Difference between revisions of "Gurista Fortress"
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Room 1 is comprised of 4 groups of Pith npcs. | Room 1 is comprised of 4 groups of Pith npcs. | ||
− | The closest group will attack on jump in, there is also a | + | The closest group will attack on jump in, there is also a second group of npcs to the left of this group that should be attacked. This group comprises frigate and cruiser class npcs. |
''Group3'' is comprised of 2 frigate class npcs, 4 battleship class and 4 cruiser class npcs. | ''Group3'' is comprised of 2 frigate class npcs, 4 battleship class and 4 cruiser class npcs. | ||
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''Group4'' is comprised of 4 cruiser and 4 battleship class npcs. | ''Group4'' is comprised of 4 cruiser and 4 battleship class npcs. | ||
− | Once all of these groups have been destroyed the acceleration gate leading to the | + | Once all of these groups have been destroyed the acceleration gate leading to the second room will become usable. So, head to the gate and jump in |
Room 2. | Room 2. | ||
Upon entering in the room all of the npcs in here will start to attack. | Upon entering in the room all of the npcs in here will start to attack. | ||
− | The room is comprised of: 2 [[Guristas|Guristas]] Stasis Towers; 3 [[Guristas|Guristas]] Missile Batteries; 2 Dire frigate class npcs | + | The room is comprised of: 2 [[Guristas|Guristas]] Stasis Towers; 3 [[Guristas|Guristas]] Missile Batteries; 2 Dire frigate class npcs; 3 frigate class npcs; 3 Battleship class npcs; 2 Dire cruiser clas npcs; and 3 Cruiser class npcs. |
You will be 71km from 3 stasis webbing towers and 60km from 3 batteries. Start heading towards the stasis towers straight away as they lock quick and you want to be in range. | You will be 71km from 3 stasis webbing towers and 60km from 3 batteries. Start heading towards the stasis towers straight away as they lock quick and you want to be in range. | ||
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Once you have cleared the room, approach and destroy the four bunkers by the station ruins. | Once you have cleared the room, approach and destroy the four bunkers by the station ruins. | ||
− | If no pop-ups appear then the complex has not escalated. If you do get a succesful | + | If no pop-ups appear then the complex has not escalated. If you do get a succesful escalation encounter then the message '''HIRED GUN''' appears, with information and a destination to the next encounter. |
Revision as of 09:08, 14 December 2008
Gurista Fortress | |
Signature Strength | 1.2 |
Type | {{{type}}} |
DED rating | unrated |
Security | 0.0 |
Known Regions | Tenal,Venal, Tribute |
Pirate type | Guristas |
Gurista Fortress is a exploration complex commonly found anywhere inhabited by the Guristas, e.g. Venal
This deadspace exploration site is comprised of two rooms, each accessible using an acceleration gate.
Room 1 is comprised of 4 groups of Pith npcs.
The closest group will attack on jump in, there is also a second group of npcs to the left of this group that should be attacked. This group comprises frigate and cruiser class npcs.
Group3 is comprised of 2 frigate class npcs, 4 battleship class and 4 cruiser class npcs.
Group4 is comprised of 4 cruiser and 4 battleship class npcs.
Once all of these groups have been destroyed the acceleration gate leading to the second room will become usable. So, head to the gate and jump in
Room 2.
Upon entering in the room all of the npcs in here will start to attack. The room is comprised of: 2 Guristas Stasis Towers; 3 Guristas Missile Batteries; 2 Dire frigate class npcs; 3 frigate class npcs; 3 Battleship class npcs; 2 Dire cruiser clas npcs; and 3 Cruiser class npcs.
You will be 71km from 3 stasis webbing towers and 60km from 3 batteries. Start heading towards the stasis towers straight away as they lock quick and you want to be in range.
Kill the frigates that head towards you, then the stasis towers, then the batteries, then the rest. Be aware one cruiser will not aggro, so make sure you aggro him. Upon theis cruiser's destruction a Dread Guristas Battleship may spawn, aggro him, or pull in drones till you get aggro.
Once you have cleared the room, approach and destroy the four bunkers by the station ruins.
If no pop-ups appear then the complex has not escalated. If you do get a succesful escalation encounter then the message HIRED GUN appears, with information and a destination to the next encounter.