Right to Rule, Level 4 Epic Arc: Alike Minds

Last edited by SyphurouS:
added implant once safe / last mission anywhere
Mon, 22 Feb 2010 01:26 EST


Chapter 3 : Alike Minds


Previous Chapter 2
Alternative Chapter 3 The Old Guard ( Interrogation: Catching The Scent )


About The Low Sec Missions

All missions in this series can be accepted and completed remotely ( Unknown if last mission can be completed away from agent location ), the reward item will be placed into your cargo, make sure to leave some room.
If the Agent window to complete does not appear, right click and start conversation with the agent in the journal window.
Systems names purposely left out of guide. Unknown if they are always the same but all but the last will be low sec.
Missions do not occur in dead space and any room can be warped to in all missions.
No Faction / Corp status losses recorded, gains to True Power.

What To Bring & How To Fit It.

Missions can be done in small cost effective ships, well fitted frigate would do the all of these with the exception of the last mission, which has higher DPS & nos/neut, disruptors, an scramblers.
To easily do them all a Cruiser or Assault Frigate is suggested.
You will also need a codebreak and the hacking skill ( I had hacking 4 & it took about 30 cycles for it to open the container ).
Its suggested you fit a cloak as there is PVP activity in the area and you can expect to be camped in to a system for some period of time.


Mission 14 - Silence Rahsa: The Nation's Path


Report to the Sansha agent, the agent will be in a random location in a low sec system, warp to him as you would in an encounter.


Mission 15 - A Human Body


Faction: Amarr Empire
Mission type: Encounter
Space type: Normal space
Damage dealt: EM/Therm
Web/Scramble: NA
Extras: Tracking disruption, Web / Scramble (Elite Frigates)
Recommended damage dealing: EM (best), Therm (secondary)

Acceleration Gate Entrance


You find the Business Associate who will take the Primordial Biomass retrieved from the Advanced Amarr Research Lab. ( Appears as container on the overview )

Single Pocket


Acceleration gate takes you to original mission warp in point.

Initial Group: (8- 12km)

2x Elite Frigates Imperial Bahir (Electronic Attack Ships) Tracking Disruptor, Web/Scramble
2x Elite Frigates Imperial Sixtus (Interceptors) Web/Scramble

Tips


Mission 16 - A Metal Mind


Faction: Amarr Empire
Mission type: Encounter
Space type: Normal space
Damage dealt: EM/Therm
Web/Scramble: NA
Extras: Web / Scramble (Elite Frigates)
Recommended damage dealing: EM (best), Therm (secondary)

The Business Associate will appear when all ships are killed, he will then take the Sansha Command Receiver retrieved from the last ship killed. ( Appears as container on the overview )

Single Pocket

At warp-in you'll find the remains of the Amarr Empire attacking force.
The new wave of spawns are triggered by killing off the last ship

Initial Group: (15-30km)

5x Elite Frigates ( Imperial Forian / Paladin ) Web/Scramble

Wave 1: (20-35km)

2 x Elite Frigates ( Divine Imperial Nabih/Felix) Web/Scramble
1 x Cruiser ( Templar Agatho ) Tracking Disruptor

Tips


Mission 17 - A Digital Soul


Faction: Amarr Empire
Mission type: Encounter
Space type: Normal space
Damage dealt: EM/Therm
Web/Scramble: NA
Extras: Tracking disruption, Web/Scramble (Elite Frigates)
Recommended damage dealing: EM (best), Therm (secondary)

This mission requires a codebreaker ( Hacking skill is required is to be at least 4), communications array holds no items, it simply must be successfully hacked.

Single Pocket


Armed Amarr Repair Ships: (2-5km)
2x Elite Frigates Imperial Bahir (Electronic Attack Ships) Tracking Disruptor, Web/Scramble
2x Elite Frigates Imperial Sixtus (Interceptors) Web/Scramble


Mission 18 - Regal Replacement


Faction: Amarr Empire
Mission type: Encounter
Space type: Normal space
Damage dealt: EM/Therm
Web/Scramble: NA
Extras: Tracking disruption, Web / Scramble (Elite Frigates / Cruisers ) Nos / Neut (Elite Cruisers)
Recommended damage dealing: EM (best), Therm (secondary)

No obvious triggers, random or last ship kill seemed to cause next spawn in each pocket.

Acceleration Gate Entrance


You find the Business Associate who will have the Artificial Miyan which you can take from his bestower. ( Appears as container on the overview )

Pocket 1


8x Amarr Cruise Missile Battery (27-32km)

Pocket 2


Initial Group: (10 - 15 km)

8x Elite Frigate (Imperial Paladin) Web/Scramble

2nd Spawn: (10 - 15 km)

2 x Elite Cruiser (Imperial Donus) Tracking Disruptor

3rd Spawn: (10 - 15 km)

2x Elite Frigates Imperial Forian (Electronic Attack Ships) Tracking Disruptor

4th Spawn: (10 - 15 km)

2x Elite Frigates (Divine Imperial Felix/Nabih) Web/Scramble

Pocket 3


Initial Group: (10 - 15km)
3x Elite Crusiers ( Imperial Tamir / Templar Muzakir ) Nos/Neut
1x Elite Frigate (Divine Imperial Felix) Web/Scramble

Spawn 1: (10 - 15km)

3x Elite Frigates Imperial Bahir (Electronic Attack Ships) Tracking Disruptor, Web/Scramble
2x Elite Frigates (Imperial Sixtus/Divine Imperial Felix ) Web/Scramble

Spawn 2: (10 - 15km)

2x Cruiser (Imperial Templar Agatho) Tracking Disruptor

Pocket 4


Initial Group: (9-12km)

2x Elite Frigates (Divine Imperial Imran / Sixtus ) Web/Scramble

Spawn 1: (8-10km)

1x Cruiser (Lord Miyan)

Spawn 2: (8-10km)

2x Elite Frigates (Divine Imperial Forian / Sprite ) Web/Scramble

Spawn 3: (8-10km)

3x Elite Crusiers ( Imperial Tamir / Templar Muzakir ) Nos/Neut

To Complete the mission destroy the Safe House and place the Artificial Miyan in the Safe house ruins ( appears as container on overview )

Tips
Comments [Hide comments/form]
On Mission 18 - Regal Replacement:
I had 4 Elite Frigates in the initial spawn in room 2.

An Addition on the Room 3 spawns:
They seemed to be random/time based, if anything with the 3 elite cruisers being triggered by killing the initial spawn.
The nos/neut from the Imperial Tamir/Templar Muzakir wasn't very noticeable in my Retribution, but I did turn off my afterburner in case.
I should add that Lord Miyan has a heavy nos/neut, neuting approx 250 cap every 10s or so, but it only has a maximum range of 10km.

On a final note, the mission locations appears to be random. I had Mission 17 - A Digital Soul in highsec while Mission 18 - Regal Replacement was in lowsec.
-- HaurianCommando (2010-01-20 12:13:36)
I can also confirm that you can complete the mission remotely and recieve the implant.
-- HaurianCommando (2010-01-20 12:22:56)
Conferming that you can complete remotely and recive the implant.
I did the enitre mission chain in a Pilgrim class recon cruiser, 3 T2 425MM autocannons, cloak, 2 codebreakers, 1 rep, EM/Them hardeners + EANM, easily tanked, and using T2 drones easily chewed up the NPCs.
Also, I was on top of the safehouse in the last mission when it poped, it bounced my pilgrim over 50 kilometers from where I was before the explosion.
-- Ssbn732 (2010-03-13 16:22:14)
I did the series in a MWD Purifier, basically burning out to 45 on warp in and nuking everything from afar. Worked like a charm since it allowed me to ignore TD/Neuts and the rare Locals, even though the only tank was an MSE2.

The only speed bumps were the Cruise Missiles Batteries in the first pocket of the last mission and the final Pocket. Those silly interceptors got lucky and put a point and 2 webs on me instantly. Due to Mians cruiser at point blank, burning out of the point/webs with the mwd was no real option. My little ugly snail popped with the pointing NPC in structure...

Came back in a Zealot I had on standby and took revenge. The total dps of the pocket 3 spawn is rather impressive, as are the hitpoints of that silly safehouse.
The last room should be tricky for most frigate sized hulls.

I would recommend to do the arc till the last pocket in a SB and change to a cruiser sized hull.
Mission can be completed and advanced remotely. The number of jumps are is sensible

The missions gave each 5.7ish % standing to True Power.
The arc completion gave 12% standing to the Sansha Nation.
-- TalshaTalamar (2010-10-04 08:51:51)
This part of the Arc was surprisingly simple. You can be in and out of the missions in a few minutes except the last one, and as others have pointed out the only problem is the 8 cruise missile batteries. Destroying the Power Generator pops the safehouse as well so don't bother trying to pop the safehouse directly.

I canibalised a PvP-rigged Pilgrim I had in the area to do this, swapped out the PvP buffer tank for an active hardener and a little buffer -

HIGH: 3 x 425mm AC II, Cov Cloak
MID: 2 x Cap Recharger, 2 x Codeberaker, 1 x MWD
LOW: 1 x EANM, 1 x EM membrane, 1 x TH membrane, 800mm plate, Medium rep.
RIGS: 2 x Trimark

DRONES: 5 x Hammerhead II, 5 x Hobgoblin II, 5 x Acolyte II, 5 x VESPA EC-600 (just in case :D)

No issues with tank breaking at any point. The area was pretty dead when I went through it at peak time too, which was surprising. All the missions spawned in lo-sec, nothing in hi-sec at all for me.
-- Peon155 (2011-07-09 19:51:31)
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