Carry On
Gallente epic arc - Syndication
Chapter 3 - Inertia
Previous mission: Octomet Plantation OR Oldest Profession OR Little Fingers
Next mission: Studio 1
Mission briefing |
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Ok, ok. Don't tell Mourmarie, but I've been holding out on her. She's wrung me out of most of the info I have, especially some of the juicier leads from my former smuggling days. But this place is the mother lode, a veritable smorgasbord for the human traffickers in this corner of New Eden. You can't tell anyone about this place, though: A rat is only good if nobody knows she exists, if you catch my meaning.
The Carry On is a smuggler's haven, a collection of speakeasies and underground associations devoted to human trafficking. It was a home away from home for me back in the day. I don't think I can show my face there anymore, though. Too many enemies, too many friends. But you can. Your best course of action is to find the Carry On hub, located at the heart of the complex. You'll probably meet some of the guards there, or even some smugglers looking to protect their own. If they hit you, strike back. Smugglers are cowards at heart. Approach the hub and see what you can find there. Attack it if you must. This pains me to think about it, but it's our only choice. |
This mission consists of four rooms. The incoming damage in last room is very high and blizing is heavily recommended. If you have the "Carry On Token" for skipping straight to last room a fast frigate should be able to complete the mission in record time.
Bliz: Warp to site with "Carry On Token" passkey in cargohold and activate "The Hub" gate (has "Toll Booth" next to it). After entering "The Hub", ignore all ships and quickly approach the "Carry On Hub" structure to complete the mission. A fast frigate should work if you have the token.
Warpin
The warpin area has two acceleration gates. The one with a toll by it leads to the last room "The Hub" and requires an "Carry On Token" to go through. The key is consumed on use. The second gate leads to the second room "The Alley". The alley path has two rooms that you must fight your way through.
If you have the key you should take the acceleration gate with toll near it. The "Carry On Token" passkey will be consumed on use. Create a bookmark in "The Hub" (Pocket 3) after using the gate and if needing to warp out, can just warp back to bookmark instead of slugging it out through "The Alley" (Pockets 1 and 2). The last room is not deadspace.
WD | EWAR | L
| ||
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1 x Acceleration Gate (near toll booth) | ||||
1 x Acceleration Gate |
Room 1 - The Alley (1)
Watch out for the elite battleships (Veteran Carry On Guard) as they deal very high damage.
WD | EWAR | L
| ||
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3 x Elite Cruiser Veteran Carry On Guard | ||||
8 x Battleship Amateur/Veteran Carry On Guard | ||||
6 x Sentry Syndicate Cruise Missile Battery |
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Acceleration Gate (36 km) |
Room 2 - The Alley (2)
Note: Various destroyable structures scattered within this pocket might drop commodities.
WD | EWAR | L
| ||
---|---|---|---|---|
8 x Cruiser Carry On Guard | ||||
6 x Battleship Carry On Guard | ||||
2 x Sentry Syndicate Cruise Missile Battery | ||||
2 x Sentry Syndicate Heavy Missile Battery |
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Acceleration Gate (22 km) |
Room 3 - The Hub
The last room is not deadspace. You should create a bookmark in it in case you need to run away. The mission object is located in here, simply approach the Carry On Crow's Nest as fast as you can. You may need to overheat your engine and/or tank. Once you reach the structure all hostile ships will despawn and mission is completed. You should take out the elite frigates as soon as possible as they might web and point you.
The industrial ships will stay even after combat ships despawn. The smaller industrials drop nothing but the freighters drop large number of various commodities such as oxygen, civilians, scientist and exotic dancesrs. No loot drops from various destroyable structures scattered within this pocket.
If you decide to fight the rats focus fire on the Veteran Carry On Guards as those elite battleships dealvery high damage. The Amateur Carry On Guard are mostly harmless and the two veteran guard deals more damage than the six the amateurs deal together.