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Created February 4, 2015 05:00
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EVE Superior Sleeper Cache

Superior Sleeper Cache

Room 1 (Initial Warp-in)

The room also has a giant cloaked structure that didn't seem to do anything but should probably be investigated to see if bumping into causes a change.

Enemies

None

Environmental Effects

None

Strategy

Hack the single (data) container to reveal the Strange Rift (warp gate) to the next room.

Loot

None

Room 2 (Solar Room)

Enemies

None

Environmental Effects

There is an approximately 15km radius damage field around the Solray Unaligned Power Terminal. After completing the puzzle the damage is negligible (22 dmg to shields then 6 to armor per tick to a cruiser). Unknown how much it does prior to completing the puzzle.

Strategy

When you warp into this room, you'll see 4 different groups of objects out in space: 3 beacons (each with a rift and an empty can nearby) and the Unaligned Power Terminal where the loot cans are clustered.

Before approaching the loot cans, a puzzle must be solved:

  • From your landing point, approach the Solray Observational Unit.

  • Hack the Solray Observational Unit. This was a fairly easy hack on a similar level to null explo sites. Looting this can after the hack will give you a single item.

  • Place the token you get from hacking the Solray Observational Unit into the corresponding Solray X Alignment Unit (i.e. Radio Alignment Unit goes in the Solray Radio Alignment Unit can). Once you do this, you will get a blue system message in Local saying the Solray Power Terminal is aligned and safe to approach.

  • After you see this message in local, it's safe to approach the Solray Power Terminal and hack the cans. NOTE The damage field will still be active, but do negligible damage.

The loot cans may be very difficult to hack, but there is no known limit on tries and no punishment for failure.

Loot

Seems to be around 120M ISK worth, can include storyline BPCs and polarized weapons.

Room 3a (Sentry Room)

Enemies

There are two waves. The first is about 6 sentry towers and is already there when you warp in, but not active (won't target or shoot). Once getting within about 10km of the towers/loot cans the towers activate and start shooting. The damage was tankable in a Stratios. Once the first wave is dead, the second wave spawns. The second wave is about 12-16 sentry towers that spawn in a rough sphere approximately 100km around the loot cans. Damage is more significant and ate through a Exqueror very quickly, but the AI seems buggy and only a few of the towers seem to target anyone at once. Was very tankable in a Gila.

Environmental Effects

The Plasma Storage (may not be exact name) which looks like a cluster of 3 drums probably explodes if you get to close, but we didn't test it.

Strategy

FIXME Hack the sentry control unit to flip the towers, hack the sentry repair unit to help repair your friendly towers, kill the remaining enemy towers.

Loot

Seems similar to the previous room at around 120M ISK worth, can include storyline BPCs and polarized weapons.

Room 3b (Unknown)

This room is theoretical, we weren't able to test whether hacking the can by the landing gate in room 2 actual changed that gate to take us to this room but suspected it would.

Enemies

Unknown

Environmental Effects

Unknown

Strategy

Unknown

Loot

Unknown

Room 4a (Archive Room)

Enemies

4 Sentry Towers that spawn after failing to hack one of the maintenence storage cans. Low damage but high health.

Environmental Effects

FIXME The clouds around the ruins cause minor damage. After placing the parts in the main can progressively stronger shockwaves with a radius of 55-60km (centered on the main can) happen every 30-45s with a 15s warning. The strongest shockwaves (colossal) will two-shot a Dominix.

Strategy

FIXME Correct strategy is unknown, we fucked it up.

Loot

Unknown. We died and the site despawned before we got the chance to check the cans.

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