EVE Online

EVE Online

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EVE Missions Guide
By KRostik
This Guide consist of level 4 missions, as well as level 3 may be sometime in the future lol
   
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Introduction


Hello pilot, welcome to eve missions guide. This guide will cover basic understanding of tactical layout and strategy on how to safely complete level 4 missions. The ship ill be using is tengu, but it does not mean that you should to, i expect you understand your abilities in what you fly, i will however, list general idea what to expect from opposing faction threat.

Note to yourself that game does change, which means some things might not be the same.

Personal Note and Thank You
Thank you for taking your time and i hope this guide was helpful. If there is any suggestions or any questions let me know. This guide is not final product since game does changes over time with every patch. This guide took a lot of work and its free, please rate it up and comment. Btw if you have any questions about PVE aspect of the game im your guy. I might show how to make a lot of quick money with PVE but its all depends if anyone interested. Thank you and fly safe :)

All of My Guides Can be Found Here

For Donations Click Here[www.paypal.com]
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Tengu Build
Tengu Speed Tank Layout.
*You are not limited to what you can fly, like i said i expect you to know what you are capable of, i cant list all possible fittings for all the ships, use battleclinic for suitable fitting. I personally use tangu because its fast to my opinion, i will share my build.
"quick tip: My tengu build has no drone bay, i use precision missiles against frigates, it should be main target to eliminate do to web/scamble."

*Build*
hi-slot

-Heavy Missile Launcher 2x6

Mid-slot

-Pithi A-Type Small Shield Booster
-Adaptive Invulnerability Field 2
-EM Ward Field 2 (switch out depending on resistance i need)
-EM Ward Amplifier 2 (Switch out dependng on resistance i need)
-10MN Afterburner 2
-Shield Boost Amplifier 2

Low-Slot

-Ballistic Control System 2x4

Rigs

-Medium Capacitor Control Circuit 2
-Medium Warhead Flare Catalyst 2
-Medium Warhead Rigot Catalyst 2

Sub System

-Tengu electronics - Dissolution Sequencer
-Tengu Defensive - Amplification Node
-Tengu Engineering - Augmented Capacitor Reservoir
-Tengu Offensive - Accelerated Ejection Bay
-Tengu Propulsion - Fuel Catalyst

Ammo

-Heavy Missiles
-Precision Heavy Missiles (for small targets such as frigates)
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I am open to any suggestions or ideas to this fitting or any Caldari ships you wish to see with different fitting.
Resistance/ Damage
Flying solo requires balance in tanking and damage output, without proper tank some missions might be harder than they should. Here is a list of factions for which recommended tank and damage required.


LVL 4 Angel Cartel Spies
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Faction: Angel Cartel
Mission type: Encounter
Space type: Deadspace (no Gate, Player can warp to 0-100km)
Damage dealt: Exp/Kin/Therm
Web/scramble: Web (stasis tower)
Recommended damage dealing: exp/kin
Recommended ships: Drake, Raven/CNR, Dominix/DNI or better


Single Pocket
(one time 50km away, another 4km away)
1x Stasis Tower
2x Angel Heavy Missile Battery
4x Battlecruisers (Gistatis Praefectus/Tribunis)
3x Battleships (Gist Warlord/Saint/Nephilim)

Bunker dropsT1 ammo and cap boosters occationally
Mission can be done with Gankfit (Buffer+Damage) to maximize Efficiency, NPC die before they can kill the Buffer of any BS.
LVL 4 Assault (Serpentis)
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Faction: Serpentis
Mission type: Encounter
Space type: Deadspace with gates
Damage dealt: Kin/Therm
Extras: Heavy Dampening (Guardian Chief Patrollers)
Web/scramble: Guardian Frigates
Recommended damage dealing: Kin, therm


Pocket 1
No auto aggro. Some drone aggro.
Attacking Group 1 might aggro Group 2.
Attacking Group 3 aggros Group 2.
Group 4 is passive.
Distance to closest NPC is 45km.
Blitz: The gate is not locked, go straight to Pocket 2.


Group 1:
2x Frigates (Guardian Spy) (Orbit at 9km) Web/Scramble
4x Cruisers (Guardian Chief) (Orbit at 17km) Damp


Group 2:
3x Destroyer (Corelior Infantry)
4x Battlecruisers (Corelatis Platoon Leader/Squad Leader)
2x Battleships (Core Admiral) Trigger


Group 3:
5x Destroyers (Corelior Infantry/Sentinel)
3x Battlecruisers (Corelatis Squad Leader) (Orbit at 5km)
4x Battleships (Core Flotilla Admiral/Rear Admiral)


Group 4:
4x Battleships (Core Flotilla Admiral/Vice Admiral) Damp


Single Spawn:
4x Battleships (Core Vice Admiral) (Orbit at 38km)
4x Frigates (Guardian Protector) (Orbit at 9km) Web/Scramble

Tip: Aggro Sequences:

Pocket 1 - Group Sequence 4 3 2 1
• Attacking Group 4 will aggro Group 3
• Attacking Group 3 will aggro Group 2
• Attacking Group 2 will aggro Group 1

Mineable Asteroids:
Veldspar: 1,250,000 to 1,500,000 units
Plagioclase: 550,000 to 700,000 units
Pyroxeres: 550,000 to 620,000 units


Pocket 2
Distance to closest NPC is 16km.
Blitz: The gate is not locked, go straight to Pocket 3.


Group 1: (Auto aggro)
3x Battlecruisers (Corelatis Squad Leader)
6x Battleships (Core Commodore/Port Admiral)


Group 2: (Auto aggro)
4x Frigates (Guardian Agent/Spy) Web/Scramble


Group 3:
3x Destroyers (Corelior Sentinel/Cannoneer)
2x Battleships (Core High Admiral/Grand Admiral) Trigger


Single Spawn:
3x Frigates (Coreli Initiate)
4x Battleships (Core Port Admiral/Vice Admiral/Grand Admiral) Damp

Pocket 3
No Agro on warp in.
Drone Agro from group 1.
Agro from group 2 on ~40km.
Distance to closest NPC is 58km.
Blitz: Kill group 2.


Group 1:
2x Frigates (Guardian Agent) Web/Scramble
2x Cruisers (Guardian Chief Infantry/Corelum Guardian Chief Sentinel)
3x Battlecruisers (Corelatis Squad Leader/Platoon Leader)
1x Battleship (Core High Admiral)


Group 2:
1x Cruiser (Corelum Chief Infantry)
1x Battlecruiser (Corelatis Platoon Leader)
3x Battleships (Core Port Admiral/Rear Admiral)

Bounty
22-23 million
LVL 4 Damsel In Distress (Mercenaries)
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
---------------------------------------------------------------
Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Faction: Mercenaries
Mission type: Encounter
Space type: Normal space (aka MWD works)
Damage dealt: All types. Therm(~63%), Kin(~24%), Exp(~6%), EM(~7%)
Web/scramble: Spider Drones web
Extras: NA
Recommended damage dealing: Therm (best all round), Kin (secondary)
Recommended ship class: Battleship


Note: Great mission for looting/salvaging (especially in a Marauder) if you sit still and tank the mostly close orbit NPC ships.


Single Pocket

Auto-aggro from Initial Group at warp-in.

It is recommended that you set your drones to passive to avoid hitting the trigger ship (Kruul) accidentally.
All spawns will appear near the Kruul's Pleasure Garden structures. They may target drones/fleets members.

Warning
• Spawn 1 is triggered when Kruul is attacked. Make sure you save him for last. (Be careful if you have uber skills, if you insta-pop him you don't get the spawn. Use only a target painter without guns so you cause the spawn but don't damage him.)
• Spawn 2 is triggered when Kruul's Pleasure Garden is damaged to ~25% armor remaining.
• Spawn 3 is triggered when Kruul's Pleasure Garden is damaged to ~40% hull remaining.

The Damsel is in Kruul's Pleasure Garden located the farthest away from the warp in Beacon.

Don't waste your time on Kruul's Pleasure Garden closest to the warp-in Beacon. There is nothing in it.

WARNING: When you destroy Kruul's Pleasure Garden it will emit a blast with a radius of 30-40KM that inflicts 3000 Explosive Damage.

NOTE: BLOWING UP THE HUB WILL NOW KILL YOUR DRONES!!! (Incarna release)


Initial Group (Auto-aggro): (25-35km)
2x Frigates (Kruul's Henchmen)
4x Cruisers (Pleasure Hub Guardian - Mercenary Commander/Corporal) Scourge Heavy Missile
3x Battleships (Pleasure Hub Sentinel - Mercenary Overlord) Scourge Heavy Missile
1x Cruiser (Kruul) Trigger Havoc Heavy Missile


Spawn 1 (Auto-aggro):
Triggered when Kruul is attacked. 6x Battleships (Pleasure Hub Sentinel - Mercenary Overlord) Scourge Heavy Missile


Spawn 2 (Auto-aggro):
Triggered when Kruul's Pleasure Garden is damaged to ~25% armor remaining. 2x Spider Drone I Web
4x Cruisers (Pleasure Hub Guardian - Mercenary Corporal) Scourge Heavy Missile
4x Battleships (Pleasure Hub Sentinel - Mercenary Overlord) Scourge Heavy Missile


Spawn 3 (Auto-aggro):
Triggered when Kruul's Pleasure Garden is damaged to ~40% hull remaining.
5x Frigates (Seven Death Dealer)
3x Cruisers (Seven Assassin) Havoc Heavy Missile
1x Battleship (Zor) Cataclysm Cruise Missile (always drops a junk implant, but there is a chance for a second better implant to drop as well)


Tip
• Spawn 1 can be prevented from appearing if you destroy Kruul's Casino before you begin your attack on Kruul.
• Killing Kruul in one volley prevents him calling for help. - Did this tonight, one-shot Kruul, and I got the 6 BS ship spawn.
• Mission is flagged completed after you have destroyed the Kruul's Pleasure Garden that holds the Damsel.
• Most NPC ships will try to approach as close as possible (including battleships). Long range sniping is the best way to both tank battleships and deal considerable DPS.
• Most spawns will aggro your drones.


Structures
• Kruul's Casino drops NPC trade goods/passengers.


Blitz
• Kill/ignore the cruisers/battleships from the initial group.
• Either: Ignore Kruul completely -- OR: Destroy Kruul's Casino to prevent Spawn 1. After this, you can kill Kruul safely.
• Destroy the Kruul's Pleasure Garden that is the furthest away from the warp in point and pickup the Damsel. Kill/ignore the remaining two spawns as they appear (beware very significant incoming dps).


Bounty
•◦ 5 mil ISK (if all ships are killed)



Note
• The Explosion Wave will NOT affect any NPC ships. But it will kill your drones, and damage your ships!
LVL 4 Dread Pirate Scarlet
"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
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Faction: Angel / Blood Raider / Gurista / Serpentis
Mission type: Encounter
Space type: Normal Space - Can warp to member of fleet in any pocket directly, but cannot warp to any previous pockets directly.
Damage Dealt: All kinds
Recommended damage dealing: Explosive or Kinetic (based on random spawn) for the first pocket, Kinetic for the rest. Thermal EM do minimal damage.
Web/scramble: none

Pocket 1 (warp in)
Acceleration gate is locked and 20 KM away from warp-in.

Note: Warping out may cause a new Angel or Serpentis spawn with the same number of cruisers/battleships.
Group (Auto-aggro): (55 KM)
4 x Cruiser (Angel: Liquidator/Marauder) / (Serpentis)
5 x Battleship (Angel: Malakim/Nephilim/Warlord/) (Target Painter) / (Serpentis)
Nephiliim orbit at 31k, Malakim/warlord orbit at 7k-8k
Last battleship killed drops the key to unlock the gate. Key will not be consumed on use. The key is labeled "Gate Key".

OR

5 x Battlecruser (Serpentis: Corelatis Squad Leader/ Corelum Cheif Guard) (Damp)
4 x Battleship (Serpentis: Core Admiral/Core High Admiral)

Pocket 2

Acceleration gate is not locked and 29 KM away from warp-in.

Group (Auto-aggro): (45-60 KM)
1 x Named Battlecruiser (Anire Scarlet) Heavy EM/Thermal She warps out almost immediately
5 x Battlecruiser (Blood Raider: Arch Sage) / (Gurista: Executor)
4 x Battleship (Blood Raider: Monsignor)/ (Gurista: Exterminator) (Heavy Jamming) Jam range 100km

The Gurista battleships will do a heavy amount of jamming. Anire Scarlet is flying an Absolution and does heavy EM/Thermal damage. She will run into the next pocket if attacked or ignored for 10 minutes.


This room will clear and respawn a new group upon exiting (does not respawn every time).
With better SPs/tier, makes bounty-farming lucrative. (Read more below.) + Salvage possible.

Pocket 3

Acceleration gate is not locked and 19 KM away from warp-in.
Group 1 (Auto-aggro): (27 KM)
1 x Named Battlecruiser (Anire Scarlet) Heavy EM/Thermal

Again, Anire Scarlet does high EM/Thermal damage and runs away to the next pocket.

Group 2 (Auto-aggro): (31-33 KM)
3 x Frigate (Serpentis)
4 x Battleship (Gurista- Pith Conquistador)
OR
5 x Cruiser (Gurista: Pithum Silencer)
6 x Battleship (Serpentis: Core Port Admiral/Core Rear Admiral)

Last ship or battleship killed spawns final group. Note: Spawn group may aggro drones. Pull your drones in before triggering it.

Spawn 1 (Auto-aggro): (35 KM)
4 x Battleship (Gurista: Pith Eliminator/Pith Extinguisher) (Eliminator: Heavy Sensor Dampening)
OR
3 Battleship (Serpentis: Core Flotilla Admiral/Core Vice Admiral) (Heavy Sensor Dampening)

There's a chance that if you have a friend warp into the room after the spawn appears, the spawn will disappear and a new spawn of 6 BS and 6 cruisers will appear.
There's also a chance that this spawn Group 2 will appear if you warp out and back after killing Spawn 1, AND that it will be followed by a second Spawn 1.

If you can kill Scarlet before she warps off to the next gate and before reaching the final room, she will drop an implant.
Pocket 4

Group 1 (Auto-aggro): (55 KM)
2 x Elite Frigate (Gurista: /Dire Pithi Imputor/) (Web)
3 x Elite Cruiser (Gurista: /Dire Pithum Abolisher/Dire Pithum Annihilator) (Jamming)
4 x Battlecruiser (Gurista: Enforcer/Executor)

or there's a chance to spawn angel counterparts.

Group 2 (Auto-aggro): (70-80 KM)
1 x Named Battlecruiser (Anire Scarlet) Heavy EM/Thermal
1 x Angel Heavy Missile Battery
1 x Blood Heavy Missile Battery
1 x Guristas Cruise Missile Batteries [sic] Heavy Kinetic
1 x Serpentis Cruise Missile Battery Heavy Thermal

Group 3 (Auto-aggro): (100 KM)
4 x Battlecruiser (Serpentis: Corelatis Squad Leader/Corelatis Wing Leader)
4 x Battleship (Serpentis: Core Baron/Core Commodore)

Despite Anire Scarlet's 5 million ISK bounty and being mission completion trigger, she is no better tanked than any battlecruiser and is very easy to kill. 0-2 T1 modules in her wreck, nothing special. Last ship killed spawns next group.

Again, spawns may target drones. Keep close watch on them; they trend to go after the sentry turrets if left on auto.

Spawn 1
4 x Battleship (Serpentis: Core Port Admiral/Core Rear Admiral)
OR
4 x Battleship (Blood Raiders: Corpus Oracle/Apostle)

Last ship killed spawns next group. They spawn above Scarlet's Station, so if you're in a slow boat, keep the station in range.
There's a chance that if you have a friend warp into the room after the spawn appears, the spawn will disappear and a new spawn of multiple BS and BC will appear.
If you warp off after Spawn 1 has appeared but before Spawn 2, there's a chance that the Group 1 (Angels or Guristas) you did NOT just kill will spawn in addition to Spawn 1.

..youtube being gay, i cant list remaining strategy notes
http://eve-survival.org/wikka.php?wakka=DreadPirateScarlet4
LVL 4 Gone Berserk (EOM)
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Faction: EoM
Mission type: Encounter
Space type: Normal (usage MWD allowed)
Damage dealt: Kin=68.76%, Therm=31.24%
Web/scramble: EoM Saboteur will web.
Extras: NA
Recommended damage dealing: Kinetic, Exp
Recommended ship classes: Battleship, T2/T3 Cruiser


Loot Note: Around 3,500m³ - where only about 1200 m³ are useful, the rest is Cap Boosters and Metal Scraps.

Single Pocket

Auto aggro from Initial Group at warp-in.

The starting formation can be separated into three distinct clusters - Left, Center and Right.
Each cluster has a Cruiser trigger that starts a spawn tree when killed.
For EACH TREE, four separate waves will be spawned. (In summary, you get a total of 3 x 4 = 12 waves.)

The spawns sometimes target fleet members.
Initial Group (Auto-aggro): (70-80km)
3x Cruisers (EoM Crusader) Trigger (each Cruiser)
3x Battleships (EoM Hydra)

Note: "each" Cruiser means, that "each" one of the three initial Cruisers triggers a seperate "reinforcement-chain".
In total there are 12 reinforcement spawns in this mission.

Left, Center and Right Spawn Tree

Wave 1 (Auto-aggro):
2x Cruisers (EoM Death Knight) Trigger (when both are killed)

Wave 2 (Auto-aggro):
1x Battleship (EoM Hydra) Trigger
2x Frigates (EoM Saboteur) Web (extra spawn, only applies to the Left Spawn Tree)

Wave 3 (Auto-aggro):
1x Battleship (EoM Ogre) Trigger
1x Battleship (EoM Hydra)

Wave 4 (Auto-aggro):
1x Battleship (EoM Death Lord) (Death Lord orbits at 45km)

Minable Asteroids:
85x Veldspar

Tip
To manage aggro, work on a single tree until you have eliminated the final battleship for that tree. Repeat again for the next tree.
The ship waves spawn anywhere. So, if you need to keep an eye on the mission completion triggers, do it from the beginning.
The mission is flagged completed once you have killed the EoM Death Lord from the Right Spawn Tree.

Blitz
Either kill or ignore the 3 EoM Hydra battleships.
Kill the EoM Crusader cruiser from the Right cluster.
Eliminate ALL triggers ships that spawn from the Right Spawn Tree.

Mining
There are 86 Roids Veldspar with 3,142,156 units to mine.

Bounty
10,770,000.00
LVL 4 Mordus Folly (Mordus)
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
---------------------------------------------------------------
Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Part 1 of 2

Faction: Mordus
Mission type: Encounter (Get: Encrypted Ship log, 1 m3)
Space type: Deadspace
Damage dealt: Kin/therm
Recommended damage dealing: Kin, EM
Recommended ships: Maelstrom, Raven, Ishtar, Typhoon, Gila, Dominix/DNI
Bounties: 6.5 million ISK

Single Pocket

The last Mordus ship drops the mission objective, it's recommended to leave one frigate until the end so picking up takes no time.
Every new wave aggros you and your drones, so keep them safe.

Wave 1 (50km, autoaggro)

3x Frigates (Mordus Rapier)
5x Cruisers (Mordus Cheetah) Killing last one triggers wave 2
1x Industrial (State Industrial) Does not drop anything and killing it is not required to complete mission
1x Battleship (Mordus Gigamar) Orbit at 45km
1x Battleship (Mordus Mammoth) Orbit at 50km
3x Battleships (Mordus Sequestor) Orbit at 20km Killing the last one triggers wave 3

Possibility:
1x Battleship (Mordus Fleet Commander) - 5mil bounty & random implant

Wave 2
(50km, triggered by killing the cruisers in wave 1)
5x Cruisers (Mordus Leopard)

Wave 3
(58km, triggered by killing the group of 3 battleships in wave 1)
2x Battleships (Mordus Sequestor) Orbit at 20km Killing the last one triggers wave 4

Wave 4
(50km, triggered by killing the group of 2 battleships in wave 2)
4x Battleships (Mordus Phanti) Orbit at 32km

Mineable Asteroids

Mission contains a field of about 40 Veldspar asteroids with a diameter of around 40 km.

Structures
There are 5 so called Abandoned containers which contain different frigate size and cruisers size loot (usually 1 item per container). Tractor beam doesn't work on them so you need to approach them in order to take their conent.

Part 2 of 2

Faction: Caldari State
Mission type: Encounter (Destroy the Caldari Supply Depot)
Space type: Deadspace
Damage dealt: Kin/therm
Extras: Target jamming (Taibu State Tachi/Tendai/Sohei)
Web/scramble: unknown
Recommended damage dealing: kin/therm
Recommended ships: Tengu, Maelstrom, Raven, Rattlesnake, Dominix/DNI
Difficulty: Medium

Single Pocket

No aggro on warp-in.

Wave 1 (50km)
1x Taibu State Tachi Frigate (ECM) - will aggro cruisers when fired on
2x State Shukuro Samurai Cruisers Wave 2 trigger - can be aggroed alone
3x State Shukuro Bajo Battlecruisers - can be aggroed alone
4x State Shukuro Daijo BS - orbits at 35km
2x State Shukuro Bishamon BS Wave 3 trigger - orbits at 34km

Wave 1
Triggered (if Wave 1 is alive and) the supply depot has lost about 25% armor.

2x Taibu State Tendai/Sohei Cruisers (ECM)

Wave 2a
3x Cruisers - will cause BS aggro when fired upon

Wave 2b
Timed trigger after the three cruisers before (?)

3x Taibu State Suriage/Shirasa Frigates (Web/Scram)

Wave 3
2x State Shukuro Bishamon BS
2x State Shukuro Shogun BS Wave 4 Trigger - orbits at 33km

Wave 4
2x State Shukuro Nagashin BS (Heavy Thermal damage, orbit at 67500 m. )
Nagashins move relatively slowly so if you move closer to their spawn point you can approach them after they spawn and destroy them before they get out of range.

Alternative to Wave 3 ( If you destroy the depot first then the initial Bishamons will not cause Wave 3 as listed, instead the last Dajo triggered a 4 Bishamon spawn and the regular Wave 4 triggered by the last Bishamon.

Mission completes when supply depot is destroyed.

Structures
Caldari Supply Depot - 255,000 hp, mission completion trigger.

Tip
Heavy use of missiles. Using defender missiles can help mitigate some of the damage.

Destroying the supply depot incurs no standing penalty.
If you want to blitz (i.e. destroy the supply depot without attacking any ships to avoid losing Caldari standings), you will need to permatank around 850-900 dps of 75% Kin/25% Therm damage because the whole initial group will attack you. If your ship has low sensor strength (e.g. Marauders), you will need to bring high-damage drones (Vespa 2 or Hammerhead 2), because the ECM cruisers can keep you jammed much of the time.
Droneboat with Sentries works great, just get Aggro and let the Sentries (Bouncer II or Warden II) attack the Depot, orbit your own Sentries to reduce Missile/Torp-Damage and just ignore the NPCs and the jamming. If your tank holds (no problem with anti Kin/Therm-Setup), you don't have to care for the ECM and do not get a standing hit to Caldari State.

Tags to be looted (can vary slightly):

Caldari Navy Admiral x 16
Caldari Navy Captain II x 3
Caldari Navy Captain III x 1
Caldari Navy Commodore I x 4
Caldari Navy Commodore II x 20

Standing loss:
0.02% from Caldari State per standing tick
No loss for destroying the depot!
LVL 4 In the Midst Of Deadspace (Amarr/Caldari)
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
---------------------------------------------------------------
Ship fitting can be found in Guide Playlist Description, simply click on annotation.
---------------------------------------------------------------
Part 1
http://eve-survival.org/wikka.php?wakka=IntheMidstofDeadspace4p1
Part 2
Part 3
http://eve-survival.org/wikka.php?wakka=IntheMidstofDeadspace4p3
Part 4
http://eve-survival.org/wikka.php?wakka=IntheMidstofDeadspace4p4
Part 5
http://eve-survival.org/wikka.php?wakka=IntheMidstofDeadspace4p5
-----------------------------------------------------------------
I cant fit all mission details, so instead i linked all info. Technically you do not need to go trough all info, since in this video i pointed out all key info you need.
LVL 4 Pirate Invasion (Angel Cartel)
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
---------------------------------------------------------------
Ship fitting can be found in Guide Playlist Description, simply click on annotation.
---------------------------------------------------------------
Faction: Angel Cartel
Mission type: Encounter
Space type: Deadspace (Usage MWD allowed) (Gated)
Damage dealt: Exp/Kin, Therm (Gist Saint)
Web/scramble: Elite Frigates
Extras: NA
Recommended damage dealing: Explosive (Primary), Kinetic (Secondary)
Recommended ships: Machariel, Vargur, Tengu, Sleipnir, Raven

Note: Proximity aggro is a major factor in this mission. Please be aware that you can aggro a neutral group by just moving into its aggro bubble.
Drones can be deployed as per normal as long as the conditions are met. See Aggro Notes.

Single Pocket

At warp-in, you will see Group 4. Four other groups will spawn several seconds later.
The spawn order is Group 2, Group 1, Group 3 and finally Group 5.

It is recommended that you DO NOT MOVE your ship.
The proximity aggro bubble for Group 4 is about 80km and you may get aggroed EITHER during warp-in or if you move towards it.

Group 1 & 5 will auto-aggro immediately.
Group 2, 3 & 4 will remain neutral until attacked or aggroed via proximity.

Warning
The two Arch elite frigates in Group 1 will frequently warp scramble you in under 20 secs.

Aggro Notes:
Attacking Group 1 does not aggro any other groups. You can safely deploy drones to attack this group.
Attacking Group 2 aggros Group 3 (and vice-versa). You can safely deploy drones after the pair have been aggroed.
Attacking Group 4 aggros Group 5 (and vice-versa). You can safely deploy drones after the pair have been aggroed.

Group 1 (Auto-aggro): Ripped Superstructure (25-35km)
2x Elite Frigates (Arch Gistii Rogue/Hijacker) Web/Scramble
2x Battlecruisers (Gistatis Tribuni)
3x Battleships (Gist Warlord/Saint/Nephilim)

Group 2: Spaceshuttle Wreck (45-60km)
3x Destroyers (Gistior Haunter/Defiler)
4x Battleships (Gist Commander/General)

Group 3: Amarr Trade Station Ruins (60-70km)
2x Elite Frigates (Arch Gistii Hijacker) Web/Scramble
2x Elite Cruisers (Arch Gistum Liquidator/Marauder)

Group 4: Amarr Military Station Ruins (65-90km)
2x Battlecruisers (Gistatis Praefectus/Tribunus)
4x Battleships (Gist Commander/General/War General/Warlord)

Group 5 (Auto-aggro): Amarr Commercial Station Ruins (80-105km)
6x Battleships (Gist Commander/General/War General)

Tip
Throw off aggro from Group 5 : Wait until an enemy ship from Group 5 have locked your ship. Warp out, then warp back in.
Be absolutely careful not to move towards the neutral groups. Move away from them to minimize setting off the proximity aggro.
Recommended order of elimination : Group 1, Group 5 (if you do not warp out to throw-off aggro) & Group 4, finally Group 2 & Group 3.
Mission is flagged completed when ALL ships in Group 5 are killed.
Except Gist Saint and the Battlecruiser the Battleships are all coming in range of 5-8 km. Great for salvaging afterwards.

Blitz
Warp in, kill (or ignore) Group 1.
Eliminate all ships from Group 5 and warp out.
LVL 4 Rogue Slave Trader (Sansha)
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Mission 1/2
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Faction: Sansha Nation
Mission type: Encounter
Space type: Normal
Damage dealt: EM, Thermal
Web/Scramble: Elite frigates
Extras: NA
Recommended damage dealing: EM, Thermal
Recommended ship classes: Battleship, Command Ship, HAC.


Single Pocket

Auto aggro from the initial group at warp-in.
The Sansha Slaver battleship will spawn (near the Beacon) approximately 10 minutes after warp-in.

Initial Group (Auto-aggro): Slave Pen (42-52km)
4x Frigates (Sansha's Demon/Berserker) Web/Scramble
2x Battlecruisers (Centatis Devil)
1x Battleships (Centus Dark Lord/Dread Lord)

Single Spawn: Beacon (2-4km)
1x Battleship (Sansha Slaver)

Tip
Mission is flagged completed after you have destroyed the Slave Pen. Don't forget to pickup the Prisoners for the agent.
Fit Afterburner and/or Tractor Beam, slave pen sits +40km from warp in.
Better yet: Warp and cancel warp, then warp at 0 km and you will land on top of the Slave Pen and in the middle of the initial group.

Mineable Asteroid
The asteroid field yields - Veldspar (279K)

Blitz
Warp to mission location, quickly cancel it. Then select your preferred distance to warp-in e.g. warp to within 10km
Kill/ignore the inital group and destroy the Slave Pen.
Pickup the Prisoners and warp out.

Bounty
2,555,000.00
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Mission 2/2
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Faction: Sansha Nation
Mission type: Encounter
Space type: Gated Normal Space
Damage dealt: EM, Thermal
Web/Scramble: Elite frigates
Extras: NA
Recommended damage dealing: EM, Thermal
Recommended ship classes: Battleship, Command Ship, HAC, Strategic Cruiser.


Pocket Entrance

The warp gate into the pocket is guarded by a small group of ships. They will aggro immediately after you have warped in.
You will need to eliminate all ships to unlock the gate.

Single Group (Auto-aggro): (20-25km)
1x Elite Cruiser (Centum Controller - Centum Loyal Fiend/Hellhound)
3x Battlecruisers (Centatis Phantasm/Specter)
2x Battleships (Centus Lord/Slave Lord)

Single Pocket

Auto aggro from the initial group at warp-in.

Warning
The incoming DPS is fairly heavy. Make sure your ship has a proper tank.

Single Group (Auto-aggro): (20-26km)
2x Sansha Stasis Tower
2x Sansha Sentry Gun
2x Sansha Cruise Missile Battery (Paradise Cruise Missile)
4x Sansha Heavy Missile Battery (Thunderbolt Heavy Missile)
3x Frigates (Sansha's Demon/Berserker) Web/Scramble
2x Elite Cruisers (Sansha Slaver - Centum Loyal Hellhound/Fiend) Mission Completion Trigger (both ships)
3x Battlecruisers (Centatis Wraith/Specter)
1x Battleship (Centus Slave Lord/Plague Lord/Savage Lord)

Tip
Primary targets are the warp scrambling elite frigates. Eliminate them as quickly as possible using your drones.
Next eliminate the Cruise Missile batteries, battlecruisers and Heavy Missile batteries first, before you start on anything else.
Heavy Missile Batteries can aggro multiple ships simultaneously.
Better yet (if you have decent tank): Ignore everything but the two "Slaver" ships and kill only those and leave again, the frigates will not scramble usually.

Blitz
Pocket 1: The warp gate is locked. Clear the pocket before activating the warp gate.
Pocket 2: Kill any warp scrambling elite frigates (only if you are actually scrambled), then kill the two Sansha Slaver elite cruisers and warp out.

Mining

Pocket Entrance: (6) 90K Veldspar, (10) 25K Scordite, (8) 50K Omber
LVL 4 Serpentis Extravaganza
Music "XerXes - Cell Progression"
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Serpentis Extravaganza Level 4 (Tangu solo)
Faction: Serpentis
Mission type: Encounter
Space type: Deadspace
Damage dealt: Kin/Therm
Web/scramble: Elite frigates (Guardian Veteran), Spider Drones
Extras: Sensor dampening (Corelum Chief Safeguards, Core Vice Admiral)
Recommended damage dealing: Kin (best), Therm (secondary)
http://eve-survival.org/wikka.php?wakka=SerpentisExtravaganza4
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Pocket 1
Each group can be attacked indepently without drawing pocket aggro.
Drones can be safely deployed as per normal.

The warp gate will be locked until you have eliminated all hostile ships.


Group 1 (Auto-aggro): Scanner Outpost (18-23 km)
4x Elite Frigates (Guardian Veteran) Web/Scramble


Spawn
Shortly after you engage the frigates, the following ships appear, and auto-aggro:
5x Cruisers (Corelum Chief Guard/Safeguard) Sensor Dampening


Group 2: Blasted Neon Sign (21-28km)
4x Destroyers (Corelior Soldier/Trooper)
2x Cruisers (Corelum Chief Sentinel/Chief Infantry)
1x Battleship (Core Port Admiral/Commodore) Trigger


Spawn
When you attack the battleship in this group, the following ships appear, and may aggro:
3x Elite Frigates (Guardian Veteran) Web/Scramble


Group 3: Serpentis Storage Facility (31-36km)
3x Battleships (Core Baron/Commodore)
2x Battlecruisers (Corelatis Platoon Leader)


Group 4: Serpentis Prison (40-46km)
4x Battleships (Core Baron/Commodore)
2x Serpentis Personnel Transport


Structures
•Serpentis Storage Facility drops NPC trade goods.
•Serpentis Prison drops NPC passengers.



Pocket 2
No aggro at warp-in.

Group 2 can be attacked independently without drawing pocket aggro.
Attacking Group 1 aggroes Group 3 (and vice-versa).
Drones can be safely deployed as per normal, as long as Group 2 has been aggroed or eliminated.

The warp gate will be locked until you have eliminated all hostile ships.


Group 1: Asteroid Mining Post (17-22km)
2x Battlecruisers (Corelatis Wing Leader/Squad Leader)


Spawn
Shortly after you start attacking this group, the following ships arrive, and auto-aggro:
3x Battleships (Core Port Admiral/Commodore)


Group 2: Barren Asteroid (22-27km)
3x Battleships (Core Baron/Commodore)


Group 3: Hollow Asteroid (35-50km)
2x Elite Frigates (Guardian Veteran) Web/Scramble
2x Destroyers (Corelior Infantry/Soldier)
3x Cruisers (Corelum Chief Spy/Chief Scout)
3x Battlecruisers (Corelatis Platoon Leader/Squad Leader)
1x Battleship (Core Port Admiral)


Spawn
Shortly after you start attacking this group (possibly when you eliminate the frigates and destroyers), the following ships arrive near the Asteroid Mining Post (Group 1's starting position), at approx. 30km (they don't appear to aggro until attacked):
3x Elite Frigates (Guardian Veteran) Web/Scramble



Pocket 3
Auto aggro from Group 1 at warp-in.

Groups 1, 2 & 3 can be attacked indepently without drawing pocket aggro.
Attacking Group 3 will aggro Group 4 (Krayak Sarpanti).
Drones can be safely deployed as per normal.


Group 1 (Auto-aggro): Beacon (2-20km)
4x Destroyers (Corelior Infantry/Sentinel)
4x Battlecruisers (Corelatis Squad Leader/Platoon Leader)
1x Battleship (Core Flotilla Admiral)


Group 2: Strange Rock Formation (20-30km)
3x Cruisers (Corelum Chief Defender/Chief Protector)
3x Battleships (Core Rear Admiral/Commodore/Port Admiral)


Group 3: Serpentis Storage Facility (25-30km)
3x Battlecruisers (Corelatis Squad Leader/Platoon Leader)
2x Battleships (Core Admiral/Vice Admiral) Damp (Core Vice Admiral)


Group 4: Serpentis Stronghold (45-65km)
2x Serpentis Heavy Missile Battery
1x Battleship (Krayek Sarpanti) Trigger


Spawn
Triggered by first attack on Krayek Sarpanti:
3x Spider Drone I Web/Scramble

Continuing to attack Krayek Sarpanti will cause the rest of the spawn to appear:
4x Elite Frigates (Guardian Veteran) Web/Scramble
4x Battlecruisers (Corelatis Squad Leader/Platoon Leader)
LVL 4 Smuggler Interception (Angel Cartel)
Music: i do not remember sorry, was just random track i found.
Tengu Speed Tank Layout.
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Mission Details.

Faction: Angel Cartel
Mission type: Encounter
Space type: Deadspace with Gate
Damage dealt: Exp, Kin
Recommended damage dealing: Exp, Kin
Web/Scramble: Arch Angel Frigates, Gistum Break (low chance web only)
http://eve-survival.org/wikka.php?wakka=SmugglerInterception4an

Pocket 1
Easy to aggro the entire room.
Attacking the leftmost group aggroes also the foremost group. Drones should not cause any aggro, use caution.

Group 1 (60 km) (center front): (Will aggro entire room)
2x Battleships (Gist Commander, Gist General)
3x Elite Cruiser (Gist Marauder)
2x Frigate (Gistii Raider)

Group 2 (85km) (right rear):
3x Cruiser (Gistum Defeater, Gistum Phalanx)

Group 3 (80 km) (far left): (Will aggro group 1)
3x Cruiser (Gistum Breaker, Gistum Defeater)
2x Battlecruiser (Gistatis Legionnaire

Group 4 (90km) (mid left):
3x Battleship (Gist Commander, Gist General, Gist War General)
3x Cruiser (Gistum Crusher, Gistum Smasher)

Gate is 28km away


Pocket 2
Attacking the solo Frigate group did not draw aggro, firing on another group drew the entire room.
Stuff in Italics needs verified.
Attacking the rightmost group will not cause any aggro either.
You can attack the top groups and ignore the bottom group of annoying frigates. My drones didn't aggro them either.


Group 1: (60km) (Down right) (Draws no aggro)
4x Frigates (Gistii Impaler, Gistior Seizer)
2x Elite Frigates (Arch Gistii Rogue, Arch Gistii Hijacker) Web/Scramble

Group 2: (90km) (Far Left)
2x Battlecruisers (Gistatis Tribunus, Gistatis Praefectus)

Group 3: (60km) (Front) (Aggros entire pocket)
4x Battelship (Gist General, Gist Warlord, Gist War General)
2x Battlecruisers (Gistatis Praefectus)
2x Transports (Angel Cartel Personnel Transport)

Group 4: (70km) (Back Right)
4x Battleships (Gist Commander, Gist General)
2x Battlecruisers (Gistatis Praefectus)


Structures
No loot is dropped by the ruined stargate or the cathedrals.
LVL 4 Shipyard theft (Angel Cartel)
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Faction: Angel Cartel
Mission type: Encounter
Space type: Deadspace
Damage dealt: exp/kin, minor EM/Therm
Extras: Drone aggro
Web/scramble: Viper/Webifier
Recommended damage dealing: exp/kin
Recommended ships: Sleipnir, Golem, CNR, Raven, Domi, Maelstrom


Pocket 1
All spawns are quite close and vaguely in a semi-circle. Multiple spawns aggro if you try to use drones.
Can use drones if you pull the groups away from the circle
Viper/Webifier do web/scramble.
Acceleration Gate is locked until all ships are eliminated.


Group 1 (might auto-aggro) - 15km
(aggro is random depending on your exact warp-in range)
4x frigates (3x Angel Viper, 1x Webifier) - Web
8x battlecruisers (3x Gistatis Praefectus, 5x Gistatis Tribuni)


Group 2 (might aggro with group 1) - 24km
(aggro from shooting group 1 if you did not already have range-aggro; also drone-aggro based on range)
4x battlecruiser (Gistatis Primus)
4x destroyer (Gistior Defiler)
2x battleships (Gist War General/Gist Warlord)


Group 3 - 30km
5x battlecruiser (4x Gistatis Legionaire, 1x Gistatis Primus)
2x battleships (Gist Malakin/Gist Nephilim)


Group 4 - 40km
2x Battleships (Gist Seraphim/Gist Cherubim)- Seraphim does EM damage


Group 5 - 60km
7x cruisers (5x Gistum Centurion, 2x Gistum Phalanx)
2x battleships (Gist Nephilim/Gist Warlord/Gist Saint)


Pocket 2

Single Group (Auto Aggro) - 17km
4x destroyers (Gistior Haunter/Defiler)
3x battlecruisers (2x Gistatis Tribuni, 1x Gistatis Praefectus)
2x battleships (Gist Throne/Gist Cherubim)

Last ship you kill will drop the objective can. (50 m^3)


Tips
Some have reported no drone aggro, need update on this. Drones can get aggroed by group 2 (20 km away). To avoid this, turn to the right and AB away from the group. Usually a 30+km distance will do. You can use medium drones to pop the webbing frigates but watch drones carefully!


Structures
Storage Silo [one of Minmatar UUA, UUB, or UUC Nexus, ammo, general items]
Habitation Module (There is 3 of them but only one drops the items) [General items]
(Silo is a Deadspace Overseer's Structure, turn on Large Collidable Structure on Overview to see others)
LVL 4 Smash the Supplier (Amarr)
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Faction: Amarr
Mission type: Encounter
Space type: Deadspace with Acceleration Gate
Damage dealt: EM/Thermal/Kinetic (where indicated)
Extras: Tracking disruption
Recommended damage dealing: EM/Thermal (any for Control Tower)
Recommended ships: Paladin, Ishtar, Dominix, Nighthawk
Recommended generic setup (for blitz): sniper (100 km) with an afterburner



Single Pocket

No aggro upon warp-in. One big group at around 60 km distance (perfect for sniping). Ships begin to spawn after accepting the mission, so be quick to the encounter otherwise you may be faced with overwhelming fire.
No information regarding individual spawns at the moment, following a a full list of ships that spawn:

3 Frigates (Imperial Sixtus)
6 Frigates (Imperial Bahir/Imperial Templar Forian) (Tracking Disruption)
4 Elite Frigates (Divine Imperial Bahir/Divine Imperial Napat (Web/Scram/Tracking Disruption)
4 Elite Frigates (Divine Imperial Valok/Divine Imperial Paladin (Web/Scram)

6 Cruisers (Imperial Muzakir)
4 Cruisers (Imperial Tamir) (NOS)
3 Cruisers (Imperial Agatho) (Tracking Disruption)
7 Elite Cruisers (Imperial Templar Mathura/Imperial Templar Donus/Inperial Templar Agatho)

8 Battleships (Imperial Bataivah/Imperial Tanakh)
4 Battleships (Imperial Ultara) (Heavy Kinetic Damage)
2 Battleships (Imperial Dominator/Imperial Martyr) (Heavy Kinetic Damage/NOS)
4 Elite Battleships (Imperial Templar Dominator/Imperial Templar Martyr) (Heavy Kinetic Damage)
2 Elite Battleships (Imperial Templar Judgement)

3 Industrial Ships (Imperial Industrial)


Blitz
Blow up the Enemy Control Tower, and the mission is complete (Shipyards explode by themselves once Control Tower is killed). The Control Tower has zero resists, so hit it with your highest damage ammo.


Structures:
3x Shipyard
1x Control Tower


You have to destroy the control tower to finish the mission. The 3 enemy shipyards automatically explode when you destroy the tower.



Tip:
• You should use a fast ship, so you would be too fast for enemy guns.
• The Control Tower has approximately 150,000hp. Fit for a good tank if your going for the blitz.
• Destroying the Control Tower incurs a 2.4% standing penalty. Decline this mission if you care about your Amarr standings.

Tags:
Imperial Navy Captain Insignia I x6
Imperial Navy Colonel Insignia I x5
Imperial Navy General Insignia I x14
Imperial Navy General Insignia II x10
Imperial Navy Major Insignia I x5
Imperial Navy Midshipman Insignia II x4
Imperial Navy Midshipman Insignia III x5
Imperial Navy Sergeant Insignia III x6
Imperial Navy Sergeant Major Insignia I x6

Standing loss:
0.02% loss per standing tick as well as the 2.4% loss for the Control Tower's destruction
LVL 4 The Blockade (Angel Cartel)
Music: AlienHand - Above the Asteroids Eve Online Remix
http://www.youtube.com/watch?v=gjxzXBDeSHc
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Faction: Angel Cartel
Mission type: Encounter
Space type: Normal space (no gate, can be warped 0-100km)
Damage dealt: Exp/kin/therm, heavy Explosive torps
Webbing: Stasis tower in the first spawn.
Web/scramble: Some elite frigates may web or scramble.
Recommended damage dealing: Explosive, Kinetic
Recommended ship classes: Battleship, Command Ship, Strategic Cruiser, HAC

Warning: mixed reports on EM or Explosive Torps by some rats.


Single pocket

As with all Blockades the mission starts with one tight group including a stasis tower, followed by 4 additional waves of rats, triggered by certain ships. The waves are picked randomly out of a pool of several types of waves. The trigger ship is hard to document as it varies with the type of wave you get. The waves spawn in groups so you should observe the spawns you get and try to spot a unique battleship in one of the groups. This is most likely the trigger.


Initial Spawn
You warp in approx 30km from this one. Aggro on warp in from all and immediate web.

1x Starbase Stasis Tower
4x Destroyer (Gistior Trasher)
4x Battleship (Gist Throne), Explosive torpedoes
1x Battleship (Gist Malakim/Gist Nephilim), TRIGGER


Following waves


Variant 1 (3 groups 45-85 km away)

2x Interceptor (Arch Gistii Ruffian/Nomad), Web/scramble
2x Destroyer (Gistior Defacer)
2x HAC (Arch Gistum Phalanx), Thermal Damage
3x HAC (Arch Gistum Smasher), Target painter
2x Battlecruiser (Gistatis Praefectus)
3x Battleship (Gist War General)
1x Battleship (Gist Nephilim/Malakim), TRIGGER


Variant 2 (2 Groups 50 and 90 km away)

Gist Malakim is in the closest group with just a Gistior Seizer as a wingman.

1x Destroyer (Gistior Seizer)
1x Battleship (Gist Malakim/Gist Throne), Not the trigger!
1x/2x Interceptor (Arch Gistii Ruffian), Web/scramble
2x Battleship (Gist War General)
1x Battleship (Gist Malakim/Nephilim), TRIGGER


Variant 3 (2 Groups 75 and 90km away)

3x Destroyer (Gistior Shatterers)
3x HAC (Arch Gistum Smashers), Painter
1x Battleship (Gist Malakim), EM torpedoes, TRIGGER
3x Battlecruiser (Gistatis Legionnaire)
3x Battleship (Gist Warlords)


Fourth and Final wave

The trigger ship here triggers mission completion upon destruction.


Variant 1

3x Interceptor (Arch Gistii Outlaw), Web/Scramble
4x Battleship (Gist Throne/Gist Malakim), Explosive torps
1x Battleship (Gist Seraphim), TRIGGER


Variant 2 (very rare)

4x Interceptor (Arch Gistii Rogue), Web/scramble
4x Battleship (Gist Malakim)
1x Battleship (Gist Seraphim), TRIGGER
1x Battleship (Domination Commander)


http://eve-survival.org/wikka.php?wakka=Blockade4an
LVL 4 Unauthorized Military Presence (Angel Cartel)
Music: Joey Fehrenbach - Being around you
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Faction: Angel Cartel
Mission type: Encounter
Space type: Deadspace Gate with Guards
Damage dealt: Exp/Kin
Web/scramble: Elite Frigates, Cruiser (Gistum Defeater/Breaker)
Extras: Target Painter (Gistii Ruffian, Gistum Smasher)
Recommended damage dealing: Exp (best), Kin (secondary)
Recommended ship: Golem, CNR, Raven, Dominix, Typhoon


The warp gate into the pocket is guarded by a small group of ships.
You will need to eliminate all ships to unlock the gate.


Warp Gate Guards:
(20-30km) May get Aggro at warp in from all but BCs

2x Destroyers (Gistior Defiler)
3x Cruiser (Gistum Liquidator/Marauder)
2x Battlecruisers (Gistatis Primus, Gistatis Legionnaire)

12km crawl to gate

Single Pocket

No aggro upon warp-in.

Group 3 has a proximity aggro of about 80km. You may engage this group independently by moving closer to it.
DO NOT deploy drones to attack Group 3. Any drones/fleet members attacking Group 3 will draw aggro from Group 1 & 2.

Group 1: Minmatar Commercial Station Ruins (75-80km)
4x Frigates (Gistii Nomad/Ruffian)
2x Elite Frigates (Arch Gistii Impaler/Hunter) Web/Scramble
6x Cruisers (Gistum Marauder/Liquidator)
2x Battleships (Gist Commander/General)


Group 2: Manufacturing Facility Control Tower (80-90km)
7x Frigates (Gistii Nomad/Ruffian/Hunter/Impaler)
5x Cruisers (Gistum Smasher/Crusher/Marauder/Liquidator) Target Painter (Gistum Smasher)
1x Battlecruiser (Gistatis Legionnaire)


Group 3: Ripped Superstructure (100-110km)
3x Frigates (Gistii Hunter/Impaler)
3x Destroyers (Gistior Defiler/Haunter)
6x Cruisers (Gistum Phalanx/Breaker/Defeater/Centurion) Web (Gistum Defeater/Breaker)
1x Battleships (Gist Warlord/War General)
2x Angel Cartel Personnel Transport


Tip
• Mission is flagged completed once you have killed all ships from Group 3.
• Don't forget to loot the 10x Marines from the Angel Cartel Personnel Transport wrecks.
• Don't attack the Transport ship in Group 3 till you have eliminated most of the other groups. This will aggro all groups.

Blitz
• Eliminate the small group at the warp gate.
• Move closer to Group 3 to get aggro. Eliminate all ships from this group.
• Loot the Marines from the transport wrecks.




Standing loss
Killing the Transport Ship incurs a -4.0% standing loss


Bounty
4.6 mil Isk (if you kill all ships)

http://eve-survival.org/wikka.php?wakka=UnauthorizedMilitaryPresence4an
LVL 4 Vengeance (Angel Cartel)
Music: Sasha - Cut Me Down (Kastis Torrau Donatello feat. Anas D. Remix)
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Faction: Angel Cartel
Mission type: Encounter
Space type: Deadspace with three rooms.
Damage dealt: Explosive/Kinetic, main boss (Hoborak Moon) spews EM torpedoes, 1147.5 base damage each
Extras: Drone aggro.
Web/scramble: Some elite frigates may web or scramble.
Recommended damage dealing: Explosive, Kinetic
Recommended ships: Machariel, Vargur, Tengu, Sleipnir, Raven, Maelstrom, Tempest, Drake (except for officer)



Pocket 1
You land right next to pretty much all the rats. The furthest ones are about 50km away while the closest ones as close as 15km. The rats are in four groups, of which the closest sometimes aggros, but sometimes you land far enough that you can aggro one at a time. Watch your drone hitpoints, they might gain aggro from nearby rats as they have to work in close proximity. The furthest group is the hardest to tank both in this room and the whole mission.

Group 1: (10-25km) (Auto-Aggro)
3x Battlecruisers (Gistatis Primus/Tribuni)
2x Battleships (Gist General)


Group 2: (10km)
3x Battleships (Gist War General)


Group 3: (20km)
7x Cruisers (Gistum Marauder/Liquidator)


Group 4: (20-30km)
2x Elite Frigates (Angel Webifier/Viper) (Web/Scramble)
2x Destroyers (Gistior Haunter)
9x Cruisers (Gistum Centurion/Phalanx)
2x Battleships (Gist War General/Nephilin)


Pocket 2
Aggro from five battlecruisers at warp in. There are four groups total and each aggro seperately. Easy stage.


Group 1: (5km) (Auto-Aggro)
5x Battlecruisers (Gistatis Legionnaire/Primus)


Group 2: (25km)
3x Cruisers (Gistum Marauder/Liquidator)
3x Battleships (Gist Saint/Warlord)


Group 3: (30km)
6x Cruisers (Gistum Centurion/Phalanx)
1x Battleship (Gist Throne)


Group 4: (35km)
3x Destroyers (Gistior Defacer)
6x Cruisers (Gistum Centurion/Phalanx)
1x Battleship (Gist Nephilin)


Pocket 3
Aggro from one battleship, two battlecruisers and one destroyer at warp in. Firing on any of the rest aggros all.


Group 1: (2km) (Auto-Aggro)
1x Destroyer (Gistior Seizer)
2x Cruiser (Gistum Marauder)
1x Battleship (Gist Commander)


Group 2: (50km)
5x Elite Frigates (Angel Webifier/Viper) (Web/Scramble)
4x Battlecruisers (Gistatis Praefectus/Tribunus)
2x Battleships (Gist Warlord/Hoborak Moon)


Group 3: (60km)
2x Tower Sentry Angel III
2x Angel Heavy Missile Battery

Kill Hoborak Moon and the mission is complete. Battlestation in the final room drops worthless loot, mostly ammo.

http://eve-survival.org/wikka.php?wakka=Vengeance4an
LVL 4 War Situation (Amarr)
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Part 1 of 2
Faction: Amarr
Mission type: Encounter
Space type: Deadspace
Damage dealt: EM/therm
Recommended damage dealing: therm/em
Recommended ships: Sleipnir, Golem, CNR, Raven, Domi, Drake

Single Pocket
4x Frigates (amarr Navy Soldier)
2x Cruisers (Amarr Navy Maller)
2x Battleships (Amarr Navy apocalypse)

Remember to destroy the lookout post.

Part 2 of 2
Faction: Amarr
Mission type: Encounter
Space type: Deadspace
Damage dealt: EM/therm/kin
Web/scramble: Support frigates
Recommended damage dealing: therm/em
Recommended ships: Sleipnir, Golem, CNR, Raven, Domi

Pocket 1
5x Frigates (Amarr Navy Gamma Support Frigate Warp Scramble/Web/Scout/Crucifier)
3x Cruisers (Amarr Navy Maller)
1x Battleship (Amarr Navy Armageddon)

Pocket 2
6x Frigates (Amarr Navy Crucifier/Amarr Navy Scout/Amarr Navy Soldiers)
4x Cruisers (Amarr Navy Maller)
2x Battleships (Amarr Navy Apocalypse)
1x Battleship (General 'Buck' Turgidson/Apocalypse) Orbit distance: 40km (Use EM weapons!!!)

One of the Apocs might move away to approx 250km away from you, but it will return back to it's original position.
LVL4 Worlds Collide (Angel/Sansha)
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"comments and tips in well-mannered statement, otherwise it will result in removal and user ban."
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Ship fitting can be found in Guide Playlist Description, simply click on annotation.
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Blitz
Pocket 1 : Unlock the Angel Base gate either using a Zbikoki's Hacker Card (or killing the Gist War General). The card will be consumed upon activation.
Pocket 2 (Angel Base): Kill or ignore the two Angel Spy frigates & Angel Sentry Guns. Fly directly to the gate and activate gate.
Pocket 3 (Research Outpost): Since Incarna Release all ships in Stage 3 have to be killed to finish the mission.
The Zbikoki's Hacker Card can be found in Zor's wreck in "The Right Hand of Zazzmatazz" or "Damsel In Distress" Level 4 mission.
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Faction: Angel and Sansha
Mission type: Encounter
Space type: Deadspace
Damage dealt: All damage types, see notes - Mainly Exp, Kin (Angel) / EM, Therm (Sansha)
Web/Scramble: All Elite Frigate types. Spy frigates only webs.
Extras: Target Painters (Angel Arch Gistum Crusher)
Recommended damage dealing: Exp, Kin (Angel) / EM, Therm (Sansha); Max orbit 49km (Centus Dark Lord)
Recommended ships: Sleipnir, Raven, CNR, Drake

Note: Heavy drone aggro in Angel & Sansha Pocket 2. Setting drones to passive in order to avoid accidental aggro is recommended.

This is a time consuming mission if you do both the Angel & Sansha sides.

Pocket 1 (War Zone)

The two gates are locked until you kill the trigger ship from each faction. The trigger ships are ALWAYS a Gist War General and Centus Savage Lord from the respective groups.

NO aggro from the initial groups until you attack them. Each group can be aggroed independently.
Drones can be safely deployed to attack any group with aggroing the entire pocket


Angel Group
4x Elite Frigates (Arch Gistii Impaler/Hunter) Web/Scramble
1x Elite Cruiser (Arch Gistum Smasher/Crusher) Target Paint (Arch Gistum Crusher)
5x Battlecruisers (Gistatis Primus/Tribuni)
3x Battleships (Gist War General/General/Commander) Gate Unlock Trigger (Gist War General)


Sansha Group
3x Elite Frigates (Centii Loyal Ravener/Scavanger) Web/Scramble
3x Battlecruisers (Centatis Specter/Wraith)
4x Battleships (Centus Savage Lord/Overlord/Beast Lord/Dark Lord) Gate Unlock Trigger (Centus Savage Lord)

Pocket 2 (Angel Base)

On warp-in, Group 1 will auto aggro. The Angel Spy frigates do not scramble but they do web.

NO aggro from the other groups until you attack them. Each group can be aggroed independently.


Group 1 (Auto-aggro):
2-3km from warp in
2x Frigates (Angel Viper (named Angel Spy)) Web
3x Angel Sentry Guns (Tower Sentry Angel III)


Group 2:
3x Battlecruisers (Gistatis Praefectus/Tribuni)
2x Battleships (Gist Saint/Warlord)


Group 3:
20-30km from warp in
5x Destroyers (Gistior Seizer/Thrasher)
3x Elite Cruisers (Arch Gistum Phalanx/Centurion)


Group 4:
20-30 km from warp ni
6x Elite Frigates (Arch Gistii Thug/Outlaw) Web/Scramble
4x Battleships (Gist General/Commander)


Random Spawn (Auto-aggro):
1x Battleship (Angel Overseer)

Pocket 2 (Sansha Base)

On warp-in, Group 1 will auto aggro. The Sansha Spy frigates do not scramble but they do web.

Group 1 (Auto-aggro):
2x Frigates (Sansha's Berserker (named Sansha Spy)) Web
3x Battleships (Centus Dread Lord/Savage Lord/Dark Lord/Beast Lord)

Group 2:
5x Destroyers (Centior Monster/Abomination)
4x Battleships (Centus Dark Lord/Beast Lord/Overlord)


Group 3:
4x Elite Frigates (Centii Loyal Scavanger/Ravener) Web/Scramble
5x Elite Cruisers (Centum Loyal Hellhound/Fiend)
3x Battleships (Centus Savage Lord/Plague Lord/Mutant Lord/Slave Lord)


Random Spawn (Auto-aggro):
1x Battleship (Sansha's Overseer)

Pocket 3 (Research Outpost)

Group 1 (Auto-aggro):
3x Elite Cruisers (Arch Gistum Phalanx/Centurion)
2x Battleships (Gist War General/Warlord)
Group 2:
4x Battlecruisers (Gistatis Legionnaire/Primus)
1x Battleship (Gist Warlord/Malakim)
Group 3:
5x Destroyers (Gistior Thrasher/Seizer)
3x Battleships (Gist Saint/Warlord/Malakim)
Group 4:
4x Elite Frigates (Arch Gistii Hijacker/Rogue) Web/Scramble
1x Battleship (Gist Nephilim/Cherubim)
LVL 4 EPIC ARC: Wildfire
Part 1 Intro.
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9
5 Comments
Emme 24 Oct, 2013 @ 2:51pm 
The Tengu is a very powerfull ship if you're skilled enough to fly one, especially with this kind of pve build / equipment. But you really should bring a few more details and explanations into your guide in my opinion! People should know that it is a speedtanking build you are flying and that you'll need a big amount of SP to fly this ship in lvl 4's safely. Then you really should tell people that they have to investigate a huge amount of isk, because of the expensive faction mods you'll need for good tank / res / grid. And by the way please tell em that this kind of gear will make you easily become a potential victim for highsec gankers. At least everyone should go for a Navy Raven, because of it's last buff. It's now much more efficient than the Tengu and won't cost a billions of isk.
Annanges 17 Oct, 2013 @ 5:02pm 
I'm sorry did not look. All the same feat is worth about 1kkk. And top fraction and missiles by type NPS.
KRostik  [author] 17 Oct, 2013 @ 11:46am 
@Annanges: lol did you read the intro? this is lvl 4 missions guide, not how to fly tengu or beginers guide, i posted my fitting because i always get asked about it.
Annanges 17 Oct, 2013 @ 5:07am 
Tengu?!!!
That you advise beginners? There just to use her half of the year should not counting subsystems that need to be in the 4th minimum. and that normally pass level 4 more boards in 5t T2 heavy missiles and their management skills, as navigation and engineering of a 5t and it is still 6-7 months.
idonthitshit!!! 29 Sep, 2013 @ 11:40am 
awesome guide:csgob: