More actions
Initial info from minmatar COSMOS page |
Tables for first and second room |
||
| Line 8: | Line 8: | ||
---- | ---- | ||
Needs a Hacker ID Slice to enter which is not consumed in the process. You will face Amarr frigates and cruisers organised in 3 packs. The side groups can be pulled alone, the middle group aggroes the whole room. Received damage is mediocre compared to the next pocjet, but can be dangerous to not properly tanked ships. Kurzum Wingman frigate scram and web your ship, kill them first if possible. One named NPC drops a keycard needed for a COSMOS agent mission. The next gate 84 km from the warp-in point is locked until all NPC ships in the pocket are destroyed. | Needs a Hacker ID Slice to enter which is not consumed in the process. You will face Amarr frigates and cruisers organised in 3 packs. The side groups can be pulled alone, the middle group aggroes the whole room. Received damage is mediocre compared to the next pocjet, but can be dangerous to not properly tanked ships. Kurzum Wingman frigate scram and web your ship, kill them first if possible. One named NPC drops a keycard needed for a COSMOS agent mission. The next gate 84 km from the warp-in point is locked until all NPC ships in the pocket are destroyed. | ||
{{NPCTableHead|Spawn table}} | |||
{{NPCTableRow|Frigate|3|Kurzor Wingman}} | |||
{{NPCTableRow|Elite Frigate|6|Kurzon Elite Fighter}} | |||
{{NPCTableRow|Cruiser|8|Kurzpm Legionnaire}} | |||
{{NPCTableRow|Cruiser|1|Rekker Malkun|cargo = Drops Rekker's Keycard}} | |||
|} | |||
{{StructureTable| | |||
{{StructureTableRow|Accl Gate|1|Gate to The Prayer Poin|note = Locked until room is cleared}} | |||
}} | |||
===The Prayer Point=== | ===The Prayer Point=== | ||
---- | ---- | ||
Sentrys, cruisers and battleships with autoaggro on warp-in. You will land directly in their midth. The damage output is dangerous, even for a Drake, but at least no scrammin NPC ships in the pocket. The next gate is only 5 km away but is locked as long as there are still NPCs in the pocket. Additionally, you need a Imperial Navy general Insignia II to activate it, which is consumed on useage. No special NPCs or Structures in the pocket. | Sentrys, cruisers and battleships with autoaggro on warp-in. You will land directly in their midth. The damage output is dangerous, even for a Drake, but at least no scrammin NPC ships in the pocket. The next gate is only 5 km away but is locked as long as there are still NPCs in the pocket. Additionally, you need a Imperial Navy general Insignia II to activate it, which is consumed on useage. No special NPCs or Structures in the pocket. | ||
{{NPCTableHead|Spawn table}} | |||
{{NPCTableRow|Cruiser|5|Kurzpm Enforcer}} | |||
{{NPCTableRow|Battleship|3|Kurzon Destroyer}} | |||
{{NPCTableRow|Sentry|2|Amarr Sentry Gun}} | |||
|} | |||
{{StructureTable| | |||
{{StructureTableRow|Accl Gate|1|Gate to The Plantation|note = Consumes one Imperial Navy general Insignia II}} | |||
}} | |||
===The Plantation === | ===The Plantation === | ||
---- | ---- | ||
Battleships and cruisers with low respawns. The ships have no bountys and you get Amarr standing hits for killing them. Battleships drop modules, cruiser not. All of them drop Imperial Navy Insignias. Given the fact, the NPCs have very short respawn timers, it is a good place to farm these insignias, but nothing else here is worth your time. | Battleships and cruisers with low respawns. The ships have no bountys and you get Amarr standing hits for killing them. Battleships drop modules, cruiser not. All of them drop Imperial Navy Insignias. Given the fact, the NPCs have very short respawn timers, it is a good place to farm these insignias, but nothing else here is worth your time. | ||