Angel's Red Light District

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Revision as of 03:59, 1 December 2011 by Elisa Fir (Talk)

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Complex Details
Angel's Red Light District
Signature Strength  ???
Type {{{type}}}
DED rating 5/10
Security Highsec, Lowsec
Known Regions
Pirate type Angel Cartel


The location of this complex can be received as an escalation from an anomaly in high- or lowsec space.

Maximum ship size: Battleship

Room 1

The first room contains:

  • 4 lower bounty battleships
  • 1 named battleship with a bigger bounty, but no special loot
  • 20 to 30 cruisers, battlecruisers and frigates
  • several weak sentry towers

The gate to the next room is ~45km away from warp in point. Clearing the whole room from the rats is required to activate the gate.

Room 2

Contains:

  • 6 close range battleships
  • 4 long range battleships
  • an assortment of cruisers, battlecruisers and frigates
  • ~10 close-range sentry towers
  • a structure with Gardan's Private Key inside

The gate to the next room is ~60km away from warp in point. Clearing the whole room from the rats is required to activate the gate, along with the key from a nearby structure.

Room 3

Contains:

  • ~10 battleships
  • 2 named battleships with no special loot
  • a ball of smaller ships
  • 3 to 4 Angel Stasis Webification Battery
  • a few sentry towers
  • an Overseer Structure

The only Personal Effects in the complex were gotten from the Overseer Structure(18th Tier Overseer's Personal Effects). It may also contain Gistum B-Type Deadspace items or a Cynabal BPC.

The first 2 rooms were "tanked" by an AB-fit Dramiel. A single battlecruiser can clear those rooms, but it takes a lot of time. Stasis Batteries are weak, a BC can snipe them off, rewarp and let the Dramiel procceed with tanking. t2 fit Drake's passive tank was overpowered in the 3rd room, when tried to manage it without an extra ship to speed tank.

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