Difference between revisions of "Poor Man's Shakedown"

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Gallente epic arc - [[Syndication]]<br>
 
Chapter 2 - [[Syndication/Chapter 2 - Eagle Grip|Eagle Grip]]<br>
 
Previous mission: [[Into the Black]]<br>
 
Next mission: [[Underground Circus]]</noinclude>
 
  
 
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{{Template:Missiondetails

Revision as of 06:14, 19 October 2020


Type Encounter
Objective Destroy the Elder to gain intel
Faction Independent (minmatar ships)
Best damage to deal Explosive damage ExKinetic damage Kin
Damage to resist Explosive damage ExKinetic damage Kin
EWAR Neuts
Rewards 7,000,000 + time bonus
Mission briefing
No time for small talk. We have a very serious situation on our hands, and I need the utmost discretion from you. That kid may be a goner if we don't act fast. Unfortunately, we don't know much about this “Pator 6” gang except for a few rumblings here and there. A lot of pirates use this area as a haven. Most of them are small-time criminals, no more than thugs looking for an easy mark. The Serpentis have some hold in this area, though I doubt we're looking at any sort of leech on the underbelly of the booster industry. No, this looks suspicious, and not like Serpentis at all. This sounds personal, or at least desperate.

Alright, so it looks like we'll be fishing for information. Since it was some Minmatar thugs that took the senator's kid, I guess we'll pound some Matari heads in first. This region is crawling with those people. I don't know who is a bigger drain on the Federation, the criminals or the Minmatar.

Anyway, there's a colony of them in Charmerout. Go in there and start shooting up buildings. Hopefully that'll scare up some leads for us. If not…well, we'll have fewer Matari clogging up the Federation resources. Frankly, I'm fine with that.

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/..