Difference between revisions of "Superior Sleeper Cache"

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Warning this site is very difficult and you have a high chance of losing your ship.  <br /><br />
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{{main|Sleeper Cache}}
  
Good ISK can be made by players with medium skills by just completing Room 1 and 2, skipping the mineroom and archive which significantly reduces the risk.<br /><br />
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The '''Superior Sleeper Cache''' is a [[Cosmic Signature]] that can be found in known space using core scanner probes. The Superior Sleeper Cache is the most difficult of the Sleeper Cache sites and is a rather challenging site to complete thoroughly. Pilots will be risking their ship when trying this or any other Sleeper Cache - but an experienced pilot will find the site worthwhile to complete.  
  
Some Suggestions:<br />
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All Sleeper Caches require both Data and Relic Analyzers. All ships except Capital ships can enter the site. Using the preset pinpoint formation, the minimum probe strength to scan down the site is 104 (Scanning difficulty of Level V).
  
1) Recommend having Tech 2 Data and Relic analyzers<br />
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Those adventurers who are unfamiliar with the basic concept and principles of these sites should read through this [https://wiki.eveuniversity.org/3P38_Sleeper_Nexus#Sleeper_Caches:_A_Preamble basic Preamble] to get up to speed first. It should be pointed out that downtime does affect the site noticeably -- some containers will have to be re-hacked, and Intravenous Oscillation Fluid may have to be sourced from somewhere because previously hacked containers of it will be empty.
  
2) Recommend a Cruiser sized ship or larger<br />
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{{tocright}}
  
3) Recommend a shield or armor repair module<br />
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==Quick Guide==
 
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'''Phase 1:''' Entry<br />
4) Recommend having good resists as the Solray Power Unit and Archive deal regular damage<br />
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1. Scan down the site.<br />
 
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2. Hack the entry container. Enter the site.<br />  
5) Recommend large buffer to survive failed hacks in all rooms<br />
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3. If you land in the Turret Room, take the nearby Spatial Rift to enter the Solray Power Plant. If you're already in the Solray room, proceed to #4.<br />
 
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4. If you land on the farther side of the site near the Remote Reroute Unit, activate the nearby Rift. You may incur some damage as you warp through the Solray Unaligned Power Terminal.<br />
6) Recommend a cargo scanner to save time<br />
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:'''Always run the Solray Room first.'''<br />
 
 
7) Recommend a Microwarp drive<br />
 
 
 
8) Recommend setting your overview to show all large collidable objects<br /><br />
 
 
 
 
 
Entry Point/Warp-In
 
 
<br />
 
<br />
 
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'''Phase 2:''' Solray Power Plant<br />
Hyperfluct Generator – Use a Data Analyzer to hack<br />
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5. Hack the Solray Observational Unit.<br />
 
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6. Open container, and observe the "disc" it grants you. It can either be Infrared, Gamma or Radio.<br />
Failing the hack starts a short timer (30 – 45 seconds for you to attempt a second hack), if you fail again it will explode and you will lose the site with damage to your ship as well
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7. There are three containers in this room. If needed you can take the Spatial Rift to warp to the Radio Container. Place the "disc" into the container which matches the name of the disc. This will align the Solray Power Terminal, which considerably reduces the damage it deals.<br />
 
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8. Approach the container in between the two rifts near the Solray Observational Unit. Drop your Mobile Depot there. Hack the Storage Depot and loot it.<br />
[https://i.gyazo.com/0b9e36d07b9c556c8caf528772f51b3b.png Picture of Entry Point after successful hack]
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9. Refit to your capacitor stable local repairer fit.<br />
 
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10. Approach the Solray Power Terminal and hack all containers. You may cargo scan them first while the Mobile Depot is up if you wish to skip unworthy containers.<br />
Take the Spatial Rift
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11. Refit back to your generic fit, making sure to bring a Microwarpdrive. Drop all loot and unneeded modules in the Mobile Depot and bookmark it.<br />
 +
12. If you're in a frigate or cruiser that has less than 70,000 EHP of omni-resists, consider skipping Phase 3 and proceeding to Phase 4, as failure in that stage will cause you to lose your ship. Take the Spatial Rift near the Gamma Ray container into the Turret Room.<br />
 
<br />
 
<br />
 +
'''Phase 3:''' Mine Room<br />
 +
13. Hack the Remote Reroute Unit. (If the hack failed, do not take the closest rift, as it will instead take you to the middle of the turret room which activates all of the turrets resulting in instant death for frigates)<br />
 +
14. Take the Rift nearby to head back to the Rift near the Solray Observational Unit. Take the rift near that object (the Infrared Alignment Unit container is nearby). You may incur some damage upon entering but it should be manageable.<br />
 +
15. Move around a bit in the same direction slowly (no MWD) until a Remote Defense Grid Unit spawns. Hack it.<br />
 +
16. If successful, hack the nearby Storage Depots. (Mine killzone radius is 10km)<br />
 +
17. Align back to the Solray Room - visible in the distance - and burn the Microwarpdrive or Micro Jump Drive; alternatively, warp out and back in immediately. Continue on to Phase 4.<br />
 
<br />
 
<br />
 
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'''Phase 4:''' Sentries on Duty<br />
=='''Room 1''' (May Start with Room 2 first) '''Solar Power Unit'''==
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18. Upon entering, look for the nearby Remote Defense Grid Unit. Select "Keep at Range" (5000m) on it. Start hacking it. '''{{co|gold|Note:}}''' Only Tech II hacking modules are able to successfully hack while orbiting at this distance. Tech I modules will require a closer orbit.<br />
 
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:<span style="color:red">'''WARNING:'''</span> Failure could mean the loss of your vessel (esp. frigates). In the event of failure, warp out and do not re-enter without a strong active tank or solid remote repairs with a strong local buffer. Ships fit for tanking the Archive's Colossal shockwaves can proceed as usual.<br />
[https://i.gyazo.com/thumb/200/_de374b6d14709696d87cbe619e226ac9.png Entry Message]<br />
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19. Upon successful hack, immediately burn with the Microwarpdrive to the right towards the Sentry Repair Station. You have enough time for about 2 hack attempts. Hack it. Wait for all Sentry Towers to be eradicated. Do ''not'' shoot the sentries as many other sentries will spawn and will alpha you.<br />  
<br />
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20. Hack all loot containers at your leisure. Do not approach the Plasma Chambers nearby. Use "Keep at Range" (2500m) for the can closest to those chambers and approach slowly with no propulsion module active.<br />
 
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:<span style="color:red">'''WARNING:</span> Do not aggress the Plasma Chambers except under specific circumstances (detailed below). They have enough power to wipe a battleship clean off the field.'''<br />
DO NOT GO NEAR THE Solray Power Unit until you do the steps below:<br />
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21. If you are in a frigate or any cruiser/battleship that cannot handle extreme damage per second (DPS), this will be the extent of possible completion. Go back to your Mobile Depot, refit to travel fit, collect all loot, pick up the Mobile Depot, and warp out.<br />
 
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:'''Otherwise, continue to Phase 5.'''<br />
<br />
 
 
 
1)  Hack the Solray Observational Unit – Inside this will be Something like a Radio Ray Modulate, or Infrared or Gamma Ray
 
<br />
 
 
 
2)  Place the item you looted in the in the corresponding named Alignment Unit
 
    a. Solray Radio Alignment Unit
 
    b. Solray Gamma Alignment Unit
 
    c. Solray Infrared Alignment Unit
 
 
 
[https://i.gyazo.com/beeb30cd5bfb533e6428596c268f989d.png Message Upon Stabilizing the Solray Power Terminal]
 
<br />
 
 
 
3)  Now use the Relic Analyzer on all the cans and retrieve loot.  Very small amounts of damage will be coming from the Solar Power Generator (the disc shaped thing)
 
 
 
[https://i.gyazo.com/thumb/200/_2560063ae8b6f2b9f4adabeb08f02829.png Solray Power Unit and surrounding depots]
 
 
 
[https://i.gyazo.com/thumb/200/_3c60b39450ef2286e4afa10c3e05c162.png Damage Messages]
 
<br />
 
 
 
4) Take the right Most Rift in the first picture above, this will warp you to the Rift with the Remote Reroute Unit
 
  Hack the Remote Reroute Unit.<br />
 
 
 
5) Take the nearby rift back to the other rifts<br />
 
 
 
6) Take the right Most rift, this will lead to a secret room.<br />
 
 
 
7) Secret Room (Often just skipped as the rewards are typically small and don't justify the time or risk taken)
 
  YOU ARE NOW IN A MINEROOM!  Do not make any sudden moves!
 
  Wait 15 - 20 seconds - a Remote Defense Grid Unit will appear – DO NOT TURN ON YOUR MWD, GO SLOWLY
 
  Coming with 10 KM of the Mines will cause them to explode.
 
  Hack the Remote Defense Grid Unit – Failure will blow up most ships (VERY DIFFICULT HACK)
 
  Only the very strongest tanked ships with a lot of buffer and resists will survive the blast.
 
 
 
  After you succeed the hack 1 or 2 storage depots will appear. SLOW BOAT TO THEM (You are in minefield!)
 
 
 
[https://i.gyazo.com/551816e5dda055c7c6df28bebfacc5a7.png Grid after hacking the Remote Defense Grid Unit]
 
 
 
After Relic Analyzing the one or two depots that appeared, SLOW BOAT TO THE Strange Rifts in the distance, you will likely hit small mines for the first 50KM.  Make sure you have a strong buffer tank to handle the blast. Once you are 35 KM away  from the nearest mine you can start your microwarp drive burn.
 
<br />
 
 
 
8) Take the topmost rift (in the picture below) to get to the next room
 
 
 
[https://i.gyazo.com/d7ea553d4a3c7f61adad8fb41acbf031.png Picture of Room]
 
 
 
=='''Room 2 – Sentries on Duty''' (this room may come first)==
 
 
 
[https://i.gyazo.com/274a881fa062c43294588f35c080259c.png Entry Message]
 
 
 
[https://i.gyazo.com/9658561ba379cf614b5b520ba27b4e7e.png Picture of the Grid]
 
 
 
[https://i.gyazo.com/ccb5b2a613deda1d76444c84b07d2a34.png Overview of Grid]
 
 
 
You will be taking Sentry gun damage in this room
 
<br />
 
 
 
1) Immediately burn to the Remote Defense Grid Unit, Hack it
 
    This will make one of the sentry guns help you: Rewired Sentry Gun
 
 
 
[https://i.gyazo.com/0ea28e68c2cd31887835fa2de70c375f.png Message after hacking Remote Defense Grid Unit]
 
<br />
 
 
 
2)  Then immediately burn to the Sentry Repair Station (Preservation Unit is not the correct name, you will not see it on overview) and Hack it
 
 
 
[https://i.gyazo.com/995a1683ab880ef85d149b3432a42336.png Message about the hostiles targeting you Sentry Gun]
 
<br />
 
 
 
3) This will heal your new friendly sentry gun, now wait until it blows up all the other sentry drones. Do not help.  Stay within 500 – 1000 of the Sentry Repair Station.
 
 
 
[https://i.gyazo.com/37763b6f230a1f19c3654b8e1422db89.png Message after hacking Sentry Repair Station Preservation Unit]
 
<br />
 
 
 
4)  You may now Analyze the cans on field with mostly safety.  However DO NOT GET TOO CLOSE TO THE PLASMA CHAMBERS, should you they will blow up and your ship will too.  Do not Shoot them.
 
 
 
[https://i.gyazo.com/3dba1f93cb69b4f852eb1a7bcbc49c43.png Picture of the room]
 
 
 
When you get too close to the plasma chambers this message appears:
 
 
 
[https://i.gyazo.com/b788756e87c79e66fb1b3df27c8efe93.png Message]
 
 
<br />
 
<br />
 
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'''Phase 5:''' Archive Room<br />
5) Lastly hack the Hyperfluct Generator, if you are lucky it will spawn a new rift close by (skip to step 7)
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:'''A strongly tanked Tech III [[Strategic Cruiser]] or battleship is required to handle this room, with at least 2000 EHP/sec active reps and minimum 50K EHP of buffer. You must be able to both repair and tank considerable damage. An overtanked cruiser or battlecruiser (such as a [[Maller]] or [[Prophecy]]) may be capable of surviving for a time with proper use of the Vessel Rejuvenation Batteries but will not survive Colossal Shockwaves very well: in that case, to ensure that loot is not lost in the event of failure, eject loot at regular intervals to be returned to later.'''<br />
<br />
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22. Before running the Archive Room, store all loot and unneeded modules in a Small Secure Container or nearby station. Make sure to bookmark the can; containers cannot be scanned down with combat probes. A safe spot works nicely. Bring the mobile depot.<br />
 
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23. Starting from the Turret Room, hack the Hyperfluct Generator. If successful, take the rift and skip to 27.<br />
6) If you are not lucky but did manage to hack the Generator, you will need to hack the Vessel Rejuvenation Battery (stay close to it) and then upon success immediately shoot one of the Plasma Chambers. The scary blast will destroy most ships if you have NOT hacked the Rejuvenation battery. (makes a great tarp)
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24. If unsuccessful, then "Keep at Range" (5000m) from the Vessel Rejuvenation Battery. Lock up one of the Plasma Chambers.<br />
<br />
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25. Hack the Vessel Rejuvenation Battery. Wait two seconds after the hack is completed and make sure you are within its protection cloud.<br />'''Immediately thereafter:'''<br />
 
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26. Aggress one of the Plasma Chambers (Drones will not work). Immediately proceed back to the revived Hyperfluct Generator. You will have sixty seconds before the alarm is sounded, which will spawn 16 new Sentry Towers. Hack it quickly. Take the rift.<br />
7) Enter the Rift
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27. There are a number of damage clouds in this area. Approach the Archive Cerebrum Chambers; a propulsion module will help.<br />
 
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28. Hack the Remote Targeting Defense Augmentation Unit. A Pristine Storage Depot may spawn nearby. Hack it and loot it.<br />
<br />
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29. Start hacking the Cerebrum Maintenance Chambers. You will need three (3) Intravenous Oscillation Fluid objects. Failure of these hacks may spawn additional Sentry Towers (4, see details below). You may elect to destroy them. Light drones are recommended due to their 50m signature radius - or sentries.<br />
=='''Room 3 – The Archive'''==
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30. Double-check that your ship is fit properly and prepared.<br />
 
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31. Approach the Central Archive Cerebrum. Place only the 3 Intravenous Oscillation Fluid objects inside it.<br />
[https://i.gyazo.com/a422c6acb30a0db85d48ae664e832594.png Entry Message]
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32. At this point, start watching the messages in Local more intently. Storage Depots will begin to spawn nearby. Damage from Shockwaves will also commence after a short time, and increase in magnitude. Sentry Towers can also be ejected from the Archive Cerebrum. There may be one Depot that is distanced afar from the regular group. You may cargo scan containers to evaluate their worth. When finished (or dead!), warp out of the site, and wait for it to despawn. Warp back to any bookmarked containers left inside the site, and continue on.
 
 
You are in NO immediate danger on warp in but alwasys watch the local messages closely from here on out
 
 
 
[https://i.gyazo.com/144ffd6ad5f7432d4b33130547ac76f2.png Picture of Room]
 
 
 
[https://i.gyazo.com/67de834dc4a6dfea13a4c7e9680db07f.png Overview of Room]
 
 
 
1) Burn with Microwarp drive to the Defense Targeting Augmentation Unit and hack it.
 
 
 
[https://i.gyazo.com/f488c8bd49b43fc899442dfd0e5b3ccc.png Message after hacking]
 
 
 
Note: From this point forward always be moving or orbiting something. The Sentry guns (which will be spawning shortly) will have a very hard time hitting you.
 
 
 
2) Hack 2 or 3 of the Cerebrum Maintenance Chambers (there is no great rush yet)
 
 
 
[https://i.gyazo.com/44c45a984e7f1d7af3bf42b60cae34cc.png Message after hacking]
 
 
 
This is the kind of thing in the Maintenance Chambers – Loot them
 
 
 
[https://i.gyazo.com/a53072ed43e4b78d95370e822a0efac3.png Loot from Maintenance Chambers]
 
<br />
 
 
 
3) Put 3 Oscillation Fluids in the Central Archive Cerebrum. (Putting other things in the Cerebrum will result in an explosion that will blow up your ship. – if you want to experiment be prepared to lose ships)
 
 
 
[https://i.gyazo.com/f0e193179680b07c15c69e3e821f9608.png Message if you put 2 Oscillation Fluids in]<br />
 
 
 
(This is the message that appears if you only put 2 Oscillation Fluids in the Cerebrum)
 
 
 
Now things will start going fast.  
 
<br />
 
 
 
4)  The Central Archive will start throwing out containers/depots and vessel rejuvenation batteries<br />
 
 
 
 
 
From this point forward there will be '''Shockwaves''' that do considerable damage every 30 seconds, a very strongly tanked T3 Proteus with a repper can take about 5-6 sets of the shockwaves (DO NOT RELY on ACTIVE TANK ONLY, Minimum 2 BUFFER MODS recommended). Be aware that if you enter an area that has a cloud around a wreck it will do additional damage to your ship.
 
<br />
 
 
 
5) Burn to them while scanning them to see which one has the most valuable loot, hack it, loot it, and repeat
 
Alternate Strategy: Burn to the Vessel rejuvenation battery, hack it, then you can Analyze two nearby cans while being healed by the Vessel rejuvenation  battery.<br /><br />
 
 
 
 
 
 
 
6) This part of the exploration is a calculation on how much more Analyzing and hacking you can do before losing your ship.<br />
 
 
 
 
 
Be aware that after 5 or so waves the shockwaves increase in magnitude and you will see slightly different messages in local. If you aren’t tanking the base shock waves well get out now!<br />
 
 
 
 
 
You may warp out and warp back to the site (even though it seems to have despawned from local probe scan, as long as it is within 30 -60 seconds from when you warpout. You can try to go back after healing and try a can or two more but typically the escalated shockwave are still in play.<br />
 
 
 
== Superior Sleeper Cache ==
 
The '''Superior Sleeper Cache''' is a [[Cosmic Signature]] that can be found in known space using core scanner probes. The Superior Sleeper Cache is the most difficult of the Sleeper Cache sites, and is possibly the most difficult site that can be found via [[exploration]] that does no explicitly require combat. Pilots will be risking their ship when trying this or any other Sleep Cache. However, once familiar with these sites, pilots should be able to run the site without taking any damage. Like all Sleeper Cache sites, the Superior Sleeper Cache requires the use of both Data and Relic Analyzers. While ships up to battleships can enter this site, an exploration frigate is highly recommended in order to make use of their hacking bonuses.
 
 
 
Superior Sleeper Caches are incredibly difficult to scan down compared to most other signatures found in known space, and both excellent scanning skills as well as equipment are required to pinpoint the site completely.
 
 
 
==Scanning==
 
A probe strength of at least 103 is needed to scan down a Superior Sleeper Cache. A probe strength of 102 will come very close, but will ultimately not be enough. With a probe strength of 104, the site can be located using a tight cube formation.
 
 
 
To view your probe strength:
 
#Open the fitting window and hover over the probe launcher.
 
#Click the "Show Charge Info" icon.
 
#Under the Attributes tab, you should see "Base Sensor Strength". This is your probe strength.
 
 
 
If another pilot has already entered the site, an alternate means of entry would be to switch to combat probes and give him a visit or "share" the loot, if you know what that means. I try to respect the concept of site ownership, however if people abandon the site, I'll usually finish it.
 
  
 
==Ship Fittings==
 
==Ship Fittings==
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'''Frigates not capable of running a Superior Sleeper Cache in its entirety.'''
 
'''Frigates not capable of running a Superior Sleeper Cache in its entirety.'''
  
Frigates are not suitable for:
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In particular, frigates are not suitable for:
* Checking if the Alarm has been activated in the Sentries on Duty room
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* Checking if the Alarm has been activated in the Sentries on Duty room (instant death)
* Running the Archive Room
+
* Running the Archive Room (unable to tank excess of 1500 DPS)
 
* Running the Mine Room safely. Completion is possible, but should you fail, you will lose your ship
 
* Running the Mine Room safely. Completion is possible, but should you fail, you will lose your ship
  
Line 213: Line 70:
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:8px;" | ''Exercise caution when altering these fits. These fits have been demonstrated to work, and alteration may result in failing the site or losing the ship.''
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| style="padding:8px;" | ''Exercise caution when altering these fits. These fits have been demonstrated to work, and alteration may result in failing the site in an efficient fashion or losing the ship.''
 
|}
 
|}
  
The following fit is used for the Solray Room after the Power Terminal has been stabilized.
+
===Frigates===
 +
 
 +
The following fit is used for the Solray Room after the Power Terminal has been stabilized. As noted in the [https://wiki.eveuniversity.org/3P38_Sleeper_Nexus#Sleeper_Caches:_A_Preamble Preamble], the Probe and Imicus are not recommended for Sleeper Caches. They can however work with a logistics support vessel such as a Bantam.
  
 
{{ShipFitting
 
{{ShipFitting
Line 233: Line 92:
 
| mid3name=Small Shield Booster II
 
| mid3name=Small Shield Booster II
 
| mid3typeID=400
 
| mid3typeID=400
| mid4name=5a Prototype Shield Support I
+
| mid4name=Copasetic Compact Shield Boost Amplifier
| mid4typeID=16531
+
| mid4typeID=16535
 
| mid5name=Eutectic Compact Cap Recharger
 
| mid5name=Eutectic Compact Cap Recharger
 
| mid5typeID=4435
 
| mid5typeID=4435
| rig1name=Small Anti-Thermal Screen Reinforcer I
+
| rig1name=Small Thermal Shield Reinforcer I
 
| rig1typeID=31752
 
| rig1typeID=31752
| rig2name=Small Anti-EM Screen Reinforcer I
+
| rig2name=Small EM Shield Reinforcer I
 
| rig2typeID=31716
 
| rig2typeID=31716
 
| rig3name=Small Gravity Capacitor Upgrade I
 
| rig3name=Small Gravity Capacitor Upgrade I
Line 258: Line 117:
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=As long as you have Capacitor Systems Operation and Capacitor Management to II, you may simply swap the capacitor recharger for a Small Compact Pb-Acid Cap Battery, but the Afterburner will have to be used only when needed. </li><li>As long as the fit can sustain about 40 EHP/sec (EFT/Pyfa figures) indefinitely, it's good enough. </li><li>Also make sure the Analyzer(s) are set to Auto Repeat OFF. </li><li>Cargo scan the containers before you use this fit to identify which ones are junk and which ones are not (use a fleet of yourself to allow tagging of containers)
+
| notes=As long as you have Capacitor Systems Operation and Capacitor Management to II, you may swap the capacitor recharger for a Small Compact Pb-Acid Cap Battery. Still, the Afterburner will have to be used only when needed. </li><li>As long as the fit can sustain about 40 EHP/sec (EFT/Pyfa figures) indefinitely, it's good enough. </li><li>Also make sure the Analyzer(s) are set to Auto Repeat OFF. </li><li>Cargo scan the containers before you use this fit to identify which ones are junk and which ones are not (use a fleet of yourself to allow tagging of containers)
 
| showNOTES=N
 
| showNOTES=N
 
| difficulty=1
 
| difficulty=1
 
| warsop=D
 
| warsop=D
 
| warsopReason=
 
| warsopReason=
| version=YC118 1.0
+
| version=YC123 19.11
 
| showTOC=Y
 
| showTOC=Y
 
| shipDNA=605:2048;1:8135;1:30832;1:6003;1:400;1:16531;1:4435;1:31752;1:31716;1:31213;1::
 
| shipDNA=605:2048;1:8135;1:30832;1:6003;1:400;1:16531;1:4435;1:31752;1:31716;1:31213;1::
Line 278: Line 137:
 
| low3name=Type-D Restrained Capacitor Power Relay
 
| low3name=Type-D Restrained Capacitor Power Relay
 
| low3typeID=8175
 
| low3typeID=8175
| low4name=Experimental Energized Adaptive Nano Membrane I
+
| low4name=Experimental Multispectrum Energized Membrane I
 
| low4typeID=16389
 
| low4typeID=16389
 
| mid1name=1MN Monopropellant Enduring Afterburner
 
| mid1name=1MN Monopropellant Enduring Afterburner
Line 290: Line 149:
 
| rig2name=Small Auxiliary Nano Pump I
 
| rig2name=Small Auxiliary Nano Pump I
 
| rig2typeID=31045
 
| rig2typeID=31045
| rig3name=Small Anti-Explosive Pump I
+
| rig3name=Small Explosive Armor Reinforcer I
 
| rig3typeID=31009
 
| rig3typeID=31009
 
| high3name=open
 
| high3name=open
Line 305: Line 164:
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=You may need to swap the afterburner for a Small Compact Pb-Acid Cap Battery to achieve capacitor stability.
+
| notes=You may need to swap the afterburner for a Small Compact Pb-Acid Cap Battery to achieve capacitor stability. T2 EANM optional.</li><li>Two Small Auxiliary Nano Pump I rigs are acceptable too as generic rigs. See notes below.</li>
 
| showNOTES=N
 
| showNOTES=N
 
| difficulty=1
 
| difficulty=1
Line 316: Line 175:
 
}}
 
}}
  
To run the Sentries on Duty room (Turret Room), use the following:
+
Here are the generic site running fits.
  
 
{{ShipFitting
 
{{ShipFitting
Line 337: Line 196:
 
| mid5name=Type-E Enduring Cargo Scanner
 
| mid5name=Type-E Enduring Cargo Scanner
 
| mid5typeID=6131
 
| mid5typeID=6131
| rig1name=Small Anti-EM Screen Reinforcer I
+
| rig1name=Small EM Shield Reinforcer I
 
| rig1typeID=31716
 
| rig1typeID=31716
| rig2name=Small Anti-Thermal Screen Reinforcer I
+
| rig2name=Small Thermal Shield Reinforcer I
 
| rig2typeID=31752
 
| rig2typeID=31752
 
| rig3name=Small Gravity Capacitor Upgrade I
 
| rig3name=Small Gravity Capacitor Upgrade I
Line 390: Line 249:
 
| rig2name=Small Auxiliary Nano Pump I
 
| rig2name=Small Auxiliary Nano Pump I
 
| rig2typeID=31045
 
| rig2typeID=31045
| rig3name=Small Anti-Explosive Pump I
+
| rig3name=Small Explosive Armor Reinforcer I
 
| rig3typeID=31009
 
| rig3typeID=31009
 
| high1name=open
 
| high1name=open
Line 420: Line 279:
 
Use a cargo scanner if possible after completing the two data hacks in the Solray Room.
 
Use a cargo scanner if possible after completing the two data hacks in the Solray Room.
  
It can be helpful to use a Small Secure Container (anchor it and set a password!) more so with the Magnate than the Heron. Leave the Secure Container in the Solray Room and bookmark it, and store the loot, cloaks and probe launchers inside it. Bring the Mobile Depot into the Turret Room to refit for the Cargo Scanner after the data hacks are finished.
+
Magnate comments: As noted in the [http://wiki.eveuniversity.org/3P38_Sleeper_Nexus#Sleeper_Caches:_A_Preamble Preamble], you may still scan down a Superior Sleeper Cache with armor tank rigs if you use three Scan Rangefinding Array Is, but it'll be rough. 2 Auxiliary Nano Pump Is and 1 Anti-Explosive rigs are more of a Limited Sleeper Cache thing anyways.
 +
 
 +
===Cruisers===
 +
Generally, the Stratios is well suited for Sleeper Caches, but can only run the Standard and the Superior.
 +
 
 +
The main problem with it is that its armor tank is not suitable to run the Archive Room or a tripped Turret Room. A tripped Turret Room can be managed with outside logistics or a very expensive deadspace armor tank that can't run the Archive Room in the first place. It can survive for a span of time in the Archive but once the Colossals start it will falter very quickly. Use the Vessel Rejuvenation Batteries (keep a desk timer on hand), an MWD, cargo scanner and fast hacking, and don't risk the ship needlessly. You have roughly 6 minutes until the Colossals start, with good piloting, and a solid tank setup to handle the Sentry Towers (shooting them beforehand is a good idea) it can be possible to get most of the good stuff out in time.
 +
 
 +
Tech III Cruisers as of right now are well suited to the site as their capable tanks allow them to survive fine. In particular, their main advantage is good tank and the ability to access these sites in dangerous areas of space. Normally, an Adaptive Defense Node subsystem will be required, so you won't get the hacking bonus from the Covert Reconfiguration subsystem. A pilot who wishes to keep the Covert Reconfiguration subsystem will have to spend extra ISK to acquire a full High-Grade Crystal or Asklepian implant set and run higher meta level (i.e. Pithum B-Type Multispectrum Shield Hardeners instead of Pithum C-Type) tank modules. Proper rigs and most likely the propulsion subsystem will also be expected.
 +
 
 +
Tech II Cruisers and Tech II Battlecruisers are possible to fit to survive in the Archive, such as the Onyx and the Vulture. The problem with the cruisers is their low buffer, whereas the command ships need very high skills in fleet support links to make them effective.
 +
 
 +
There is however, one specific ship that is both easy to get into, commonly used and doesn't require much in the way of expensive deadspace modules, can be easily reused for other purposes. Another combo is a pair of 5-1 Guardians.
 +
 
 +
===About the Nestor===
 +
The Nestor is a very puzzling ship, for more reasons than one. Fitting is one of its problems, bonuses being yet another.
 +
 
 +
Most people think this ship and this site were created for each other. While the site can be done fine with a Nestor, the problem is that as it is a battleship and a slow one at that, it may be more pragmatic to use a properly fit Tech III Strategic Cruiser instead because it is easier to fit one up with the required tank levels which makes them suitable for this site. "Properly fit" usually means deadspace repair modules and other expensive modules which -- can be used for other purposes -- combined with their PvP prowess and travel capabilities makes them more useful for this site. The one major problem with them now is that they can't run the Covert Reconfiguration subsystem to get a virus strength bonus -- so hacking is not any better than an unbonused ship.
 +
 
 +
{{ShipFitting
 +
| ship=Nestor
 +
| shipTypeID=33472
 +
| fitName=Nestor - Armor No Prop No Guns Superior SC
 +
| fitID=Nestor---Armor-No-Prop-No-Guns-Superior-SC
 +
| low1name=Centus X-Type Large Armor Repairer
 +
| low1typeID=19046
 +
| low2name=Centus X-Type Large Armor Repairer
 +
| low2typeID=19046
 +
| low3name=Core X-Type EM Armor Hardener
 +
| low3typeID=18973
 +
| low4name=Core X-Type Explosive Armor Hardener
 +
| low4typeID=18975
 +
| low5name=Core X-Type Kinetic Armor Hardener
 +
| low5typeID=18977
 +
| low6name=Core X-Type Thermal Armor Hardener
 +
| low6typeID=18979
 +
| mid1name=Imperial Navy Cap Recharger
 +
| mid1typeID=17526
 +
| mid2name=Imperial Navy Cap Recharger
 +
| mid2typeID=17526
 +
| mid3name=Imperial Navy Cap Recharger
 +
| mid3typeID=17526
 +
| mid4name=Imperial Navy Cap Recharger
 +
| mid4typeID=17526
 +
| mid5name=Data Analyzer II
 +
| mid5typeID=30834
 +
| mid6name=Relic Analyzer II
 +
| mid6typeID=30832
 +
| high1name=Improved Cloaking Device II
 +
| high1typeID=11577
 +
| high2name=Sisters Expanded Probe Launcher, Sisters Core Scanner Probe
 +
| high2typeID=28756
 +
| charge1name=Sisters Core Scanner Probe x1
 +
| charge1typeID=30488
 +
| rig1name=Large Auxiliary Nano Pump I
 +
| rig1typeID=25896
 +
| rig2name=Large Auxiliary Nano Pump I
 +
| rig2typeID=25896
 +
| rig3name=Large Explosive Armor Reinforcer I
 +
| rig3typeID=25888
 +
| drone1name=Caldari Navy Warden x5
 +
| drone1typeID=31878
 +
| high3name=open
 +
| high4name=open
 +
| high5name=open
 +
| high6name=open
 +
| high7name=open
 +
| charge2name=open
 +
| charge3name=open
 +
| charge4name=open
 +
| charge5name=open
 +
| drone2name=open
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=Any brand of X-Type armor hardeners will work.</li><li>Coreli X-Type armor repairers will fit the bill too. Core types don't repair as much as the Coreli and Centus models.</li><li>High slots to taste.</li><li>Wardens are for shooting any Sentry Towers that spawn in the last room to ease up on the DPS pressure.</li><li>The lack of a propulsion module hurts.  
 +
| showNOTES=N
 +
| difficulty=0
 +
| warsop=A
 +
| warsopReason=
 +
| version= Unknown
 +
| showTOC=Y
 +
| shipDNA=33472:19046;2:18973;1:18975;1:18977;1:18979;1:17526;4:2032;1:30832;1:11577;1:28756;1:30488;1:25896;2:25888;1:31878;5::
 +
| fleetup=
 +
| alphacanuse=N
 +
}}
 +
 
  
==Quick Guide==
 
=== ENTRY ===
 
1. Scan down the site.<br />
 
2. Hack the entry container. Enter the site.<br />
 
3. If you land in the Turret Room, take the nearby Spatial Rift to enter the Solray Power Plant. If you're already in the Solray room, proceed to #4.<br />
 
4. If you land on the farther side of the site near the Remote Reroute Unit, activate the nearby Rift. You may incur some damage as you warp through the Solray Unaligned Power Terminal.<br />
 
'''Always run the Solray Room first.'''<br />
 
  
=== SOLRAY POWER PLANT ===
+
So while you may elect to use it, and it's a pretty ship to look at, it's not worth rushing out the door to buy one and kit it all up with expensive deadspace repair modules required to make it suitable for running this site. There are other candidates which work more efficiently -- when you start throwing blue modules around then yes, it can certainly work.
5. Hack the Solray Observational Unit.<br />
 
6. Open container, and observe the "disc" it grants you. It can either be Infrared, Gamma or X-ray.
 
7. There are three containers in this room. Place the "disc" into the container which matches the name of the disc. This will align the Solray Power Terminal, which considerably reduces the damage it deals.<br />
 
8. Approach the container in between the two rifts near the Solray Observational Unit. Drop your Mobile Depot there. Hack the Storage Depot and loot it.<br />
 
9. Refit to your capacitor stable local repairer fit.<br />
 
10. Approach the Solray Power Terminal and hack all containers. You may cargo scan them first while the Mobile Depot is up if you wish to skip unworthy containers.<br />
 
11. Refit back to your generic fit, making sure to bring a Microwarpdrive. Drop all loot and unneeded modules in the Mobile Depot and bookmark it.<br />
 
12. If you're in a frigate or cruiser that has less than 70,000 EHP of omni-resists, consider skipping Phase 3 and proceed to Phase 4, as failure in that stage will cause you to lose your ship. Take the Spatial Rift near the Gamma Ray container into the Turret Room.<br />
 
'''To attempt the Mine Room, take the rift near the Solray Observational Unit.'''<br />
 
  
=== MINE ROOM ===
+
===Other ships===
13. Hack the Remote Reroute Unit.<br />
+
Capitals are not permitted inside the site -- with one exception, the Rorqual. Capsules cannot enter.
14. Take the Rift nearby to head back to the Rift near the Solray Observational Unit. Take the rift near that object (the Infrared Alignment Unit container is nearby). You may incur some damage upon entering, but is should be manageable.<br />
 
15. Move around a bit in the same direction slowly (no MWD) until a Remote Defense Grid Unit spawns. Hack it.<br />
 
16. If successful, hack the nearby Storage Depots.<br />
 
17. Align back to the Solray Room - visible in the distance - and burn the Microwarpdrive or Micro Jump Drive; alternatively, warp out and back in immediately. Continue on to Phase 4.<br />
 
  
=== SENTRIES ON DUTY ===
 
18. Upon entering, look for the nearby Remote Defense Grid Unit. Select "Keep at Range" (5000m) on it. Start hacking it.<br />
 
:'''WARNING:''' Failure could mean the loss of your vessel. In the event of failure, warp out and do not re-enter without a strong active tank or solid remote repairs with a strong local buffer.<br />
 
19. Upon successful hack, immediately burn with the Microwarpdrive to the right towards the Sentry Repair Station. You have enough time for about 2 hack attempts. Hack it. Wait for all Sentry Towers to be eradicated.<br />
 
20. Hack all loot containers at your leisure. Do not approach the Plasma Chambers nearby. Use "Keep at Range" (2500m) for the can closest to those chambers and approach slowly with no propulsion module active.<br />
 
:'''WARNING: Do not aggress the Plasma Chambers except under specific circumstances (detailed below). They have enough power to wipe a battleship clean off the field.'''<br />
 
21. If you are in a frigate or any cruiser/battleship that cannot handle extreme damage per second (DPS), this will be the extent of possible completion. Go back to your Mobile Depot, refit to travel fit, collect all loot, pick up the Mobile Depot, and warp out.<br />
 
'''Otherwise, continue to Phase 5.'''<br />
 
  
=== ARCHIVE ROOM ===
+
It can be helpful to use a Small Secure Container (anchor it and set a password!) more so with the Magnate than the Heron. Leave the Secure Container in the Solray Room and bookmark it, and store the loot, cloaks, and probe launchers inside it. Bring the Mobile Depot into the Turret Room to refit for the Cargo Scanner after the data hacks are finished.
18. For this site, it's good prudence to drop all loot and unneeded modules in a Small Secure Container or nearby station. Make sure to bookmark the can: containers cannot be scanned down with combat probes. A safe spot works nicely. Bring the mobile depot.<br />
 
19. You will need a T3 crusier or Nestor to handle this room, with at least 2000 EHP/sec active reps and a good 50K EHP of buffer, minimum. You must be able to repair considerable damage and be able to tank a lot of damage. Frigates need not apply, although a super tanked cruiser (Maller or Prophecy comes to mind) with proper use of the Vessel Rejuvenation Batteries could probably hold out for a bit. Eject loot as you get it if that is the case.<br />
 
20. Starting from the Turret Room, hack the Hyperfluct Generator. If it is successful, take the rift.<br />
 
21. If not, then Keep at Range (5000m) from the Vessel Rejuvenation Battery. Lock up one of the Plasma Chambers. Hack the Vessel Rejuvenation Battery, make sure you are within its protection cloud (and wait two seconds after the hack is completed) and then IMMEDIATELY THERAFTER aggress one of the Plasma Chambers. Then immediately proceed back to the revived Hyperfluct Generator. You have just sixty seconds before the alarm is sounded, which will spawn 16 new Sentry Towers. Hack it quickly. Take the rift.<br />
 
22. There are a number of damage clouds in this area. Be mindful of that. Approach the Archive Cerebrum Chambers. A propulsion module helps: straight in from the beacon is fine for now. Don't hack any of them yet.<br />
 
23. Hack the Remote Targeting Defense Augmentation Unit. Take your time and try not to fail that one. A Pristine Storage Depot may spawn nearby. Hack it and loot it.<br />
 
24. Start hacking the Cerebrum Maintenance Chambers. You will need three (3) Intravenous Oscillation Fluid objects. Failure of these hacks may trigger additional Sentry Towers. You may elect to shoot them: I recommend light drones and Light Neutron Blasters (they have a 50m signature radius).<br />
 
25. Ensure everything is ready, that ship is fit properly and prepared.<br />
 
26. Approach the Central Archive Cerebrum. Place only the 3 Intravenous Oscillation Fluid objects inside it.<br />
 
27. At this point, start watching the messages in Local more intently. Storage Depots will begin to spawn nearby. Damage from Shockwaves will also commence after a short time, and increase in magnitude. There may be one Depot which is distanced afar from the regular group. You may cargo scan containers to evaluate their worth. When finished (or dead!), warp out of the site, wait for it to despawn. Warp back to any bookmarked containers left inside the site, and continue on.
 
  
 
==Visual Guide==
 
==Visual Guide==
Line 478: Line 386:
 
|}
 
|}
  
=== PHASE 1: ENTRY ===
+
==Walkthrough==
Having scanned down the site, warp to the result.  
+
=== Entry ===
 +
Having scanned down the site, warp to the result.
  
Look for a Hyperfluct Generator can. If a Spatial Rift is already up, then someone is there, or has been there.  
+
Look for a Hyperfluct Generator can. If a Spatial Rift is already up, then someone is there or has been there.  
  
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 
| style="padding:8px;" | '''WARNING:'''  
 
| style="padding:8px;" | '''WARNING:'''  
''If the site has already been accessed, quickly check the Directional Scanner in a 1 AU radius to check for wrecks. If there is one at the site, DO NOT ENTER. (Could also check zKillboard.) The Rift in the entry room might send you straight into the Turret Room, which might have had the alarm tripped: unless you have a T3 or Battleship with stiff resistances (an overtanked Maller with two EM and two Thermal hardeners works too), you'll be alpha'd off the field by 16+ Sentry Towers. There is no opportunity to warp out, cloak up, or escape through the nearby rift -- they aggress almost immediately.''
+
''If the site has already been accessed, quickly check the Directional Scanner in a 1 AU radius to check for wrecks. If there is one at the site,'' '''do not enter'''. ''(You can also check zKillboard.) The Rift in the entry room might send you straight into the Turret Room, which might have had the alarm tripped. Unless you have a strategic cruiser or battleship with strong resistances (an overtanked [[Maller]] with two EM and two Thermal Hardeners works too), you'll be alpha'd off the field by 16+ Sentry Towers. There is no opportunity to warp out, cloak up, or escape through the nearby rift -- they aggress almost immediately.''
 
|}
 
|}
  
 
Otherwise, continue on with the hack of the Hyperfluct Generator can:
 
Otherwise, continue on with the hack of the Hyperfluct Generator can:
  
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
+
:'''CAN DIFFICULTY: 7/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
<span style="color:green">SUCCESS:</span> The Spatial Rift is spawned, which leads into either the Sentries on Duty area or the Solray Power Plant. Capsules, Dreadnoughts, Carriers, Supercarriers, Titans, and Freighters cannot take the rift.<br />
+
::<span style="color:green">SUCCESS:</span> The Spatial Rift is spawned, which leads into either the Sentries on Duty area or the Solray Power Plant. Capsules, Dreadnoughts, Carriers, Supercarriers, Titans, and Freighters cannot take the rift.<br />
<span style="color:red">FAILURE:</span> You have two minutes to attempt a successful hack of this container. If a successful hack is not completed by that time, the site despawns.  
+
::<span style="color:red">FAILURE:</span> You have two minutes to attempt a successful hack of this container. If a successful hack is not completed by that time, the site despawns.  
  
Go ahead and take the rift. If you land in the Turret Room, don't panic. Approach and take the nearby Spatial Rift to head to the Solray Power Plant, as the gameplan indicates that is the first room to do first (in case of a catastrophic failure in the Turret Room). Conversely, if you land in the Solray room, there are three places you may land. Look carefully for three containers, and based on which one you landed near, take the appropriate action:  
+
Activate the rift.[[image:SuperiorSleeperCache1.png|thumb|right|Spatial Rift generated]]
 +
* If you land in the Turret Room, approach and activate the nearby Spatial Rift to warp to the Solray Power Plant.
 +
* If you land in the Solray room, there are three places you may land. Look carefully for three containers, and based on which one you landed near, take the appropriate action:  
  
# Solray Gamma Alignment Unit: Stay here for now.
+
# Solray Gamma Alignment Unit: Approach the Solray Infrared Alignment Unit.
# Solray Infrared Alignment Unit: Approach the Solray Infrared Alignment Unit.  
+
# Solray Infrared Alignment Unit: Stay here for now.
# Solray Radio Alignment Unit: Take the nearby rift which will send your vessel over to the Solray Gamma Alignment Unit zone, although it can also direct you over to near the Infrared Alignment Unit. The destination is random for each site and changes from one site to the next, although it remains consistent in any one site.
+
# Solray Radio Alignment Unit: Take the nearby rift which will send your vessel over to the Solray Gamma Alignment Unit zone, although it can also direct you over to near the Infrared Alignment Unit.
 +
:'''Note:''' The destination is random for each site and changes from one site to the next, but it will remain consistent within any one site. The same logic applies to what area ships will land at when they enter the room from the very first room which has the initial Spatial Rift. Thus, that rift can send the player to the Solray Power Plant (which has 3 possible spots to land at) or the Sentries on Duty Room.
  
=== PHASE 2: SOLRAY POWER PLANT ===
+
=== Solray Power Plant ===
Near the Solray Gamma Alignment Unit container, there is a structure named the Solray Observational Unit. This structure, when hacked, allows the hacker to collect a trinket which, when placed in the proper container, reduces the strength of the damage cloud created by the Solray Power Terminal. When warping through the Power Terminal's damage radius, vessels may sustain [http://wiki.eveuniversity.org/File:3P38_Superior_5.png some damage] but it's not too serious to warrant much concern.
+
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 +
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 +
| style="padding:8px;" | ''Stay on the side opposite the Solray Power Terminal&mdash;it deals ~600 dps omni-damage without being aligned. If someone has already entered, you will need to ascertain whether the Power Terminal has been aligned. There are two ways of doing this: first, the name of the container will have changed (from Unaligned to Aligned); second, you can inspect the Alignment Unit containers to see if the correct disc was placed inside. As a last resort, bring in a cruiser that can tank'' '''or''' ''have a friendly logistics cruiser capable of restoring ~650 EHP/sec (roughly 250 raw HP/sec).''
 +
|}
 +
Near the Solray Gamma Alignment Unit container, there is a structure named the Solray Observational Unit. When successfully hacked, pilots can obtain an "alignment disc" which, when placed in the proper container, reduces the strength of the damage cloud created by the Solray Power Terminal. When warping through the Power Terminal's damage radius, vessels may sustain but this damage is manageable and is not serious.
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
Line 508: Line 424:
 
|}
 
|}
  
Go ahead and hack the Alignment Unit.
+
Hack the Solray Observational Unit.  
 
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 
| style="padding:8px;" | ''Stay on the side opposite the Solray Power Terminal -- it does about 600 DPS omni-damage without being aligned. If someone has been there before, but you can't tell if the Power Terminal is Aligned, the name is changed for one thing, but also you can inspect the Alignment Unit containers to see if the correct disc was placed inside. Last resort - bring in a cruiser that can tank OR a friendly logistics cruiser in: ~650 EHP/sec or roughly 250 HP/sec is enough.''
 
|}
 
  
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
+
:'''CAN DIFFICULTY: 7/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
<span style="color:green">SUCCESS:</span> The hacker is free to open the container and collect the alignment disc.<br />
+
::<span style="color:green">SUCCESS:</span> The hacker is free to open the container and collect the alignment disc.<br />
<span style="color:red">FAILURE:</span> No penalty.  
+
::<span style="color:red">FAILURE:</span> No penalty.  
  
Zoom out of the site until you find the correct jetcan to place the alignment disc. There are three: Infrared, Radio and Gamma Ray Alignment Discs. The Infrared Alignment Disc goes in the Solray Infrared Alignment Unit, the Gamma Ray Alignment Disc goes in the Solray Gamma Alignment Unit, and so on. Collect the disc and burn over to the appropriate container: if it's the Radio Alignment Disc, then take the rift near the Solray Observational Unit to warp over to that container, then take that rift back over to the main area.
+
Upon successful hacking loot the Solray Observational Unit. It will contain one of three Alignment Discs. Zoom out to locate the correct container to place the alignment disc. There are three: Infrared, Radio, and Gamma Ray Alignment Discs. The Infrared Alignment Disc goes into the Solray Infrared Alignment Unit, the Gamma Ray Alignment Disc goes into the Solray Gamma Alignment Unit, and the Radio Alignment Disc goes into the Solray Radio Alignment Unit. Collect the disc and burn over to the appropriate container. To load the Radio Alignment Disc, simply take the rift near the Solray Observational Unit to warp over to that container, then take that rift back over to the main area.
 +
{{MessageBox|Upon stabilizing the Solray Power Terminal
 +
|Using the crystal disc, the alignment is now correct and the Solray Power Terminal is stable.
 +
|collapsed=yes}}
  
With the Solray Power Terminal aligned, it does considerably less area of effect (AoE) damage while a vessel is in its proximity, which is about 14-17km in radius from the object itself.  
+
With the Solray Power Terminal aligned, the damage cloud surrounding it will deal considerably less damage while a vessel is within its damage radius (~14-17km).
  
Drop the mobile depot near the lone (Dented or Mangled) Storage Depot which is between the Solray Gamma Alignment Unit and the Infrared Alignment Unit. If your Relic Analyzer II is equipped, hack it while the mobile depot is setting up. Otherwise, wait near it (do not cloak, lest the site may despawn) and after it is ready, refit into the capacitor stable self-repper fit with a Relic Analyzer II. It may be prudent to cargo scan all nearby containers including the ones inside the Power Terminal's proximity to check for dead-end worthless containers. (I have had Intact Storage Depots that were empty.)
+
Drop a mobile depot near the lone (Dented or Mangled) Storage Depot which is between the Solray Gamma Alignment Unit and the Infrared Alignment Unit. If your Relic Analyzer is equipped, hack the depot while the mobile depot is setting up. Otherwise, wait near it (do not cloak, otherwise the site may despawn) and after it is ready, refit into the capacitor stable self-repper fit with a Relic Analyzer. It may be prudent to cargo scan all nearby containers including the ones inside the Power Terminal's proximity to check for dead-end worthless containers (as it is possible that some may be empty).
  
'''CAN DIFFICULTY: VARIES [YELLOW TO RED HACKS]'''<br />
+
:'''CAN DIFFICULTY: VARIES (RELIC) [<span style="color:yellow">YELLOW</span> TO <span style="color:red">RED</span> HACKS]'''<br />
<span style="color:green">SUCCESS:</span> The loot is ready to be looted.<br />
+
::<span style="color:green">SUCCESS:</span> Contents are ready to be looted.<br />
<span style="color:red">FAILURE:</span> No penalty.  
+
::<span style="color:red">FAILURE:</span> No penalty.  
  
With decent 50% resistances to all damage types across the board, the damage cloud does about 15 damage per second. As long as you can repair more than 30 Effective Hit Points (EHP) per second indefinitely, it's perfectly sustainable.  
+
With 50% resistances to all damage types, the damage cloud deals ~15 damage per second. A ship able to repair more than 30 Effective Hit Points (EHP) per second indefinitely is completely sustainable.  
  
Afterwards, refit back to the generic site running fit with a Microwarpdrive and both Analyzers.
+
Afterward, refit back to the generic site running fit with a Microwarpdrive and both Analyzers.
  
For the frigate pilots, skip the next Phase and go right to Phase 3, below. Tech III Strategic Cruiser and the Nestor battleship may attempt the next step. An overtanked Stratios (2 plates and 2 large shield extenders) should be fine. Frigate pilots should expect to lose their ship.  
+
For the frigate pilots, consider skipping the next room and moving on to [[#Sentries on Duty|Sentries on Duty Room]], below. A [[Strategic Cruiser]] or [[Nestor]] is best for attempting the [[#Mine Room|Mine Room]]. An overtanked [[Stratios]] (2 plates and 2 large shield extenders) should also be fairly safe. Frigate pilots ''will'' lose their ship upon failure.  
  
 
{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
 
{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
 
! style="text-align:left" | <span style="color:#44c055">Specifics of the Power Terminal</span>
 
! style="text-align:left" | <span style="color:#44c055">Specifics of the Power Terminal</span>
 
|-
 
|-
| style="font-size:90%; color:#FFFFFF" | {{{1|Normally, without being aligned, the Power Terminal area of effect damage cloud does 600 DPS to a regular Tech 1 resistance profile, assuming no hardeners. When suitable hardeners are fitted which provide reasonable 65-ish% resists to all damage types, the DPS is about 150 in total, on a Stratios. The Moa which was used for a certain test of the cloud ate 228 DPS, and that had a 62/59/69/74% resist profile. The area of effect radius is approximately 14km from the Power Terminal unit itself.
+
| style="font-size:90%; color:#FFFFFF" | {{{1|Normally, without being aligned, the Power Terminal area of effect damage cloud does 600 DPS to a regular Tech 1 resistance profile, assuming no hardeners. When suitable hardeners are fitted which provide ~65% resists to all damage types, the DPS is about 150 in total on a [[Stratios]]. A [[Moa]] sustained ~228 DPS with a 62/59/69/74% resist profile. The damage radius is approximately 14km from the Power Terminal unit itself.
  
 
Placing the incorrect alignment disc in a container initially announces the message that it has been aligned:
 
Placing the incorrect alignment disc in a container initially announces the message that it has been aligned:
Line 548: Line 462:
 
"Seems you used the crystal disc incorrectly, the Solray Power Terminal is losing its alignment fast! The solar flare around the Terminal will increase again in approximately 30 seconds."
 
"Seems you used the crystal disc incorrectly, the Solray Power Terminal is losing its alignment fast! The solar flare around the Terminal will increase again in approximately 30 seconds."
  
From my findings, that did not actually happen, and the damage per second remained identical. A disc that has been placed into a container cannot be extracted back out again.}}}  
+
However, the damage per second will actually remain identical. A disc that has been placed into a container cannot be removed.
 +
 
 +
Let's introduce some damage logs from a Polarized vessel. A Reactive Armor Hardener shifted over to 60% EM damage resistances, this is a good indication that the damage appears to be exclusively EM damage.
 +
 
 +
Unstabilized Power Terminal. 600 raw DPS.
 +
 
 +
03:36:13 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:12 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:11 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:10 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:09 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:08 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:07 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:06 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:06 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:04 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:03 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:02 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:01 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:36:00 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:35:59 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:35:58 Combat <span style="color:red">'''600'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
 
 +
And a stabilized Power Terminal. Much more tolerable.
 +
 
 +
03:43:50 Combat <span style="color:red">'''25'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:43:49 Combat <span style="color:red">'''25'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:43:48 Combat <span style="color:red">'''25'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:43:47 Combat <span style="color:red">'''25'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:43:46 Combat <span style="color:red">'''25'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:43:45 Combat <span style="color:red">'''25'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:43:44 Combat <span style="color:red">'''25'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:43:43 Combat <span style="color:red">'''25'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:43:42 Combat <span style="color:red">'''25'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:43:41 Combat <span style="color:red">'''25'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:43:40 Combat <span style="color:red">'''25'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
03:43:39 Combat <span style="color:red">'''25'''</span> <small>from</small> '''Solar Flare'''<small> - Hits</small><br />
 +
}}}  
 
|}
 
|}
  
=== PHASE 3: MINE ROOM ===
+
=== Mine Room ===
It has been said before that 70,000 EHP is a recommended figure for tank before attempting this room. Sure it can be done with less, but given the stiff penalty for failure, it's not something that is something that can be absorbed by a frigate hull. On the test server, I deliberately failed the primary container with an overtanked Astero with about 13,000 EHP. It didn't last two seconds. If you had ships to lose, then just use the cheapest T1 exploration hull (the virus strength is a requirement) and stick a Medium Azeotropic Restrained Shield Extender, a Damage Control I, perhaps a Limited Adaptive Invulnerability Field I and a Data Analyzer II, with nothing else whatsoever. In that case, do this room AFTER completing the Turret Room. Good luck.  
+
<span style="color:red">'''The recommended tank for this room is 70,000 EHP.'''</span> It can be done with less, so long as the pilot does not fail any hacks. If you wish to attempt this section with a frigate, use the cheapest T1 exploration hull (the virus strength is a requirement) equipped with a Medium Azeotropic Restrained Shield Extender, a Damage Control I, a Limited Multispectrum Shield Hardener I, and a Data Analyzer, with nothing else. In that case, do this room after completing the Turret Room.
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
Line 558: Line 509:
 
|}
 
|}
  
Anyways, to access this room, take the rift near the Solray Observational Unit. (Note: The Solray Power Terminal must be aligned first for the rift to work properly, even if the Reroute Unit has been hacked.) It leads next to the Solray Radio Alignment Unit. Hack the Remote Reroute Unit:
+
To access this room, take the rift near the Solray Observational Unit. The Solray Power Terminal must be aligned first for the rift to work properly, even if the Reroute Unit has been hacked. The landing point is next to the Solray Radio Alignment Unit. Hack the Remote Reroute Unit:
  
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
+
:'''CAN DIFFICULTY: 7/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
<span style="color:green">SUCCESS:</span> The rift is recalibrated to point towards the Mine Room.<br />
+
::<span style="color:green">SUCCESS:</span> The Rift is recalibrated to point towards the Mine Room.<br />
<span style="color:red">FAILURE:</span> No penalty.  
+
::<span style="color:red">FAILURE:</span> The Rift closest to the Redirect Unit is recalibrated to point towards the center of Sentries on Duty. Upon arrival, you will trip all ten proximity turrets and additionally be aggressed by the six starting turrets. This will destroy frigates, non-archive fitted T3Cs, and other fragile ships. Hacking the Redirect Unit successfully will recalibrate the rifts again, resolving this threat.
  
What this does is change the direction of the rift near the Solray Observational Unit to point towards the Mine Room instead of near the Radio Alignment Unit. Take the nearby Rift to head back to the main area, then take the rift near the Observational Unit into the Mine Room itself.  
+
A successful hack changes the direction of the Rift near the Solray Observational Unit to point towards the Mine Room instead of near the Radio Alignment Unit. Take the nearby Rift to head back to the main area, then take the rift near the Observational Unit into the Mine Room itself.  
  
Expect to eat about 800 damage upon landing or shortly thereafter from a hidden mine. Upon landing, you should see a Remote Defense Grid Unit. DO NOT activate a Microwarpdrive if you have one equipped as you approach the container. It is approximately 7km off the beacon, some slow manual piloting may be required:
+
Expect to sustain ~800 damage upon landing or shortly thereafter from a hidden mine. Upon landing, you should see a Remote Defense Grid Unit. ''Do not'' activate a Microwarpdrive if you have one equipped. The Remote Defense Grid Unit is approximately 7km off the beacon; some slow manual piloting may be required:
  
'''CAN DIFFICULTY: 10/10 [RED HACK]'''<br />
+
:'''CAN DIFFICULTY: 10/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
<span style="color:green">SUCCESS:</span> A Pristine Storage Depot and possibly one or two lower grade containers are spawned.<br />
+
::<span style="color:green">SUCCESS:</span> A Pristine Storage Depot may spawn, and possibly one or two lower grade containers are spawned. The locations of the hidden mines are revealed, but wandering around the room is still dangerous.<br />
<span style="color:red">FAILURE:</span> Expect to take 10000-25000 damage.  
+
::<span style="color:red">FAILURE:</span> Ship will sustain between 10000-25000 damage.  
  
Continue by hacking the containers if successful:
+
If successful, continue by hacking the spawned containers:
  
'''CAN DIFFICULTY: VARIES [YELLOW TO RED HACKS]'''<br />
+
:'''CAN DIFFICULTY: VARIES (RELIC) [<span style="color:yellow">YELLOW</span> TO <span style="color:red">RED</span> HACKS]'''<br />
<span style="color:green">SUCCESS:</span> The loot is available to be scooped up.<br />
+
::<span style="color:green">SUCCESS:</span> Contents are available to be looted.<br />
<span style="color:red">FAILURE:</span> No penalty.  
+
::<span style="color:red">FAILURE:</span> No penalty.  
  
 
When finished, you may Micro Jump Drive back to the main area, burn a Microwarpdrive, or just warp out and warp back in. Continue on to the Turret Room.
 
When finished, you may Micro Jump Drive back to the main area, burn a Microwarpdrive, or just warp out and warp back in. Continue on to the Turret Room.
Line 583: Line 534:
 
! style="text-align:left" | <span style="color:#44c055">Mine room damage</span>
 
! style="text-align:left" | <span style="color:#44c055">Mine room damage</span>
 
|-
 
|-
| style="font-size:90%; color:#FFFFFF" | {{{1|This room fascinated me for awhile. At least it was easier to figure out than the Archive Room and the intricacies of the Sentries on Duty room.  
+
| style="font-size:90%; color:#FFFFFF" | {{{1|Upon landing inside the site, even while still in warp, expect to sustain ~2100 damage from a mine, or possibly several mines. An [[Astero]] with just a Damage Control II, 200mm plate, and an Anti-Explosive rig sustained 2135 damage, which left it with 65% structure.  
  
Upon landing inside the site, even while still in warp, expect to eat 2100-ish damage from a mine, or probably a handful of mines. An Astero with just a Damage Control II, 200mm plate, and an Anti-Explosive rig ate 2135 damage, which put it into 65% structure.
+
After the failure of the Remote Defense Grid Unit, a [[Maelstrom]] sustained 11760 damage with the Multispectrum Shield Hardener overloaded (59/56/67/72 resists). Log:  
 
 
After failure of the Remote Defense Grid Unit, my Maelstrom (don't laugh. I had *just* gotten into my first battleship) ate 11760 damage the AIF overloaded (59/56/67/72 resists). Log:  
 
  
 
[ 05:43:10 ] (combat) <span style="color:red">'''560'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 
[ 05:43:10 ] (combat) <span style="color:red">'''560'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
Line 599: Line 548:
 
[ 05:43:08 ] (combat) <span style="color:red">'''1260'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 
[ 05:43:08 ] (combat) <span style="color:red">'''1260'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
  
11760 damage taken totalized. 560 is a nice number. If 11760 is divided by 560, the answer is 21. 21 mines? Possibly. The damage put the vessel into 62% shields, which was a brick tanked Maelstrom with 79K EHP of shields. Now you know why your Astero got blown up.}}}  
+
11760 damage taken in total. If 11760 is divided by 560, the answer is 21. 21 mines? Possibly. The damage left the brick-tanked Maelstrom (79k shield EHP) with the ship with 62% shields. Using a Maller with rainbow active hardeners and 2 T2 1600mm plates (rigs were 2x Auxiliary Nano Pump and a Thermal Armor Reinforcer rig for running the Turret room tripped), the detonation put it into 23% armor from full shields.
 +
 
 +
Here is some Polarized data. Most recent data is at the top. Using a Reactive Armor Hardener, the damage shifted over from 15% across all four damage types to 33% Explosive damage and 9% in the others, so it appears to be explosive damage. (Resistance Phasing IV) Note the damage from the "Mine" upon entry into the complex.
 +
 
 +
03:48:19 Combat <span style="color:red">'''7500'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
03:48:19 Combat <span style="color:red">'''4500'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
03:48:19 Combat <span style="color:red">'''2000'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
03:48:18 Combat <span style="color:red">'''7500'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
03:48:18 Combat <span style="color:red">'''4500'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
03:48:18 Combat <span style="color:red">'''2000'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
03:48:17 Combat <span style="color:red">'''7500'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
03:48:17 Combat <span style="color:red">'''4500'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
03:48:17 Combat <span style="color:red">'''2000'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
03:47:13 Combat <span style="color:red">'''3000'''</span> <small>from</small> '''Mine'''<small> - Hits</small><br />
 +
03:47:13 Combat <span style="color:red">'''2000'''</span> <small>from</small> '''Mine'''<small> - Hits</small><br />
 +
42000 damage from the minefield alone, not counting the 5000 damage upon entry.}}}  
 
|}
 
|}
  
=== PHASE 4: SENTRIES ON DUTY ===
+
=== Sentries on Duty ===
This room can be definitely challenging, but for frigate pilots, this is where the good stuff generally is. There can also be some spectacular failures here too.<br />
+
This room can be challenging, but for frigate pilots, this is generally the most lucrative portion of the site.<br />
  
 +
====Turret Room Visual Guide====
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 
| style="padding:8px;" | '''WARNING:'''  
 
| style="padding:8px;" | '''WARNING:'''  
''1. If the Alarm has been tripped in this room, there can be in excess of 16 Sentry Towers active, and frigates will not stand a chance: there also can be no warning that it has been tripped. Overtanked Mallers and other hardened ships can survive the initial damage and subsequent DPS. If coming from the Solray Room, the message indicating the Alarm has been tripped shows up only after the ship is already in warp!<br />''
+
''1. If the Alarm has been tripped in this room, there can be in excess of 16 Sentry Towers active, and frigates will not stand a chance. There also can be no warning that the Alarm has been tripped. Overtanked [[Maller|Mallers]] and other hardened ships can survive the initial damage and subsequent DPS. If coming from the Solray room, the message indicating that the Alarm has been tripped shows up only after the ship is already in warp.<br />''
''2. Do not apply any hostile module or weapon onto the Plasma Chamber structures unless specifically instructed to do so. They have enough power to alpha a battleship off the grid ([https://zkillboard.com/related/30005311/201606190200/ or a small fleet]).<br />''
+
''2. Do not apply any hostile module or weapon onto the Plasma Chamber structures except in very specific circumstances (detailed below). They have enough power to alpha a battleship off the grid ([https://zkillboard.com/related/30005311/201606190200/ or a small fleet]).<br />''
 
''3. Do not engage the initial Sentry Towers. Doing so will instantly trip the alarm and spawn the 16 Perimeter Defense sentry towers. The maximum number of Sentry Towers that may be active appears to be 32 (16 Perimeter, 6 initially deployed, and 10 'proximity' ones).''
 
''3. Do not engage the initial Sentry Towers. Doing so will instantly trip the alarm and spawn the 16 Perimeter Defense sentry towers. The maximum number of Sentry Towers that may be active appears to be 32 (16 Perimeter, 6 initially deployed, and 10 'proximity' ones).''
 
|}
 
|}
<br />
 
  
Prepare your eyes for a massive overflow of images. All of them are relevant and in some respects, fascinating.
+
The following images are included to provide context and further guidance:
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
Line 632: Line 596:
 
|}
 
|}
  
[[File:3P38_Superior_12.png|200px|thumb|right|Hacking the repair station early does nothing]]Starting from the Solray Room, leaving the Mobile Depot near the lone Storage Depot, make sure to do three things before this room is attempted:
+
====Turret Room Walkthrough====
 +
{{MessageBox|Entry message
 +
|The area you're entering has several sentry guns active, and there are indications that many more may be hidden in an inactive state. The sentry guns surround a lucrative cache of storage depots and another Hyperfluct Generator, possibly opening a way deeper into the complex.
 +
|collapsed=yes}}
 +
[[File:3P38_Superior_12.png|200px|thumb|right|Hacking the repair station early does nothing]]Start from the Solray room, leaving the Mobile Depot near the lone Storage Depot.
  
 +
Make sure to do three things before attempting this room:
 
# Bookmark the location of the Mobile Depot in the Solray Power Plant.  
 
# Bookmark the location of the Mobile Depot in the Solray Power Plant.  
# Drop all loot and unneeded modules into the Mobile Depot.
+
# Drop all loot and unneeded modules into the Mobile Depot. Alternate choice: Use a Small Secure Container instead.
# Refit into the appropriate fit.
+
# Refit into the appropriate fit. For frigates, that would be the generic site running fit shown above. For ships that are intended to handle the Archive Room, having that fit on standby is important too. Experience will direct you what to do past the second site or so.
 
 
After that, take the Spatial Rift near the Solray Gamma Alignment Unit container. Upon landing, don't worry: the Sentry Towers will not aggress unless a player strays too close to the loot containers. However, all players must play close attention to these instructions.  
 
  
The Remote Defense Grid Unit in the room has three functions. First, it disables any proximity based Sentry Towers from forming. Secondly, it re-wires a hostile Sentry Tower into a friendly one. Thirdly, it recalibrates the Vessel Rejuvenation Battery into one that can be hacked to configure it to repair the friendly Sentry Tower. If a player simply approaches the Storage Depots and ignores the RDGU procedure, then not only will the 6 initial Towers aggress, but up to 10 additional new Sentry Towers can spawn.
+
Take the Spatial Rift near the Solray Gamma Alignment Unit container. The Sentry Towers will not aggress unless a ship strays too close to the loot containers.
  
The first order of business then becomes apparent: hack the Remote Defense Grid Unit itself. Take your time on this hack, and try to do it right the first time: there is no rush. It will then aggress the other 5 Sentry Towers, and in turn take damage itself. But it can't sustain the incoming damage for long, so by hacking the Sentry Repair Station, it will provide armor and shield reps to our friendly Tower. (The friendly Tower cannot receive remote repairs from vessels.)
+
The Remote Defense Grid Unit in the room has three functions: first, it disables any proximity-based Sentry Towers from activating. Second, it re-wires a hostile Sentry Tower into a friendly one. Third, it recalibrates the Vessel Rejuvenation Battery into one that can be hacked to configure it to repair the friendly Sentry Tower. If a ship approaches the Storage Depots and ignores the Remote Grid Defense Unit procedure, then not only will the 6 initial Towers aggress, but up to 10 additional new Sentry Towers can spawn.
  
Start by hacking the Remote Defense Grid Unit:
+
First, hack the Remote Defense Grid Unit. Take your time on this hack, there is no rush. The newly-converted Tower will then aggress the other 5 Sentry Towers, and in turn take damage itself. It can't sustain the incoming damage for long.
  
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 
{| style="background:#350000; border:1px solid #333333; padding:0px;"
Line 651: Line 618:
 
|}
 
|}
  
'''CAN DIFFICULTY: 9/10 [RED HACK]'''<br />
+
:'''CAN DIFFICULTY: 9/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
<span style="color:green">SUCCESS:</span> The closest Sentry Tower becomes friendly, and aggresses the other Sentry Towers to blow them up, and will in turn begin taking damage itself from the other Sentry Towers.<br />
+
::<span style="color:green">SUCCESS:</span> The closest Sentry Tower becomes friendly, and aggresses the other Sentry Towers to blow them up, and will in turn begin taking damage itself from the other Sentry Towers.<br />
<span style="color:red">FAILURE:</span> A timer is generated which will activate the Alarm in 45 seconds. When the 45 second timer is up, the RDGU explodes and there is no other way to proceed without some fairly stiff tanking abilities. At the 45 second timer mark, the site spawns the 16 Perimeter Defense sentry towers, for a total of 22 Sentry Towers. Frigates won't last on field.
+
::<span style="color:red">FAILURE:</span> A timer is generated which will activate the Alarm in 45 seconds. When the 45 second timer is up, the RDGU explodes and there is no other way to proceed without strong tanking abilities. At the 45 second timer mark, the site spawns the 16 Perimeter Defense sentry towers, for a total of 22 Sentry Towers. Frigates will not survive.
 +
 
 +
[[File:3P38_Superior_44.png|200px|thumb|right|Approximate DPS of all 16 Perimeter Towers (varies)]]For Cruisers and above, there is Plan B (below).
  
[[File:3P38_Superior_44.png|200px|thumb|right|Approximate DPS of all 16 Perimeter Towers (varies)]]For Cruisers and above, there is Plan B.
+
{{MessageBox|After hacking Remote Defense Grid Unit
 +
|By hacking the remote defense unit, you've managed to rewire one of the sentry guns nearby. It now considers you friendly and the other sentry guns as hostile and will start attacking them.
 +
|collapsed=yes}}
 +
{{MessageBox|Hostiles targeting friendly Sentry Gun
 +
|The hostile sentry guns in the area have started targeting the rewired sentry gun. Might it be possible to help it out in some way?
 +
|collapsed=yes}}
 +
Immediately after hacking this container, activate the Microwarpdrive and burn towards the Sentry Repair Station located near the right of your present position. Hacking the Sentry Repair Station will cause it to provide armor and shield reps to the friendly Tower. (The friendly Tower cannot receive remote repairs from ships.) There is enough time for 2 hacks, maybe 3 fast hacks, before the hostile Sentry Towers destroy the friendly Tower:
  
Continuing on, IMMEDIATELY after hacking this container, active the Microwarpdrive and burn towards the Sentry Repair Station located near the right of your present position. There is enough time for 2 hacks, maybe 3 fast hacks, before the hostile Sentry Towers destroy the friendly Tower:
+
:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
 +
::<span style="color:green">SUCCESS:</span> The Station will provide shield and armor repairs to the friendly Rewired Sentry Gun.<br />
 +
::<span style="color:red">FAILURE:</span> No penalty, although if a successful hack is not completed before the hostile Sentry Towers destroy the friendly Tower, then some Towers will remain.
  
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />
+
Hostile Towers do not appear to aggress ships even if the hacking the Sentry Repair Station is unsuccessful. Instead, the hostile Towers appear to keep incurring damage and are eventually destroyed, even with the Rewired Sentry Gun destroyed. This is another bug of the site itself. Should it be fixed in the future, simply revert to Plan B. ''Do not aggress the Sentry Towers with weaponry - it will instantly trigger the 16 Perimeter Defense Sentry Towers.''
<span style="color:green">SUCCESS:</span> The Station will provide shield and armor repairs to the friendly Rewired Sentry Gun.<br />
+
{{MessageBox|After hacking Sentry Repair Station Preservation Unit
<span style="color:red">FAILURE:</span> No penalty, although if a successful hack is not completed before the hostile Sentry Towers destroy the friendly Tower, then some Towers will remain.  
+
|You have successfully turned the focus of the repair facility to the rewired sentry gun. This will not only repair it from incoming damage but also speed up the destruction rate of the hostile sentry guns now that they no longer enjoy the benefits of the repair station.
 +
|collapsed=yes}}
  
At the present time, I have not seen the hostile Towers aggress my vessel after failure to hack the Sentry Repair Station in time. Instead the hostile Towers seemed to keep incurring damage and eventually destruct, even with the Rewired Sentry Gun destroyed. This is another bug of the site itself. Should it be fixed in the future, simply revert to Plan B. ''Do not aggress the Sentry Towers with weaponry: it will instantly trigger the 16 Perimeter Defense Sentry Towers.''
+
Assuming a successful hack of the Sentry Repair Station, simply sit near the Repair Station and wait for the hostile Towers to be eradicated. Do not approach the 3 Unstable Plasma Chambers located north of the warp-in recklessly: exercise great caution, moving about 100m/sec and no prop mods. Getting too close to these could be fatal, and will also trip the alarm: blazing all over the site with an MWD will not go unnoticed. These Chambers are very similar to the ones found in Limited Sleeper Caches except they are ''considerably'' more powerful than in this site.
 +
{{MessageBox|Upon approaching Unstable Plasma Chambers
 +
|These Plasma Chambers seem volatile. You should be careful around them lest they explode.
 +
|collapsed=yes}}
  
Assuming a successful hack of the Sentry Repair Station, simply sit near the Repair Station and wait for the hostile Towers to be eradicated. There is a rather serious hazard to the north of the warp-in, namely 3 Unstable Plasma Chambers. Getting too close to these could be fatal, and will trip the alarm on top of that. (Hacking the Sentry Repair Station before the RDGU does nothing, although a message appears in Local: "Hacking the repair station has no discernible effects on anything in the vicinity. The station continues to provide repair services to to the nearby sentry guns.")
+
Hacking the Sentry Repair Station before the Remote Defense Grid Unit does nothing, although a message appears in Local: "Hacking the repair station has no discernible effects on anything in the vicinity. The station continues to provide repair services to the nearby sentry guns."
  
When all is clear, the loot is there for the taking, and one may loot and hack in peace with (aside from the nearby hazard) no particular danger:
+
When all is clear, the loot is there for the taking, and pilots may hack and loot in peace, with no particular danger:
  
'''CAN DIFFICULTY: 6 - 9/10 [YELLOW to RED HACKS]'''<br />
+
:'''CAN DIFFICULTY: 6 - 9/10 RELIC [<span style="color:yellow">YELLOW</span> to <span style="color:red">RED</span> HACKS]'''<br />
<span style="color:green">SUCCESS:</span> The loot can be scooped up.<br />
+
::<span style="color:green">SUCCESS:</span> Contents can be looted.<br />
<span style="color:red">FAILURE:</span> No penalty.  
+
::<span style="color:red">FAILURE:</span> No penalty.  
  
Do NOT hack the Hyperfluct Generator container yet.  
+
''Do not'' hack the Hyperfluct Generator container yet.  
  
As you're working on the hacks, avoid using the Microwarpdrive, use Keep at Range (2250m) on the last can near the group of Plasma Chambers, and move slowly, around 100m/sec to avoid triggering the Plasma Chambers. After all worthy containers are hacked, the frigate pilots are done. Take the Spatial Rift to head back to the Solray Room, refit to a travel fit if needed, scoop up any contents inside the Mobile Depot (if it is scooped to the cargohold directly, a jetcan is left behind), pack up the Mobile Depot and depart.  
+
While working on the hacks, avoid using the Microwarpdrive, use "Keep at Range" (2500m) on the last can near the group of Plasma Chambers, and move slowly (around 100m/sec) to avoid triggering the Plasma Chambers. After all worthy containers are hacked, frigate pilots will have completed as much as they can. Take the Spatial Rift to head back to the Solray Room, refit to a travel fit if needed, scoop up any contents inside the Mobile Depot (if it is scooped to the cargohold directly, a jetcan is left behind), pack up the Mobile Depot and depart.  
  
For the T3 Cruisers, Nestor and other similar battleship-level tanked ships, if there was no Mobile Depot left behind anywhere in any other room, you may now proceed to the vaunted Archive Room.
+
For the T3 Cruisers, Nestor and other similar battleship-level tanked ships, if there was no Mobile Depot left behind anywhere in any other room, you may now proceed to the Archive Room.
  
 
{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
 
{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
 
! style="text-align:left" | <span style="color:#44c055">About those Plasma Chambers</span>
 
! style="text-align:left" | <span style="color:#44c055">About those Plasma Chambers</span>
 
|-
 
|-
| style="font-size:90%; color:#FFFFFF" | {{{1|Let's talk about the Plasma Chambers. You can amuse yourself by searching zKillboard for kills by the [https://zkillboard.com/ship/2894/ Invisible Cloud] element. Check for ones with blue loot inside them. Yeap, some guy did something he thought was a good idea...or his tank broke in the Archive Room...Anyways. First I should mention the damage. It's a LOT. First I used an overtanked Maelstrom, fit like this:
+
| style="font-size:90%; color:#FFFFFF" | {{{1|You can amuse yourself by searching zKillboard for kills by the [https://zkillboard.com/ship/2894/ Invisible Cloud] element. Check for ones with blue loot inside them. The Plasma Chambers deal massive amounts of damage.
 
 
{{ShipFitting
 
| ship=Maelstrom
 
| shipTypeID=24694
 
| fitName=Two
 
| fitID=Two
 
| low1name=Reinforced Bulkheads II
 
| low1typeID=1335
 
| low2name=Reinforced Bulkheads II
 
| low2typeID=1335
 
| low3name=Reinforced Bulkheads II
 
| low3typeID=1335
 
| low4name=Reinforced Bulkheads II
 
| low4typeID=1335
 
| low5name=Damage Control II
 
| low5typeID=2048
 
| mid1name=Large Shield Extender II
 
| mid1typeID=3841
 
| mid2name=Large Shield Extender II
 
| mid2typeID=3841
 
| mid3name=Large Shield Extender II
 
| mid3typeID=3841
 
| mid4name=Large Shield Extender II
 
| mid4typeID=3841
 
| mid5name=Data Analyzer II
 
| mid5typeID=30834
 
| mid6name=Adaptive Invulnerability Field II
 
| mid6typeID=2281
 
| rig1name=Large Anti-EM Screen Reinforcer I
 
| rig1typeID=26076
 
| rig2name=Large Core Defense Field Extender I
 
| rig2typeID=26088
 
| rig3name=Large Core Defense Field Extender I
 
| rig3typeID=26088
 
| high1name=open
 
| high2name=open
 
| high3name=open
 
| high4name=open
 
| high5name=open
 
| high6name=open
 
| high7name=open
 
| high8name=open
 
| charge1name=open
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone1name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=1
 
| warsop=D
 
| warsopReason=
 
| version=YC118 1.0
 
| showTOC=Y
 
| shipDNA=24694:1335;4:2048;1:3841;4:30834;1:2281;1:26076;1:26088;2::
 
| fleetup=
 
}}
 
  
Damage report: 28000 damage flat, with the AIF overloaded, which ate almost all the shields off. I don't know what damage type it is, it could be omni-damage, nobody really knows. In case that wasn't enough, I have a lossmail on the test server of a rather beefy Hyperion in which the killmail shows 53225 damage, and that was with three 1600mm plates! I may have had my Microwarpdrive on, I don't remember.  
+
The explosion itself deals 100000 explosive damage. The explosion radius itself is also extremely large. Extensive testing places the explosion radius at 250km. Check the images below to see the results of improperly equipped ships and they fared. Damage log (Polarized vessel) confirms this number above.
  
The explosion radius itself is also big. To test this, I made a line of Atrons from 100km out to 240km. All of them were blown up. This was not conclusive enough, so I found another site after some time. So then inside that one I made another line of Atrons from 240km out to 350km. For that case, only the 240km Atron was popped, but not the one at 250km. So it's probably very safe to say that the detonation radius is 249km, or 250km: the Atron might have been on the raw edge of the line. As for detonating it, any hostile module will work, such as a target painter. Even a gun or missile doesn't have to actually inflict any damage to the Chambers: the mere act of aggression is enough.
+
04:01:49    Combat    <span style="color:red">'''100000'''</span> <small>from</small> '''Invisible Cloud'''<small> - Hits</small><br />
 
}}}  
 
}}}  
 
|}
 
|}
  
These images below cover the detonation of the Plasma Chambers.  
+
The images below cover the detonation of the Plasma Chambers.  
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
Line 767: Line 684:
 
! style="text-align:left" | <span style="color:#44c055">Plan B</span>
 
! style="text-align:left" | <span style="color:#44c055">Plan B</span>
 
|-
 
|-
| style="font-size:90%; color:#FFFFFF" | {{{1|When I said earlier:
+
| style="font-size:90%; color:#FFFFFF" | {{{1|While this room can deal huge amounts of damage, it is not completely untankable. There are a couple of ships and fits that are viable for the job.
  
"The Remote Defense Grid Unit in the room has three functions. First, it disables any proximity based Sentry Towers from forming."
+
When a ship approaches the Storage Depots, the initial Sentry Towers will begin to aggress the player around the 10km mark measured from the warp-in beacon toward the Hyperfluct Generator. Assuming the alarm has not been activated, their activation range is ~10-12km. As the ship continues, hidden Sentry Towers are activated in predefined spots as the ship moves around the area. In total, 10 Sentry Towers can be activated by proximity and 6 are from the initial spawn.
  
I didn't say it was untankable. Let's get right to that subject. There are a couple of ships and fits that are viable for the job. First let's talk about what happens.  
+
The following fits are intended to tank all the Sentry Tower damage in this room. Any cruiser or larger ship with ~900-1000 EHP/sec repairs against EM and Thermal damage (more on the 1000 side of that) can survive here as long as it is capacitor stable. Armor tanked ships are the obvious choice because of the default resistance profile of armor, and because the Relic Analyzer won't interfere with capacitor modules or tank modules in the mid slots, as it would with shield tanks. That's not to say a [[Tengu]] or [[Sleipnir]] is bad, but just that armor is easier.
  
When a player simply approaches the Storage Depots, measured from the warpin beacon towards the Hyperfluct Generator, the initial Sentry Towers will begin to aggress the player around the 10km mark. Their activation range is about 10-12km or thereabouts at this stage. (This is assuming that the Alarm has not been activated. We will get to that stage in a minute.) As the ship continues, hidden Sentry Towers are activated in predefined spots as the ship moves around the area. They also seem to have a limited aggression range or something. In total, 10 Sentry Towers can be activated by proximity and 6 are from the initial spawn.
+
Choices include any ship with a bonus to repair amount, resistances, or both (e.g. T2 hulls with the T2 resistance profile). [[Maller|Mallers]] make a good choice for both low cost and ease of entry; for battlecruisers, the [[Prophecy]], [[Brutix]], and [[Myrmidon]] are all respectable. Battleships usually have no problem fitting a tank along the suggested lines.
 
 
So the Plan is to simply tank them. Any cruiser or above class vessel with around 900-1000 EHP/sec repairs against EM and Thermal damage can survive here as long as it is capacitor stable. Armor tanked vessels are the obvious choice because of the default resistance profile of armor, and because the Relic Analyzer II won't interfere with capacitor modules or tank modules in the mid slots, as with shield tanks. That's not to say a nice Tengu or Slepnir is bad, but just that armor is easier.
 
 
 
Choices include any vessel with a bonus to repair amount, resistances, or both (i.e. T2 hulls with the T2 resistance profile). Mallers make a good choice for both low cost and ease of entry; for battlecruisers, Prophecy, Brutix and the Myrmidon are all respectable. Battleships usually have no problem fitting a tank along the suggested lines, so I won't say much there.
 
 
 
Here are the fits:
 
  
 
{{ShipFitting
 
{{ShipFitting
Line 790: Line 701:
 
| low2name=Medium Armor Repairer II
 
| low2name=Medium Armor Repairer II
 
| low2typeID=3530
 
| low2typeID=3530
| low3name=Armor Thermal Hardener II
+
| low3name=Thermal Armor Hardener II
 
| low3typeID=11648
 
| low3typeID=11648
| low4name=Armor Thermal Hardener II
+
| low4name=Thermal Armor Hardener II
 
| low4typeID=11648
 
| low4typeID=11648
| low5name=Armor EM Hardener II
+
| low5name=EM Armor Hardener II
 
| low5typeID=11642
 
| low5typeID=11642
| low6name=Armor EM Hardener II
+
| low6name=EM Armor Hardener II
 
| low6typeID=11642
 
| low6typeID=11642
 
| mid1name=Large Cap Battery II
 
| mid1name=Large Cap Battery II
Line 808: Line 719:
 
| rig2name=Medium Auxiliary Nano Pump I
 
| rig2name=Medium Auxiliary Nano Pump I
 
| rig2typeID=31047
 
| rig2typeID=31047
| rig3name=Medium Anti-Thermal Pump I
+
| rig3name=Medium Thermal Armor Reinforcer I
 
| rig3typeID=31035
 
| rig3typeID=31035
 
| high1name=open
 
| high1name=open
Line 845: Line 756:
 
| low2name=Medium Armor Repairer II
 
| low2name=Medium Armor Repairer II
 
| low2typeID=3530
 
| low2typeID=3530
| low3name=Armor Thermal Hardener II
+
| low3name=Thermal Armor Hardener II
 
| low3typeID=11648
 
| low3typeID=11648
| low4name=Armor Thermal Hardener II
+
| low4name=Thermal Armor Hardener II
 
| low4typeID=11648
 
| low4typeID=11648
| low5name=Armor EM Hardener II
+
| low5name=EM Armor Hardener II
 
| low5typeID=11642
 
| low5typeID=11642
| low6name=Armor EM Hardener II
+
| low6name=EM Armor Hardener II
 
| low6typeID=11642
 
| low6typeID=11642
 
| mid1name=Cap Recharger II
 
| mid1name=Cap Recharger II
Line 900: Line 811:
 
| fitName=Prophecy - Sentries on Duty
 
| fitName=Prophecy - Sentries on Duty
 
| fitID=Prophecy---Sentries-on-Duty
 
| fitID=Prophecy---Sentries-on-Duty
| low1name=Armor EM Hardener II
+
| low1name=EM Armor Hardener II
 
| low1typeID=11642
 
| low1typeID=11642
| low2name=Armor EM Hardener II
+
| low2name=EM Armor Hardener II
 
| low2typeID=11642
 
| low2typeID=11642
| low3name=Armor Thermal Hardener II
+
| low3name=Thermal Armor Hardener II
 
| low3typeID=11648
 
| low3typeID=11648
| low4name=Armor Thermal Hardener II
+
| low4name=Thermal Armor Hardener II
 
| low4typeID=11648
 
| low4typeID=11648
 
| low5name=Medium Armor Repairer II
 
| low5name=Medium Armor Repairer II
Line 926: Line 837:
 
| charge1name=Rapid Repair Charge x1
 
| charge1name=Rapid Repair Charge x1
 
| charge1typeID=42833
 
| charge1typeID=42833
| rig1name=Medium Anti-Thermal Pump I
+
| rig1name=Medium Thermal Armor Reinforcer I
 
| rig1typeID=31035
 
| rig1typeID=31035
 
| rig2name=Medium Auxiliary Nano Pump I
 
| rig2name=Medium Auxiliary Nano Pump I
Line 952: Line 863:
 
| warsop=A
 
| warsop=A
 
| warsopReason=
 
| warsopReason=
| version=LATEST
+
| version= Unknown
 
| showTOC=Y
 
| showTOC=Y
 
| shipDNA=16233:11642;2:11648;2:3530;2:1447;1:6005;1:30832;1:3504;1:4871;1:42526;1:42833;1:31035;1:31047;2::
 
| shipDNA=16233:11642;2:11648;2:3530;2:1447;1:6005;1:30832;1:3504;1:4871;1:42526;1:42833;1:31035;1:31047;2::
Line 959: Line 870:
 
}}
 
}}
  
The Brutix I left out -- it's easy to transfer the basic concept over from the other ships. It's simple enough: 90% EM resistance, 90% Thermal resistance, dual reppers, some capacitor mods, and rigs as needed to bring to the minimum of about 900-950 EHP/sec. Pyfa's damage profile editor allows for close examination of other ships and fits for the said purpose.
+
It's easy to transfer the basic concept from these ships to a [[Brutix]]. The general outline: 90% EM resistance, 90% Thermal resistance, dual reppers, some capacitor mods, and rigs as needed to bring to the minimum of about 900-950 EHP/sec. Pyfa's damage profile editor allows for close examination of other ships and fits for the said purpose.  
  
The basic strategy then is to simply ignore the Remote Defense Grid Unit hack entirely, and hack the Storage Depots out. If the 16 Perimeter Defense Towers are online, then things are quite a bit dicier, and I'm not sure these fits shown can handle that kind of DPS. In that case, there is nothing wrong with using a buffer tank, and bringing in logistics cruisers to solve that problem. However, any fit that can survive the Archive Room indefinitely (excess of 2000 EHP/sec) won't have a problem in that case, and may simply continue on hacking.  
+
'''The initial alpha from a fully spiked room can be rather impressive:''' try overheating one EM and one Thermal hardener for one cycle to reduce the incoming damage a bit if the room is "hot" and 22 towers are active (don't need more than one cycle, and more than those two hardeners overloaded probably won't help much due to resistance ceilings). As long as you're repairing in excess of 950 EHP/sec cap stable and keep moving (not all towers will be in range, so you don't actually get shot at by all of them, rather about half of them at any one time), you'll be fine even with the Perimeter Defense network up.
  
For those in doubt as to whether the Alarm is active or not (i.e. if someone else may have tripped it), just swap out the two armor repairers for a pair of 1600mm plates and have a look. There is enough buffer to survive without reps for about five minutes. If the Perimeter towers are not active, but all 10 proximity towers and the initial 6 towers, then the tank should last for about 6.5 minutes. From Pyfa's numbers, it seems one lone Exequror can repair about 2000 EHP/sec onto a plated fit -- consider that. As long as the logistics vessel does not get aggro (just sit near the beacon), it should work out nicely. That does have a benefit in that the standard bait fit overtanked Maller you might have just has to swap out for all EM and Thermal hardeners, as 90% resists are pretty effective at reducing the incoming DPS.
+
Also, any fit that can survive the Archive Room indefinitely (repping in excess of 2000 EHP/sec) won't have a problem, and may simply continue on hacking as if nothing happened.
  
The first time I used a Maller to actively tank the Towers, a certain point came happen where my tank could not hold. (It was repping 829 EHP/sec) I warped out and came back into the site, with heavy heat damage to the modules and hardeners. Upon re-entering the room, I was surprised to see the hostile Sentry Towers shooting...the Storage Depots. A few Towers aggressed, but as the ship crept past the 120km engagement range, the DPS was reduced to the point where shields was regenerating. That may be a useful factoid. ([http://wiki.eveuniversity.org/File:3P38_Superior_83.png Link]) Since that time I have switched to using a Maller for running the entire site -- saves hassle in the Turret Room anyways.
+
Therefore, the basic strategy is to ignore the Remote Defense Grid Unit hack entirely and hack only the Storage Depots.  
  
The Perimeter Towers (and the initial Towers if the alarm is tripped) themselves have an activation range of 120km. Beyond this point, they will switch from a red box to a yellow box, but will re-engage if a player approaches within that 120km limit. Because of this, a sniping battleship can be used to clear out the Sentry Towers if desired, however this does take some time. To do this, when landing on the beacon, immediately turn the ship around 180 degrees from the area near the Storage Depots and then hit the Micro Jump Drive. (This allows for the maximum distance jumped from the rest of the Towers: hopefully only three or four Towers will still have active aggression.) Use 1400mm Artillery, Sentry Drones or probably large beam lasers. Then it's a matter of carefully positioning around to make sure the Towers in aggression range are limited so it doesn't break the tank, yet still engaging them within optimal of the battleship. Attack Battlecruisers like Oracles won't work because those cannot fit MJDs.
+
If there is doubt as to whether the Alarm is active (i.e. if someone else may have tripped it), swap out the two armor repairers for a pair of 1600mm plates and have a look. There is enough buffer to survive without reps for about five minutes. If the Perimeter towers are not active, but all 10 proximity towers and the initial 6 towers are, then the tank should last for about 6.5 minutes. Using Pyfa's numbers, one [[Exequror]] can repair about 2000 EHP/sec onto a plated fit using the right hardeners and may be a good alternative. As long as the logistics ship does not steal aggro (just sit near the beacon), this approach should work nicely. This also has the benefit in that an overtanked [[Maller]] may only need to swap out for all EM and Thermal Hardeners, as 90% resists are pretty effective at reducing the incoming DPS.
  
Lastly: A damage log of ... a lot of Sentry Towers spawned. Should give you a basic idea of what kind of damage we're talking about here.
+
It has been observed that if a solo ship warps out, the Sentry Towers may switch to attacking Storage Depots and may not reaggress upon re-entry.
 +
 
 +
The Perimeter Towers (and the initial Towers if the alarm is tripped) themselves have an activation range of 120km. Beyond this point, they will switch from a red box to a yellow box but will re-engage if a player approaches within that 120km limit. Because of this, a sniping battleship can be used to clear out the Sentry Towers if desired, however, this does take some time. To do this, when landing on the beacon, immediately turn the ship around 180 degrees from the area near the Storage Depots and then hit the Micro Jump Drive. (This allows for the maximum distance jumped from the rest of the Towers: hopefully only three or four Towers will still have active aggression.) Use 1400mm Artillery, Sentry Drones or probably large beam lasers. Then it's a matter of carefully positioning around to make sure the Towers in aggression range are limited so it doesn't break the tank, yet still engaging them within optimal of the battleship. Attack battlecruisers like [[Oracle|Oracles]] won't work because those cannot fit MJDs.
 +
 
 +
Lastly: A damage log of a lot of Sentry Towers spawned should give a basic idea of the amount of damage that can be expected.
  
 
[ 2016.07.05 23:26:49 ] (combat) <span style="color:red">'''1192'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Penetrates</small><br />
 
[ 2016.07.05 23:26:49 ] (combat) <span style="color:red">'''1192'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Penetrates</small><br />
Line 1,009: Line 924:
 
[ 2016.07.05 23:27:34 ] (combat) <span style="color:red">'''203'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Smashes</small><br />
 
[ 2016.07.05 23:27:34 ] (combat) <span style="color:red">'''203'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Smashes</small><br />
  
I don't know what ship that is...unfortunately. The Maelstrom was able to tank most of the damage with just one repairer at about 950 EHP/sec. That is 4743 damage taken over 45 seconds, which turns out to 105.4 DPS incurred.}}}  
+
The Maelstrom was able to tank most of the damage with just one repairer at about 950 EHP/sec. That is 4743 damage taken over 45 seconds, which turns out to 105.4 DPS incurred.}}}  
 
|}
 
|}
  
=== PHASE 5: THE ARCHIVE ROOM ===
+
=== The Archive ===  
It may be very worthwhile reading this before this room is attempted, and watching a video of someone else running it. It's pretty dangerous.
+
[[File:3P38_Superior_17.png|200px|thumb|right|First case: Rift Spawns immediately: otherwise, detonation required]]Starting from the Sentries on Duty room, there should be a Hyperfluct Generator container. Hacking it produces two outcomes:
  
[[File:3P38_Superior_17.png|200px|thumb|right|First case: Rift Spawns immediately: otherwise, detonation required]]Starting from the Sentries on Duty room, there should be a Hyperfluct Generator container. Hacking it produces two outcomes:
+
:'''CAN DIFFICULTY: 9/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
 +
::<span style="color:green">SUCCESS:</span><br />
 +
::First case: A Spatial Rift is generated, which allows immediate access to the Archive Room.<br />
 +
::Second case: A Spatial Rift is not generated. Here's what needs to be done:  
 +
 
 +
:# Make your way over to the Vessel Rejuvenation Battery, and start the hack process, but do NOT finish the hack. When you find the core and are 1-2 clicks away from success, get ready for the next bit below. Ensure the ship stays within 5km or so of the Battery unit.<br />
 +
:# Lock up one of the Unstable Plasma Chambers. Make sure you have some kind of high slot weapon: drones will not work. Even a 125mm Autocannon on a Nestor is enough. A target painter is even easier. But do not shoot it yet.<br />
 +
::<span style="color:red">FAILURE:</span> No penalty.
 +
 
 +
A successful hack of the Vessel Rejuvenation Battery is next...
 +
:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
 +
::<span style="color:green">SUCCESS:</span> A cloud is generated which approximates the area of healing reps. It evaporates after 10 seconds, so timing is important. The cloud will protect even a frigate from the incredible power of the explosion.<br />
 +
::<span style="color:red">FAILURE:</span> No penalty.
  
'''CAN DIFFICULTY: 9/10 [RED HACK]'''<br />
+
Just after you finish the hack, watch Local to see when the message pops up informing of the activation, wait about 2 seconds, then quickly shoot a Plasma Chamber. The Vessel Rejuvenation Battery's mad reps will protect you. Quickly turn on the Microwarpdrive over to the now-revived Hyperfluct Generator. There are just 60 seconds to attempt a successful hack before the Perimeter Defense System comes online if it was not before. When that happens, 16 new Sentry Towers appear. Frigates will be destroyed. Ships that can run the Archive Room fine will be okay to repeat attempts until the Rift is generated.
<span style="color:green">SUCCESS:</span><br />
 
First case: A Spatial Rift is generated, which allows immediate access to the Archive Room.<br />
 
Second case: A Spatial Rift is not generated, so you'll have a harder time. Here's what needs to be done:
 
  
# Lock up one of the Unstable Plasma Chambers. Make sure you have some kind of high slot weapon: drones will not work. Even a 125mm Autocannon on a Nestor is enough. Do not shoot it yet.<br />
+
Once the hack is completed, take the Rift into the Archive Room itself.
# Start hacking the Vessel Rejuvenation Battery, but do NOT finish the hack. When you find the core, and are 1-2 clicks away from success, get ready for the next bit below.<br />
+
{{MessageBox|Entry message
<span style="color:red">FAILURE:</span> No penalty.
+
|The area you're entering was a massive archive, storing and recording millions of objects and items from around New Eden. Someone or something recently went through the archive like a tornado, leaving it almost completely ruined. It is possible though that something can still be retrieved, it all hinges on whether the archive system can be made operational again.
 +
|collapsed=yes}}
  
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />
+
There are several obstacles in the Archive Room that cause damage: Sentry Towers, damage clouds near various objects (Smoldering Archive Ruins), and shockwaves.
<span style="color:green">SUCCESS:</span> A cloud is generated which approximates the area of healing reps. It evaporates after 10 seconds, so timing is important. The cloud will protect even a frigate from the incredible power of the explosion.<br />
 
<span style="color:red">FAILURE:</span> No penalty.  
 
  
Just after you finish the hack, watch Local to see when the message pops up informing of the activation, then quickly shoot a Plasma Chamber. The Vessel Rejuvenation Battery's mad reps will protect you. Quickly turn on the Microwarpdrive over to the now-revived Hyperfluct Generator. There are just 60 seconds to attempt a successful hack before the Perimeter Defense System comes online. When that happens, 16 new Sentry Towers appear. Frigates won't last. Ships that can run the Archive Room fine will be okay to repeat attempts until the Rift is generated.
+
Begin by approaching the Defense Targeting Augmentation Unit. From the beacon, a straight line approach is fine. Hack the Defense Targeting Augmentation.
  
Assuming the hack goes through in time, take the rift into the Archive Room itself.  
+
:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
 +
::<span style="color:green">SUCCESS:</span> The Sentry Towers, which already have atrocious tracking ability, suffer an additional tracking penalty.<br />
 +
::<span style="color:red">FAILURE:</span> Standard failure result of any can in this site: Generate 4 sentry towers.
 +
{{MessageBox|Upon hacking Defense Targeting Augmentation Unit
 +
|You have managed to disrupt the targeting service. This will make it much harder for sentries in the area to score a hit.
 +
|collapsed=yes}}
  
Landing in the vaunted Archive Room, it's time to take in the scenery. There is plenty of local attractions which cause hurt: Sentry Towers, damage clouds near various objects (Smoldering Archive Ruins), and then Shockwaves. There are a number of tasks to perform in this room.  
+
A successful hack also has the opportunity to spawn a Pristine Storage Depot nearby. You may hack it and loot it. Otherwise, it shows up later once the Cerebrum is fired up.  
  
Begin by approach the Defense Targeting Augmentation Unit. From the beacon, a straight line approach is fine. Go ahead and hack it. Before we go farther, any failed hacks in this room may spawn additional Sentry Towers. May:
+
The Sentry Towers may spawn after three triggers: 1) Any failed hack; 2) Any successful hack; or 3) About 30 seconds after activation of the Cerebrum. Two messages in Local indicate their spawn: "Your actions have activated the defense system in the area!" or "The archive workers have ejected a functional sentry gun into space!" They can be shot with sentries or other guns. They have a 40m signature radius. Notice: The impaired sentry turret variant will lock and engage the first thing it sees. If you have a cloaking device, this will be the various cerebrum cans. As such, it's entirely possible to reduce incoming damage by triggering the turret spawns by whatever method you see fit, impairing them with the targeting unit hack, then cloaking for a short time to lose their aggression. This does not apply to Sentries On Duty, as they do not use the impaired variants.
  
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />
+
Proceed on to hacking the Cerebrum Maintenance Chambers. Each functions like a normal data or relic site object: it must be hacked first before it can be opened. Three Cerebrum Oscillation Fluid objects are needed to activate the Central Archive Cerebrum; other items like the Self-Regulating Machine Gears and what not are just scrap. Hack enough Cerebrum Maintenance Chambers to get the items required:  
<span style="color:green">SUCCESS:</span> The Sentry Towers, which already have atrocious tracking ability, suffer an additional tracking penalty.<br />
 
<span style="color:red">FAILURE:</span> Standard failure result of any can in this site: May spawn additional Sentry Towers.
 
  
A successful hack also has the opportunity to spawn a Pristine Storage Depot nearby. You may hack it and loot it. Proceed on to hacking the Cerebrum Maintenance Chambers. Each functions like a normal data or relic site object: it must be hacked first before it can be opened. Same hacking difficulty and failure results as before, red hacks. For the Central Archive Cerebrum to begin operating, three Cerebrum Oscillation Fluid objects are needed, the other items like the Self-Regulating Machine Gears and what not are just scrap. Therefore, hack enough Cerebrum Maintenance Chambers to get what is required:
+
:'''CAN DIFFICULTY: 8/10 DATA <span style="color:red">[RED HACK]</span>'''<br />
 +
::<span style="color:green">SUCCESS:</span> The contents may be extracted. A Pristine Depot may spawn nearby.<br />
 +
::<span style="color:red">FAILURE:</span> 4 Sentry Towers may spawn. Message in local says: "Your actions have activated the defense system in the area!"
  
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<br />
+
{{MessageBox|Upon hacking Cerebrum Maintenance Chambers
<span style="color:green">SUCCESS:</span> The contents may be extracted.<br />
+
|You have succeeded in gaining access to repair parts for the Central Archive Cerebrum.
<span style="color:red">FAILURE:</span> Additional Sentry Towers may spawn.
+
|collapsed=yes}}
  
I like to shoot the Sentry Towers that lie around the perimeter. As they have a 50m signature radius, Light Neutron Blasters and light drones work good enough. Depending on your fit, their absence can be enough to make sure your tank lasts long enough.
+
It is advisable, but not required to shoot the Sentry Towers that lie around the perimeter. As they have a 50m signature radius, Light Neutron Blasters and light drones are recommended, or sentry drones. Depending on the ship's fit, their absence can be enough to make sure your tank lasts long enough.
  
Having 3 Oscillation Fluids (or more) in your cargo hold, go ahead and Open Cargo on the Central Archive Cerebrum.  
+
Once 3 Oscillation Fluids (or more) have been obtained, approach the Central Archive Cerebrum and "Open Cargo".  
  
Place 3 of those Oscillation Fluid items into the Cerebrum; more is not necessary, but 2 won't work either. (The E-UNI wiki says an explosion can occur if foreign material is inserted into the Cerebrum. A test run did not incur such an event.) At this point, a couple of things are initiated: first, the Central Archive Cerebrum will eject Storage Depots of varying grades, and Shockwaves will start coming. The first set are tankable fine in a standard Tech III Strategic Cruiser, though the double massive Shockwaves will most likely be more than most fits and skills can handle. The basic idea then becomes a question of how many cans can be hacked and looted before the incoming damage is more than can be safely tolerated.
+
Place 3 Cerebrum Oscillation Fluids into the Central Archive Cerebrum; more is unnecessary. When this is done, a couple of things are initiated: first, the Central Archive Cerebrum will eject Storage Depots of varying grades, and shockwaves will begin to occur after about 2 minutes or so. The first set are tankable fine in a standard Tech III Strategic Cruiser, though the double massive shockwaves will most likely be more than most fits and skills can handle. The basic idea then becomes a question of how many cans can be hacked and looted before the incoming damage is more than can be safely tolerated.
  
Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself. These are cool. Details are below: they are Data hacks.  
+
Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself (details in collapsed "Archive Room Damage" infobox, below). Warning: Two out of the three rejuvenation batteries do not function. The closest one to the lone pristine depot spawn is the only functional one. Others will not work and will leave you without any repping power. As such, if you need these to tank the shockwave damage, then it may be advisable to skip the archive.  
  
 
Make sure to check for other containers around the area, for those looking to complete the room fully. When finished, warp out. Those who left Mobile Depots in other rooms may need to warp back to collect them and refit for a travel fit.  
 
Make sure to check for other containers around the area, for those looking to complete the room fully. When finished, warp out. Those who left Mobile Depots in other rooms may need to warp back to collect them and refit for a travel fit.  
 
Congratulations: you have completed the most challenging Sleeper Cache the game has to offer.
 
  
 
{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
 
{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
! style="text-align:left" | <span style="color:#44c055">It's time to get gnarly</span>
+
! style="text-align:left" | <span style="color:#44c055">Archive Room Damage</span>
 
|-
 
|-
| style="font-size:90%; color:#FFFFFF" | {{{1|
+
| style="font-size:90%; color:#FFFFFF" | {{{1|Starting with the Smoldering Archive Ruins, these minor damage clouds line the area around the central Cerebrum. From their center, they have a damage radius of ~4km, although certain clouds may have a larger radius. A damage log:  
Ahem...
 
 
 
You may have heard of the damage of this room, and having explored it on the test server, it's imperative for me to communicate my findings for future reference.
 
 
 
Starting with the Smoldering Archive Ruins. These minor damage clouds line the area around the central Cerebrum. From their center, they seem to have a damage radius of about 4km, although certain clouds may have a larger radius. A damage log:  
 
  
 
[ 2016.07.06 00:02:34 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 
[ 2016.07.06 00:02:34 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
Line 1,100: Line 1,021:
 
[ 2016.07.06 00:02:40 ] (combat) <span style="color:red">'''31'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 
[ 2016.07.06 00:02:40 ] (combat) <span style="color:red">'''31'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
  
151.6 DPS average there, although 131 seems more about right. That hit for 146 throws the average off. A dual-rep Stratios with roughly 350 EHP/sec lasted about a minute before it failed to repair enough, and exploded.
+
151.6 DPS average, although 131 may be a more accurate measurement&mdash;that hit for 146 throws the average off. A dual-rep [[Stratios]] with roughly 350 EHP/sec lasted about a minute before it failed to repair enough, and exploded.
  
They can cause borderline tanks to break when the Colossal waves hit.  
+
They can cause borderline tanks to break when the "colossal" waves hit.  
  
On to the damage waves. There are four types of waves, and you'll recognize them in Local. "A massive shockwave is approaching the area. ETA is 15 seconds." ...is a single Massive. Two of those timed at the same time is a double massive, three of them at the same time is a triple massive and "A colossal shockwave is approaching the area. ETA is 15 seconds." ...is a colossal wave. Those are the ones that do the most damage, quite a lot actually. A colossal plus a double massive is very intimidating and most tanks will break at the huge DPS overload. The only relief comes from the fact that there is often 15-30 seconds of peacetime between waves, although the period is random; though at least one wave every 20 seconds of some kind of magnitude is expected.
+
There are four types of shockwaves, and each can be recognized in Local.
  
This is the damage log of one massive shockwave.
+
'''"A massive shockwave is approaching the area. ETA is 15 seconds."'''<br />
 +
Two of these timed simultaneously is a "double massive", and three of them is a "triple massive". A "colossal" shockwave is preceded by the following message: "A colossal shockwave is approaching the area. ETA is 15 seconds." Colossal shockwaves deal the most damage, and can happen at the same time as other combinations of massive shockwaves. A colossal plus a double massive is very intimidating and most tanks will break at the huge DPS overload. There is often 15-30 seconds of peacetime between waves, although this period is random. To be safe, expect at least one wave of some kind every 20 seconds.
 +
 
 +
This is the damage log of one massive shockwave:
  
 
[ 2016.06.20 07:03:18 ] (combat) <span style="color:red">'''136'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 
[ 2016.06.20 07:03:18 ] (combat) <span style="color:red">'''136'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
Line 1,149: Line 1,073:
 
[ 2016.06.20 07:03:22 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 
[ 2016.06.20 07:03:22 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
  
4390 damage taken over 5 seconds equals 878 damage per second taken. On the Maelstrom, one X-Large C5-L Emergency Shield Overload repairing 1095 EHP/sec was comfortably sustaining this damage. Two of these simultaneously was not too bad, nothing one repper couldn't fix before the next wave came through. Three definitely needed both shield boosters running.  
+
4390 damage taken over 5 seconds equals 878 damage per second taken. On a [[Maelstrom]], one X-Large C5-L Emergency Shield Overload repairing 1095 EHP/sec was comfortably sustaining this damage. Two of these simultaneously was not too bad, nothing one repper couldn't fix before the next wave came through. Three needed both shield boosters running.  
  
A colossal wave.
+
A colossal wave:
  
 
[ 2016.06.20 07:02:58 ] (combat) <span style="color:red">'''181'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 
[ 2016.06.20 07:02:58 ] (combat) <span style="color:red">'''181'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
Line 1,214: Line 1,138:
 
[ 2016.06.20 07:03:06 ] (combat) <span style="color:red">'''303'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 
[ 2016.06.20 07:03:06 ] (combat) <span style="color:red">'''303'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
  
15005 damage over 9 seconds. 1667 damage per second taken. That's a lot.  
+
15005 damage over 9 seconds. 1667 damage per second taken.  
 +
 
 +
The Vessel Rejuvenation Batteries are ejected periodically. When they are hacked, they generate a cloud that provides ''serious'' repping power. It was enough for a [[Hyperion]] to tank a colossal wave (and more) and not sustain any shield damage. The shield remained at 100% regardless of the shockwave damage, and it also fixed armor as well. These repping clouds last for about 90 seconds before they expire.
 +
 
 +
The damage radius for the shockwaves is ~56km from the Central Archive Cerebrum. Orbiting the Cerebrum at 60km will avoid all damage. A timeline of events in the site:
 +
 
 +
T 0: Intravenous Oscillation Fluid added to Central Archive Cerebrum
 +
 
 +
T +5sec: First ejection of Storage Depots
 +
 
 +
T +14sec: First Rejuvenation Battery Ejected
  
My thoughts. First I used a Maelstrom. It was fit with the following:
+
T +45sec: Forced Ejection attempted: Massive Shockwaves may begin soon. A Sentry Gun may be ejected
  
{{ShipFitting
+
T +2min 19ssec: Second Rejuvenation Battery Ejected
| ship=Maelstrom
+
 
| shipTypeID=24694
+
T +4min 36sec: Third Rejuvenation Battery Ejected
| fitName=Maelstrom - Sisi Sup. Tester Active copy 2
+
 
| fitID=Maelstrom---Sisi-Sup.-Tester-Active-copy-2
+
T +6min 31sec: Colossal Shockwaves may commence
| low1name=Damage Control II
+
 
| low1typeID=2048
+
Log Sample:
| low2name=Expanded Cargohold II
+
 
| low2typeID=1319
+
[15:14:23] <span style="color:rgb(163,252,128)">The Central Archive Cerebrum has received enough Intravenous Oscillation Fluid to start operating some of its systems. It is now in the process of starting them up.</span><br />
| low3name=Expanded Cargohold II
+
[15:14:29] <span style="color:rgb(163,252,128)">Archive workers in the less damaged archive ruins have started ejecting storage depots into space.</span><br />
| low3typeID=1319
+
[15:14:37] <span style="color:rgb(163,252,128)">Archive workers have ejected a Vessel Rejuvenation Battery into space from one of the archive ruins.</span><br />
| low4name=Expanded Cargohold II
+
[15:15:06] <span style="color:yellow">The Central Archive Cerebrum is trying to forcefully activate the more damaged archive structures. This is causing further collapses and disintegration. The area is becoming increasingly unstable, with lethal shockwaves starting to periodically run through it.</span><br />
| low4typeID=1319
+
[15:15:08] <span style="color:yellow">The archive workers have ejected a functional sentry gun into space!</span><br />
| low5name=Expanded Cargohold II
+
[15:15:46] <span style="color:red">A massive shockwave is approaching the area. ETA is 15 seconds.</span><br />
| low5typeID=1319
+
[15:16:02] <span style="color:rgb(163,252,128)">Archive workers have ejected a Vessel Rejuvenation Battery into space from one of the archive ruins.</span><br />
| mid1name=5a Prototype Shield Support I
+
[15:16:07] <span style="color:rgb(163,252,128)">The shockwave has passed.</span><br />
| mid1typeID=16531
+
[15:17:06] <span style="color:red">A massive shockwave is approaching the area. ETA is 15 seconds.</span><br />
| mid2name=X-Large C5-L Emergency Shield Overload I
+
[15:17:27] <span style="color:rgb(163,252,128)">The shockwave has passed.</span><br />
| mid2typeID=10888
+
[15:17:46] <span style="color:red">A massive shockwave is approaching the area. ETA is 15 seconds.</span><br />
| mid3name=X-Large C5-L Emergency Shield Overload I
+
[15:17:55] <span style="color:rgb(163,252,128)">Archive workers have ejected a Vessel Rejuvenation Battery into space from one of the archive ruins.</span><br />
| mid3typeID=10888
+
[15:18:07] <span style="color:rgb(163,252,128)">The shockwave has passed.</span><br />
| mid4name=Adaptive Invulnerability Field II
+
[15:18:26] <span style="color:red">A massive shockwave is approaching the area. ETA is 15 seconds.</span><br />
| mid4typeID=2281
+
[15:18:47] <span style="color:rgb(163,252,128)">The shockwave has passed.</span><br />
| mid5name=EM Ward Field II
+
[15:19:46] <span style="color:red">A massive shockwave is approaching the area. ETA is 15 seconds.</span><br />
| mid5typeID=2301
+
[15:19:56] <span style="color:red">A massive shockwave is approaching the area. ETA is 15 seconds.</span><br />
| mid6name=Heavy Capacitor Booster II, Navy Cap Booster 3200
+
[15:20:07] <span style="color:rgb(163,252,128)">The shockwave has passed.</span><br />
| mid6typeID=3578
+
[15:20:17] <span style="color:rgb(163,252,128)">The shockwave has passed.</span><br />
| high1name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
+
[15:20:51] <span style="color:red">Even more powerful shockwaves are now starting to course through the area.</span><br />
| high1typeID=9327
+
 
| charge1name=Republic Fleet EMP L x1
+
 
| charge1typeID=21894
+
Now. You may be curious as to why I used a dual rep shield booster Maelstrom in the images. The first was because that's all I had (at the time the images were made), and the second was that was the best candidate I could use, as I had no deadspace modules to use. Now away from the experimental fits and concepts to the real stuff.
| high2name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
+
 
| high2typeID=9327
+
Recall as before that the minimum specified is 2000 EHP/sec cap stable active reps (10 minutes or so is good enough, you can turn it off when there is no damage and single massive shockwaves aren't that bad) and 50K EHP of buffer in the designated tank method. The reason is that 2000 EHP/sec allows for a comfortable margin of tank to tank most of the incoming damage (but not tank against it), not bleed into armor (or hull for armor ships) and fix all the damage before the next wave comes in. It's not the single massives or even the double massives that are the problem, it's the Colossal waves and especially a Colossal with a pair of massives at the same time.
| high3name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
+
 
| high3typeID=9327
+
Let's start with Tech III Cruisers. The Tengu is first up. The fitting notes are important. Drugs and implants not required.
| high4name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
+
 
| high4typeID=9327
+
Travel fit first:<br />
| high5name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
+
<small>[Tengu, Tengu - Shield No Prop RLML SSC Runner #1]<br />
| high5typeID=9327
+
<br />
| high6name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
+
Inertial Stabilizers II<br />
| high6typeID=9327
+
Inertial Stabilizers II<br />
| high7name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
+
Inertial Stabilizers II<br />
| high7typeID=9327
+
<br />
| high8name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
+
50MN Quad LiF Restrained Microwarpdrive<br />
| high8typeID=9327
+
Pith X-Type EM Shield Hardener<br />
| rig1name=Large Anti-Thermal Screen Reinforcer II
+
Pithum C-Type Multispectrum Shield Hardener<br />
| rig1typeID=26442
+
Republic Fleet Large Shield Extender<br />
| rig2name=Large Core Defense Operational Solidifier I
+
Republic Fleet Large Shield Extender<br />
| rig2typeID=26086
+
<br />
| rig3name=Large Core Defense Capacitor Safeguard II
+
Covert Ops Cloaking Device II<br />
| rig3typeID=26444
+
Sisters Expanded Probe Launcher, Sisters Core Scanner Probe<br />
| drone1name=Hobgoblin II x5
+
Rapid Light Missile Launcher II, Scourge Fury Light Missile<br />
| drone1typeID=2456
+
Rapid Light Missile Launcher II, Scourge Fury Light Missile<br />
| 1name=Navy Cap Booster 3200
+
Rapid Light Missile Launcher II, Scourge Fury Light Missile<br />
| 1typeID=
+
Rapid Light Missile Launcher II, Scourge Fury Light Missile<br />
| charge2name=open
+
Rapid Light Missile Launcher II, Scourge Fury Light Missile<br />
| charge3name=open
+
Rapid Light Missile Launcher II, Scourge Fury Light Missile<br />
| charge4name=open
+
<br />
| charge5name=open
+
Medium Hyperspatial Velocity Optimizer II<br />
| drone2name=open
+
Medium Core Defense Field Extender II<br />
| drone3name=open
+
Medium Core Defense Field Extender II<br />
| drone4name=open
+
<br />
| drone5name=open
+
Tengu Core - Augmented Graviton Reactor<br />
| skills=
+
Tengu Defensive - Covert Reconfiguration<br />
| showSKILLS=N
+
Tengu Offensive - Accelerated Ejection Bay<br />
| notes=
+
Tengu Propulsion - Interdiction Nullifier</small>
| showNOTES=N
+
 
| difficulty=0
+
Archive fit. Specified modules shown should not be downgraded. If you get back-to-back Colossal Shockwaves, overload the shield booster. Offline modules represented by empty slots: re-online the RLMLs once you're finished with the site.
| warsop=A
+
 
| warsopReason=
+
<small>[Tengu, Tengu - Shield No Prop RLML SSC Runner #2]<br />
| version=YC118 1.0
+
<br />
| showTOC=Y
+
Caldari Navy Power Diagnostic System<br />
| shipDNA=24694:2048;1:1319;4:16531;1:10888;2:2281;1:2301;1:3578;1:9327;8:21894;1:26442;1:26086;1:26444;1:2456;5:;15::
+
Caldari Navy Power Diagnostic System<br />
| fleetup=
+
Damage Control II<br />
}}
+
<br />
 +
Republic Fleet Large Cap Battery<br />
 +
Pith X-Type X-Large Shield Booster<br />
 +
Pithum C-Type Multispectrum Shield Hardener<br />
 +
Pith X-Type EM Shield Hardener<br />
 +
Republic Fleet Large Shield Extender<br />
 +
Shield Boost Amplifier II<br />
 +
Relic Analyzer II<br />
 +
<br />
 +
Sisters Expanded Probe Launcher, Sisters Core Scanner Probe<br />
 +
Rapid Light Missile Launcher II<br />
 +
Rapid Light Missile Launcher II<br />
 +
[Empty High slot]<br />
 +
[Empty High slot]<br />
 +
[Empty High slot]<br />
 +
[Empty High slot]<br />
 +
<br />
 +
Medium Capacitor Control Circuit II<br />
 +
Medium Core Defense Field Extender II<br />
 +
Medium Core Defense Field Extender II<br />
 +
<br />
 +
Tengu Core - Augmented Graviton Reactor<br />
 +
Tengu Defensive - Amplification Node<br />
 +
Tengu Offensive - Accelerated Ejection Bay<br />
 +
Tengu Propulsion - Fuel Catalyst</small>
  
Because I don't have Cybernetics V right now, I can't use the full implant set, so I just have Mid-Grade Crystal Alpha, Beta, Gamma and Deta, along with an Improved Blue Pill. The Maelstrom could definitely tank the whole colossal wave if everything was overheated, if not, it was very close to breaking past the shields. Careful timing to start the shield boosters exactly when the damage was going to be taken (usually 1 second before is when the boosters would be cycled) and...ehhh it just didn't have enough buffer. Problem with shield extenders is they don't provide the same raw hit points as armor does (a Large Shield Extender II grants 2600 HP, compared to 4800 of the 1600mm Steel Plates II) so it wasn't enough to just have one extra shield extender. The fit has cargo expanders to hold more cap booster charges, and there is no Analyzer because it was only for testing the damage of the site.
+
Here's a Loki fit. It has seen a resurgence in recent days and thus I feel compelled to provide a fit. Travel fit not shown. Overload the shield booster if you get back to back Colossals. Not capacitor stable - turn off when not needed.
  
Seriously though, because of the extreme tanking requirements here, armor is the way to go. First, armor repairers are more efficient at converting capacitor gigajoules to hitpoints. Secondly, they don't interfere with vital midslots for capacitor mods. Thirdly, buffer modifications work better for the reason stated above. On the downside, shield boosters are easy to oversize, and shield boost amplifiers are cool. But armor is the way to go for this site. So I pulled out a Hyperion, which was fit with dual reppers and three 1600mm plates. While it had enough buffer, it didn't have the capability to fix it fast enough before the next wave. I mean, it was fine for the massives and the double massives, but while it could eat a colossal, it couldn't fix it all up in time. You really need triple reppers on a battleship to get the armor fixed in time for the buffer to work properly to sustain most of the damage of the wave.
+
<small>
 +
[Loki, Loki - Shield MWD RLMLs SSC Archive #1]<br />
 +
<br />
 +
Capacitor Flux Coil II<br />
 +
Caldari Navy Power Diagnostic System<br />
 +
Caldari Navy Power Diagnostic System<br />
 +
<br />
 +
Pith X-Type X-Large Shield Booster<br />
 +
Republic Fleet Large Cap Battery<br />
 +
Pithum C-Type Multispectrum Shield Hardener<br />
 +
Pithum C-Type Multispectrum Shield Hardener<br />
 +
Republic Fleet Large Shield Extender<br />
 +
Shield Boost Amplifier II<br />
 +
Relic Analyzer II<br />
 +
<br />
 +
Covert Ops Cloaking Device II /OFFLINE<br />
 +
Sisters Expanded Probe Launcher<br />
 +
Rapid Light Missile Launcher II<br />
 +
Rapid Light Missile Launcher II<br />
 +
Rapid Light Missile Launcher II /OFFLINE<br />
 +
Rapid Light Missile Launcher II /OFFLINE<br />
 +
Rapid Light Missile Launcher II /OFFLINE<br />
 +
<br />
 +
Medium Core Defense Field Extender II<br />
 +
Medium Core Defense Field Extender II<br />
 +
Medium Capacitor Control Circuit II<br />
 +
<br />
 +
Loki Core - Immobility Drivers<br />
 +
Loki Defensive - Adaptive Defense Node<br />
 +
Loki Offensive - Launcher Efficiency Configuration<br />
 +
Loki Propulsion - Wake Limiter</small>
  
The Russian bloke used two fits in his videos. This is his Legion:  
+
There is a video of a Legion running the Archive Room (link is at the way bottom of this page). This is his fit:  
  
 
{{ShipFitting
 
{{ShipFitting
 
| ship=Legion
 
| ship=Legion
 
| shipTypeID=29986
 
| shipTypeID=29986
| fitName=Legion - Triple Rep Superior Sleeper Stable
+
| fitName=Legion - Armor Triple Rep Superior Sleeper Cache
| fitID=Legion---Triple-Rep-Superior-Sleeper-Stable
+
| fitID=Legion---Armor-Triple-Rep-Superior-Sleeper-Cache
 
| low1name=1600mm Steel Plates II
 
| low1name=1600mm Steel Plates II
 
| low1typeID=20353
 
| low1typeID=20353
Line 1,348: Line 1,336:
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=
+
| notes=High-Grade Slaves required.
 
| showNOTES=N
 
| showNOTES=N
| difficulty=2
+
| difficulty=0
 
| warsop=A
 
| warsop=A
 
| warsopReason=
 
| warsopReason=
| version=YC118 1.0
+
| version= Unknown
 
| showTOC=Y
 
| showTOC=Y
 
| shipDNA=29986:20353;1:14072;2:19021;3:30832;1:14142;3:31053;1:31047;1:31378;1:30042;1:29965;1:30173;1:30117;1:30076;1::
 
| shipDNA=29986:20353;1:14072;2:19021;3:30832;1:14142;3:31053;1:31047;1:31378;1:30042;1:29965;1:30173;1:30117;1:30076;1::
 
| fleetup=
 
| fleetup=
 +
| alphacanuse=N
 
}}
 
}}
  
It's a very costly fit, but not too outside the cost margin of most typical shiny-level Tech III cruisers. His video doesn't mention any links: which would have helped a lot:  it doesn't look like he used Exile drugs, although I'm expecting a full High-Grade Slave set. The Nestor fit is also viable, that one worked that time because it had so much buffer that it was able to handle the wave, yet still fix it before the next damage wave came in. A Tengu with a battleship-sized shield booster can tank some serious EHP/sec, but buffer does matter to a certain point.  
+
Not shown in the video: High-Grade Slaves and off-grid links for all three armor links (Armor Resistances, Repair Amount and Armor hitpoints). Without High-Grade Slaves it's going to a bit close on the tank levels. Feel free to swap for a Covert Reconfiguration subsystem and bring an Interdiction Nullifier subsystem.
 +
 
 +
Let's talk about the Tengu. Running a fit as shown for the Archive, it was perfectly fine without any implants or drugs. Adding High-Grade Crystals meant it was pretty much harder repping but it couldn't rep up against the incoming damage. Only with a Blue Pill and an overloaded shield booster would it face-tank it hard enough (around 4500 EHP/sec). The Large Shield Extender is mandatory because, without it, the incoming DPS will overcome the repping power: the incoming damage is simply too strong just ignore buffer. The extra capacity is insurance against back-to-back Colossals and Colossals stacked with double massives. Triple Massives aren't that common but they do happen - not to mention the possible presence of Sentry Towers '''and''' any damage from Smoldering Archive Ruins.
  
Here's my Maelstrom skirmishing with the Archive Sentry Guns:
+
Some pilots like to dance between the trio of Rejuvenation Batteries (which only work once for 90 seconds each, and I've had one fail to function. Note: It's been years since this page was written, and this is still a bug. The middle battery will usually fail, do not rely on it to tank.) using an overtanked ship like a Stratios with loads of buffer. I tested this with an overtanked Prophecy and it was able to handle 2 Colossal shockwaves but was on a very thin rope doing it. The problem is just not enough time and the lack of a hacking bonus makes it difficult to blitz through the hard hacks under the 90 second limit. So it is possible but it's just very difficult.
  
[ 2016.06.20 06:41:48 ] (combat) <span style="color:red">'''442'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Hits</small><br />
+
Other options: Rainbow X-Type armor dual rep Nestor (or shield tank), regen Rattlesnake, regen Eagle.
[ 2016.06.20 06:41:48 ] (combat) <span style="color:red">'''587'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Penetrates</small><br />
 
[ 2016.06.20 06:41:48 ] (combat) <span style="color:red">'''334'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Grazes</small><br />
 
[ 2016.06.20 06:41:48 ] (combat) Impaired Archive Sentry Tower misses you completely<br />
 
[ 2016.06.20 06:41:52 ] (combat) <span style="color:#00FFFF">'''1843'''</span> <small>to</small> '''Impaired Archive Sentry Tower'''<small> - 1400mm 'Scout' Artillery I - Hits</small><br />
 
[ 2016.06.20 06:42:00 ] (combat) <span style="color:red">'''643'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Penetrates</small><br />
 
[ 2016.06.20 06:42:00 ] (combat) <span style="color:red">'''715'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Smashes</small><br />
 
[ 2016.06.20 06:42:00 ] (combat) Impaired Archive Sentry Tower misses you completely<br />
 
[ 2016.06.20 06:42:00 ] (combat) <span style="color:red">'''500'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Hits</small><br />
 
[ 2016.06.20 06:42:11 ] (notify) Heavy Capacitor Booster II has run out of charges<br />
 
[ 2016.06.20 06:42:11 ] (notify) Loading the Capacitor Booster Charge into the Capacitor Booster; this will take approximately 10 seconds.<br />
 
[ 2016.06.20 06:42:12 ] (combat) <span style="color:red">'''318'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Grazes</small><br />
 
[ 2016.06.20 06:42:12 ] (combat) <span style="color:red">'''527'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Hits</small><br />
 
[ 2016.06.20 06:42:12 ] (combat) Impaired Archive Sentry Tower misses you completely<br />
 
[ 2016.06.20 06:42:12 ] (combat) <span style="color:red">'''381'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Glances Off</small><br />
 
[ 2016.06.20 06:42:17 ] (combat) <span style="color:#00FFFF">'''2140'''</span> <small>to</small> '''Impaired Archive Sentry Tower'''<small> - 1400mm 'Scout' Artillery I - Penetrates</small><br />
 
[ 2016.06.20 06:42:24 ] (combat) <span style="color:red">'''422'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Hits</small><br />
 
[ 2016.06.20 06:42:24 ] (combat) <span style="color:red">'''692'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Penetrates</small><br />
 
[ 2016.06.20 06:42:24 ] (combat) <span style="color:red">'''609'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Penetrates</small><br />
 
[ 2016.06.20 06:42:24 ] (combat) <span style="color:red">'''770'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Smashes</small><br />
 
  
So to put into numbers, a ship with at '''least''' 50K EHP of raw buffer in its chosen tank style (again, armor is the way to go here) and can repair at least 1500 EHP/sec is fine, though 2000-2300 is much better.
+
For posterity's sake, the old Tengu fits. The ability to run the covert and nullifier subs while still tanking just fine was remarkable. Quick facts about the second fit (which was used for the Archive): Using Caldari Navy Power Diagnostic Systems, 72351 ehp (59651 shield ehp), 2638 EHP/sec shield boosting rate, 79.6/89.6/84.4/74% shield resistance profile,  capacitor stable at 41%, and aligns in 5.6sec (rounds to 6 seconds).  
  
 
{{ShipFitting
 
{{ShipFitting
| ship=Hyperion
+
| ship=Tengu
| shipTypeID=24690
+
| shipTypeID=29984
| fitName=Hyperion - Sup. will it work?
+
| fitName=Tengu - Shield MWD RLML Sup Sleeper #1
| fitID=Hyperion---Sup.-will-it-work?
+
| fitID=Tengu---Shield-MWD-RLML-Sup-Sleeper-#1
| low1name=1600mm Steel Plates II
+
| low1name=Power Diagnostic System II
| low1typeID=20353
+
| low1typeID=1541
| low2name=1600mm Steel Plates II
+
| low2name=Power Diagnostic System II
| low2typeID=20353
+
| low2typeID=1541
| low3name=Energized Adaptive Nano Membrane II
+
| low3name=Damage Control II
| low3typeID=11269
+
| low3typeID=2048
| low4name=Energized Adaptive Nano Membrane II
+
| mid1name=Republic Fleet Large Cap Battery
| low4typeID=11269
+
| mid1typeID=41218
| low5name=Large Armor Repairer II
+
| mid2name=Pith X-Type X-Large Shield Booster
| low5typeID=3540
+
| mid2typeID=19208
| low6name=Large Armor Repairer II
+
| mid3name=Pithum C-Type Multispectrum Shield Hardener
| low6typeID=3540
+
| mid3typeID=4349
| low7name=Large Armor Repairer II
+
| mid4name=Gist X-Type EM Shield Hardener
| low7typeID=3540
+
| mid4typeID=19281
| mid1name=100MN Monopropellant Enduring Afterburner
+
| mid5name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=5955
+
| mid5typeID=35659
| mid2name=Relic Analyzer II
+
| mid6name=Type-E Enduring Cargo Scanner
| mid2typeID=30832
+
| mid6typeID=6131
| mid3name=Large Cap Battery II
+
| 1name=Zeugma Integrated Analyzer
| mid3typeID=3504
 
| mid4name=Large Cap Battery II
 
| mid4typeID=3504
 
| mid5name=Heavy Electrochemical Capacitor Booster I, Cap Booster 3200
 
| mid5typeID=5051
 
| high1name=Light Neutron Blaster II, Federation Navy Antimatter Charge S
 
| high1typeID=3178
 
| charge1name=Federation Navy Antimatter Charge S x1
 
| charge1typeID=22961
 
| high2name=Light Neutron Blaster II, Federation Navy Antimatter Charge S
 
| high2typeID=3178
 
| high3name=Light Neutron Blaster II, Federation Navy Antimatter Charge S
 
| high3typeID=3178
 
| high4name=Light Neutron Blaster II, Federation Navy Antimatter Charge S
 
| high4typeID=3178
 
| high5name=Light Neutron Blaster II, Federation Navy Antimatter Charge S
 
| high5typeID=3178
 
| high6name=Light Neutron Blaster II, Federation Navy Antimatter Charge S
 
| high6typeID=3178
 
| rig1name=Large Auxiliary Nano Pump I
 
| rig1typeID=25896
 
| rig2name=Large Auxiliary Nano Pump I
 
| rig2typeID=25896
 
| rig3name=Large Nanobot Accelerator I
 
| rig3typeID=25898
 
| drone1name=Hobgoblin II x10
 
| drone1typeID=2456
 
| 1name=Cap Booster 3200
 
 
| 1typeID=
 
| 1typeID=
| high7name=open
+
| high1name=Covert Ops Cloaking Device II
| charge2name=open
+
| high1typeID=11578
 +
| high2name=Sisters Expanded Probe Launcher, Sisters Core Scanner Probe
 +
| high2typeID=28756
 +
| charge1name=Sisters Core Scanner Probe x1
 +
| charge1typeID=30488
 +
| high3name=Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
 +
| high3typeID=1877
 +
| charge2name=Caldari Navy Scourge Light Missile x1
 +
| charge2typeID=27361
 +
| high4name=Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
 +
| high4typeID=1877
 +
| high5name=Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
 +
| high5typeID=1877
 +
| rig1name=Medium Capacitor Control Circuit I
 +
| rig1typeID=31372
 +
| rig2name=Medium Core Defense Field Extender II
 +
| rig2typeID=31796
 +
| rig3name=Medium Capacitor Control Circuit I
 +
| rig3typeID=31372
 +
| subsystem1name=Tengu Defensive - Amplification Node
 +
| subsystem1typeID=29970
 +
| subsystem2name=Tengu Engineering - Capacitor Regeneration Matrix
 +
| subsystem2typeID=30143
 +
| subsystem3name=Tengu Offensive - Covert Reconfiguration
 +
| subsystem3typeID=30125
 +
| subsystem4name=Tengu Propulsion - Interdiction Nullifier
 +
| subsystem4typeID=30092
 +
| subsystem5name=Tengu Electronics - Emergent Locus Analyzer
 +
| subsystem5typeID=30052
 +
| charge3name=open
 +
| charge4name=open
 +
| charge5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=The beauty of this ship and fit is that the travel fit can remain without any need to swap out subsystems.</li><li>Bring a Mobile Depot and all the modules required for the second version, including a 10MN Afterburner.</li><li>Analyzer to taste. Feel free to swap out as needed.</li><li>Mid slots are somewhat flexible. and are mostly placeholders. You are expected to know what to fit in any one situation (travel, Solray Room, Mine Room, etc).
 +
| showNOTES=N
 +
| difficulty=0
 +
| warsop=A
 +
| warsopReason=
 +
| version= Unknown
 +
| showTOC=Y
 +
| shipDNA=29984:1541;2:2048;1:41218;1:19208;1:4349;1:19281;1:35659;1:6131;1:;1:11578;1:28756;1:30488;1:1877;3:27361;1:31372;2:31796;1:29970;1:30143;1:30125;1:30092;1:30052;1::
 +
| fleetup=
 +
| alphacanuse=N
 +
}}{{ShipFitting
 +
| ship=Tengu
 +
| shipTypeID=29984
 +
| fitName=Tengu - Shield No Prop RLML Sup Sleeper #2
 +
| fitID=Tengu---Shield-No-Prop-RLML-Sup-Sleeper-#2
 +
| low1name=Power Diagnostic System II
 +
| low1typeID=1541
 +
| low2name=Power Diagnostic System II
 +
| low2typeID=1541
 +
| low3name=Damage Control II
 +
| low3typeID=2048
 +
| mid1name=Republic Fleet Large Cap Battery
 +
| mid1typeID=41218
 +
| mid2name=Pith X-Type X-Large Shield Booster
 +
| mid2typeID=19208
 +
| mid3name=Pithum C-Type Multispectrum Shield Hardener
 +
| mid3typeID=4349
 +
| mid4name=Pith X-Type EM Shield Hardener
 +
| mid4typeID=19282
 +
| mid5name=Republic Fleet Large Shield Extender
 +
| mid5typeID=31932
 +
| mid6name=5a Compact Shield Support I
 +
| mid6typeID=16531
 +
| mid7name=Relic Analyzer II
 +
| mid7typeID=30832
 +
| high1name=Covert Ops Cloaking Device II
 +
| high1typeID=11578
 +
| high2name=Sisters Expanded Probe Launcher, Sisters Core Scanner Probe
 +
| high2typeID=28756
 +
| charge1name=Sisters Core Scanner Probe x1
 +
| charge1typeID=30488
 +
| high3name=Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
 +
| high3typeID=1877
 +
| charge2name=Caldari Navy Scourge Light Missile x1
 +
| charge2typeID=27361
 +
| high4name=Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
 +
| high4typeID=1877
 +
| high5name=Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
 +
| high5typeID=1877
 +
| rig1name=Medium Capacitor Control Circuit I
 +
| rig1typeID=31372
 +
| rig2name=Medium Capacitor Control Circuit II
 +
| rig2typeID=31378
 +
| rig3name=Medium Core Defense Field Extender II
 +
| rig3typeID=31796
 +
| subsystem1name=Tengu Defensive - Amplification Node
 +
| subsystem1typeID=29970
 +
| subsystem2name=Tengu Engineering - Capacitor Regeneration Matrix
 +
| subsystem2typeID=30143
 +
| subsystem3name=Tengu Offensive - Covert Reconfiguration
 +
| subsystem3typeID=30125
 +
| subsystem4name=Tengu Propulsion - Interdiction Nullifier
 +
| subsystem4typeID=30092
 +
| subsystem5name=Tengu Electronics - Emergent Locus Analyzer
 +
| subsystem5typeID=30052
 
| charge3name=open
 
| charge3name=open
 
| charge4name=open
 
| charge4name=open
 
| charge5name=open
 
| charge5name=open
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=
+
| notes=This is the Archive Room refit.</li><li>Offline a launcher or if you like faction PDSs, bring those.
 
| showNOTES=N
 
| showNOTES=N
| difficulty=2
+
| difficulty=0
 
| warsop=A
 
| warsop=A
 
| warsopReason=
 
| warsopReason=
| version=YC118 1.0
+
| version= Unknown
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=24690:20353;2:11269;2:3540;3:5955;1:30832;1:3504;2:5051;1:3178;6:22961;1:25896;2:25898;1:2456;10:;5::
+
| shipDNA=29984:1541;2:2048;1:41218;1:19208;1:4349;1:19282;1:31932;1:16531;1:30832;1:11578;1:28756;1:30488;1:1877;3:27361;1:31372;1:31378;1:31796;1:29970;1:30143;1:30125;1:30092;1:30052;1::
 
| fleetup=
 
| fleetup=
 +
| alphacanuse=N
 
}}
 
}}
 +
}}}
 +
|}
 +
 +
{| class="collapsible collapsed" style="background-color:#0d2710; background-image: linear-gradient(#071709, #0d2710); border: 1px solid #287833; padding:0.2em; width:{{{width|90%}}}"
 +
! style="text-align:left" | <span style="color:#44c055">Polarized Damage Logs</span>
 +
|-
 +
| style="font-size:90%; color:#FFFFFF" | {{{1|The damage of the Archive Room, minus the Sentry Guns, using a Polarized battleship to neutralize resistances. Damage is omni-damage (only the Sentry Guns are EM/Th).
 +
 +
Smoldering Archive Ruins -- the damage clouds around the perimeter. You'll notice spikes of 500 damage intermixed with 100 damage ticks. The 500 damage spikes are kind of random, but can activate once every 3 seconds.
 +
 +
[ 2017.10.03 19:58:50 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:50 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:50 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:50 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:51 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:51 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:51 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:51 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:52 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:52 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:52 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:52 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:52 ] (combat) <span style="color:red">'''500'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:52 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:52 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:52 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:52 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:54 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:54 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:54 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:54 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:55 ] (combat) <span style="color:red">'''500'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:55 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:55 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:55 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:55 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:56 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:56 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:56 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:58:56 ] (combat) <span style="color:red">'''100'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
 +
3800 damage taken over 6 seconds. 633.333333 DPS.
 +
 +
Next up is a Massive Shockwave.
  
That is a probably a workable fit, if you're willing to experiment: I haven't tried it, because I have tired of looking for Caches on the test server. In order for that to work, bring a Deep Space Transport loaded with Cap Booster 3200s and place containers around the area where the Cerebrum Chambers are for the battleship to stock up on. Also bring an Exile booster, a Mobile Depot and a Data Analyzer II.
+
[ 2017.10.03 19:29:45 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:45 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:45 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:45 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:45 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:45 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:45 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:45 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:46 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:46 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:46 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:46 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:46 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:46 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:46 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:46 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:47 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:47 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:47 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:47 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:47 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:47 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:47 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:47 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:48 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:48 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:48 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:48 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:48 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:48 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:48 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:48 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:49 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:49 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:49 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:49 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:49 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:49 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:49 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:29:49 ] (combat) <span style="color:red">'''300'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
  
The Vessel Rejuvenation Batteries are ejected periodically. When they are hacked, they generate a cloud which provides ''serious'' repping power. It was enough for my Hyperion to tank a colossal wave (and more) and not take a lick of damage to my shield. The shield would stay pegged at 100% regardless of the Shockwave damage, and it also fixed armor as well. They last for about 90 seconds before they expire.
+
12000 damage over 4 seconds.
  
And one other thing, which they won't tell you elsewhere: The area of effect damage radius on the shockwaves, measured from the Central Archive Cerebrum, is about 55 to 56km. If you orbit the Cerebrum at 60km, you shouldn't take any damage at all. I ran a battleship in a orbit around the Cerebrum at 60km orbit for about half an hour and didn't take any damage at all.}}}  
+
Finally a Colossal Shockwave.
 +
 
 +
[ 2017.10.03 19:36:04 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:04 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:04 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:04 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:06 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:06 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:06 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:06 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:07 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:07 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:07 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:07 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:07 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:07 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:07 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:07 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''400'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:08 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:09 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:09 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:09 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:09 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:09 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:09 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:09 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:09 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:11 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:11 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:11 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:11 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:11 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:11 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:11 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:11 ] (combat) <span style="color:red">'''750'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:12 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:12 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:12 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:12 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:13 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:13 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:13 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2017.10.03 19:36:13 ] (combat) <span style="color:red">'''900'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
 
 +
41000 damage over 9 seconds.}}}  
 
|}
 
|}
  
Pictures. Let's see them.
+
==Additional Visual Guidance==
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
Line 1,486: Line 1,671:
 
|}
 
|}
  
Videos. Everybody loves them. Here is a video of a [https://www.youtube.com/watch?v=UrF66wPVFSY Nestor being used] (note the hack failure in the Mine Room); a [https://www.youtube.com/watch?v=moIhGtVtOpM triple rep Legion] (also shiny); and finally, another [https://www.youtube.com/watch?v=iYjRKHeY-Dk Legion video] where the turret room has all the sentry guns spawned.
+
[[Category:Data sites]]
 
+
[[Category:Relic sites]]
 
+
[[Category:Fittings]]
[[Category:Exploration]]
 

Latest revision as of 07:31, 23 April 2023

Main article: Sleeper Cache

The Superior Sleeper Cache is a Cosmic Signature that can be found in known space using core scanner probes. The Superior Sleeper Cache is the most difficult of the Sleeper Cache sites and is a rather challenging site to complete thoroughly. Pilots will be risking their ship when trying this or any other Sleeper Cache - but an experienced pilot will find the site worthwhile to complete.

All Sleeper Caches require both Data and Relic Analyzers. All ships except Capital ships can enter the site. Using the preset pinpoint formation, the minimum probe strength to scan down the site is 104 (Scanning difficulty of Level V).

Those adventurers who are unfamiliar with the basic concept and principles of these sites should read through this basic Preamble to get up to speed first. It should be pointed out that downtime does affect the site noticeably -- some containers will have to be re-hacked, and Intravenous Oscillation Fluid may have to be sourced from somewhere because previously hacked containers of it will be empty.

Quick Guide

Phase 1: Entry
1. Scan down the site.
2. Hack the entry container. Enter the site.
3. If you land in the Turret Room, take the nearby Spatial Rift to enter the Solray Power Plant. If you're already in the Solray room, proceed to #4.
4. If you land on the farther side of the site near the Remote Reroute Unit, activate the nearby Rift. You may incur some damage as you warp through the Solray Unaligned Power Terminal.

Always run the Solray Room first.


Phase 2: Solray Power Plant
5. Hack the Solray Observational Unit.
6. Open container, and observe the "disc" it grants you. It can either be Infrared, Gamma or Radio.
7. There are three containers in this room. If needed you can take the Spatial Rift to warp to the Radio Container. Place the "disc" into the container which matches the name of the disc. This will align the Solray Power Terminal, which considerably reduces the damage it deals.
8. Approach the container in between the two rifts near the Solray Observational Unit. Drop your Mobile Depot there. Hack the Storage Depot and loot it.
9. Refit to your capacitor stable local repairer fit.
10. Approach the Solray Power Terminal and hack all containers. You may cargo scan them first while the Mobile Depot is up if you wish to skip unworthy containers.
11. Refit back to your generic fit, making sure to bring a Microwarpdrive. Drop all loot and unneeded modules in the Mobile Depot and bookmark it.
12. If you're in a frigate or cruiser that has less than 70,000 EHP of omni-resists, consider skipping Phase 3 and proceeding to Phase 4, as failure in that stage will cause you to lose your ship. Take the Spatial Rift near the Gamma Ray container into the Turret Room.

Phase 3: Mine Room
13. Hack the Remote Reroute Unit. (If the hack failed, do not take the closest rift, as it will instead take you to the middle of the turret room which activates all of the turrets resulting in instant death for frigates)
14. Take the Rift nearby to head back to the Rift near the Solray Observational Unit. Take the rift near that object (the Infrared Alignment Unit container is nearby). You may incur some damage upon entering but it should be manageable.
15. Move around a bit in the same direction slowly (no MWD) until a Remote Defense Grid Unit spawns. Hack it.
16. If successful, hack the nearby Storage Depots. (Mine killzone radius is 10km)
17. Align back to the Solray Room - visible in the distance - and burn the Microwarpdrive or Micro Jump Drive; alternatively, warp out and back in immediately. Continue on to Phase 4.

Phase 4: Sentries on Duty
18. Upon entering, look for the nearby Remote Defense Grid Unit. Select "Keep at Range" (5000m) on it. Start hacking it. Note: Only Tech II hacking modules are able to successfully hack while orbiting at this distance. Tech I modules will require a closer orbit.

WARNING: Failure could mean the loss of your vessel (esp. frigates). In the event of failure, warp out and do not re-enter without a strong active tank or solid remote repairs with a strong local buffer. Ships fit for tanking the Archive's Colossal shockwaves can proceed as usual.

19. Upon successful hack, immediately burn with the Microwarpdrive to the right towards the Sentry Repair Station. You have enough time for about 2 hack attempts. Hack it. Wait for all Sentry Towers to be eradicated. Do not shoot the sentries as many other sentries will spawn and will alpha you.
20. Hack all loot containers at your leisure. Do not approach the Plasma Chambers nearby. Use "Keep at Range" (2500m) for the can closest to those chambers and approach slowly with no propulsion module active.

WARNING: Do not aggress the Plasma Chambers except under specific circumstances (detailed below). They have enough power to wipe a battleship clean off the field.

21. If you are in a frigate or any cruiser/battleship that cannot handle extreme damage per second (DPS), this will be the extent of possible completion. Go back to your Mobile Depot, refit to travel fit, collect all loot, pick up the Mobile Depot, and warp out.

Otherwise, continue to Phase 5.


Phase 5: Archive Room

A strongly tanked Tech III Strategic Cruiser or battleship is required to handle this room, with at least 2000 EHP/sec active reps and minimum 50K EHP of buffer. You must be able to both repair and tank considerable damage. An overtanked cruiser or battlecruiser (such as a Maller or Prophecy) may be capable of surviving for a time with proper use of the Vessel Rejuvenation Batteries but will not survive Colossal Shockwaves very well: in that case, to ensure that loot is not lost in the event of failure, eject loot at regular intervals to be returned to later.

22. Before running the Archive Room, store all loot and unneeded modules in a Small Secure Container or nearby station. Make sure to bookmark the can; containers cannot be scanned down with combat probes. A safe spot works nicely. Bring the mobile depot.
23. Starting from the Turret Room, hack the Hyperfluct Generator. If successful, take the rift and skip to 27.
24. If unsuccessful, then "Keep at Range" (5000m) from the Vessel Rejuvenation Battery. Lock up one of the Plasma Chambers.
25. Hack the Vessel Rejuvenation Battery. Wait two seconds after the hack is completed and make sure you are within its protection cloud.
Immediately thereafter:
26. Aggress one of the Plasma Chambers (Drones will not work). Immediately proceed back to the revived Hyperfluct Generator. You will have sixty seconds before the alarm is sounded, which will spawn 16 new Sentry Towers. Hack it quickly. Take the rift.
27. There are a number of damage clouds in this area. Approach the Archive Cerebrum Chambers; a propulsion module will help.
28. Hack the Remote Targeting Defense Augmentation Unit. A Pristine Storage Depot may spawn nearby. Hack it and loot it.
29. Start hacking the Cerebrum Maintenance Chambers. You will need three (3) Intravenous Oscillation Fluid objects. Failure of these hacks may spawn additional Sentry Towers (4, see details below). You may elect to destroy them. Light drones are recommended due to their 50m signature radius - or sentries.
30. Double-check that your ship is fit properly and prepared.
31. Approach the Central Archive Cerebrum. Place only the 3 Intravenous Oscillation Fluid objects inside it.
32. At this point, start watching the messages in Local more intently. Storage Depots will begin to spawn nearby. Damage from Shockwaves will also commence after a short time, and increase in magnitude. Sentry Towers can also be ejected from the Archive Cerebrum. There may be one Depot that is distanced afar from the regular group. You may cargo scan containers to evaluate their worth. When finished (or dead!), warp out of the site, and wait for it to despawn. Warp back to any bookmarked containers left inside the site, and continue on.

Ship Fittings

Frigates not capable of running a Superior Sleeper Cache in its entirety.

In particular, frigates are not suitable for:

  • Checking if the Alarm has been activated in the Sentries on Duty room (instant death)
  • Running the Archive Room (unable to tank excess of 1500 DPS)
  • Running the Mine Room safely. Completion is possible, but should you fail, you will lose your ship

Otherwise, a Heron or Magnate can complete all other sections of the site.

Icon warning.png Exercise caution when altering these fits. These fits have been demonstrated to work, and alteration may result in failing the site in an efficient fashion or losing the ship.

Frigates

The following fit is used for the Solray Room after the Power Terminal has been stabilized. As noted in the Preamble, the Probe and Imicus are not recommended for Sleeper Caches. They can however work with a logistics support vessel such as a Bantam.


Heron - Solray Room Fit
Heron: Heron - Solray Room Fit
EFT
[Heron, Heron - Solray Room Fit]

Relic Analyzer II
1MN Monopropellant Enduring Afterburner
Small Shield Booster II
Copasetic Compact Shield Boost Amplifier
Eutectic Compact Cap Recharger

Damage Control II
Type-D Restrained Capacitor Flux Coil

Small Thermal Shield Reinforcer I
Small EM Shield Reinforcer I
Small Gravity Capacitor Upgrade I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
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icon?size=64&.png
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Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC123 19.11
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • As long as you have Capacitor Systems Operation and Capacitor Management to II, you may swap the capacitor recharger for a Small Compact Pb-Acid Cap Battery. Still, the Afterburner will have to be used only when needed.
  • As long as the fit can sustain about 40 EHP/sec (EFT/Pyfa figures) indefinitely, it's good enough.
  • Also make sure the Analyzer(s) are set to Auto Repeat OFF.
  • Cargo scan the containers before you use this fit to identify which ones are junk and which ones are not (use a fleet of yourself to allow tagging of containers)
Magnate - SolRay Room
Magnate: Magnate - SolRay Room
EFT
[Magnate, Magnate - SolRay Room]

1MN Monopropellant Enduring Afterburner
Relic Analyzer II
Eutectic Compact Cap Recharger

Small Armor Repairer II
Damage Control II
Type-D Restrained Capacitor Power Relay
Experimental Multispectrum Energized Membrane I

Small Gravity Capacitor Upgrade I
Small Auxiliary Nano Pump I
Small Explosive Armor Reinforcer I



Fitting template high slot label.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
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icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • You may need to swap the afterburner for a Small Compact Pb-Acid Cap Battery to achieve capacitor stability. T2 EANM optional.
  • Two Small Auxiliary Nano Pump I rigs are acceptable too as generic rigs. See notes below.


Here are the generic site running fits.


Heron - Std. Sleeper Cache Site Run
Heron: Heron - Std. Sleeper Cache Site Run
EFT
[Heron, Heron - Std. Sleeper Cache Site Run]

Data Analyzer II
5MN Quad LiF Restrained Microwarpdrive
Medium Azeotropic Restrained Shield Extender
Relic Analyzer II
Type-E Enduring Cargo Scanner

Damage Control II
Micro Auxiliary Power Core I

Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
Small Gravity Capacitor Upgrade I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Magnate - Std. Sleeper Cache Site Run
Magnate: Magnate - Std. Sleeper Cache Site Run
EFT
[Magnate, Magnate - Std. Sleeper Cache Site Run]

Relic Analyzer II
Data Analyzer II
5MN Quad LiF Restrained Microwarpdrive

Damage Control II
Small Armor Repairer II
200mm Crystalline Carbonide Restrained Plates
Micro Auxiliary Power Core I

Small Gravity Capacitor Upgrade I
Small Auxiliary Nano Pump I
Small Explosive Armor Reinforcer I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Use a cargo scanner if possible after completing the two data hacks in the Solray Room.

Magnate comments: As noted in the Preamble, you may still scan down a Superior Sleeper Cache with armor tank rigs if you use three Scan Rangefinding Array Is, but it'll be rough. 2 Auxiliary Nano Pump Is and 1 Anti-Explosive rigs are more of a Limited Sleeper Cache thing anyways.

Cruisers

Generally, the Stratios is well suited for Sleeper Caches, but can only run the Standard and the Superior.

The main problem with it is that its armor tank is not suitable to run the Archive Room or a tripped Turret Room. A tripped Turret Room can be managed with outside logistics or a very expensive deadspace armor tank that can't run the Archive Room in the first place. It can survive for a span of time in the Archive but once the Colossals start it will falter very quickly. Use the Vessel Rejuvenation Batteries (keep a desk timer on hand), an MWD, cargo scanner and fast hacking, and don't risk the ship needlessly. You have roughly 6 minutes until the Colossals start, with good piloting, and a solid tank setup to handle the Sentry Towers (shooting them beforehand is a good idea) it can be possible to get most of the good stuff out in time.

Tech III Cruisers as of right now are well suited to the site as their capable tanks allow them to survive fine. In particular, their main advantage is good tank and the ability to access these sites in dangerous areas of space. Normally, an Adaptive Defense Node subsystem will be required, so you won't get the hacking bonus from the Covert Reconfiguration subsystem. A pilot who wishes to keep the Covert Reconfiguration subsystem will have to spend extra ISK to acquire a full High-Grade Crystal or Asklepian implant set and run higher meta level (i.e. Pithum B-Type Multispectrum Shield Hardeners instead of Pithum C-Type) tank modules. Proper rigs and most likely the propulsion subsystem will also be expected.

Tech II Cruisers and Tech II Battlecruisers are possible to fit to survive in the Archive, such as the Onyx and the Vulture. The problem with the cruisers is their low buffer, whereas the command ships need very high skills in fleet support links to make them effective.

There is however, one specific ship that is both easy to get into, commonly used and doesn't require much in the way of expensive deadspace modules, can be easily reused for other purposes. Another combo is a pair of 5-1 Guardians.

About the Nestor

The Nestor is a very puzzling ship, for more reasons than one. Fitting is one of its problems, bonuses being yet another.

Most people think this ship and this site were created for each other. While the site can be done fine with a Nestor, the problem is that as it is a battleship and a slow one at that, it may be more pragmatic to use a properly fit Tech III Strategic Cruiser instead because it is easier to fit one up with the required tank levels which makes them suitable for this site. "Properly fit" usually means deadspace repair modules and other expensive modules which -- can be used for other purposes -- combined with their PvP prowess and travel capabilities makes them more useful for this site. The one major problem with them now is that they can't run the Covert Reconfiguration subsystem to get a virus strength bonus -- so hacking is not any better than an unbonused ship.


Nestor - Armor No Prop No Guns Superior SC
Nestor: Nestor - Armor No Prop No Guns Superior SC
EFT
[Nestor, Nestor - Armor No Prop No Guns Superior SC]
Improved Cloaking Device II
Sisters Expanded Probe Launcher, Sisters Core Scanner Probe

Imperial Navy Cap Recharger
Imperial Navy Cap Recharger
Imperial Navy Cap Recharger
Imperial Navy Cap Recharger
Data Analyzer II
Relic Analyzer II

Centus X-Type Large Armor Repairer
Centus X-Type Large Armor Repairer
Core X-Type EM Armor Hardener
Core X-Type Explosive Armor Hardener
Core X-Type Kinetic Armor Hardener
Core X-Type Thermal Armor Hardener

Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I
Large Explosive Armor Reinforcer I


Caldari Navy Warden x5

Sisters Core Scanner Probe x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
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icon?size=64&.png
icon?size=64&.png
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Fitting template drone slots label.png
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icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
Unknown
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Any brand of X-Type armor hardeners will work.
  • Coreli X-Type armor repairers will fit the bill too. Core types don't repair as much as the Coreli and Centus models.
  • High slots to taste.
  • Wardens are for shooting any Sentry Towers that spawn in the last room to ease up on the DPS pressure.
  • The lack of a propulsion module hurts.



So while you may elect to use it, and it's a pretty ship to look at, it's not worth rushing out the door to buy one and kit it all up with expensive deadspace repair modules required to make it suitable for running this site. There are other candidates which work more efficiently -- when you start throwing blue modules around then yes, it can certainly work.

Other ships

Capitals are not permitted inside the site -- with one exception, the Rorqual. Capsules cannot enter.


It can be helpful to use a Small Secure Container (anchor it and set a password!) more so with the Magnate than the Heron. Leave the Secure Container in the Solray Room and bookmark it, and store the loot, cloaks, and probe launchers inside it. Bring the Mobile Depot into the Turret Room to refit for the Cargo Scanner after the data hacks are finished.

Visual Guide

A
First off: Ships not permitted to enter
A
Overview of the Solray Power Plant
A
Location of Mine Room relative to Solray Room
A
Overview of the Sentries on Duty Room
A
Closer view of the storage depots
A
The vaunted Archive Room
A
...and a little further in...
A
All key objects locked up
A
Overview of most objects
A
Shows depot locations and more

Walkthrough

Entry

Having scanned down the site, warp to the result.

Look for a Hyperfluct Generator can. If a Spatial Rift is already up, then someone is there or has been there.

Icon warning.png WARNING:

If the site has already been accessed, quickly check the Directional Scanner in a 1 AU radius to check for wrecks. If there is one at the site, do not enter. (You can also check zKillboard.) The Rift in the entry room might send you straight into the Turret Room, which might have had the alarm tripped. Unless you have a strategic cruiser or battleship with strong resistances (an overtanked Maller with two EM and two Thermal Hardeners works too), you'll be alpha'd off the field by 16+ Sentry Towers. There is no opportunity to warp out, cloak up, or escape through the nearby rift -- they aggress almost immediately.

Otherwise, continue on with the hack of the Hyperfluct Generator can:

CAN DIFFICULTY: 7/10 DATA [RED HACK]
SUCCESS: The Spatial Rift is spawned, which leads into either the Sentries on Duty area or the Solray Power Plant. Capsules, Dreadnoughts, Carriers, Supercarriers, Titans, and Freighters cannot take the rift.
FAILURE: You have two minutes to attempt a successful hack of this container. If a successful hack is not completed by that time, the site despawns.

Activate the rift.

Spatial Rift generated
  • If you land in the Turret Room, approach and activate the nearby Spatial Rift to warp to the Solray Power Plant.
  • If you land in the Solray room, there are three places you may land. Look carefully for three containers, and based on which one you landed near, take the appropriate action:
  1. Solray Gamma Alignment Unit: Approach the Solray Infrared Alignment Unit.
  2. Solray Infrared Alignment Unit: Stay here for now.
  3. Solray Radio Alignment Unit: Take the nearby rift which will send your vessel over to the Solray Gamma Alignment Unit zone, although it can also direct you over to near the Infrared Alignment Unit.
Note: The destination is random for each site and changes from one site to the next, but it will remain consistent within any one site. The same logic applies to what area ships will land at when they enter the room from the very first room which has the initial Spatial Rift. Thus, that rift can send the player to the Solray Power Plant (which has 3 possible spots to land at) or the Sentries on Duty Room.

Solray Power Plant

Icon warning.png Stay on the side opposite the Solray Power Terminal—it deals ~600 dps omni-damage without being aligned. If someone has already entered, you will need to ascertain whether the Power Terminal has been aligned. There are two ways of doing this: first, the name of the container will have changed (from Unaligned to Aligned); second, you can inspect the Alignment Unit containers to see if the correct disc was placed inside. As a last resort, bring in a cruiser that can tank or have a friendly logistics cruiser capable of restoring ~650 EHP/sec (roughly 250 raw HP/sec).

Near the Solray Gamma Alignment Unit container, there is a structure named the Solray Observational Unit. When successfully hacked, pilots can obtain an "alignment disc" which, when placed in the proper container, reduces the strength of the damage cloud created by the Solray Power Terminal. When warping through the Power Terminal's damage radius, vessels may sustain but this damage is manageable and is not serious.

A
Newb friendly Heron fit doing fine
A
Wrong disc in can: No increased DMG or AoE radius found
A
Typical contents. Cargo scan and tag unworthy containers
A
Dual-rep Stratios barely holding on to Unaligned PT damage
A
Hacking the Observational Unit

Hack the Solray Observational Unit.

CAN DIFFICULTY: 7/10 DATA [RED HACK]
SUCCESS: The hacker is free to open the container and collect the alignment disc.
FAILURE: No penalty.

Upon successful hacking loot the Solray Observational Unit. It will contain one of three Alignment Discs. Zoom out to locate the correct container to place the alignment disc. There are three: Infrared, Radio, and Gamma Ray Alignment Discs. The Infrared Alignment Disc goes into the Solray Infrared Alignment Unit, the Gamma Ray Alignment Disc goes into the Solray Gamma Alignment Unit, and the Radio Alignment Disc goes into the Solray Radio Alignment Unit. Collect the disc and burn over to the appropriate container. To load the Radio Alignment Disc, simply take the rift near the Solray Observational Unit to warp over to that container, then take that rift back over to the main area.

Upon stabilizing the Solray Power Terminal
Using the crystal disc, the alignment is now correct and the Solray Power Terminal is stable.

With the Solray Power Terminal aligned, the damage cloud surrounding it will deal considerably less damage while a vessel is within its damage radius (~14-17km).

Drop a mobile depot near the lone (Dented or Mangled) Storage Depot which is between the Solray Gamma Alignment Unit and the Infrared Alignment Unit. If your Relic Analyzer is equipped, hack the depot while the mobile depot is setting up. Otherwise, wait near it (do not cloak, otherwise the site may despawn) and after it is ready, refit into the capacitor stable self-repper fit with a Relic Analyzer. It may be prudent to cargo scan all nearby containers including the ones inside the Power Terminal's proximity to check for dead-end worthless containers (as it is possible that some may be empty).

CAN DIFFICULTY: VARIES (RELIC) [YELLOW TO RED HACKS]
SUCCESS: Contents are ready to be looted.
FAILURE: No penalty.

With 50% resistances to all damage types, the damage cloud deals ~15 damage per second. A ship able to repair more than 30 Effective Hit Points (EHP) per second indefinitely is completely sustainable.

Afterward, refit back to the generic site running fit with a Microwarpdrive and both Analyzers.

For the frigate pilots, consider skipping the next room and moving on to Sentries on Duty Room, below. A Strategic Cruiser or Nestor is best for attempting the Mine Room. An overtanked Stratios (2 plates and 2 large shield extenders) should also be fairly safe. Frigate pilots will lose their ship upon failure.

Mine Room

The recommended tank for this room is 70,000 EHP. It can be done with less, so long as the pilot does not fail any hacks. If you wish to attempt this section with a frigate, use the cheapest T1 exploration hull (the virus strength is a requirement) equipped with a Medium Azeotropic Restrained Shield Extender, a Damage Control I, a Limited Multispectrum Shield Hardener I, and a Data Analyzer, with nothing else. In that case, do this room after completing the Turret Room.

A
Taking damage upon entry to the room itself
A
Setting up for a deliberate failure
A
13k EHP Astero didn't stand a chance
A
All the damage in this room from a failure

To access this room, take the rift near the Solray Observational Unit. The Solray Power Terminal must be aligned first for the rift to work properly, even if the Reroute Unit has been hacked. The landing point is next to the Solray Radio Alignment Unit. Hack the Remote Reroute Unit:

CAN DIFFICULTY: 7/10 DATA [RED HACK]
SUCCESS: The Rift is recalibrated to point towards the Mine Room.
FAILURE: The Rift closest to the Redirect Unit is recalibrated to point towards the center of Sentries on Duty. Upon arrival, you will trip all ten proximity turrets and additionally be aggressed by the six starting turrets. This will destroy frigates, non-archive fitted T3Cs, and other fragile ships. Hacking the Redirect Unit successfully will recalibrate the rifts again, resolving this threat.

A successful hack changes the direction of the Rift near the Solray Observational Unit to point towards the Mine Room instead of near the Radio Alignment Unit. Take the nearby Rift to head back to the main area, then take the rift near the Observational Unit into the Mine Room itself.

Expect to sustain ~800 damage upon landing or shortly thereafter from a hidden mine. Upon landing, you should see a Remote Defense Grid Unit. Do not activate a Microwarpdrive if you have one equipped. The Remote Defense Grid Unit is approximately 7km off the beacon; some slow manual piloting may be required:

CAN DIFFICULTY: 10/10 DATA [RED HACK]
SUCCESS: A Pristine Storage Depot may spawn, and possibly one or two lower grade containers are spawned. The locations of the hidden mines are revealed, but wandering around the room is still dangerous.
FAILURE: Ship will sustain between 10000-25000 damage.

If successful, continue by hacking the spawned containers:

CAN DIFFICULTY: VARIES (RELIC) [YELLOW TO RED HACKS]
SUCCESS: Contents are available to be looted.
FAILURE: No penalty.

When finished, you may Micro Jump Drive back to the main area, burn a Microwarpdrive, or just warp out and warp back in. Continue on to the Turret Room.

Sentries on Duty

This room can be challenging, but for frigate pilots, this is generally the most lucrative portion of the site.

Turret Room Visual Guide

Icon warning.png WARNING:

1. If the Alarm has been tripped in this room, there can be in excess of 16 Sentry Towers active, and frigates will not stand a chance. There also can be no warning that the Alarm has been tripped. Overtanked Mallers and other hardened ships can survive the initial damage and subsequent DPS. If coming from the Solray room, the message indicating that the Alarm has been tripped shows up only after the ship is already in warp.
2. Do not apply any hostile module or weapon onto the Plasma Chamber structures except in very specific circumstances (detailed below). They have enough power to alpha a battleship off the grid (or a small fleet).
3. Do not engage the initial Sentry Towers. Doing so will instantly trip the alarm and spawn the 16 Perimeter Defense sentry towers. The maximum number of Sentry Towers that may be active appears to be 32 (16 Perimeter, 6 initially deployed, and 10 'proximity' ones).

The following images are included to provide context and further guidance:

A
The warning that the alarm is up only shows AFTER the ship is in warp
A
Another image: Instant aggression, no chance to escape
A
Just "wandering in": activating the Proximity Sentries
A
Aggressing towers instantly triggers alarm
A
Activation radius of Towers indicated to be 120km
A
Special Astero fit warping in: First volley...
A
...and second volley...dead
A
All 16 Perimeter Towers visible
A
Proximity towers activated because RDGU not hacked
A
Turning 180 deg, activating MJD to snipe Towers
A
Sniping with 1400s. Kind of tricky
A
Hacking the Repair station...didn't save the friendly tower
A
Even with friendly tower down, hostile towers self-damage to death
A
Sucessful hack of the Repair Station completed
A
Using a 829 EHP/sec Maller to forcefully hack away
A
It's still rather dangerous, but doable (rec. 950 EHP/sec)
A
After being forced to warp out, Towers not aggressing...???
A
Failure to hack RDGU...
A
...And..Dead!!
A
Successful hack of Hyperfluct Gen., Rift active

Turret Room Walkthrough

Entry message
The area you're entering has several sentry guns active, and there are indications that many more may be hidden in an inactive state. The sentry guns surround a lucrative cache of storage depots and another Hyperfluct Generator, possibly opening a way deeper into the complex.
Hacking the repair station early does nothing

Start from the Solray room, leaving the Mobile Depot near the lone Storage Depot.

Make sure to do three things before attempting this room:

  1. Bookmark the location of the Mobile Depot in the Solray Power Plant.
  2. Drop all loot and unneeded modules into the Mobile Depot. Alternate choice: Use a Small Secure Container instead.
  3. Refit into the appropriate fit. For frigates, that would be the generic site running fit shown above. For ships that are intended to handle the Archive Room, having that fit on standby is important too. Experience will direct you what to do past the second site or so.

Take the Spatial Rift near the Solray Gamma Alignment Unit container. The Sentry Towers will not aggress unless a ship strays too close to the loot containers.

The Remote Defense Grid Unit in the room has three functions: first, it disables any proximity-based Sentry Towers from activating. Second, it re-wires a hostile Sentry Tower into a friendly one. Third, it recalibrates the Vessel Rejuvenation Battery into one that can be hacked to configure it to repair the friendly Sentry Tower. If a ship approaches the Storage Depots and ignores the Remote Grid Defense Unit procedure, then not only will the 6 initial Towers aggress, but up to 10 additional new Sentry Towers can spawn.

First, hack the Remote Defense Grid Unit. Take your time on this hack, there is no rush. The newly-converted Tower will then aggress the other 5 Sentry Towers, and in turn take damage itself. It can't sustain the incoming damage for long.

Icon warning.png WARNING: A present bug in the site seems to indicate that failure of this next hack will spawn the Sentry Towers regardless of whether a successful rehack has been completed. So the countdown to the perimeter Sentries will not be actually canceled, no warning in Local that they are about to spawn, instead you will find 16 Sentry Towers will spawn anyways. In a frigate, warp off the site immediately if you fail the hack. Cruisers and above which can run the Archive Room may choose Plan B.
CAN DIFFICULTY: 9/10 DATA [RED HACK]
SUCCESS: The closest Sentry Tower becomes friendly, and aggresses the other Sentry Towers to blow them up, and will in turn begin taking damage itself from the other Sentry Towers.
FAILURE: A timer is generated which will activate the Alarm in 45 seconds. When the 45 second timer is up, the RDGU explodes and there is no other way to proceed without strong tanking abilities. At the 45 second timer mark, the site spawns the 16 Perimeter Defense sentry towers, for a total of 22 Sentry Towers. Frigates will not survive.
Approximate DPS of all 16 Perimeter Towers (varies)

For Cruisers and above, there is Plan B (below).

After hacking Remote Defense Grid Unit
By hacking the remote defense unit, you've managed to rewire one of the sentry guns nearby. It now considers you friendly and the other sentry guns as hostile and will start attacking them.
Hostiles targeting friendly Sentry Gun
The hostile sentry guns in the area have started targeting the rewired sentry gun. Might it be possible to help it out in some way?

Immediately after hacking this container, activate the Microwarpdrive and burn towards the Sentry Repair Station located near the right of your present position. Hacking the Sentry Repair Station will cause it to provide armor and shield reps to the friendly Tower. (The friendly Tower cannot receive remote repairs from ships.) There is enough time for 2 hacks, maybe 3 fast hacks, before the hostile Sentry Towers destroy the friendly Tower:

CAN DIFFICULTY: 8/10 DATA [RED HACK]
SUCCESS: The Station will provide shield and armor repairs to the friendly Rewired Sentry Gun.
FAILURE: No penalty, although if a successful hack is not completed before the hostile Sentry Towers destroy the friendly Tower, then some Towers will remain.

Hostile Towers do not appear to aggress ships even if the hacking the Sentry Repair Station is unsuccessful. Instead, the hostile Towers appear to keep incurring damage and are eventually destroyed, even with the Rewired Sentry Gun destroyed. This is another bug of the site itself. Should it be fixed in the future, simply revert to Plan B. Do not aggress the Sentry Towers with weaponry - it will instantly trigger the 16 Perimeter Defense Sentry Towers.

After hacking Sentry Repair Station Preservation Unit
You have successfully turned the focus of the repair facility to the rewired sentry gun. This will not only repair it from incoming damage but also speed up the destruction rate of the hostile sentry guns now that they no longer enjoy the benefits of the repair station.

Assuming a successful hack of the Sentry Repair Station, simply sit near the Repair Station and wait for the hostile Towers to be eradicated. Do not approach the 3 Unstable Plasma Chambers located north of the warp-in recklessly: exercise great caution, moving about 100m/sec and no prop mods. Getting too close to these could be fatal, and will also trip the alarm: blazing all over the site with an MWD will not go unnoticed. These Chambers are very similar to the ones found in Limited Sleeper Caches except they are considerably more powerful than in this site.

Upon approaching Unstable Plasma Chambers
These Plasma Chambers seem volatile. You should be careful around them lest they explode.

Hacking the Sentry Repair Station before the Remote Defense Grid Unit does nothing, although a message appears in Local: "Hacking the repair station has no discernible effects on anything in the vicinity. The station continues to provide repair services to the nearby sentry guns."

When all is clear, the loot is there for the taking, and pilots may hack and loot in peace, with no particular danger:

CAN DIFFICULTY: 6 - 9/10 RELIC [YELLOW to RED HACKS]
SUCCESS: Contents can be looted.
FAILURE: No penalty.

Do not hack the Hyperfluct Generator container yet.

While working on the hacks, avoid using the Microwarpdrive, use "Keep at Range" (2500m) on the last can near the group of Plasma Chambers, and move slowly (around 100m/sec) to avoid triggering the Plasma Chambers. After all worthy containers are hacked, frigate pilots will have completed as much as they can. Take the Spatial Rift to head back to the Solray Room, refit to a travel fit if needed, scoop up any contents inside the Mobile Depot (if it is scooped to the cargohold directly, a jetcan is left behind), pack up the Mobile Depot and depart.

For the T3 Cruisers, Nestor and other similar battleship-level tanked ships, if there was no Mobile Depot left behind anywhere in any other room, you may now proceed to the Archive Room.

The images below cover the detonation of the Plasma Chambers.

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A humble frigate: Gone
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Stratios: Dead
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Stratios lossmail
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And this triple-plated Hyperion too (MWD was probably on)
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Buffer-tanked Maelstrom (79K EHP shields)
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Even a frigate is safe if the cloud is active
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The explosion re-activates the Hyperfluct Generator
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Making a line of Atrons to 250km
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From 195km with a Vigil, all Atrons exploded out to 250km
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Took more Atrons from 250 to 350km

The Archive

First case: Rift Spawns immediately: otherwise, detonation required

Starting from the Sentries on Duty room, there should be a Hyperfluct Generator container. Hacking it produces two outcomes:

CAN DIFFICULTY: 9/10 DATA [RED HACK]
SUCCESS:
First case: A Spatial Rift is generated, which allows immediate access to the Archive Room.
Second case: A Spatial Rift is not generated. Here's what needs to be done:
  1. Make your way over to the Vessel Rejuvenation Battery, and start the hack process, but do NOT finish the hack. When you find the core and are 1-2 clicks away from success, get ready for the next bit below. Ensure the ship stays within 5km or so of the Battery unit.
  2. Lock up one of the Unstable Plasma Chambers. Make sure you have some kind of high slot weapon: drones will not work. Even a 125mm Autocannon on a Nestor is enough. A target painter is even easier. But do not shoot it yet.
FAILURE: No penalty.

A successful hack of the Vessel Rejuvenation Battery is next...

CAN DIFFICULTY: 8/10 DATA [RED HACK]
SUCCESS: A cloud is generated which approximates the area of healing reps. It evaporates after 10 seconds, so timing is important. The cloud will protect even a frigate from the incredible power of the explosion.
FAILURE: No penalty.

Just after you finish the hack, watch Local to see when the message pops up informing of the activation, wait about 2 seconds, then quickly shoot a Plasma Chamber. The Vessel Rejuvenation Battery's mad reps will protect you. Quickly turn on the Microwarpdrive over to the now-revived Hyperfluct Generator. There are just 60 seconds to attempt a successful hack before the Perimeter Defense System comes online if it was not before. When that happens, 16 new Sentry Towers appear. Frigates will be destroyed. Ships that can run the Archive Room fine will be okay to repeat attempts until the Rift is generated.

Once the hack is completed, take the Rift into the Archive Room itself.

Entry message
The area you're entering was a massive archive, storing and recording millions of objects and items from around New Eden. Someone or something recently went through the archive like a tornado, leaving it almost completely ruined. It is possible though that something can still be retrieved, it all hinges on whether the archive system can be made operational again.

There are several obstacles in the Archive Room that cause damage: Sentry Towers, damage clouds near various objects (Smoldering Archive Ruins), and shockwaves.

Begin by approaching the Defense Targeting Augmentation Unit. From the beacon, a straight line approach is fine. Hack the Defense Targeting Augmentation.

CAN DIFFICULTY: 8/10 DATA [RED HACK]
SUCCESS: The Sentry Towers, which already have atrocious tracking ability, suffer an additional tracking penalty.
FAILURE: Standard failure result of any can in this site: Generate 4 sentry towers.
Upon hacking Defense Targeting Augmentation Unit
You have managed to disrupt the targeting service. This will make it much harder for sentries in the area to score a hit.

A successful hack also has the opportunity to spawn a Pristine Storage Depot nearby. You may hack it and loot it. Otherwise, it shows up later once the Cerebrum is fired up.

The Sentry Towers may spawn after three triggers: 1) Any failed hack; 2) Any successful hack; or 3) About 30 seconds after activation of the Cerebrum. Two messages in Local indicate their spawn: "Your actions have activated the defense system in the area!" or "The archive workers have ejected a functional sentry gun into space!" They can be shot with sentries or other guns. They have a 40m signature radius. Notice: The impaired sentry turret variant will lock and engage the first thing it sees. If you have a cloaking device, this will be the various cerebrum cans. As such, it's entirely possible to reduce incoming damage by triggering the turret spawns by whatever method you see fit, impairing them with the targeting unit hack, then cloaking for a short time to lose their aggression. This does not apply to Sentries On Duty, as they do not use the impaired variants.

Proceed on to hacking the Cerebrum Maintenance Chambers. Each functions like a normal data or relic site object: it must be hacked first before it can be opened. Three Cerebrum Oscillation Fluid objects are needed to activate the Central Archive Cerebrum; other items like the Self-Regulating Machine Gears and what not are just scrap. Hack enough Cerebrum Maintenance Chambers to get the items required:

CAN DIFFICULTY: 8/10 DATA [RED HACK]
SUCCESS: The contents may be extracted. A Pristine Depot may spawn nearby.
FAILURE: 4 Sentry Towers may spawn. Message in local says: "Your actions have activated the defense system in the area!"
Upon hacking Cerebrum Maintenance Chambers
You have succeeded in gaining access to repair parts for the Central Archive Cerebrum.

It is advisable, but not required to shoot the Sentry Towers that lie around the perimeter. As they have a 50m signature radius, Light Neutron Blasters and light drones are recommended, or sentry drones. Depending on the ship's fit, their absence can be enough to make sure your tank lasts long enough.

Once 3 Oscillation Fluids (or more) have been obtained, approach the Central Archive Cerebrum and "Open Cargo".

Place 3 Cerebrum Oscillation Fluids into the Central Archive Cerebrum; more is unnecessary. When this is done, a couple of things are initiated: first, the Central Archive Cerebrum will eject Storage Depots of varying grades, and shockwaves will begin to occur after about 2 minutes or so. The first set are tankable fine in a standard Tech III Strategic Cruiser, though the double massive shockwaves will most likely be more than most fits and skills can handle. The basic idea then becomes a question of how many cans can be hacked and looted before the incoming damage is more than can be safely tolerated.

Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself (details in collapsed "Archive Room Damage" infobox, below). Warning: Two out of the three rejuvenation batteries do not function. The closest one to the lone pristine depot spawn is the only functional one. Others will not work and will leave you without any repping power. As such, if you need these to tank the shockwave damage, then it may be advisable to skip the archive.

Make sure to check for other containers around the area, for those looking to complete the room fully. When finished, warp out. Those who left Mobile Depots in other rooms may need to warp back to collect them and refit for a travel fit.

Additional Visual Guidance

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Brute-force hacking with a Maller
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We're here: burning to DTAU
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Optional step: Shooting sentry towers
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Time to get to work: all vital objects locked up
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Failed a hack. Note locations of towers
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Three Intravenous Fluids going in
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Archive activated. First sets of cans ejected
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First shockwaves commencing
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A bit late to shoot towers: also 1400s not so good
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Approximate damage (from 100% shields) from one Massive Shockwave
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Colossal waves beginning shortly. Man mode activated!
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Initial alpha even with reppes on pushes the shields down low
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Damage is brutal
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Getting close near Smoldering Archive Ruins
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Weak tanks just don't last
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Hyperion down to half armor from one colossal (didn't last)
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Let's put some junk in there...
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No explosion. Okay...for now?
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Activated a VRB: SERIOUS repping power (fixed up shields against incoming DPS!)
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So much power, I am tanking it at 100% in shield