Difference between revisions of "Poor Man's Shakedown"

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(Created page with "<noinclude> Gallente epic arc - Syndication<br> Chapter 2 - Eagle Grip<br> Previous mission: Into the Black<br> Next mission: [[...")
 
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|Level=
 
|Type= Encounter
 
|Type= Encounter
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|Objective= Destroy the Elder to gain intel
 
|Faction= Independent (minmatar ships)
 
|Faction= Independent (minmatar ships)
 
|DamageToDeal= Ex/Kin
 
|DamageToDeal= Ex/Kin
 
|DamageToResist= Ex/Kin
 
|DamageToResist= Ex/Kin
 
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|EWAR= Neuts
 
|ShipSizeLimit=  
 
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|Rewards= 7,000,000 + time bonus
 
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===Second room===
 
===Second room===
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When you arrive in second pocket you should bookmark the location. The key that was used to acces second room is consumed on use so you won't be able to take the gate again.
  
 
Various structures at 20 to 40km including target structures: 3x Asteroid Micro-Colony Minor. Each micro-colony triggers a spawn on destruction. The elite battleships will deal very high damage and have long range.
 
Various structures at 20 to 40km including target structures: 3x Asteroid Micro-Colony Minor. Each micro-colony triggers a spawn on destruction. The elite battleships will deal very high damage and have long range.
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{{NPCTableHead|Spawn}}
{{NPCTableRow|Elite Cruiser|2|Independent Veteran Scythe/...}}
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{{NPCTableRow|Elite Cruiser|2|Independent Veteran Scythe/...|ewar = Neut}}
 
{{NPCTableRow|Elite Battleship|1|Independent Veteran Tempest}}
 
{{NPCTableRow|Elite Battleship|1|Independent Veteran Tempest}}
 
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Revision as of 20:02, 1 August 2017

Gallente epic arc - Syndication
Chapter 2 - Eagle Grip
Previous mission: Into the Black
Next mission: Underground Circus


Type Encounter
Objective Destroy the Elder to gain intel
Faction Independent (minmatar ships)
Best damage to deal Ex/Kin
Damage to resist Ex/Kin
EWAR Neuts
Rewards 7,000,000 + time bonus


The agent sends you to get intel from some Minmatar thugs. They won't co-operate so you will need to use force to gain the information from them.

Bliz: In first room blow up the micro-colony furthest away, kill its spawn, grab the key and proceed to next room. In second room destroy the furthest micro-colony, kill The Elder and complete the mission.

First room

The pocket conatins 4x Asteroid Micro-Colony Minor. Each of them will trigger defender spawn on death. Each NPC spawn is location of destroyed structure. Each consecutive spawn is a little bit larger than previous spawn.

The group that gives up the key is the one from the furthest Micro-Colony from warp-in - this message appears in local: 'Here's the gate clearance for that acceleration gate. Go through it and talk to The Elder. Just please stop shooting us.'

Using the acceleration gate consumes the key.


Spawn (x4)
WD EWAR L


Cruiser 2-3 x Cruiser Independent Green-crewed Bellicose/...
Battleship 2-3 x Battleship Independent Green-crewed Typhoon/...

Second room

When you arrive in second pocket you should bookmark the location. The key that was used to acces second room is consumed on use so you won't be able to take the gate again.

Various structures at 20 to 40km including target structures: 3x Asteroid Micro-Colony Minor. Each micro-colony triggers a spawn on destruction. The elite battleships will deal very high damage and have long range.

Mission is completed after destroying The Elder. The Elder spawns with the group that appears after the furthest Micro-Colony from warp-in is destroyed.


Spawn
WD EWAR L


Elite Cruiser 2 x Elite Cruiser Independent Veteran Scythe/... Energy Neutralizer
Elite Battleship 1 x Elite Battleship Independent Veteran Tempest


Spawn
WD EWAR L


Cruiser 2 x Cruiser Independent Rupture/...
Battleship 3 x Battleship Independent Typhoon/Maelstrom


Spawn
WD EWAR L


Cruiser 1 x Cruiser The Elder Mission objective
Battleship 4 x Battleship Independent Green-crewed Tempest/..