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1 : Worlds Collide (Guristas Pirates & Angel Cartel)
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EVEINFO.COM Forum Index » EVE-ONLINE 1 level Mission DB » 1 : Worlds Collide (Guristas Pirates & Angel Cartel)
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BarmaLINI
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 Post Posted: Fri Sep 29, 2006 7:18 am    Post subject: 1 : Worlds Collide (Guristas Pirates & Angel Cartel)
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Mission Name : Worlds Collide
Agent Level : 1
Enemy : Guristas Pirates & Angel Cartel
Mission Type : DeadSpace (combo)

Link : http://eveinfo.com/missions/345/eve-online-worlds-collide/

Briefing :
Yes I have some work for you. Although the Guristas Pirates traditionally has a firm grip over the criminal culture inside our fair system of ***, the Angel Cartel have been poking their ugly nose in here as of late. Which is perfectly fine with us, watching the two outlawed organizations duke it out is one of my favorite pasttimes. And hopefully it will give both of their hides a good bruising, that could only work in our favor.

Now on to the bad news. An Interbus ship on a business trip to Perimeter, in collaberation with Caldari Navy, got caught inside one of the pirate warzones. The ship was damaged beyond repair and can neither warp out nor navigate away from its dire position. Your task is to fly into the deadspace area and rescue the crew of the ship. Please retrieve them before more harm is done, they're already scared out of their minds. We really hope this won't damage our relationship with Interbus ... the faster you get this done the better.

Oh and before you leave I'd like to give you a word of advice. When you venture into this particular deadspace area, the warpgates are not locked. This might give you the chance of avoiding most of the conflict if you wish. And I'm told only relatively small ships can activate the first gate. Good luck.


Please post your impressions about this mission. Also you can post (share) your views, hints, tips, tactics and etc..
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jolu
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 Post Posted: Mon Oct 09, 2006 8:17 pm    Post subject:
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seriously, this is by far the best paying but most difficult Level 1 mission there is.

I got through by using my Caracal to blast through the first part, my destroyer through the second and third (for the Angel Cartel). Then, I went back and did it again with the Guristas. It was fun, but very deadly.
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Coliostro
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 Post Posted: Thu Nov 02, 2006 2:59 pm    Post subject:
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In my opinion the key to this mission is speed. I don't remember the exact details and distances of warp accel and pirates but you'll be getting hit before you get to it.

The first time I did this mission I wasn't really ready for the kind of resistance there is. The Agent as much as RECOMMENDS you don't fight the pirates at the first two locations. You can...but don't. In the first two locations there are about 15 pirates each, and they're all close enough to attack you on your way to the gate.

It's not a terribly hard mission once you understand what you're supposed to do. I did this with a Merlin (Caldari), a couple hybrid guns, 1 Civ Afterburner, and 3 Civ Shield boosters. As soon as you pop in, hit your afterburner and start heading towards the accelerator. In about 10-15 seconds the pirates will start hitting you. Once you're at about half shields, it won't take long in a merlin, start up all 3 shield boosters and use the warp accelerator as soon as you're close enough.

At the next point you repeat this process.

When you get to the final spot, where the ship you're rescuing is, you will have some time to rest. If I remember correctly the pirates aren't close enough to attack you right away, use this time to recover from the last two locations. Additionally, not only do you not have to kill all the pirates at the first two locations you don't have to kill all the pirates at the final location. I recommend you kill the ones closest to the Heron. The Heron is just a cargo container essentially.

That's it. I hope this brief outline helps someone.
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karrik
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 Post Posted: Sat Nov 18, 2006 11:27 pm    Post subject:
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In my opinion the key is simply to fight when you have to (but only when you have to) - that makes this a very easy but fun mission.

When you first come to the two gates, go immediately towards the closer left (Cartel) gate and use it. You should beat the bad guys even without using an afterburner - no sweat. (If for some reason you are coming BACK to the gate, for example if you warped away from this or another battle, warp to within 60km and try to take on one group like the Angels first, then the Guristas - it can be done but it's a harder/more time consuming.)

In the next area, two semi-tough Angels will jump you right away. Speed away from them and everyone else - NOT towards the gate - but kill them. Loot their cans and then take on the easier group of three near the next gate. If you race through all five, you may make it if you've got enough shields/armor, but if you fight them in two small groups you should be able to take them even with a very modestly equipped frigate. Don't bother the other groups of bad guys - some of them are tough - just repair/recharge then use the gate.

In the last area, the bad guys are comparitively weak - if you like, move away from the group and then take them on as individuals or pairs, but if you have a decently equipped ship you can usually just wade in and clean up. Police up the cans, rescue the crew of the Heron and warp back for your reward!
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GedKorban
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 Post Posted: Thu Nov 23, 2006 4:06 pm    Post subject:
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This is a dangerous mission, but it can be extremely profitable. IMO the trick is to bite off exactly as much as you can chew. The pirates at the first staging area are easy in any decently equipped frigate. Kill and loot them all.

Then comes a choice: Cartel or Guristas. Guristas will maul your ship almost immediately unless you are experienced enough to not be doing level 1 missions anymore. Smile The Cartel are just right if you've got a plan in mind. Here's what I do to take them out. First, get a missile boat. Lasers and turrets are weak and you will get mauled getting close enough to even scratch their paint job. Once that step is accomplished, take a deep breath and go through the gate. That will drop you off uncomfortably close to the Cartel ships.

The most important step is that before you do anything else, point your ship toward an area of space that is empty and far away from ANY ships and go full speed in that direction! You'll notice that the Cartel soon notices you and gets a lock, but it's too late by now. Keep going forward and pick them off with missiles as they chase after you. Smile It's actually quite amusing. When you're done with the first group, go back for more. This is slow, but foolproof. Eventually you can kill off the entire group, but more likely you'll run out of cargo space for loot first! This is always depressing to me, so I just go through the gate to the last area which usually just has a bunch of wimpy arrogators that you can take out of the sky with a single missile each.

If you do that, you should get at least half a million combined reward, loot, and bounty. More likely you'll get a million or so. On a side note, if you're feeling really brave you can try the same exercise on the Gurista side. They have two large advantages: missiles and jammers. The jammers are annoying, but the missiles are deadly (this is why it's good that they be in YOUR hands, not your enemies'). However, only a few of their ships have missiles and if you practice the same hit and run tactics you will probably whittle away at their forces and double your profits. Good luck!

EDIT: Just found out tonight that if you stick around long enough (20 minutes or so) in the Cartel area, a ship called an Angel Overseer will spawn. It basically acts like a shuttle with 37.5k bounty on it and drops good stuff. Maybe one of the programmers at CCP forgot to give it weapons?
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 Post Posted: Fri Dec 01, 2006 6:00 am    Post subject: yup
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I totally agree. This mission is tough. But I got through it just fine with a Caldari Merlin with 2 small shield extenders. No need for anything else.
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Ashturi
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 Post Posted: Fri Dec 08, 2006 7:11 pm    Post subject:
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I love this mission (now). The first time I went in, I went with a Condor. (So I was a n00b...sue me) and died quite quickly after I jumped into the Gurista base. First time I completed it, I did in a DD, but now I do it in a Merlin...though it takes me a couple passes because I usually aggro about 7 guys at onece in the Cartel base, so I just kill 1 or 2, warp off, and come back.

But, the reason I love this mission is that it has a 6 hour time limit. This means that you can kill everyone (and I mean everyone), loot them, rescue the good guys, drop them back at homebase (into the items...don't talk to the agent!), go do something else for half-an-hour (mine, run another agent's mission, whatever), and...EVERYONE'S BACK! Along with more loot! I've gone through this mission 4 times at one sitting, just for the loot. I usually only do it twice though, for time purposes.
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BarmaLINI
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 Post Posted: Tue Feb 06, 2007 12:22 pm    Post subject:
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updated : revelation patch : unchanged
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Shurikane
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 Post Posted: Sun May 13, 2007 7:42 pm    Post subject:
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This mission is easily doable in a destroyer - they can use the acceleration gates too, and gives you the muscle you need to pass through the first areas without any trouble. For that mission, an all-range setup does the job. An afterburner in the midslot helps speed things up a little as well. The rest of the fittings are at your discretion, so long as you have a shield booster or an armor repairer.

I always pick the acceleration gate that leads to the "home" pirates - so if I'm in Minmatar space, I'll pick Angel Cartel. If I'm in Gallente space, I'll go for the Serpentis.

First area, fly to the acceleration gate and activate it. There should be little to no offense from the rats - they'll be too far from you to do anything serious.

Second area is the base itself. Upon arriving, I perform an immediate U-turn and destroy the two rats who aggro me from the get go. Following that, I prod the three rats next to the acceleration gate, destroy them on my way, and proceed, ignoring the rest of the pack.

Third area requires destruction of all rats - you can't access the downed ship otherwise. Unleash the drones, shoot anything that moves and turn on the booster/repper - the destroyer ship is so overwhelmingly powerful in L1 missions that it'll do short work of the opposition without any trouble. Once that's all done, retrieve the cargo and net yourself the pretty reward.
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Ico
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 Post Posted: Sat Sep 29, 2007 8:57 pm    Post subject:
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This mission is laughable in a Wolf with 280mm T2 arty fitted: just fly in, shoot whatever you want, fly out. Took about 15 minutes.
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 Post Posted: Wed Oct 15, 2008 11:39 am    Post subject: Worlds collide - Help needed
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Need help for the rescue mission. Somehow I cant find the 3rd room of the complex where the prisoners are supposed to be.
How is it named or labelled.
I tried two times now and almost got killed in the second room because I dont not find the right gate or acceleration pad to the third room.

PS: In the description it says that only frigates can access the gate. Is it true that it is also possible with destroyers ?
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Gerry the Viking
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 Post Posted: Wed Oct 15, 2008 2:45 pm    Post subject:
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I dont know what I'm doing wrong with that mission. I gave up after I lost a Punisher and a Coercer. Especially the loss of the Coercer hurts because there were fittings - worth about 10 mill in it.
I killed the 3 rats in the second room but could not reach the gate because I was jammed and scrambled.
After the 3 rats were killed, 6 or 8 more of them appeared.
I was reading your reports but they must have changed someting lately
Already at the first gate I was jammed from 125 Km distance and my ship was slowed down considerably.
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cerixon
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 Post Posted: Tue Oct 21, 2008 7:31 pm    Post subject:
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I completed this misson in 42 seconds. Yes 42 seconds. I used a Incursus with a AfterBurner, 3X 120MM Prototyope Gauss Gun with Antimatter (1st)/Iridium (when you come back to clean up) Ammo.
When you warp in ignore the rats, but head for the nearest gate (37KM) use your AB;
At the second room ignore the rats here and head for the gate that says Gate to the Research (something);
In the last room you will see a damaged Heron, and Four rats; shoot the rats; they won't re-spawn. Free the Crew from the damaged Heron, and take them safely to a nearest Station;
Re-equip and come back and take care of the rats from a distance, you have six (6) hours.

The Key is the AfterBurner and some guns that can shoot from a distance.
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