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IMPORTANT: It is quite easy to fail this mission and have to restart the arc from Step 2 - in fact, I did so. The issue is that the Shanty Town key you acquire in pocket 1 -is- consumed when you take the gate to pocket 2. If you have to warp out of pocket 2 for any reason, such as running out of ammo (happened to me) or you simply take too much damage, you cannot get back in the pocket, and you must quit the arc and redo everything. So be -very very- prepared for and careful in pocket 2, you only get one chance at it. For projectile users, I advise autocannons as a lot of enemies orbit close, but also an afterburner because some of the BS's in pocket 2 do a lot of damage (looks like EM to me, for the record, which I did have a hole in) and stay at far enough range that it's very difficult to break their tank - which is, by the way, what caused me to run out of ammo and then require warping out due to damage when my drones weren't enough to finish the job. | IMPORTANT: It is quite easy to fail this mission and have to restart the arc from Step 2 - in fact, I did so. The issue is that the Shanty Town key you acquire in pocket 1 -is- consumed when you take the gate to pocket 2. If you have to warp out of pocket 2 for any reason, such as running out of ammo (happened to me) or you simply take too much damage, you cannot get back in the pocket, and you must quit the arc and redo everything. So be -very very- prepared for and careful in pocket 2, you only get one chance at it. For projectile users, I advise autocannons as a lot of enemies orbit close, but also an afterburner because some of the BS's in pocket 2 do a lot of damage (looks like EM to me, for the record, which I did have a hole in) and stay at far enough range that it's very difficult to break their tank - which is, by the way, what caused me to run out of ammo and then require warping out due to damage when my drones weren't enough to finish the job. | ||
Pocket 1: No enemies on arrival. You need to blow up the various structures - "Asteroid Micro-Colony Minor", "Minmatar Bunker" and "Habitation Module - Residential" - one at a time. Some will drop cans with trade goods. Others will spawn 1-3 cruisers and 1-3 battleships. Eventually one will drop the | Pocket 1: No enemies on arrival. You need to blow up the various structures - "Asteroid Micro-Colony Minor", "Minmatar Bunker" and "Habitation Module - Residential" - one at a time. Some will drop cans with trade goods. Others will spawn 1-3 cruisers and 1-3 battleships. None of them are difficult to kill. Eventually one will drop the "Shanty Town Gate Clearance" key (watch local chat for the message indicating it has dropped). This will unlock the gate to the 2nd pocket. Pocket 1 as a whole is quite easy. WARNING: The key -is- consumed upon use, so again, you have only one chance to complete pocket 2. Done bother blowing up the Asteroid Installation or the very tough Asteroid Prime Colony, they contain nothing. | ||
Pocket 2: Same idea, blow up structures, but the ones that spawn rats contain less cruisers and more battleships. | Pocket 2: Same idea, blow up structures, but the ones that spawn rats contain less cruisers and more battleships, and they are quite a bit tougher than the ones in pocket 1. Blow up structures one at a time until one spawns the Elder. Killing him completes the mission. Although it may not seem it, I do recommend regaining cap and tank between structures - some spawns are tougher than others. Also, some spawns orbit close, others keep their distance and have tough tanks that are hard to get through from a distance, so short range guns on a fast ship with an afterburner worked for me. | ||