Difference between revisions of "Limited Sleeper Cache"

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{{Work in Progress}}
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{{main|Sleeper Cache}}
  
The '''Limited Sleeper Cache''' is the easiest of the Sleeper Cache Sites. Sleeper Cache sites are significantly more difficult than normal data or relic site, and pilots will be risking their ship when trying any of them. However, once familiar with these sites, pilots should be able to run the site without taking any damage. Like all Sleeper Cache sites, the Limited Sleeper Cache require the use of both Data and Relic Analyzers. Entry is restricted to frigates, and an exploration frigate is highly recommended in order to make use of their hacking bonuses.
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{{NPCTableCSS}}The '''Limited Sleeper Cache''' is the easiest of the Sleeper Cache sites. Sleeper Caches are significantly more difficult than normal data or relic sites, and pilots will be risking their ship when trying any of them. However, once familiar with these sites, pilots should be able to run the site without taking any losses. Like all Sleeper Cache sites, the Limited Sleeper Cache requires the use of both Data and Relic Analyzers. Entry is restricted to frigates: exploration frigates are highly recommended in order to make use of their hacking bonuses.
  
==Locating==
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Limited Sleeper Caches are [[Cosmic Signatures]] that must be located using core scanner probes. They are more difficult to scan down than normal signatures, and require well-developed scanning skills to pinpoint completely. It appears the minimum to scan down a Limited Sleeper Cache is 85.8 probe strength (Level IV).
Limited Sleeper Caches are [[Cosmic Signatures]] that you need to scan down with scanner probes. They are more difficult to scan down than normal signatures, and require well-developed scanning skills to completely scan down.
 
  
== Walkthrough ==
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Newcomers to Sleeper Caches should read this vital [[3P38 Sleeper Nexus#Sleeper Caches: A Preamble|preamble]] before continuing further.
===Room 1 ===
 
{{MessageBox|On warp in:
 
|This area has been hidden from prying eyes for years. Now the structure responsible for cloaking the site is damaged, finally allowing for a way in. A quick survey indicates this is a storage site, possibly used to store items collected by Sleepers from all over known space. What defenses or dangers lurk inside are uncertain, but the use of both a Data Analyzer and Relic Analyzer are required. The entry gate only allows frigate-sized ships through.}}
 
  
Hack the Hyperfluct Generator using your Data Analyzer.  Failing the hack will start a 2 minute timer, after which if you don't succeed in hacking it the site will exlpode and despawn.  If you are successful a strange rift will appear that can be used to access the site.
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{{tocright}}
 
 
===Room 2===
 
 
 
{{MessageBox|On activating the Strange Rift:
 
|This is a storage site by the looks of it, possibly of Sleeper origin judging by the structures around. It is heavily damaged, as if someone - or something - was frantically and forcefully searching through the site, and quite recently at that. Dangerous gases and volatile materials are all around, so care is required in navigating this hazardous place.}}
 
Warning:  This room contains many hazards, both traps and environmental - you need to navigate carefully:
 
*The Plasma Containers in this room will explode if you get closer than 7.5km, releasing a Plasma Gas Cloud doing significant AoE damage. 
 
*Moving within 13.5km of the Ruptured Pressure Station without hacking the Pressure Control Unit will result in significant ongoing AoE damage to your ship and drones.
 
*The 3 Plasma Chamber Debris within the site have surrounding Plasma Gas Clouds that do significant AoE damage, take care to navigate around the clouds.
 
*The Remote Defence Grid Unit needs to be hacked first to minimise consequences of failed hacks and to disable the damaging shield that can appear when hacking a container.<br /> <br />
 
 
 
Hack the Remote Defence Grid Unit first - keeping an eye on your distance from the Plasma Containers. You have multiple attempts, but if you fail the first attempt, the following message will appear in local: "Failing to hack the Remote Defense Unit seems to have set something in motion, but you can't tell what.". That means this baby will blow up in a minute or two, maybe giving you enough time for 1-2 cans. Be careful.
 
{{MessageBox|On successful hack:
 
|You have succeeded in deactivating the defense grid.}}
 
Then proceed to navigate carefully around to all of the containers hacking them as you go, excluding the container covered by the Ruptured Pressure Station gas cloud.<br /> <br />
 
 
 
Finally hack the Remote Pressure Control Unit (remember to stay at least 13.5km from the Ruptured Pressure Staion) this will allow you 2 minutes to then approach and hack the final container near the Ruptured Pressure Station.  If you start to run out of time you will see updates of the time left appearing in the local chat window.  Do not risk getting caught by this cloud, jump out of the site immediately if you are running out of time or after looting the container.
 
 
 
==Loot==
 
1 & 3 run BPC's for storyline modules and polarized weapons
 
 
 
Sleeper components
 
 
 
R.Db components
 
 
 
R.A.M. components
 
 
 
Science skillbooks
 
 
 
Meta modules.<br /> <br />
 
 
 
Value of loot is normally in the range of 20-80M, averaging around 30M.
 
  
 
== Quick Guide ==
 
== Quick Guide ==
A rather easy-going site, this particular gem is the first taste of Sleeper Caches most pilots will encounter. This site poses some risks, but it not as dangerous as other Sleeper Caches. Although the Limited Cache doesn't usually pay as well as the more difficult sites, it can still be worth running.
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The '''Limited Sleeper Cache''' is the first taste of Sleeper Caches most pilots will encounter. This site poses some risks, but it is not as dangerous as other Sleeper Caches. Although the Limited Cache doesn't usually pay as well as the more difficult sites, it can still be worth running.
  
If the initial Hyperfluct Generator container has been hacked, and the accompanying Spatial Rift has spawned, another pilot has probably already entered the site. Check [https://zkillboard.com/ zKillboard] or another appropriate service for any recent losses.  
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If the initial Hyperfluct Generator container has been hacked, and the accompanying Spatial Rift has spawned, another pilot has probably already entered the site. Check [https://zkillboard.com/ zKillboard] or another appropriate service for any recent losses. Area of Effect damage clouds can be activated: use caution.
 
 
===General Walkthrough===
 
  
 
# Hack the entry can. Enter the site.
 
# Hack the entry can. Enter the site.
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== Ship Fittings ==
 
== Ship Fittings ==
 
Generally, all these fits have a Mobile Depot, spare probes, three drones in the drone bay, a hull repairer (armor fits), an armor repairer and a hull repairer (shield fits), and all the kit necessary to handle the encounter in the cargohold. Refitting inside the site, occasionally more than once, is normal and expected.
 
  
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:8px;" | ''Pilots should exercise caution when downgrading or altering these fits. They have been thoroughly tested and verified multiple times to represent the minimum necessary fittings. If, by reason of skill levels or ISK a pilot cannot fit them, it may be advisable not to attempt the site. Hacking modules may be downgraded but site difficulty will increase notably; and T2 Analyzers are strongly recommended.''
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| style="padding:8px;" | ''Pilots should exercise caution when downgrading or altering these fits. They have been thoroughly tested and verified multiple times to represent the minimum necessary fittings. If, by reason of skill levels or ISK a pilot cannot fit them, it may be advisable not to attempt the site. Hacking modules may be downgraded but site difficulty will increase notably, though pilot skill with the hacking minigame can compensate for Tech 1 modules. Tech 2 Analyzers are strongly recommended.''
 
|}
 
|}
  
Logistics vessels (a single self-sufficient capacitor stable Tech I logistics frigate is sufficient) can provide remote repairs if available to get around the requirements of local repair modules. That said, maintain a local buffer and resistance module(s) as normal.
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Generally, all these fits have a [[Mobile_structures|mobile depot]], spare probes, three drones in the drone bay, a hull repairer (armor fits), an armor repairer and a hull repairer (shield fits), and all the kit necessary to handle the encounter in the cargohold. Refitting inside the site, occasionally more than once, is normal and expected.
 +
 
 +
If available, logistics ships (a single self-sufficient capacitor-stable Tech I logistics frigate is sufficient) can provide remote repairs to get around the requirements of local repair modules. Even with remote repairs, pilots should maintain a local buffer and resistance module(s) as normal.
 +
 
 +
An [[Astero]] can be fit identically to the Magnate, though the normal rig configuration (Gravity Capacitor/Explosive Armor Reinforcer/Auxiliary Nano Armor Reinforcer) is good enough because the hull has a bonus to armour resistances.
  
As the reasons have been outlined before, only fits for the Heron and the Magnate will be shown. The other ships are not shown because they are not recommended. The Astero can be fit identically to the Magnate, though the normal rig configuration (Gravity Capacitor/Anti-Explosive Pump/Auxiliary Nano Pump) is good enough because the hull has a bonus to armour resistances.
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Use a Mobile Depot to swap the Relic Analyzer II in place of the cargo scanner once all undesired containers have been identified. These fits are '''not''' sufficient to wander into the Area of Effect (AoE) damage cloud near the wreck alone. Both of these fits can survive a detonation of the Remote Defense Grid Unit or a run-in with a Unstable Plasma Chamber, as long as the pilot does not remain inside the AoE cloud for too long. If you have a buddy with a [[:Category:Logistics Frigates|Logistics Frigate]], then the following two fits are appropriate to use for the entire site.
  
Use a Mobile Depot to swap the Relic Analyzer II in place of the cargo scanner once all undesired containers have been identified. These fits are '''not''' sufficient to wander into the Area of Effect (AoE) damage cloud near the wreck alone. Both of these fits can survive a detonation of the Remote Defense Grid Unit or a run-in with a Unstable Plasma Chamber, as long as the pilot does not remain inside the AoE cloud for too long. If you have a buddy with a Logistics Frigate, then these two fits below are appropriate to use for such a scenario for the entire site itself.
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It is also possible to complete a limited sleeper cache without any tank at all. This requires good manual piloting skills as wandering into gas cloud or too close to a pressure chamber means instant death. An untanked ship will also die instantly if the defence forcefield generator data hacking is failed and the explosion is triggered.
  
 
{{ShipFitting
 
{{ShipFitting
Line 90: Line 54:
 
| mid4name=5MN Quad LiF Restrained Microwarpdrive
 
| mid4name=5MN Quad LiF Restrained Microwarpdrive
 
| mid4typeID=35658
 
| mid4typeID=35658
| mid5name=Limited Adaptive Invulnerability Field I
+
| mid5name=Compact Multispectrum Shield Hardener
 
| mid5typeID=9632
 
| mid5typeID=9632
| rig1name=Small Anti-EM Screen Reinforcer I
+
| rig1name=Small EM Shield Reinforcer I
 
| rig1typeID=31716
 
| rig1typeID=31716
| rig2name=Small Anti-Thermal Screen Reinforcer I
+
| rig2name=Small Thermal Shield Reinforcer I
 
| rig2typeID=31752
 
| rig2typeID=31752
 
| rig3name=Small Gravity Capacitor Upgrade I
 
| rig3name=Small Gravity Capacitor Upgrade I
Line 118: Line 82:
 
| warsop=A
 
| warsop=A
 
| warsopReason=
 
| warsopReason=
| version=YC118 1.0
+
| version=YC126 1.0
 
| showTOC=Y
 
| showTOC=Y
 
| shipDNA=605:11563;1:2048;1:30834;1:8433;1:6131;1:35658;1:9632;1:31716;1:31752;1:31213;1::
 
| shipDNA=605:11563;1:2048;1:30834;1:8433;1:6131;1:35658;1:9632;1:31716;1:31752;1:31213;1::
Line 131: Line 95:
 
| low2name=Damage Control II
 
| low2name=Damage Control II
 
| low2typeID=2048
 
| low2typeID=2048
| low3name=Energized Adaptive Nano Membrane II
+
| low3name=Multispectrum Energized Membrane II
 
| low3typeID=11269
 
| low3typeID=11269
 
| low4name=Micro Auxiliary Power Core I
 
| low4name=Micro Auxiliary Power Core I
Line 143: Line 107:
 
| rig1name=Small Gravity Capacitor Upgrade I
 
| rig1name=Small Gravity Capacitor Upgrade I
 
| rig1typeID=31213
 
| rig1typeID=31213
| rig2name=Small Anti-Explosive Pump I
+
| rig2name=Small Explosive Armor Reinforcer I
 
| rig2typeID=31009
 
| rig2typeID=31009
 
| rig3name=Small Auxiliary Nano Pump I
 
| rig3name=Small Auxiliary Nano Pump I
Line 167: Line 131:
 
| warsop=A
 
| warsop=A
 
| warsopReason=
 
| warsopReason=
| version=YC118 1.0
+
| version=YC126 1.0
 
| showTOC=Y
 
| showTOC=Y
 
| shipDNA=29248:11311;1:2048;1:11269;1:11563;1:6003;1:30834;1:6131;1:31213;1:31009;1:31045;1::
 
| shipDNA=29248:11311;1:2048;1:11269;1:11563;1:6003;1:30834;1:6131;1:31213;1:31009;1:31045;1::
Line 173: Line 137:
 
}}
 
}}
  
For those players with all Level V capacitor skills (Shield Compensation to IV required for the Heron), try these fits to skip hacking the Remote Pressure Control Unit entirely, and head directly into the storage depot inside the wreck field.  
+
For pilots with {{sk|Capacitor Management|V|icon=yes}} and {{sk|Capacitor Systems Operation|V|icon=yes}} (and {{sk|Shield Compensation|IV|icon=yes}} for the Heron), try these fits to skip hacking the Remote Pressure Control Unit entirely, and head directly into the storage depot inside the wreck field.  
  
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:8px;" | ''You must be able to sustain at least (as in more than) 60 Effective Hit Points per second (EHP/sec) for a ship to survive inside this damage cloud. Capacitor stability is very much ideal: if less than 4 minutes, you should not run these fits.<br />
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| style="padding:8px;" | ''A ship must be able to sustain at least 60 Effective Hit Points per second (EHP/sec) for it to survive inside this damage cloud. Capacitor stability is ideal: if the capacitor lasts less than 4 minutes, these fits should not be used.''
 
 
Additionally, make sure the Relic Analyzer is set to Auto-Repeat OFF. Allowing the module to continue to cycle needlessly while hacking can result in an empty capacitor and a wreck if not properly managed.''
 
 
|}
 
|}
  
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| ship=Heron
 
| ship=Heron
 
| shipTypeID=605
 
| shipTypeID=605
| fitName=Heron - Limited Sleeper Wreck
+
| fitName=Heron - SC Limited Sleeper Wreck
| fitID=Heron---Limited-Sleeper-Wreck
+
| fitID=Heron---SC-Limited-Sleeper-Wreck
 
| low1name=Damage Control II
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low1typeID=2048
Line 199: Line 161:
 
| mid4name=Small Shield Booster II
 
| mid4name=Small Shield Booster II
 
| mid4typeID=400
 
| mid4typeID=400
| mid5name=Adaptive Invulnerability Field II
+
| mid5name=Stalwart Restrained Shield Boost Amplifier
| mid5typeID=2281
+
| mid5typeID=16531
| rig1name=Small Capacitor Control Circuit I
+
| rig1name=Small Gravity Capacitor Upgrade I
| rig1typeID=31370
+
| rig1typeID=31213
| rig2name=Small Anti-Thermal Screen Reinforcer I
+
| rig2name=Small Thermal Shield Reinforcer I
 
| rig2typeID=31752
 
| rig2typeID=31752
| rig3name=Small Anti-EM Screen Reinforcer I
+
| rig3name=Small EM Shield Reinforcer I
 
| rig3typeID=31716
 
| rig3typeID=31716
 
| high1name=open
 
| high1name=open
Line 222: Line 184:
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=EFT tells me this fit can handle 68 EHP/sec: for Pyfa, you must add the passive recharge rate to the shield boosted rate (21 EHP/sec passive regen plus 47 EHP/sec active for a total of 68 EHP/sec for my character).</li><li>If you are fast, you may skip the Capacitor Control Circuit, but you have to know what you're doing so you can skirt out of the damage cloud to let the capacitor recharge when the capacitor runs out.</li><li>By upgrading the Flux Coil and the capacitor recharger to T2 equivalents, you may have enough capacitor (with Shield Compensation IV) to run for almost 4 minutes if you skip the Capacitor Control Circuit, which is what I do.</li><li>A cap battery isn't really practical because of fitting reasons. However, you may elect to use a Shield Boost Amplifier and a small cap battery: if you have both capacitor skills to IV and Shield Compensation 0, it could be cap stable with a T2 Flux Coil and won't need a CCC rig. Always use your fitting tool to confirm.
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| notes=Designed to work with low skills.</li><li>Alpha Clones will have to run a Medium F-S9 Compact Shield Extender instead for Power Grid reasons. </li><li>Works with maximum Alpha Clone capacitor skills.</li><li>Always double check capacitor stability with your skills in a fitting tool against this fit before using it.
 
| showNOTES=N
 
| showNOTES=N
| difficulty=1
+
| difficulty=0
 
| warsop=A
 
| warsop=A
 
| warsopReason=
 
| warsopReason=
| version=YC118 1.0
+
| version=YC126 1.0
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=605:2048;1:8135;1:30832;1:8433;1:4435;1:400;1:2281;1:31370;1:31752;1:31716;1::
+
| shipDNA=605:2048;1:8135;1:30832;1:8433;1:4435;1:400;1:16531;1:31213;1:31752;1:31716;1::
 
| fleetup=
 
| fleetup=
 +
| alphacanuse=N
 
}}{{ShipFitting
 
}}{{ShipFitting
 
| ship=Magnate
 
| ship=Magnate
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| low3name=200mm Crystalline Carbonide Restrained Plates
 
| low3name=200mm Crystalline Carbonide Restrained Plates
 
| low3typeID=11351
 
| low3typeID=11351
| low4name=Energized Adaptive Nano Membrane II
+
| low4name=Multispectrum Energized Membrane II
 
| low4typeID=11269
 
| low4typeID=11269
 
| mid1name=1MN Monopropellant Enduring Afterburner
 
| mid1name=1MN Monopropellant Enduring Afterburner
Line 254: Line 217:
 
| rig2name=Small Auxiliary Nano Pump I
 
| rig2name=Small Auxiliary Nano Pump I
 
| rig2typeID=31045
 
| rig2typeID=31045
| rig3name=Small Anti-Explosive Pump I
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| rig3name=Small Explosive Armor Reinforcer I
 
| rig3typeID=31009
 
| rig3typeID=31009
 
| high1name=open
 
| high1name=open
Line 271: Line 234:
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=The Astero is fit pretty much identical to this vessel, or the "standard" rig configuration.</li><li>The addition of a fourth mid slot can be handy, but isn't necessary. I'd prefer the Magnate for its lower cost to begin with.</li><li>Swap the Relic Analyzer II in for when the Data hacks are completed. The cargo scanner will have to be offlined for this fit to work (it should be swapped out for a Relic Analyzer II after the intial cargo scan of the site has been conducted anyways).</li><li>The variant of the afterburner is specifically chosen so the user doesn't have to bring two afterburners in his cargohold. It may be advisable to bring a Tech II Micro Auxiliary Power Core.
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| notes=The [[Astero]] is fit pretty much identical to this, or the "standard" rig configuration.</li><li>The addition of a fourth mid slot can be handy, but isn't necessary. The Magnate can be preferable due to its lower cost.</li><li>Swap the Relic Analyzer II in for when the Data hacks are completed. The cargo scanner will have to be offlined for this fit to work (it should be swapped out for a Relic Analyzer II after the intial cargo scan of the site has been conducted anyway).</li><li>This afterburner variant is specifically chosen so pilots do not need to bring two afterburners. It may be advisable to bring a Tech II Micro Auxiliary Power Core.
 
| showNOTES=N
 
| showNOTES=N
 
| difficulty=1
 
| difficulty=1
 
| warsop=A
 
| warsop=A
 
| warsopReason=
 
| warsopReason=
| version=YC118 1.0
+
| version=YC126 1.0
 
| showTOC=Y
 
| showTOC=Y
 
| shipDNA=29248:1183;1:2048;1:11351;1:11269;1:6003;1:30832;1:4435;1:31045;2:31009;1::
 
| shipDNA=29248:1183;1:2048;1:11351;1:11269;1:6003;1:30832;1:4435;1:31045;2:31009;1::
Line 282: Line 245:
 
}}
 
}}
  
Additional notes for the Magnate:  
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[[File:3P38 Limited 7.png|200px|thumb|right|Heron tanking well]]The buffer module is included to more safely tank the slight damage variations from one damage tick to the next, this property is much more noticeable with armor (see the Polarized logs at the bottom of the page). For pilots who having a hard time with the hack inside the wreck field, the buffer of the shield Heron usually allows it to stabilize around 50% shield capacity. For armor, the buffer allows the pilot some more room for error if needed, particularly if overheating is necessary.
* Because I have Astrometric Rangefinding V (''yawn'' that was a long train), I don't need the Small Gravity Capacitor Upgrade I to scan down a Superior Sleeper Cache with the Magnate, instead I bring two Scan Rangefinding Array Is. Otherwise, my Magnate has the same rigs as shown above. As before, you will need all capacitor skills to V (which you'll need eventually anyways) and Repair Systems V to match the minimum of 60 EHP/sec to last inside the wreck field. Overheating may be required if the armor gets a bit low.
 
* Use the afterburner sparingly, only to get to the container and back out a little bit faster. Leaving it on can be a death sentence: pulse it. ''Do not run this fit if you are not capacitor stable with the afterburner and the analyzer off.'' I am capacitor stable at 33%, and this fit has worked well. Feel free to swap out the afterburner for another capacitor recharger.<br />
 
  
 +
'''Additional notes for the Magnate:'''
  
[[File:3P38 Limited 7.png|200px|thumb|right|Heron tanking well]]There may be some concern from the EFT warriors about the buffer module. The reason for such a module is to better buffer out the slight damage variations from damage tick to the next (much more noticeable with armor) and thus make the most of each shield or armor HP boost. For those who have a hard time with the hack inside the wreck field (sometimes I've had 7-8 failures) the buffer of the shield Heron allows it to usually stabilize around 50% shield capacity, and the natural regen of the shield starts to help a bit. For armor, it allows the pilot some more room for error if needed, particularly if overheating is necessary.
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* With {{sk|Astrometric Rangefinding|V|icon=yes}}, the Small Gravity Capacitor Upgrade I is unnecessary even when scanning down a [[Superior Sleeper Cache]] with the Magnate. In this, pilots may substitute two Scan Rangefinding Array I. Otherwise, the Magnate will have the same rigs as shown above. As before, pilots will need {{sk|Capacitor Management|V|icon=yes}} and {{sk|Capacitor Systems Operation|V|icon=yes}}, as well as {{sk|Repair Systems|V|icon=yes}} to match the minimum of 60 EHP/sec to last inside the wreck field. Overheating may be required if armor gets low.
 +
* Use the afterburner sparingly, only to get to the container and back out a little bit faster. Do not run it continuously - instead, pulse it. ''Do not run this fit if the ship is not capacitor stable with the afterburner and the analyzer off.'' The afterburner can be swapped out for another capacitor recharger.<br />
  
== Site Introduction ==
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== Visual Guide ==
  
Having covered the fits, let's get right to the site. Before I talk about the details of the site itself, I should divulge a bunch of images to help newcomers get familiar with the basic layout of the site, and its hazards.
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The following images are included to help newcomers get familiar with the basic layout of the site and its hazards:
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
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|}
 
|}
  
Use those images to get a basic idea of what the site looks like. Below there are images that highlight various hazards and objects.
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The following images highlight various hazards and objects:
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
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|}
 
|}
  
So specifics of the damage that is incurred upon detonation of a Plasma Chamber are hidden below, but it's not too serious unless the ship is untanked. When I first wanted to run Sleeper Caches, I found an Astero at a site that I could not scan down, so I switched to combat probes and probe out his ship. Then I wandered in and didn't know what was going on, and nearly lost the ship, warping out in 20% structure. Those were the days...
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Normally the container inside the wreck and the one [http://wiki.eveuniversity.org/File:3P38_Limited_24.png just to the left of it] (also marked as "NOTE A" the preceding images) are the ones with the most value. Pilots should take care not to wander into the damage proximity of the wreck field when hacking that container.
 +
 
 +
== Walkthrough ==
 +
 
 +
The site consists of a warpin area and one [[deadspace]] pocket.
 +
 
 +
===Entrance===
 +
{{MessageBox|On warp in:
 +
|This area has been hidden from prying eyes for years. Now the structure responsible for cloaking the site is damaged, finally allowing for a way in. A quick survey indicates this is a storage site, possibly used to store items collected by Sleepers from all over known space. What defenses or dangers lurk inside are uncertain, but the use of both a Data Analyzer and Relic Analyzer are required. The entry gate only allows frigate-sized ships through.}}
 +
 
 +
Upon warping to the signature, pilots will land in the entry room. A Hyperfluct Generator will be present. If it has been hacked and a rift is activated, then another pilot has already entered the site. Stealth Bombers cannot take the Spatial Rift and are thus restricted from entry.
 +
 
 +
Hack the Hyperfluct Generator.<br />
 +
 
 +
::'''CAN DIFFICULTY: 7/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
 +
::<span style="color:green">SUCCESS:</span> A new spatial rift (acceleration gate) is opened to the main area, which is called the Ransacked Storage Site.<br />
 +
::<span style="color:red">FAILURE:</span> A two-minute timer will begin. If the can is not successfully hacked within that time, the site will despawn.
  
Normally the container inside the wreck and the one [http://wiki.eveuniversity.org/File:3P38_Limited_24.png just to the left of it] (also noted as "NOTE A" one of the pictures above) are the ones with the most value. Make sure you don't wander into the damage proximity of the wreck field when hacking that container.
+
By taking the Spatial Rift, pilots can enter the first room of the site.
  
Off to run the site we go!
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===Ransacked Storage Site===
  
== Running the site ==
+
{{MessageBox|On activating the Strange Rift:
Once you warp to the indication, you'll land in the entry room. You should see a Hyperfluct Generator present. If it has been hacked and a rift is activated, then someone is there, or has been there. If not, it's your turn! Go ahead and hack that Hyperfluct Generator. I will list the outcomes possible below:<br />
+
|This is a storage site by the looks of it, possibly of Sleeper origin judging by the structures around. It is heavily damaged, as if someone - or something - was frantically and forcefully searching through the site, and quite recently at that. Dangerous gases and volatile materials are all around, so care is required in navigating this hazardous place.}}
  
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
+
The acceleration Spatial Rift takes you to the main pocket. If desired, pilots can cargo scan the containers to evaluate the value of the site. Regardless of the its relative value, inexperienced pilots should run the site to gain further experience.
<span style="color:green">SUCCESS:</span> A new spatial rift (acceleration gate) is opened to the main area, which is called the Ransacked Storage Site.<br />
 
<span style="color:red">FAILURE:</span> You have two minutes to attempt a successful hack of the can. Should you fail within that time, the site will despawn.
 
  
By taking the Spatial Rift, the first room is made available to the player. Initially, it's important to cargo scan the containers to evaluate the value of the site. Those inexperienced with the site should probably run it anyways if there isn't much value for the experience. Drop the mobile depot to get the counter counting down. Let us assume the container inside the wreck field has good things inside it: there are two approaches of dealing with it.<br />
+
The main pocket contains:
 +
* 6 Depots. These are containers that require relic analyzer and hacking. They contain all the valuables from the site.
 +
** The depot furthest to left is booby trapped with a force field generator which inhibits access to it.
 +
** The depot by the wreck is inside a hazardous cloud.
 +
* Remote Pressure Control Unit. Requires data analyzer, temporarily removes hazardous cloud from the wreck.
 +
* Remote Defense Grid Unit (RDGU). Requires data analyzer, removes booby trap from the booby trapped depot.
 +
* Two gas clouds (cyan colored). These deal damage when passed through.
 +
* Two Unstable Plasma Chambers. These act as proximity mines that can explode and deal damage.
 +
 
 +
{{NPCTableHead|Site containers}}
 +
{{NPCTableRow|Hackable|4|Mangled Storage Depot|note=Medium difficulty|cargo=Sleeper materials}}
 +
{{NPCTableRow|Hackable|2|Dented Storage Depot|note=Hard difficulty. Positioned in hazardous spots(see above)|cargo=Usually higher-value loot}}
 +
{{NPCTableRow|Hackable|1|Remote Pressure Control Unit|note=Hard difficulty. Failing hack will deal damage}}
 +
{{NPCTableRow|Hackable|1|Remote Defense Grid Unit|note=Hard difficulty. Failing hack deals more damage; may trigger Forcefield}}
 +
|}
 +
{{NPCTableHead|Hazardous objects}}
 +
{{NPCTableRow|Structure|2|Unstable Plasma Chamber(named Plasma Chamber)|trigger=Proximity of ~8 km causes them to explode, deal damage, and create more hazardous clouds.}}
 +
{{NPCTableRow|Structure|1|Large EM Forcefield|trigger=May trigger if Remote Defense Grid Unit hack fails, or if depot nearby is approached.}}
 +
{{NPCTableRow|Gas Cloud|3|Pressure Cloud|note=Deals damage to ships inside it}}
 +
|}
 +
Your objective is to hack the depots and grab the valuables while avoiding death. Four of the depots can be hacked without extra steps but two of them require extra care. You must also fly around carefully to avoid the clouds and plasma chambers unless your ship is able to tank their damage.
 +
 
 +
If you wish to use mobile depot drop it upon entry to begin its activation timer.
  
  
 
{| style="background:#00001a; border:1px solid #A3B1BF; padding:0px;"
 
{| style="background:#00001a; border:1px solid #A3B1BF; padding:0px;"
 
| style="padding:0px;" |  
 
| style="padding:0px;" |  
| style="padding:8px;" | ''The can difficulty numbers do vary slightly each time, because of the way that the random hacking minigame is generated. For reference, high-sec rookie practice cans (in the Rookie Systems) are 1/10. Regular high sec easy-peasy cans are 3 or 4/10. Low-sec, null-sec, and wormhole space cans are 5 to 8/10, depending on the value of the can, in most cases. Generally, I've found them to be about 6 to 7/10 in difficulty.''
+
| style="padding:8px;" | ''The can difficulty does vary slightly each time, because of the way that the random hacking minigame is generated. For comparison: high-sec rookie practice cans (in the Rookie Systems) are 1/10. Regular high sec cans are 3 or 4/10. Low-sec, null-sec, and wormhole space cans are 5 to 8/10, depending on the value of the can, in most cases. Sleeper Cache cans will generally be 6 to 7/10 in difficulty.''
|}<br />
+
|}
 +
 
  
[[File:3P38 Limited 28.png|200px|thumb|right|Some hacks are not meant to be]]The first is to hack the Remote Pressure Control Unit, cook a Microwarpdrive (afterburner is not fast enough) to the container inside the wreck cloud, quickly hack it, then burn the Microwarpdrive back out before the timer runs out. There is enough time for 2 "standard paced" hacks, 1 "slow hack" or 3 really fast hack attempts, depends how good the hacker is and ... luck. Normally it's a red hack, which means all the usual Virus Suppressors and Restoration Nodes. The problem with this approach is both the limited timeframe and if a player cannot survive the incoming damage after the timer is up, there is a chance of explody bits.
+
The first target is the container inside the wreck field. This depot is surrounded by hazardous cloud that deals AOE damage to all ships near it. There are two approaches to dealing with it:
  
The second approach is to fit specifically for surviving the area of affect cloud. All toxic gas clouds, both the prespawned ones and the ones that are generated upon detonation of an Unstable Plasma Chamber do similar damage per second, omni-damage types. This approach is recommended, though it does require excellent capacitor skills and proper tank skills. The advantage of this approach is the hacker can hack the container at his leisure, with little personal risk to himself before the hack can be completed.  
+
====Method 1: Remote Pressure Control Unit====
 +
 
 +
[[File:3P38 Limited 28.png|200px|thumb|right|Some hacks are not meant to be]]
 +
 
 +
The hazardous gas cloud surrounding the depot can be removed for a short time by hacking the Remote Pressure Control Unit. The gas cloud will respawn on invisible countdown with periodic updates in local. If done properly this method completely avoids taking damage.
 +
 
 +
The Area of Effect damage cloud near the wreck does roughly 100 DPS to a standard unmodified resistance profile of a Tech I vessel. Its approximate dimensions, measured from the Storage Depot within, is about 12km in radius.
 +
 
 +
There is enough time for 2 "standard paced" hacks, 1 "slow" hack, or 3 really fast hack attempts, depending on both the skill of the hacker and luck. Normally, this container is a red hack, which means all the usual Virus Suppressors and Restoration Nodes. The problem with this approach is both the limited timeframe and the incoming damage after the timer is up, especially if the ship is insufficiently tanked.
  
The first method, drawn out:
 
 
:1. Refit for the primary site fit shown up above. On a Magnate, a MWD will fit if the plate is downgraded to a 200mm variant.
 
:1. Refit for the primary site fit shown up above. On a Magnate, a MWD will fit if the plate is downgraded to a 200mm variant.
:2. Hack the Remote Pressure Control Unit (a Data hack):
+
:2. Hack the Remote Pressure Control Unit:
  
::'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
+
:::'''CAN DIFFICULTY: 7/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
::<span style="color:green">SUCCESS:</span> The area of effect damage cloud surrounding the wreck is turned off for two to three minutes.<br />
+
:::<span style="color:green">SUCCESS:</span> The area of effect damage cloud surrounding the wreck is turned off for two to three minutes.<br />
::<span style="color:red">FAILURE:</span> No specific site penalty, a small amount of damage is absorbed by your ship -- in the test case, 96 damage against a Heron with a MSE, Limited Adaptive Invulnerability Field and Anti-EM/Anti-Thermal rigs. It's not severe enough to warrant any particular concern.
+
:::<span style="color:red">FAILURE:</span> No specific site penalty, a small amount of damage is absorbed by your ship -- in the test case, 96 damage against a Heron with a MSE, Limited Multispectrum Shield Hardener and Anti-EM/Anti-Thermal rigs. It's not severe enough to warrant any particular concern.
:3. Immediately apply Keep at Range (2250m) on the Storage Depot inside the wreck cloud, then turn on the Microwarpdrive. Turn it off when you get close enough to it. Lock it up if not done so already, and immediately begin hacking it with the Relic Analyzer II.
+
:3. Immediately apply Keep at Range (2250m) on the Storage Depot inside the wreck cloud, then turn on the Microwarpdrive. Turn it off when you get close enough to it. Lock on if not done so already, and immediately begin hacking it with the Relic Analyzer.
 
:4. <span style="color:red">Watch messages in local:</span> if not successful by the 30 second mark, just align back to the Remote Pressure Control Unit (or straight up/straight down) and burn the Microwarpdrive. Otherwise, loot it and burn out with the Microwarpdrive to a safe direction away, probably best towards the Mobile Depot, which should be near the site warpin beacon.
 
:4. <span style="color:red">Watch messages in local:</span> if not successful by the 30 second mark, just align back to the Remote Pressure Control Unit (or straight up/straight down) and burn the Microwarpdrive. Otherwise, loot it and burn out with the Microwarpdrive to a safe direction away, probably best towards the Mobile Depot, which should be near the site warpin beacon.
  
The Area of Effect damage cloud near the wreck does roughly 100 DPS to a standard unmodified resistance profile of a Tech I vessel. Its approximate dimensions, measured from the Storage Depot within, is about 12km in radius.<br />
+
====Method 2: Tanking the Damage Cloud====
 +
 
 +
The second approach is to fit specifically for surviving the area of affect damage cloud. All toxic gas clouds - both the prespawned ones and the ones that are generated upon detonation of an Unstable Plasma Chamber - deal similar amounts of omni damage per second. The advantage of this approach is that the container can be hacked with no time limit, with little risk to the ship before the hack is completed, though this method does require excellent capacitor skills and proper tank skills.
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
|[[File:3P38 Limited 4.png|thumb|none|alt=A|Sustaining 96 damage from RPCU failure]]||[[File:3P38 Limited 10.png|thumb|none|alt=A|A Magnate tanking the damage field]]||[[File:3P38 Limited 8.png|thumb|none|alt=A|Heron sustaining the DPS comfortably]]||[[File:3P38 Limited 2.png|thumb|none|alt=A|This is why T2 Analyzers are a must (the early days)]]
+
|[[File:3P38 Limited 4.png|thumb|none|alt=A|Sustaining 96 damage from RPCU failure]]||[[File:3P38 Limited 10.png|thumb|none|alt=A|A Magnate tanking the damage field]]||[[File:3P38 Limited 8.png|thumb|none|alt=A|Heron sustaining the DPS comfortably]]
 
|}
 
|}
  
Now onto the second approach. ''The specific fit must be able to rep more than 60 EHP/sec and capacitor stability is a must.'' The Relic Analyzer II does not count in the capacitor stability checks: keep it off in EFT/Pyfa whilst checking for capacitor stability.
+
''The ship used must be able to rep more than 60 EHP/sec and capacitor stability is a must.'' The Relic Analyzer does not count in the capacitor stability checks: keep it off in the fitting tool while checking for capacitor stability.
  
# Refit to the appropriate capstable local repair module fit.  
+
# Refit to the appropriate cap-stable local repair module fit.  
# Approach the Storage Depot inside the wreck field. For shield tank, activate it when you are 15km from the container: for armor, activate it as soon as all the shields are gone.
+
# Approach the Storage Depot inside the wreck field. For shield tank, activate it when you are 15km from the container; for armor, activate it as soon as all the shields are gone.
 
# Hack the Storage Depot, loot it and go back to the Mobile Depot.
 
# Hack the Storage Depot, loot it and go back to the Mobile Depot.
 +
# Refit back to the main site running fit.
 +
 +
===Unstable Plasma Chambers===
 +
 +
The Unstable Plasma Chambers function a bit like proximity mines.
 +
 +
The slower a ship moves, the closer it can pass the Plasma Chambers without causing them to detonate. Thus, indiscriminate use of a Microwarpdrive during this section can be very dangerous. While the activation distance does vary, it is usually between 7-10km, depending on how fast you're going. While blitzing around the top or underside of the site is fine, well away from the hazards, moving slowly (~200 m/sec) while navigating the damage clouds is highly advised. The tactical overlay is very useful for monitoring range while moving.
  
Refit back to the main site running fit. Looking at the site, look for an easy route to access the Remote Defense Grid Unit. On the way, there are area of effect damage clouds (similar DPS as the wreck field) and Unstable Plasma Chambers. The slower the vessel goes, the closer it has to be to trip the Plasma Chambers, causing them to detonate. Flying all over the place recklessly with a Microwarpdrive on is asking for trouble. While the activation distance does vary a bit, it is about 7-10km, depending on how fast you're going. While blitzing around the top or underside of the site is fine, well away from the hazards, moving slowly (200 m/sec is fine) inside, navigating the damage clouds is highly advised. Use the tactical overlay and move slowly if it's your first time.  
+
It is possible to power through the damage clouds if they get tripped accidentally. With a Microwarpdrive active, one will only eat about 700 HP after resists...assuming the ship is immediately powered out of the damage field.
  
It is possible to power through the damage clouds if they get tripped accidentally. With a Microwarpdrive active, one will only eat about 700 HP after resists...assuming the ship is immediately powered out of the wreckage field. More facts about the plasma chambers:
+
More information about the plasma chambers:
* Moving slowly, such as 100m/sec, allows one to get fairly close to them, [http://wiki.eveuniversity.org/File:3P38_Limited_26.png nearly touching them].
+
* Moving slowly, such as 100m/sec, pilots are able to approach very closely, nearly touching them.
 
* Higher speeds, such as 330m/s, the chambers can rupture from a distance of about 7km.  
 
* Higher speeds, such as 330m/s, the chambers can rupture from a distance of about 7km.  
* Slow-boating out with a propulsion module, assuming decent 60%-ish resistances, means the player will eat about 1200 HP total.  
+
* Slow-boating out with a propulsion module, assuming decent 60%-ish resistances, means the ship will sustain about 1200 damage.  
 
* The area of effect damage measured from the approximate middle of the debris is 9km.
 
* The area of effect damage measured from the approximate middle of the debris is 9km.
 
* Flying right through the cloud with a MWD on means the player will only sustain about 350 HP damage (after resists).
 
* Flying right through the cloud with a MWD on means the player will only sustain about 350 HP damage (after resists).
  
These figures are generalistic to give you an idea of their damage potential. A fit that can repair indefinitely, such as the ones shown earlier, will do just fine sitting inside the AoE clouds.  
+
These figures are a generalization to illustrate of the damage potential of the Plasma Chambers. A fit that can repair indefinitely, such as the ones used for tanking the damage cloud in the ship wreck, won't have trouble inside the AoE clouds.
  
Now let's go back to the remainder of the site. To the far left of the site, there is one Storage Depot with an Active Forcefield Generator next to it. When a player approaches to within 10km of the Storage Depot, the Generator kicks in and fires up a EM Forcefield, which has a radius of about 14km. The other Storage Depots around the site do not have this feature and can be hacked with the Relic Analyzer II at any time without any specific concerns. For this reason, if there is just junk in the aforementioned Storage Depot, then don't bother hacking the Remote Defense Grid Unit, instead just hack the other worthy containers.
+
===Forcefield Generator===
  
There are two approaches of going about dealing with the Forcefield...to prevent the Forcefield from being activated (activates when a ship gets to about 10km of the Storage Depot), or to turn it off after it has spawned, navigate the vessel around the AoE damage clouds and plasma chambers, then hack the the Remote Defense Grid Unit (RDGU):
+
Zoom out for a better view of the site, and look for an easy route to access the Remote Defense Grid Unit. On the way, there are AoE damage clouds (similar DPS to the wreck field) and Unstable Plasma Chambers. Note its location.
  
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />
+
To the far left of the site, there is one Storage Depot with an Active Forcefield Generator next to it. When a ship approaches within 10km of the Storage Depot, the Generator will spawn an EM Forcefield, which has a radius of about 14km and, which acts like a large bubble obstacle, preventing any ship from approaching the depot. The other Storage Depots around the site do not have this feature and can be hacked with the Relic Analyzer at any time without any specific concerns aside from AoE damage clouds and Plasma Chambers. For this reason, if the lone Storage Depot to the far left lacks valuable loot, it may be more convenient to simply skip hacking the Remote Defense Grid Unit, and instead just hack the other worthy containers.
<span style="color:green">SUCCESS:</span> The defensive forcefield generator is disabled near the far left of the site.<br />
 
<span style="color:red">FAILURE:</span> This is a very interesting topic. There appear to be two possibilities:
 
:# Nothing happens. I once waited for one hour inside the site for "something to happen", and nothing happened. If this occurrence happens, then it seems that the can be hacked repeatedly, but be prepared for (b).
 
:# The container explodes. A Heron with an Anti-EM Screen Reinforcer, Anti-Thermal Screen Reinforcer, Medium Azeotropic Restrained Shield Extender, a Limited Adaptive Invulnerability Field and a Damage Control II ate 1225 damage (dropped shields to about 25%), while Keeping at Range (5000m) from the container. After this, the other containers did not have any forcefield generators spawn to inhibit hacking attempts, which was distinctly unexpected. The container seems to explode about ten seconds after the hack attempt is failed.
 
  
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
+
There are three approaches to dealing with the Forcefield:
|[[File:3P38 Limited 25.png|thumb|none|alt=A|Setting up for a deliberate failure]]||[[File:3P38 Limited 13.png|thumb|none|alt=A|Results after 1 hour: Nothing happened]]||[[File:3P38 Limited 14.png|thumb|none|alt=A|RDGU explodes: damage in Log]]
+
 
|}
+
====Method 1: Prevent Activation====
 +
 
 +
To prevent the Active Forcefield Generator from spawning the EM Forcefield, navigate the ship around the AoE damage clouds and plasma chambers, then hack the the Remote Defense Grid Unit (RDGU):
 +
 
 +
::'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
 +
::<span style="color:green">SUCCESS:</span> The defensive forcefield generator is disabled near the far left of the site.<br />
 +
::<span style="color:red">FAILURE:</span> There are two possibilities:
 +
::# Nothing happens. In this case, the can be hacked repeatedly, but be prepared for (2) on subsequent failures. An experiment was ran for 1 hour after such a failure and nothing happened. Another experiment left the client running for 13 hours, with nothing resulting from failure of the container.
 +
::# The container explodes. A Heron with an EM Shield Reinforcer, Thermal Shield Reinforcer, Medium Azeotropic Restrained Shield Extender, a Limited Multispectrum Shield Hardener and a Damage Control II ate 1225 damage (dropped shields to about 25%), while Keeping at Range (5000m) from the container. After this, the other containers will not have any forcefield generators spawn to inhibit hacking attempts. The container explodes about ten seconds after the hack attempt is failed.
 +
 
 +
====Method 2: Destroy the Forcefield====
  
As for the second approach, given that the the Forcefield Generator itself spawns a [http://games.chruker.dk/eve_online/item.php?type_id=13200 Large EM Forcefield], it does call for some DPS. It's not exactly difficult to destroy it, however the 150hp/sec regeneration is a problem. 110 DPS is not enough: and given that Destroyers and Stealth Bombers cannot enter the site, this is a job for either multiple people or a high-damage frigate, such as an Assault Frigate or something like a Taranis. A test with an all-damage fit Taranis which did 304 DPS unheated using Void S (36 rounds exactly, with two Hobgoblin IIs) took it out handily in 20 seconds.  
+
The Active Forcefield Generator spawns a [http://games.chruker.dk/eve_online/item.php?type_id=13200 Large EM Forcefield]. Destroying the Forcefield is not particularly difficult, but it will require more DPS than the average exploration ship is able to produce. The Forcefield regenerates 150 hp/sec, so overcoming this will require either multiple pilots or a high-damage assault frigate, a pure-damage fit T1 frigate (Incursus comes to mind), or a all-damage fit [[Taranis]]. Notably, an [[Astero]] is unable to produce the DPS necessary to destroy the Forcefield alone.
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
Line 381: Line 403:
 
|}
 
|}
  
Shoot the Large EM Forcefield, not the Generator. The Generator cannot be damaged. The Generator will not spawn another Forcefield after the first is destroyed, so the container is open to grabs. Because an Astero does about 115 DPS with all level V skills, it's not going to be enough to overcome the self-regeneration shield value of the Forcefield.
+
Shoot the Large EM Forcefield, not the Generator, as the Generator cannot be damaged. The Generator will not spawn another Forcefield after the first is destroyed, so the container will be accessible once the Forcefield is destroyed.
 +
 
 +
====Method 3: Ignore the Forcefield====
 +
An exploration frigate fit with a MWD can simply burn straight towards the Dented Storage Depot, completely ignoring the Forcefield and Remote Defense Grid Unit.  By the time the Forcefield activates, you will already be inside the sphere and can move around freely as long as you don't exit it.  From here, you can hack the can in peace.  This allows the can to be hacked with no risk of death from a failed hack, and without any DPS needed.
 +
 
 +
===Storage Depots===
 +
 
 +
Hack the rest of the Storage Depots as desired. Move around the damage clouds, and take things slowly for those unfamiliar with the site:
 +
 
 +
::'''CAN DIFFICULTY: 7/10 - 8/10 [YELLOW TO RED HACKS]'''<br />
 +
::<span style="color:green">SUCCESS:</span> The loot inside the Storage Depot can be acquired.<br />
 +
::<span style="color:red">FAILURE:</span> No penalty. Unlike normal sites these containers do not self-destruct after multiple fails.
 +
 
 +
With all the good containers scooped up, return to the Mobile Depot, refit to the travel fit, pick up the Mobile Depot, and leave the site.
 +
 
 +
==Notes==
 +
 
 +
A video that can help with some visual understanding of the site can be [https://www.youtube.com/watch?v=z2feaVUxcvw found here].
 +
 
 +
An [[Incursus]] can be used if another pilot messes up the site - it can tank the damage clouds and swaps easily for a 240DPS blaster fit for shooting the EM Forcefield. Hacks are more difficult but not impossible.
 +
 
 +
{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
 +
! style="text-align:left" | <span style="color:#44c055">Polarized Damage Logs</span>
 +
|-
 +
| style="font-size:90%; color:#FFFFFF" | {{{1|Here is the detonation of an Unstable Plasma Chamber. The initial 500 damage is the explosion of the chamber itself, the remainder is the AoE damage. Order is most recent at the top.
 +
 
 +
13:42:19 Combat <span style="color:red">'''80'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:42:18 Combat <span style="color:red">'''90'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:42:16 Combat <span style="color:red">'''100'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:42:14 Combat <span style="color:red">'''125'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:42:14 Combat <span style="color:red">'''100'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:42:13 Combat <span style="color:red">'''80'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:42:10 Combat <span style="color:red">'''90'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:42:07 Combat <span style="color:red">'''125'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:42:06 Combat <span style="color:red">'''100'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:42:06 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:42:04 Combat <span style="color:red">'''80'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:42:02 Combat <span style="color:red">'''125'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:59 Combat <span style="color:red">'''80'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:58 Combat <span style="color:red">'''90'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:55 Combat <span style="color:red">'''80'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:55 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:53 Combat <span style="color:red">'''90'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:52 Combat <span style="color:red">'''125'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:50 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:49 Combat <span style="color:red">'''80'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:47 Combat <span style="color:red">'''125'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:44 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:39 Combat <span style="color:red">'''80'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:36 Combat <span style="color:red">'''100'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:35 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:34 Combat <span style="color:red">'''80'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:33 Combat <span style="color:red">'''90'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:32 Combat <span style="color:red">'''125'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:31 Combat <span style="color:red">'''100'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:30 Combat <span style="color:red">'''80'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:28 Combat <span style="color:red">'''90'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:25 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:24 Combat <span style="color:red">'''80'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:23 Combat <span style="color:red">'''90'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:21 Combat <span style="color:red">'''100'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:15 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:14 Combat <span style="color:red">'''90'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:11 Combat <span style="color:red">'''100'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:10 Combat <span style="color:red">'''80'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:06 Combat <span style="color:red">'''100'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:04 Combat <span style="color:red">'''80'''</span> <small>from</small> '''Plasma Cloud'''<small> - Hits</small><br />
 +
13:41:01 Combat <span style="color:red">'''500'''</span> <small>from</small> '''Plasma Chamber'''<small> - Hits</small><br />
  
Moving on. Hack the rest of the Storage Depots as desired. Move around the damage clouds, and take things slowly for those unfamiliar with the site:
 
  
'''CAN DIFFICULTY: 7/10 - 8/10 [YELLOW TO RED HACKS]'''<br />
+
Here is the damage log of the wreck cloud itself.
<span style="color:green">SUCCESS:</span> The loot inside the Storage Depot can be acquired.<br />
 
<span style="color:red">FAILURE:</span> No penalty.
 
  
[[File:3P38 Limited 15.png|200px|thumb|right|Completing the site with an Incursus]]With all the good containers scooped up, run over to the Mobile Depot, refit to the travel fit, pick up the Mobile Depot, and warp off to continue on the Grand Journey that is exploration. A rather tidy video which should help with some visual understanding of the site can be [https://www.youtube.com/watch?v=z2feaVUxcvw found here].
+
13:45:11 Combat <span style="color:red">'''130'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:45:10 Combat <span style="color:red">'''120'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:45:07 Combat <span style="color:red">'''70'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:45:05 Combat <span style="color:red">'''120'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:45:03 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:45:02 Combat <span style="color:red">'''70'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:59 Combat <span style="color:red">'''150'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:58 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:57 Combat <span style="color:red">'''70'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:56 Combat <span style="color:red">'''130'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:55 Combat <span style="color:red">'''120'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:53 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:52 Combat <span style="color:red">'''70'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:50 Combat <span style="color:red">'''120'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:47 Combat <span style="color:red">'''70'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:43 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:40 Combat <span style="color:red">'''120'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:38 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:37 Combat <span style="color:red">'''70'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:36 Combat <span style="color:red">'''130'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:29 Combat <span style="color:red">'''150'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:27 Combat <span style="color:red">'''70'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:26 Combat <span style="color:red">'''130'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:25 Combat <span style="color:red">'''120'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:23 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:22 Combat <span style="color:red">'''70'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:20 Combat <span style="color:red">'''120'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:18 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:16 Combat <span style="color:red">'''120'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:13 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:12 Combat <span style="color:red">'''70'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:11 Combat <span style="color:red">'''130'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:07 Combat <span style="color:red">'''70'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:03 Combat <span style="color:red">'''110'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:02 Combat <span style="color:red">'''70'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:44:00 Combat <span style="color:red">'''120'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:43:59 Combat <span style="color:red">'''150'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
 +
13:43:57 Combat <span style="color:red">'''70'''</span> <small>from</small> '''Pressure Cloud'''<small> - Hits</small><br />
  
Like cheap ships? The Incursus is what I normally use if someone messes up a site: it can tank the damage clouds fine, swaps easily for a 240DPS blaster fit for shooting the EM Forcefield, and does just fine. Hacks are more difficult but not impossible -- in fact, the image to the right where I challenged myself to do the site in an Incursus was the best Limited Sleeper Cache I've ever done.
+
The Remote Pressure Control Unit deals 200 damage every time, as seen here.
  
[[Category:Exploration]]
+
13:47:13 Notify <small>The Remote Pressure Control Unit is too complex for you to gather anything of value.</small><br />
 +
13:47:06 Combat <span style="color:red">'''200'''</span> <small>from</small> '''Remote Pressure Control Unit'''<small> - Hits</small><br />
 +
13:47:01 Notify <small>The Remote Pressure Control Unit is too complex for you to gather anything of value.</small><br />
 +
13:46:55 Combat <span style="color:red">'''200'''</span> <small>from</small> '''Remote Pressure Control Unit'''<small> - Hits</small><br />
 +
13:46:49 Notify <small>The Remote Pressure Control Unit is too complex for you to gather anything of value.</small><br />
 +
13:46:42 Combat <span style="color:red">'''200'''</span> <small>from</small> '''Remote Pressure Control Unit'''<small> - Hits</small><br />
 +
}}}
 +
|}
 +
[[Category:Data sites]]
 +
[[Category:Relic sites]]
 +
[[Category:Fittings]]

Latest revision as of 15:12, 3 June 2024

Main article: Sleeper Cache

The Limited Sleeper Cache is the easiest of the Sleeper Cache sites. Sleeper Caches are significantly more difficult than normal data or relic sites, and pilots will be risking their ship when trying any of them. However, once familiar with these sites, pilots should be able to run the site without taking any losses. Like all Sleeper Cache sites, the Limited Sleeper Cache requires the use of both Data and Relic Analyzers. Entry is restricted to frigates: exploration frigates are highly recommended in order to make use of their hacking bonuses.

Limited Sleeper Caches are Cosmic Signatures that must be located using core scanner probes. They are more difficult to scan down than normal signatures, and require well-developed scanning skills to pinpoint completely. It appears the minimum to scan down a Limited Sleeper Cache is 85.8 probe strength (Level IV).

Newcomers to Sleeper Caches should read this vital preamble before continuing further.

Quick Guide

The Limited Sleeper Cache is the first taste of Sleeper Caches most pilots will encounter. This site poses some risks, but it is not as dangerous as other Sleeper Caches. Although the Limited Cache doesn't usually pay as well as the more difficult sites, it can still be worth running.

If the initial Hyperfluct Generator container has been hacked, and the accompanying Spatial Rift has spawned, another pilot has probably already entered the site. Check zKillboard or another appropriate service for any recent losses. Area of Effect damage clouds can be activated: use caution.

  1. Hack the entry can. Enter the site.
  2. Cargo scan all the cans, and evaluate the value thereof.
  3. If the wreck Storage Depot has good loot inside it, hack the Remote Pressure Control Unit and then extract the loot out of that container. Alternatively, tank it.
  4. Disable the Remote Defense Grid unit. This only has to be done to disable the Forcefield Generator guarding one specific container. You may try a different approach, detailed below.
  5. Hack the remaining worthy cans.

Ship Fittings

Icon warning.png Pilots should exercise caution when downgrading or altering these fits. They have been thoroughly tested and verified multiple times to represent the minimum necessary fittings. If, by reason of skill levels or ISK a pilot cannot fit them, it may be advisable not to attempt the site. Hacking modules may be downgraded but site difficulty will increase notably, though pilot skill with the hacking minigame can compensate for Tech 1 modules. Tech 2 Analyzers are strongly recommended.

Generally, all these fits have a mobile depot, spare probes, three drones in the drone bay, a hull repairer (armor fits), an armor repairer and a hull repairer (shield fits), and all the kit necessary to handle the encounter in the cargohold. Refitting inside the site, occasionally more than once, is normal and expected.

If available, logistics ships (a single self-sufficient capacitor-stable Tech I logistics frigate is sufficient) can provide remote repairs to get around the requirements of local repair modules. Even with remote repairs, pilots should maintain a local buffer and resistance module(s) as normal.

An Astero can be fit identically to the Magnate, though the normal rig configuration (Gravity Capacitor/Explosive Armor Reinforcer/Auxiliary Nano Armor Reinforcer) is good enough because the hull has a bonus to armour resistances.

Use a Mobile Depot to swap the Relic Analyzer II in place of the cargo scanner once all undesired containers have been identified. These fits are not sufficient to wander into the Area of Effect (AoE) damage cloud near the wreck alone. Both of these fits can survive a detonation of the Remote Defense Grid Unit or a run-in with a Unstable Plasma Chamber, as long as the pilot does not remain inside the AoE cloud for too long. If you have a buddy with a Logistics Frigate, then the following two fits are appropriate to use for the entire site.

It is also possible to complete a limited sleeper cache without any tank at all. This requires good manual piloting skills as wandering into gas cloud or too close to a pressure chamber means instant death. An untanked ship will also die instantly if the defence forcefield generator data hacking is failed and the explosion is triggered.


Heron - Limited Sleeper Site
Heron: Heron - Limited Sleeper Site
EFT
[Heron, Heron - Limited Sleeper Site]

Data Analyzer II
Medium Azeotropic Restrained Shield Extender
Type-E Enduring Cargo Scanner
5MN Quad LiF Restrained Microwarpdrive
Compact Multispectrum Shield Hardener

Micro Auxiliary Power Core I
Damage Control II

Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
Small Gravity Capacitor Upgrade I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC126 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The fit to use for a Limited Sleeper Cache, when hacking the Remote Defense Grid Unit.
  • Swap the Relic Analyzer in when needed.
  • If turning off the damage cloud near the wreck with the Remote Pressure Control Unit, swap the cargo scanner for a Relic Analyzer II.
Magnate - Limited Sleeper Cache
Magnate: Magnate - Limited Sleeper Cache
EFT
[Magnate, Magnate - Limited Sleeper Cache]

1MN Monopropellant Enduring Afterburner
Data Analyzer II
Type-E Enduring Cargo Scanner

400mm Crystalline Carbonide Restrained Plates
Damage Control II
Multispectrum Energized Membrane II
Micro Auxiliary Power Core I

Small Gravity Capacitor Upgrade I
Small Explosive Armor Reinforcer I
Small Auxiliary Nano Pump I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC126 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The fit to use for a Limited Sleeper Cache, when hacking the Remote Defense Grid Unit.
  • Swap the Relic Analyzer in when needed.
  • If turning off the damage cloud near the wreck with the Remote Pressure Control Unit, swap the cargo scanner for a Relic Analyzer II.


For pilots with Icon skillbook2.png Capacitor Management V and Icon skillbook2.png Capacitor Systems Operation V (and Icon skillbook2.png Shield Compensation IV for the Heron), try these fits to skip hacking the Remote Pressure Control Unit entirely, and head directly into the storage depot inside the wreck field.

Icon warning.png A ship must be able to sustain at least 60 Effective Hit Points per second (EHP/sec) for it to survive inside this damage cloud. Capacitor stability is ideal: if the capacitor lasts less than 4 minutes, these fits should not be used.


Heron - SC Limited Sleeper Wreck
Heron: Heron - SC Limited Sleeper Wreck
EFT
[Heron, Heron - SC Limited Sleeper Wreck]

Relic Analyzer II
Medium Azeotropic Restrained Shield Extender
Eutectic Compact Cap Recharger
Small Shield Booster II
Stalwart Restrained Shield Boost Amplifier

Damage Control II
Type-D Restrained Capacitor Flux Coil

Small Gravity Capacitor Upgrade I
Small Thermal Shield Reinforcer I
Small EM Shield Reinforcer I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC126 1.0
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Designed to work with low skills.
  • Alpha Clones will have to run a Medium F-S9 Compact Shield Extender instead for Power Grid reasons.
  • Works with maximum Alpha Clone capacitor skills.
  • Always double check capacitor stability with your skills in a fitting tool against this fit before using it.
Magnate - Limited Wreck Fit
Magnate: Magnate - Limited Wreck Fit
EFT
[Magnate, Magnate - Limited Wreck Fit]

1MN Monopropellant Enduring Afterburner
Relic Analyzer II
Eutectic Compact Cap Recharger

Small Armor Repairer II
Damage Control II
200mm Crystalline Carbonide Restrained Plates
Multispectrum Energized Membrane II

Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Small Explosive Armor Reinforcer I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC126 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The Astero is fit pretty much identical to this, or the "standard" rig configuration.
  • The addition of a fourth mid slot can be handy, but isn't necessary. The Magnate can be preferable due to its lower cost.
  • Swap the Relic Analyzer II in for when the Data hacks are completed. The cargo scanner will have to be offlined for this fit to work (it should be swapped out for a Relic Analyzer II after the intial cargo scan of the site has been conducted anyway).
  • This afterburner variant is specifically chosen so pilots do not need to bring two afterburners. It may be advisable to bring a Tech II Micro Auxiliary Power Core.


Heron tanking well

The buffer module is included to more safely tank the slight damage variations from one damage tick to the next, this property is much more noticeable with armor (see the Polarized logs at the bottom of the page). For pilots who having a hard time with the hack inside the wreck field, the buffer of the shield Heron usually allows it to stabilize around 50% shield capacity. For armor, the buffer allows the pilot some more room for error if needed, particularly if overheating is necessary.

Additional notes for the Magnate:

  • With Icon skillbook2.png Astrometric Rangefinding V, the Small Gravity Capacitor Upgrade I is unnecessary even when scanning down a Superior Sleeper Cache with the Magnate. In this, pilots may substitute two Scan Rangefinding Array I. Otherwise, the Magnate will have the same rigs as shown above. As before, pilots will need Icon skillbook2.png Capacitor Management V and Icon skillbook2.png Capacitor Systems Operation V, as well as Icon skillbook2.png Repair Systems V to match the minimum of 60 EHP/sec to last inside the wreck field. Overheating may be required if armor gets low.
  • Use the afterburner sparingly, only to get to the container and back out a little bit faster. Do not run it continuously - instead, pulse it. Do not run this fit if the ship is not capacitor stable with the afterburner and the analyzer off. The afterburner can be swapped out for another capacitor recharger.

Visual Guide

The following images are included to help newcomers get familiar with the basic layout of the site and its hazards:

A
The site itself, from one angle
A
And another angle
A
Use the tactical overlay when possible
A
The basic site overlook

The following images highlight various hazards and objects:

A
The warp in location
A
Unstable Plasma Chambers (kind of like mines)
A
Area of Affect damage clouds
A
Various site objects
A
RPCU and the container it "protects"

Normally the container inside the wreck and the one just to the left of it (also marked as "NOTE A" the preceding images) are the ones with the most value. Pilots should take care not to wander into the damage proximity of the wreck field when hacking that container.

Walkthrough

The site consists of a warpin area and one deadspace pocket.

Entrance

On warp in:
This area has been hidden from prying eyes for years. Now the structure responsible for cloaking the site is damaged, finally allowing for a way in. A quick survey indicates this is a storage site, possibly used to store items collected by Sleepers from all over known space. What defenses or dangers lurk inside are uncertain, but the use of both a Data Analyzer and Relic Analyzer are required. The entry gate only allows frigate-sized ships through.

Upon warping to the signature, pilots will land in the entry room. A Hyperfluct Generator will be present. If it has been hacked and a rift is activated, then another pilot has already entered the site. Stealth Bombers cannot take the Spatial Rift and are thus restricted from entry.

Hack the Hyperfluct Generator.

CAN DIFFICULTY: 7/10 DATA [RED HACK]
SUCCESS: A new spatial rift (acceleration gate) is opened to the main area, which is called the Ransacked Storage Site.
FAILURE: A two-minute timer will begin. If the can is not successfully hacked within that time, the site will despawn.

By taking the Spatial Rift, pilots can enter the first room of the site.

Ransacked Storage Site

On activating the Strange Rift:
This is a storage site by the looks of it, possibly of Sleeper origin judging by the structures around. It is heavily damaged, as if someone - or something - was frantically and forcefully searching through the site, and quite recently at that. Dangerous gases and volatile materials are all around, so care is required in navigating this hazardous place.

The acceleration Spatial Rift takes you to the main pocket. If desired, pilots can cargo scan the containers to evaluate the value of the site. Regardless of the its relative value, inexperienced pilots should run the site to gain further experience.

The main pocket contains:

  • 6 Depots. These are containers that require relic analyzer and hacking. They contain all the valuables from the site.
    • The depot furthest to left is booby trapped with a force field generator which inhibits access to it.
    • The depot by the wreck is inside a hazardous cloud.
  • Remote Pressure Control Unit. Requires data analyzer, temporarily removes hazardous cloud from the wreck.
  • Remote Defense Grid Unit (RDGU). Requires data analyzer, removes booby trap from the booby trapped depot.
  • Two gas clouds (cyan colored). These deal damage when passed through.
  • Two Unstable Plasma Chambers. These act as proximity mines that can explode and deal damage.


Site containers
WD EWAR L


Hackable Structure 4 x Mangled Storage Depot Medium difficulty Sleeper materials
Hackable Structure 2 x Dented Storage Depot Hard difficulty. Positioned in hazardous spots(see above) Usually higher-value loot
Hackable Structure 1 x Remote Pressure Control Unit Hard difficulty. Failing hack will deal damage
Hackable Structure 1 x Remote Defense Grid Unit Hard difficulty. Failing hack deals more damage; may trigger Forcefield
Hazardous objects
WD EWAR L


Structure 2 x Unstable Plasma Chamber(named Plasma Chamber) Proximity of ~8 km causes them to explode, deal damage, and create more hazardous clouds.
Structure 1 x Large EM Forcefield May trigger if Remote Defense Grid Unit hack fails, or if depot nearby is approached.
Gas Cloud 3 x Pressure Cloud Deals damage to ships inside it

Your objective is to hack the depots and grab the valuables while avoiding death. Four of the depots can be hacked without extra steps but two of them require extra care. You must also fly around carefully to avoid the clouds and plasma chambers unless your ship is able to tank their damage.

If you wish to use mobile depot drop it upon entry to begin its activation timer.


The can difficulty does vary slightly each time, because of the way that the random hacking minigame is generated. For comparison: high-sec rookie practice cans (in the Rookie Systems) are 1/10. Regular high sec cans are 3 or 4/10. Low-sec, null-sec, and wormhole space cans are 5 to 8/10, depending on the value of the can, in most cases. Sleeper Cache cans will generally be 6 to 7/10 in difficulty.


The first target is the container inside the wreck field. This depot is surrounded by hazardous cloud that deals AOE damage to all ships near it. There are two approaches to dealing with it:

Method 1: Remote Pressure Control Unit

Some hacks are not meant to be

The hazardous gas cloud surrounding the depot can be removed for a short time by hacking the Remote Pressure Control Unit. The gas cloud will respawn on invisible countdown with periodic updates in local. If done properly this method completely avoids taking damage.

The Area of Effect damage cloud near the wreck does roughly 100 DPS to a standard unmodified resistance profile of a Tech I vessel. Its approximate dimensions, measured from the Storage Depot within, is about 12km in radius.

There is enough time for 2 "standard paced" hacks, 1 "slow" hack, or 3 really fast hack attempts, depending on both the skill of the hacker and luck. Normally, this container is a red hack, which means all the usual Virus Suppressors and Restoration Nodes. The problem with this approach is both the limited timeframe and the incoming damage after the timer is up, especially if the ship is insufficiently tanked.

1. Refit for the primary site fit shown up above. On a Magnate, a MWD will fit if the plate is downgraded to a 200mm variant.
2. Hack the Remote Pressure Control Unit:
CAN DIFFICULTY: 7/10 DATA [RED HACK]
SUCCESS: The area of effect damage cloud surrounding the wreck is turned off for two to three minutes.
FAILURE: No specific site penalty, a small amount of damage is absorbed by your ship -- in the test case, 96 damage against a Heron with a MSE, Limited Multispectrum Shield Hardener and Anti-EM/Anti-Thermal rigs. It's not severe enough to warrant any particular concern.
3. Immediately apply Keep at Range (2250m) on the Storage Depot inside the wreck cloud, then turn on the Microwarpdrive. Turn it off when you get close enough to it. Lock on if not done so already, and immediately begin hacking it with the Relic Analyzer.
4. Watch messages in local: if not successful by the 30 second mark, just align back to the Remote Pressure Control Unit (or straight up/straight down) and burn the Microwarpdrive. Otherwise, loot it and burn out with the Microwarpdrive to a safe direction away, probably best towards the Mobile Depot, which should be near the site warpin beacon.

Method 2: Tanking the Damage Cloud

The second approach is to fit specifically for surviving the area of affect damage cloud. All toxic gas clouds - both the prespawned ones and the ones that are generated upon detonation of an Unstable Plasma Chamber - deal similar amounts of omni damage per second. The advantage of this approach is that the container can be hacked with no time limit, with little risk to the ship before the hack is completed, though this method does require excellent capacitor skills and proper tank skills.

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Sustaining 96 damage from RPCU failure
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A Magnate tanking the damage field
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Heron sustaining the DPS comfortably

The ship used must be able to rep more than 60 EHP/sec and capacitor stability is a must. The Relic Analyzer does not count in the capacitor stability checks: keep it off in the fitting tool while checking for capacitor stability.

  1. Refit to the appropriate cap-stable local repair module fit.
  2. Approach the Storage Depot inside the wreck field. For shield tank, activate it when you are 15km from the container; for armor, activate it as soon as all the shields are gone.
  3. Hack the Storage Depot, loot it and go back to the Mobile Depot.
  4. Refit back to the main site running fit.

Unstable Plasma Chambers

The Unstable Plasma Chambers function a bit like proximity mines.

The slower a ship moves, the closer it can pass the Plasma Chambers without causing them to detonate. Thus, indiscriminate use of a Microwarpdrive during this section can be very dangerous. While the activation distance does vary, it is usually between 7-10km, depending on how fast you're going. While blitzing around the top or underside of the site is fine, well away from the hazards, moving slowly (~200 m/sec) while navigating the damage clouds is highly advised. The tactical overlay is very useful for monitoring range while moving.

It is possible to power through the damage clouds if they get tripped accidentally. With a Microwarpdrive active, one will only eat about 700 HP after resists...assuming the ship is immediately powered out of the damage field.

More information about the plasma chambers:

  • Moving slowly, such as 100m/sec, pilots are able to approach very closely, nearly touching them.
  • Higher speeds, such as 330m/s, the chambers can rupture from a distance of about 7km.
  • Slow-boating out with a propulsion module, assuming decent 60%-ish resistances, means the ship will sustain about 1200 damage.
  • The area of effect damage measured from the approximate middle of the debris is 9km.
  • Flying right through the cloud with a MWD on means the player will only sustain about 350 HP damage (after resists).

These figures are a generalization to illustrate of the damage potential of the Plasma Chambers. A fit that can repair indefinitely, such as the ones used for tanking the damage cloud in the ship wreck, won't have trouble inside the AoE clouds.

Forcefield Generator

Zoom out for a better view of the site, and look for an easy route to access the Remote Defense Grid Unit. On the way, there are AoE damage clouds (similar DPS to the wreck field) and Unstable Plasma Chambers. Note its location.

To the far left of the site, there is one Storage Depot with an Active Forcefield Generator next to it. When a ship approaches within 10km of the Storage Depot, the Generator will spawn an EM Forcefield, which has a radius of about 14km and, which acts like a large bubble obstacle, preventing any ship from approaching the depot. The other Storage Depots around the site do not have this feature and can be hacked with the Relic Analyzer at any time without any specific concerns aside from AoE damage clouds and Plasma Chambers. For this reason, if the lone Storage Depot to the far left lacks valuable loot, it may be more convenient to simply skip hacking the Remote Defense Grid Unit, and instead just hack the other worthy containers.

There are three approaches to dealing with the Forcefield:

Method 1: Prevent Activation

To prevent the Active Forcefield Generator from spawning the EM Forcefield, navigate the ship around the AoE damage clouds and plasma chambers, then hack the the Remote Defense Grid Unit (RDGU):

CAN DIFFICULTY: 8/10 DATA [RED HACK]
SUCCESS: The defensive forcefield generator is disabled near the far left of the site.
FAILURE: There are two possibilities:
  1. Nothing happens. In this case, the can be hacked repeatedly, but be prepared for (2) on subsequent failures. An experiment was ran for 1 hour after such a failure and nothing happened. Another experiment left the client running for 13 hours, with nothing resulting from failure of the container.
  2. The container explodes. A Heron with an EM Shield Reinforcer, Thermal Shield Reinforcer, Medium Azeotropic Restrained Shield Extender, a Limited Multispectrum Shield Hardener and a Damage Control II ate 1225 damage (dropped shields to about 25%), while Keeping at Range (5000m) from the container. After this, the other containers will not have any forcefield generators spawn to inhibit hacking attempts. The container explodes about ten seconds after the hack attempt is failed.

Method 2: Destroy the Forcefield

The Active Forcefield Generator spawns a Large EM Forcefield. Destroying the Forcefield is not particularly difficult, but it will require more DPS than the average exploration ship is able to produce. The Forcefield regenerates 150 hp/sec, so overcoming this will require either multiple pilots or a high-damage assault frigate, a pure-damage fit T1 frigate (Incursus comes to mind), or a all-damage fit Taranis. Notably, an Astero is unable to produce the DPS necessary to destroy the Forcefield alone.

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Activating the Forcefield Generator
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Destroying the Forcefield
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Large EM Forcefield destroyed
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Generator cannot be damaged, not enough DPS to FF
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Forcefield location in relation to rest of site

Shoot the Large EM Forcefield, not the Generator, as the Generator cannot be damaged. The Generator will not spawn another Forcefield after the first is destroyed, so the container will be accessible once the Forcefield is destroyed.

Method 3: Ignore the Forcefield

An exploration frigate fit with a MWD can simply burn straight towards the Dented Storage Depot, completely ignoring the Forcefield and Remote Defense Grid Unit. By the time the Forcefield activates, you will already be inside the sphere and can move around freely as long as you don't exit it. From here, you can hack the can in peace. This allows the can to be hacked with no risk of death from a failed hack, and without any DPS needed.

Storage Depots

Hack the rest of the Storage Depots as desired. Move around the damage clouds, and take things slowly for those unfamiliar with the site:

CAN DIFFICULTY: 7/10 - 8/10 [YELLOW TO RED HACKS]
SUCCESS: The loot inside the Storage Depot can be acquired.
FAILURE: No penalty. Unlike normal sites these containers do not self-destruct after multiple fails.

With all the good containers scooped up, return to the Mobile Depot, refit to the travel fit, pick up the Mobile Depot, and leave the site.

Notes

A video that can help with some visual understanding of the site can be found here.

An Incursus can be used if another pilot messes up the site - it can tank the damage clouds and swaps easily for a 240DPS blaster fit for shooting the EM Forcefield. Hacks are more difficult but not impossible.