Difference between revisions of "Standard Sleeper Cache"

From EVE University Wiki
Jump to: navigation, search
 
(66 intermediate revisions by 13 users not shown)
Line 1: Line 1:
A '''Standard Sleeper Cache''' is a [[Cosmic Signature]] that can be found in all areas of [[System Security#Known Space|known space]]. Like other Sleeper Caches, it does not require combat, though ships with combat capability may be able to bypass or neutralize certain obstacles. The Standard Sleeper Cache in particular is much easier to run in a ship with combat capability.
+
{{main|Sleeper Cache}}
  
Sleeper Caches can be much more difficult to fully scan down than other nearby signatures, particularly when they are found in highsec. Sleeper Caches require both a Data Analyzer and a Relic Analyzer to progress and obtain loot.
+
The '''Standard Sleeper Cache''' is a [[Cosmic Signature]] is a higher end and more complicated site which bears some resemblance to the basic [[Limited Sleeper Cache]]. Like the lesser version, these sites can be found in all areas of Known Space but seem to spawn in greater concentrations in the Empire regions. The good news is that the site itself can be completed just fine with a regular Tech I exploration frigate and tends to pay better in most cases than the Limited Sleeper Cache.
 +
 
 +
The initial acceleration gate admits all subcapital ships. Because of the way the site works however, battleships are rather slow unless the site is "tripped". After some number of experiments, it has been determined that a probe strength of 92 (Level IV) is the minimum to scan down the site.
 +
 
 +
First timers should definitely read this [[3P38_Sleeper Nexus#Sleeper Caches: A Preamble|preamble]] before moving forward.
 +
 
 +
{{tocright}}
 +
 
 +
== Quick Guide ==
 +
# Scan down the site.
 +
# Hack the Hyperfluct Generator to spawn a Spatial Rift, which functions identically to an acceleration gate. Battleships and below can activate the Rift.
 +
# Drop the mobile depot at the warp in. Hack the Remote Defense Grid Unit. Then hack the two nearest cans, and leave the furthest one alone for now. '''Warning:''' Failure of any data hack may trip the alarm: watch messages in Local. Hack slowly and cautiously. Same goes for the Coordinate Plotting containers.
 +
# {{Co|red|IMPORTANT: Failures resulting in an "alarm" will release extermination units 30 seconds after the failure that spawn toxic clouds dealing massive DPS to anything within them. Be ready to MWD or warp away (remember that this is still [[deadspace]], and you have to warp to a location outside the pocket) and lose the site. Caution is advised if you choose to MWD as the increased signature radius could result in death by sentry. 100km distance is recommended as the clouds expand}}
 +
# Hack the 3 Coordinate Plotting cans. Place the Coordinates into the Remote Calibration Device - High Power can. Head back to the mobile depot.
 +
# Refit for a Afterburner fit with a buffer tank with EM and Thermal hardeners. Make sure you have guns or drones. Activate any active hardeners; take the nearby Spatial Rift.
 +
# Upon landing, you will be aggressed by two Sentry Guns. '''Immediately''' active the afterburner and make haste towards the Remote Defense Grid Unit. Orbit it at 2500m and hack it. Shoot the remaining Tower nearby. {{Co|green|There is a method by {{Co|yellow|Esjay Kuovo}} where you just orbit the Remote Defense Grid Unit, hack it, and then warp out. After warping back in the same area sentries will be shooting at random stuff and you can hack the cans safely. Edit: on a really rare occasion sentry will lock and shoot you, warp out and back in again and it should be ok.}}
 +
# Using a spiraling approach on the remaining Restless Sentry Tower in the middle near the Tractor Beam, approach it and engage it. Then head back to the Mobile Depot near the warpin.
 +
# Refit for a Relic Analyzer, cargo scanner and MWD. Hack the cans at your leisure. When finished, scoop back the mobile depot, warp out of the site and back in, or just burn the MWD back to the main area. At the main site warpin drop the mobile depot refit for both analyzers. Pick up the mobile depot.
 +
# Look for the depot container about 30km from the warp-in beacon (the one we left at step 3). Hack that can with the Relic Analyzer. Immediately loot the can and look for the Defense Alarm Unit can, and attempt to hack it. It's a rough hack, and speed counts too: be prepared to fail it. If you do fail it on the first attempt, do not attempt to repeat it. Immediately align the ship straight upwards (on the Z axis) and burn the Microwarpdrive. When you're about 120km away from the area you just were, you may turn off the MWD and wait. If you succeed in hacking the Alarm Unit, then the alarm must be triggered manually. After hacking the Pristine Depot nearby, take the Spatial Rift to the back area. Look for a structure named "Sleeper Enclave" (there are two such named objects). Lock it up, burn the MWD out of the area (straight up is fine) and aggress it with a hostile module such as a web, target painter, a gun, or the like. Drones will not work. (Alternate: Fail the RDGU near the tractor beam repeatedly.)
 +
# Let the Engineering Stations do their thing. After about 20 seconds, a rift will spawn in the middle. Burn around the highly dangerous gas clouds (80km away from them is fine) down and between them to the rift. Take it.
 +
# Move around a bit to activate the Remote Defense Grid Unit. Hack it.
 +
# Immediately lock up the loot cans and cargo scan for the two most valuable ones. Burn with the MWD to one, then hack it. Then make your way over to the self-destruct can and hack it. Then go hack the second most valuable can, then the third. By then the fourth can is a bonus. Warp out and pick up your secure container after the site despawns (if used), refit to your travel fit, and make your way home.
  
 
== Ship Fittings ==
 
== Ship Fittings ==
Line 30: Line 51:
 
| mid5name=Type-E Enduring Cargo Scanner
 
| mid5name=Type-E Enduring Cargo Scanner
 
| mid5typeID=6131
 
| mid5typeID=6131
| 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
 
| rig3typeID=31213
 
| rig3typeID=31213
| drone1name='Integrated' Acolyte x3
+
| drone1name=Hobgoblin II x3
| drone1typeID=28262
+
| drone1typeID=2456
 
| high1name=open
 
| high1name=open
 
| high2name=open
 
| high2name=open
Line 84: Line 105:
 
| rig2name=Small Auxiliary Nano Pump I
 
| rig2name=Small Auxiliary Nano Pump I
 
| rig2typeID=31045
 
| rig2typeID=31045
| rig3name=Small Anti-Explosive Pump I
+
| rig3name=Small Explosive Armor Reinforcer I
 
| rig3typeID=31009
 
| rig3typeID=31009
| drone1name='Integrated' Acolyte x3
+
| drone1name=Hobgoblin II x3
| drone1typeID=28262
+
| drone1typeID=2456
 
| high1name=open
 
| high1name=open
 
| high2name=open
 
| high2name=open
Line 114: Line 135:
  
 
The following fits are specifically for handling the two Sentry Towers in the back room while hacking the local Remote Defense Grid Unit. The hardeners can be upgraded to their T2 equivalents, along with Electron Blasters (or AutoCannons for the Magnate) if possible, as they will do more damage than railguns. The same fits are useful for shooting the Restless Sentry Tower in the middle area.
 
The following fits are specifically for handling the two Sentry Towers in the back room while hacking the local Remote Defense Grid Unit. The hardeners can be upgraded to their T2 equivalents, along with Electron Blasters (or AutoCannons for the Magnate) if possible, as they will do more damage than railguns. The same fits are useful for shooting the Restless Sentry Tower in the middle area.
 +
 +
'''Propulsion:''' The Afterburner is vital for keeping the ship moving.<br>
 +
'''Tank:''' The EM and Thermal hardeners resist the damage types of the Sentry Guns, and the buffer tank can absorb one or two (maybe three) hits at the most.<br>
 +
'''Analyzer:''' The Data Analyzer is necessary to hack the Remote Defense Grid Unit.<br>
 +
'''Weaponry:''' The guns and the drones are there to kill one of the Sentry Guns.
 +
 +
One alternative is to fit a Heron with a Medium Ancillary Shield Booster with Heron. However, buffer is what makes resistances worthwhile, as the damage has to sink into something, and frigates and destroyers don't usually have the native HP to tank damage without a buffer (something normally reserved for cruisers and above). Therefore it's easy for a lucky wrecking hit to alpha an insufficiently tanked ship off the site.
 +
 +
It may also be possible to use two Thermal Shield Reinforcers and one T2 active EM hardener, which may enable fitting a shield booster. Experimenting with a friendly [[Bantam]] or [[Inquisitor]] pilot can help, or bring a [[Scythe]] for extra drone damage. (Use light drones. The 50m signature radius of the Towers means medium drones can hardly track them. Sentries work too.)
  
 
{{ShipFitting
 
{{ShipFitting
 
| ship=Heron
 
| ship=Heron
 
| shipTypeID=605
 
| shipTypeID=605
| fitName=Heron - Std. Sleeper Cache BackRoom
+
| fitName=Heron - Shield AB Blasters SC Std. Cache BackRoom
| fitID=Heron---Std.-Sleeper-Cache-BackRoom
+
| fitID=Heron---Shield-AB-Blasters-SC-Std.-Cache-BackRoom
 
| low1name=Damage Control II
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low1typeID=2048
Line 126: Line 156:
 
| mid1name=Data Analyzer II
 
| mid1name=Data Analyzer II
 
| mid1typeID=30834
 
| mid1typeID=30834
| mid2name=Limited 'Anointed' EM Ward Field
+
| mid2name=Limited 'Anointed' Anti-EM Shield Hardener
 
| mid2typeID=9622
 
| mid2typeID=9622
 
| mid3name=Medium Azeotropic Restrained Shield Extender
 
| mid3name=Medium Azeotropic Restrained Shield Extender
 
| mid3typeID=8433
 
| mid3typeID=8433
| mid4name=Limited Thermal Dissipation Field I
+
| mid4name=Limited Anti-Thermal Shield Hardener I
 
| mid4typeID=9660
 
| mid4typeID=9660
 
| mid5name=1MN Monopropellant Enduring Afterburner
 
| mid5name=1MN Monopropellant Enduring Afterburner
 
| mid5typeID=6003
 
| mid5typeID=6003
| high1name=75mm Compressed Coil Gun I, Antimatter Charge S
+
| high1name=125mm Gatling AutoCannon II, EMP S
| high1typeID=7253
+
| high1typeID=2873
| charge1name=Antimatter Charge S x1
+
| charge1name=EMP S x1
| charge1typeID=222
+
| charge1typeID=185
| high2name=75mm Compressed Coil Gun I, Antimatter Charge S
+
| high2name=125mm Gatling AutoCannon II, EMP S
| high2typeID=7253
+
| high2typeID=2873
| 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
 
| rig3typeID=31213
 
| rig3typeID=31213
| drone1name='Integrated' Acolyte x3
+
| drone1name=Hobgoblin II x3
| drone1typeID=28262
+
| drone1typeID=2456
 
| high3name=open
 
| high3name=open
 
| charge2name=open
 
| charge2name=open
Line 159: Line 189:
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=As it has only buffer, proper flying is essential to avoid taking too much damage. </li><li>Upgrade to Electron Blasters as room permits (requires {{sk|Advanced Weapon Upgrades|icon=yes}}).</li><li>T2 Hardeners are optional.
+
| notes=As it has only buffer, proper flying is essential to avoid taking too much damage.</li><li>T2 Hardeners are optional.
 
| showNOTES=N
 
| showNOTES=N
 
| difficulty=1
 
| difficulty=1
| warsop=A
+
| warsop=D
 
| warsopReason=
 
| warsopReason=
| version=YC118 1.0
+
| version= Unknown
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=605:2048;1:11563;1:30834;1:9622;1:8433;1:9660;1:6003;1:7253;2:222;1:31716;1:31752;1:31213;1:28262;3::
+
| shipDNA=605:2048;1:11563;1:30834;1:9622;1:8433;1:9660;1:6003;1:2873;2:185;1:31716;1:31752;1:31213;1:2456;3::
 
| fleetup=
 
| fleetup=
 +
| alphacanuse=N
 
}}{{ShipFitting
 
}}{{ShipFitting
 
| ship=Magnate
 
| ship=Magnate
Line 173: Line 204:
 
| fitName=Magnate - Std. Sleeper Cache Turret
 
| fitName=Magnate - Std. Sleeper Cache Turret
 
| fitID=Magnate---Std.-Sleeper-Cache-Turret
 
| fitID=Magnate---Std.-Sleeper-Cache-Turret
| low1name=Armor EM Hardener II
+
| low1name=EM Armor Hardener II
 
| low1typeID=11642
 
| low1typeID=11642
 
| low2name=Small Armor Repairer II
 
| low2name=Small Armor Repairer II
Line 179: Line 210:
 
| low3name=200mm Crystalline Carbonide Restrained Plates
 
| low3name=200mm Crystalline Carbonide Restrained Plates
 
| low3typeID=11351
 
| low3typeID=11351
| low4name=Armor Thermal Hardener II
+
| low4name=Thermal Armor Hardener II
 
| low4typeID=11648
 
| low4typeID=11648
 
| mid1name=1MN Monopropellant Enduring Afterburner
 
| mid1name=1MN Monopropellant Enduring Afterburner
Line 197: Line 228:
 
| rig2name=Small Auxiliary Nano Pump I
 
| rig2name=Small Auxiliary Nano Pump I
 
| rig2typeID=31045
 
| rig2typeID=31045
| rig3name=Small Anti-Explosive Pump I
+
| rig3name=Small Explosive Armor Reinforcer I
 
| rig3typeID=31009
 
| rig3typeID=31009
| drone1name='Integrated' Acolyte x3
+
| drone1name=Hobgoblin II x3
| drone1typeID=28262
+
| drone1typeID=2456
 
| high3name=open
 
| high3name=open
 
| charge2name=open
 
| charge2name=open
Line 223: Line 254:
 
}}
 
}}
  
The following fits are designed for the approach to the hidden room when the Restless Sentry Tower has not been destroyed. The Small Ancillary Shield Booster, with all 9 Navy Cap Booster 25 charges used up, does fix the entirety of 1 hit from that Tower. Destroying the Restless Sentry Tower does take longer, but it can be much safer than attempting to avoid it.
+
An [[Astero]] would be fit very similarly to the Magnate. The Heron has a greater base speed than both the Magnate and the Astero, which is nice.
 
 
{{ShipFitting
 
| ship=Heron
 
| shipTypeID=605
 
| fitName=Heron - Std. Sleeper Cache HiddenRoom
 
| fitID=Heron---Std.-Sleeper-Cache-HiddenRoom
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Micro Auxiliary Power Core I
 
| low2typeID=11563
 
| mid1name=Small Ancillary Shield Booster, Navy Cap Booster 25
 
| mid1typeID=32774
 
| charge1name=Navy Cap Booster 25 x9
 
| charge1typeID=33330
 
| mid2name=Medium Azeotropic Restrained Shield Extender
 
| mid2typeID=8433
 
| mid3name=Limited 'Anointed' EM Ward Field
 
| mid3typeID=9622
 
| mid4name=Limited Thermal Dissipation Field I
 
| mid4typeID=9660
 
| mid5name=5MN Quad LiF Restrained Microwarpdrive
 
| mid5typeID=35658
 
| rig1name=Small Anti-Thermal Screen Reinforcer I
 
| rig1typeID=31752
 
| rig2name=Small Anti-EM Screen Reinforcer I
 
| rig2typeID=31716
 
| rig3name=Small Gravity Capacitor Upgrade I
 
| rig3typeID=31213
 
| high1name=open
 
| high2name=open
 
| high3name=open
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone1name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=1
 
| warsop=D
 
| warsopReason=
 
| version=YC118 1.0
 
| showTOC=Y
 
| shipDNA=605:2048;1:11563;1:32774;1:33330;1:8433;1:9622;1:9660;1:35658;1:31752;1:31716;1:31213;1::
 
| fleetup=
 
}}{{ShipFitting
 
| ship=Magnate
 
| shipTypeID=29248
 
| fitName=Magnate - Std. Sleeper Cache Approach
 
| fitID=Magnate---Std.-Sleeper-Cache-Approach
 
| low1name=Armor EM Hardener II
 
| low1typeID=11642
 
| low2name=Micro Auxiliary Power Core I
 
| low2typeID=11563
 
| low3name=400mm Rolled Tungsten Compact Plates
 
| low3typeID=11309
 
| low4name=Armor Thermal Hardener II
 
| low4typeID=11648
 
| mid1name=5MN Quad LiF Restrained Microwarpdrive
 
| mid1typeID=35658
 
| rig1name=Small Gravity Capacitor Upgrade I
 
| rig1typeID=31213
 
| rig2name=Small Auxiliary Nano Pump I
 
| rig2typeID=31045
 
| rig3name=Small Anti-Explosive Pump I
 
| rig3typeID=31009
 
| drone1name='Integrated' Acolyte x3
 
| drone1typeID=28262
 
| mid2name=open
 
| mid3name=open
 
| high1name=open
 
| high2name=open
 
| high3name=open
 
| charge1name=open
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=May elect to overheat the hardeners properly: it's slower than the Heron so takes longer to get to the Rift.
 
| showNOTES=N
 
| difficulty=1
 
| warsop=D
 
| warsopReason=
 
| version=YC118 1.0
 
| showTOC=Y
 
| shipDNA=29248:11642;1:11563;1:11309;1:11648;1:35658;1:31213;1:31045;1:31009;1:28262;3::
 
| fleetup=
 
}}
 
 
 
An [[Astero]] would be fit very similarly to the Magnate. The Heron is faster than both the Magnate and the Astero, but speed is mostly a convenience for this site.
 
 
 
=== Basic Site Procedure ===
 
 
 
Let's now GET ON AND RUN THIS SITE! Here's the basic procedure to run the site, I will elaborate on each step afterwards:
 
 
 
# Scan down the site.
 
# Hack the Hyperfluct Generator to spawn a Spatial Rift, which is just the same thing, functionally speaking, as an acceleration gate. Battleships and below can take the gate: battleships are not recommended though because of their slow speed.
 
# Drop the mobile depot at the warp in. Hack the Remote Defense Grid Unit. '''Warning:''' Failure of any data hack may trip the alarm: watch messages in Local. Hack slowly and cautiously. Same goes for the Coordinate Plotting containers.
 
# Hack the 3 Coordinate Plotting cans. Place the Coordinates into the Long Distance Calibration can. Head back to the mobile depot.
 
# Refit for a Afterburner fit with a buffer tank with EM and Thermal hardeners. Make sure you have guns or drones. Activate any active hardeners; take the nearby Spatial Rift.
 
# Upon landing, you will be aggressed by two Sentry Guns. '''Immediately''' active the afterburner and make haste towards the Remote Defense Grid Unit. Orbit it at 2500m and hack it. Shoot the remaining Tower nearby.
 
# Using a spiraling approach on the remaining Restless Sentry Tower in the middle near the Tractor Beam, approach it and engage it. Then head back to the Mobile Depot near the warpin.
 
# Refit for a Relic Analyzer, cargo scanner and MWD, then take the rift again and hack the cans at your leisure. When finished, warp out of the site and back in, or just burn the MWD back to the main area. At the main site warpin, hack the two closer storage depots, but not the farther one. Refit for both analyzers. Pick up the mobile depot.
 
# Look for the depot container about 30km from the warp-in beacon. Hack that can with the Relic Analyzer. Immediately loot the can and look for the Defense Alarm Unit can, and attempt to hack it. It's a rough hack, and speed counts too: be prepared to fail it. If you do fail it on the first attempt, do not attempt to repeat it. Immediately align the ship straight upwards (on the Z axis) and burn the Microwarpdrive. When you're about 120km away from the area you just were, you may turn off the MWD and wait. If you succeed in hacking the Alarm Unit, then the alarm must be triggered manually. After hacking the Pristine Depot nearby, take the Spatial Rift to the back area. Look for a structure named "Sleeper Enclave" (there are two such named objects). Lock it up, burn the MWD out of the area (straight up is fine) and aggress it with a hostile module such as a web, target painter, a gun, or the like. Drones will not work.
 
# Let the Engineering Stations do their thing. After about 20 seconds, a rift will spawn in the middle. Burn around the highly dangerous gas clouds (80km away from them is fine) down and between them to the rift. Take it.
 
# Move around a bit to activate the Remote Defense Grid Unit. Hack it.
 
# Immediately lock up the loot cans and cargo scan for the two most valuable ones. Burn with the MWD to one, then hack it. Then make your way over to the self-destruct can and hack it. Then go hack the second most valuable can, then the third. By then the fourth can is a bonus. Warp out and pick up your secure container after the site despawns (if used), refit to your travel fit, and make your way home.<br />
 
 
 
Well that was a lot wasn't it? Maybe so. It's not an easy site to run at first, and any apprehension or nervousness is understandable. But by your third time it will all make sense, and you'll be more confident. I still get nervous here and there because the Sentry Guns hit hard. We shall now move on to the detailed discussion of the site. Before we do that, let's have a look at few images to get familiar with the site.
 
  
 +
== Visual Reference ==
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
|[[File:3P38_Standard_3.png|thumb|none|alt=A|Site overview showing all]]||[[File:3P38_Standard_4.png|thumb|none|alt=A|Showing back area]]||[[File:3P38_Standard_5.png|thumb|none|alt=A|Shows warpin, Calibration cans, Rift, etc]]||[[File:3P38_Standard_6.png|thumb|none|alt=A|Closer view of calibration cans]]||[[File:3P38_Standard_7.png|thumb|none|alt=A|Another view of the containers involved]]||
+
|[[File:3P38_Standard_3.png|thumb|none|Site overview showing all]]
 +
|[[File:3P38_Standard_4.png|thumb|none|Showing back area]]
 +
|[[File:3P38_Standard_5.png|thumb|none|Shows warpin, Calibration cans, Rift, etc]]
 +
|[[File:3P38_Standard_6.png|thumb|none|Closer view of calibration cans]]
 +
|[[File:3P38_Standard_7.png|thumb|none|Another view of the containers involved]]
 
|}
 
|}
Those images above quick a quick preview of the site. Examine the images below for detailed notation of most site features:  
+
The images above quick a quick preview of the site. Examine the images below for detailed notation of most site features:  
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
|[[File:3P38_Standard_26.png|thumb|none|alt=A|Zoomed view of site zones]]||[[File:3P38_Standard_27.png|thumb|none|alt=A|Notations of most objects]]||[[File:3P38_Standard_28.png|thumb|none|alt=A|Propulsion directions of the Spatial Rift]]||[[File:3P38_Standard_29.png|thumb|none|alt=A|Description of hacking effects]]||
+
|[[File:3P38_Standard_26.png|thumb|none|Zoomed view of site zones]]
 +
|[[File:3P38_Standard_27.png|thumb|none|Notations of most objects]]
 +
|[[File:3P38_Standard_28.png|thumb|none|Propulsion directions of the Spatial Rift]]
 +
|[[File:3P38_Standard_29.png|thumb|none|Description of hacking effects]]
 
|}
 
|}
  
=== Running the site ===
+
== Walkthrough ==
 
 
 
{| 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;" | ''If the Alarm has been activated, and the Guardian Extermination Units are fully deployed, frigate pilots will have no choice but to slowboat cloaked to the Hidden Room, avoiding both damage clouds. Read the collapsed notation below for further information.''
+
| style="padding:8px;" | '''WARNING:''' Inexperienced site runners may have tripped the Alarm which generates large Area of Effect clouds which deal in excess of 350 DPS (after resistances) to vessels. The site may also be already nearly finished by another runner. Use caution when proceeding further: inexperienced site runners may elect to abandon the site.
 +
 
 +
''If the Alarm has been activated, and the Guardian Extermination Units are fully deployed, frigate pilots will have no choice but to slowboat cloaked to the Hidden Room, avoiding both damage clouds. Read the collapsed notation below for further information.''
 +
 
 +
A message can be announced in Local which reads: {{Co|red|Warning! Massive amounts of corrosive materials have been released in the area, making it extremely hazardous to operate in!}}
 
|}
 
|}
  
{| 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">Running a "tripped" site</span>
+
{{CollapseBox|width= 90%
|-
+
| Running a "tripped" site
| style="font-size:90%; color:#FFFFFF" | {{{1|Let's divide this into two parts: frigate and cruiser pilots, and the "other class" which covers ships with a good solid active tank to run the site with the Guardian Extermination Units fully deployed. Your ship will land at a different Beacon, as the warpin beacon is relocated once the Alarm is tripped and the Extermination Units spawn. Your ship may take some slight damage as it warps through the damage cloud: it is not enough to warrant any concern. The new beacon ensures you won't be immediately destroyed upon entry, however be very aware of the damage cloud sizes, and stay well away from them, along with a chance of a nearby Sentry Tower.
+
|Your ship will land at a different Beacon, as the warpin beacon is relocated once the Alarm is tripped and the Extermination Units spawn. Your ship may take some slight damage as it warps through the damage cloud: it is not enough to warrant any concern. The new beacon ensures you won't be immediately destroyed upon entry, however be very aware of the damage cloud sizes, and stay well away from them, along with a chance of a nearby Sentry Tower.
  
 
Assuming basic T1 frigates and standard cruisers like the Stratios, the only option is to slowboat to the Spatial Rift inside the site, ignoring all else inside the site. The hazards include the large damage clouds and the distant Sentry Towers which can engage out to 250km. Cloaking is recommended to slide up to the Rift without taking long-range damage which can wreck plans without too much difficulty. The slow speed under cloak is the only annoyance but is mandatory because the Towers in the backline (and possibly one or two in the middle) require such an approach. There won't be enough time or tank to burn through 70km to the Rift.
 
Assuming basic T1 frigates and standard cruisers like the Stratios, the only option is to slowboat to the Spatial Rift inside the site, ignoring all else inside the site. The hazards include the large damage clouds and the distant Sentry Towers which can engage out to 250km. Cloaking is recommended to slide up to the Rift without taking long-range damage which can wreck plans without too much difficulty. The slow speed under cloak is the only annoyance but is mandatory because the Towers in the backline (and possibly one or two in the middle) require such an approach. There won't be enough time or tank to burn through 70km to the Rift.
  
Cruisers have enough hit points and tank ability to simply burn through. Basic cruisers like the Stratios will need a dual rep fit to survive against 3 Sentry Towers, and will just have to burn through to the Hidden Room like the frigates, although MWDs are more or less a requirement and a consequence of that is increased damage taken. Any cruiser or above with greater than 1000 EHP/sec can simply ignore the damage clouds and hack the storage depots, though 1200 EHP/sec may be slightly better depending on the situation of the Sentry Towers.
+
Cruisers have enough hit points and tank ability to simply burn through. Basic cruisers like the Stratios will need a dual rep fit to survive against 3 Sentry Towers (assuming proper EM + Th hardeners), and will just have to burn through to the Hidden Room like the frigates, although MWDs are more or less a requirement and a consequence of that is increased damage taken. Any cruiser or above with greater than 1000 EHP/sec can simply ignore the damage clouds and hack the storage depots, though 1200 EHP/sec may be slightly better depending on the situation of the Sentry Towers.
}}}
+
}}
|}
+
 
 +
=== Entrance ===
 +
Upon warping to the site, pilots will land in the first room, which contains one can, named the Hyperfluct Generator. The possibilities are below:
  
So you scanned down the site, which is good. You will warp to the first room, which contains one can, named the Hyperfluct Generator. The possibilities are below:
+
: '''CAN DIFFICULTY: 7/10 DATA {{Co|red|[RED HACK]}}'''
 +
:: {{Co|green|SUCCESS:}} A new Spatial Rift is generated, which functions identically to an Acceleration Gate. It will take you to the main area, which is called the Logistic Depot. (The site makes references to "frontline" and "backline": frontline refers to the area near the Tractor Beam, and backline refers to the area in the way back near the Sleeper Enclave structure.)
 +
:: {{Co|red|FAILURE:}} You have two minutes to attempt a successful hack. Should you fail to hack it successfully within that timeframe, the site will despawn. Take your time and work slowly on the first hack to make the most of the first attempt.  
  
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
+
In dangerous space, you should look to see if the Hyperfluct Generator has been hacked already, and if the Spatial Rift is there. If it has, then someone may have been there before. If there are neutrals in system, it could also be an ambush.
<span style="color:green">SUCCESS:</span> A new Spatial Rift is generated, which is just the same thing as an Acceleration Gate. It will take you to the main area, which is called the Logistic Depot. (The site makes references to "frontline" and "backline": frontline refers to the area near the Tractor Beam, and backline refers to the area in the way back near the Sleeper Enclave structure.)<br />
 
<span style="color:red">FAILURE:</span> You have two minutes to attempt a successful hack. Should you fail to hack it successfully within that timeframe, the site will despawn. Take your time and work slowly on the first hack to make the most of the first attempt.  
 
  
In dangerous space, you should look to see if the Hyperfluct Generator has been hacked already, and if the Spatial Rift is there. If it has, then someone may have been there before. How far they got can be up in the air: however, if there are neutrals (even 1) in system, it could also be an ambush.  
+
=== Logistic Depot ===
 +
After activating the Spatial Rift, pilots will land in the main area. Assuming no hostile players are present, there is no immediate danger.
  
When you take the acceleration gate, you land in the main area. You are in no immediate danger, but you have a couple of important tasks to perform.
 
<br />
 
  
 
{| 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;" | ''If you were looking to spoil the day of someone you don't like who got here first, you could try shooting the Sleeper Enclave in the back area to raise the Alarm Level (discussed later) to 5, for which then the Sleeper Extermination Units will spawn to create some nicely-sized AoE damage clouds which can wipe a frigate off the field handily. Then you can sneak around and go into the Hidden Room to run that yourself.''
 
| style="padding:8px;" | ''If you were looking to spoil the day of someone you don't like who got here first, you could try shooting the Sleeper Enclave in the back area to raise the Alarm Level (discussed later) to 5, for which then the Sleeper Extermination Units will spawn to create some nicely-sized AoE damage clouds which can wipe a frigate off the field handily. Then you can sneak around and go into the Hidden Room to run that yourself.''
|}<br />
+
|}
  
At the warp-in where you just landed, you should drop your mobile depot. Bookmark it. While the timer on that is counting down, head over to the Remote Defense Grid Unit nearby you:  
+
At the warp-in, drop a mobile depot and bookmark it. While the timer on it is counting down, head over to the Remote Defense Grid Unit near the Coordinate Plotting Devices :  
  
{| 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;" | WARNING: ''Failure of the data hacks can cause the sitewide Alarm Level to increment. At Level 5, the Alarm '''will''' trip, however it may also trip at lower levels. I have obtained alarm trips at Level 1, 2 and 3. An image of the Alarm tripping [http://wiki.eveuniversity.org/File:3P38_Standard_23.png  at Level 2 is here].''
+
| style="padding: 8px;" | WARNING: ''Failure of the data hacks can cause the sitewide Alarm Level to increment. At Level 5, the Alarm '''will''' trip, however it may also trip at lower levels. Alarm trips have been confirmed at Levels 1, 2 and 3.''
 
|}
 
|}
  
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />
+
: '''CAN DIFFICULTY: 8/10 DATA {{Co|red|[RED HACK]}}'''
<span style="color:green">SUCCESS:</span> In the back area which you'll be warping to in a bit, one Sentry Gun will be deactivated (1 out of 3) and its place, another one near the Tractor Beam will be activated. You won't be going over to the Tractor Beam just yet.<br />
+
:: {{Co|green|SUCCESS:}} In the back area, one Sentry Gun will be deactivated (out of three), but another one near the Tractor Beam will be activated.
<span style="color:red">FAILURE:</span> Overall, the Site has a "sitewide" Alarm Level. Failing this hack (or the other one down below) will raise the Alarm Level by 1. You start out at 0 out of 5. At Alarm Level 4, you should slow down and think carefully. At Level 5, the Sleeper Engineering Stations will spawn in each mini-room (the warpin, the Tractor Beam mini-room, and the Back Room mini-room) to generate highly dangerous Area of Effect Damage Clouds; though the Alarm can also trip at lower levels.
+
:: {{Co|red|FAILURE:}} Overall, the Site has a "sitewide" Alarm Level. Failing this hack (or the other one down below) will raise the Alarm Level by 1. The Alarm Level starts at 0 out of 5. At Alarm Level 4, pilots should proceed with extreme caution. At Level 5, the Sleeper Engineering Stations will spawn in each mini-room (the warpin, the Tractor Beam mini-room, and the Back Room mini-room) to generate highly dangerous damage clouds (though the alarm can also trip at lower levels).
  
How long will you last in one of those damage clouds with a frigate? Well, I attempted one time I ran one of these sites, very green to these sites back then. I put my ship so it was fit with a basic tank and not much else, and aligned my ship towards a distance celestial, so all I would have to do is hit the Warp to 0 button as soon as I would take damage. A few seconds past, I took a bucketload of damage which took me all the way down to about half structure, and within 0.25 second I hit the button. And my ship was wiped off the field. Less than 2 seconds. Still curious?
+
The damage clouds are extremely dangerous to frigates, and will most likely destroy them in seconds.
{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
+
<!-- Start of a long CollapseBox -->
! style="text-align:left" | <span style="color:#44c055">Guardian Extermination Unit Damage</span>
+
{{CollapseBox|width= 90%
|-
+
| Guardian Extermination Unit Damage
| style="font-size:90%; color:#FFFFFF" | {{{1|When the Extermination units first spawn, they generate a smaller radius cloud. I don't know the exact radius of it (it's not as big as the expanded clouds are), but I do know the damage per second. Here is the damage report of an Astero with just an Anti-Explosive armor rig and a Damage Control II equipped (near the end I dip into structure):
+
|When the Extermination units first spawn, they generate a smaller radius cloud. The exact radius of the small clouds is unknown. Here is the damage report of an Astero with just an Anti-Explosive armor rig and a Damage Control II equipped (near the end I dip into structure):
  
[ 2016.06.24 14:37:38 ] (combat) <span style="color:red">'''44'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:38 ] (combat) {{Co|red|'''44'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:38 ] (combat) <span style="color:red">'''43'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:38 ] (combat) {{Co|red|'''43'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:38 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:38 ] (combat) {{Co|red|'''34'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:38 ] (combat) <span style="color:red">'''44'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:38 ] (combat) {{Co|red|'''44'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:39 ] (combat) <span style="color:red">'''44'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:39 ] (combat) {{Co|red|'''44'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:39 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:39 ] (combat) {{Co|red|'''34'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:39 ] (combat) <span style="color:red">'''43'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:39 ] (combat) {{Co|red|'''43'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:39 ] (combat) <span style="color:red">'''44'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:39 ] (combat) {{Co|red|'''44'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:40 ] (combat) <span style="color:red">'''44'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:40 ] (combat) {{Co|red|'''44'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:40 ] (combat) <span style="color:red">'''43'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:40 ] (combat) {{Co|red|'''43'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:40 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:40 ] (combat) {{Co|red|'''34'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:40 ] (combat) <span style="color:red">'''44'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:40 ] (combat) {{Co|red|'''44'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:41 ] (combat) <span style="color:red">'''45'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:41 ] (combat) {{Co|red|'''45'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:41 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:41 ] (combat) {{Co|red|'''34'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:41 ] (combat) <span style="color:red">'''43'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:41 ] (combat) {{Co|red|'''43'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:41 ] (combat) <span style="color:red">'''44'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:41 ] (combat) {{Co|red|'''44'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:42 ] (combat) <span style="color:red">'''40'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:42 ] (combat) {{Co|red|'''40'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:42 ] (combat) <span style="color:red">'''40'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:42 ] (combat) {{Co|red|'''40'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:42 ] (combat) <span style="color:red">'''40'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:42 ] (combat) {{Co|red|'''40'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:42 ] (combat) <span style="color:red">'''40'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:42 ] (combat) {{Co|red|'''40'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:43 ] (combat) <span style="color:red">'''40'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:43 ] (combat) {{Co|red|'''40'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:43 ] (combat) <span style="color:red">'''40'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:43 ] (combat) {{Co|red|'''40'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:43 ] (combat) <span style="color:red">'''40'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:43 ] (combat) {{Co|red|'''40'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.24 14:37:43 ] (combat) <span style="color:red">'''40'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.24 14:37:43 ] (combat) {{Co|red|'''40'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
  
 
160 DPS.
 
160 DPS.
  
Now, once the damage clouds have enlarged, their radius of damage effect is about 67km. I was in a battleship, so I couldn't just fly around at will to test it from all sides, but 67km is about the cutoff. Assuming roughly 63% resistances to all damage types, the expanded cloud does about 354 damage per second. Using EFT or Pyfa's calculations of Effective Hit Points per Second (EHP/s), 900 EHP/s won't get you killed right away (the fit I used which tanked the damage shown below repped 963.9EHP/sec with one repair module) and was...Okay. 1200 EHP/sec is probably quite sufficient to tank the clouds indefinitely. Curiously, the Spatial Rift near the Calibration containers didn't work with the Engineering Stations spawned...Also if you want to MJD to the back room while tanking the damage clouds, you must account for the sentry tower damage. Output from the expanded clouds ([http://wiki.eveuniversity.org/File:3P38_Standard_13.png image for reference]):
+
Once the damage clouds have enlarged, their damage radius is about 67km. Assuming roughly 63% resistances to all damage types, the expanded cloud does about 354 damage per second. Using EFT or Pyfa's calculations of Effective Hit Points per Second (EHP/s), a ship that can repair 900 EHP/s won't be destroyed right away, but will eventually be destroyed. 1200 EHP/sec is most likely sufficient to tank the clouds indefinitely. The Spatial Rift near the Calibration containers doesn't work with the Engineering Stations spawned. If you want to MJD to the back room while tanking the damage clouds, you must also account for the sentry tower damage. Output from the expanded clouds:
  
[ 2016.06.20 01:08:53 ] (combat) <span style="color:red">'''94'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:53 ] (combat) {{Co|red|'''94'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:53 ] (combat) <span style="color:red">'''77'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:53 ] (combat) {{Co|red|'''77'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:53 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:53 ] (combat) {{Co|red|'''92'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:53 ] (combat) <span style="color:red">'''91'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:53 ] (combat) {{Co|red|'''91'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:54 ] (combat) <span style="color:red">'''94'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:54 ] (combat) {{Co|red|'''94'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:54 ] (combat) <span style="color:red">'''91'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:54 ] (combat) {{Co|red|'''91'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:54 ] (combat) <span style="color:red">'''77'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:54 ] (combat) {{Co|red|'''77'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:54 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:54 ] (combat) {{Co|red|'''92'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:55 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:55 ] (combat) {{Co|red|'''92'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:55 ] (combat) <span style="color:red">'''77'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:55 ] (combat) {{Co|red|'''77'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:55 ] (combat) <span style="color:red">'''94'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:55 ] (combat) {{Co|red|'''94'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:55 ] (combat) <span style="color:red">'''91'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:55 ] (combat) {{Co|red|'''91'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:56 ] (combat) <span style="color:red">'''91'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:56 ] (combat) {{Co|red|'''91'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:56 ] (combat) <span style="color:red">'''94'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:56 ] (combat) {{Co|red|'''94'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:56 ] (combat) <span style="color:red">'''77'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:56 ] (combat) {{Co|red|'''77'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:56 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:56 ] (combat) {{Co|red|'''92'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:57 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:57 ] (combat) {{Co|red|'''92'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:57 ] (combat) <span style="color:red">'''91'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:57 ] (combat) {{Co|red|'''91'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:57 ] (combat) <span style="color:red">'''77'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:57 ] (combat) {{Co|red|'''77'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:57 ] (combat) <span style="color:red">'''94'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:57 ] (combat) {{Co|red|'''94'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:58 ] (combat) <span style="color:red">'''77'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:58 ] (combat) {{Co|red|'''77'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:58 ] (combat) <span style="color:red">'''91'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:58 ] (combat) {{Co|red|'''91'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:58 ] (combat) <span style="color:red">'''94'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:58 ] (combat) {{Co|red|'''94'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:58 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:58 ] (combat) {{Co|red|'''92'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:59 ] (combat) <span style="color:red">'''94'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:59 ] (combat) {{Co|red|'''94'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:59 ] (combat) <span style="color:red">'''91'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:59 ] (combat) {{Co|red|'''91'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:59 ] (combat) <span style="color:red">'''77'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:59 ] (combat) {{Co|red|'''77'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
[ 2016.06.20 01:08:59 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br />
+
[ 2016.06.20 01:08:59 ] (combat) {{Co|red|'''92'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
354 DPS.}}}
+
354 DPS.
|}
+
 
 +
Here is a Polarized damage log. Most recent information is at the top. When the Guardian Extermination Units first spawn, they deal 400 damage per second, upgraded to 1000 DPS after 30 seconds of deployment.
 +
 
 +
02:21:55 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:54 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:54 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:54 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:54 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:53 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:53 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:53 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:53 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:52 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:52 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:52 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:52 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:51 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:51 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:51 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:51 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:49 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:49 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:49 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:49 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:48 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:48 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:48 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:48 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:47 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:47 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:47 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:47 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:46 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:46 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:46 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:46 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:45 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:45 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:45 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:45 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:44 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:44 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:44 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:44 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:43 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:43 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:43 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:43 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:42 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:42 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:42 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:42 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:41 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:41 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:41 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:41 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:40 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:40 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:40 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:40 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:39 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:39 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:39 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:39 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:38 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:38 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:38 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:38 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:37 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:37 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:37 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:37 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:36 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:36 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:36 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:36 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:35 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:35 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:35 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:35 Combat {{Co|red|'''250'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:35 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:35 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:35 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:35 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:34 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:34 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:34 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:34 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:33 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:33 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:33 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:33 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:32 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:32 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:32 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:32 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:31 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:31 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:31 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:31 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:30 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:30 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:30 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:30 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:29 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:29 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:29 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:29 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:28 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:28 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:28 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:28 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:27 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:27 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:27 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:27 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:26 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:26 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:26 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:26 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:25 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:25 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:25 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:25 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:24 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:24 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:24 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:24 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:23 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:23 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:23 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:23 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:21 Notify <small>Ship stopping</small><br>
 +
02:21:21 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:21 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:21 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:21 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:20 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:20 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:20 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:20 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:19 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:19 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:19 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:19 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:18 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:18 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:18 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:18 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:17 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:17 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:17 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:17 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:16 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:16 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:16 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:16 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:15 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:15 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:15 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:15 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:15 Notify <small>Ship stopping</small><br>
 +
02:21:14 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:14 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:14 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:14 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:13 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:13 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:13 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:13 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:12 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:12 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:12 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:12 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:11 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:11 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:11 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:11 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:10 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:10 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:10 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:10 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:09 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:09 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:09 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:09 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:08 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:08 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:08 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:08 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:07 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:07 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:07 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:07 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:06 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:06 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:06 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:21:06 Combat {{Co|red|'''100'''}} <small>from</small> '''Guardian Extermination Unit'''<small> - Hits</small><br>
 +
02:18:51 Notify <small>Ship stopping</small>
 +
}}<!-- End of a long CollapseBox -->
 +
 
 +
Now, head over to the three Coordinate Plotting Devices on your right:
  
Now, head over to the three Coordinate Plotting Devices on your right as you landed in:  
+
: '''CAN DIFFICULTY: 7/10 DATA {{Co|red|[RED HACK]}}'''
 +
:: {{Co|green|SUCCESS:}} The coordinate for the can which you just hacked is added into your ship's cargohold (using "Open Cargo" on the can is unnecessary).
 +
:: {{Co|red|FAILURE:}} The Alarm Level may increment by 1 or trip.
  
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
+
Obtain all three coordinates. Place those three Coordinates (there should be X, Y, and Z Coordinates) into the Remote Calibration Device - High Power can nearby. To do this, get within 2500m of the container (it looks like a jetcan), "Open Cargo", and place the Coordinates from your ship's cargo hold into the container. A message will appear onscreen to indicate success.
<span style="color:green">SUCCESS:</span> The coordinate for the can which you just hacked is added into your cargohold. You do not need to "Open Cargo" on the can as you normally do.<br />
 
<span style="color:red">FAILURE:</span> The Alarm Level may increment by 1 or trip.
 
  
Obtain all three coordinates. Place those three Coordinates (there should be X, Y, and Z Coordinates) into the High Power Calibration Unit can, which is near where you are. Just get within 2500m of the container (it looks like a jetcan), do an Open Cargo on it, and place the Coordinates from your ship's cargo hold into the container. A message on the screen will inform you of the event. Go back to your mobile depot. Remove all unnecessary cloaks, probe launchers, unnecessary cargo, and travel-fit modules and pack them into the Mobile Depot itself. Refit into one of the fits specified above for running the back room with an afterburner.
+
''Do not hack any of the depots in the first part of the site here.'' Experienced site runners know what to expect of these can run them as needed. (Have seen someone focus solely on the Pristine Storage Depot that spawns after successful hack of the Alarm Unit. It's risky still though.)
<br />
 
  
The reason why we must take the Spatial Rift is because simply burning 200km to the back room will not go unnoticed by the 3 Sentry Towers in the back enclave. At the distances involved, your effective transversal will be low, and they can strike out to 250km, meaning that frigates will be toasted before they even make it halfway. In fact, a frigate with a Microwarpdrive on when the initial alpha strike happens could just alpha the frigate into a smoldering wreck. '''Also be warned:''' There is a hidden Restless Sentry Tower that can be activated by proximity to the Tractor Beam zone, right next to the Tractor Beam itself. It is activated by a ship being somewhere around 20km of that object, although the exact activation proximity is uncertain. This Sentry Tower is a duplicate of one that is activated by hacking the RDGU in the back enclave.
+
Go back to the mobile depot. Remove all unnecessary cloaks, probe launchers, unnecessary cargo, and travel-fit modules and pack them into the Mobile Depot itself to minimize loss in case of a mistake. Refit into one of the fits specified above for running the back room with an afterburner. (Experienced site runners: Use a Small Secure Container instead. Bring the Mobile Depot to refit in the back room.)
  
As I discussed earlier, those fits shown up above are specific to this next room you'll be warping to. The Afterburner is vital for keeping yourself moving; the EM and Thermal hardeners are there to resist the damage types of the Sentry Guns hostile to you: the buffer tank is there to absorb one or two or maybe 3 hits at the most. The Data Analyzer is there to hack the can. The guns and the drones are there to kill one of the Sentry Guns. By the way, I have used a fit for a Heron using a Medium Ancillary Shield Booster, you can try that if you want. But don't forget that your buffer is what makes your resistances worthwhile, as the damage has to sink into something: frigates and destroyers don't really have the native HP to make tanking unbuffered alpha damage worthwhile (that's a cruiser and above concept); therefore it's easy for one solid whack to alpha your ship off the site. You could also try using two Anti-Thermal Screen Reinforcers and one T2 active EM hardener, which might make it so you can fit a shield booster. Start with my fit first and see how it works for you. Experimenting with a friendly Bantam or Inquisitor pilot can help, or bring a Scythe for extra drone damage. (Use light drones. The 50m signature radius of the Towers means medium drones can hardly track them.)
 
  
Having refit the ship, head to the area rightward of where you warped in. Double check that you are ready: drones in the bay, ammo in the guns, hardeners are on, Orbit distance set to 2500m (for the Orbit button on your Selected Item window) and otherwise ready. Read my directions first before you take the gate: There is a Remote Defense Grid Unit that you need to hack. It'll be just forward and to your slight left of your warpin on that spot. As soon as you land, you'll need to Orbit the Remote Defense Grid Unit (if you don't know where it is, just move any direction for now) and '''immediately''' turn on the Afterburner.
+
Once the ship has been refitted, head to the area to the right of warpin and approach the Spatial Rift.
  
{| 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;" | ''Warning: An active Microwarpdrive on a frigate can be fatal if a Sentry Tower secures a good hit. The frigate fits cannot absorb too many errant strikes: failure to keep moving and good transversal can likely be fatal.''
+
| style="padding: 8px;" | ''Warning: An active Microwarpdrive on a frigate can be fatal if a Sentry Tower secures a good hit. The frigate fits cannot absorb too many errant strikes: failure to keep moving and maintain good transversal velocity will likely be fatal.''
 
|}
 
|}
  
Does that make sense? Good. Then take the rift. Do as I have instructed above. Hack the Remote Defense Grid Unit:  
+
=== Back Room ===
 +
Activate the Spatial Rift.
 +
 
 +
{{CollapseBox|width= 90%
 +
|Why the Rift is used
 +
|The reason for using the Spatial Rift is because simply burning 200km to the back room will not go unnoticed by the 3 Sentry Towers in the back enclave. At the distances involved, your ship's effective transversal velocity will be low. The Sentry Towers can strike out to 250km, meaning that frigates will be toasted before they even make it halfway. In fact, a frigate with a Microwarpdrive on when the initial alpha strike happens could be destroyed with a single hit. '''Also be warned:''' There is a hidden Restless Sentry Tower that can be activated by proximity to the Tractor Beam zone, right next to the Tractor Beam itself. As seen in some of the images, hidden sentry towers can generate in two specific areas: near the Tractor Beam, and about 70km away from the Tractor Beam off to one side. Their activation proximity is roughly 20km of their spawn spot. Both Sentry Towers are duplicates of ones that can spawn by hacking the respective RDGUs which trigger them: killing either "type" (proximity activated or by hacking RDGUs) will not spawn another in the same spot.
  
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />
+
The alternate method is to use the Tractor Beam. That method is [[#The Tractor Beam Method|detailed further down]].
<span style="color:green">SUCCESS:</span> One Sentry Gun (the one to your left) is deactivated, and one Sentry Gun in the Tractor Beam area is activated.<br />
+
}}
<span style="color:red">FAILURE:</span> The Alarm Level for the site is raised by 1 for each failure or may trip. Messages in Local will inform you of your progress.  
 
 
IMMEDIATELY after you land, turn on your Afterburner and orbit the Remote Defense Grid Unit. Hack it. (Speed Tip: Lock up the Sentry Tower further away and put your drones on it for now. If you don't have the skills for a T2 Data Analyzer, now is when you'll start regretting it. I know it's long train. But it's worth it.) Once you've hacked that one can, start approaching WHILE MAINTAINING SOME TRANSVERSAL to the nearby Sentry Gun. Do NOT approach it head-on: manually pilot towards it at an angle. It fires once every 15 seconds like all Sentry Guns at these sites: you can creatively overheat your hardeners if you know what you're doing. Once you get within range of your drones and weapons, start engaging it. You can orbit it safely at 7500m or whatever and it will hardly ever hit you. Its tracking is terrible, fire rate is very slow, but hits very hard when it does. Be careful.
 
  
If the Alarm Level gets a little too high, like Level 3, you should abort the hack and instead shoot all the Towers until they're all destroyed. As shown below, you may elect to swap out for a DPS ship or call someone else to whack the Towers. Cruise missiles are not a good choice because of the 50m signature radius of the Towers. To be honest, the time spent reshipping is hardly worth it versus just using the same ship: although if a corpmate is bored, it'll give them something to do.
+
''Immediately'' after landing, turn on the Afterburner and orbit the Remote Defense Grid Unit, which will be ahead of your ship, slightly to the left of landing. Hack it. (Speed Tip: Lock up the Sentry Tower further away and put your drones on it for now. If you don't have the skills for a T2 Data Analyzer, now is when you'll start regretting it. I know it's long train. But it's worth it.)
  
Once the Sentry Gun is down, which can take awhile (No shields, 40% armor resistances to all 4 damage types, no resistances on structure), burn the Afterburner towards the middle area Restless Sentry Tower. Using the tactical overlay, head straight for the Tower until about 80km separates your ship from the Tower. Then begin spiraling in: if you do not spiral in, you will likely lose your ship. Shoot the Sentry Tower, you may orbit the Tower at 2000m with the afterburner off (so the guns will track) and finish it off. Then head back to the main area where the Mobile Depot was dropped.
+
Hack the Remote Defense Grid Unit:  
  
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
+
: '''CAN DIFFICULTY: 8/10 [RED HACK]'''
|[[File:3P38_Standard_31.png|thumb|none|alt=A|Beginning to spiral in]]||[[File:3P38_Standard_32.png|thumb|none|alt=A|Shooting middle Restless Sentry Tower]]||[[File:3P38_Standard_35.png|thumb|none|alt=A|Having successfully hacked the Defense Alarm Unit, must forcibly trip the alarm]]||[[File:3P38_Standard_36.png|thumb|none|alt=A|Now that there is no Sentry Tower near the rift, simply approach the Rift]]||
+
:: {{Co|green|SUCCESS:}} The Sentry Gun to the left is deactivated, and one Sentry Gun in the Tractor Beam area is activated.
|}
+
:: {{Co|red|FAILURE:}} The Alarm Level for the site is raised by 1 for each failure, or the alarm may trip. Messages in Local will track the alarm's progress.
 +
 
 +
'''If the Alarm Level reaches Level 3''', abort the hack procedure and instead shoot all the Towers until they're destroyed. As shown below, you may elect to swap out for a DPS ship or call someone else to whack the Towers. Cruise missiles are not a good choice because of the 50m signature radius of the Towers: small guns or sentries are a better choice. To be honest, the time spent reshipping is hardly worth it versus just using the same ship: although if a corpmate is bored, it'll give them something to do.
 +
 
 +
'''If the Remote Defense Grid Unit was successfully hacked''', start approaching the nearby Sentry Gun while maintaining transversal velocity. Do ''not'' approach it head-on: manually pilot towards it at an angle. The Sentry Towers in the site fire once every 15 seconds, and skilled pilots can overheat their hardeners to mitigate damage further.
 +
 
 +
Once within range for drones and weapons, engage the Sentry Tower. It can be orbited safely at 7500m or closer. It has very low tracking and the fire rate is very slow, but individual hits are very powerful.
 +
 
 +
Once the Sentry Tower is down, which can take awhile (Sentry Towers have no shields, 40% armor resistances to all 4 damage types, and no resistances on structure), burn the Afterburner toward the middle area Restless Sentry Tower. (Optional: Refit for a Relic Analyzer and hack the nearby depots. Time saved: not much: but if the threat of a contest is present, it may be smarter.) Using the tactical overlay, head straight for the Tower until about 80km separates your ship from the Tower. Then begin spiraling in - if you do not spiral in, you will likely lose your ship. Shoot the Sentry Tower, which can be orbited at 2000m with the afterburner off to allow turrets to track more easily.
 +
 
 +
Then head back to the main area where the Mobile Depot was dropped.
  
Some other random images follow below. For damage, the Maelstrom with 1200mm Artillery was...Eh. Not the best, but given the circumstances, it was suitable enough. Not a lot of ships can project 300 DPS+ past 80km against targets with a 50m signature radius and apply full damage. A Gila wouldn't work because medium drones are terrible at tracking the Towers.
+
Refit for a Microwarpdrive and Relic Analyzer. Activate the nearby Rift again. Impenetrable Storage Depots should appear on the Overview. Approaching within approximately 10km of them will cause them to transform into either a Mangled, Dented, Pristine or Intact Storage Depot:
  
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
+
: '''CAN DIFFICULTY: 5/10 to 9/10 RELIC [{{Co|yellow|YELLOW}} to {{Co|red|RED}} HACKS]'''
|[[File:3P38_Standard_48.png|thumb|none|alt=A|Burning a MWD high and over the middle]]||[[File:3P38_Standard_24.png|thumb|none|alt=A|Shooting remaining Sentry Tower]]||[[File:3P38_Standard_25.png|thumb|none|alt=A|Using a Maelstrom with 1200mm Artillery]]||[[File:3P38_Standard_14.png|thumb|none|alt=A|Easy way: Call in someone else]]||
+
:: {{Co|green|SUCCESS:}} Loot may be collected normally.
|}
+
:: {{Co|red|FAILURE:}} No penalty.
  
Refit for a Microwarpdrive and Relic Analyzer, as it's time to collect. Take the nearby Rift again. As you land, you'll see Impenetrable Storage Depots on your Overview (you might need to look at your ALL tab). When you get somewhere within 10km of them, they'll transform into either a Mangled, Dented, Pristine or Intact Storage Depot:
+
A cargo scanner can be helpful to identify which cans are worth looting. Generally, the Pristine and Intact Depots have a higher chance of having valuable items inside.
  
'''CAN DIFFICULTY: 5/10 to 9/10: [YELLOW to RED HACKS]'''<br />
+
Once finished, warp out of the site, then warp back in. ''Remember that if the Signature for the site has disappeared from the Probe Scanner window, the site will despawn in two minutes if you cloak up or warp out and fail to ensure that a ship is inside and active (not cloaked) inside the site to hold it open.'' Pilots can also return to the entrance manually with the Microwarpdrive, but it takes less effort to just warp out and back in.
<span style="color:green">SUCCESS:</span> You may collect the loot as you normally would.<br />
 
<span style="color:red">FAILURE:</span> No penalty.  
 
  
You may find that a cargo scanner can be helpful to identify which cans are worth your effort. I have had junk R.A.M. or other useless stuff inside Pristine and Intact Depots (with nothing else!). Generally, the Pristine and Intact Depots have a higher chance of having the good stuff inside. When you have finished, warp out of the site, then warp back in. ''Remember that if the Signature for the site has disappeared from the Probe Scanner window, the site will despawn in two minutes if you cloak up or warp out and fail to ensure that a ship is inside and active (not cloaked) inside the site to hold it open.'' You could burn the Microwarpdrive 200km or so but it takes less effort to just warp out and back in.<br />
 
<br>
 
  
So. It's now time for Phase 2 of this site. Assuming you're back at your mobile depot, you'll want to cargo scan the nearby containers: there's usually 2 Mangled and 1 Dented Storage Depot. Here's a critical detail: <span style="color:red">'''The farther Mangled Storage Depot (at about 26km versus 10-14km for the other two relative to the warp-in beacon) is very important. Don't hack it yet.'''</span>
+
=== Hidden Room ===
 +
Back at the mobile depot, cargo scan the nearby containers: there's usually 2 Mangled and 1 Dented Storage Depot. {{Co|red|'''The farther Mangled Storage Depot (at about 26km versus 10-14km for the other two relative to the warp-in beacon) is very important. Don't hack it yet.'''}}
  
From here forward, read the directions first before you do them, as the particulars for this next part are extremely important. You have a good chance of loosing your ship from this stage onwards. If you don't feel confident, you can skip it, for your first or second run of this type of site, it's understandable. But on your third you should definitely try it.
+
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 +
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 +
| style="padding:8px;" | Caution: ''Read both Case scenarios to understand what needs to be done before executing the instructions.''
 +
|}
  
Hack the two closer Storage Depots if they have good things inside them. Before you hack the farther one, you will want to get ready with a fit for both analyzers and a Microwarpdrive. Remember that all fits have been provided up above which are suitable for this next stage.
+
Hack the two closer Storage Depots. Before hacking the farther one, fit both analyzers and a Microwarpdrive. ''See [[#Ship Fittings|Ship Fittings]] above for fits.''
  
 
{| 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 warp-in beacon for the site is moved once the alarm has been tripped.''
 
| style="padding:8px;" | ''The warp-in beacon for the site is moved once the alarm has been tripped.''
|}<br />
+
|}
 +
 
  
 
Hack the "farther" Mangled Storage Depot:  
 
Hack the "farther" Mangled Storage Depot:  
  
'''CAN DIFFICULTY: 6/10 [YELLOW HACK]'''<br />
+
: '''CAN DIFFICULTY: 6/10 RELIC {{Co|yellow|[YELLOW HACK]}}'''
<span style="color:green">SUCCESS:</span> A Defense Alarm Unit can is spawned, and the loot can be scooped up.<br />
+
:: {{Co|green|SUCCESS:}} A Defense Alarm Unit can is spawned, and the can may be looted normally.
<span style="color:red">FAILURE:</span> No penalty.  
+
:: {{Co|red|FAILURE:}} No penalty.
 +
 
 +
Upon success, immediately loot the container, then quickly look for a Defense Alarm Unit can. The Defense Alarm Unit must be successfully hacked within 60 seconds or the alarm will trigger.
 +
 
 +
: '''CAN DIFFICULTY: 10/10 DATA {{Co|red|[RED HACK]}}'''
 +
:: {{Co|green|SUCCESS:}} The alarm is suppressed and a Pristine Storage Depot will spawn. '''Read Case 2 for what to do next.'''
 +
:: {{Co|red|FAILURE:}} No penalty immediately, however the alarm is not suppressed. Only highly experienced hackers should attempt a second hack. Sleeper Engineering Stations will spawn in each room area which do massive DPS once fully expanded. '''Read Case 1 for instructions.'''
  
Immediately loot the container, and quickly look for a Defense Alarm Unit can. Hack it with the Data Analyzer:
 
  
'''CAN DIFFICULTY: 10/10 [RED HACK]'''<br />
 
<span style="color:green">SUCCESS:</span> The alarm is suppressed. You are rewarded with a Pristine Storage Depot. I've had junk in this container, but confident and capable hackers in in T1 exploration ships can break the alarm unit.<br />
 
<span style="color:red">FAILURE:</span> No penalty immediately, however the alarm is not suppressed. You should not attempt a second try. The alarm messages in Local will inform you of what's happening. Sleeper Engineering Stations will spawn in each room area which do massive DPS once fully expanded.<br />
 
<br />
 
 
{| 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;" | ''Do not spend too much time on the Defense Alarm Unit hack. Experienced hackers may be able to squeeze in a second attempt but those inexperienced with these high class hacks should not attempt a second try. The important thing is to save the ship first.''
 
| style="padding:8px;" | ''Do not spend too much time on the Defense Alarm Unit hack. Experienced hackers may be able to squeeze in a second attempt but those inexperienced with these high class hacks should not attempt a second try. The important thing is to save the ship first.''
|}<br />
+
|}
 +
 
  
This hack is very difficult. It's worth a shot, but don't take it too seriously if you can't. Don't spend too much time on the hack: just work quickly, and if it appears to be buried behind some impenetrable fortress of hostile nodes, you should just abort and move on. The most pressing matter is to GTFO if the System Core is not easily accessed within 20 seconds. MAKE SURE TO WATCH LOCAL: messages will tell you when bad things are about to happen.  
+
This hack is very difficult. It's worth trying, but it can be hard even for experienced hackers. Don't spend too much time on the hack: just work quickly, and if it appears to be buried behind some impenetrable fortress of hostile nodes, simply abort and move on. It is much more important to leave within the time limit. ''Make sure to watch Local, as messages will relay the status of the alarm''.  
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
|[[File:3P38_Standard_9.png|thumb|none|alt=A|Engineering Stations spawned]]||[[File:3P38_Standard_20.png|thumb|none|alt=A|Top view of fully deployed Stations]]||[[File:3P38_Standard_15.png|thumb|none|alt=A|Hidden Room generated]]||[[File:3P38_Standard_22.png|thumb|none|alt=A|Relocated site warpin (original is to the left and up a bit)]]||
+
|[[File:3P38_Standard_9.png|thumb|none|Engineering Stations spawned]]||[[File:3P38_Standard_20.png|thumb|none|Top view of fully deployed Stations]]||[[File:3P38_Standard_15.png|thumb|none|Hidden Room generated]]||[[File:3P38_Standard_22.png|thumb|none|Relocated site warpin (original is to the left and up a bit)]]||
 +
|}
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Standard_31.png|thumb|none|Beginning to spiral in]]||[[File:3P38_Standard_32.png|thumb|none|Shooting middle Restless Sentry Tower]]||[[File:3P38_Standard_35.png|thumb|none|Having successfully hacked the Defense Alarm Unit, must forcibly trip the alarm]]||[[File:3P38_Standard_36.png|thumb|none|Now that there is no Sentry Tower near the rift, simply approach the Rift]]||
 
|}
 
|}
  
If you fail your first attempt, or feel you've taken too long (more than 25 seconds), immediately manually direct your ship straight upwards. Activate the Microwarpdrive, and if you think you ran a little late that time, you may want to overheat. The idea is to get as far away from that area as possible: you should be at least 100km by the time the Sleeper Engineer Stations spawn: your goal is to be already at least 30km away burning the MWD when it says "''Elevated alarm. Guardians will deploy in 30 seconds to clear out area.''"  
+
==== Case 1 ====
 +
If the first hacking attempt fails, or you've taken too long (more than 25 seconds), immediately manually direct your ship straight upwards. Activate the Microwarpdrive. The goal is to get as far away from the area as possible -- at least 100km by the time the Sleeper Engineering Stations spawn. A good benchmark is to be already at least 30km away burning the MWD when it says "''Elevated alarm. Guardians will deploy in 30 seconds to clear out area.''"  
 +
 
 +
Wait for the middle area Station to blow up. The detonation activates a rift which leads to the hidden room, as one Guardian Extermination Unit malfunctions, failing to expand its gas clouds to full size.
 +
 
 +
Burn to an area high above and between the two gas clouds. Avoid the lone Sentry Tower in the distance: approaching high and at a [http://wiki.eveuniversity.org/File:3P38_Standard_11.png strong angle to the Rift] is one way to avoid it. Activate the Rift when possible.
  
Wait for the middle area Station to blow up. The detonation activates a rift which takes you to the Hidden Room, as one Guardian Extermination Unit malfunctions, failing to expand its gas clouds to full size. Getting there without getting blown up is the next part. If you still haven't hacked the Mangled Storage Depot yet, go ahead and do that, then get to this point.  
+
==== Case 2 ====
 +
After successfully disarming the Defense Alarm Unit container, the site must still be tripped for the Hidden Room to become accessible.
  
Let's get to the next phase. Your main concern is not getting plastered by the gas clouds, and the one lone Sentry Tower. Again, read the text below first, understand it, then execute it.
+
Take the Spatial Rift in the main area to head back to the back enclave. Using a hostile module such as a web, target painter, gun or the like (drones will not work), find and aggress the Sleeper Enclave structure. There are two "parts" of the structure with the same name, either one works. Immediately after aggressing the structure (the message in Local will indicate the alarm has tripped), point the ship upwards and activate the Microwarpdrive. You may also burn over to the Tractor Beam and fail the RDGU repeatedly (if you don't have guns or don't want to refit).
  
Burn to an area high and between the two gas clouds. Avoid the lone Sentry Tower in the distance: I approach high and at a [http://wiki.eveuniversity.org/File:3P38_Standard_11.png strong angle to the Rift] so the Tower never concerns me.
+
Allow the Engineering Stations to fully develop. Burn to the high middle area between them, avoiding the distance Sentry Tower and both highly dangerous gas clouds. After the Rift spawns in the middle, approach it whilst avoiding the toxic gas clouds. Take the rift.
  
Now that you've taken the rift, you're safe for now. Don't move yet. If flying a Magnate, then you'll have to run blind on the containers as a cargo scanner is not an option. (This is why the Heron is still ideal for this site.) Read the instructions first, understand what you need to do, then conduct them according to the instructions, as time is limited, and the hacks are difficult.  
+
==== Working inside the Hidden Room ====
 +
The warpin area is safe upon landing and there are no hazards inside this room. If using the suggested Magnate fit, a cargo scanner will not be available to scan the cans.
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
|[[File:3P38_Standard_1.png|thumb|none|alt=A|Taking Rift to Hidden Room]]||[[File:3P38_Standard_17.png|thumb|none|alt=A|Hidden Room, RDGU appeared (roughly 8km somewhere near the Beacon)]]||[[File:3P38_Standard_18.png|thumb|none|alt=A|Working away inside]]||[[File:3P38_Standard_16.png|thumb|none|alt=A|Cans exploding, timer up!]]||
+
|[[File:3P38_Standard_1.png|thumb|none|Taking Rift to Hidden Room]]||[[File:3P38_Standard_17.png|thumb|none|Hidden Room, RDGU appeared (roughly 8km somewhere near the Beacon)]]||[[File:3P38_Standard_18.png|thumb|none|Working away inside]]||[[File:3P38_Standard_16.png|thumb|none|Cans exploding, timer up!]]||
 
|}
 
|}
  
Move around for a little bit (orbit the beacon at 7500m if it doesn't show up right away): a Remote Defense Grid Unit will activate:  
+
Orbit the beacon at 7500m until a Remote Defense Grid Unit activates:  
  
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />
+
: '''CAN DIFFICULTY: 8/10 DATA {{Co|red|[RED HACK]}}'''
<span style="color:green">SUCCESS:</span> Three Storage Depots are generated. Shortly therafter, a Self-Destruct Reset container is generated, along with a fourth Storage Depot. A timer is set for the room to self-destruct all containers in 180 seconds (3 minutes).<br />
+
:: {{Co|green|SUCCESS:}} Three Storage Depots will spawn. Shortly thereafter, a Self-Destruct Reset container is generated, along with a fourth Storage Depot. A timer is set for the room to self-destruct all containers in 180 seconds (3 minutes).
<span style="color:red">FAILURE:</span> No penalty.
+
:: {{Co|red|FAILURE:}} No penalty.
  
Here's what you'll want to do: Immediately lock up all four loot cans. Quickly identify the one with the most valuable loot in it (Magnate pilots: just pick an Intact or Pristine Depot at random):
+
Immediately lock up all four loot cans. Quickly identify the one with the most valuable loot in it, either with a cargo scanner or by choosing an Intact or Pristine Depot at random:
  
'''CAN DIFFICULTY: 6/10 - 8/10 [YELLOW / RED HACK]'''<br />
+
: '''CAN DIFFICULTY: 6/10 - 8/10 RELIC [{{Co|yellow|YELLOW}} / {{Co|red|RED HACK}}]'''
<span style="color:green">SUCCESS:</span> The loot is up for collection.<br />
+
:: {{Co|green|SUCCESS:}} Loot may be collected normally.
<span style="color:red">FAILURE:</span> No penalty.
+
:: {{Co|red|FAILURE:}} No penalty.
  
 
Go ahead and hack it, loot it, then approach the Self-Destruct can. Hack it:
 
Go ahead and hack it, loot it, then approach the Self-Destruct can. Hack it:
  
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />
+
: '''CAN DIFFICULTY: 8/10 DATA [RED HACK]'''
<span style="color:green">SUCCESS:</span> The count-down timer for this little room is reset to 3 minutes.<br />
+
:: {{Co|green|SUCCESS:}} The count-down timer for the room is reset to 3 minutes.
<span style="color:red">FAILURE:</span> The count-down timer is set to 60 seconds, in which case the containers will self-destruct unless you can attempt a successful re-hack within 60 seconds, in which case it will be set back to 3 minutes.  
+
:: {{Co|red|FAILURE:}} The count-down timer is set to 60 seconds, in which case the containers will self-destruct unless a successful re-hack is completed within 60 seconds, in which case it will be set back to 3 minutes.  
  
You can only hack the Self-Destruct can once, meaning the timer can only be reset once. Make haste towards the other two cans which you inspected and identified as having valuable cargo. When the clock is up, the cans not hacked detonate like they normally do in a regular data/relic site, but you do not incur any damage when that happens. If you cut it close, don't feel bad -- this is basically the bonus room -- I have had the cans blow up while I was just finished with a can and pressed the Open Cargo button, but before I could loot it. D'oh.  
+
The Self-Destruct can may only be hacked once, meaning the room timer can only be reset once. Make haste towards the other two cans identified as having valuable cargo. When the clock is up, the cans not hacked detonate like they normally do in a regular data/relic site, and the explosions do not deal any damage.
  
Warp out of the site to your bounce point. If you had your Mobile Depot left behind in the area where the toxic gas clouds are, just wait for the site to despawn entirely, which it should do shortly (2-3 minutes). Collect all mobile depots and jetcans, if any, refit to your travel fit, and enjoy your victory. Don't get plastered at a gatecamp. If you are in nullsec or lowsec, you may have additional precautions or escorts to undertake: smart gankers or lowsec ambushers know that exploration vessels can sometimes be packed full of costly cargo, and are extremely fragile. Don't be that guy.  
+
Warp out of the site to a bounce point. If the Mobile Depot or Secure Container (bookmark it!) was left behind in the area where the toxic gas clouds are, wait for the site to despawn entirely, which it should do shortly (2-3 minutes).
  
Your next quest is the Superior Sleeper Cache. Hunt on!
+
{{CollapseBox|width= 90%
 +
|The high speed, high risk approach
 +
|The alternate approach for pilots who don't shoot the middle Restless Sentry Tower:
  
{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
+
Having refitted, burn with the Microwarpdrive until located directly above the rift, between the gas clouds. The Sentry Gun near the rift can alpha a frigate off the field. It deals lots of damage; it fires (like all the others here) once every 15 seconds; it does EM and Thermal damage; and you need to get to the rift as fast as possible. Burn with the Microwarpdrive until about 85km out, then turn it off. Continue to slowboat.
! style="text-align:left" | <span style="color:#44c055">The high speed, high risk approach</span>
 
|-
 
| style="font-size:90%; color:#FFFFFF" | {{{1|The alternate approach for those who don't shoot the middle Restless Sentry Tower is as follows:
 
  
Having refitted, you want to burn with the Microwarpdrive till you're somewhere directly above the rift, between the gas clouds. That Sentry Gun near the rift can, as I have discovered, alpha your frigate off the field. Here's what I know: It does lots of damage; it fires (like all the others here) once every 15 seconds; it does EM and Thermal damage; and you need to get to the rift as fast as possible. I also know that it typically engages you when you get to about 60km from it. The basic idea is this: Burn with the Microwarpdrive till you hit about 85km, then turn it off. Continue to slowboat.  
+
Make sure you can see your combat log (make sure it shows misses and hits) carefully on your screen. Having the Combat Log window pulled up helps too. The Sentry Gun fires every 15 seconds, but a Microwarpdrive cycles once every 10 seconds. Set your Microwarpdrive to "Autorepeat: Off". Wait until the Sentry Gun fires (and hits, or misses) the first time, then immediately activate the MWD and let it cycle ''once''. Then when it fires (and misses, or hits) again, then hit the MWD again for one cycle. Repeat this until within activation range of the rift.  
  
You then have to make sure you can see your combat log (make sure it shows misses and hits) carefully on your screen. Having your Combat Log window pulled up helps too. The gameplan centers on the fact that the Sentry Gun fires every 15 seconds, yet your Microwarpdrive cycles once every 10 seconds. So you'd wait till it fires (and hits, or misses) the first time, then immediately activate the MWD approaching the rift ONCE. And only once: if it is set on auto-repeat, you might be dead within 10 seconds. You may want to turn that off for now. Then when it fires (and misses, or hits), you then hit the MWD again for one cycle. You repeat that until you get within activation range of the rift.  
+
''This strategy is very dangerous''. Skilled pilots can overheat their active hardeners for the period just before the Sentry Gun fires, given that hardeners cycle faster than the sentry guns fire.
  
It's dangerous. Very dangerous. If you're good, you could overheat your active hardeners for the period just before they fire, given that hardeners cycle faster than the sentry guns fire, at least shield ones do. But once you have taken the rift, the fun starts, and it's definitely part of the club of daring explorers you can count yourself amongst. (Well, maybe not quite as dangerous as ninja-running sites and ninja-mining in sov nullsec or occupied Wh space with people hunting you, but it's up there.)
+
[[File:3P38_Standard_21.png|thumb|none|Refitting for the approach]][[File:3P38_Standard_10.png|thumb|none|First view showing offset approach]][[File:3P38_Standard_11.png|thumb|none|Second view showing off-centered approach]][[File:3P38_Standard_12.png|thumb|none|Survived to take the rift!]]
 +
}}
  
As I felt compelled to provide some images, please excuse the format of the images below, as there is no way I know of to put a table inside this element. [[File:3P38_Standard_21.png|thumb|none|alt=A|Refitting for the approach]][[File:3P38_Standard_10.png|thumb|none|alt=A|First view showing offset approach]][[File:3P38_Standard_11.png|thumb|none|alt=A|Second view showing off-centered approach]][[File:3P38_Standard_12.png|thumb|none|alt=A|Survived to take the rift!]]}}}
+
== The Tractor Beam Method ==
|}
+
Instead of putting the X, Y and Z Coordinates into the High Power Calibration Device, it is also possible to complete the site using the Low Power Calibration Device. Once the coordinates have been loaded into either Calibration Device can and Rift activated, the Rift cannot be re-calibrated. Leave the Remote Defense Grid Unit near the warp-in area alone - it's handy to forcibly trip the alarm for the hidden room, unless you'd prefer to aggress the Sleeper Enclave in the back area. One other thing: The Tractor beam is disabled once the Alarm has been tripped. Message in local: ''The Tractor Beam has powered down permanently, any further hacking attempts are impossible.'' It also seems to be that the Spatial Rift ceases to function once the Alarm is tripped. The Tractor Beam cannot pull depots from the back area that have been activated from their "hidden state": only the "Impenetrable Storage Depots" themselves can be pulled, not any Mangled, Intact, Pristine or Dented depots can be tractored.
=== Bonus Section: The Tractor Beam Approach ===
 
  
Back when you put the X, Y and Z Coordinates into the High Power Calibration Device, you may have observed the Low Power Calibration Device. Once you put the coordinates into one can and calibrate the rift, you may not re-calibrate it for the other type. Leave the Remote Defense Grid Unit alone near your warp in area: you won't want to hack it, because you'll need it to forcibly trip the alarm for the Hidden Room.
+
The nice thing about using the Tractor Beam to pull cans is battleships and other ships capable of fitting Micro Jump Drives can easily jump to the structure from the warp in from the site without even using the Spatial Rift at all. Distant Sentry Towers can still aggress however. Such ships usually have a hard time in the Hidden Room because of their slow speed.
  
 
{| 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;" | ''This approach exposes your vessel to long-range damage, which by reason of the range, means your transversal relative to the distant Sentry Towers is low. Although the Sentry Towers may not aggress, they also might and frigates have a very hard time tanking the damage.''
+
| style="padding:8px;" | ''This approach exposes your vessel to long-range damage, which means that your transversal velocity relative to the distant Sentry Towers is low. Although the Sentry Towers may not aggress, frigates have a very hard time tanking the damage if they do.''
 
|}
 
|}
  
When you have calibrated the rift using the Low Power can, this sends you over to the middle area by the tractor beam. When you land, you will be presented with a couple of challenges:  
+
When the Rift has been calibrated using the Low Power can, the Rift will send ships over to the middle area near the tractor beam. Upon landing, there are several challenges:  
  
# A hidden Sentry Tower will spawn and aggress you. (Activation proximity roughly 15km.)
+
# A hidden Sentry Tower will spawn and aggress. (Activation proximity roughly 15km.)
# You will also be aggressed by Sentry Towers (I was aggressed by two out of three) in the back room. While you can avoid damage from the nearby one, your low effective angular velocity for the far distant ones means you will eat damage from them.
+
# Some of the Sentry Towers in the back room will also agress. Damage from the nearest Tower can be avoided, but the low effective angular velocity for the far Towers means ship will take damage from them.
 
# The nearby Remote Defense Grid Unit.  
 
# The nearby Remote Defense Grid Unit.  
 
# The Tractor Beam "can".
 
# The Tractor Beam "can".
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
|[[File:3P38_Standard_19.png|thumb|none|alt=A|Even the initial hack is fairly dangerous]]||[[File:3P38_Standard_38.png|thumb|none|alt=A|Tractor beam activated. Towers not aggressing, but they may!]]||[[File:3P38_Standard_40.png|thumb|none|alt=A|Conducting initial hack, already sustained too much damage]]||[[File:3P38_Standard_41.png|thumb|none|alt=A|Still hitting out to 230km!]]||[[File:3P38_Standard_43.png|thumb|none|alt=A|Shooting the nearby Tower isn't worth it, either]]||
+
|[[File:3P38_Standard_19.png|thumb|none|Even the initial hack is fairly dangerous]]||[[File:3P38_Standard_38.png|thumb|none|Tractor beam activated. Towers not aggressing, but they may!]]||[[File:3P38_Standard_40.png|thumb|none|Conducting initial hack, already sustained too much damage]]||[[File:3P38_Standard_41.png|thumb|none|Still hitting out to 230km!]]||[[File:3P38_Standard_43.png|thumb|none|Shooting the nearby Tower isn't worth it, either]]||
 
|}
 
|}
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
|[[File:3P38_Standard_46.png|thumb|none|alt=A|Frigate problems...]]||[[File:3P38_Standard_42.png|thumb|none|alt=A|Containers tractored. Towers not aggressing, yet]]||[[File:3P38_Standard_8.png|thumb|none|alt=A|Having succeeded in hacking the Defense Alarm Unit, must now forcibly trip Alarm]]||[[File:3P38_Standard_47.png|thumb|none|alt=A|Taking Rift to Hidden Room]]||[[File:3P38_Standard_49.png|thumb|none|alt=A|Dual-rep Omen having a rough time]]||
+
|[[File:3P38_Standard_46.png|thumb|none|Frigate problems...]]||[[File:3P38_Standard_42.png|thumb|none|Containers tractored. Towers not aggressing, yet]]||[[File:3P38_Standard_8.png|thumb|none|Having succeeded in hacking the Defense Alarm Unit, must now forcibly trip Alarm]]||[[File:3P38_Standard_47.png|thumb|none|Taking Rift to Hidden Room]]||[[File:3P38_Standard_49.png|thumb|none|Dual-rep Omen having a rough time]]||
 
|}
 
|}
  
I do not recommend this approach. I tested this approach using a Heron, and overloaded EM and Thermal hardeners. I could last about a minute or so before I was forced to warp out. By orbiting the nearby Remote Defense Grid Unit, you won't take damage from the nearby Sentry Tower, but the distant ones hit hard. If you have a buddy with a T1 Logistics Frigate (use T2 remote shield boosters, and use T2 hardeners on the "patient" ship: look for at least 250 EHP/sec capacitor stable, which will handle two Towers. Three will be too much), you should be able to sustain the damage just fine with an oversized buffer fit against two distant Sentry Towers. Without the buffer, you'll probably get alpha'd off the field in short order. That dual-rep Omen seen above tanked 187.5 EHP/sec omni-damage, 220 EHP/sec against EM & Thermal (50/50 split) damage.
+
This approach is not recommended for frigates, though an exploration cruiser such as a [[Stratios]] may be able to handle it better. By orbiting the nearby Remote Defense Grid Unit, ships won't take damage from the nearby Sentry Tower, but the distant ones hit hard. Pilots can bring a logistics buddy to tank the damage if they wish - at least 250 EHP/s is necessary to tank two Towers, provided that the target ship also has an oversized buffer fit.
  
But let's pretend you want to try this approach anyways. Quickly orbit the nearby Remote Defense Grid Unit. You must work quickly. Hack it:
+
Quickly orbit the nearby Remote Defense Grid Unit. This hack must be completed quickly.
  
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
+
: '''CAN DIFFICULTY: 7/10 DATA {{Co|red|[RED HACK]}}'''
<span style="color:green">SUCCESS:</span> The nearby Sentry Gun near you is switched off.<br />
+
:: {{Co|green|SUCCESS:}} The nearby Sentry Gun is deactivated.
<span style="color:red">FAILURE:</span> No penalty for failure. I attempted multiple attempts until I was forced to warp out and nothing happened when I deliberately failed the can.  
+
:: {{Co|red|FAILURE:}} No penalty for failure.
  
You may need to warp out. If so, then warp back to the site, repair your overloaded hardeners if needed, fix up, and go back again. Hack the Tractor Beam Unit. Doing so will pull all of the loot cans to an area just forward of the Tractor Beam. Having recently switched off the Remote Defense Grid Unit near the Tractor Beam, that should mean (it was so in my case) the Sentry Guns in the back room enclave should not aggress while you loot the cans.  
+
It may be necessary to warp out. If so, then warp back to the site, repair overloaded hardeners if needed, fix up, and go back again. Hack the Tractor Beam Unit. Doing so will pull all of the loot cans to an area just forward of the Tractor Beam. Assuming the Remote Defense Grid Unit near the Tractor Beam was successfully hacked, the Sentry Guns in the back room enclave should not aggress while looting the cans.  
  
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
+
: '''CAN DIFFICULTY: 7/10 DATA {{Co|red|[RED HACK]}}'''
<span style="color:green">SUCCESS:</span> The Tractor Beam will commence teleporting storage depots to your area near you.<br />
+
:: {{Co|green|SUCCESS:}} The Tractor Beam will commence teleporting storage depots to the area nearby.
<span style="color:red">FAILURE:</span> No penalty for failure.
+
:: {{Co|red|FAILURE:}} No penalty for failure.
  
Now, the Hidden Room. In the first approach outlined earlier, you get aggressed by one Sentry Tower on your approach. In this method, you are aggressed by two. This makes it more dangerous than the first. Obviously you'll need to trigger the Sleeper Guardians to activate the hidden rift. There are two approaches, as earlier:
+
In the approach to the hidden room outlined earlier, ship are aggressed by one Sentry Tower on the approach. In this method, ships are aggressed by two, which makes this approach more dangerous than the first. Pilots will need to trigger the Sleeper Guardians to activate the hidden rift. There are two methods, as earlier:
  
:1. Hacking the farther Mangled Storage Depot, and successfully hacking the Alarm Unit. I have succeeded in hacking this can only a few times. If this happens, then go to the nearby Remote Defense Grid Unit which should not have been hacked earlier (as doing so provides no particular benefit here), and deliberately fail it repeatedly. Just activate the Data Analyzer II on the can, wait a couple of seconds, then just abort the hack by closing the hacking window. Be ready to move far away, as before, with your Microwarpdrive.
+
: 1. Hack the farther Mangled Storage Depot, and successfully hack the Alarm Unit. If successful, go to the nearby Remote Defense Grid Unit which should not have been hacked earlier (as doing so provides no particular benefit for this method), and deliberately fail it repeatedly. To do this, simply activate the Data Analyzer on the can, wait a couple of seconds, then abort the hack by closing the hacking window. As before, be ready to move far away with a Microwarpdrive.
  
: Aggressing the Sleeper Enclave structure in the back area (which is probably extremely dangerous to approach considering 3 Sentry Towers present back there with this method) will trigger the alarm level directly to 5. Any hostile module works, like a web. Drones will not.
+
: Aggressing the Sleeper Enclave structure in the back area (which is probably extremely dangerous to approach considering the 3 Sentry Towers present there in this method) will trigger the alarm level directly to 5. Any hostile module works, like a web or turret, however drones will not.
:2. Failing the Alarm Unit hack. In this case, just burn out with the Microwarpdrive, and wait for things to develop.
 
  
It is considerably more dangerous than using the first method, but it's important for me to discuss this method for those who are curious.
+
: 2. Failing the Alarm Unit hack. In this case, just burn out with the Microwarpdrive, and wait for things to develop.
  
[[Category:Guides]]
+
[[Category:Data sites]]
 +
[[Category:Relic sites]]
 +
[[Category:Fittings]]

Latest revision as of 06:38, 17 April 2024

Main article: Sleeper Cache

The Standard Sleeper Cache is a Cosmic Signature is a higher end and more complicated site which bears some resemblance to the basic Limited Sleeper Cache. Like the lesser version, these sites can be found in all areas of Known Space but seem to spawn in greater concentrations in the Empire regions. The good news is that the site itself can be completed just fine with a regular Tech I exploration frigate and tends to pay better in most cases than the Limited Sleeper Cache.

The initial acceleration gate admits all subcapital ships. Because of the way the site works however, battleships are rather slow unless the site is "tripped". After some number of experiments, it has been determined that a probe strength of 92 (Level IV) is the minimum to scan down the site.

First timers should definitely read this preamble before moving forward.

Quick Guide

  1. Scan down the site.
  2. Hack the Hyperfluct Generator to spawn a Spatial Rift, which functions identically to an acceleration gate. Battleships and below can activate the Rift.
  3. Drop the mobile depot at the warp in. Hack the Remote Defense Grid Unit. Then hack the two nearest cans, and leave the furthest one alone for now. Warning: Failure of any data hack may trip the alarm: watch messages in Local. Hack slowly and cautiously. Same goes for the Coordinate Plotting containers.
  4. IMPORTANT: Failures resulting in an "alarm" will release extermination units 30 seconds after the failure that spawn toxic clouds dealing massive DPS to anything within them. Be ready to MWD or warp away (remember that this is still deadspace, and you have to warp to a location outside the pocket) and lose the site. Caution is advised if you choose to MWD as the increased signature radius could result in death by sentry. 100km distance is recommended as the clouds expand
  5. Hack the 3 Coordinate Plotting cans. Place the Coordinates into the Remote Calibration Device - High Power can. Head back to the mobile depot.
  6. Refit for a Afterburner fit with a buffer tank with EM and Thermal hardeners. Make sure you have guns or drones. Activate any active hardeners; take the nearby Spatial Rift.
  7. Upon landing, you will be aggressed by two Sentry Guns. Immediately active the afterburner and make haste towards the Remote Defense Grid Unit. Orbit it at 2500m and hack it. Shoot the remaining Tower nearby. There is a method by Esjay Kuovo where you just orbit the Remote Defense Grid Unit, hack it, and then warp out. After warping back in the same area sentries will be shooting at random stuff and you can hack the cans safely. Edit: on a really rare occasion sentry will lock and shoot you, warp out and back in again and it should be ok.
  8. Using a spiraling approach on the remaining Restless Sentry Tower in the middle near the Tractor Beam, approach it and engage it. Then head back to the Mobile Depot near the warpin.
  9. Refit for a Relic Analyzer, cargo scanner and MWD. Hack the cans at your leisure. When finished, scoop back the mobile depot, warp out of the site and back in, or just burn the MWD back to the main area. At the main site warpin drop the mobile depot refit for both analyzers. Pick up the mobile depot.
  10. Look for the depot container about 30km from the warp-in beacon (the one we left at step 3). Hack that can with the Relic Analyzer. Immediately loot the can and look for the Defense Alarm Unit can, and attempt to hack it. It's a rough hack, and speed counts too: be prepared to fail it. If you do fail it on the first attempt, do not attempt to repeat it. Immediately align the ship straight upwards (on the Z axis) and burn the Microwarpdrive. When you're about 120km away from the area you just were, you may turn off the MWD and wait. If you succeed in hacking the Alarm Unit, then the alarm must be triggered manually. After hacking the Pristine Depot nearby, take the Spatial Rift to the back area. Look for a structure named "Sleeper Enclave" (there are two such named objects). Lock it up, burn the MWD out of the area (straight up is fine) and aggress it with a hostile module such as a web, target painter, a gun, or the like. Drones will not work. (Alternate: Fail the RDGU near the tractor beam repeatedly.)
  11. Let the Engineering Stations do their thing. After about 20 seconds, a rift will spawn in the middle. Burn around the highly dangerous gas clouds (80km away from them is fine) down and between them to the rift. Take it.
  12. Move around a bit to activate the Remote Defense Grid Unit. Hack it.
  13. Immediately lock up the loot cans and cargo scan for the two most valuable ones. Burn with the MWD to one, then hack it. Then make your way over to the self-destruct can and hack it. Then go hack the second most valuable can, then the third. By then the fourth can is a bonus. Warp out and pick up your secure container after the site despawns (if used), refit to your travel fit, and make your way home.

Ship Fittings

Icon warning.png Exercise caution when downgrading these fits, as they have been thoroughly tested. They do not need to be modified, but meta modules can be upgraded to T2 equivalents (such as hardeners) if desired.

The following "Site Run" fits represent the standard for moving around the site, and are equipped with a Microwarpdrive, Medium Shield Extender, both Analyzers and a cargo scanner. However, these fits are only safe to use once all Sentry Towers have been neutralized, because they have no specific hardeners to resist multiple hits. The standard fit can also be used for running the hidden room.


Heron - Std. Sleeper Cache Site Run
Heron: Heron - Std. Sleeper Cache Site Run
EFT
[Heron, Heron - Std. Sleeper Cache Site Run]

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

Damage Control II
Micro Auxiliary Power Core I

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


Hobgoblin II x3

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?size=64&.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
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Not for skirmishing with Sentry Towers: it doesn't have enough resists to survive a couple of whacks from those guns.
  • Drones are chosen because they are the cheapest non-T1 drones. Use as preferred.
Magnate - Std. Sleeper Cache Site Run
Magnate: Magnate - Std. Sleeper Cache Site Run
EFT
[Magnate, Magnate - Std. Sleeper Cache Site Run]

Relic Analyzer II
Data Analyzer II
5MN Quad LiF Restrained Microwarpdrive

Damage Control II
Small Armor Repairer II
200mm Crystalline Carbonide Restrained Plates
Micro Auxiliary Power Core I

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


Hobgoblin II x3

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?size=64&.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
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Swap an unneeded Analyzer out for a cargo scanner as needed.


The following fits are specifically for handling the two Sentry Towers in the back room while hacking the local Remote Defense Grid Unit. The hardeners can be upgraded to their T2 equivalents, along with Electron Blasters (or AutoCannons for the Magnate) if possible, as they will do more damage than railguns. The same fits are useful for shooting the Restless Sentry Tower in the middle area.

Propulsion: The Afterburner is vital for keeping the ship moving.
Tank: The EM and Thermal hardeners resist the damage types of the Sentry Guns, and the buffer tank can absorb one or two (maybe three) hits at the most.
Analyzer: The Data Analyzer is necessary to hack the Remote Defense Grid Unit.
Weaponry: The guns and the drones are there to kill one of the Sentry Guns.

One alternative is to fit a Heron with a Medium Ancillary Shield Booster with Heron. However, buffer is what makes resistances worthwhile, as the damage has to sink into something, and frigates and destroyers don't usually have the native HP to tank damage without a buffer (something normally reserved for cruisers and above). Therefore it's easy for a lucky wrecking hit to alpha an insufficiently tanked ship off the site.

It may also be possible to use two Thermal Shield Reinforcers and one T2 active EM hardener, which may enable fitting a shield booster. Experimenting with a friendly Bantam or Inquisitor pilot can help, or bring a Scythe for extra drone damage. (Use light drones. The 50m signature radius of the Towers means medium drones can hardly track them. Sentries work too.)


Heron - Shield AB Blasters SC Std. Cache BackRoom
Heron: Heron - Shield AB Blasters SC Std. Cache BackRoom
EFT
[Heron, Heron - Shield AB Blasters SC Std. Cache BackRoom]
125mm Gatling AutoCannon II, EMP S
125mm Gatling AutoCannon II, EMP S

Data Analyzer II
Limited 'Anointed' Anti-EM Shield Hardener
Medium Azeotropic Restrained Shield Extender
Limited Anti-Thermal Shield Hardener I
1MN Monopropellant Enduring Afterburner

Damage Control II
Micro Auxiliary Power Core I

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


Hobgoblin II x3

EMP S x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.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?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
Unknown
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • As it has only buffer, proper flying is essential to avoid taking too much damage.
  • T2 Hardeners are optional.
Magnate - Std. Sleeper Cache Turret
Magnate: Magnate - Std. Sleeper Cache Turret
EFT
[Magnate, Magnate - Std. Sleeper Cache Turret]
125mm Light Gallium Machine Gun, Phased Plasma S
125mm Light Gallium Machine Gun, Phased Plasma S

1MN Monopropellant Enduring Afterburner
Data Analyzer II
Cap Recharger II

EM Armor Hardener II
Small Armor Repairer II
200mm Crystalline Carbonide Restrained Plates
Thermal Armor Hardener II

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


Hobgoblin II x3

Phased Plasma S x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.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?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • You may elect to swap out the Data Analyzer for an extra Capacitor Recharger, this will help with repair module usage, and/or swap for T2 Energized Thermal and EM Membranes.
  • Be ready to overheat the Armor Repairer.


An Astero would be fit very similarly to the Magnate. The Heron has a greater base speed than both the Magnate and the Astero, which is nice.

Visual Reference

Site overview showing all
Showing back area
Shows warpin, Calibration cans, Rift, etc
Closer view of calibration cans
Another view of the containers involved

The images above quick a quick preview of the site. Examine the images below for detailed notation of most site features:

Zoomed view of site zones
Notations of most objects
Propulsion directions of the Spatial Rift
Description of hacking effects

Walkthrough

Icon warning.png WARNING: Inexperienced site runners may have tripped the Alarm which generates large Area of Effect clouds which deal in excess of 350 DPS (after resistances) to vessels. The site may also be already nearly finished by another runner. Use caution when proceeding further: inexperienced site runners may elect to abandon the site.

If the Alarm has been activated, and the Guardian Extermination Units are fully deployed, frigate pilots will have no choice but to slowboat cloaked to the Hidden Room, avoiding both damage clouds. Read the collapsed notation below for further information.

A message can be announced in Local which reads: Warning! Massive amounts of corrosive materials have been released in the area, making it extremely hazardous to operate in!


Entrance

Upon warping to the site, pilots will land in the first room, which contains one can, named the Hyperfluct Generator. The possibilities are below:

CAN DIFFICULTY: 7/10 DATA [RED HACK]
SUCCESS: A new Spatial Rift is generated, which functions identically to an Acceleration Gate. It will take you to the main area, which is called the Logistic Depot. (The site makes references to "frontline" and "backline": frontline refers to the area near the Tractor Beam, and backline refers to the area in the way back near the Sleeper Enclave structure.)
FAILURE: You have two minutes to attempt a successful hack. Should you fail to hack it successfully within that timeframe, the site will despawn. Take your time and work slowly on the first hack to make the most of the first attempt.

In dangerous space, you should look to see if the Hyperfluct Generator has been hacked already, and if the Spatial Rift is there. If it has, then someone may have been there before. If there are neutrals in system, it could also be an ambush.

Logistic Depot

After activating the Spatial Rift, pilots will land in the main area. Assuming no hostile players are present, there is no immediate danger.


If you were looking to spoil the day of someone you don't like who got here first, you could try shooting the Sleeper Enclave in the back area to raise the Alarm Level (discussed later) to 5, for which then the Sleeper Extermination Units will spawn to create some nicely-sized AoE damage clouds which can wipe a frigate off the field handily. Then you can sneak around and go into the Hidden Room to run that yourself.

At the warp-in, drop a mobile depot and bookmark it. While the timer on it is counting down, head over to the Remote Defense Grid Unit near the Coordinate Plotting Devices :

Icon warning.png WARNING: Failure of the data hacks can cause the sitewide Alarm Level to increment. At Level 5, the Alarm will trip, however it may also trip at lower levels. Alarm trips have been confirmed at Levels 1, 2 and 3.
CAN DIFFICULTY: 8/10 DATA [RED HACK]
SUCCESS: In the back area, one Sentry Gun will be deactivated (out of three), but another one near the Tractor Beam will be activated.
FAILURE: Overall, the Site has a "sitewide" Alarm Level. Failing this hack (or the other one down below) will raise the Alarm Level by 1. The Alarm Level starts at 0 out of 5. At Alarm Level 4, pilots should proceed with extreme caution. At Level 5, the Sleeper Engineering Stations will spawn in each mini-room (the warpin, the Tractor Beam mini-room, and the Back Room mini-room) to generate highly dangerous damage clouds (though the alarm can also trip at lower levels).

The damage clouds are extremely dangerous to frigates, and will most likely destroy them in seconds.

Now, head over to the three Coordinate Plotting Devices on your right:

CAN DIFFICULTY: 7/10 DATA [RED HACK]
SUCCESS: The coordinate for the can which you just hacked is added into your ship's cargohold (using "Open Cargo" on the can is unnecessary).
FAILURE: The Alarm Level may increment by 1 or trip.

Obtain all three coordinates. Place those three Coordinates (there should be X, Y, and Z Coordinates) into the Remote Calibration Device - High Power can nearby. To do this, get within 2500m of the container (it looks like a jetcan), "Open Cargo", and place the Coordinates from your ship's cargo hold into the container. A message will appear onscreen to indicate success.

Do not hack any of the depots in the first part of the site here. Experienced site runners know what to expect of these can run them as needed. (Have seen someone focus solely on the Pristine Storage Depot that spawns after successful hack of the Alarm Unit. It's risky still though.)

Go back to the mobile depot. Remove all unnecessary cloaks, probe launchers, unnecessary cargo, and travel-fit modules and pack them into the Mobile Depot itself to minimize loss in case of a mistake. Refit into one of the fits specified above for running the back room with an afterburner. (Experienced site runners: Use a Small Secure Container instead. Bring the Mobile Depot to refit in the back room.)


Once the ship has been refitted, head to the area to the right of warpin and approach the Spatial Rift.

Icon warning.png Warning: An active Microwarpdrive on a frigate can be fatal if a Sentry Tower secures a good hit. The frigate fits cannot absorb too many errant strikes: failure to keep moving and maintain good transversal velocity will likely be fatal.

Back Room

Activate the Spatial Rift.

Immediately after landing, turn on the Afterburner and orbit the Remote Defense Grid Unit, which will be ahead of your ship, slightly to the left of landing. Hack it. (Speed Tip: Lock up the Sentry Tower further away and put your drones on it for now. If you don't have the skills for a T2 Data Analyzer, now is when you'll start regretting it. I know it's long train. But it's worth it.)

Hack the Remote Defense Grid Unit:

CAN DIFFICULTY: 8/10 [RED HACK]
SUCCESS: The Sentry Gun to the left is deactivated, and one Sentry Gun in the Tractor Beam area is activated.
FAILURE: The Alarm Level for the site is raised by 1 for each failure, or the alarm may trip. Messages in Local will track the alarm's progress.

If the Alarm Level reaches Level 3, abort the hack procedure and instead shoot all the Towers until they're destroyed. As shown below, you may elect to swap out for a DPS ship or call someone else to whack the Towers. Cruise missiles are not a good choice because of the 50m signature radius of the Towers: small guns or sentries are a better choice. To be honest, the time spent reshipping is hardly worth it versus just using the same ship: although if a corpmate is bored, it'll give them something to do.

If the Remote Defense Grid Unit was successfully hacked, start approaching the nearby Sentry Gun while maintaining transversal velocity. Do not approach it head-on: manually pilot towards it at an angle. The Sentry Towers in the site fire once every 15 seconds, and skilled pilots can overheat their hardeners to mitigate damage further.

Once within range for drones and weapons, engage the Sentry Tower. It can be orbited safely at 7500m or closer. It has very low tracking and the fire rate is very slow, but individual hits are very powerful.

Once the Sentry Tower is down, which can take awhile (Sentry Towers have no shields, 40% armor resistances to all 4 damage types, and no resistances on structure), burn the Afterburner toward the middle area Restless Sentry Tower. (Optional: Refit for a Relic Analyzer and hack the nearby depots. Time saved: not much: but if the threat of a contest is present, it may be smarter.) Using the tactical overlay, head straight for the Tower until about 80km separates your ship from the Tower. Then begin spiraling in - if you do not spiral in, you will likely lose your ship. Shoot the Sentry Tower, which can be orbited at 2000m with the afterburner off to allow turrets to track more easily.

Then head back to the main area where the Mobile Depot was dropped.

Refit for a Microwarpdrive and Relic Analyzer. Activate the nearby Rift again. Impenetrable Storage Depots should appear on the Overview. Approaching within approximately 10km of them will cause them to transform into either a Mangled, Dented, Pristine or Intact Storage Depot:

CAN DIFFICULTY: 5/10 to 9/10 RELIC [YELLOW to RED HACKS]
SUCCESS: Loot may be collected normally.
FAILURE: No penalty.

A cargo scanner can be helpful to identify which cans are worth looting. Generally, the Pristine and Intact Depots have a higher chance of having valuable items inside.

Once finished, warp out of the site, then warp back in. Remember that if the Signature for the site has disappeared from the Probe Scanner window, the site will despawn in two minutes if you cloak up or warp out and fail to ensure that a ship is inside and active (not cloaked) inside the site to hold it open. Pilots can also return to the entrance manually with the Microwarpdrive, but it takes less effort to just warp out and back in.


Hidden Room

Back at the mobile depot, cargo scan the nearby containers: there's usually 2 Mangled and 1 Dented Storage Depot. The farther Mangled Storage Depot (at about 26km versus 10-14km for the other two relative to the warp-in beacon) is very important. Don't hack it yet.

Icon warning.png Caution: Read both Case scenarios to understand what needs to be done before executing the instructions.

Hack the two closer Storage Depots. Before hacking the farther one, fit both analyzers and a Microwarpdrive. See Ship Fittings above for fits.

The warp-in beacon for the site is moved once the alarm has been tripped.


Hack the "farther" Mangled Storage Depot:

CAN DIFFICULTY: 6/10 RELIC [YELLOW HACK]
SUCCESS: A Defense Alarm Unit can is spawned, and the can may be looted normally.
FAILURE: No penalty.

Upon success, immediately loot the container, then quickly look for a Defense Alarm Unit can. The Defense Alarm Unit must be successfully hacked within 60 seconds or the alarm will trigger.

CAN DIFFICULTY: 10/10 DATA [RED HACK]
SUCCESS: The alarm is suppressed and a Pristine Storage Depot will spawn. Read Case 2 for what to do next.
FAILURE: No penalty immediately, however the alarm is not suppressed. Only highly experienced hackers should attempt a second hack. Sleeper Engineering Stations will spawn in each room area which do massive DPS once fully expanded. Read Case 1 for instructions.


Icon warning.png Do not spend too much time on the Defense Alarm Unit hack. Experienced hackers may be able to squeeze in a second attempt but those inexperienced with these high class hacks should not attempt a second try. The important thing is to save the ship first.


This hack is very difficult. It's worth trying, but it can be hard even for experienced hackers. Don't spend too much time on the hack: just work quickly, and if it appears to be buried behind some impenetrable fortress of hostile nodes, simply abort and move on. It is much more important to leave within the time limit. Make sure to watch Local, as messages will relay the status of the alarm.

Engineering Stations spawned
Top view of fully deployed Stations
Hidden Room generated
Relocated site warpin (original is to the left and up a bit)
Beginning to spiral in
Shooting middle Restless Sentry Tower
Having successfully hacked the Defense Alarm Unit, must forcibly trip the alarm
Now that there is no Sentry Tower near the rift, simply approach the Rift

Case 1

If the first hacking attempt fails, or you've taken too long (more than 25 seconds), immediately manually direct your ship straight upwards. Activate the Microwarpdrive. The goal is to get as far away from the area as possible -- at least 100km by the time the Sleeper Engineering Stations spawn. A good benchmark is to be already at least 30km away burning the MWD when it says "Elevated alarm. Guardians will deploy in 30 seconds to clear out area."

Wait for the middle area Station to blow up. The detonation activates a rift which leads to the hidden room, as one Guardian Extermination Unit malfunctions, failing to expand its gas clouds to full size.

Burn to an area high above and between the two gas clouds. Avoid the lone Sentry Tower in the distance: approaching high and at a strong angle to the Rift is one way to avoid it. Activate the Rift when possible.

Case 2

After successfully disarming the Defense Alarm Unit container, the site must still be tripped for the Hidden Room to become accessible.

Take the Spatial Rift in the main area to head back to the back enclave. Using a hostile module such as a web, target painter, gun or the like (drones will not work), find and aggress the Sleeper Enclave structure. There are two "parts" of the structure with the same name, either one works. Immediately after aggressing the structure (the message in Local will indicate the alarm has tripped), point the ship upwards and activate the Microwarpdrive. You may also burn over to the Tractor Beam and fail the RDGU repeatedly (if you don't have guns or don't want to refit).

Allow the Engineering Stations to fully develop. Burn to the high middle area between them, avoiding the distance Sentry Tower and both highly dangerous gas clouds. After the Rift spawns in the middle, approach it whilst avoiding the toxic gas clouds. Take the rift.

Working inside the Hidden Room

The warpin area is safe upon landing and there are no hazards inside this room. If using the suggested Magnate fit, a cargo scanner will not be available to scan the cans.

Taking Rift to Hidden Room
Hidden Room, RDGU appeared (roughly 8km somewhere near the Beacon)
Working away inside
Cans exploding, timer up!

Orbit the beacon at 7500m until a Remote Defense Grid Unit activates:

CAN DIFFICULTY: 8/10 DATA [RED HACK]
SUCCESS: Three Storage Depots will spawn. Shortly thereafter, a Self-Destruct Reset container is generated, along with a fourth Storage Depot. A timer is set for the room to self-destruct all containers in 180 seconds (3 minutes).
FAILURE: No penalty.

Immediately lock up all four loot cans. Quickly identify the one with the most valuable loot in it, either with a cargo scanner or by choosing an Intact or Pristine Depot at random:

CAN DIFFICULTY: 6/10 - 8/10 RELIC [YELLOW / RED HACK]
SUCCESS: Loot may be collected normally.
FAILURE: No penalty.

Go ahead and hack it, loot it, then approach the Self-Destruct can. Hack it:

CAN DIFFICULTY: 8/10 DATA [RED HACK]
SUCCESS: The count-down timer for the room is reset to 3 minutes.
FAILURE: The count-down timer is set to 60 seconds, in which case the containers will self-destruct unless a successful re-hack is completed within 60 seconds, in which case it will be set back to 3 minutes.

The Self-Destruct can may only be hacked once, meaning the room timer can only be reset once. Make haste towards the other two cans identified as having valuable cargo. When the clock is up, the cans not hacked detonate like they normally do in a regular data/relic site, and the explosions do not deal any damage.

Warp out of the site to a bounce point. If the Mobile Depot or Secure Container (bookmark it!) was left behind in the area where the toxic gas clouds are, wait for the site to despawn entirely, which it should do shortly (2-3 minutes).

The Tractor Beam Method

Instead of putting the X, Y and Z Coordinates into the High Power Calibration Device, it is also possible to complete the site using the Low Power Calibration Device. Once the coordinates have been loaded into either Calibration Device can and Rift activated, the Rift cannot be re-calibrated. Leave the Remote Defense Grid Unit near the warp-in area alone - it's handy to forcibly trip the alarm for the hidden room, unless you'd prefer to aggress the Sleeper Enclave in the back area. One other thing: The Tractor beam is disabled once the Alarm has been tripped. Message in local: The Tractor Beam has powered down permanently, any further hacking attempts are impossible. It also seems to be that the Spatial Rift ceases to function once the Alarm is tripped. The Tractor Beam cannot pull depots from the back area that have been activated from their "hidden state": only the "Impenetrable Storage Depots" themselves can be pulled, not any Mangled, Intact, Pristine or Dented depots can be tractored.

The nice thing about using the Tractor Beam to pull cans is battleships and other ships capable of fitting Micro Jump Drives can easily jump to the structure from the warp in from the site without even using the Spatial Rift at all. Distant Sentry Towers can still aggress however. Such ships usually have a hard time in the Hidden Room because of their slow speed.

Icon warning.png This approach exposes your vessel to long-range damage, which means that your transversal velocity relative to the distant Sentry Towers is low. Although the Sentry Towers may not aggress, frigates have a very hard time tanking the damage if they do.

When the Rift has been calibrated using the Low Power can, the Rift will send ships over to the middle area near the tractor beam. Upon landing, there are several challenges:

  1. A hidden Sentry Tower will spawn and aggress. (Activation proximity roughly 15km.)
  2. Some of the Sentry Towers in the back room will also agress. Damage from the nearest Tower can be avoided, but the low effective angular velocity for the far Towers means ship will take damage from them.
  3. The nearby Remote Defense Grid Unit.
  4. The Tractor Beam "can".
Even the initial hack is fairly dangerous
Tractor beam activated. Towers not aggressing, but they may!
Conducting initial hack, already sustained too much damage
Still hitting out to 230km!
Shooting the nearby Tower isn't worth it, either
Frigate problems...
Containers tractored. Towers not aggressing, yet
Having succeeded in hacking the Defense Alarm Unit, must now forcibly trip Alarm
Taking Rift to Hidden Room
Dual-rep Omen having a rough time

This approach is not recommended for frigates, though an exploration cruiser such as a Stratios may be able to handle it better. By orbiting the nearby Remote Defense Grid Unit, ships won't take damage from the nearby Sentry Tower, but the distant ones hit hard. Pilots can bring a logistics buddy to tank the damage if they wish - at least 250 EHP/s is necessary to tank two Towers, provided that the target ship also has an oversized buffer fit.

Quickly orbit the nearby Remote Defense Grid Unit. This hack must be completed quickly.

CAN DIFFICULTY: 7/10 DATA [RED HACK]
SUCCESS: The nearby Sentry Gun is deactivated.
FAILURE: No penalty for failure.

It may be necessary to warp out. If so, then warp back to the site, repair overloaded hardeners if needed, fix up, and go back again. Hack the Tractor Beam Unit. Doing so will pull all of the loot cans to an area just forward of the Tractor Beam. Assuming the Remote Defense Grid Unit near the Tractor Beam was successfully hacked, the Sentry Guns in the back room enclave should not aggress while looting the cans.

CAN DIFFICULTY: 7/10 DATA [RED HACK]
SUCCESS: The Tractor Beam will commence teleporting storage depots to the area nearby.
FAILURE: No penalty for failure.

In the approach to the hidden room outlined earlier, ship are aggressed by one Sentry Tower on the approach. In this method, ships are aggressed by two, which makes this approach more dangerous than the first. Pilots will need to trigger the Sleeper Guardians to activate the hidden rift. There are two methods, as earlier:

1. Hack the farther Mangled Storage Depot, and successfully hack the Alarm Unit. If successful, go to the nearby Remote Defense Grid Unit which should not have been hacked earlier (as doing so provides no particular benefit for this method), and deliberately fail it repeatedly. To do this, simply activate the Data Analyzer on the can, wait a couple of seconds, then abort the hack by closing the hacking window. As before, be ready to move far away with a Microwarpdrive.
Aggressing the Sleeper Enclave structure in the back area (which is probably extremely dangerous to approach considering the 3 Sentry Towers present there in this method) will trigger the alarm level directly to 5. Any hostile module works, like a web or turret, however drones will not.
2. Failing the Alarm Unit hack. In this case, just burn out with the Microwarpdrive, and wait for things to develop.