Monday, 2 April 2012

The Career Agent Missions


You should do the Career Agent Missions after you finish the introductory tutorial by Aura. Aura will send you to the system where they are found. If you can't find them for some reason then open the “Help Window”, go to the “Support” tab and click the “Show Career Agents” button at the bottom.

As you do the Career Missions, the agents will introduce you to various game concepts. Aura will also pop up now and again with some important information. If you get a tutorial from Aura that says, “if you don't have a (item) buy one” you can ignore that tutorial for now. The agents will give you gear as you need them and you can do the tutorial on that item as you get them.

It doesn't matter what order you do the Career Agent missions. You can even do two or three mission sets at the same time but that will be a little confusing. There will be a couple of places where you will have to wait a few hours for one mission so these spots are good to work on another mission set.

Remember that there are very good reasons to complete ALL of the Career Agent Missions. You will get a heap of gear and ships plus a lot of money (for a beginning character). You will be given many skills that you are going to need eventually. Lastly, completing the Advanced Combat Mission series will allow you to join the militia straight away if PvP is your goal. Understanding the various career paths will open opportunities for you so that you can make good ISK and support the kind of game style you want.

Below is a list of the Career Agent Missions and a few notes on how to complete them

Business Agent

Skills you receive: Survey, Salvaging x 2, Contracting, Negotiation, Hacking, Mass Production, Trade, Retail, Production Efficiency, Cybernetics.

Balancing the Books (1 of 10)

  • Courier mission. When you accept the mission, remember to put the package/item in your cargo hold.
  • Set your destination from the agent conversation before closing it.
  • Check the route to see if it passes through low sec. Orange or red way-points are low sec systems. The Career Agents wont do this but its a very good habit to get into.
  • When in the destination system you can find the station you need from the right-click menu. There will be a dock option.
  • Before you complete the mission, right-click on your agent under “Agents of Interest” and “Set Destination” back to where you started.
  • Complete the mission by Talking to your agent.
  • If you destroy the courier package by accident then the only way to fix things is to file a petition under the “Stuck” category. Someone should contact you reasonably quickly.

Balancing the Books (2 of 10)

  • You will need to fit the Civilian Salvager to finish the mission.
  • If the salvager doesn't open the can on the first cycle just let it keep going until it does.

Balancing the Books (3 of 10)

  • If you haven't already, you should do the first mission for the Industry Career Agent to get a Miner I given to you. This will save you money. Alternatively, you can buy the Miner I on the market.
  • You MUST mine the Veldspar from the location the agent gives you. Not at a regular belt. All other methods will fail. Right-click in space once outside the station and the bookmark will be there. You can't use Veldspar or Tritanium obtained from elsewhere.
  • You have to kill the rat that shows up to finish the mission.

Balancing the Books (4 of 10)

  • Fit the Civilian Codebreaker before leaving station.
  • If the codebreaker doesn't open the can on the first cycle just let it keep going until it does.
  • You need to kill the rat in the mission to finish.

Balancing the Books (5 of 10)

  • Don't forget to put the cargo in your ship before leaving.
  • Before you complete the mission, right-click on your agent under “Agents of Interest” and “Set Destination” back to where you started.
  • Talk to your agent in the destination station to finish the mission.

Balancing the Books (6 of 10)

  • Buy a Tracking Computer I from the market. You can right-click on the item in the agent conversation and choose “View Market details” to get the market up on that particular item.
  • The local stations will have overpriced items available but you can go get a cheaper one from elsewhere.

Balancing the Books (7 of 10)

  • Fit the Civilian Analyzer before leaving station.
  • You need to kill the rats in the first room before you can use the gate. Go through the gate when done.
  • Kill the rats in the second room.
  • If the Analyzer doesn't open the can on the first cycle just let it keep going until it does.

Balancing the Books (8 of 10)

  • Don't forget to put the cargo in your ship before leaving.

Balancing the Books (9 of 10)

  • You can buy or build these items. You may have already looted a few if you have done other mission series.
  • You can right-click on the item in the agent conversation and choose “View Market details” to get the market up on that particular item.

Balancing the Books (10 of 10)

  • You are given a blueprint to use for this mission You need to make 50 runs.
  • You will most likely need to buy the Industry skill and train it to level 1 to do this mission. The skill will be available at your current station for 18,000 ISK.
  • You will need 11650 Tritanium, 950 Pyerite and 50 Nocxium to complete this build job. You can try reprocessing some of the unwanted modules you have picked up as loot. Buy or mine anything left over. You wont be able to mine Nocxium in most high sec locations. Scordite will get you Pyerite and Tritanium.
  • The Manufacturing Tutorial will come up when you accept the mission. Try to work though it.
  • Another way to start a build job is to right-click on the blueprint and select “Manufacturing”. Click the button called “Pick Installation”. Set the Range to “Current Blueprint Location”. There should be a list of build slots in the new screen. Double click on a slot that says Now (colour Green). Set the Runs to 50. Click ok. A build quote will come up showing the materials you need. You should have green ticks next to each item. If you do hit “Accept Quote” to start the job building. If you are missing items it will tell you what you need.
  • The Job will take 3 ½ hours to finish. Have a go at one of the other Career Agents.
  • To deliver the manufacturing job, open the Science and Industry screen. Make sure Owner is set to “Me”. Push the “Get Jobs” button. If your job is ready to deliver it will be green. Once it is ready, select the job and push the “Deliver” button in the bottom right. The Item and blueprint should appear in your items window.

 

Industry

Making Mountains of Molehills (1 of 10)

  • Fit the miner before going to the mission site.
  • You MUST mine the Veldspar from the location the agent gives you. Not at a regular belt. All other methods will fail. Right-click in space once outside the station and the bookmark will be there.

Making Mountains of Molehills (2 of 10)

  • You can use any Tritanium for this mission including what you have already mined in previous missions or bought off the market.
  • Veldspar is the best source of Tritanium. If you need to mine it there should be an asteroid belt in your system or the next system over.
  • You need 333 units of Veldspar to get the Tritanium you need.

Making Mountains of Molehills (3 of 10)

  • You are given the blueprint you need for this mission.
  • You will need to acquire the Industry skill book and train to level 1 to do this mission. You can buy the book at its base price (18,000) from the station you are on.
  • You will need 156 units of Tritanium to build two Civilian Afterburners.
  • Run through the Manufacturing tutorial that opens when you accept the mission.
  • The Career Agent stations all have manufacturing facilities.
  • See Balancing the Books (10 of 10) for a detailed how to on manufacturing.

Making Mountains of Molehills (4 of 10)

  • You are given a bookmark to a mission site in your current system.
  • You MUST kill the Rogue Drones in the mission site you are given to complete this mission.
  • You can acquire the Tritanium any way you want. You can mine it at the mission site or a belt or buy it.
  • If you are going to mine the Veldspar, you will need a total of 2997 units of normal Veldspar to get 7000 Tritanium taking into account your poor refining skills.

Making Mountains of Molehills (5 of 10)

  • Courier mission. When you accept the mission, remember to put the package/item in your cargo hold.
  • Set your destination from the agent conversation before closing it.
  • Check the route to see if it passes through low sec. Orange or red way-points are low sec systems. The Career Agents wont do this but its a very good habit to get into.
  • When in the destination system you can find the station you need from the right-click menu. There will be a dock option.
  • Before you complete the mission, right-click on your agent under “Agents of Interest” and “Set Destination” back to where you started.
  • Complete the mission by Talking to your agent.
  • If you destroy the courier package by accident then the only way to fix things is to file a petition under the “Stuck” category. Someone should contact you reasonably quickly.

Making Mountains of Molehills (6 of 10)

  • You are given the blueprint you need for this mission.
  • You require 396 Tritanium, 96 Pyerite and 30 Mexallon to complete this mission. It does not matter where it comes from.
  • You can get all the minerals you need from either Pyroxeres (in Caldari and Amarr space) or Plagioclase (in Gallente and Minmatar space) asteroids. These are found in systems of 0.8 security rating and down.
  • If you need a reminder of how to do a manufacturing job, open the Help window and select Tutorials > Industry > Manufacturing.

Making Mountains of Molehills (7 of 10)

  • Courier Mission.
  • If you loose the cargo for this one you can buy a replacement off the market.

Making Mountains of Molehills (8 of 10)

  • You are given the blueprint you need for this mission.
  • You require 3167 Tritanium to complete this mission. It does not matter where it comes from.
  • Do not assembly the Civilian Shuttle before turning in the mission. It wont accept the assembled version. If you have assembled it then right-click on the shuttle and select “Repackage”.
  • The mission will not accept a normal shuttle even if they look alike.

Making Mountains of Molehills (9 of 10)

  • This is a Fight and Recover mission. You must kill the enemy AND collect the Production Assistant to complete it.
  • You MUST fit a mining laser so that you can pretend to mine.
  • The agent gives you a bookmark to the zone you have to clear.
  • Once in the zone, activate the mining laser on a asteroid and wait for the bad guys.
  • Don't fill up your cargo with ore. You need space for the Production Assistant.
  • Kill the rat.
  • When the rat dies there will be a “can” at the site of the wreck. The can looks like a small diamond on your overview. The Production Assistant is in the can. Approach the can and open it. Then move the Production Assistant to your cargo hold.
  • Return to the station and hand in the mission.

Making Mountains of Molehills (10 of 10)

  • You are given the blueprint for this mission.
  • You need the following materials;
Tritanium – 3458
Pyerite – 271
Mexallon – 384
Isogen – 5
Nocxium – 3
Zydrine – 3
  • It does not matter where you get the minerals. If you have a bit of loot lying around that you don't want try recycling some of it. Otherwise buy it off the market. You will not be able to mine Zydrine in high security space.
  • The job will take nearly 1 ½ hours to build. Try some of the other Career Agents while you wait.
  • You will get a slightly better than baseline blueprint copy for 4 Navitas left over from the job. Use it to supply yourself or sell them.

 

Military

Don't be afraid to start this mission set straight from basic. The start missions are scaled for a rookie frigate and so you should not be in danger. If you do lose your combat ship you can dock at any station where you have no ships and receive a free rookie frigate equipped with a weapon and a miner. The agent will give you new ships to upgrade to as you go. Getting out of the rookie frigate as soon as possible is a good idea as its about 1/3 of a real frigate.

Skills you receive: Motion Prediction, Propulsion Jamming, Shield Management, Cybernetics, Weapons Upgrades, Sharpshooter

Cash Flow for Capsuleers (1 of 10)

  • Aura will pop up straight after you accept this mission. Close the agent window and do as she says. The Tutorial is called Orbiting Effectively but the concept she is teaching is very important to combat. Essentially a gun-type weapon has an Optimum range and a Falloff range. Weapons are most effective inside the Optimum range but will sometimes hit targets out to Optimum + 2 x Falloff. The important bit to begin with is that you need to get to inside Optimum range to hit effectively. It is possible to get too close and if you aren't hitting try getting a little further away.
  • The bookmark to the site is in the right-click menu.
  • Kill all the pirate ships.
  • Loot your wrecks. There are thousands of ISK in them and the Career Missions seem to provide useful items on purpose.
  • Return to the station and talk to your agent to complete the mission.

Cash Flow for Capsuleers (2 of 10)

  • You are given a skill at the beginning of this mission. Its worth putting it on to level 1 before you leave.
  • Aura has another tute for you. If you have done other Career Mission set you may have already advanced past this but step through the tute anyway.
  • Warp to the mission site and kill the rats.
  • The last rat to die will drop a “can” which is a space container of some sort. Your mission objective is to get the Civilians out of the can and bring them to the station. Don't forget them. You can drag them into your cargo bay.
  • You should get a real combat frigate as a reward from this mission. Take some time to look at its bonuses and capabilities. For the coming missions its worth setting up this new ship for battle. Remember you will have been given some useful items and found some in loot. Its ok if your ship to begin with is a bit of a mismatched Frankenstein. You are learning what all the modules do. Remember to have at least one repair module aboard.

Cash Flow for Capsuleers (3 of 10)

  • This is another kill and retrieve mission.
  • Aura will pop up with a tute about Stasis Webifiers. She says to buy one but that isn't necessary at this stage. The reason she is telling you this is because YOU will experience being “webbed” in this mission by a stasis webifier. That's an issue. Notice that the agent is giving you a pair of weapons to start with too. These are longer range weapons than those you have been using so far. Replace your short range weapons with the ones you are given. This is really important if you are using blasters. Take a moment to get the info on the new weapons after they are fitted. Note the new optimal range (for guns) or work out the range for missiles (flight time x speed).
  • Now you can launch and warp to the mission site.
  • All the enemies except Wolf will target you. The annoying one is the Webber drone. If you try to move towards the drone you will find your speed slowed considerably. In fact you can't get to close range with him. Lucky you changed weapons.
  • Kill the Webber drone and you are then free to pick your range against the other rats.
  • The Runner Drone will have the Secret Documents. Kill him and collect them from the can.
  • Notice some text has been printed in the Local chat window and its coloured. This is mission transmissions from friends and foes. Usually it contains some plot elements.
  • Return to hand in the mission.

Cash Flow for Capsuleers (4 of 10)

  • When you warp in you get a message to investigate the stargate. Click on it and click “Approach” in the overview window or use the context menu.
  • Its a Trap! Getting close to the gate sets off a radioactive material “leak”. Your ship will start to take damage.
  • Warp out Fast. Use your repairers if you need to. If you get hung up on the structures run for open space by double-clicking in the direction you want to go, then warp.
  • Return to your agent.
  • You will get a tutorial for Afterburners after this mission. You don't need to buy one. If you don't have the skill yet you can wait for the Civilian Afterburner you will get in a later mission or buy the skill and train level one.

Cash Flow for Capsuleers (5 of 10)

  • At the start of this mission you will be given a shield hardener. This module will provide shield resistance to a certain damage type. Check the info for which. This particular hardener is an “active” hardener meaning that it must be turned on and uses capacitor. When on it will make your shields more resistant to the damage type its for. A Thermic Dissipation Field reduces the amount of thermal damage the shields take. Using resistances to reduce incoming damage to manageable levels is a key concept in the protection of a ship.
  • Talk to the pirate, then destroy him.

Cash Flow for Capsuleers (6 of 10)

  • Activate the acceleration gate in each room to continue on. Each area is referred to as a room. There are two in this mission.
  • In the first room there are several waves of rats. Try to kill all of one wave before progressing to the next wave. This is because its possible to have almost all the rats of the room attacking you at one time and that is a lot of enemy fire.
  • Collect your loot as you go.
  • In the second room there will be the target station. As soon as you attack the station two sentry guns and two frigates spawn to attack you. This will be the first time you face serious enemy fire. You will need to manage your repairers and your cap carefully. Be aware that moving will help make you harder to hit. Don't bother trying to outrun the sentry guns. Their range will be significant. Take out the frigates first as they are easy. The guns take time and they are doing most of the damage. If you are in serious trouble (like under 50% armour) then warp out repair, charge up and warp back. This is where you test all you have learned.
  • You are given an implant for this mission. Also Aura will tell you all about them and give you the skill. Train the skill and plug in the implant by pausing you current skill training and right-clicking on the implant and selecting “plug in”. This will increase the speed at which some of you skills train. Don't forget to start your training again.

Cash Flow for Capsuleers (7 of 10)

  • Fit the armour repairer and some armour plates if you got some. Trust me.
  • Its a Trap! Attacking the pair of frigates will result in several more spawning. You have a problem here as several of the frigates can hit you from range. You are also supposed to be learning about armour tanking. You will have to carefully manage your cap and armour during the fight. Remember that you should be thinking of leaving at about 40-50% armour. Your plates should give you some breathing room.
  • Killing certain ships from the first ambush group will spawn another group. Might be a good idea to get rid of the long range ships before then. You should be using your combat awareness to recognise who they are.

Cash Flow for Capsuleers (8 of 10)

  • Once again its a trap. Getting old isn't it? The Inn detonates a bomb and damages your ship. You will probably go to middle armour damage unless you have heavy plates on. Start your repairer and run for open space.
  • Warp out. You don't need to kill the rats. You can if you wish. You should try keeping at range until your have repaired a bit.

Cash Flow for Capsuleers (9 of 10)

  • Get the best combat set up you can from the stuff you got. You shouldn't need to buy anything.
  • This mission has multiple areas called “rooms”. Each has an acceleration gate.
  • The first room has three rats. When they die another squadron of three appear.
  • The gate unlocks when you kill the last rat.
  • Clear the room of rats and then charge up your shields and cap before going to the next room. You can loot the wrecks while you wait. Don't forget your drones.
  • The second room has three rats waiting. Another three spawn after the first are destroyed. The spawn does not attack automatically so you have time to charge/ repair before fighting. Kill the rookies first as the odd frigate out will spawn another wave.
  • The odd frigate out (Initiate) spawns another wave of three. Again they don't attack until approached.
  • The Narcotics Depot will have drugs in it. These will be illegal in Empire space and so you are better off leaving them there.

Cash Flow for Capsuleers (10 of 10)

  • You will be given a new frigate for this mission. Fit this out as best you can. You should have enough to do it from loot and rewards but you can buy a few things if you need to.
  • You will probably have to travel to your target system. Set your autopilot by right-clicking on the system in the mission window and selecting “Set Destination”.
  • This will be a tougher than normal engagement. Be prepared to manage your cap and repair carefully.
  • I completed this mission using a tristan fitted with a damage control and a civilian shield booster and I didn't take armour damage. However my shields did go very low in the last room until the stasis tower died.
  • You may have to remove the structures and ore from your overview to see the rats. Remove things from your overview by right-clicking them and selecting “Remove * from Overview”.
  • In the first room there are two waves of rats. Kill them to unlock the gate.
  • The second room has three waves of 2 – 3 rats each. Kill them to unlock the gate. Don't forget to charge up both shields and capacitor before going to the next room.
  • When you arrive in the last room you will be targeted and webbed by a stasis tower. Try to get into range of it in the seconds before it webs you. You need to destroy it because it will make it impossible to close the range with the other ships. Killing the stasis tower will spawn Wolf but he is in a pod so no threat. After the tower move on to the other frigates.
  • Kill Wolf's Pod to complete the mission.
  • If you can't remember where your agent is then dock at any station. In the agent panel of the station services there will be an Agents of Interest section. Your agent will be there. Right-click on him/her and select “Set Destination”. Your autopilot will be set to your agent's system.
  • Return to your agent and turn the mission in.

 

Advanced Military

Skills you receive: Propulsion Jamming, Remote Armor Repair Systems or Shield Emission Systems, Drones, Destroyers

The Swap

  • You must activate the acceleration gate at the mission bookmark to access the mission site.
  • There will be a single rat inside. When he dies two more will spawn. After they die three rats will spawn. All of them are in rookie frigates so they should be easy to dispatch.
  • Collect any loot and return to your agent.

Angel of Mercy

  • Don't use your normal ship for this mission. Use the ship you are given and don't fit it with anything.
  • It is a good idea to insure the ship you are about to use. The insurance button is the second along on the Station Services. Name your ship in advanced so you know which one you are insuring.
  • This is a suicide mission. You are meant to blow up your ship. Don't take anything with you.
  • Enter the mission site through the acceleration gate.
  • When in the mission zone, click on the station and click approach. Time to dive into the station. Ignore the rats. You should get to the station as soon as you can.
  • The rats will attack you so don't waste time.
  • When you get close enough the frigate explodes and kills all the rats and the station. You will find yourself in a pod.
  • If there is anything to loot left, you should make a bookmark of the spot. Open the People and Places window and go to Places tab. At the bottom is an “Add Location” button. Click it and accept the default name. This have saved the co-ordinates to the spot you were at when you hit OK. While the mission is active (not turned in) the bookmark will take you to the acceleration gate. However, once the mission is completed/failed, the deadspace pocket disappears and the bookmark will bring you to the very spot you were at when you made it. The wrecks and cans should still be there. This is very useful for looting missions and retrieving wrecks from lost ships. Wrecks and cans last in space about 2 hours. You can delete a bookmark by right-clicking on it in the People and Places window and selecting “Remove Location”.

Your Undivided Attention

  • The introduction text to this mission and the Aura tutorial are very important to anyone who wants to do PvP or go to low security space. You should read it carefully.
  • Fit the module you are given to your ship.
  • Warp to the mission site and lock the “Fleeing Pirate”. Use the Civilian Warp Disruptor on him. He will squeal and attack you. Once he does you warp home. Don't attack him.
  • Return to your agent and complete the mission.

A Friend In Need

  • You will need to fit the module given to you by the agent. This is a remote repair module for either armour or shields. You wont need to fight so a rookie ship is up to this one.
  • Undock and warp to the bookmark given.
  • Lock the friendly vessel and get close to him.
  • When in range, activate the remote repair module.
  • The ship will only need one cycle to fix its systems. You will get a message and the ship will leave.
  • Warp back to your agent and hand in the mission.

The Stand

  • This mission triggers a vital tutorial about Medical Clones. Read it carefully.
  • You should use the frigate given to you by the agent. Put some weapons and a repairer on it and a small amount of ammo in the guns. It will get blown up so minimise the losses.
  • Insure your ship.
  • You must kill one ship to complete the mission. Make sure you can do that.
  • The first rat is alone. Kill it.
  • The next thing you will see is a swarm of cruisers and some webber drones. You will not survive this. You probably wont even get a shot to hit. Start repairing and try anyway.
  • When you die, check your wreck for loot. Nothing will shoot you in you pod. If there is something left of your ship you can bookmark the wreck and come back AFTER you turn in the mission to get the loot. Don't come back while the mission is active.

Don't Look Back

  • You will need to fit the Civilian Afterburner to your ship or a normal afterburner if you have one.
  • A ship with a repairer is suggested for this mission. A fast frigate is also recommended.
  • There is a acceleration gate to go through. Once through you will be in a hazard zone so don't hang around.
  • Approach the mining station. Activate the afterburner to get there quickly.
  • You may need to use your repairer once or twice. Watch your capacitor level. You don't want your afterburner shutting off.
  • You will get a message when you complete the mission. Return to your agent.
  • You will get a Drones skill book as a reward. Train level 1 before taking the next mission.

Weapon of Choice

This mission is different depending on the State that owns the stations you are in. Look up the state below and see the help. 
Gallente Federation
  • Gallente use drones to supplement their weapons. Many other ships do as well but Gallente use them the most. You will be given two civilian drones or you can use some that you picked up or bought.
  • Load the drones into your drone bay by opening the fitting screen and clicking on the drone bay under the cargo bay. Drag and drop the drone into the drone bay.
  • Its worth reading the More About Drones section in the mission window as there is some useful info about the various drones you can get.
  • Launch to space. Notice that you have a new window under the overview called “Drones”. The grey bars are folders in the drone window and can be expanded by clicking on them.
  • Warp to your mission site.
  • Right click on the “Drones in Bay” or an individual drone. Select “Launch Drones”.
  • Target the rat.
  • Right-click on the “Drones in local Space” or the individual drone and select “Engage target”. If you are looking at the individual drone info you will see it change to Attacking.
  • The drone will kill the target fairly easily.
  • Right-click on the drone in the drone window or the “Drones in local space” and select “Return to Drone Bay”. Its important to remember to do this before leaving. If you leave your drone behind there is a way to get it back. You can return to where you left them, Right click on your capacitor and choose “Reconnect to lost drones”. Then tell them to dock.
Minmatar Republic
  • Minmatar are famous for their projectile weapons.  You will be given a Civilian  Gatling Autocannon.
  • You do not need ammo for the Civilian  Gatling Autocannon.
  • I have confirmed that you can use any weapon to complete this mission.

The Pacifist

  • Before you leave, make sure you have 10m3 free in your cargo hold to carry the objective home.
  • When you warp into the first area you will receive a message from the fleet Commander. Read through it and follow the instructions. You are to warp into the next area but not engage anyone until told to.
  • In the next area the FC will send you another message. You are to hold until told too and then charge in and grab the hostages. The signal come straight after you close the message window. Do not fire at anyone.
  • Warp home when you have the hostages.

Glue

  • Fit either the Civilian Stasis Webifier or a web you have picked up. An Afterburner will be very useful.
  • Target and web the pirate.
  • For some reason the pirate blows up. This is ok if you didn't do it.
  • Return to your agent and hand in the mission.

The Exam

  • You are given a destroyer at the beginning of this mission. In general destroyers can fit many weapons but are light on tank. I have found that you can complete the mission in the frigate you got at the end of the basic military career mission set. Just fit it as best you can. An afterburner will help you control the range. Fit weapons with a bit of range to them as you will be webbed and will not be able to close. 5000 - 8000m is good. You can adjust your range by changing ammo types or weapon. Definitely no blasters. You may want to string out the enemy and pick them off at your max range. A drone will be helpful if you can use it. A damage control is a good idea and so is either armour plates or a shield extender depending on how you tank.
  • Be aware that you will be warp scrambled in this fight. The target scrambling you will have a icon in the overview that looks like the scrambler. You can free yourself by killing him or getting out of range.
  • Pilots using Hybrid weapons or Lasers need to be careful not to run out of capacitor. If you do your guns will not fire. You will have to wait a while for the capacitor to charge again before you can turn you guns on again.
  • The Aura Tutorial triggered by this mission, “Combat Tactics”, has some very useful information in it and should be read carefully.
  • There will be three frigates in this fight. Kill the Leader first. He webs and scrams and it is difficult to get the other ships in range while he does that. Once he's dead run away from the fight and repair as needed. You will find the incoming damage will drop off significantly as you gain speed. Dive in again and kill the remaining frigates as they come into range.

 

Exploration

Skills you receive: Astrometrics, Survey, Astrometric Pinpointing

On-Board Scanning

  • You can use any ship for this mission.
  • The Scanner button is on the left of the damage readout in the middle. Open it and go to the System Scanner tab.
  • Check that the “Scan Results Filter” is set to “Show all”.
  • Click on the Analyze button and wait for the count down to finish.
  • If the “Scan Results” window you should get a list of Cosmic Anomalies. Note that all of them are selected in the window.
  • Click the Map button in the top right of the scanner window. Now select Solar System map if you need to from the World Map Control Panel that opened with the map. This may be minimised to the neocom. Zoom out with the mouse wheel. As all the sites are selected, you should several green upside down triangles on the map. These are the sites you found.
  • Click on an individual site in the scanner results. This will show the location of that result and hide the others. You can click the other sites or use shift or CTRL to select multiple results.
  • These green arrows are the symbol for a successfully located site. They will appear for Cosmic Signatures too later in the mission set.
  • Select a Site with the type “Anomaly Training Site”. Right-click on the site and select “Warp to within 0m”. You will now warp to the site. Hit the map button again to return to the space view.
  • If you warp to a site and find nothing there select another site and warp to it. Sites disappear when they have been used up.
  • You should get a message and find a can waiting for you to collect your proof. Approach it and collect the Proof of Discovery from within. If there is nothing in the can wait a few minutes and it should respawn. If this doesn't happen try another site. You only need one Proof.
  • Return to the station and hand in the mission.
  • Train the skill you receive (Astrometrics) straight away to level 1. You will need it later in the mission set.

An Introduction to Cosmic Signatures

  • Your last mission showed you Cosmic Anomalies which are always combat complexes. This mission is talking about Cosmic Signatures which are harder to find and come in five different types. There are Gravimetric, Magnetometric, Radar, Ladar and Unknown cosmic signatures to be found. Each has a different kind of activity.
  • Use the frigate given to you to do this mission. You don't need fittings.
  • You do not need probes or a probe launcher for this.
  • Undock and warp to the bookmark given to you by the agent.
  • You will be contacted by a new agent. Read the message before moving anywhere as it will update as you progress.
  • When done reading, approach the acceleration gate and activate it.
  • The agent will have more to say in the next room. Read through before moving.
  • Approach the can and collect the core probe launcher and the probes.
  • You will get another page of info from the agent to read through. This explains the probes a little. Read before you activate the gate.
  • Activate the gate and enter the next area.
  • Now comes a tour of each of the first four types of cosmic signature. You will get an agent message about each area. Once you have read through each window, have a look around then go to the next room. The tour wont cover Unknown Signatures.
  • There is a detail missing from these demo sites. The Radar and Magnetometric sites will have cans to open with proper tools. The cans will contain the items you came for. Ladar and gravimetric sites are mining sites.
  • The Ladar site is the last one. Warp home and turn in the mission.

Gravimetric Site Scanning

  • You will need to put the Passkey you are given into your cargo hold. You can't get into the site without it.
  • You will need to fit the Core Scan Probe Launcher for this mission. Load the probes into it.
  • The tutorial for using the probes is awful. It is not clear at all. You should look at the following video tutorial at http://www.youtube.com/watch?v=heYfTA00Idg . When you are done have a look for a few more video tutorials as there are several ways to do probing. If these don't help you refer to the Quick and Dirty instructions below.
  • You can click on each result in the Scan window to show the result for that one signal or select multiple signals using shift or CTRL.
  • Note: Scan results can be;
  1. A red globe – means only one probe is in range of the site.
  2. A red circle – means two probes are in range
  3. Two red dots – means three probes are in range
  4. a single red dot - means four or more probes are in range but the signal is not strong.
  5. A yellow inverted triangle – means 4+ probes are in range and the signal is strong. You should get a signal type about now.
  6. A green inverted triangle – means you have 100% fix on the location and can warp to it.
  • Remember you are looking for a Cosmic Signature. Ignore all the Cosmic Anomalies you will get in the scan window.
  • Cosmic Signatures will be near planets. Usually within 4AU of the planet.
  • Quick and Dirty Scan Method
  1. Go to the solar system map.
  2. Launch a probe.
  3. Set the probe range to 8AU.
  4. Launch 3 more probes. Note that their ranges are all 8AU as well.
  5. Move the probes so they are in a square pattern with the nearest planet at the centre. Make sure at least half the probe range overlaps the other probes.
  6. Push scan.
  7. When the results come up go through list and see if a Gravimetric site is on the list. If there is none. Move the probes over another planet and repeat.
  8. If a Gravimetric site (or multiples) is in your list, click on the strongest signal and see where it is. It will show up in the solar system map.
  9. Hold Shift down and move a probe with the mouse. This will move the whole set around. Move the probes to a new spot and hit analyse again. You must judge where to move the probes by the results you are getting. Remember the Scan Results list at the start of this mission walkthrough. Keep moving the probes until you get a single signal for the Gravimetric site.
  10. When you have a single marker for the signal, note the signal ID so you know which one you are looking for.
  11. Move the probes so the marker is in the centre of the probes. Then hold Shift down and grab the edge of a range bubble. Drag it in one level. The range bubbles for all probes should change too.
  12. Now hold down Alt and grab a probe. Slid the probe in towards the others. The set should move in towards the centre. Move them until you have a new pattern just like the one you started with but with a reduced probe range.
  13. Analyse again.
  14. Keep moving the probes and reducing the range of them until you get 100% on the Gravimetric signal. These signals are very strong so you should find it when your probes are at around 2-4AU range. Remember to look at the view of your probes and signals from side on from time to time as signals wont always be in the same plane as your probes. This is often the cause of disappearing signals. If you lose the signal somewhere then increase the probe range, re-distribute the probes and try again. Sometimes another player will complete a site you have been scanning for. If this happens to signal with your scan id will disappear from the scan results. Start over from the beginning.
  15. This exercise should not take more than ten minutes (it can be done in 2 minutes). If you are still having trouble then you should seek help.
  16. When you have a 100% fix on the signal, right-click on the signal in the scan results window and select “Warp to within 0m”.
  • If you are going to the right place you should get a message on screen about the Gravimetric Training Site.
  • Collect the proof from the can.
  • While you have your probes out you can look for the other site types and bookmark them by right clicking them in the scan window and selecting “Bookmark Location”. Then you can come back to them later.
  • Don't forget to retrieve your probes. If your probes are running out of time then retrieve them and launch them again. Their timers will reset.
  • Return to your agent and hand in the mission.

Magnetometric Site Scanning

  • You wont need a passkey for this mission.
  • Aura will pop up with a tute about Magnetometric Sites. Fit the Civilian Salvager and the Civilian Analyzer to your ship before you leave.
  • Use the instructions for Gravimetric Site Scanning to locate a Magnetometric Site. If you located one earlier you can simply warp to the bookmark you made. Note that if there are a lot of other people doing tutorial missions you may find the site already gone. Scan for a new one. They spawn constantly.
  • Read the agent conversation before moving. They change when you approach a can.
  • The Salvager and Analyser both unlock cans in Magnetometric sites. You have to use the correct one for it to work but the game will tell you which to use. Once the can is unlocked you must open it to retrieve the proof.
  • You must target a can to use the Salvager or Analyser on it.
  • The Archaeology Container needs the analyser to open. The Salvaging Container requires the salvager to open.
  • There is a different agent conversation window when you approach each can. Its worth flying to each just to read the information.
  • You only need one proof. Doesn't matter which.
  • Return to your agent and hand in the mission. Don't forget your probes.

Radar Site Scanning

  • This mission will trigger the Advanced Hacking Tutorial.
  • Fit the Civilian Codebreaker to your ship before you leave.
  • Use the instructions for Gravimetric Site Scanning to locate a Radar Site. If you located one earlier you can simply warp to the bookmark you made. Note that if there are a lot of other people doing tutorial missions you may find the site already gone. Scan for a new one. They spawn constantly.
  • Target the can and use the codebreaker on it. Then open the can and retrieve your proof.
  • Return to your agent.

Ladar Site Scanning

  • You need the Passkey in your hold to enter the Ladar site.
  • See the instructions for Gravimetric Site Scanning to locate a Ladar Site. If you located one earlier you can simply warp to the bookmark you made. Note that if there are a lot of other people doing tutorial missions you may find the site already gone. Scan for a new one. They spawn constantly.
  • Enter the site via the acceleration gate.
  • Open the can and retrieve your proof.
  • Return to your agent.
  • Note: The ships you get as a reward is the tech 1 scanning frigate for the local state. It has bonuses to scanning.

 

After the Career Missions

There are a few things you should do after you finish the career missions. These are mainly filling in vital gaps in your knowledge from the Aura tutorials. You should go to Aura's tutorial menu and look at the following tutorials if you haven't seen them yet;

Business
  • Market
General
  • Certificates
  • Character Attributes
  • Map
  • Medical Clones (This is a critical one. You will hate finding this out the hard way.)
  • Using Bookmarks
Military
  • Damage Types
Military (Advanced)
  • Racial Weapon: Drones (Many ships use these and they aren't intuitive like other weapons.)

2 comments:

  1. What happend if you fail a mission ?
    For example, i didnt follow the instructions from the CONCORD Fleet Commander in mission The Pacifist ( 8/10 Advanced Military) and i killed all npc ...
    Is my mission failed for ever or is there a way to retry ?

    ReplyDelete
  2. You can send in a petition to CCP to reset your mission and try again. Make sure you play up the rookie angle. They are usually ok with this. You access petitions through the help interface.

    ReplyDelete