Difference between revisions of "Superior Sleeper Cache"

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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 />
 
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 ==
 +
Of all the hacking sites, this one by name asserts itself as the most difficult and challenging. Actually, it's not an impenetrable fortress as some might presume, but it does make a good candidate for an [https://zkillboard.com/kill/55829802/ easy] and [https://zkillboard.com/kill/58178878/ costly lossmail] if you are looking for one, and a rather amusing ambush site at that, too. If you're diddling around in the Archive Room, there is a chance that you may just trip the alarm in the Turret room (if not done so already) to shake down visitors.
 +
 +
Like the Standard Sleeper Cache, which I am operating under the assumption you read that guide first, which you should, there are a number of points where you can lose your ship rather handily, but coming prepared and informed, your personal risk is actually rather low. Obviously that does change a bit if you are in dangerous space, but otherwise, given the difficulty of scanning one of these sites down, you can operate with some degree of safety.
 +
 +
I said scanning, and I may as well get that out of the way first. You need a probe strength of at least 103-ish to scan one of these sites down. 102 probe strength is definitely very close but not enough. I can scan one down with a tight cube formation with 104 probe strength. If you don't know how to see your probe strength, just press ALT + F to bring up the fitting window, and hover over the probe launcher. Look for the "Show Charge Info" icon and click it. Under the Attributes tab, you should see "Base Sensor Strength", and there is your probe strength there. If someone is already there, you could 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.
 +
 +
As far as ships go, your choices have been explained suitably in the Preamble. I used a Heron for all my attempts, and it worked just fine, with the conditions being that it is not suitable for:
 +
 +
* Checking if the Alarm has been activated in the Sentries on Duty room
 +
* Running the Archive Room
 +
* The Mine Room is possible, but should you fail, you will lose your ship
 +
 +
Otherwise, the Heron or Magnate are perfectly suitable vessels.
 +
 +
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 +
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
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| style="padding:8px;" | ''These are proven fits. Alteration may result in failure of site completion.''
 +
|}
 +
 +
There is one fit that you will need for the Solray room, but that will be explained in a bit. Otherwise, the fits are pretty generic.
 +
 +
This is the fit I normally use for the Solray Room after the Power Terminal has been stabilized.
 +
 +
{{ShipFitting
 +
| ship=Heron
 +
| shipTypeID=605
 +
| fitName=Heron - Solray Room Fit
 +
| fitID=Heron---Solray-Room-Fit
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Type-D Restrained Capacitor Flux Coil
 +
| low2typeID=8135
 +
| mid1name=Relic Analyzer II
 +
| mid1typeID=30832
 +
| mid2name=1MN Monopropellant Enduring Afterburner
 +
| mid2typeID=6003
 +
| mid3name=Small Shield Booster II
 +
| mid3typeID=400
 +
| mid4name=5a Prototype Shield Support I
 +
| mid4typeID=16531
 +
| mid5name=Eutectic Compact Cap Recharger
 +
| mid5typeID=4435
 +
| rig1name=Small Anti-Thermal Screen Reinforcer I
 +
| rig1typeID=31752
 +
| rig2name=Small Anti-EM Screen Reinforcer I
 +
| rig2typeID=31716
 +
| rig3name=Small Gravity Capacitor Upgrade I
 +
| rig3typeID=31213
 +
| high1name=open
 +
| high2name=open
 +
| high3name=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=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)
 +
| showNOTES=N
 +
| difficulty=1
 +
| warsop=D
 +
| warsopReason=
 +
| version=YC118 1.0
 +
| showTOC=Y
 +
| shipDNA=605:2048;1:8135;1:30832;1:6003;1:400;1:16531;1:4435;1:31752;1:31716;1:31213;1::
 +
| fleetup=
 +
}}{{ShipFitting
 +
| ship=Magnate
 +
| shipTypeID=29248
 +
| fitName=Magnate - SolRay Room
 +
| fitID=Magnate---SolRay-Room
 +
| low1name=Small Armor Repairer II
 +
| low1typeID=1183
 +
| low2name=Damage Control II
 +
| low2typeID=2048
 +
| low3name=Type-D Restrained Capacitor Power Relay
 +
| low3typeID=8175
 +
| low4name=Experimental Energized Adaptive Nano Membrane I
 +
| low4typeID=16389
 +
| mid1name=1MN Monopropellant Enduring Afterburner
 +
| mid1typeID=6003
 +
| mid2name=Relic Analyzer II
 +
| mid2typeID=30832
 +
| mid3name=Eutectic Compact Cap Recharger
 +
| mid3typeID=4435
 +
| rig1name=Small Gravity Capacitor Upgrade I
 +
| rig1typeID=31213
 +
| rig2name=Small Auxiliary Nano Pump I
 +
| rig2typeID=31045
 +
| rig3name=Small Anti-Explosive Pump I
 +
| rig3typeID=31009
 +
| high3name=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=You may need to swap the afterburner for a Small Compact Pb-Acid Cap Battery to achieve capacitor stability.
 +
| showNOTES=N
 +
| difficulty=1
 +
| warsop=D
 +
| warsopReason=
 +
| version=YC118 1.0
 +
| showTOC=Y
 +
| shipDNA=29248:1183;1:2048;1:8175;1:16389;1:6003;1:30832;1:4435;1:4258;1:11577;1:31213;1:31045;1:31009;1::
 +
| fleetup=
 +
}}
 +
 +
Otherwise, to run the Sentries on Duty room (Turret Room), I use this:
 +
 +
{{ShipFitting
 +
| ship=Heron
 +
| shipTypeID=605
 +
| fitName=Heron - Std. Sleeper Cache Site Run
 +
| fitID=Heron---Std.-Sleeper-Cache-Site-Run
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Micro Auxiliary Power Core I
 +
| low2typeID=11563
 +
| mid1name=Data Analyzer II
 +
| mid1typeID=30834
 +
| mid2name=5MN Quad LiF Restrained Microwarpdrive
 +
| mid2typeID=35658
 +
| mid3name=Medium Azeotropic Restrained Shield Extender
 +
| mid3typeID=8433
 +
| mid4name=Relic Analyzer II
 +
| mid4typeID=30832
 +
| mid5name=Type-E Enduring Cargo Scanner
 +
| mid5typeID=6131
 +
| rig1name=Small Anti-EM Screen Reinforcer I
 +
| rig1typeID=31716
 +
| rig2name=Small Anti-Thermal Screen Reinforcer I
 +
| rig2typeID=31752
 +
| rig3name=Small Gravity Capacitor Upgrade I
 +
| rig3typeID=31213
 +
| high1name=open
 +
| high2name=open
 +
| high3name=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=605:2048;1:11563;1:30834;1:35658;1:8433;1:30832;1:6131;1:31716;1:31752;1:31213;1::
 +
| fleetup=
 +
}}{{ShipFitting
 +
| ship=Magnate
 +
| shipTypeID=29248
 +
| fitName=Magnate - Std. Sleeper Cache Site Run
 +
| fitID=Magnate---Std.-Sleeper-Cache-Site-Run
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Small Armor Repairer II
 +
| low2typeID=1183
 +
| low3name=200mm Crystalline Carbonide Restrained Plates
 +
| low3typeID=11351
 +
| low4name=Micro Auxiliary Power Core I
 +
| low4typeID=11563
 +
| mid1name=Relic Analyzer II
 +
| mid1typeID=30832
 +
| mid2name=Data Analyzer II
 +
| mid2typeID=30834
 +
| mid3name=5MN Quad LiF Restrained Microwarpdrive
 +
| mid3typeID=35658
 +
| rig1name=Small Gravity Capacitor Upgrade I
 +
| rig1typeID=31213
 +
| rig2name=Small Auxiliary Nano Pump I
 +
| rig2typeID=31045
 +
| rig3name=Small Anti-Explosive Pump I
 +
| rig3typeID=31009
 +
| high1name=open
 +
| high2name=open
 +
| high3name=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=29248:2048;1:1183;1:11351;1:11563;1:30832;1:30834;1:35658;1:31213;1:31045;1:31009;1::
 +
| fleetup=
 +
}}
 +
 +
Nothing particularly fancy. Use a cargo scanner if possible after the two Data hacks are done in the Solray Room. It pays to use a Small Secure Container (anchor it and set a password!) more so with the Magnate than the Heron. Just leave the Secure Container in the Solray Room and bookmark it, stuff the loot and shiny cloaks and probe launchers inside it, then bring the Mobile Depot with you into the Turret Room to refit for the Cargo Scanner after the data hacks are finished.
 +
 +
We will now continue with the rest of the process of walking through the site. I won't go over shiny T3 or battleship fits for the Archive Room because that will be discussed later in more generic terms and details.
 +
 +
Let's get to the procedure layout:
 +
 +
==== <span style="color:blue">PHASE 1: ENTRY</span> ====
 +
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, then take the nearby rift. You may incur some damage as you warp through the Solray Unaligned Power Terminal. Always run the Solray room first.<br />
 +
 +
==== <span style="color:blue">PHASE 2: SOLRAY POWER PLANT</span> ====
 +
5. Hack the Solray Observational Unit. Open container, and observe the "disc" it grants you. It can either be Infrared, Gamma or X-ray. There are three containers in this room, and you place the "disc" into the container which matches the name of the disc.<br />
 +
6. Having aligned the Solray Power Terminal, you'll take considerably less damage in its presence. Approach the container in between the two rifts near the Solray Observational Unit. Drop your Mobile Depot there, while it is working, hack the Storage Depot. Loot it. Refit to your capacitor stable local repairer fit.<br />
 +
7. Approach the Solray Power Terminal and hack all containers. You could cargo scan them first while the Mobile Depot is up, if you desire, to skip unworthy containers.<br />
 +
8. Refit back to your generic fit. Bring a Microwarpdrive. Drop all loot and unneeded modules in the Mobile Depot. Bookmark it. Leave it there for now.<br />
 +
9. If you're in a frigate or cruiser that has less than 70,000 EHP of omni-resists, then skip Phase 3 and proceed to Phase 4. Take the Spatial Rift near the Gamma Ray container into the Turret Room. Otherwise, take the rift near the Solray Observational Unit.<br />
 +
 +
==== <span style="color:blue">PHASE 3: MINE ROOM</span> ====
 +
10. DO NOT ATTEMPT THIS ROOM WITH LESS THAN 70,000 EHP.<br />
 +
11. In the Solray room, hack the Remote Reroute Unit. 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).<br />
 +
12. You may incur some damage upon entering. That is fine. Move around a bit in the same direction slowly (no MWD) until a Remote Defense Grid Unit spawns. Hack it.<br />
 +
13. If successful, hack the nearby Storage Depots. Align back to the Solray Room, visible in the distance (or warp out and back in immediately) and burn the Microwarpdrive or Micro Jump Drive. Continue on to Phase 4.<br />
 +
 +
==== <span style="color:blue">PHASE 4: SENTRIES ON DUTY</span> ====
 +
14. Upon entering, look for the nearby Remote Defense Grid Unit. Select Keep at Range (5000m) on it. Start hacking it. '''WARNING:''' Failure could mean the loss of your vessel. Warp out if so and do not re-enter without a stiff active tank or solid remote repairs with a strong local buffer.<br />
 +
15. 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 />
 +
16. Hack all loot containers at your lesiure. Do not approach the Plasma Chambers nearby. Use Keep at Range (2250m) for the can closest to those chambers: and approach slowly with no propulsion module active. '''WARNING: Do not aggress the Plasma Chambers unless specifically instructed to do so. They have enough power to wipe a battleship clean off the field.'''<br />
 +
17. If you are in a frigate or any cruiser/battleship that cannot handle extreme Damage Per Second (DPS) then you have completed the site. Go back to your Mobile Depot, refit to travel fit, collect all loot, pick up the Mobile Depot, and proceed on. Otherwise, continue to Phase 5.<br />
 +
 +
==== <span style="color:blue">PHASE 5: ARCHIVE ROOM</span> ====
 +
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.
 +
 +
Right. So with that outline out of the way, let's continue on to the specifics of each room, but before we do that, I'll drop these images to help newcomers understand the site.
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_69.png|thumb|none|alt=A|First off: Ships not permitted to enter]]||[[File:3P38_Superior_33.png|thumb|none|alt=A|Overview of the Solray Power Plant]]||[[File:3P38_Superior_57.png|thumb|none|alt=A|Location of Mine Room relative to Solray Room]]||[[File:3P38_Superior_29.png|thumb|none|alt=A|Overview of the Sentries on Duty Room]]||[[File:3P38_Superior_28.png|thumb|none|alt=A|Closer view of the storage depots]]||
 +
|}
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_35.png|thumb|none|alt=A|The vaunted Archive Room]]||[[File:3P38_Superior_47.png|thumb|none|alt=A|...and a little further in...]]||[[File:3P38_Superior_48.png|thumb|none|alt=A|All key objects locked up]]||[[File:3P38_Superior_79.png|thumb|none|alt=A|Overview of most objects]]||[[File:3P38_Superior_80.png|thumb|none|alt=A|Shows depot locations and more]]
 +
|}
 +
 +
=== PHASE 1: 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.
 +
 +
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 +
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 +
| 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.''
 +
|}
 +
 +
Otherwise, continue on with the hack of the Hyperfluct Generator can:
 +
 +
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<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.
 +
 +
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:
 +
 +
# Solray Gamma Alignment Unit: Stay here for now.
 +
# Solray Infrared Alignment Unit: Approach the Solray Infrared Alignment Unit.
 +
# 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.
 +
 +
=== PHASE 2: 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.
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_24.png|thumb|none|alt=A|Newb friendly Heron fit doing fine]]||[[File:3P38_Superior_58.png|thumb|none|alt=A|Wrong disc in can: No increased DMG or AoE radius found]]||[[File:3P38_Superior_36.png|thumb|none|alt=A|Typical contents. Cargo scan and tag unworthy containers]]||[[File:3P38_Superior_10.png|thumb|none|alt=A|Dual-rep Stratios barely holding on to Unaligned PT damage]]||[[File:3P38_Superior_26.png|thumb|none|alt=A|Hacking the Observational Unit]]||
 +
|}
 +
 +
Go ahead and hack the Alignment 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 />
 +
<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.
 +
 +
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.
 +
 +
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.
 +
 +
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.)
 +
 +
'''CAN DIFFICULTY: VARIES [YELLOW TO RED HACKS]'''<br />
 +
<span style="color:green">SUCCESS:</span> The loot is ready to be looted.<br />
 +
<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.
 +
 +
Afterwards, 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.
 +
 +
{| 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="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.
 +
 +
Placing the incorrect alignment disc in a container initially announces the message that it has been aligned:
 +
 +
"Using the crystal disc, the alignment is now correct and the Solray Power Terminal is stable."
 +
 +
But shortly thereafter:
 +
 +
"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.}}}
 +
|}
 +
 +
=== PHASE 3: 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.
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_41.png|thumb|none|alt=A|Taking damage upon entry to the room itself]]||[[File:3P38_Superior_1.png|thumb|none|alt=A|Setting up for a deliberate failure]]||[[File:3P38_Superior_2.png|thumb|none|alt=A|13k EHP Astero didn't stand a chance]]||[[File:3P38_Superior_42.png|thumb|none|alt=A|All the damage in this room from a failure]]||
 +
|}
 +
 +
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:
 +
 +
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<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.
 +
 +
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.
 +
 +
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:
 +
 +
'''CAN DIFFICULTY: 10/10 [RED HACK]'''<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:red">FAILURE:</span> Expect to take 10000-25000 damage.
 +
 +
Continue by hacking the containers if successful:
 +
 +
'''CAN DIFFICULTY: VARIES [YELLOW TO RED HACKS]'''<br />
 +
<span style="color:green">SUCCESS:</span> The loot is available to be scooped up.<br />
 +
<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.
 +
 +
{| 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">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.
 +
 +
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 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">'''2100'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
[ 05:43:10 ] (combat) <span style="color:red">'''1260'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
[ 05:43:09 ] (combat) <span style="color:red">'''560'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
[ 05:43:09 ] (combat) <span style="color:red">'''2100'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
[ 05:43:09 ] (combat) <span style="color:red">'''1260'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
[ 05:43:08 ] (combat) <span style="color:red">'''560'''</span> <small>from</small> '''Minefield'''<small> - Hits</small><br />
 +
[ 05:43:08 ] (combat) <span style="color:red">'''2100'''</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.}}}
 +
|}
 +
 +
=== PHASE 4: 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 />
 +
 +
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 +
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 +
| 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 />''
 +
''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 />''
 +
''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.
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_43.png|thumb|none|alt=A|The warning that the alarm is up only shows AFTER the ship is in warp]]||[[File:3P38_Superior_34.png|thumb|none|alt=A|Another image: Instant aggression, no chance to escape]]||[[File:3P38_Superior_70.png|thumb|none|alt=A|Just "wandering in": activating the Proximity Sentries]]||[[File:3P38_Superior_14.png|thumb|none|alt=A|Aggressing towers instantly triggers alarm]]||[[File:3P38_Superior_18.png|thumb|none|alt=A|Activation radius of Towers indicated to be 120km]]||
 +
|}
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_7.png|thumb|none|alt=A|Special Astero fit  warping in: First volley...]]||[[File:3P38_Superior_8.png|thumb|none|alt=A|...and second volley...dead]]||[[File:3P38_Superior_4.png|thumb|none|alt=A|All 16 Perimeter Towers visible]]||[[File:3P38_Superior_45.png|thumb|none|alt=A|Proximity towers activated because RDGU not hacked]]||[[File:3P38_Superior_61.png|thumb|none|alt=A|Turning 180 deg, activating MJD to snipe Towers]]||
 +
|}
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_62.png|thumb|none|alt=A|Sniping with 1400s. Kind of tricky]]||[[File:3P38_Superior_23.png|thumb|none|alt=A|Hacking the Repair station...didn't save the friendly tower]]||[[File:3P38_Superior_30.png|thumb|none|alt=A|Even with friendly tower down, hostile towers self-damage to death]]||[[File:3P38_Superior_25.png|thumb|none|alt=A|Sucessful hack of the Repair Station completed]]||[[File:3P38_Superior_81.png|thumb|none|alt=A|Using a 829 EHP/sec Maller to forcefully hack away]]||
 +
|}
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_82.png|thumb|none|alt=A|It's still rather dangerous, but doable (rec. 950 EHP/sec)]]||[[File:3P38_Superior_83.png|thumb|none|alt=A|After being forced to warp out, Towers not aggressing...???]]||[[File:3P38_Superior_21.png|thumb|none|alt=A|Failure to hack RDGU...]]||[[File:3P38_Superior_20.png|thumb|none|alt=A|...And..Dead!!]]||[[File:3P38_Superior_37.png|thumb|none|alt=A|Successful hack of Hyperfluct Gen., Rift active]]||
 +
|}
 +
 +
[[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:
 +
 +
# Bookmark the location of the Mobile Depot in the Solray Power Plant.
 +
# Drop all loot and unneeded modules into the Mobile Depot.
 +
# Refit into the appropriate fit.
 +
 +
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.
 +
 +
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.)
 +
 +
Start by hacking the Remote Defense Grid Unit:
 +
 +
{| style="background:#350000; border:1px solid #333333; padding:0px;"
 +
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
 +
| style="padding:8px;" | '''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 [RED HACK]'''<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.
 +
 +
[[File:3P38_Superior_44.png|200px|thumb|right|Approximate DPS of all 16 Perimeter Towers (varies)]]For Cruisers and above, there is Plan B.
 +
 +
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 [RED HACK]'''<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.
 +
 +
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. 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.")
 +
 +
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:
 +
 +
'''CAN DIFFICULTY: 6 - 9/10 [YELLOW to RED HACKS]'''<br />
 +
<span style="color:green">SUCCESS:</span> The loot can be scooped up.<br />
 +
<span style="color:red">FAILURE:</span> No penalty.
 +
 +
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.
 +
 +
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.
 +
 +
{| 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="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:
 +
 +
{{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 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.
 +
}}}
 +
|}
 +
 +
These images below cover the detonation of the Plasma Chambers.
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_3.png|thumb|none|alt=A|A humble frigate: Gone]]||[[File:3P38_Superior_15.png|thumb|none|alt=A|Stratios: Dead]]||[[File:3P38_Superior_16.png|thumb|none|alt=A|Stratios lossmail]]||[[File:3P38_Superior_78.png|thumb|none|alt=A|And this triple-plated Hyperion too (MWD was probably on)]]||[[File:3P38_Superior_39.png|thumb|none|alt=A|Buffer-tanked Maelstrom (79K EHP shields)]]||
 +
|}
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_19.png|thumb|none|alt=A|Even a frigate is safe if the cloud is active]]||[[File:3P38_Superior_38.png|thumb|none|alt=A|The explosion re-activates the Hyperfluct Generator]]||[[File:3P38_Superior_59.png|thumb|none|alt=A|Making a line of Atrons to 250km]]||[[File:3P38_Superior_60.png|thumb|none|alt=A|From 195km with a Vigil, all Atrons exploded out to 250km]]||[[File:3P38_Superior_71.png|thumb|none|alt=A|Took more Atrons from 250 to 350km]]||
 +
|}
 +
 +
{| 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">Plan B</span>
 +
|-
 +
| style="font-size:90%; color:#FFFFFF" | {{{1|When I said earlier:
 +
 +
"The Remote Defense Grid Unit in the room has three functions. First, it disables any proximity based Sentry Towers from forming."
 +
 +
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.
 +
 +
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.
 +
 +
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
 +
| ship=Maller
 +
| shipTypeID=624
 +
| fitName=Maller - About Face (Turret Room)
 +
| fitID=Maller---About-Face-(Turret-Room)
 +
| low1name=Medium Armor Repairer II
 +
| low1typeID=3530
 +
| low2name=Medium Armor Repairer II
 +
| low2typeID=3530
 +
| low3name=Armor Thermal Hardener II
 +
| low3typeID=11648
 +
| low4name=Armor Thermal Hardener II
 +
| low4typeID=11648
 +
| low5name=Armor EM Hardener II
 +
| low5typeID=11642
 +
| low6name=Armor EM Hardener II
 +
| low6typeID=11642
 +
| mid1name=Large Cap Battery II
 +
| mid1typeID=3504
 +
| mid2name=Large Cap Battery II
 +
| mid2typeID=3504
 +
| mid3name=Relic Analyzer II
 +
| mid3typeID=30832
 +
| rig1name=Medium Auxiliary Nano Pump I
 +
| rig1typeID=31047
 +
| rig2name=Medium Auxiliary Nano Pump I
 +
| rig2typeID=31047
 +
| rig3name=Medium Anti-Thermal Pump I
 +
| rig3typeID=31035
 +
| high1name=open
 +
| high2name=open
 +
| high3name=open
 +
| high4name=open
 +
| high5name=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=1089 EHP/sec with All V character.
 +
| showNOTES=N
 +
| difficulty=1
 +
| warsop=A
 +
| warsopReason=
 +
| version=YC118 1.0
 +
| showTOC=Y
 +
| shipDNA=624:3530;2:11648;2:11642;2:3504;2:30832;1:31047;2:31035;1::
 +
| fleetup=
 +
}}{{ShipFitting
 +
| ship=Myrmidon
 +
| shipTypeID=24700
 +
| fitName=Myrmidon - To Tank A Few Sentries
 +
| fitID=Myrmidon---To-Tank-A-Few-Sentries
 +
| low1name=Medium Armor Repairer II
 +
| low1typeID=3530
 +
| low2name=Medium Armor Repairer II
 +
| low2typeID=3530
 +
| low3name=Armor Thermal Hardener II
 +
| low3typeID=11648
 +
| low4name=Armor Thermal Hardener II
 +
| low4typeID=11648
 +
| low5name=Armor EM Hardener II
 +
| low5typeID=11642
 +
| low6name=Armor EM Hardener II
 +
| low6typeID=11642
 +
| mid1name=Cap Recharger II
 +
| mid1typeID=2032
 +
| mid2name=Cap Recharger II
 +
| mid2typeID=2032
 +
| mid3name=Large Compact Pb-Acid Cap Battery
 +
| mid3typeID=4871
 +
| mid4name=Large Compact Pb-Acid Cap Battery
 +
| mid4typeID=4871
 +
| mid5name=Relic Analyzer II
 +
| mid5typeID=30832
 +
| rig1name=Medium Nanobot Accelerator I
 +
| rig1typeID=31065
 +
| rig2name=Medium Auxiliary Nano Pump I
 +
| rig2typeID=31047
 +
| rig3name=Medium Auxiliary Nano Pump I
 +
| rig3typeID=31047
 +
| high1name=open
 +
| high2name=open
 +
| high3name=open
 +
| high4name=open
 +
| high5name=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=1273 EHP/sec with All V character.
 +
| showNOTES=N
 +
| difficulty=1
 +
| warsop=A
 +
| warsopReason=
 +
| version=YC118 1.0
 +
| showTOC=Y
 +
| shipDNA=24700:3530;2:11648;2:11642;2:2032;2:4871;2:30832;1:31065;1:31047;2::
 +
| fleetup=
 +
}}{{ShipFitting
 +
| ship=Prophecy
 +
| shipTypeID=16233
 +
| fitName=Prophecy - Sentries on Duty
 +
| fitID=Prophecy---Sentries-on-Duty
 +
| low1name=Armor EM Hardener II
 +
| low1typeID=11642
 +
| low2name=Armor EM Hardener II
 +
| low2typeID=11642
 +
| low3name=Armor Thermal Hardener II
 +
| low3typeID=11648
 +
| low4name=Armor Thermal Hardener II
 +
| low4typeID=11648
 +
| low5name=Medium Armor Repairer II
 +
| low5typeID=3530
 +
| low6name=Medium Armor Repairer II
 +
| low6typeID=3530
 +
| low7name=Capacitor Power Relay II
 +
| low7typeID=1447
 +
| mid1name=10MN Monopropellant Enduring Afterburner
 +
| mid1typeID=6005
 +
| mid2name=Relic Analyzer II
 +
| mid2typeID=30832
 +
| mid3name=Large Cap Battery II
 +
| mid3typeID=3504
 +
| mid4name=Large Compact Pb-Acid Cap Battery
 +
| mid4typeID=4871
 +
| high1name=Armor Command Burst I, Rapid Repair Charge
 +
| high1typeID=42526
 +
| charge1name=Rapid Repair Charge x1
 +
| charge1typeID=42833
 +
| rig1name=Medium Anti-Thermal Pump I
 +
| rig1typeID=31035
 +
| rig2name=Medium Auxiliary Nano Pump I
 +
| rig2typeID=31047
 +
| rig3name=Medium Auxiliary Nano Pump I
 +
| rig3typeID=31047
 +
| high2name=open
 +
| high3name=open
 +
| high4name=open
 +
| high5name=open
 +
| charge2name=open
 +
| charge3name=open
 +
| charge4name=open
 +
| charge5name=open
 +
| drone1name=open
 +
| drone2name=open
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=Armor Command Burst charge can also be the Energizing Charge.</li><li>Propulsion module is mostly a bonus. Do not cap yourself out.</li><li>Make sure the Relic Analyzer is set to AUTO-REPEAT OFF.
 +
| showNOTES=N
 +
| difficulty=1
 +
| warsop=A
 +
| warsopReason=
 +
| version=LATEST
 +
| 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::
 +
| fleetup=
 +
| alphacanuse=N
 +
}}
 +
 +
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.
 +
 +
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.
 +
 +
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.
 +
 +
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.
 +
 +
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.
 +
 +
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.
 +
 +
[ 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">'''53'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Glances Off</small><br />
 +
[ 2016.07.05 23:26:49 ] (combat) <span style="color:red">'''79'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Hits</small><br />
 +
[ 2016.07.05 23:26:49 ] (combat) <span style="color:red">'''62'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Glances Off</small><br />
 +
[ 2016.07.05 23:26:49 ] (combat) <span style="color:red">'''104'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Penetrates</small><br />
 +
[ 2016.07.05 23:26:49 ] (combat) <span style="color:red">'''83'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Hits</small><br />
 +
[ 2016.07.05 23:26:49 ] (combat) <span style="color:red">'''99'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Smashes</small><br />
 +
[ 2016.07.05 23:26:49 ] (combat) <span style="color:red">'''67'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Hits</small><br />
 +
[ 2016.07.05 23:26:49 ] (combat) <span style="color:red">'''91'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Penetrates</small><br />
 +
[ 2016.07.05 23:27:04 ] (combat) <span style="color:red">'''65'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Hits</small><br />
 +
[ 2016.07.05 23:27:04 ] (combat) <span style="color:red">'''99'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Smashes</small><br />
 +
[ 2016.07.05 23:27:04 ] (combat) <span style="color:red">'''75'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Hits</small><br />
 +
[ 2016.07.05 23:27:04 ] (combat) <span style="color:red">'''44'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Glances Off</small><br />
 +
[ 2016.07.05 23:27:04 ] (combat) <span style="color:red">'''60'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Hits</small><br />
 +
[ 2016.07.05 23:27:04 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Penetrates</small><br />
 +
[ 2016.07.05 23:27:04 ] (combat) <span style="color:red">'''99'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Penetrates</small><br />
 +
[ 2016.07.05 23:27:04 ] (combat) <span style="color:red">'''107'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Penetrates</small><br />
 +
[ 2016.07.05 23:27:04 ] (combat) <span style="color:red">'''77'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Hits</small><br />
 +
[ 2016.07.05 23:27:06 ] (combat) <span style="color:red">'''98'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Penetrates</small><br />
 +
[ 2016.07.05 23:27:18 ] (combat) <span style="color:red">'''105'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Penetrates</small><br />
 +
[ 2016.07.05 23:27:19 ] (combat) <span style="color:red">'''72'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Hits</small><br />
 +
[ 2016.07.05 23:27:19 ] (combat) <span style="color:red">'''48'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Grazes</small><br />
 +
[ 2016.07.05 23:27:19 ] (combat) <span style="color:red">'''63'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Glances Off</small><br />
 +
[ 2016.07.05 23:27:19 ] (combat) <span style="color:red">'''51'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Grazes</small><br />
 +
[ 2016.07.05 23:27:19 ] (combat) <span style="color:red">'''106'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Hits</small><br />
 +
[ 2016.07.05 23:27:19 ] (combat) <span style="color:red">'''148'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Smashes</small><br />
 +
[ 2016.07.05 23:27:19 ] (combat) <span style="color:red">'''159'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Smashes</small><br />
 +
[ 2016.07.05 23:27:19 ] (combat) <span style="color:red">'''95'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Hits</small><br />
 +
[ 2016.07.05 23:27:21 ] (combat) <span style="color:red">'''135'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Penetrates</small><br />
 +
[ 2016.07.05 23:27:33 ] (combat) <span style="color:red">'''96'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Hits</small><br />
 +
[ 2016.07.05 23:27:34 ] (combat) <span style="color:red">'''132'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Penetrates</small><br />
 +
[ 2016.07.05 23:27:34 ] (combat) <span style="color:red">'''57'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Grazes</small><br />
 +
[ 2016.07.05 23:27:34 ] (combat) <span style="color:red">'''111'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Hits</small><br />
 +
[ 2016.07.05 23:27:34 ] (combat) <span style="color:red">'''155'''</span> <small>from</small> '''Wakeful Sentry Tower'''<small> - Smashes</small><br />
 +
[ 2016.07.05 23:27:34 ] (combat) <span style="color:red">'''201'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Smashes</small><br />
 +
[ 2016.07.05 23:27:34 ] (combat) <span style="color:red">'''160'''</span> <small>from</small> '''Restless Sentry Tower'''<small> - Penetrates</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.}}}
 +
|}
 +
 +
=== PHASE 5: THE ARCHIVE ROOM ===
 +
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:
 +
 +
'''CAN DIFFICULTY: 9/10 [RED HACK]'''<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, 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 />
 +
# 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 />
 +
<span style="color:red">FAILURE:</span> No penalty.
 +
 +
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<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.
 +
 +
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.
 +
 +
Assuming the hack goes through in time, take the rift into the Archive Room itself.
 +
 +
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.
 +
 +
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:
 +
 +
'''CAN DIFFICULTY: 8/10 [RED HACK]'''<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: 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 [RED HACK]'''<br />
 +
<span style="color:green">SUCCESS:</span> The contents may be extracted.<br />
 +
<span style="color:red">FAILURE:</span> Additional Sentry Towers may spawn.
 +
 +
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.
 +
 +
Having 3 Oscillation Fluids (or more) in your cargo hold, go ahead and Open Cargo on the Central Archive Cerebrum.
 +
 +
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.
 +
 +
Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself. These are cool. Details are below: they are Data hacks.
 +
 +
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%}}}"
 +
! style="text-align:left" | <span style="color:#44c055">It's time to get gnarly</span>
 +
|-
 +
| style="font-size:90%; color:#FFFFFF" | {{{1|
 +
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">'''37'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:34 ] (combat) <span style="color:red">'''29'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:34 ] (combat) <span style="color:red">'''31'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:35 ] (combat) <span style="color:red">'''31'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:35 ] (combat) <span style="color:red">'''29'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:35 ] (combat) <span style="color:red">'''37'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:35 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:36 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:36 ] (combat) <span style="color:red">'''37'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:36 ] (combat) <span style="color:red">'''29'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:36 ] (combat) <span style="color:red">'''31'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:37 ] (combat) <span style="color:red">'''31'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:37 ] (combat) <span style="color:red">'''29'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:37 ] (combat) <span style="color:red">'''37'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:37 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:38 ] (combat) <span style="color:red">'''146'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:38 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:38 ] (combat) <span style="color:red">'''37'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:38 ] (combat) <span style="color:red">'''29'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:38 ] (combat) <span style="color:red">'''31'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:39 ] (combat) <span style="color:red">'''31'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:39 ] (combat) <span style="color:red">'''29'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:39 ] (combat) <span style="color:red">'''37'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:39 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:40 ] (combat) <span style="color:red">'''34'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:40 ] (combat) <span style="color:red">'''37'''</span> <small>from</small> '''Smoldering Archive Ruins'''<small> - Hits</small><br />
 +
[ 2016.07.06 00:02:40 ] (combat) <span style="color:red">'''29'''</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.
 +
 +
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.
 +
 +
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">'''92'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:18 ] (combat) <span style="color:red">'''110'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:18 ] (combat) <span style="color:red">'''101'''</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 />
 +
[ 2016.06.20 07:03:18 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:18 ] (combat) <span style="color:red">'''110'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:18 ] (combat) <span style="color:red">'''101'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:19 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:19 ] (combat) <span style="color:red">'''101'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:19 ] (combat) <span style="color:red">'''110'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:19 ] (combat) <span style="color:red">'''136'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:19 ] (combat) <span style="color:red">'''136'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:19 ] (combat) <span style="color:red">'''110'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:19 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:19 ] (combat) <span style="color:red">'''101'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:20 ] (combat) <span style="color:red">'''101'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:20 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:20 ] (combat) <span style="color:red">'''110'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:20 ] (combat) <span style="color:red">'''136'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:20 ] (combat) <span style="color:red">'''136'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:20 ] (combat) <span style="color:red">'''110'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:20 ] (combat) <span style="color:red">'''101'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:20 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:21 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:21 ] (combat) <span style="color:red">'''101'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:21 ] (combat) <span style="color:red">'''110'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:21 ] (combat) <span style="color:red">'''136'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:21 ] (combat) <span style="color:red">'''136'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:21 ] (combat) <span style="color:red">'''110'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:21 ] (combat) <span style="color:red">'''92'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:21 ] (combat) <span style="color:red">'''101'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:22 ] (combat) <span style="color:red">'''101'''</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 />
 +
[ 2016.06.20 07:03:22 ] (combat) <span style="color:red">'''110'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:22 ] (combat) <span style="color:red">'''136'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:22 ] (combat) <span style="color:red">'''136'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:22 ] (combat) <span style="color:red">'''110'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:22 ] (combat) <span style="color:red">'''101'''</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.
 +
 +
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">'''122'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:02:58 ] (combat) <span style="color:red">'''147'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:02:58 ] (combat) <span style="color:red">'''135'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:02:59 ] (combat) <span style="color:red">'''122'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:02:59 ] (combat) <span style="color:red">'''147'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:02:59 ] (combat) <span style="color:red">'''135'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:02:59 ] (combat) <span style="color:red">'''181'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:00 ] (combat) <span style="color:red">'''340'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:00 ] (combat) <span style="color:red">'''230'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:00 ] (combat) <span style="color:red">'''276'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:00 ] (combat) <span style="color:red">'''252'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:00 ] (combat) <span style="color:red">'''181'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:00 ] (combat) <span style="color:red">'''135'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:00 ] (combat) <span style="color:red">'''147'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:00 ] (combat) <span style="color:red">'''122'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:01 ] (combat) <span style="color:red">'''230'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:01 ] (combat) <span style="color:red">'''340'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:01 ] (combat) <span style="color:red">'''252'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:01 ] (combat) <span style="color:red">'''276'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:01 ] (combat) <span style="color:red">'''122'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:01 ] (combat) <span style="color:red">'''147'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:01 ] (combat) <span style="color:red">'''135'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:01 ] (combat) <span style="color:red">'''181'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:02 ] (combat) <span style="color:red">'''408'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:02 ] (combat) <span style="color:red">'''276'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:02 ] (combat) <span style="color:red">'''331'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:02 ] (combat) <span style="color:red">'''303'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:02 ] (combat) <span style="color:red">'''340'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:02 ] (combat) <span style="color:red">'''230'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:02 ] (combat) <span style="color:red">'''276'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:02 ] (combat) <span style="color:red">'''252'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:02 ] (combat) <span style="color:red">'''135'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:02 ] (combat) <span style="color:red">'''147'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:02 ] (combat) <span style="color:red">'''122'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:02 ] (combat) <span style="color:red">'''181'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:03 ] (combat) <span style="color:red">'''303'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:03 ] (combat) <span style="color:red">'''276'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:03 ] (combat) <span style="color:red">'''331'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:03 ] (combat) <span style="color:red">'''408'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:03 ] (combat) <span style="color:red">'''252'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:03 ] (combat) <span style="color:red">'''276'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:03 ] (combat) <span style="color:red">'''230'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:03 ] (combat) <span style="color:red">'''340'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:04 ] (combat) <span style="color:red">'''340'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:04 ] (combat) <span style="color:red">'''408'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:04 ] (combat) <span style="color:red">'''331'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:04 ] (combat) <span style="color:red">'''276'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:04 ] (combat) <span style="color:red">'''303'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:04 ] (combat) <span style="color:red">'''230'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:04 ] (combat) <span style="color:red">'''276'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:04 ] (combat) <span style="color:red">'''252'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:05 ] (combat) <span style="color:red">'''303'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:05 ] (combat) <span style="color:red">'''276'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:05 ] (combat) <span style="color:red">'''331'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:05 ] (combat) <span style="color:red">'''408'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:06 ] (combat) <span style="color:red">'''408'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:06 ] (combat) <span style="color:red">'''331'''</span> <small>from</small> '''Shockwave'''<small> - Hits</small><br />
 +
[ 2016.06.20 07:03:06 ] (combat) <span style="color:red">'''276'''</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.
 +
 +
My thoughts. First I used a Maelstrom. It was fit with the following:
 +
 +
{{ShipFitting
 +
| ship=Maelstrom
 +
| shipTypeID=24694
 +
| fitName=Maelstrom - Sisi Sup. Tester Active copy 2
 +
| fitID=Maelstrom---Sisi-Sup.-Tester-Active-copy-2
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=Expanded Cargohold II
 +
| low2typeID=1319
 +
| low3name=Expanded Cargohold II
 +
| low3typeID=1319
 +
| low4name=Expanded Cargohold II
 +
| low4typeID=1319
 +
| low5name=Expanded Cargohold II
 +
| low5typeID=1319
 +
| mid1name=5a Prototype Shield Support I
 +
| mid1typeID=16531
 +
| mid2name=X-Large C5-L Emergency Shield Overload I
 +
| mid2typeID=10888
 +
| mid3name=X-Large C5-L Emergency Shield Overload I
 +
| mid3typeID=10888
 +
| mid4name=Adaptive Invulnerability Field II
 +
| mid4typeID=2281
 +
| mid5name=EM Ward Field II
 +
| mid5typeID=2301
 +
| mid6name=Heavy Capacitor Booster II, Navy Cap Booster 3200
 +
| mid6typeID=3578
 +
| high1name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
 +
| high1typeID=9327
 +
| charge1name=Republic Fleet EMP L x1
 +
| charge1typeID=21894
 +
| high2name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
 +
| high2typeID=9327
 +
| high3name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
 +
| high3typeID=9327
 +
| high4name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
 +
| high4typeID=9327
 +
| high5name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
 +
| high5typeID=9327
 +
| high6name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
 +
| high6typeID=9327
 +
| high7name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
 +
| high7typeID=9327
 +
| high8name=800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
 +
| high8typeID=9327
 +
| rig1name=Large Anti-Thermal Screen Reinforcer II
 +
| rig1typeID=26442
 +
| rig2name=Large Core Defense Operational Solidifier I
 +
| rig2typeID=26086
 +
| rig3name=Large Core Defense Capacitor Safeguard II
 +
| rig3typeID=26444
 +
| drone1name=Hobgoblin II x5
 +
| drone1typeID=2456
 +
| 1name=Navy Cap Booster 3200
 +
| 1typeID=
 +
| charge2name=open
 +
| charge3name=open
 +
| charge4name=open
 +
| charge5name=open
 +
| drone2name=open
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| warsop=A
 +
| warsopReason=
 +
| version=YC118 1.0
 +
| showTOC=Y
 +
| 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::
 +
| fleetup=
 +
}}
 +
 +
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.
 +
 +
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.
 +
 +
The Russian bloke used two fits in his videos. This is his Legion:
 +
 +
{{ShipFitting
 +
| ship=Legion
 +
| shipTypeID=29986
 +
| fitName=Legion - Triple Rep Superior Sleeper Stable
 +
| fitID=Legion---Triple-Rep-Superior-Sleeper-Stable
 +
| low1name=1600mm Steel Plates II
 +
| low1typeID=20353
 +
| low2name=True Sansha Energized Adaptive Nano Membrane
 +
| low2typeID=14072
 +
| low3name=True Sansha Energized Adaptive Nano Membrane
 +
| low3typeID=14072
 +
| low4name=Corpum A-Type Medium Armor Repairer
 +
| low4typeID=19021
 +
| low5name=Corpum A-Type Medium Armor Repairer
 +
| low5typeID=19021
 +
| low6name=Corpum A-Type Medium Armor Repairer
 +
| low6typeID=19021
 +
| mid1name=Relic Analyzer II
 +
| mid1typeID=30832
 +
| mid2name=Dark Blood Cap Recharger
 +
| mid2typeID=14142
 +
| mid3name=Dark Blood Cap Recharger
 +
| mid3typeID=14142
 +
| mid4name=Dark Blood Cap Recharger
 +
| mid4typeID=14142
 +
| rig1name=Medium Auxiliary Nano Pump II
 +
| rig1typeID=31053
 +
| rig2name=Medium Auxiliary Nano Pump I
 +
| rig2typeID=31047
 +
| rig3name=Medium Capacitor Control Circuit II
 +
| rig3typeID=31378
 +
| subsystem1name=Legion Electronics - Emergent Locus Analyzer
 +
| subsystem1typeID=30042
 +
| subsystem2name=Legion Defensive - Nanobot Injector
 +
| subsystem2typeID=29965
 +
| subsystem3name=Legion Engineering - Capacitor Regeneration Matrix
 +
| subsystem3typeID=30173
 +
| subsystem4name=Legion Offensive - Drone Synthesis Projector
 +
| subsystem4typeID=30117
 +
| subsystem5name=Legion Propulsion - Chassis Optimization
 +
| subsystem5typeID=30076
 +
| charge1name=open
 +
| charge2name=open
 +
| charge3name=open
 +
| charge4name=open
 +
| charge5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=2
 +
| warsop=A
 +
| warsopReason=
 +
| version=YC118 1.0
 +
| 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::
 +
| fleetup=
 +
}}
 +
 +
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.
 +
 +
Here's my Maelstrom skirmishing with the Archive Sentry Guns:
 +
 +
[ 2016.06.20 06:41:48 ] (combat) <span style="color:red">'''442'''</span> <small>from</small> '''Impaired Archive Sentry Tower'''<small> - Hits</small><br />
 +
[ 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.
 +
 +
{{ShipFitting
 +
| ship=Hyperion
 +
| shipTypeID=24690
 +
| fitName=Hyperion - Sup. will it work?
 +
| fitID=Hyperion---Sup.-will-it-work?
 +
| low1name=1600mm Steel Plates II
 +
| low1typeID=20353
 +
| low2name=1600mm Steel Plates II
 +
| low2typeID=20353
 +
| low3name=Energized Adaptive Nano Membrane II
 +
| low3typeID=11269
 +
| low4name=Energized Adaptive Nano Membrane II
 +
| low4typeID=11269
 +
| low5name=Large Armor Repairer II
 +
| low5typeID=3540
 +
| low6name=Large Armor Repairer II
 +
| low6typeID=3540
 +
| low7name=Large Armor Repairer II
 +
| low7typeID=3540
 +
| mid1name=100MN Monopropellant Enduring Afterburner
 +
| mid1typeID=5955
 +
| mid2name=Relic Analyzer II
 +
| mid2typeID=30832
 +
| mid3name=Large Cap Battery II
 +
| 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=
 +
| high7name=open
 +
| charge2name=open
 +
| charge3name=open
 +
| charge4name=open
 +
| charge5name=open
 +
| drone2name=open
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=2
 +
| warsop=A
 +
| warsopReason=
 +
| version=YC118 1.0
 +
| 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::
 +
| fleetup=
 +
}}
 +
 +
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.
 +
 +
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.
 +
 +
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.}}}
 +
|}
 +
 +
Pictures. Let's see them.
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_63.png|thumb|none|alt=A|Brute-force hacking with a Maller]]||[[File:3P38_Superior_46.png|thumb|none|alt=A|We're here: burning to DTAU]]||[[File:3P38_Superior_72.png|thumb|none|alt=A|Optional step:  Shooting sentry towers]]||[[File:3P38_Superior_65.png|thumb|none|alt=A|Time to get to work: all vital objects locked up]]||[[File:3P38_Superior_49.png|thumb|none|alt=A|Failed a hack. Note locations of towers]]||
 +
|}
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_50.png|thumb|none|alt=A|Three Intravenous Fluids going in]]||[[File:3P38_Superior_51.png|thumb|none|alt=A|Archive activated. First sets of cans ejected]]||[[File:3P38_Superior_52.png|thumb|none|alt=A|First shockwaves commencing]]||[[File:3P38_Superior_53.png|thumb|none|alt=A|A bit late to shoot towers: also 1400s not so good]]||[[File:3P38_Superior_66.png|thumb|none|alt=A|Approximate damage (from 100% shields) from one Massive Shockwave]]||
 +
|}
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_54.png|thumb|none|alt=A|Colossal waves beginning shortly. Man mode activated!]]||[[File:3P38_Superior_67.png|thumb|none|alt=A|Initial alpha even with reppes on pushes the shields down low]]||[[File:3P38_Superior_68.png|thumb|none|alt=A|Damage is brutal]]||[[File:3P38_Superior_64.png|thumb|none|alt=A|Getting close near Smoldering Archive Ruins]]||[[File:3P38_Superior_55.png|thumb|none|alt=A|Weak tanks just don't last]]||
 +
|}
 +
 +
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
 +
|[[File:3P38_Superior_75.png|thumb|none|alt=A|Hyperion down to half armor from one colossal (didn't last)]]||[[File:3P38_Superior_73.png|thumb|none|alt=A|Let's put some junk in there...]]||[[File:3P38_Superior_74.png|thumb|none|alt=A|No explosion. Okay...for now?]]||[[File:3P38_Superior_76.png|thumb|none|alt=A|Activated a VRB: ''SERIOUS'' repping power (fixed up shields against incoming DPS!)]]||[[File:3P38_Superior_77.png|thumb|none|alt=A|So much power, I am tanking it at 100% in shield]]||
 +
|}
 +
 +
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:Exploration]]
 
[[Category:Exploration]]

Revision as of 15:40, 18 January 2017

Warning this site is very difficult and you have a high chance of losing your ship.

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.

Some Suggestions:

1) Recommend having Tech 2 Data and Relic analyzers

2) Recommend a Cruiser sized ship or larger

3) Recommend a shield or armor repair module

4) Recommend having good resists as the Solray Power Unit and Archive deal regular damage

5) Recommend large buffer to survive failed hacks in all rooms

6) Recommend a cargo scanner to save time

7) Recommend a Microwarp drive

8) Recommend setting your overview to show all large collidable objects


Entry Point/Warp-In

Hyperfluct Generator – Use a Data Analyzer to hack

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

Picture of Entry Point after successful hack

Take the Spatial Rift

Room 1 (May Start with Room 2 first) Solar Power Unit

Entry Message

DO NOT GO NEAR THE Solray Power Unit until you do the steps below:


1) Hack the Solray Observational Unit – Inside this will be Something like a Radio Ray Modulate, or Infrared or Gamma Ray

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

Message Upon Stabilizing the Solray Power Terminal

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)

Solray Power Unit and surrounding depots

Damage Messages

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.

5) Take the nearby rift back to the other rifts

6) Take the right Most rift, this will lead to a secret room.

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!)

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.

8) Take the topmost rift (in the picture below) to get to the next room

Picture of Room

Room 2 – Sentries on Duty (this room may come first)

Entry Message

Picture of the Grid

Overview of Grid

You will be taking Sentry gun damage in this room

1) Immediately burn to the Remote Defense Grid Unit, Hack it

   This will make one of the sentry guns help you: Rewired Sentry Gun

Message after hacking Remote Defense Grid Unit

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

Message about the hostiles targeting you Sentry Gun

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.

Message after hacking Sentry Repair Station Preservation Unit

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.

Picture of the room

When you get too close to the plasma chambers this message appears:

Message

5) Lastly hack the Hyperfluct Generator, if you are lucky it will spawn a new rift close by (skip to step 7)

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)

7) Enter the Rift


Room 3 – The Archive

Entry Message

You are in NO immediate danger on warp in but alwasys watch the local messages closely from here on out

Picture of Room

Overview of Room

1) Burn with Microwarp drive to the Defense Targeting Augmentation Unit and hack it.

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)

Message after hacking

This is the kind of thing in the Maintenance Chambers – Loot them

Loot from Maintenance Chambers

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)

Message if you put 2 Oscillation Fluids in

(This is the message that appears if you only put 2 Oscillation Fluids in the Cerebrum)

Now things will start going fast.

4) The Central Archive will start throwing out containers/depots and vessel rejuvenation batteries


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.

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.


6) This part of the exploration is a calculation on how much more Analyzing and hacking you can do before losing your ship.


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!


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.

Superior Sleeper Cache

Of all the hacking sites, this one by name asserts itself as the most difficult and challenging. Actually, it's not an impenetrable fortress as some might presume, but it does make a good candidate for an easy and costly lossmail if you are looking for one, and a rather amusing ambush site at that, too. If you're diddling around in the Archive Room, there is a chance that you may just trip the alarm in the Turret room (if not done so already) to shake down visitors.

Like the Standard Sleeper Cache, which I am operating under the assumption you read that guide first, which you should, there are a number of points where you can lose your ship rather handily, but coming prepared and informed, your personal risk is actually rather low. Obviously that does change a bit if you are in dangerous space, but otherwise, given the difficulty of scanning one of these sites down, you can operate with some degree of safety.

I said scanning, and I may as well get that out of the way first. You need a probe strength of at least 103-ish to scan one of these sites down. 102 probe strength is definitely very close but not enough. I can scan one down with a tight cube formation with 104 probe strength. If you don't know how to see your probe strength, just press ALT + F to bring up the fitting window, and hover over the probe launcher. Look for the "Show Charge Info" icon and click it. Under the Attributes tab, you should see "Base Sensor Strength", and there is your probe strength there. If someone is already there, you could 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.

As far as ships go, your choices have been explained suitably in the Preamble. I used a Heron for all my attempts, and it worked just fine, with the conditions being that it is not suitable for:

  • Checking if the Alarm has been activated in the Sentries on Duty room
  • Running the Archive Room
  • The Mine Room is possible, but should you fail, you will lose your ship

Otherwise, the Heron or Magnate are perfectly suitable vessels.

Icon warning.png These are proven fits. Alteration may result in failure of site completion.

There is one fit that you will need for the Solray room, but that will be explained in a bit. Otherwise, the fits are pretty generic.

This is the fit I normally use for the Solray Room after the Power Terminal has been stabilized.


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
5a Prototype Shield Support I
Eutectic Compact Cap Recharger

Damage Control II
Type-D Restrained Capacitor Flux Coil

Small Anti-Thermal Screen Reinforcer I
Small Anti-EM Screen 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
  • 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.
  • 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 Energized Adaptive Nano Membrane I

Small Gravity Capacitor Upgrade I
Small Auxiliary Nano Pump I
Small Anti-Explosive Pump 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
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
  • You may need to swap the afterburner for a Small Compact Pb-Acid Cap Battery to achieve capacitor stability.


Otherwise, to run the Sentries on Duty room (Turret Room), I use this:


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 Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen 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 Anti-Explosive Pump 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


Nothing particularly fancy. Use a cargo scanner if possible after the two Data hacks are done in the Solray Room. It pays to use a Small Secure Container (anchor it and set a password!) more so with the Magnate than the Heron. Just leave the Secure Container in the Solray Room and bookmark it, stuff the loot and shiny cloaks and probe launchers inside it, then bring the Mobile Depot with you into the Turret Room to refit for the Cargo Scanner after the data hacks are finished.

We will now continue with the rest of the process of walking through the site. I won't go over shiny T3 or battleship fits for the Archive Room because that will be discussed later in more generic terms and details.

Let's get to the procedure layout:

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, then take 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. Open container, and observe the "disc" it grants you. It can either be Infrared, Gamma or X-ray. There are three containers in this room, and you place the "disc" into the container which matches the name of the disc.
6. Having aligned the Solray Power Terminal, you'll take considerably less damage in its presence. Approach the container in between the two rifts near the Solray Observational Unit. Drop your Mobile Depot there, while it is working, hack the Storage Depot. Loot it. Refit to your capacitor stable local repairer fit.
7. Approach the Solray Power Terminal and hack all containers. You could cargo scan them first while the Mobile Depot is up, if you desire, to skip unworthy containers.
8. Refit back to your generic fit. Bring a Microwarpdrive. Drop all loot and unneeded modules in the Mobile Depot. Bookmark it. Leave it there for now.
9. If you're in a frigate or cruiser that has less than 70,000 EHP of omni-resists, then skip Phase 3 and proceed to Phase 4. Take the Spatial Rift near the Gamma Ray container into the Turret Room. Otherwise, take the rift near the Solray Observational Unit.

PHASE 3: MINE ROOM

10. DO NOT ATTEMPT THIS ROOM WITH LESS THAN 70,000 EHP.
11. In the Solray room, hack the Remote Reroute Unit. 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).
12. You may incur some damage upon entering. That is fine. Move around a bit in the same direction slowly (no MWD) until a Remote Defense Grid Unit spawns. Hack it.
13. If successful, hack the nearby Storage Depots. Align back to the Solray Room, visible in the distance (or warp out and back in immediately) and burn the Microwarpdrive or Micro Jump Drive. Continue on to Phase 4.

PHASE 4: SENTRIES ON DUTY

14. Upon entering, look for the nearby Remote Defense Grid Unit. Select Keep at Range (5000m) on it. Start hacking it. WARNING: Failure could mean the loss of your vessel. Warp out if so and do not re-enter without a stiff active tank or solid remote repairs with a strong local buffer.
15. 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.
16. Hack all loot containers at your lesiure. Do not approach the Plasma Chambers nearby. Use Keep at Range (2250m) for the can closest to those chambers: and approach slowly with no propulsion module active. WARNING: Do not aggress the Plasma Chambers unless specifically instructed to do so. They have enough power to wipe a battleship clean off the field.
17. If you are in a frigate or any cruiser/battleship that cannot handle extreme Damage Per Second (DPS) then you have completed the site. Go back to your Mobile Depot, refit to travel fit, collect all loot, pick up the Mobile Depot, and proceed on. Otherwise, continue to Phase 5.

PHASE 5: ARCHIVE ROOM

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.
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.
20. Starting from the Turret Room, hack the Hyperfluct Generator. If it is successful, take the rift.
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.
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.
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.
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).
25. Ensure everything is ready, that ship is fit properly and prepared.
26. Approach the Central Archive Cerebrum. Place only the 3 Intravenous Oscillation Fluid objects inside it.
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.

Right. So with that outline out of the way, let's continue on to the specifics of each room, but before we do that, I'll drop these images to help newcomers understand the site.

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

PHASE 1: 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. (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.

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

CAN DIFFICULTY: 7/10 [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.

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:

  1. Solray Gamma Alignment Unit: Stay here for now.
  2. Solray Infrared Alignment Unit: Approach the Solray Infrared Alignment Unit.
  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. The destination is random for each site and changes from one site to the next, although it remains consistent in any one site.

PHASE 2: 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 some damage but it's not too serious to warrant much concern.

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

Go ahead and hack the Alignment Unit.

Icon warning.png 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]
SUCCESS: The hacker is free to open the container and collect the alignment disc.
FAILURE: 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.

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.

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.)

CAN DIFFICULTY: VARIES [YELLOW TO RED HACKS]
SUCCESS: The loot is ready to be looted.
FAILURE: 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.

Afterwards, 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.

PHASE 3: 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.

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

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:

CAN DIFFICULTY: 7/10 [RED HACK]
SUCCESS: The rift is recalibrated to point towards the Mine Room.
FAILURE: No penalty.

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.

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:

CAN DIFFICULTY: 10/10 [RED HACK]
SUCCESS: A Pristine Storage Depot and possibly one or two lower grade containers are spawned.
FAILURE: Expect to take 10000-25000 damage.

Continue by hacking the containers if successful:

CAN DIFFICULTY: VARIES [YELLOW TO RED HACKS]
SUCCESS: The loot is available to be scooped up.
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.

PHASE 4: 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.

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 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!
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 (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).


Prepare your eyes for a massive overflow of images. All of them are relevant and in some respects, fascinating.

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
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:

  1. Bookmark the location of the Mobile Depot in the Solray Power Plant.
  2. Drop all loot and unneeded modules into the Mobile Depot.
  3. Refit into the appropriate fit.

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.

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.)

Start by hacking the Remote Defense Grid Unit:

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 [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 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.

Approximate DPS of all 16 Perimeter Towers (varies)

For Cruisers and above, there is Plan B.

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 [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.

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. 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.")

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:

CAN DIFFICULTY: 6 - 9/10 [YELLOW to RED HACKS]
SUCCESS: The loot can be scooped up.
FAILURE: No penalty.

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.

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.

These 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

PHASE 5: THE ARCHIVE ROOM

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.

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 [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, so you'll have a harder time. Here's what needs to be done:

  1. 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.
  2. 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.

FAILURE: No penalty.

CAN DIFFICULTY: 8/10 [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, 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.

Assuming the hack goes through in time, take the rift into the Archive Room itself.

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.

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:

CAN DIFFICULTY: 8/10 [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: 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 [RED HACK]
SUCCESS: The contents may be extracted.
FAILURE: Additional Sentry Towers may spawn.

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.

Having 3 Oscillation Fluids (or more) in your cargo hold, go ahead and Open Cargo on the Central Archive Cerebrum.

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.

Vessel Rejuvenation Batteries will also be ejected from the Cerebrum itself. These are cool. Details are below: they are Data hacks.

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.

Pictures. Let's see them.

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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

Videos. Everybody loves them. Here is a video of a Nestor being used (note the hack failure in the Mine Room); a triple rep Legion (also shiny); and finally, another Legion video where the turret room has all the sentry guns spawned.