Angel Vigil
Locating & Difficulty
This is a type of hidden combat site that can be scanned down with scanner probes, and can be found in high-security systems around Aldrat. It's gate allows Battlecruisers or smaller to enter, and a (well equipped) Battlecruiser or HAC is my sugestion for what you should bring. Work In Progress, contributions are welcome.
Loot: For the initial site (Two Pockets) - 5M isk in bounties + loot, salvage, possible implant. Asteroids for mining listed in each pocket.
On warp in, you arrive at an acceleration gate. A pop up - - "Previous Explorers have commented that one of the gates requires a passkey. Alternatively, it can be bypassed by convincing the commander to unlock it. The overseer guards his shipyard vigorously.
First pocket
8-10 turrets (Angel Tower Sentry), lots of BCs and smaller (3 Gistatis Legionnaire, 2 Gistum Centurion, and 1 Gistatis Smugler), no web or scram that I noticed. The 'Gistatis Smuggler Guardian' spawns a wave of reinforcements (I left this to last after killing all the ships in the pocket and all the turrets, and no reinforcements appeared when I killed him, so I'm not entirely sure he does spawn a wave or if that's a way of bypassing his spawn). I usually kill off the BCs and frigs/destys first, then finish the turrets. To unlock the gate, shoot the 'Smuggler's Gate' stucture. It'll spawn 3 BCs and 3 frigs (2 Gistii Ambusher, 2 Gistatis Tribuni, and 1 Gistatis Smuggler for me), kill them. Gate unlocked. Miners: This pocket seemed to have a lot of Plag and Pyroxes, maybe 30 rocks all up. Just a note. (30 Plag, 16 Pyrox, 45 Veld asteroids. Also 6 cargo containers - each containing a small amount of ammo. When you shoot the gate this pops in local. Smuggler Commander: Must I do EVERYTHING myself around here? I'll have all you maggots thrown into the slave pens after this is over. Gist ships have just come through the gate. The acceleration gate is now open for all to use.
Second pocket
4 missile turrets, 2 stasis turrets, lots of BCs and smaller. (Gistior Haunter, 3 Gistior Defiler, 4 Gistatis Legionnaire, 3 Gistatis Centurion) Turrets trigger large waves. First focus on lowering the number of enemys in the pocket. The incomming damage is quite substantial so something with a decent tank, or warp-outs are nessacery. You will be webbed down to ~50% velocity or less(With both towers on my drake, my speed was reduced to 14.0 m/s), so speed tanking isn't a good idea. After the area is cleared of most of the enemys, shoot one of the stasis turrets. You should get a spawn of a decent chunk more BCs and frigs (3 Gistatis Legionnaire, 2 Gistatis Primus, 3 Gistum Marauder, 2 Gistum Centurion, 2 Arch Gistii Nomad, 1 Arch Gistii Ruffian). It seems like there's a chance for each turret (including the missile turrets) to spawn waves (stasis 1 spawned a wave, stasis 2 didn't, missile 1 did, etc) (I got the exact same spawns with stasis 1 spawning, stasis 2 no spawn, missile 1 spawn, no others spawned). This pocket can easily become tank-melting if you target the turrets early on and kill several of them. After all the turrets are gone and everything's dead, shoot 'Pat's Shipyard' for the final spawn and kill him off. (Final spawn: 2 Wead Guardian, 3 Wead Fighter, named: Pat Wead). 2 cargo containers (containing a small amount of ammo, one had faction ammo). 120 Veldspar Asteroids in this pocket. Pat Wead dropped a Low-Grade Halo Beta when I ran this.
On shooting 'Pat's Shipyard', this emoted in local - Pat Wead: Alright, that's it. You barge in here uninvited, mess with my subordinates, and now you have the nerve to attack my shipyard! I see I'll have to take care of our little problem myself ... Pat Wead and his cohorts have exited the shipyard, ready for action.
Escalation: The Big Blue
There is a chance on killing Pat to recieve an escalation, which is a series of hidden sites in different systems and (in this case) ending in a final site in low-sec. There is a significantly higher chance to recieve faction items and implants from these.
Stage 1
Warp in on some wrecked structures and a about 10 frigs/destys. Start shooting things, and eventually a wave of 4-5 BCs and some elite frigs (web/scram) will show up. Kill the BCs to spawn the next wave of 4 BCs, 1 a Domination. Killing the faction BC of that wave gives you the next location (or a dead end if you're unlucky).
Stage 2
Nothing... nothing... nothing... Oh, finally some small ships and then a few seconds later some BCs. Although, odly, Angels and Drones! Also, some of the BCs web/scram. Attacking the Drones spawns another wave or frigates and destys. Another wave of mixed ships will arrive with a faction BC and 2 other BCs. Again, the faction will give you either the next location or a dead end.
Stage 3
Warp in to 4 elite BCs, 4 normal BCs and 4 elite frigs. TP, no web/scram. 1 of the elite BCs appears to be the trigger, spawning 4 BCs (1 Domination) and 3 more elite frigs.
Stage 4 LOW-SEC
A bunch of frigs/destys, then some BCs warp in. Blow them up. Add Large Colidable Strcutures to your overview if it's not disabled. Shoot the 'Angel Drug Lab-angels in the sky' (or something, I forget) untill it's in structure and an Angel Transporter will apear and try to run. At this time, more ships warp in. I suspect that I made a mistake by not engaging the other ships, as they warped out and all I got from the transport was 16 blue pills. Also, the drug lab drops generic t1 junk and some misc ammo and is -not worth killing-. And that's it. I did get a Domination BCU from the 3rd stage, but the trip into low-sec seemed like an entire waste of time.