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Location Location (Amarr)

From EVE University Wiki


Location Location (Amarr) is a Level 5 mission consisting of five sub-missions. It involves combat with the Amarr Empire.

Part 1 (Location Location)

Level 5
Type Encounter
Faction Amarr Empire
Best damage to deal   EM  Th
Damage to resist   EM  Th
Warp disruption Elite Frigates (Web, Scram)
EWAR Divine Imperial Bahir (Tracking Disrupt), Imperial Templar Diviner (Neut, Tracking Disrupt), Divine Imperial Ambrose/Basil/Neutralizer Sentry (Neut)
Ship suggestion Passive Battleship + Logistics


Single Pocket

Contact's ship is present 15km away. 20 seconds later, you're notified in local that it's a trap.
The Contact's ship vanishes and an Amarrian fleet uncloaks.

Warning: Do not shoot Missile Batteries first, unless you can tank over 4000 hp/s!


Enemy Group, 25-40km
WD EWAR L


  5 x Sentry Amarr Cruise Missile Battery    
  1 x Sentry Amarr Stasis Tower  
  3 x Sentry Amarr Energy Neutralizer Sentry III  
  3 x Elite Frigate Divine Imperial Bahir        
  3 x Elite Cruiser Divine Imperial Ambrose/Basil  
  12 x Battleship Imperial Templar Dominator/Torah/Martyr  


1st Reinforcement
WD EWAR L


  3 x Elite Frigate Divine Imperial Imran    


2nd Reinforcement
WD EWAR L


  2 x Battleship Imperial Templar Dominator/Martyr


3rd Reinforcement
WD EWAR L


  3 x Battleship Imperial Templar Martyr

View of batteries from warp-in.


Battery Reinforcement
WD EWAR L
Battery 1 (Top)
  3 x Elite Frigate Divine Imperial Imran    
Battery 2 (Left)
  3 x Battleship Imperial Templar Judgment  
Battery 2A
  6 x Battlecruiser Imperial Templar Phalanx  
Battery 2B
  3 x Battleship Imperial Templar Diviner      
Battery 3 (Middle)
  3 x Battleship Imperial Templar Diviner    
Battery 4 (Right)
  5 x Battlecruiser Imperial Champion/Templar Justicar
Battery 5 (Bottom)
  5 x Battlecruiser Imperial Equalizer/Avenger


Notes

  • Use a passive tank or plan a capacitor that receives an additional 120 units/s
  • Maximum damage of initial group is 1814 hp/s (58% EM, 42% Therm)
  • Mission flagged complete when all Battery 2 (Left) spawns are destroyed
  • Orbit distances
    • Frigates: 4km
    • Cruisers: 7-19km
    • Battlecruisers: 9-22km
    • Battleships: 17-49km



Part 2 (The Hard Way)

Level 5
Type Encounter
Faction Amarr Empire
Best damage to deal   EM  Th
Damage to resist   EM  Th
Warp disruption All Frigates
EWAR Amarr Energy Neutralizer Sentry IIIs, NOS, Tracking Disrupter
Ship suggestion (1) Maelstrom w/ Passive Tank and (1) Maelstrom w/ Shield Transporters but recommend more DPS
Extra Mission requires the player to be able to use a Codebreaker module for hacking

Space type: Deadspace with Gate

Acceleration Gate into Deadspace

Single Pocket

image

Initial Group (25-80km)
WD EWAR L


  3 x Frigate Divine Imperial Napat        
  3 x Battlecruiser Imperial Templar Phalanx  
  11 x Battleship Imperial Templar Dominator/Martyr/Ultara*/Judgment**    
  4 x Sentry Cruise Missile Batteries
  1 x Sentry Amarr Energy Neutralizers II  
  2 x Sentry Amarr Energy Neutralizer Sentry IIIs  


Reinforcement 1
WD EWAR L


  6 x Elite Cruiser Divine Imperial Champion/Justicar  


Reinforcement 2
WD EWAR L


  4 x Battleship Imperial Templar Diviner        


Reinforcement 3
WD EWAR L


  6 x Battleship Imperial Templar Martyr  


On occasion, additional ships spawn after smaller ships destroyed

Variation spawn
WD EWAR L


  4 x Frigate Divine Imperial Bahir
  5 x Destroyer Imperial Templar Caius/Crusader
  7 x Battlecruiser Imperial Templar Seer/Justicar/Champion


Amarr Relay Station spawns (150,000 HP)
WD EWAR L
Shield reduced to 70%
  6 x Battlecruiser Imperial Templar Phalanx  
Armor reduced to 50%
  6 x Battleship Imperial Dominator/Martyr    
Structure reduced to 90%
  6 x Elite Cruiser Divine Imperial Ambrose/Basil    
Structure reduced to 10%
  6 x Elite Frigate Divine Imperial Napat        

Hack the Communications Hub with a Codebreaker I module to retrieve the objective

Tips:

  • Use a Passive Tank or plan a capacitor that receives an additional 100 units/s
  • Maximum damage dealing of initial group if it gets into range is 2790 hp/s (EM 56%, Therm 44%)


Part 3 (Prison Bust)

Level 5
Type Encounter
Faction Amarr Empire
Best damage to deal   EM  Th
Damage to resist   EM  Th
EWAR Divine Imperial Ambrose/Basil (Neut), Imperial Templar Seer/Diviner (Neut, Tracking Disrupt)
Ship suggestion Passive Battleship + Logistics Battleship


1st Pocket

Destroy the 6 forcefields to access to gate to the 2nd pocket.


Initial Group
WD EWAR L


  6 x Powerful EM Forcefield  


2nd Pocket

Some ships will trigger reinforcements upon shooting and upon destruction.
Reinforcements that are triggered upon shooting will be referred to as Hair-Trigger.
Set your drones to passive if you don't want the Hair-Trigger reinforcements, immediately.


Initial Ship Group, 2-80km
WD EWAR L


  5 x Elite Cruiser Divine Imperial Ambrose/Basil    
  5 x Battlecruiser Imperial Templar Champion/Justicar
  10 x Battleship Imperial Templar Dominator/Judgment/Martyr  


Initial Sentry Group, 100-115km
WD EWAR L


  5 x Sentry Amarr Cruise Missile Battery
  2 x Sentry Amarr Energy Neutralizer Sentry III  


1A Reinforcement (Hair-Trigger)
WD EWAR L


  6 x Cruiser Imperial Templar Donus/Tamir  


1B Reinforcement
WD EWAR L


  5 x Battlecruiser Imperial Champion/Templar Justicar


2nd Reinforcement
WD EWAR L


  4 x Battlecruiser Imperial Templar Seer    


3rd Reinforcement
WD EWAR L


  5 x Battleship Imperial Templar Dominator/Ultara  


4A Reinforcement (Hair-Trigger)
WD EWAR L


  5 x Battleship Imperial Templar Martyr  


4B Reinforcement (Hair-Trigger)
WD EWAR L


  6 x Battleship Imperial Templar Diviner/Judgment    


Amarr Prison Facility
WD EWAR L


  1 x Amarr Prison Facility  
Upon shooting the structure
  3 x Battleship Imperial Templar Judgment


Notes

  • Use a passive tank or plan a capacitor that receives an additional 200 units/s.
  • Maximum damage dealing of initial group, if it gets into range, is 2,423 hp/s (58% EM, 42% Therm)


Part 4 (Informed Attack)

Level 5
Type Encounter
Objective Destroy the Amarr Bio Weapons Facility
Faction Amarr Empire
Best damage to deal   EM  Th
Damage to resist   EM  Th
Warp disruption Stasis Tower (Web), Divine Imperial Imran/Sixtus (Web, Scram)
EWAR Energy Neutralizer Sentry (Neut), Imperial Templar Seer/Diviner (Neut, Tracking Disrupt), Divine Imperial Ambrose/Basil (Neut)
Ship suggestion Passive Battleship + Logistics, Capital (No gates)


Blitz: Destroy the Extremely Powerful EM Forcefield, then the Amarr Bio Weapons Facility.

Single Pocket

Ships are split into 4 groups.


Initial Group, 65-80km
WD EWAR L


  16 x Sentry Amarr Cruise Missile Battery
  4 x Sentry Amarr Energy Neutralizer Sentry I/II/III  
  4 x Sentry Amarr Stasis Tower  
  18 x Elite Frigate Divine Imperial Napat  
  10 x Battlecruiser Imperial Templar Seer      
  4 x Battleship Imperial Templar Diviner      


1st Reinforcement
WD EWAR L


  3-5 x Elite Cruiser Divine Imperial Ambrose/Basil  


2nd Reinforcement
WD EWAR L


  2-3 x Battleship Imperial Templar Judgment


Mission Objective
WD EWAR L


  1 x Extremely Powerful EM Forcefield  
Destroying Extremely Powerful EM Forcefield
  1 x Amarr Bio Weapons Facility
Shooting the Bio Weapons Facility
  5 x Fighter Imperial Fighter  
  4 x Elite Frigate Divine Imperial Imran/Sixtus    
  8 x Battlecruiser Imperial Templar Phalanx/Donus/Tamir
Bio Weapons Facility, 20% shields (3 Groups)
  4 x Elite Frigate Divine Imperial Imran/Sixtus    
  8 x Battlecruiser Imperial Templar Phalanx/Donus/Tamir


Notes

  • Use a passive tank or plan a capacitor that receives an additional 90+ units/s.
  • Maximum damage dealing of initial group, if it gets into range, is 1,956 hp/s (EM 68%, Therm 32%)
  • No gates exist, so using a Carrier or HAW Dreadnought is possible


Part 5 (Dirty Job)