Pick Your Poison, Level 3


Last edited by JoannaDoe
Tue, 29 Sep 2015 03:05 UTC


Faction: optional Minmatar or Amarr, depending on your choices in Pocket 1.
Hull restriction: Cruiser size or smaller.
No faction standings losses are incurred for completing this mission for either full clear or blitz.

There are 2 parts to this mission, the first part is in the first pocket and restricts the size of ship that can be used to a cruiser or smaller, but there are no hostiles. You need only grab the cargo using a MWD frig or shuttle. Once you have the diplomat in cargo, you must warp back to the entrance and deposit it in a can. This can be accomplished in the fast ship, but if desired this part may be completed in any combat ship as no gate is required. This allows you to engage the navy ships present.

Warp-in

Initially at the warp-in there is an acceleration gate and a stationary SOE Rescue Vessel. There are no hostiles.

Pocket 1


Pocket One consists of no hostiles two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate to Pocket 2. 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. 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.

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, so you'll need a second pilot at the other embassy to grab the other diplomat at the same time you do. Either way, an opposing fleet will be present at the destination of the second gate (ie, the mission entrance) following your rescue. A third pilot with a well-tanked battleship can withstand the enemy fleet while other pilots complete the drop-off.

There is an acceleration gate here that returns to the warp-in/mission entrance and it will place you at 50km from the container, but if you prefer it is possible to warp out and then warp back to the mission.

Second Gate (Mission Entrance)


In addition to the SOE Rescue Vessel present when you first warped-in, you now have faction ships of the faction you didn't save out for your blood (See list below), but you do not have to kill them to complete the mission. Ships will vary depending on which empire space you are in.

Example Amarr spawn:
3x Frigate (Imperial Felix)
4x Cruiser (Imperial Templar Agatho)
2x Battleship (Imperial Tanakh)

Example Minmatar spawn:
4x Frigate (Republic Baldur/Takan)
3x Cruiser (Republic Tribal Ormur/Rodul)
2x Battleship (Republic Jotun/Sigur)

There is no reason to take the gate as it will simply return you to P1. The mission is complete once the diplomatic staff are placed inside the SoE ship.

Method
'Blitz':Use a fast frigate or interceptor. Pick up the diplomat in P1. Return to the warp in, drop them off, and warp away. Mission is complete.

'Eliminating the Navy Ships': Instead of returning to the entrance start point immediately, you can go get your ship of choice to kill all enemies at the warp-in point. Simply ensure you transfer
the rescued diplomat into your combat ship's cargohold. Upon returning to the warp-in/mission entrance you can kill everything with your large ship and deposit the diplomat.

Isk

Amarr

Bounty:
Loot: ~ 7.7M Isk in Insignias and other drops

Minmatar

Unknown (Minmatar?) loot = approx 11.9 Mil ISK if you salvage everything

Minimatar Loot + Salvage
12.6 M Jita Buy.
Standing
No standing loss from killing ships in pocket 2.

CategoryMissions
CategoryLevel3
Comments [Hide comments/form]
I was able to complete this mission in a shuttle. As long as you pay attention you are fine as you can outrun the ships in Poket 1 (redux).
-- MikeS (2011-02-04 13:51:38)
May use a MWD. You can also use the same ship used in Recon3 or 4 where you racethe cloud
-- Klann2 (2011-02-12 02:15:36)
Some overview twiddling may be required to get the SOe ship to show up.
-- FritsK (2011-02-14 04:34:35)
P.S. Twiddling with the overview will result in your shuttle getting shot, and the cargo might be lost(at least in my case), which means you'll have to fail the mission. So, get your overview right before plunging in:-)
-- FritsK (2011-02-14 04:57:42)
Ok, went in with 2 toons and tried to be smart by saving both emissaries. This didn't help as the Amarr were still hostile towards me. Hostility is probably triggered by the first station being opened.
-- FritsK (2011-03-08 14:54:28)
did mission in a Destroyer fit for salvage with mwd , saved Amarr diplomats and got jumped in pocket 1 by Minmatar Battle Ship and supporting fleet ,, lost the destroyer and diplomats , had to fail mission , but came back with Battle Cruiser and killed everything I could ,, no gain in that but it felt good ,,, 15 min after failing mission still have not seen any standing loss with Minmatar but that may happen later- and got a huge agent/corp loss of 1.1095 % by failing the missin ,,, be prepaired for combat
-- SwaleHeart (2011-03-15 17:09:16)
Did this mission in a Vexor. Choose to rescue Amarr as offence and defence where better suited to fight Minmatar. After getting the Amarrian diplomat I decided to warp to the nearest station to drop off the guy in case things went sour.
Returned to the room only to be welcomed by the Minmatar gatecamping and expressing their heart feelings by shooting at me right away. Hit the gas and activated the AB. Then after deploying the drones I started taking them down, small to big. Frigates killed by drones, biggies bu guns and later drones. The first BS took ages (active shield tank). The second ran faster then I could follow so I warped out again and collected the diplomat, feeling more confident now.
Even though being more than 200km away at warp out, at warp in the BS was gatecamping again. so repeating gas, AB, drones deployed, running towards the SOE can. Dropped the diplomat on the fly and kept on going. After reloading I went for a smoke (afk), on return BS was gone. Drones where Hammerhead I, could not have done the BS wihthout them. (sorry cant post fitting, dont know how to copy.)
-- GainardBold (2011-03-18 11:18:46)
Ship restrictions only apply to the gate. I took a Rifter went in and got the diplomat then went back and got my BC. Heading to the SoE ship as I type this. Possible blitz. Makes it easier by far rather than trying to do it in a T1 cruiser.
-- DaSham (2011-03-27 06:28:11)
Tried the shuttle blitz, didn't quite make it. I tried bookmarking the SoE can and starting but cancelling the use of the gate from pocket 2 back to 1, but it wouldn't allow that. Taking the gate dropped me 50km from the can, with the Minmatar between me and the can. Took damage all the way to the can, and was dragging the ambassador when I blew up. Perhaps if I'd set the ship to fly by rather than stopping I'd have made it. Anyway, the ambassador was in the shuttle wreck, so I came back in a T2-tanked drake (exp + invul active hardeners), flew over and completed the transfer. Shields were at 79% on warp out, and since I didn't shoot anything I took no standing loss. Also didn't get any gain with Amarr.
-- DoctorNho (2011-03-28 03:19:32)
Going straight for the rescue vessel with a shuttle does not seem optimal since they got me just before I succeeded. But even then you can come back with a big ship.
-- DrRoic (2011-04-26 03:42:19)
Even if you can't get through the battleships' tanks try to salvage the cruisers, each of which has a Captain Insignia worth a mil on the market.
-- DrRoic (2011-04-28 11:57:45)
Don't know if this is an exploit but... Rescue the ambassador in a reasonably fast vessel. Dock and change into a BS or BC - BC will easily do. Return to site, drop off ambassador and kill the enemy. Ship restrictions only concern room two, room one is NOT limited.
-- GainardBold (2011-05-02 11:29:00)
Mission is very simple. Acceleration gate is limited by ship size, grab a shuttle or frig and go pickup the Ambassador. Go back to your station and switch to larger ship and return to warp-in point. Kill everything with larger ship, deposit Ambassador and salvage.

Tags/Salvage I found worth note:
Republic Fleet High Captain Insignia I x1
Republic Fleet Commander Insignia I x2
Republic Fleet Captain Insignia I x 4
Republic Fleet Midshipman Insignia II x 4
Alloyed Trit Bars x 6
Armor Plates x 3
Tripped Power Circuit x 17

I killed everything in a Drake with 2 invuln buffer shields. Shields taken to 79% at most. Everything dies quickly.
-- MaurriK (2011-05-11 12:03:21)
I've ran this mission several times in a Wolf (Minmatar Assault Class Frigate) fitted with a T2 1MN MWD and T2 Overdrive Injector System. Once you pick up the diplomat of choice, you can warp back to Pocket 1, and "Run" for the Sisters ship. The only real problem is slowin' down at the Sisters ship to drop off the diplomat, but if you're quick enough, you can succeed. I haven't lost My Wolf yet.
-- DiamondBell (2011-06-09 15:47:52)
Likewise did this in an Imperial Navy Slicer, T1 MWD and Overdrive injector, flew away from hostiles on return then went around at 3km/s to SOE ship, no problem.
-- SyrusAthonille (2011-06-30 21:28:12)
Buying a shiny new fast T1 frigate: 20,000 ISK on VISA debit card
Buying 1x 1MN AB and 2x Overdrive Injector I: 25,000 ISK on VISA debit card
Going 1150 m/s through a harmless laser show and finishing both rooms in under 2 minutes (and collecting 500,000 ISK reward): Priceless
-- ZikatArzi (2011-08-11 15:24:17)
I can confirm that it is working what ZikatArzi told.
-- TtoraiEve (2011-10-02 09:21:51)
If you come back to kill all of the Amarr/Minmatar ships, you do not lose standing for killing them.
-- UnbentJohn (2011-10-24 15:10:42)
This mission is easily done with no killing. Have blitzed in many ships - typical set up - Carachol (no rigs) 2 overdrive injector2, 3 large shield extender2, 10mn MWD1, medium shield booster 1. Could probably do this with all T1 stuff will try next time I get it (also use this rig for Recon 1-3 missions (lvl2)
-- Klann2 (2011-12-13 12:05:05)
I did the 'Shuttle Switch' trick. Didn't even engage the NPC's in my combat ship, just did the drop asap and warped out. Very easy mission with a good light show from Amarr lazors.
-- DeMichaelCrimson (2012-01-28 21:51:22)
no standing hit even after i killed the amarrans
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-- KartofiusAlAndalus (2012-02-25 03:56:27)
Done in my Jaguar, as with all lvl 3's.
Seriously easy absolutely no need for a cruiser.
T1 frig would be ample for this mission, you dont need to take a hit if you got a decent AB fitted.
-- FlitWiki (2012-03-01 17:09:32)
done in a rifter with T2 AB, nano, overdrive and inert stabs - shields never dropped below 80%
-- XeCara (2012-06-30 04:49:45)
Finished with Incursus and 1 AB, 2 overdrive. With >1000m/s you would not be hit by the lasers, although it seems like that you are hit... Never reached armor.
-- HenryHu (2012-11-04 14:13:08)
Did this in an ibis noob ship. Got hit once by the lasers as soon as I came out of the acceleration gate. Then got hit again about 5km from the SoE ship. And exploded.
-- SuperFrank (2013-01-05 06:53:20)
Completing in Myrm is easy (obviously). A few notes from repeated trials:

1. Drones: Faction ships in first pocket DO aggro heavies, DON'T aggro mediums and below.
This leads to an interesting phenomenon, whereby I can release ogres while burning AB, then recall ogres after they draw target. Faction ships don't retarget me if I stay distant, not even after killing some of them. I find they do retarget if I approach within 30km, so aggro may actually be proximity based. That behavior means that a single released heavy will allow any ship to AB out of danger and complete the mission.

2. Tags: It's been mentioned that tags drop and that faction kills don't hurt standings. These should really be said in the same sentence, because it's a rare opportunity to collect tags without consequence. Also note most valuable tags (Majors) are always on cruisers and sell for 1m+ each.
-- FoamingJetty (2013-03-13 18:03:32)
Short note here: we went in with 2 ships (Rifter), rescued both embassy members.
Went back then with 2 ships ( Drake + Navy Drake) FINDING BOTH groups waiting there:
Amarr spawn:
3x Imperial Felix (frigates)
4x Imperial Templar Agatho (cruisers)
2x Imperial Tanakh (battleships)

Minmatar spawn:
4x Rupublic Baldur (frigate)
3x Republic Tribal Rodul (cruiser)
2x Republic Jotun (battleship)

WHEN BOTH GROUPS TOGETHER ~~ VERY HEAVY DAMAGE!
-- RescueTiffi (2013-08-23 17:08:42)
EASILY TANKED IN:

[Caracal, PVE CARACAL]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Large Shield Extender II
Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
Kinetic Deflection Field II
Thermic Dissipation Field II

Prototype 'Arbalest' Rapid Light Missile Launcher, Mjolnir Light Missile
Prototype 'Arbalest' Rapid Light Missile Launcher, Mjolnir Light Missile
Prototype 'Arbalest' Rapid Light Missile Launcher, Mjolnir Light Missile
Prototype 'Arbalest' Rapid Light Missile Launcher, Mjolnir Light Missile
Prototype 'Arbalest' Rapid Light Missile Launcher, Mjolnir Light Missile

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
-- DylanRedwood (2014-05-23 21:55:44)
And by tanked in the above comment. I mean running from the deadspace warp point to the SOE rescue ship and then warp out. In a cruiser, don't stick around to fight the 2X BS and multiple smaller ships mentioned.
-- DylanRedwood (2014-05-23 21:57:31)
As MaurriK mentioned, it's easily Blitzed.

I used a Corax with a Tech I Afterburner. Went thru Initial Accel.
Gate Hit Burner, grabbed Minmatar Ambassador, targeted nearest
Station Warped to within 0.

Warp back to Initial Gate at 100m away. Stay 40km+ away from Gate-
Camping Amarr Ships on way to Sister of EVE Ship which will be
about 100km away.

I Aggro'd nothing and Fired at nothing, No Standing Loss at All,
Mission Complete.
-- VikinsScanoe (2014-08-21 11:36:38)
I did what Mauriik said. "Mission is very simple. Acceleration gate is limited by ship size, grab a shuttle or frig and go pickup the Ambassador. Go back to your station and switch to larger ship and return to warp-in point. Kill everything with larger ship, deposit Ambassador and salvage."

In a Myri. Very easy. BS's and other ships do very little damage even when on top of you. Remember to drop a bookmark on your first time at the gate so you can jump back at distance with the bigger ship (Although I jumped right on top of them and they didn't hurt)

Loot:11.8m ISK
-- AribethThiesant (2015-02-28 18:12:21)
For maximum safety dropping off the diplomat, use a cloaky ship and slowboat over. I've always had plenty of time to cloak up before being aggro'd by the rats.
-- SenirabO (2015-09-03 10:51:34)
R and L Electronics has a TS590SG
KENWOOD TS590SG, TS-590SG , HF/6m 100W 32-bit IF-DSP
R&L has a link to the Eham review on the TS590SG here.
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