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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 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. The pocket as a whole is fairly easy. 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, 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. | 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. | ||