Revision [10246]

This is an old revision of PickYourPoison3ammi made by CommanderA9 on 2012-06-13 00:28:05.

 

Pick Your Poison, Level 3


Last edited by CommanderA9:
You CAN rescue both diplomats...my fleet just did.
Wed, 13 Jun 2012 00:28 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).
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. 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


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

(you will be returning here later)

Battleships and other ships considered restricted by the ship restrictions can wait at this gate.

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.

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. Either way, an opposing fleet will be present in the first pocket following your rescue. Athird pilot with a well-tanked battleship can withstand the enemy fleet while other pilots complete the drop-off.

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)
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.

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