Revision [7408]

This is an old revision of PickYourPoison3ammi made by NycTef on 2011-01-27 13:04:55.

 

Pick Your Poison, Level 3


Last edited by NycTef:
update with Minmatar spawn and some details
Thu, 27 Jan 2011 13:04 UTC


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).

Pocket 1


Initially in pocket 1 you will have an acceleration gate and a SOE Rescue Vessel (non-hostile)

(you will be returning here later)

Pocket 2


Pocket two 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.

Pocket 1 (redux)


In addition to the SOE Rescue Vessel, you now have faction ships of the faction you didn't save out for your blood (you do not have to kill them to complete the mission, just return the staff to the SOE rescue vessel and warp out).

Example Amarr spawn:
3x Imperial Felix (frigates or destroyers?)
4x Imperial Templar Agatho (cruisers or battlecruisers?)
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.
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