Syndication, Level 4 Epic Arc

Last edited by Dark_Missioner:
refined damage dealt Mission 11
Sat, 22 Apr 2023 11:28 UTC

Chapter 1
Alternate Chapter 2
Chapter 3

Chapter 2: Eagle Grip

The High Road (high-sec branch) in the second chapter of the Gallente Level 4 Epic Arc.

Mission 8 - Into the Black


Faction: n/a
Mission type: Travel
Space type: Normal space
Damage dealt: n/a
Web/Scramble: n/a
Extras: n/a
Recommended damage dealing: n/a

Travel to your new agent in Noghere. Bring your stuff, you won't be coming back.


Mission 9 - Poor Man's Shakedown


Mission type: Encounter
Space type: Deadspace
Damage dealt: Exp 80 % /Kin 20 % (some neglectable EM from The Eldest)
Web/Scramble: none
Extras: Possibly Energy Neut (Stabbers)
Recommended damage dealing: Exp / Kin

Agent wants info, instructs you to destroy structures to trigger spawn.

Warp To Site

No enemies present when entering pocket.

Various structures at 20 to 40km including target structures:

4x Asteroid Micro-Colony Minor

Each NPC spawn is location of destroyed structure.
Each consecutive spawn is a little bit larger than previous spawn.

Spawn
2-3x Cruiser (Independent Green-crewed Bellicose/Scythe/Stabber/Rupture) (Energy Neut)
2-3x Battleship (Independent Green-crewed Typhoon/Tempest/Maelstrom)

The group that gives up the key is the one from the furthest Micro-Colony from warp-in - this message appears in local: 'Here's the gate clearance for that acceleration gate. Go through it and talk to The Elder. Just please stop shooting us.'

1x Shanty Town Gate Clearance (Tag key is consumed)
Spawns in cargo container next to NPC wreck.

Blitz


Pocket 1

No enemies present when entering pocket.

Various structures at 20 to 40km including target structures:

3x Asteroid Micro-Colony Minor

Agent instructs you to destroy structures to trigger spawn.


Total Amount Of NPC Spawn
7x Battleship (Independent Green-Crewed Typhoon, Maelstrom, Tempest)
4x Cruiser (Independent Rupture, Stabber)
1x Cruiser (The Elder)

Mission completed after destroying The Elder.

The Elder spawns with the group that appears after the furthest Micro-Colony from warp-in is destroyed.

Structures drop various Trade Goods.

Blitz


Mission 10 - Underground Circus


Faction: Independent (Serpentis, Angel)
Mission type: Encounter
Space type: Deadspace
Damage dealt: Exp/Therm/Kin
Web/Scramble:none
Extras: Target Painter, Sensor Dampener
Recommended damage dealing: Kin/Therm (Serpentis Core) / Exp/Kin (Angel Gist)

Watch out for your drones, NPC may target those first even if group should be neutral.
Split aggro is possible.

Pocket 1

2 NPC Groups: Group 1 auto aggro, Group 2 remains neutral until attacked.

Group 1 (25km)
4x Serpentis Battleship - Core High Admiral (Consumption Junkies)
3x Angel Battleship - Gist Seraphim (Sinful Saints) (Target Painter)
4x Serpentis Battlecruiser - Corelatis Wing Leader (Consumption Junkies) (Sensor Dampener)
4x Angel Cruiser - Gistum Centurion (Sinful Saints)

Group 2 (45km)
4x Serpentis Cruiser - Corelum Guardian Chief Safeguard (Lustadores) (Sensor Dampener)
3x Serpentis Battlecruiser - Corelatis Captain Sentry (Lustadores)

Some structures may drop Trade Goods.


Pocket 2

NPC's spawn after entering pocket.

Spawn 1 (35km)
2x Angel Battleship - Gist Saint (Sinful Saints) (Target Painter)
2x Serpentis Battleship - Core Vice Admiral (Lustadores)
3x Serpentis Battlecruiser - Corelatis Platoon Leader (Consumption Junkies) (Sensor Dampener)
2x Serpentis Battlecruiser - Corelatis High Captain (Consumption Junkies)
2x Serpentis Cruiser - Corelum Guardian Chief Safeguard (Lustadores) (Sensor Dampener)
2x Angel Cruiser - Gistum Liquidator (Lustadores)

Destroy the Ringmaster's Pleasure Hub (structure) to spawn The Ringmaster.

Spawn 2
1x Serpentis Cruiser (The Ringmaster)

Mission flagged completed after destroying The Ringmaster.
Loot The Ringmaster for mission objective and return to agent.
Some structures may drop Trade Goods.


Mission 11 - Intaki Chase


Mission type: Encounter
Space type: Normal space
Damage dealt: Kin/Therm (Syndicate), some Exp/Kin (Pator 6)
Web/Scramble: Possibly
Extras: Tracking Disruption/Energy Neut
Recommended damage dealing: Therm/Exp

Warp To Site

No NPC's on warp in. Seek info - destroy structures per agent's instruction.
Various structures about 60km including:

1x Intaki Settlement Control Tower (Trigger)

Spawn 1 (50km, no aggro)
1x Syndicate Veteran Battleship (Independent Veteran Dominix/Hyperion) (Trigger)
2x Syndicate Battleship (Independent Megathron, Dominix)
3x Pator 6 Delegate (Independent Green-Crewed Tempest, Typhoon, Maelstrom)
2x Syndicate Veteran Cruiser (Independent Veteran Celestis, Exequror) (Energy Neut / Sensor Dampener)
3x Syndicate Cruiser (Independent Thorax, Exequror)
3x Syndicate Veteran Frigate (Independent Veteran Incursus, Maulus)

Spawn 2 (50km, auto aggro, drone aggro)
3x Syndicate Veteran Battleship (Independent Veteran Megathron, Hyperion) (Last Destroyed Is Trigger)

Spawn 3 (50km, auto aggro, drone aggro)
4x Syndicate Veteran Battleship (Independent Veteran Dominix, Megathron)

NPC's do heavy short range DPS and MWD to close in quickly.
Frigates and Cruisers may Web/Scram.


Mission 12 - Rat in a Corner


Faction: n/a
Mission type: Travel
Space type: Normal space
Damage dealt: n/a
Web/Scramble: n/a
Extras: n/a
Recommended damage dealing: n/a

Another travel mission. Report to agent to begin Chapter 3.
Comments
Comment by DeMichaelCrimson
2011-12-25 22:45:03
Completed 'The High Road' (Eagle Grip) missions in a T2 rigged Faction/Deadspace fitted Command ship (Sleipnir). Active shield tank, close range weapons.

Mission 10 - Underground Circus
The Sensor Dampening done by NPC's is rather annoying. Kiting them from range didn't work for me. I found that by getting into close orbit on each NPC doing it, I was able to target and hold lock on that specific NPC.

Mission 11 - Intaki Chase
Syndicate Veteran Battleships are tough, especially in spawn 3. Since each spawn doesn't auto aggro, I was able to get in optimal orbit at top speed with Drones out so that my initial attack was Alpha strike. By the time NPC's aggro, 1st of the 4 Battleships in spawn 3 was already at 1/2 armor damage.
Comment by QianzingYanshu
2012-03-19 07:54:04
"Poor man's shakedown" possible blitz:
1. encounter
destroy all structures to get all spawn on the field.
destroy the ships named independent blablabla.
one of them spawned the container with the gate-key
Comment by OhScrewThis
2013-03-21 17:47:35
"Poor man's shakedown"
Pocket 1
2 of the Stabbers had neuts
Comment by OhWellThisTime
2013-03-21 18:24:15
Mission 10 - Underground Circus
The Sensor Dampening done by NPC's is rather annoying.
Using a Loki was damped to about 9500m max targeting range most of the first group.
Comment by KirtaadTzash
2014-04-01 19:01:07
For Mission 9 - Hidden Camera, heed the agent advice and use small ship. Went there with Domi, Pocket 1 contained 4x Battleship Response Team BS, about 10x battlecruisers besides the normal spawn. Heavy DPS, realized too late, got popped. Finished with Dragoon destroyer after DT respawn, the second time with ease - just some frigates.

Also, gate to pocket 1 unlocks only after the rats in warp-in pocket are destroyed, so this is impossible to do in covert ops frigate without combat.
Comment by Dark_Missioner
2023-04-09 21:46:21
This seems to be relevant for the alternative Low-Sec route "Scoping the Scene" not this High-Sec one "Eagle Grip" as Mission 9 is "Poor Man's Shakedown".
Comment by RollazNv
2014-05-04 17:46:25
Mission 10 - Underground Circus

None of the structures dropped any valuable loot.

Mission 11 - Intaki Chase

None of the structures drop loot and the Control Tower caused the spawn.
Comment by Dark_Missioner
2023-04-23 11:00:07
Mission 11 - Intake Chase

Only Pator 6 (Minmatar based) Battleships will deal Exp damage.

Tag the NPCs whilst they are still passive.
Recommended order of elimination:

1. - Veteran Cruiser(s) (Energy Neut/Dampener)
2. - Normal Cruiser(s)
3. - Pator 6 Battleships
4. - Normal Syndicate Battleships
Last - Vereran Battleship (single one) - Trigger
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