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Syndication: Difference between revisions

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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 Shantytown key which will unlock the gate to the 2nd pocket.  WARNING:  The key -is- consumed upon use, so again, you have only one chance to complete pocket 2.
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 Shantytown key which will unlock the gate to the 2nd pocket.  WARNING:  The key -is- consumed upon use, so again, you have only one chance to complete pocket 2.


Pocket 2:  Same idea, blow up structures, but the ones that spawn rats contain less cruisers and more battleships.  Kill until one spawns the Elder.  Killing him completes the mission.  Note that the rats are considerably tougher in this pocket than in pocket 1, and while some 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.
Pocket 2:  Same idea, blow up structures, but the ones that spawn rats contain less cruisers and more battleships.  Kill until one spawns the Elder.  Killing him completes the mission.  Note that the rats are considerably tougher in this pocket than in pocket 1, so it's a good idea to rest up between blowing up structures.  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.