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| {{Complex|Cartel Prisoner Retention}} | | {{Complex|Cartel Prisoner Retention}} |
| = Walkthrough = | | = Walkthrough = |
Revision as of 03:33, 27 January 2017
Walkthrough
Database Information (on warp in):
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This deadspace complex contains a heavily guarded prison facility of the Angel Cartel. It is here that kidnapped enemies of the Cartel are held for ransom or brutal interrogation and torture.
DED Threat Assessment: Perilous (8 of 10)
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First Pocket
Database Information (on warp in):
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This first pocket within the deadspace field contains the main gates to this Angel Cartel prison complex, defended by a pair of experienced frigate pilots.
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Second Pocket
Database Information (on warp in):
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This area of the complex handles the traffic of incoming (and sometimes outgoing) prisoners. The pocket is well defended by a small but powerful Angel fleet. The resident jailor holds control over who is allowed further inside the complex, through the traffic gate towards the prison battlements.
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Third Pocket
On warp in:
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This heavily guarded pocket contains the prison battlements, along with a massive fleet of Angel vessels aiming to see to it that no one can escape from within the retention core. The acceleration gate that takes prison transport ships into the main prisoner block is scrambled by a scramble wave generator that keeps the gate closed at almost all times.
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Structures
Name
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L
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1 x Scramble Wave Generator
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Fourth Pocket
On warp in:
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This deepest section of the complex houses the prisoner block. Fully outfitted with a bloodsport arena, this is the place where the Angel Cartel's prison wardens pit their unsuspecting captives against each other in brutal Darwinian games where only the strongest and fittest survive to tell the tale. The block is guarded by an experienced combat fleet, not to be taken lightly.
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Loot
Commander and other valuable loot
Item Name
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Est. Value
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Note
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21th Tier Overseer's Effects
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100% drop rate
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Exploration logs
Date
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Loot
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Est. value
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Comments
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Nov 2014
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Gist
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From Angel Retention Facility
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Escalation
Difficulty
Pocket 1, 2 and 3 can comfortably be run by a well tanked drake or tengu. In pocket 4, however, a well tanked drake or tengu with inadequate fit/skills dies quickly because of web/scram and massive incoming damage.