Portal to War, Level 3

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Portal to War: Part 1 of 5

Faction: Rogue Drones
Mission Type: Encounter
Space type: Deadspace
Damage dealt: All kinds
Recommended damage dealing: EM, Thermal
Recommended ships: Vagabond, Drake
Video: Cerberus

At the 1st Gate

When you warp in there is one drone giving you a message:
This is binary and converted to ASCII it says: "PREPARE TO DIE, N00B."

1x Destructor Alvum (cruiser size)

Pocket 1

Four groups. Only the closest group aggros on warp in. Upon attacking group 2, group 3 may aggro
Group 1 10-30km
Group 2 55-60km
Group 3 60-65km
Group 4 65-70km

Each group consists of:
1x Drone Light Missile Battery
2x Viral Infector Alvum (cruiser size)
3x Decimator/Sunder Alvi (frigate size) (These will target your drones)

Missile Batteries may drop missiles
Drone Storage has no loot

Veldspar - 9 asteroids 839.330 units
Scordite - 18 asteroids 906.882 units

Pocket 2

1x Drone Watcher (cruiser size)
1x Drone Watcher Post (turret)
both around 20 km

Veldspar - 36 asteroids

848,254 isk

Portal to War: Part 2 of 5

Faction: Caldari & Amarr Empire
Mission type: Encounter
Space type: Deadspace
Damage dealt: Kin, Therm (Caldari) and EM, Therm (Amarr)
Recommended damage dealing: Thermal
Recommended ships: Vagabond, Drake

Pockets 1 and 2 empty

Pocket 3 (Caldari ships)

Four groups. The first group aggros on warp-in
If one of the cruisers get too close to another group, that group may aggro when that cruiser is attacked

Group 1

3x Interceptors (Caldari Navy Delta II Support Frigate) (web/scram)
3x Cruisers (Caldari Navy Blackbird)

Group 2

6x Frigates (Caldari Navy Soldier/Officer)

Group 3

6x Frigates (Caldari Navy Soldier/Officer)

Group 4

3x Frigates (Caldari Navy Griffin)
1x Cruisers (Caldari Navy Moa)

No loot

Pocket 4 (Amarr ships)

The Amarr fleet spawn is timed, not (necessarily) dependent on attacking the control tower. Both groups auto aggro upon warp in.
The mission repeatedly tells you to hurry up, and they mean it. It will take approx 2h before the Amarr fleet spawns. This fleet will include more ships than just those noted below. Some spawns may include ships that can web/scramble.

Group 1

1x Imperial Sentry Gun
1x Cruiser (Imperial Equalizer)

Group 2

1x Imperial Sentry Gun
2x Cruisers (Imperial Agatho/Avenger/Donus)

Spawn 1

Triggered when you attack the Control Tower
6-10km from Control Tower
5x Cruisers (Imperial Avenger/Equalizer)

Spawn 2 (will not spawn if Control Tower is destroyed)

Triggered when last ship in spawn one is attacked
5x Elite Frigates (Divine Imperial Paladin/Napat/Valok) - Note: Regularly drops Aggro and retargets Drones

Spawn 3 (will not spawn if Control Tower is destroyed)

Triggered when ship is attacked in spawn 2
1x Cruisers (Imperial Donus/Equalizer/Maller)
3x Battlecruisers (Imperial Templar Seer) (nos)


Sentry guns may drop ammo and/or missiles
Other structures have no loot

Loot & Salvage
23.9 mil

Mission 2

Portal to War: Part 3 of 5

Mission type: Courier

Portal to War: Part 4 of 5

Faction: Caldari Navy
Mission type: Encounter
Space type: Normal (MWD works)
Damage dealt: Kin, Therm
Recommended damage dealing: Kin, Therm
Recommended ships: Vagabond, Drake

Aggro from everything
3 groups

Group 1

1x Caldari Point Defense Battery
2x Frigates (Caldari Navy Soldier)
1x Cruisers (Caldari Navy Blackbird/Moa)

Group 2

1x Caldari Point Defense Battery
2x Frigates (Caldari Navy Soldier)
1x Cruisers (Caldari Navy Blackbird/Moa)

Group 3

1x Caldari Point Defense Battery
2x Frigates (Caldari Navy Soldier)
1x Cruisers (Caldari Navy Blackbird/Moa)


Kill the Caldari Navy Moa

Batteries may drop missiles

No loot

Portal to War: Part 5 of 5

Faction: Caldari Navy
Mission type: Encounter
Space type: Unknown
Damage dealt: Kin, Therm + EM missiles
Recommended damage dealing: Kin, Therm
Recommended ships: Vagabond, Drake

Aggro from all
5x Frigates (Caldari Navy Officer)

Destroy the stargate to complete the mission

Standing loss is -2.4%

Comment by ChepeNolon
2008-05-29 16:13:23
Xalib Zondo's story about the last room in second stage:

2007.03.28 19:25

Hi there,

Just had a call from a corps mate to help him out in the above mission, problem was, he took a break from the mission, so was over an hour old by the time we got to the last room in the second stage, where the tower with the chip is located. On warp in, I saw a large Armarr fleet in there, was intantly scram'd and popped in only a few minutes. I was in a Domi with T2 Hardners, Armour & Rep rigs.

The other ship used was a Mega, when I popped, he was gone in seconds.

Bad day at the office all round.

Just though you may like to include a time warning on this as I (and I can only assume others) thought the warning in game refered to the 6 cruisers that arrive when you target the tower, not a whole battle fleet.

Off to lick my wounds and talk to the bank manager nicely.


Comment by SkinGrapht
2008-07-12 10:36:14
Only 1 cruiser rat, it seems, is the trigger for the mission. Warped in, popped the left-most Navy rat. Mission Complete. Possible Blitz here.
Comment by TainaSalvaje
2008-07-20 12:37:18
1 of 5 pocket 1...
A lot more... I didn't have a chance to count this time, but about 16 or 18 frigates and 3 or 4 turrets
Comment by DrynWynn
2008-08-25 22:37:17
Confirming SkinGraht's comment. I warped in, popped the single named cruiser (this time it was a single Moa with two Blackbirds) and completed.
Comment by SlawomirVenera
2009-01-28 18:52:30
I decided to take on solo the large fleet in the second stage. Waiting for the spawn takes time, so I placed myself 140km from the spawn point in a Maelstrom with heavy artillery, and immersed myself in the market, checking the battle scene once in a couple of minutes.

Suddenly, after two minutes awol, I was surrounded by frigates and cruisers, with 10 battlecruisers 30 km away and pounding at my shields.

Warped out, repaired my armor (took 40% damage in 30 seconds), and returned to find the fleet 150km away. Now it was not too difficult.
Comment by WebbHost
2009-02-14 18:38:21
Got some very very nice loot from part 4, a few items worth a few mill each.

The strange thing is all of these missions said the activity was in pator, but I had 2 missions in eyuster and 1 in ammold - all going to the SAME area?? Think theres a bit of a bug there.
Comment by TotalNewbie
2009-04-15 13:17:58
Part 2 0f 5: There is 896,733 Scordite and 839,330 Veldspar Roids to mine.
Comment by JakeSnake5
2009-04-26 10:52:01
Part 2 of 5: Armada
Decided I'd check the consistancy of that armada from pocket 4. So I had gone in in a Reaper after killing/salvaging everything. Parked 300km above warp in.

Armada started spawning 2 hours after initial warp into pocket 3

Number of ships and types exceeded original pocket 4 spawn, but spawned where the original pocket 4 ships were located.

Ships did not all spawn at once, but took a few minutes to jump in.

5 x Devine Imprial Napat (Elite Frigate)
2 x Gistior Defacer (Destroyer)
3 x Gistior Hunter (Destroyer)
4 x Amarr Navy Maller (Cruiser)
2 x Imperial Templar Donus (Cruiser)
2 x Imperial Templar Tamir (Cruiser)
1 x Divine Imerial Avenger (Elite Cruiser)
2 x Divine Imperial Equalizer (Elite Cruiser)
1 x Imperial Avenger (Battlecruiser)
1 x Imperial Justicar (Battlecruiser)
3 X Imperial Templar Seer (Battlecruiser)

Actual ship types and counts may vary.

Ship started locking after approaching to 120km
Comment by ClixOr
2009-07-27 19:45:17
beware that you are nossed in part2, lucky i decided to destroy the control tower when this happened (could just tank ships that were there). Otherwise you are overwhelmed and can't warp out.
Comment by BuilderAlphaOne
2009-08-11 23:58:54
unfortunately, the 'old acceleration gate' in Part 1, pocket 2 is not functional. Who knows what sort of fight we might get into with an entire drone hive? 8-)
Comment by Trius5
2009-09-29 04:16:18
this may not be important, but part 3 of 5 says the courier is 3-5 jumps, whereas I actually had it turn up in the same system, but different station (0 jumps)
Comment by TheMissioner
2009-09-30 13:11:25
this may not be important, but part 3 of 5 says the courier is 3-5 jumps, whereas I actually had to fly 6 jumps. should be removed
2010-02-14 20:50:14
Anybody ever stayed part 5 beyond an hour without destroying the gate? Apparently, reinforcements were supposed to come through then, but I didn't want to test it
Comment by JakeMcCord
2010-07-25 20:14:14
Completed with no problem in a Loki.
Comment by HeadWar
2010-09-05 06:10:52
Waited for the reinforcements in part 5. After about an hour three cruisers, three elite frigs and three normal frigs appeared. I'm a bit disappointed to be honest.
Comment by KartofiusAlAndalus
2012-12-31 01:37:02
no standing hits
Comment by SuperFrank
2013-03-04 13:40:38
-2.4% calari rep for ship kill in either part 4 or part 5.
Comment by RedAxe
2013-03-24 01:36:02
Part 2/5 gives a standing hit for Amarr, 2.4% - Ship Kill
Comment by Khuri2021
2021-01-23 13:13:33
Minimum standing loss is
-0.002 Caldari (Caldari Navy Moa in part 4)
-0.24 Caldari (The stargate in part 5).

Standing loss for killing Amarr in part 2 is -0.24, this can be avoided by only blasting the Control tower for the chip.

I do not consider part 5 worth it. Part 4 is questionable.
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