Difference between revisions of "Crimson Hand Supply Depot"

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(Fixing "Paladin" auto-links, shortening OPE names, and a bit of cleanup)
m (Protected "Crimson Hand Supply Depot" [edit=sysop:move=sysop])
(No difference)

Revision as of 07:16, 7 January 2009

Complex Details
Crimson Hand Supply Depot
Signature Strength 0.6
Type {{{type}}}
DED rating 6/10
Security Lowsec, 0.0
Known Regions Kador, Delve, Querious, Period Basis
Pirate type Blood Raiders


Room 1

Gate Security (structure) contains key to the second room and an 11th Tier OPE.

Room 2

Crimson Hand Container contains key to the third room and 12th Tier Overseer's Personal Effects.

  • 4 Crimson Elder
  • 2 Blood Stasis Tower
  • 2 Blood Cruise Missile Sentry
  • 3 Sentry Guns
  • 8 Crimson Squire (Destroyer)

Room 3

Crimson Sentinel is practically invulnerable, repairing both shield and armor almost completely every few seconds, as long as any non-NPC ships are with 50 km. It does not need to be destroyed to activate the gates. This structure drops the 13th Tier OPE.

  • 3 Crimson Paladin
  • 8 Crimson Elder
  • 1 Crimson Sentinel (sentry)

Supply Sector

Contains a mix of Battleships, Cruisers, and Frigates. A Control Tower structure drops the 14th Tier OPE.

Room also contains a Acceleration Gate back to Room 3.

Please note: This Room is optional and spawns no faction loot. Enter this room at your leisure.

Command Sector

Three of the Sentry Guns and the Crimson Lord aggro on entry.

  • 14 Sentry Guns
  • 4 Blood Cruise Missile Battery
  • 6 Crimson Elder
  • 1 Crimson Lord (overseer), 5,000,000 bounty, drops Corpum A-type loot and a 15th Tier OPE.
Hint: The 14 Sentry guns in the room only have 30km range. Use that to your advantage, and start moving away from them when you enter the room!
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