Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Syndication: Difference between revisions

From EVE University Wiki
Hisec Path Step 9: Poor Man's Shakedown: Save a location in pocket 2, so if you have to warp out you can get back.
Hisec Path Step 9: Poor Man's Shakedown: or you can wait over down time for the mission to reset to get a second gate key.
Line 154: Line 154:
Enemy:  "Independent" Minmatar (no standing loss)
Enemy:  "Independent" Minmatar (no standing loss)


IMPORTANT:  Save a location in pocket 2, so if you have to warp out you can get back. It is quite easy to fail this mission and have to restart the arc from Step 2. The issue is that the Shanty Town key you acquire in pocket 1 -is- consumed when you take the gate to pocket 2.  If you have to warp out of pocket 2 for any reason, such as running out of ammo (happened to me) or you simply take too much damage, you cannot get back in the pocket without a book mark.  For projectile users, I advise autocannons as a lot of enemies orbit close, but also an afterburner because some of the BS's in pocket 2 do a lot of damage (looks like EM to me, for the record, which I did have a hole in) and stay at far enough range that it's very difficult to break their tank - which is, by the way, what caused me to run out of ammo and then require warping out due to damage when my drones weren't enough to finish the job.
IMPORTANT:  Save a location in pocket 2, so if you have to warp out you can get back, or you can wait over down time for the mission to reset to get a second gate key. The issue is that the Shanty Town key you acquire in pocket 1 -is- consumed when you take the gate to pocket 2.  If you have to warp out of pocket 2 for any reason, such as running out of ammo (happened to me) or you simply take too much damage, you cannot get back in the pocket without a book mark.  For projectile users, I advise autocannons as a lot of enemies orbit close, but also an afterburner because some of the BS's in pocket 2 do a lot of damage (looks like EM to me, for the record, which I did have a hole in) and stay at far enough range that it's very difficult to break their tank - which is, by the way, what caused me to run out of ammo and then require warping out due to damage when my drones weren't enough to finish the job.


Pocket 1:  No enemies on arrival. You need to blow up the various structures - "Asteroid Micro-Colony Minor", "Minmatar Bunker" and "Habitation Module - Residential" - one at a time.  Some will drop cans with trade goods.  Others will spawn 1-3 cruisers and 1-3 battleships.  None of them are difficult to kill.  Eventually one will drop the "Shanty Town Gate Clearance" key (watch local chat for the message indicating it has dropped).  This will unlock the gate to the 2nd pocket.  Pocket 1 as a whole is quite easy.  WARNING:  The key -is- consumed upon use, so again, you have only one chance to complete pocket 2.  Don't bother blowing up the Asteroid Installation or the very tough Asteroid Prime Colony, they contain nothing.
Pocket 1:  No enemies on arrival. You need to blow up the various structures - "Asteroid Micro-Colony Minor", "Minmatar Bunker" and "Habitation Module - Residential" - one at a time.  Some will drop cans with trade goods.  Others will spawn 1-3 cruisers and 1-3 battleships.  None of them are difficult to kill.  Eventually one will drop the "Shanty Town Gate Clearance" key (watch local chat for the message indicating it has dropped).  This will unlock the gate to the 2nd pocket.  Pocket 1 as a whole is quite easy.  WARNING:  The key -is- consumed upon use.  Don't bother blowing up the Asteroid Installation or the very tough Asteroid Prime Colony, they contain nothing.


Pocket 2:  Same idea, blow up structures, but the ones that spawn rats contain less cruisers and more battleships, and some of them - the "Independent Veterans" in particular - are quite a bit tougher than the ones in pocket 1.  Blow up structures one at a time until one spawns the Elder.  Killing him completes the mission.   
Pocket 2:  Same idea, blow up structures, but the ones that spawn rats contain less cruisers and more battleships, and some of them - the "Independent Veterans" in particular - are quite a bit tougher than the ones in pocket 1.  Blow up structures one at a time until one spawns the Elder.  Killing him completes the mission.