Revision [7693]
This is an old revision of AfterTheSeven1 made by HerodotusPrime on 2011-01-31 16:25:46.
After The Seven, Level 1
Last edited by HerodotusPrime:
Updated 1 of 5 to include ship types
Mon, 31 Jan 2011 16:25 UTC
Updated 1 of 5 to include ship types
Mon, 31 Jan 2011 16:25 UTC
After The Seven - "Replacement" (1 of 5)
Faction: SerpentisMission type: Encounter
Space type: Deadspace
Damage Dealt: Kin/Therm
Recommended damage dealing: Kin/Therm
Group 1, 10km
Aggro on warp in7 x Seven Plebe (Frigate)
After The Seven - "Company" (2 of 5)
Aggro instantly when warp in.
2 x Seven Recruit (Frigate)
Group 2, 15-20km
Spawn when Group 1 eliminated.
4 x Seven Plebe (Frigate)
Group 3, 15-20km
Spawn when Group 2 eliminated.
5 x Seven Plebe (Frigate)
Group 4, 15-20km
Spawn when Group 3 eliminated.
1 x Surenna's Frigate (Frigate)
A cargo container will be dropped when Group 4 is destroyed, which contains the goods the mission requires.
After The Seven - "Idiot" (3 of 5)
Aggro instantly when warp in.
1 x Phenod (Destroyer)
In his wreck you will find his DNA.
After The Seven - "Ruse" (4 of 5)
Only a acceleration track.
Pocket 2
Anakism will spawn at 35-40km. He cannot be attacked and will not be aggroed until you pick up the hostages in The Seven Holding Cells at around 20km.
Once hostages are picked up, run to the acceleration track.
Pocket 3
Stolen CONCORD ship (a container) will spawn near you. Transfer the hostages in the cargo and your journal will update.
After The Seven - "Decision" (5 of 5)