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May also be in the same highsec system as Mission 9. | May also be in the same highsec system as Mission 9. | ||
The acceleration gate at warpin is locked. Destroy all NPCs to unlock the gate. No Faction Standing loss for destroying these ships. At the deadspace entry point there are four heavy missile batteries and four Pator 6 cruisers. They can deal significant damage, along with neuting and some target painting, but no points. You don’t need to destroy the missile batteries (These give a 3.0% standing loss with the Syndicate faction). | The acceleration gate at warpin is locked. Destroy all NPCs to unlock the gate. No Faction Standing loss for destroying these ships. At the deadspace entry point there are four heavy missile batteries and four Pator 6 cruisers. They can deal significant damage, along with neuting and some target painting, but no points. You don’t need to destroy the missile batteries (These (used to?) give a 3.0% standing loss with the Syndicate faction). | ||
{{NPCTableHead|Defenders}} | {{NPCTableHead|Defenders}} | ||
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=== First room === | === First room === | ||
There are a lot of ships here: 10 cruisers and 11 frigates, a mix of Pator 6 and Syndicate. Fortunately, they are easy to kite in a frigate if you have an afterburner and do good damage from 10km or more. After | There are a lot of ships here: 10 cruisers and 11 frigates, a mix of Pator 6 and Syndicate. Fortunately, they are easy to kite in a frigate if you have an afterburner and do good damage from 10km or more. | ||
After most ships (possibly just group 1) are destroyed, the agent gives instructions to destroy Pator 6 HQ Structure. Destroying Pator 6 HQ flags the mission completed. Retrieve 1x "Ralie Ardanne's Belongings" (1.0 m3) and return to Agent. | |||
{{NPCTableHead|Defenders}} | {{NPCTableHead|Defenders}} | ||