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Superior Sleeper Cache: Difference between revisions

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The '''Superior Sleeper Cache''' is a [[Cosmic Signature]] that can be found in known space using core scanner probes. The Superior Sleeper Cache is the most difficult of the Sleeper Cache sites, and is possibly the most difficult site that can be found via [[exploration]] that does no explicitly require combat. Pilots will be risking their ship when trying this or any other Sleep Cache. However, once familiar with these sites, pilots should be able to run the site without taking any damage. Like all Sleeper Cache sites, the Superior Sleeper Cache requires the use of both Data and Relic Analyzers. While ships up to battleships can enter this site, an exploration frigate is highly recommended in order to make use of their hacking bonuses.
The '''Superior Sleeper Cache''' is a [[Cosmic Signature]] that can be found in known space using core scanner probes. The Superior Sleeper Cache is the most difficult of the Sleeper Cache sites, and is a rather challenging site to complete throughly. Pilots will be risking their ship when trying this or any other Sleeper Cache - but an experienced pilot will find the site worthwhile to complete.  


Superior Sleeper Caches are incredibly difficult to scan down compared to most other signatures found in known space, and both excellent scanning skills as well as equipment are required to pinpoint the site completely.
All Sleeper Caches require both Data and Relic Analyzers. All ships except Capital ships can enter the site. The minimum probe strength to scan down the site is 104.  


==Scanning==
Those adventurers who are unfamiliar with the basic concept and principles of these sites should read through this [https://wiki.eveuniversity.org/3P38_Sleeper_Nexus#Sleeper_Caches:_A_Preamble basic Preamble] to get up to speed first.
A probe strength of at least 103 is needed to scan down a Superior Sleeper Cache. A probe strength of 102 will come very close, but will ultimately not be enough. With a probe strength of 104, the site can be located using a tight cube formation.


To view your probe strength:
==Quick Guide==
#Open the fitting window and hover over the probe launcher.
;Entry
#Click the "Show Charge Info" icon.
1. Scan down the site.<br />
#Under the Attributes tab, you should see "Base Sensor Strength". This is your probe strength.
2. Hack the entry container. Enter the site.<br />
3. If you land in the Turret Room, take the nearby Spatial Rift to enter the Solray Power Plant. If you're already in the Solray room, proceed to #4.<br />
4. If you land on the farther side of the site near the Remote Reroute Unit, activate the nearby Rift. You may incur some damage as you warp through the Solray Unaligned Power Terminal.<br />
:'''Always run the Solray Room first.'''<br />
 
;Solray Power Plant
5. Hack the Solray Observational Unit.<br />
6. Open container, and observe the "disc" it grants you. It can either be Infrared, Gamma or X-ray.
7. There are three containers in this room. Place the "disc" into the container which matches the name of the disc. This will align the Solray Power Terminal, which considerably reduces the damage it deals.<br />
8. Approach the container in between the two rifts near the Solray Observational Unit. Drop your Mobile Depot there. Hack the Storage Depot and loot it.<br />
9. Refit to your capacitor stable local repairer fit.<br />
10. Approach the Solray Power Terminal and hack all containers. You may cargo scan them first while the Mobile Depot is up if you wish to skip unworthy containers.<br />
11. Refit back to your generic fit, making sure to bring a Microwarpdrive. Drop all loot and unneeded modules in the Mobile Depot and bookmark it.<br />
12. If you're in a frigate or cruiser that has less than 70,000 EHP of omni-resists, consider skipping Phase 3 and proceed to Phase 4, as failure in that stage will cause you to lose your ship. Take the Spatial Rift near the Gamma Ray container into the Turret Room.<br />
:'''To attempt the Mine Room, take the rift near the Solray Observational Unit.'''<br />


If another pilot has already entered the site, an alternate means of entry would be to switch to combat probes and give him a visit or "share" the loot, if you know what that means. I try to respect the concept of site ownership, however if people abandon the site, I'll usually finish it.
;Mine Room
13. Hack the Remote Reroute Unit.<br />
14. Take the Rift nearby to head back to the Rift near the Solray Observational Unit. Take the rift near that object (the Infrared Alignment Unit container is nearby). You may incur some damage upon entering, but is should be manageable.<br />
15. Move around a bit in the same direction slowly (no MWD) until a Remote Defense Grid Unit spawns. Hack it.<br />
16. If successful, hack the nearby Storage Depots.<br />
17. Align back to the Solray Room - visible in the distance - and burn the Microwarpdrive or Micro Jump Drive; alternatively, warp out and back in immediately. Continue on to Phase 4.<br />
 
;Sentries on Duty
18. Upon entering, look for the nearby Remote Defense Grid Unit. Select "Keep at Range" (5000m) on it. Start hacking it.<br />
:'''WARNING:''' Failure could mean the loss of your vessel. In the event of failure, warp out and do not re-enter without a strong active tank or solid remote repairs with a strong local buffer.<br />
19. Upon successful hack, immediately burn with the Microwarpdrive to the right towards the Sentry Repair Station. You have enough time for about 2 hack attempts. Hack it. Wait for all Sentry Towers to be eradicated.<br />
20. Hack all loot containers at your leisure. Do not approach the Plasma Chambers nearby. Use "Keep at Range" (2500m) for the can closest to those chambers and approach slowly with no propulsion module active.<br />
:'''WARNING: Do not aggress the Plasma Chambers except under specific circumstances (detailed below). They have enough power to wipe a battleship clean off the field.'''<br />
21. If you are in a frigate or any cruiser/battleship that cannot handle extreme damage per second (DPS), this will be the extent of possible completion. Go back to your Mobile Depot, refit to travel fit, collect all loot, pick up the Mobile Depot, and warp out.<br />
:'''Otherwise, continue to Phase 5.'''<br />
 
;Archive Room
:'''You will need a [[Strategic Cruiser]] or [[Nestor]] to handle this room, with at least 2000 EHP/sec active reps and minimum 50K EHP of buffer. You must be able to both repair and tank considerable damage. A super-tanked cruiser or battlecruiser (such as a [[Maller]] or [[Prophecy]]) may be capable of surviving for a time with proper use of the Vessel Rejuvenation Batteries. To ensure that loot is not lost in the event of failure, eject loot at regular intervals to be returned to later.'''<br />
22. Before running the Archive Room, store all loot and unneeded modules in a Small Secure Container or nearby station. Make sure to bookmark the can; containers cannot be scanned down with combat probes. A safe spot works nicely. Bring the mobile depot.<br />
23. Starting from the Turret Room, hack the Hyperfluct Generator. If successful, take the rift and skip to 27.<br />
24. If unsuccessful, then "Keep at Range" (5000m) from the Vessel Rejuvenation Battery. Lock up one of the Plasma Chambers.
25. Hack the Vessel Rejuvenation Battery. Wait two seconds after the hack is completed and make sure you are within its protection cloud. '''Immediately thereafter:'''
26. Aggress one of the Plasma Chambers. Immediately proceed back to the revived Hyperfluct Generator. You will have sixty seconds before the alarm is sounded, which will spawn 16 new Sentry Towers. Hack it quickly. Take the rift.<br />
27. There are a number of damage clouds in this area. Approach the Archive Cerebrum Chambers; a propulsion module will help.<br />
28. Hack the Remote Targeting Defense Augmentation Unit. A Pristine Storage Depot may spawn nearby. Hack it and loot it.<br />
29. Start hacking the Cerebrum Maintenance Chambers. You will need three (3) Intravenous Oscillation Fluid objects. Failure of these hacks may spawn additional Sentry Towers. You may elect to destroy them. Light drones are recommended due to their 50m signature radius.<br />
30. Double-check that your ship is fit properly and prepared.<br />
31. Approach the Central Archive Cerebrum. Place only the 3 Intravenous Oscillation Fluid objects inside it.<br />
32. At this point, start watching the messages in Local more intently. Storage Depots will begin to spawn nearby. Damage from Shockwaves will also commence after a short time, and increase in magnitude. There may be one Depot which is distanced afar from the regular group. You may cargo scan containers to evaluate their worth. When finished (or dead!), warp out of the site, wait for it to despawn. Warp back to any bookmarked containers left inside the site, and continue on.


==Ship Fittings==
==Ship Fittings==
Line 17: Line 58:
'''Frigates not capable of running a Superior Sleeper Cache in its entirety.'''
'''Frigates not capable of running a Superior Sleeper Cache in its entirety.'''


Frigates are not suitable for:
In particular, frigates are not suitable for:
* Checking if the Alarm has been activated in the Sentries on Duty room
* Checking if the Alarm has been activated in the Sentries on Duty room (instant death)
* Running the Archive Room
* Running the Archive Room (unable to tank excess of 1500 DPS)
* Running the Mine Room safely. Completion is possible, but should you fail, you will lose your ship
* Running the Mine Room safely. Completion is possible, but should you fail, you will lose your ship


Line 26: Line 67:
{| 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;" | ''Exercise caution when altering these fits. These fits have been demonstrated to work, and alteration may result in failing the site or losing the ship.''
| style="padding:8px;" | ''Exercise caution when altering these fits. These fits have been demonstrated to work, and alteration may result in failing the site in an efficient fashion or losing the ship.''
|}
|}


Line 120: Line 161:
| skills=
| skills=
| showSKILLS=N
| showSKILLS=N
| notes=You may need to swap the afterburner for a Small Compact Pb-Acid Cap Battery to achieve capacitor stability.
| notes=You may need to swap the afterburner for a Small Compact Pb-Acid Cap Battery to achieve capacitor stability.</li><li>Two Small Auxiliary Nano Pump I rigs are acceptable too as generic rigs. See notes below.</li>
| showNOTES=N
| showNOTES=N
| difficulty=1
| difficulty=1
Line 236: Line 277:


It can be helpful to use a Small Secure Container (anchor it and set a password!) more so with the Magnate than the Heron. Leave the Secure Container in the Solray Room and bookmark it, and store the loot, cloaks and probe launchers inside it. Bring the Mobile Depot into the Turret Room to refit for the Cargo Scanner after the data hacks are finished.
It can be helpful to use a Small Secure Container (anchor it and set a password!) more so with the Magnate than the Heron. Leave the Secure Container in the Solray Room and bookmark it, and store the loot, cloaks and probe launchers inside it. Bring the Mobile Depot into the Turret Room to refit for the Cargo Scanner after the data hacks are finished.
The following fits are intended to tank the [[#Sentries on Duty|Turret Room]] as detailed in "Plan B". Any cruiser or larger ship with ~900-1000 EHP/sec repairs against EM and Thermal damage can survive here as long as it is capacitor stable. Armor tanked ships are the obvious choice because of the default resistance profile of armor, and because the Relic Analyzer won't interfere with capacitor modules or tank modules in the mid slots, as it would with shield tanks. That's not to say a [[Tengu]] or [[Sleipnir]] is bad, but just that armor is easier.
Choices include any ship with a bonus to repair amount, resistances, or both (e.g. T2 hulls with the T2 resistance profile). [[Maller|Mallers]] make a good choice for both low cost and ease of entry; for battlecruisers, the [[Prophecy]], [[Brutix]], and [[Myrmidon]] are all respectable. Battleships usually have no problem fitting a tank along the suggested lines.
{{ShipFitting
| ship=Maller
| shipTypeID=624
| fitName=Maller - About Face (Turret Room)
| fitID=Maller---About-Face-(Turret-Room)
| low1name=Medium Armor Repairer II
| low1typeID=3530
| low2name=Medium Armor Repairer II
| low2typeID=3530
| low3name=Armor Thermal Hardener II
| low3typeID=11648
| low4name=Armor Thermal Hardener II
| low4typeID=11648
| low5name=Armor EM Hardener II
| low5typeID=11642
| low6name=Armor EM Hardener II
| low6typeID=11642
| mid1name=Large Cap Battery II
| mid1typeID=3504
| mid2name=Large Cap Battery II
| mid2typeID=3504
| mid3name=Relic Analyzer II
| mid3typeID=30832
| rig1name=Medium Auxiliary Nano Pump I
| rig1typeID=31047
| rig2name=Medium Auxiliary Nano Pump I
| rig2typeID=31047
| rig3name=Medium Anti-Thermal Pump I
| rig3typeID=31035
| high1name=open
| high2name=open
| high3name=open
| high4name=open
| high5name=open
| charge1name=open
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| drone1name=open
| drone2name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=1089 EHP/sec with All V character.
| showNOTES=N
| difficulty=1
| warsop=A
| warsopReason=
| version=YC118 1.0
| showTOC=Y
| shipDNA=624:3530;2:11648;2:11642;2:3504;2:30832;1:31047;2:31035;1::
| fleetup=
}}{{ShipFitting
| ship=Myrmidon
| shipTypeID=24700
| fitName=Myrmidon - To Tank A Few Sentries
| fitID=Myrmidon---To-Tank-A-Few-Sentries
| low1name=Medium Armor Repairer II
| low1typeID=3530
| low2name=Medium Armor Repairer II
| low2typeID=3530
| low3name=Armor Thermal Hardener II
| low3typeID=11648
| low4name=Armor Thermal Hardener II
| low4typeID=11648
| low5name=Armor EM Hardener II
| low5typeID=11642
| low6name=Armor EM Hardener II
| low6typeID=11642
| mid1name=Cap Recharger II
| mid1typeID=2032
| mid2name=Cap Recharger II
| mid2typeID=2032
| mid3name=Large Compact Pb-Acid Cap Battery
| mid3typeID=4871
| mid4name=Large Compact Pb-Acid Cap Battery
| mid4typeID=4871
| mid5name=Relic Analyzer II
| mid5typeID=30832
| rig1name=Medium Nanobot Accelerator I
| rig1typeID=31065
| rig2name=Medium Auxiliary Nano Pump I
| rig2typeID=31047
| rig3name=Medium Auxiliary Nano Pump I
| rig3typeID=31047
| high1name=open
| high2name=open
| high3name=open
| high4name=open
| high5name=open
| charge1name=open
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| drone1name=open
| drone2name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=1273 EHP/sec with All V character.
| showNOTES=N
| difficulty=1
| warsop=A
| warsopReason=
| version=YC118 1.0
| showTOC=Y
| shipDNA=24700:3530;2:11648;2:11642;2:2032;2:4871;2:30832;1:31065;1:31047;2::
| fleetup=
}}{{ShipFitting
| ship=Prophecy
| shipTypeID=16233
| fitName=Prophecy - Sentries on Duty
| fitID=Prophecy---Sentries-on-Duty
| low1name=Armor EM Hardener II
| low1typeID=11642
| low2name=Armor EM Hardener II
| low2typeID=11642
| low3name=Armor Thermal Hardener II
| low3typeID=11648
| low4name=Armor Thermal Hardener II
| low4typeID=11648
| low5name=Medium Armor Repairer II
| low5typeID=3530
| low6name=Medium Armor Repairer II
| low6typeID=3530
| low7name=Capacitor Power Relay II
| low7typeID=1447
| mid1name=10MN Monopropellant Enduring Afterburner
| mid1typeID=6005
| mid2name=Relic Analyzer II
| mid2typeID=30832
| mid3name=Large Cap Battery II
| mid3typeID=3504
| mid4name=Large Compact Pb-Acid Cap Battery
| mid4typeID=4871
| high1name=Armor Command Burst I, Rapid Repair Charge
| high1typeID=42526
| charge1name=Rapid Repair Charge x1
| charge1typeID=42833
| rig1name=Medium Anti-Thermal Pump I
| rig1typeID=31035
| rig2name=Medium Auxiliary Nano Pump I
| rig2typeID=31047
| rig3name=Medium Auxiliary Nano Pump I
| rig3typeID=31047
| high2name=open
| high3name=open
| high4name=open
| high5name=open
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| drone1name=open
| drone2name=open
| drone3name=open
| drone4name=open
| drone5name=open
| skills=
| showSKILLS=N
| notes=Armor Command Burst charge can also be the Energizing Charge.</li><li>Propulsion module is mostly a bonus. Do not cap yourself out.</li><li>Make sure the Relic Analyzer is set to AUTO-REPEAT OFF.
| showNOTES=N
| difficulty=1
| warsop=A
| warsopReason=
| version=LATEST
| showTOC=Y
| shipDNA=16233:11642;2:11648;2:3530;2:1447;1:6005;1:30832;1:3504;1:4871;1:42526;1:42833;1:31035;1:31047;2::
| fleetup=
| alphacanuse=N
}}
It's easy to transfer the basic concept from these ships to a [[Brutix]]. The general outline: 90% EM resistance, 90% Thermal resistance, dual reppers, some capacitor mods, and rigs as needed to bring to the minimum of about 900-950 EHP/sec. Pyfa's damage profile editor allows for close examination of other ships and fits for the said purpose.
===Archive Room Fits===
Due to the extreme tanking requirements in the Archive Room, armor tanking is preferred over shields. First, armor repairers are more capacitor efficient than shield boosters. Second, armor tanking doesn't interfere with midslots for necessary capacitor modules. Third, buffer modifications are more effective, for the aforementioned reasons. Conversely, shield boosters are easy to oversize, and shield boost amplifiers can also be effective, however armor is ultimately the preferred tank for this site.
Ships ideally need three armor repairers to survive. Put into numbers, an appropriate ship has at '''least''' 50K EHP of raw buffer in its chosen tank style (again, armor is preferred) and can repair at least 1500 EHP/sec, though 2000-2300 is preferable.
The following Legion fit has proven to be effective. It's a very costly fit, but it still falls within the cost range of typical "shiny" T3 cruisers.
{{ShipFitting
| ship=Legion
| shipTypeID=29986
| fitName=Legion - Triple Rep Superior Sleeper Stable
| fitID=Legion---Triple-Rep-Superior-Sleeper-Stable
| low1name=1600mm Steel Plates II
| low1typeID=20353
| low2name=True Sansha Energized Adaptive Nano Membrane
| low2typeID=14072
| low3name=True Sansha Energized Adaptive Nano Membrane
| low3typeID=14072
| low4name=Corpum A-Type Medium Armor Repairer
| low4typeID=19021
| low5name=Corpum A-Type Medium Armor Repairer
| low5typeID=19021
| low6name=Corpum A-Type Medium Armor Repairer
| low6typeID=19021
| mid1name=Relic Analyzer II
| mid1typeID=30832
| mid2name=Dark Blood Cap Recharger
| mid2typeID=14142
| mid3name=Dark Blood Cap Recharger
| mid3typeID=14142
| mid4name=Dark Blood Cap Recharger
| mid4typeID=14142
| rig1name=Medium Auxiliary Nano Pump II
| rig1typeID=31053
| rig2name=Medium Auxiliary Nano Pump I
| rig2typeID=31047
| rig3name=Medium Capacitor Control Circuit II
| rig3typeID=31378
| subsystem1name=Legion Electronics - Emergent Locus Analyzer
| subsystem1typeID=30042
| subsystem2name=Legion Defensive - Nanobot Injector
| subsystem2typeID=29965
| subsystem3name=Legion Engineering - Capacitor Regeneration Matrix
| subsystem3typeID=30173
| subsystem4name=Legion Offensive - Drone Synthesis Projector
| subsystem4typeID=30117
| subsystem5name=Legion Propulsion - Chassis Optimization
| subsystem5typeID=30076
| charge1name=open
| charge2name=open
| charge3name=open
| charge4name=open
| charge5name=open
| skills=
| showSKILLS=N
| notes=
| showNOTES=N
| difficulty=2
| warsop=A
| warsopReason=
| version=YC118 1.0
| showTOC=Y
| shipDNA=29986:20353;1:14072;2:19021;3:30832;1:14142;3:31053;1:31047;1:31378;1:30042;1:29965;1:30173;1:30117;1:30076;1::
| fleetup=
}}
==Quick Guide==
;Entry
1. Scan down the site.<br />
2. Hack the entry container. Enter the site.<br />
3. If you land in the Turret Room, take the nearby Spatial Rift to enter the Solray Power Plant. If you're already in the Solray room, proceed to #4.<br />
4. If you land on the farther side of the site near the Remote Reroute Unit, activate the nearby Rift. You may incur some damage as you warp through the Solray Unaligned Power Terminal.<br />
:'''Always run the Solray Room first.'''<br />
;Solray Power Plant
5. Hack the Solray Observational Unit.<br />
6. Open container, and observe the "disc" it grants you. It can either be Infrared, Gamma or X-ray.
7. There are three containers in this room. Place the "disc" into the container which matches the name of the disc. This will align the Solray Power Terminal, which considerably reduces the damage it deals.<br />
8. Approach the container in between the two rifts near the Solray Observational Unit. Drop your Mobile Depot there. Hack the Storage Depot and loot it.<br />
9. Refit to your capacitor stable local repairer fit.<br />
10. Approach the Solray Power Terminal and hack all containers. You may cargo scan them first while the Mobile Depot is up if you wish to skip unworthy containers.<br />
11. Refit back to your generic fit, making sure to bring a Microwarpdrive. Drop all loot and unneeded modules in the Mobile Depot and bookmark it.<br />
12. If you're in a frigate or cruiser that has less than 70,000 EHP of omni-resists, consider skipping Phase 3 and proceed to Phase 4, as failure in that stage will cause you to lose your ship. Take the Spatial Rift near the Gamma Ray container into the Turret Room.<br />
:'''To attempt the Mine Room, take the rift near the Solray Observational Unit.'''<br />
;Mine Room
13. Hack the Remote Reroute Unit.<br />
14. Take the Rift nearby to head back to the Rift near the Solray Observational Unit. Take the rift near that object (the Infrared Alignment Unit container is nearby). You may incur some damage upon entering, but is should be manageable.<br />
15. Move around a bit in the same direction slowly (no MWD) until a Remote Defense Grid Unit spawns. Hack it.<br />
16. If successful, hack the nearby Storage Depots.<br />
17. Align back to the Solray Room - visible in the distance - and burn the Microwarpdrive or Micro Jump Drive; alternatively, warp out and back in immediately. Continue on to Phase 4.<br />
;Sentries on Duty
18. Upon entering, look for the nearby Remote Defense Grid Unit. Select "Keep at Range" (5000m) on it. Start hacking it.<br />
:'''WARNING:''' Failure could mean the loss of your vessel. In the event of failure, warp out and do not re-enter without a strong active tank or solid remote repairs with a strong local buffer.<br />
19. Upon successful hack, immediately burn with the Microwarpdrive to the right towards the Sentry Repair Station. You have enough time for about 2 hack attempts. Hack it. Wait for all Sentry Towers to be eradicated.<br />
20. Hack all loot containers at your leisure. Do not approach the Plasma Chambers nearby. Use "Keep at Range" (2500m) for the can closest to those chambers and approach slowly with no propulsion module active.<br />
:'''WARNING: Do not aggress the Plasma Chambers except under specific circumstances (detailed below). They have enough power to wipe a battleship clean off the field.'''<br />
21. If you are in a frigate or any cruiser/battleship that cannot handle extreme damage per second (DPS), this will be the extent of possible completion. Go back to your Mobile Depot, refit to travel fit, collect all loot, pick up the Mobile Depot, and warp out.<br />
:'''Otherwise, continue to Phase 5.'''<br />
;Archive Room
:'''You will need a [[Strategic Cruiser]] or [[Nestor]] to handle this room, with at least 2000 EHP/sec active reps and minimum 50K EHP of buffer. You must be able to both repair and tank considerable damage. A super-tanked cruiser or battlecruiser (such as a [[Maller]] or [[Prophecy]]) may be capable of surviving for a time with proper use of the Vessel Rejuvenation Batteries. To ensure that loot is not lost in the event of failure, eject loot at regular intervals to be returned to later.'''<br />
22. Before running the Archive Room, store all loot and unneeded modules in a Small Secure Container or nearby station. Make sure to bookmark the can; containers cannot be scanned down with combat probes. A safe spot works nicely. Bring the mobile depot.<br />
23. Starting from the Turret Room, hack the Hyperfluct Generator. If successful, take the rift and skip to 27.<br />
24. If unsuccessful, then "Keep at Range" (5000m) from the Vessel Rejuvenation Battery. Lock up one of the Plasma Chambers.
25. Hack the Vessel Rejuvenation Battery. Wait two seconds after the hack is completed and make sure you are within its protection cloud. '''Immediately thereafter:'''
26. Aggress one of the Plasma Chambers. Immediately proceed back to the revived Hyperfluct Generator. You will have sixty seconds before the alarm is sounded, which will spawn 16 new Sentry Towers. Hack it quickly. Take the rift.<br />
27. There are a number of damage clouds in this area. Approach the Archive Cerebrum Chambers; a propulsion module will help.<br />
28. Hack the Remote Targeting Defense Augmentation Unit. A Pristine Storage Depot may spawn nearby. Hack it and loot it.<br />
29. Start hacking the Cerebrum Maintenance Chambers. You will need three (3) Intravenous Oscillation Fluid objects. Failure of these hacks may spawn additional Sentry Towers. You may elect to destroy them. Light drones are recommended due to their 50m signature radius.<br />
30. Double-check that your ship is fit properly and prepared.<br />
31. Approach the Central Archive Cerebrum. Place only the 3 Intravenous Oscillation Fluid objects inside it.<br />
32. At this point, start watching the messages in Local more intently. Storage Depots will begin to spawn nearby. Damage from Shockwaves will also commence after a short time, and increase in magnitude. There may be one Depot which is distanced afar from the regular group. You may cargo scan containers to evaluate their worth. When finished (or dead!), warp out of the site, wait for it to despawn. Warp back to any bookmarked containers left inside the site, and continue on.


==Visual Guide==
==Visual Guide==