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Syndication: Difference between revisions

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Hisec Path Step 9: Poor Man's Shakedown: Save a location in pocket 2, so if you have to warp out you can get back.
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Enemy:  "Independent" Minmatar (no standing loss)
Enemy:  "Independent" Minmatar (no standing loss)


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


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