Difference between revisions of "Soldier of Fortune"

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The '''Advanced Military Career Agent''' is one of the five [[career agents]] in the game, which show new players different types of [[PvE]] activities in EVE. The advanced military career agent missions teach you about [[PvE]] combat as well as some basic [[PvP]] combat techniques; you should complete the [[military career agent]] missions before you do them. In total these missions pay about 1.5M ISK in rewards.  
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The '''Soldier of Fortune''' (previously known as the '''Advanced Military Career Agent''') is one of the five [[career agents]] in the game, which show new players different types of [[PvE]] activities in EVE. The Soldier of Fortune missions teach you about [[PvE]] combat as well as some basic [[PvP]] combat techniques; you should complete the [[Enforcer (Career Agent)|Enforcer]] missions before you do them. In total these missions pay about 1.5M ISK in rewards.  
  
{{note box|You should always read mission text carefully, but this particularly the case for these missions. If you don't follow the mission objectives carefully you will likely fail them.}}
 
  
== The Swap (1 of 10) ==
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{{note box
'''{{co|#9ef37c|Objective:}}''' Destroy rats.
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|You should always read mission text carefully, but this is particularly the case for these missions. If you don't follow the mission objectives carefully you will likely fail them.
 +
}}
  
If you've been doing the military career missions so far, then this mission will be a nice easy warm-up exercise. Take a fully fitted combat frigate (e.g. the one you've been using for the military career missions), fly to the deadspace mission area, and destroy three waves of Frigate rats.
 
  
== Angel of Mercy (2 of 10) ==
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== The Swap (1 of 10) ==
'''{{co|#9ef37c|Objective:}}''' Blow up your ship to destroy a structure.
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{{Missiondetails
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|Level=
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|Type= Encounter
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|Objective= Destroy rats.
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|Faction1= Serpentis
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|DamageToDeal1=
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|DamageToResist1=
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|WebPoint=
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|EWAR=
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|ShipSizeLimit=
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|ShipSuggestion=
 +
|Rewards=
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
'''{{co|#9ef37c|Granted when accepted:}}''' A faction-specific EWAR frigate ({{icon|isis amarr|22}}[[Crucifier]] /{{icon|isis caldari|22}}[[Griffin]] /{{icon|isis gallente|22}}[[Maulus]] /{{icon|isis minmatar|22}}[[Vigil]]).
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* A regular combat mission that is not too difficult. Take a fully fitted attack/combat frigate, fly to the deadspace mission area, and destroy three waves of Frigate rats.
  
You will lose your ship in this mission! Luckily, your agent has given you a new frigate ("rigged with explosives", although that's just flavour text; it's a normal ship); activate it.
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{{NPCTableHead|Initial Defenders}}
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{{NPCTableRow|Frigate|1||trigger= Reinforcement 1}}
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|}
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{{NPCTableHead|Reinforcement 1}}
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{{NPCTableRow|Frigate|2||trigger= Reinforcement 2}}
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|}
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{{NPCTableHead|Reinforcement 2}}
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{{NPCTableRow|Frigate|3|}}
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|}
  
Since you know you're going to lose it, [[Ship Insurance|insure]] it at the highest level you can afford to get a bit more money back.
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== Angel of Mercy (2 of 10) ==
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{{Missiondetails
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|Level=
 +
|Type= Encounter
 +
|Objective= Approach a pirate structure to destroy it.
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|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= EWAR Frigate ({{Sh|Crucifier}} /{{Sh|Griffin}} /{{Sh|Maulus}} /{{Sh|Vigil}}) (granted upon acceptance)
 +
|StandingLoss=
 +
|Extra=
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}}
  
Making sure the ship doesn't have any modules fitted and the cargohold is empty, undock and warp to the mission's deadspace area, and activate the acceleration gate there. The acceleration gate will only accept the same type of frigate given by the agent for this mission. The target structure is there; approach it while ignoring enemy fire. When you get sufficiently close, your ship will explode, destroying the structure and the enemy ships (enjoy the lightshow). You will be left floating in space in your [[pod]]; return to your agent's station. If you check your wallet you will notice that you received the insurance payout from losing your ship.
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* Due to special ship restrictions, you have to fly the T1 EWAR frigate given to you for this mission.
 +
* You will lose your ship in this mission, so [[insure]] it at the highest level you can afford to get some ISK back. Also make sure the ship doesn't have any modules fitted and the cargohold is empty.
 +
* The acceleration gate takes you to some distance away from the target structure. Approach it while ignoring enemy fire. When you get sufficiently close, your ship will explode, destroying the structure and all enemy ships. Return to your agent's station in your [[pod]].
 +
* This also generates a [[killmail]], it lists the enemy structure as the aggressor and your ship as the victim.
  
 
== Your Undivided Attention (3 of 10) ==
 
== Your Undivided Attention (3 of 10) ==
'''{{co|#9ef37c|Objective:}}''' Use a Warp Disruptor module on a rat.  
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{{Missiondetails
 
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|Level=
'''{{co|#9ef37c|Granted when accepted:}}''' A Civilian Warp Disruptor module.
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|Type= Encounter
 
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|Objective= Use a Warp Disruptor module on a rat.  
Your agent gives you a Warp Disruptor module, which is one of the two common module types (the other being a Warp Scrambler) which [[Warp disruption|prevents other ships from warping away]]. Fit it to your main combat frigate and undock.
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|Faction1=
 
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|DamageToDeal1=
Fly to the mission's deadspace location, target the "fleeing pirate" ship (despite the name, he will wait patiently for you), and activate your Warp Disruptor module. Any other nearby rats will warp off, and you have completed the mission. Return to your agent. You have to get a target lock on the Fleeing pirate ship for the popup to show.
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|DamageToResist1=
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|WebPoint=
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|EWAR=
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|ShipSizeLimit=
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|ShipSuggestion=
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|Rewards= Civilian Warp Disruptor (granted upon acceptance)
 +
|StandingLoss=
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|Extra=
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}}
  
Warp Disruptors (and Scramblers) are particularly useful when fighting other players (PvP), as they will tend to warp off if they think that they are losing the fight, so you need to use a Warp Disruptor / Scrambler to force them to stay if you want to destroy their ship. Conversely, NPC ships (rats) will almost never warp away, so you almost never need to fit a Warp Disruptor / Scrambler in PvE combat.
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* Warp Disruptor is one of the two common module types (the other being a Warp Scrambler) which [[Warp disruption|prevents other ships from warping away]]. Fit it to your ship. Even though the message during the mission says, “Activate Warp Scrambler,” a Warp Scrambler will not finish the mission; the Warp Disruptor supplied by the agent will work.
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* Fly to the mission's deadspace location, target-lock the "Fleeing Pirate" ship (despite the name, he will wait patiently for you), and activate your Warp Disruptor module. Any other nearby rats will warp off, and you will have completed the mission.
 +
* Warp Disruptors (and Scramblers) are particularly useful when fighting other players (PvP), as they will prevent them from warping away to safety. NPC ships (rats), however, will almost never warp away, so you generally do not need to fit a Warp Disruptor / Scrambler in PvE combat.
  
 
== A Friend in Need (4 of 10) ==
 
== A Friend in Need (4 of 10) ==
'''{{co|#9ef37c|Objective:}}''' Use either a Remote Armor Repairer module or a Remote Shield Booster module to repair a friendly ship.  
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{{Missiondetails
 
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|Level=
'''{{co|#9ef37c|Granted when accepted:}}''' A faction-specific remote repair module ({{icon|isis amarr|22}}{{icon|isis gallente|22}}Civilian Small Remote Armor Repairer /{{icon|isis caldari|22}}{{icon|isis minmatar|22}}Civilian Small Remote Shield Booster).
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|Type= Encounter
 
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|Objective= Use a remote repair module to repair a friendly ship.  
Your agent gives you a Remote Armor Repairer or Remote Shield Booster module, which repairs the armor/shield of another friendly ship. Fit it to your combat frigate (depending on what other modules you have fitted you may have to remove a turret; you can do so, as you won't need to fight any ships in this mission) and undock.
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|Faction1=
 
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|DamageToDeal1=
Fly to the mission location and locate the "damaged vessel". Target it, and, once you're in range (your remote repair module has a maximum range, just like your guns), activate the Remote Armor Repairer or Remote Shield Booster module. After the module completes a cycle, the friendly ship will warp off; you have completed your mission and can return to your agent.
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|DamageToResist1=
 
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|WebPoint=
Repairing other ships in combat (referred to as "[[Guide to Logistics|logistics]]" in EVE) is an important but somewhat specialised part of EVE gameplay. Most fleets (except perhaps the very smallest gangs) will include one or several logistics ships, who will try to keep their fleetmates alive under fire. While this mission gives a very basic introduction, it over-simplifies things perhaps a bit too much. For one thing, the "damaged vessel" wasn't actually damaged (you could see their shield/armor/structure status when you targeted them). Additionally, the mission implies that using your repair module repaired the damaged vessel's warp drive - in reality, there is no way to "damage" a ship's warp drive, although you can (see [[#Your Undivided Attention (3 of 10)|mission 3]]) use modules to temporarily prevent ships from warping away.
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|EWAR=
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|ShipSizeLimit=
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|ShipSuggestion=
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|Rewards= Remote repair module ([[image:isis_amarr.png|22px|link=|Amarr]][[image:isis_gallente.png|22px|link=|Gallente]]Civilian Small Remote Armor Repairer /[[image:isis_caldari.png|22px|link=|Caldari]][[image:isis_minmatar.png|22px|link=|Mimatar]]Civilian Small Remote Shield Booster) (granted upon acceptance); Remote repair skillbook ([[image:isis_amarr.png|22px|link=|Amarr]][[image:isis_gallente.png|22px|link=|Gallente]]{{sk|Remote Armor Repair Systems}} /[[image:isis_caldari.png|22px|link=|Caldari]][[image:isis_minmatar.png|22px|link=|Minmatar]]{{sk|Shield Emission Systems}})
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|StandingLoss=
 +
|Extra=
 +
}}
  
'''{{co|#9ef37c|Reward:}}''' A faction-specific remote repair skillbook ({{icon|isis amarr|22}}{{icon|isis gallente|22}}{{sk|Remote Armor Repair Systems}} /{{icon|isis caldari|22}}{{icon|isis minmatar|22}}{{sk|Shield Emission Systems}}). They allow you to use Remote Armor Repair/Remote Shield Booster modules (the [[Techs,_Tiers_and_Meta_levels#Civilian_Modules|Civilian]] repair module you used for this mission doesn't require any skills to use).
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* Remote Armor Repairer and Remote Shield Booster repair the armor or shield of another friendly ship. Fit it to your ship.
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* Fly to the mission location and locate the "Damaged Vessel". Target-lock and approach it, and once you're in range, activate the remote repair module. After the module completes a cycle, the friendly ship will thank you and warp off.
 +
* Repairing other ships in combat (referred to as "[[logistics]]" in EVE) is an important but somewhat specialized part of EVE gameplay. Most fleets (except perhaps the very smallest gangs) will include one or several logistics ships, who will try to keep their fleetmates alive under fire. While this mission gives a very basic introduction, it over-simplifies things perhaps a bit too much; it implies that using your repair module repaired the damaged vessel's warp drive - in reality, there is no way to "damage" a ship's warp drive, although you can (see [[#Your Undivided Attention (3 of 10)|mission 3]]) use modules to temporarily prevent ships from warping away.
  
 
== The Stand (5 of 10) ==
 
== The Stand (5 of 10) ==
'''{{co|#9ef37c|Objective:}}''' Destroy at least 1 rat, then lose your ship.
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{{Missiondetails
 
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|Level=
'''{{co|#9ef37c|Granted when accepted:}}''' A faction-specific combat frigate ({{icon|isis amarr|22}}[[Punisher]] /{{icon|isis caldari|22}}[[Merlin]] /{{icon|isis gallente|22}}[[Incursus]] /{{icon|isis minmatar|22}}[[Rifter]]).
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|Type= Encounter
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|Objective= Destroy one rat, and then lose your ship.
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|Faction1= Mercenaries
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|DamageToDeal1=
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|DamageToResist1=
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|WebPoint=
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|EWAR=
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|ShipSizeLimit=
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|ShipSuggestion=
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|Rewards= Combat Frigate ({{Sh|Punisher}} /{{Sh|Merlin}} /{{Sh|Incursus}} /{{Sh|Rifter}}) (granted upon acceptance)
 +
|StandingLoss=
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|Extra=
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}}
  
You will lose your ship in this mission (again)! Unlike in [[#Angel of Mercy (2 of 10)|mission 2]] you will actually need to do some fighting beforehand, so fit your combat frigate with a few cheap weapons, minimal ammunition, and little else (everything you fit on and carry in your ship will be destroyed in this mission). If you haven't already done so, insure your ship to the highest level you can afford (in general, you should be insuring most of your ships at the start of the game). If you would rather keep the frigate given by the mission, you can choose to fly any frigate or even your corvette into the deadspace.
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* You will lose your ship in this mission (again)! Unlike in [[#Angel of Mercy (2 of 10)|mission 2]] you will actually need to destroy a frigate before going down, so fit your ship with a few cheap weapons and minimal ammunition. Also, [[insure]] your ship to the highest level you can afford.
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* Upon activating the acceleration gate, you will find a lone rat (a [[Kestrel]] with a single missile launcher) that you need to destroy.
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* Once it's gone, a large fleet warps in, including several cruisers (again, note their different Overview icons) and drones which will use Stasis Webifiers and other forms of [[electronic warfare]] on you. Though the fight is hopeless, fight them until your ship is destroyed. You would normally warp away to safety against such an overwhelming odds, but in this case, the mission requires that your ship be destroyed by the rats.
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* Once your ship is destroyed, you will (once again) be left floating in your [[pod]] in space. The rat fleet does not attack your pod, so look around for a wreck with your character's name on it - that's all that's left of your ship. In EVE, when your ship is destroyed, about half of the fitted modules and cargo are destroyed (along with all the fitted rigs), while the other half drop into space for anyone in the vicinity to pick up. It's not uncommon for your ship to be destroyed while playing EVE, so learn to treat your ships as expendable (or as the [[Golden Rules|first golden rule of EVE]] says, never fly what you cannot afford to lose).
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* Almost all types of regular rats ignore your pod (there are a few exceptions, such as [[Triglavian Collective|Triglavians]]).
  
Undock, warp to the mission's deadspace location, and activate the acceleration gate there. In the first deadspace pocket there is a lone rat, a [[Kestrel]]; destroy it. Once it's destroyed, a large fleet warps in, including several cruisers (again, note their Overview icons), who will use Stasis Webifiers and [[EWAR Guide|other forms of electronic warfare on you]]. If you want to you can try and fight them, but you've got no hope. As the rats are not using Warp Disruptors on you, you ''could'' warp away and save your ship (which is what you'd normally do if you were overwhelmed), but in this case, the mission requires that your ship be destroyed by the rats.
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{{NPCTableHead|Initial Defender}}
 
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{{NPCTableRow|Frigate|1|Mercenary Fighter|trigger= Destroying triggers reinforcement}}
Once your ship is destroyed, you will (once again) be left floating in your [[pod]] in space. Almost all rats (there are very few rare exceptions) ignore your pod (they don't try to destroy it or prevent you from warping away), so look around for a wreck with your character's name on it - that's all that's left of your ship. In EVE, when your ship is destroyed, half of the fitted modules and cargo are destroyed (along with all the fitted rigs), while the other half drop into space for anyone in the vicinity to pick up - and it's usually picked up by your victorious opponent (unless you were only fighting rats and there were no other players nearby). It's not uncommon for your ship to be destroyed while playing EVE, so learn to treat your ships as expendable (or as the [[Golden Rules|first golden rule of EVE]] says, never fly what you cannot afford to lose).
 
{{NPCTableHead|Defender}}
 
{{NPCTableRow|Frigate|1|Mercenary Fighter|trigger=Destroying triggers cruiser wave}}
 
 
|}
 
|}
{{NPCTableHead|Cruiser/drone wave}}
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{{NPCTableHead|Reinforcement}}
{{NPCTableRow|Drone|3|Spider Drone II|ewar=Web}}
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{{NPCTableRow|Drone|3|Spider Drone II|ewar= Web}}
{{NPCTableRow|Elite Cruiser|10|Terrorist|ewar=Damp}}
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{{NPCTableRow|Elite Cruiser|10|Terrorist|ewar= Damp}}
 
|}
 
|}
You have completed the mission; return to your agent.
 
  
 
== Don't Look Back (6 of 10) ==
 
== Don't Look Back (6 of 10) ==
'''{{co|#9ef37c|Objective:}}''' Use an Afterburner module to zoom past a hazardous area.
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{{Missiondetails
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|Level=
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|Type= Travel
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|Objective= Zoom past a hazardous area.
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|Faction1=
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|DamageToDeal1=
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|DamageToResist1=
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|WebPoint=
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|EWAR=
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|ShipSizeLimit=
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|ShipSuggestion=
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|Rewards= 1MN Civilian Afterburner (granted upon acceptance); [[image:isis_caldari.png|22px|link=|Caldari]] 100 x Civilian Scourge Light Missile /[[image:isis_amarr.png|22px|link=|Amarr]][[image:isis_gallente.png|22px|link=|Gallente]][[image:isis_minmatar.png|22px|link=|Minmatar]] ISK
 +
|StandingLoss=
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|Extra=
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}}
  
'''{{co|#9ef37c|Granted when accepted:}}''' A 1MN Civilian Afterburner module.
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* You can fit the Civilian Afterburner to your ship, but a non-civilian version you already have is superior in performance.  
 
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* Upon taking the acceleration gate, locate the "Asteroid Station" on your Overview and fly towards it. You will take continuous damage by the hazardous cloud on your way, so activate your afterburner to speed up your ship. When you get close to the station, the mission will be completed and you can return to your agent.
Your agent gives you a Civilian Afterburner. You can fit it to your ship (any ship will do, even your corvette), although you may use a non-civilian version you already have.  
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* The missile rewards from the [[image:isis_caldari.png|22px|link=]]Caldari agent are intended to be used for the faction-specific version of the subsequent mission.
 
 
Warp to the mission's location, and activate the acceleration gate there. In the first deadspace pocket, locate the "Asteroid Station" on your Overview and fly towards it (e.g. using the "Approach" command). Since the station is a long way away, activate your afterburner module to speed up your ship. When you get close to the station, the mission will be completed and you can return to your agent.
 
 
 
'''{{co|#9ef37c|Reward:}}''' {{icon|isis caldari|22}} 100 x Civilian Scourge Light Missile /{{icon|isis amarr|22}}{{icon|isis gallente|22}}{{icon|isis minmatar|22}} ISK. The missiles are intended to be used for the faction-specific version of the subsequent mission offered by {{icon|isis caldari|22}}Caldari State agents.
 
  
 
== Weapon of Choice (7 of 10) ==
 
== Weapon of Choice (7 of 10) ==
'''{{co|#9ef37c|Objective:}}''' Use your faction's primary weapon system to destroy a rat.  
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{{Missiondetails
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|Level=
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|Type= Encounter
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|Objective= Destroy a rat while (optionally) using your faction's signature weapon system.  
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|Faction1=
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|DamageToDeal1=
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|DamageToResist1=
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|WebPoint=
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|EWAR=
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|ShipSizeLimit=
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|ShipSuggestion=
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|Rewards= Weapon system ([[image:isis_amarr.png|22px|link=|Amarr]]Civilian Gatling Pulse Laser /[[image:isis_caldari.png|22px|link=|Caldari]]Civilian Light Missile Launcher /[[image:isis_gallente.png|22px|link=|Gallente]]2 x Civilian Hobgoblin /[[image:isis_minmatar.png|22px|link=|Minmatar]]Civilian Gatling Autocannon) (granted upon acceptance)
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|StandingLoss=
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|Extra=
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}}
  
'''{{co|#9ef37c|Granted when accepted:}}''' A faction-specific signature weapon system ({{icon|isis amarr|22}}Civilian Gatling Pulse Laser /{{icon|isis caldari|22}}Civilian Light Missile Launcher /{{icon|isis gallente|22}}2 x Civilian Hobgoblin /{{icon|isis minmatar|22}}Civilian Gatling Autocannon)
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* In addition to the [[turret]] weapons you've been using up to now, each faction also uses another weapon system:
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** [[Drones]] for [[image:isis_gallente.png|22px|link=]]Gallente ships, and to a lesser extent, [[image:isis_amarr.png|22px|link=]]Amarr ships.
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** [[Missiles]] for [[image:isis_caldari.png|22px|link=]]Caldari ships, and to a lesser extent, [[image:isis_minmatar.png|22px|link=]]Minmatar ships.
  
In addition to the [[turrets|turret weapons]] you've been using up to now, each faction also uses another weapon system:
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* If you are working for a [[image:isis_amarr.png|22px|link=]][[Amarr Empire|Amarr]] or [[image:isis_minmatar.png|22px|link=]][[Minmatar]] agent, then the weapon granted to you would indeed be the same weapon class you already have been using up to this point, possibly worse in quality since it is a civilian variant.
* [[Drones]] for {{icon|isis gallente|22}}Gallente, and to a lesser extent, {{icon|isis amarr|22}}Amarr.
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* If you are getting this mission from a [[image:isis_caldari.png|22px|link=]][[Caldari]] or [[image:isis_gallente.png|22px|link=]][[Gallente]] agent, you have a chance to try out your faction's signature weapon system.
* [[Missile Launchers|Missiles]] for {{icon|isis caldari|22}}Caldari, and to a lesser extent, {{icon|isis minmatar|22}}Minmatar.
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* Note that you can complete this mission without having to use the weapon granted to you - you can dispose of the rat in whichever way you please.
  
If you are working for a {{icon|isis amarr|22}}Amarr Empire or {{icon|isis minmatar|22}}Minmatar Republic agent, then the weapon granted to you would indeed be the same weapon class you already have been using up to this point, possibly worse in quality since it is a civilian module. If you are getting this mission from a {{icon|isis caldari|22}}Caldari State or {{icon|isis gallente|22}}Gallente Federation agent, you have a chance to try out a new weapon system.
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=== [[image:isis_caldari.png|22px|link=|Caldari]]Trying out Missiles ===
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* In order to fit the light missile launcher module, you need a ship that has a launcher hardpoint. Note that there are many ships with multiple hardpoints but none of which are launcher-compatible. Regardless of factions, your corvette will allow mounting a missile launcher on them, and thus you are free to use it for this mission. Among the ships given out by [[image:isis_caldari.png|22px|link=]]Caldari Career Agents in the station so far, [[Heron]] will serve nicely, and if you decided not to sacrifice one for [[#Angel of Mercy (2 of 10)|mission 2]], [[Griffin]] will also do.
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* The general combat mechanics of missiles are similar to how turrets work, with some notable differences.
 +
** Missiles have a limited range (roughly equivalent to their maximum velocity multiplied by their maximum flight time), but they do not have the optimal/falloff distinction - any missile that reaches its destination before its timer runs out hits the target, while they will be completely ineffective beyond their maximum range.
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** Missile damage is also uniform, meaning that it will not deal either higher-than-usual (e.g., wrecks, smashes) or lower-than-usual (e.g., grazes, glances off) damage.
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** They can't miss their target as long as it is in range, but they do take time to cover the distance from your ship to the target, and they will deal less damage to small and fast targets.
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** Missile launchers do not consume capacitor energy when firing, and they generally take longer to cycle and reload compared to turrets.
 +
* If you would like to try out missiles more, [[Kestrel]] is usually a good choice for beginning pilots, especially for early PvE contents.
  
=== {{icon|isis gallente|22}}Trying out Drones ===
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=== [[image:isis_gallente.png|22px|link=|Gallente]]Trying out Drones ===
Drones are small semi-autonomous spacecraft which you can order to attack hostile ships. Note that your {{sk|Drones}} skill dictates how many drones you can keep active at any given time; you will need this skill at level 2 to fly both of the light drones your agent gives you. In order to use them, you must use a ship with a drone bay. All corvettes carry enough drone bay for one light drone except for [[Velator]] which can carry two. Among the ships given out by {{icon|isis gallente|22}}Gallente Federation career agents in the station so far, [[Imicus]] and [[Tristan]] are good candidates to try out the two light drones in. Activate a ship with at least some drone capability and move your drones into the ship's drone bay <!-- screenshot -->
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* Your {{sk|Drones}} skill dictates how many drones you can keep active at any given time; you will need this skill at level II to fly both of the light drones your agent gives you.
 +
* In order to use them, you must use a ship with a drone bay. All corvettes carry enough drone bay/bandwidth for one light drone except for the [[Velator]] which can carry two. Among the ships given out by [[image:isis_gallente.png|22px|link=]]Gallente Career Agents in the station so far, [[Imicus]] and [[Tristan]] are good candidates to try out the two light drones in.
 +
* Activate a ship with at least some drone capability and move your drones into the ship's drone bay.
 +
* Once in space, note that a new window has appeared on your UI: the drone control window, which shows you which drones you have in your drone bay and which you have in space.
 +
* There is a single rat in the mission location. Right-click on the Drones in Bay folder and select "Launch". Your drones will now start orbiting your ship (and you can see them in the "In Space" section of the drone control window). Target the rat, and order your drone(s) to attack it by right-clicking on "Drones in Local Space" folder and selecting "Engage Target" (alternatively, the much easier shortcut key is {{button|F}}).
 +
* Once the rat has been destroyed, recall your drones by by right-clicking on "Drones in Local Space" folder and selecting "Return to Drone Bay" (they won't follow you if you warp away). If you accidentally warped away before scooping the drones in, you can warp back to the mission location, right-click on your capacitor, and select "Reconnect to Lost Drones" to re-establish your link with the drones again.
 +
* If you find drone combats to your liking, then the [[Tristan]] serves as a good starting-level drone ship, although your damage potential would likely be quite limited compared to other options such as the [[Incursus]] until you reach level V of your Drones skill to be able to field all five drones.
  
Undock from the station. Once in space, note that a new window has appeared on your UI: the drone control window, <!-- screenshot --> which shows you which drones you have in your drone bay and which you have in space. Warp to the mission's location.  
+
== The Pacifist (8 of 10) ==
<!-- this whole section needs to be checked for naming -->
+
{{Missiondetails
There is a single weak rat there that you need to destroy, so you can take your time to learn how drones work. Select the drone(s) in your drone bay, right-click and select "Launch". Your drones will now start orbiting your ship (and you can see them in the "In Space" section of the drone control window), awaiting your command. Target the rat, and order your drone(s) to attack it by selecting them, right-clicking on them, and selecting "Attack" (alternatively, the much easier shortcut key is {{button|R}}).  
+
|Level=
 +
|Type= Encounter
 +
|Objective= Follow [[CONCORD]] instructions and retrieve hostages from a structure.
 +
|Faction1= Mercenaries
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards=
 +
|StandingLoss=
 +
|Extra= You are not supposed to shoot the NPCs.
 +
}}
 +
{{MessageBox|warp-in message from CONCORD:
 +
|Welcome to the fray, egger.  
  
Note how your drone(s) fly towards the rat, and once they get close, start orbiting it and firing on it. While rats (and players) can and do attack drones, this rat will likely explode before it gets the chance. Once the rat has been destroyed, recall your drones to your drone bay (they won't follow you if you warp away), and return to your agent's station to complete the mission. If you accidentally warped away before scooping the drones in, you can warp back to the mission location, right-click on your capacitor, and select Reconnect to lost drones to establish your link with the drones again.
 
  
If you find drone combats to your liking, then [[Tristan]] serves as a good starting-level drone ship, although your damage potential would likely be quite limited compared to other options such as [[Incursus]] until you reach level 5 of your {{sk|Drones}} skill.
+
I've ordered the fleet to hold its ground for the time being, but we're going to send you in to recover the hostages shortly. Move out to the next area where the pirates are. They're expecting a negotiator, but we're sending you instead.  
  
=== {{icon|isis caldari|22}}Trying out Missiles ===
 
Missile ships use guided missiles which automatically home in on their target. In order to fit the light missile launcher module, you need a ship that has a launcher-compatible hardpoint. Note that there are many ships with multiple weapon hardpoints but none of which are launcher-compatible, thus making it impossible for you to fit a missile launcher. Regardless of factions, your corvette will allow mounting a missile launcher on them, and thus you are free to use it for this mission. Among the ships given out by {{icon|isis caldari|22}}Caldari State career agents in the station so far, [[Heron]] will serve nicely, and if you decided not to sacrifice one for [[Advanced_Military_Career_Agent#Angel of Mercy (2 of 10)|mission 2]] [[Griffin]].
 
  
The general combat mechanics of missiles are similar to how turrets work, with some notable differences. Like guns, missiles have a limited range (roughly equivalent to their maximum velocity multiplied by their maximum flight time), but they do not have the optimal/falloff distinction - any missile that reaches its destination before its timer runs out hits the target, while they will be completely ineffective beyond their maximum range. Missiles damages are also uniform, meaning that it will not deal either higher-than-usual (e.g., wrecks, smashes) or lower-than-usual (e.g., grazes, glances off) damage. Unlike guns they can't miss their target as long as it is in range, but they do take time to cover the distance from your ship to the target, and will deal less damage to small and fast targets. Missile launchers do not consume capacitor when fired, and they generally take longer to cycle and reload compared to turrets.
+
You are not to engage unless I give the order. We need to maintain the appearance of peaceful negotiation until the safety of the hostages can be confirmed.
 +
|collapsed= yes}}
  
If you would like to try out missiles more, [[Kestrel]] is usually a good choice for beginning pilots, especially for PvE contents.
+
* Once you warp to the mission location and start approaching the acceleration gate, a window will pop up with instructions from your (NPC) fleet commander, giving you detailed instructions. They will tell you to to:
 +
** Activate the acceleration gate.
 +
** In the deadspace pocket, do not engage any enemy ships.
 +
** Fly to the prison structure and retrieve (loot) the hostages to be returned to the station.
 +
* This mission is very straightforward and is intended to teach you to follow instructions from your fleet commander when flying in player [[fleets]].
  
== The Pacifist (8 of 10) ==
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{{NPCTableHead|If you wish to shoot the enemy ships and are willing to fail this mission, this is the info.}}
'''{{co|#9ef37c|Objective:}}''' Follow instructions and retrieve hostages from a structure.
+
{{NPCTableRow|Frigate|3|Mercenary Fighter|trigger= Reinforcement 1 for every ship killed}}
 +
|}
 +
{{NPCTableHead|Reinforcement 1 (3x)}}
 +
{{NPCTableRow|Frigate|3|Mercenary Fighter|trigger= killing all ships triggers mission failure and reinforcement 2}}
 +
|}
  
You can use any ship you like for this mission. Undock from the station and warp to the mission's location.
+
{{MessageBox|After destroying reinforcement 1 :
 +
|No! They killed the hostages! ''Note: You can repeat this mission after the daily downtime.''
 +
|collapsed= yes}}
  
A window will pop up with instructions from your (NPC) fleet commander, giving you detailed instructions; follow them closely. As soon as the fleet commander tells you to:
+
{{NPCTableHead|Reinforcement 2}}
* Activate the acceleration gate
+
{{NPCTableRow|Drone|2|Spider Drone II|ewar= Web}}
* In the first deadspace pocket, don't engage any enemy ships
+
{{NPCTableRow|Frigate|1|Mercenary Wingman|point= yes|ewar= Web}}
* Fly to the prison structure and retrieve (loot) the hostage
+
{{NPCTableRow|Cruiser|3|Mercenary Lieutenant}}
* Return to your agent
+
|}
  
This mission is very straightforward, and is intended to teach you to follow instructions from your fleet commander when flying in player [[fleets]] (there are no scenarios in EVE where you are flying in an NPC-controlled fleet).
+
You've now failed this mission. You can repeat this after the Daily [[Downtime]].
  
 
== Glue (9 of 10) ==
 
== Glue (9 of 10) ==
'''{{co|#9ef37c|Objective:}}''' Use a Stasis Webifier on a rat.
+
{{Missiondetails
 
+
|Level=
Fit your ship with a Stasis Webifier ("web") module (either one you have lying around, or the Civilian module your agent gives you for this mission). Warp to the mission's location, approach the rat, and (once you're within range - webs have a maximum range, beyond which they have no effect) activate the module.
+
|Type= Encounter
 
+
|Objective= Use a Stasis Webifier on a rat.
[[CONCORD]] ships will then warp in and destroy the rat. The mission is complete, you can return to your agent.
+
|Faction1=
 
+
|DamageToDeal1=
This mission is intended to teach you about using webs, but if you've previously done the [[military career agent]] missions you should by now be more than familiar with their use. Webs are very commonly used in PvP (although more rarely used in PvE), as they slow down the enemy ship, making them easier to hit, and making it easier for you to keep your ship at an ideal distance for the weapons you have fitted.
+
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= Civilian Stasis Webifier (granted upon acceptance)
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
 +
* Fit your ship with a Stasis Webifier (either the T1 or Civilian variant).
 +
* Warp to the mission's location, approach the rat, and once you're within range, activate the module. You do not need to attack the ship yourself.
 +
* A CONCORD ship will then warp in and destroy the rat.
  
 
== The Exam (10 of 10) ==
 
== The Exam (10 of 10) ==
'''{{co|#9ef37c|Objective:}}''' Destroy a rat.
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{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Destroy the Terrorist Leader.
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= <Faction> Destroyer skillbook (granted upon acceptance); Destroyer ({{Sh|Coercer}} /{{Sh|Cormorant}} /{{Sh|Catalyst}} /{{Sh|Thrasher}})
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
Your agent gives you a [[Destroyer]] (e.g. a [[Catalyst]]). Destroyers are larger and slower than the Frigates you've been flying so far, but can mount many more weapons, making them particularly good at fighting Frigates. You will need to purchase the Destroyer skill book (as it is no longer given as a reward for completing mission 9).
+
* [[Destroyers]] are larger and slower than the Frigates you've been flying so far, but can mount many more weapons, making them particularly good at fighting frigates.
Keep in mind that you need to train the Destroyer skill at least to level I in order to fly your Destroyer.
+
* Should you wish, you can use whichever ship you've been using so far.
+
* Three rat frigates will warp in upon your arrival at the mission location. One of them is the Terrorist Leader you're meant to destroy, and the other two are their wingmen. The Terrorist Leader will be flying a more advanced faction frigate, which will warp disrupt (preventing you from warping away) or web (slowing you down) you.  
Assemble and activate your new Destroyer, then fit modules to it. It's recommended that you fit:
+
* Use the skills you've learned so far to win the fight. Keep at the appropriate range for weapons, turn on your propulsion module, use a web on your target, and fire all your guns at one target until it's destroyed. It's up to you whether you want to destroy the terrorist leader or his wingmen first - but keep in mind that as long as the former is alive, his warp disruptor will prevent you from fleeing should the fight go badly for you.
* As many turret weapons as it will fit. You can strip your current ships of their module, or buy new modules from the market (they are not particularly expensive). It's best to only mount identical weapons (don't, for instance, mix long-range and short-range weapons, as no matter at what range you are, half your weapons will be ineffective).
+
* The rats may drop some high value loot (~4M ISK) in the form of a Clutch Restrained Warp Disruption Field Generator, so it is worth checking the wrecks.
* A propulsion module (afterburner or microwarpdrive).
+
{{NPCTableHead}}
You can fit the remaining slots on your ship with modules of your choice, if you want; a web probably isn't a bad idea.
+
{{NPCTableRow|Frigate|1|Terrorist Leader|trigger= Mission Completion on Destruction|point= yes|ewar= Web}}
 
+
{{NPCTableRow|Frigate|2|Mercenary Trainee}}
Undock and warp to the mission location. There will be three rat Frigates for you to fight; one of them is the "terrorist leader" you're meant to destroy, the other are his wingmen. The terrorist leader will be flying a more advanced faction Frigate, which will warp disrupt (preventing you from warping away) and web (slowing you down) you.  
+
|}
 
 
Use the skills you've learned so far to win the fight. Keep at the appropriate range for weapons, turn on your propulsion module, use a web on your target (if necessary, and if you fitted one), and fire all your guns at one target until it's destroyed. It's up to you whether you want to destroy the terrorist leader or his wingmen first - but keep in mind that as long as the former is alive, his warp disruptor will prevent you from fleeing should the fight go badly for you.  
 
 
 
Once the terrorist leader has been destroyed, return to your agent.  
 
  
 
[[Category:Career Agents]]
 
[[Category:Career Agents]]

Latest revision as of 14:10, 26 February 2024

The Soldier of Fortune (previously known as the Advanced Military Career Agent) is one of the five career agents in the game, which show new players different types of PvE activities in EVE. The Soldier of Fortune missions teach you about PvE combat as well as some basic PvP combat techniques; you should complete the Enforcer missions before you do them. In total these missions pay about 1.5M ISK in rewards.


You should always read mission text carefully, but this is particularly the case for these missions. If you don't follow the mission objectives carefully you will likely fail them.


The Swap (1 of 10)

Type Encounter
Objective Destroy rats.
Faction Serpentis
Best damage to deal Kinetic damage KinThermal damage Th
Damage to resist Thermal damage ThKinetic damage Kin


  • A regular combat mission that is not too difficult. Take a fully fitted attack/combat frigate, fly to the deadspace mission area, and destroy three waves of Frigate rats.


Initial Defenders
WD EWAR L


Frigate 1 x Frigate Reinforcement 1
Reinforcement 1
WD EWAR L


Frigate 2 x Frigate Reinforcement 2
Reinforcement 2
WD EWAR L


Frigate 3 x Frigate

Angel of Mercy (2 of 10)

Type Encounter
Objective Approach a pirate structure to destroy it.
Rewards EWAR Frigate (AmarrCrucifier /CaldariGriffin /GallenteMaulus /MinmatarVigil) (granted upon acceptance)


  • Due to special ship restrictions, you have to fly the T1 EWAR frigate given to you for this mission.
  • You will lose your ship in this mission, so insure it at the highest level you can afford to get some ISK back. Also make sure the ship doesn't have any modules fitted and the cargohold is empty.
  • The acceleration gate takes you to some distance away from the target structure. Approach it while ignoring enemy fire. When you get sufficiently close, your ship will explode, destroying the structure and all enemy ships. Return to your agent's station in your pod.
  • This also generates a killmail, it lists the enemy structure as the aggressor and your ship as the victim.

Your Undivided Attention (3 of 10)

Type Encounter
Objective Use a Warp Disruptor module on a rat.
Rewards Civilian Warp Disruptor (granted upon acceptance)


  • Warp Disruptor is one of the two common module types (the other being a Warp Scrambler) which prevents other ships from warping away. Fit it to your ship. Even though the message during the mission says, “Activate Warp Scrambler,” a Warp Scrambler will not finish the mission; the Warp Disruptor supplied by the agent will work.
  • Fly to the mission's deadspace location, target-lock the "Fleeing Pirate" ship (despite the name, he will wait patiently for you), and activate your Warp Disruptor module. Any other nearby rats will warp off, and you will have completed the mission.
  • Warp Disruptors (and Scramblers) are particularly useful when fighting other players (PvP), as they will prevent them from warping away to safety. NPC ships (rats), however, will almost never warp away, so you generally do not need to fit a Warp Disruptor / Scrambler in PvE combat.

A Friend in Need (4 of 10)

Type Encounter
Objective Use a remote repair module to repair a friendly ship.
Rewards Remote repair module (AmarrGallenteCivilian Small Remote Armor Repairer /CaldariMimatarCivilian Small Remote Shield Booster) (granted upon acceptance); Remote repair skillbook (AmarrGallenteRemote Armor Repair Systems /CaldariMinmatarShield Emission Systems)


  • Remote Armor Repairer and Remote Shield Booster repair the armor or shield of another friendly ship. Fit it to your ship.
  • Fly to the mission location and locate the "Damaged Vessel". Target-lock and approach it, and once you're in range, activate the remote repair module. After the module completes a cycle, the friendly ship will thank you and warp off.
  • Repairing other ships in combat (referred to as "logistics" in EVE) is an important but somewhat specialized part of EVE gameplay. Most fleets (except perhaps the very smallest gangs) will include one or several logistics ships, who will try to keep their fleetmates alive under fire. While this mission gives a very basic introduction, it over-simplifies things perhaps a bit too much; it implies that using your repair module repaired the damaged vessel's warp drive - in reality, there is no way to "damage" a ship's warp drive, although you can (see mission 3) use modules to temporarily prevent ships from warping away.

The Stand (5 of 10)

Type Encounter
Objective Destroy one rat, and then lose your ship.
Faction Mercenaries
Best damage to deal Kinetic damage KinThermal damage Th
Damage to resist Kinetic damage KinThermal damage Th
Rewards Combat Frigate (AmarrPunisher /CaldariMerlin /GallenteIncursus /MinmatarRifter) (granted upon acceptance)


  • You will lose your ship in this mission (again)! Unlike in mission 2 you will actually need to destroy a frigate before going down, so fit your ship with a few cheap weapons and minimal ammunition. Also, insure your ship to the highest level you can afford.
  • Upon activating the acceleration gate, you will find a lone rat (a Kestrel with a single missile launcher) that you need to destroy.
  • Once it's gone, a large fleet warps in, including several cruisers (again, note their different Overview icons) and drones which will use Stasis Webifiers and other forms of electronic warfare on you. Though the fight is hopeless, fight them until your ship is destroyed. You would normally warp away to safety against such an overwhelming odds, but in this case, the mission requires that your ship be destroyed by the rats.
  • Once your ship is destroyed, you will (once again) be left floating in your pod in space. The rat fleet does not attack your pod, so look around for a wreck with your character's name on it - that's all that's left of your ship. In EVE, when your ship is destroyed, about half of the fitted modules and cargo are destroyed (along with all the fitted rigs), while the other half drop into space for anyone in the vicinity to pick up. It's not uncommon for your ship to be destroyed while playing EVE, so learn to treat your ships as expendable (or as the first golden rule of EVE says, never fly what you cannot afford to lose).
  • Almost all types of regular rats ignore your pod (there are a few exceptions, such as Triglavians).


Initial Defender
WD EWAR L


Frigate 1 x Frigate Mercenary Fighter Destroying triggers reinforcement
Reinforcement
WD EWAR L


Drone 3 x Drone Spider Drone II Stasis Webifier
Elite Cruiser 10 x Elite Cruiser Terrorist Remote Sensor Dampener

Don't Look Back (6 of 10)

Type Travel
Objective Zoom past a hazardous area.
Rewards 1MN Civilian Afterburner (granted upon acceptance); Caldari 100 x Civilian Scourge Light Missile /AmarrGallenteMinmatar ISK


  • You can fit the Civilian Afterburner to your ship, but a non-civilian version you already have is superior in performance.
  • Upon taking the acceleration gate, locate the "Asteroid Station" on your Overview and fly towards it. You will take continuous damage by the hazardous cloud on your way, so activate your afterburner to speed up your ship. When you get close to the station, the mission will be completed and you can return to your agent.
  • The missile rewards from the Isis caldari.pngCaldari agent are intended to be used for the faction-specific version of the subsequent mission.

Weapon of Choice (7 of 10)

Type Encounter
Objective Destroy a rat while (optionally) using your faction's signature weapon system.
Rewards Weapon system (AmarrCivilian Gatling Pulse Laser /CaldariCivilian Light Missile Launcher /Gallente2 x Civilian Hobgoblin /MinmatarCivilian Gatling Autocannon) (granted upon acceptance)


  • In addition to the turret weapons you've been using up to now, each faction also uses another weapon system:
    • Drones for Isis gallente.pngGallente ships, and to a lesser extent, Isis amarr.pngAmarr ships.
    • Missiles for Isis caldari.pngCaldari ships, and to a lesser extent, Isis minmatar.pngMinmatar ships.
  • If you are working for a Isis amarr.pngAmarr or Isis minmatar.pngMinmatar agent, then the weapon granted to you would indeed be the same weapon class you already have been using up to this point, possibly worse in quality since it is a civilian variant.
  • If you are getting this mission from a Isis caldari.pngCaldari or Isis gallente.pngGallente agent, you have a chance to try out your faction's signature weapon system.
  • Note that you can complete this mission without having to use the weapon granted to you - you can dispose of the rat in whichever way you please.

CaldariTrying out Missiles

  • In order to fit the light missile launcher module, you need a ship that has a launcher hardpoint. Note that there are many ships with multiple hardpoints but none of which are launcher-compatible. Regardless of factions, your corvette will allow mounting a missile launcher on them, and thus you are free to use it for this mission. Among the ships given out by Isis caldari.pngCaldari Career Agents in the station so far, Heron will serve nicely, and if you decided not to sacrifice one for mission 2, Griffin will also do.
  • The general combat mechanics of missiles are similar to how turrets work, with some notable differences.
    • Missiles have a limited range (roughly equivalent to their maximum velocity multiplied by their maximum flight time), but they do not have the optimal/falloff distinction - any missile that reaches its destination before its timer runs out hits the target, while they will be completely ineffective beyond their maximum range.
    • Missile damage is also uniform, meaning that it will not deal either higher-than-usual (e.g., wrecks, smashes) or lower-than-usual (e.g., grazes, glances off) damage.
    • They can't miss their target as long as it is in range, but they do take time to cover the distance from your ship to the target, and they will deal less damage to small and fast targets.
    • Missile launchers do not consume capacitor energy when firing, and they generally take longer to cycle and reload compared to turrets.
  • If you would like to try out missiles more, Kestrel is usually a good choice for beginning pilots, especially for early PvE contents.

GallenteTrying out Drones

  • Your Drones skill dictates how many drones you can keep active at any given time; you will need this skill at level II to fly both of the light drones your agent gives you.
  • In order to use them, you must use a ship with a drone bay. All corvettes carry enough drone bay/bandwidth for one light drone except for the Velator which can carry two. Among the ships given out by Isis gallente.pngGallente Career Agents in the station so far, Imicus and Tristan are good candidates to try out the two light drones in.
  • Activate a ship with at least some drone capability and move your drones into the ship's drone bay.
  • Once in space, note that a new window has appeared on your UI: the drone control window, which shows you which drones you have in your drone bay and which you have in space.
  • There is a single rat in the mission location. Right-click on the Drones in Bay folder and select "Launch". Your drones will now start orbiting your ship (and you can see them in the "In Space" section of the drone control window). Target the rat, and order your drone(s) to attack it by right-clicking on "Drones in Local Space" folder and selecting "Engage Target" (alternatively, the much easier shortcut key is F).
  • Once the rat has been destroyed, recall your drones by by right-clicking on "Drones in Local Space" folder and selecting "Return to Drone Bay" (they won't follow you if you warp away). If you accidentally warped away before scooping the drones in, you can warp back to the mission location, right-click on your capacitor, and select "Reconnect to Lost Drones" to re-establish your link with the drones again.
  • If you find drone combats to your liking, then the Tristan serves as a good starting-level drone ship, although your damage potential would likely be quite limited compared to other options such as the Incursus until you reach level V of your Drones skill to be able to field all five drones.

The Pacifist (8 of 10)

Type Encounter
Objective Follow CONCORD instructions and retrieve hostages from a structure.
Faction Mercenaries
Best damage to deal Kinetic damage KinThermal damage Th
Damage to resist Kinetic damage KinThermal damage Th
Extra You are not supposed to shoot the NPCs.
warp-in message from CONCORD:
Welcome to the fray, egger.


I've ordered the fleet to hold its ground for the time being, but we're going to send you in to recover the hostages shortly. Move out to the next area where the pirates are. They're expecting a negotiator, but we're sending you instead.


You are not to engage unless I give the order. We need to maintain the appearance of peaceful negotiation until the safety of the hostages can be confirmed.

  • Once you warp to the mission location and start approaching the acceleration gate, a window will pop up with instructions from your (NPC) fleet commander, giving you detailed instructions. They will tell you to to:
    • Activate the acceleration gate.
    • In the deadspace pocket, do not engage any enemy ships.
    • Fly to the prison structure and retrieve (loot) the hostages to be returned to the station.
  • This mission is very straightforward and is intended to teach you to follow instructions from your fleet commander when flying in player fleets.


If you wish to shoot the enemy ships and are willing to fail this mission, this is the info.
WD EWAR L


Frigate 3 x Frigate Mercenary Fighter Reinforcement 1 for every ship killed
Reinforcement 1 (3x)
WD EWAR L


Frigate 3 x Frigate Mercenary Fighter killing all ships triggers mission failure and reinforcement 2
After destroying reinforcement 1 :
No! They killed the hostages! Note: You can repeat this mission after the daily downtime.


Reinforcement 2
WD EWAR L


Drone 2 x Drone Spider Drone II Stasis Webifier
Frigate 1 x Frigate Mercenary Wingman Warp Disruptor Stasis Webifier
Cruiser 3 x Cruiser Mercenary Lieutenant

You've now failed this mission. You can repeat this after the Daily Downtime.

Glue (9 of 10)

Type Encounter
Objective Use a Stasis Webifier on a rat.
Rewards Civilian Stasis Webifier (granted upon acceptance)


  • Fit your ship with a Stasis Webifier (either the T1 or Civilian variant).
  • Warp to the mission's location, approach the rat, and once you're within range, activate the module. You do not need to attack the ship yourself.
  • A CONCORD ship will then warp in and destroy the rat.

The Exam (10 of 10)

Type Encounter
Objective Destroy the Terrorist Leader.
Rewards <Faction> Destroyer skillbook (granted upon acceptance); Destroyer (AmarrCoercer /CaldariCormorant /GallenteCatalyst /MinmatarThrasher)


  • Destroyers are larger and slower than the Frigates you've been flying so far, but can mount many more weapons, making them particularly good at fighting frigates.
  • Should you wish, you can use whichever ship you've been using so far.
  • Three rat frigates will warp in upon your arrival at the mission location. One of them is the Terrorist Leader you're meant to destroy, and the other two are their wingmen. The Terrorist Leader will be flying a more advanced faction frigate, which will warp disrupt (preventing you from warping away) or web (slowing you down) you.
  • Use the skills you've learned so far to win the fight. Keep at the appropriate range for weapons, turn on your propulsion module, use a web on your target, and fire all your guns at one target until it's destroyed. It's up to you whether you want to destroy the terrorist leader or his wingmen first - but keep in mind that as long as the former is alive, his warp disruptor will prevent you from fleeing should the fight go badly for you.
  • The rats may drop some high value loot (~4M ISK) in the form of a Clutch Restrained Warp Disruption Field Generator, so it is worth checking the wrecks.
WD EWAR L


Frigate 1 x Frigate Terrorist Leader Mission Completion on Destruction Warp Disruptor Stasis Webifier
Frigate 2 x Frigate Mercenary Trainee