Revision [19029]

This is an old revision of PickYourPoison3ammi made by DragonOfOne on 2013-12-17 11:18:17.


Pick Your Poison, Level 3

Last edited by DragonOfOne:
Bounty & loot
Tue, 17 Dec 2013 11:18 EST

Faction: either Minmatar or Amarr depending on your choices in Pocket 2

Note: You cannot take a battlecruiser into this mission! A well-tanked cruiser or fast frigate is necessary (the cargo is only 1m³).
You can use a large ship for the second part, the first part requires only a small frig or shuttle.

How to complete this mission with a large ship.
There are 2 parts to this mission, the first part restricts the size of ship that can be used, simply grab the cargo using a shuttle or frig, once
you have the cargo in your hold you are supposed to warp back to the mission entrance and deposit the diplomat in the can, the acceleration gate within the pocket takes you there. Do not do this.

Instead of returning to the entrance start point, go get your ship of choice to kill all enemies at the warp-in point. Simply ensure you place
the rescued diplomat in your cargohold. Upon returning to the warp-in entrance you can kill everything with your large ship and deposit diplomat.

Pocket 1

Pocket One consists of two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate back to Pocket 1. Shortly after warping in you are given a message that you can only save one.

Pick up the embassy staff from one of the housing cans, and the other blows up.

Note: It is possible to rescue both diplomats at once, but it will require a fleet and proper timing. Once you rescue one, you will have only a few seconds to rescue the second before the embassy building explodes, so you'll need a second pilot at the other embassy to grab the other diplomat at the same time you do. Either way, an opposing fleet will be present in the first pocket following your rescue. A third pilot with a well-tanked battleship can withstand the enemy fleet while other pilots complete the drop-off.

Initially in pocket 1 you will be left with an acceleration gate and a SOE Rescue Vessel (non-hostile) once all hostile ships have been killed
is no reason now to enter the pocket via the acceleration gate.

Warp in point after Rescue

In addition to the SOE Rescue Vessel, you now have faction ships of the faction you didn't save out for your blood (See list below),(you do not have to kill them to complete the mission, just return the staff to the SOE rescue vessel and warp out). Ships will vary as to which empire space you are in.

Example Amarr spawn:
3x Imperial Felix (frigates)
4x Imperial Templar Agatho (cruisers)
2x Imperial Tanakh (battleships)

Example Minmatar spawn:
4x Rupublic Baldur (frigate)
3x Republic Tribal Rodul (cruiser)
2x Republic Jotun (battleship)

Contrary to the mission advice, you do not seem to lose faction standing for the faction that you leave behind, or receive any improvements if you rescue one or both.

Bounty (Amarr) :
Loot (Amarr) : ~ 7.7M Isk in Insignias and other drops

loot = approx 11.9 Mil ISK if you salvage everything

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