRow|Freighter|3|Carry On Freighter|cargo = Civilians}}
{{NPCTableRow|Freighter|3|Carry On Freighter|cargo= Commodities: oxygen, civilians, scientist and exotic dancers, etc (1.5m ISK in total). Lots of HP.}}
|}<noinclude>
|}
[[Category:Mission_reports]]
 
{{NPCTableCSS}}
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.
 
{{NPCTableHead|Structures (30 km)}}
{{NPCTableRow|Structure|1|Carry On Crow's Nest|trigger= Approach to complete the Mission}}
|}
 
{{MessageBox|Stop shooting
|Studio I. The kid's at Studio I.
|collapsed= yes}}
 
<noinclude>
[[Category:Epic arc missions]]
</noinclude>
</noinclude>