Worlds Collide (Serpentis & Guristas Pirates)
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- This article details the Level 4 Serpentis & Guristas variant of this mission. For other variants, see Worlds Collide (disambiguation).
Mission Details
Level | 4 |
Type | Encounter |
Objective | Rescue ship's crew (40 m3) |
Faction | Serpentis, Guristas |
Best damage to deal | Kin Th |
Damage to resist | Kin Th |
Warp disruption | Elite frigates |
EWAR | Webs, Dampening, ECM |
Mission briefing |
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Although the Serpentis Corporation usually has a firm grip over the criminal strata in our system, the Guristas have been poking their ugly noses in here of late-- which is perfectly fine with us. In fact, watching the two outlawed organizations duke it out is one of my favorite pastimes. If we're lucky, it will give both sides a good bruising, which will only work in our favor.
Of course, there's also bad news. An InterBus ship traveling to Boystin got caught in the middle of one of the pirate warzones. The ship was damaged beyond repair and can neither warp out nor navigate away from the crossfire. Your task is to rescue the ship's crew. Please retrieve them before any more harm is done; they're already scared out of their minds. The faster you get this done, the better. Good luck. |
Video: [Golem], [Vargur], [Gila, full clear, 17-03-2021]
This mission consists of a deadspace complex with warpin area and three gated rooms. The warpin area has a gate to both Serpentis and Guristas bases. Both of these bases have a gate that leads to the same final room.
Blitz:
- Kill either Serpentis battleships or Guristas battleships in first room and take the corresponding gate.
- Clear out the second room you chose
- Guristas room has higher DPS, ECM and elite cruisers. Serpentis room has more battleships to chew through.
- In last room kill group 1, grab the crew and return to the agent.
Warp in - "Warzone stage"
Choose one of two groups, kill them (you only need to kill the battleships) and go deeper using appropriate warpgate into second pocket (Serpentis base or Gurista base). From both second pockets route is directly to third pocket which is always same (Research outpost).
- The ship groups are around 130 km from warpin
- The gates are around 20 km from warpin.
- You can skip killing the battleships by using Zbikoki's Hacker Card. (Obtained from Zor in other missions). It will be consumed upon unlocking the gate.
1st room A - Serpentis Base
Three groups of ships at around 20 km from warpin. Group 1 and the two lone ships auto aggro. Elite frigates will aggro drones.
The may be able to be killed separately.
The gate to next room is locked until all ships are destroyed.
The Serpentis Overseer is not always present at the beginning and can appear after unknown time.
War installation drops what looks like random junk T1 loot.
1st room B - Gurista Base
Three groups of ships. Group 1 auto aggress. Elite frigates attack drones.
The may be able to be killed separately. Attacking the lone elite frigate will aggress the whole room.
The incoming DPS is very high if you aggress all groups. The battleships like to orbit you at 30 km. Some of the ships also have ECM (all ECM not listed in table).
The Guristas Overseer is not always present at the beginning and can appear after unknown time.
2nd pocket - The Research Outpost
Last room. When you warp in the group 1 is present. Groups 2 and 3 warp in shortly. To complete the mission you need to retrieve the crew from the damaged Heron. The Heron is locked until group 1 is destroyed.
All the groups are in same area so the only way to identify group 1 is to tag it before the other ships warp in. Each group can be aggressed separately.
Mining
In the Research Outpost are 32 asteroids worth 703,056 units of Veldspar.
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