St Louis: No Exit grid

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norton
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St Louis: No Exit grid

Post by norton »

:x

Ok, I picked up talon squad. Down to two half dead guys myself now. Time to exit. No exit grid. WTF?

So has this happened before? Do I start over? And if so will it be there next time? 8O
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Post by Max-Violence »

IIRC you have to do something else in the St. Louis mission, but I don't remember what. Check your objectives (the "Briefings" area of the PipBoy).
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Post by MurPHy »

you have to get real close to the exit grid area for it to appear. check your pipboy for the location (hint: near your starting point).
TheReaper

Post by TheReaper »

Hm, there was a bug that stops the exit grid appearing, upgrading to version 1.27 fixes this. If not then maybe you will have to attempt the mission again.
norton
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Thanks for the replies

Post by norton »

I tried several things:
1. Talk to Burke the coward in the trench
2. Disarm Burke's booby trap and listen to his second dialogue
3. Start the mission over this time killing evey mutie
still no exit.
All pip boy says is to take the APC to the extraction zone. I know where it is and its not lit up.

Is there a cheat to skip a level or force an successful ending?
If not I'll have to wait for GI combat I guess.

Oh ya I have vers 1.27. And even patched it to vers 1.27 :wink:
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Post by OnTheBounce »

The exit grid won't display until you get the APC back near the building that you started at. Once you're close to it you should have some World Text display, then the Exit Grid should open.

BTW, according to the patch ReadMe the only change that was made to St. Louis was that a broken ladder was fixed.

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Post by Jeremiah »

I think they are right. I didn't have any problems with the exit grid though as OTB said, it only lit up once the APC was very near.

Had a great time clearing out the trenches with shotguns, grenades and APC. Only had to repair it once or twice. The Browning equipped muties were tough though. Had to rely on voodoo and a good sniper.

How come my trapper can't even see/discover the mines on the approach to the mutie base? Rage has 87 percent in traps.
Have a nice day.
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Post by Viktor »

Jeremiah wrote: How come my trapper can't even see/discover the mines on the approach to the mutie base? Rage has 87 percent in traps.
You can't see 'em even if your sapper has 125% Traps skill. Just the way the map was made, I guess. Remember the mission briefing tells you NOT to assault the mutant base!
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Post by Jeremiah »

It's okay. Took out the base anyway by sneaking snipers and shotgun wielders thru the hidden gully on the north east side of the base (after sniping the guards that oversee that area. Those muties never knew what hit them.
Have a nice day.
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Post by TheReaper »

If you can find it, there is a unique item somewhere on the map. Good weapon but impossible to find anywhere else in the game.

(Those of you who know what and where it is, just say you do, don't spoil it for those ones who don't know, wait for them to ask and PM it to them.)
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Post by Viktor »

It's a shame the "game" version of the weapon seems to handle dusty conditions better than the "real steel" one it's modelled on....
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Post by OnTheBounce »

Jeremiah wrote:How come my trapper can't even see/discover the mines on the approach to the mutie base? Rage has 87 percent in traps.
Eighty-seven percent Traps skill is really nothing more than a ticket to seeing your sapper reduced to hunks of steaming meat by that point in the game. IIRC the difficulty modifier for those mines is 300%, so even w/a Traps skill of 300% your sapper won't be detecting them, let alone disarming them.

The "secret" entrace in the NE corner is the only way to go.

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Post by Nutter »

the game should really give the trapper XP for disarming traps, like the medic, the repair dude and the science person
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Post by OnTheBounce »

Nutter wrote:the game should really give the trapper XP for disarming traps, like the medic, the repair dude and the science person
Yes, it should. It should also award XP for picking locks.

You can rig up work-arounds for these, but they are a major pain in the arse and it isn't really a viable course of action for a campaign, only SP maps. :(

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Post by vVolf »

Nelly -'St Louis' ... Great song :D
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Post by Dragoon »

Well after some firefight at the entrance of the Mutie Base I first thought all mines was triggered because 3 dumb Muties run into them, I was really surprised to run into them by myselft but with grenades (That you find more than you can handle in this mission) and force fire I Just cleared the path. Beside you still can use the APC to do some Amphbious landing on the far southerneast corner.
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Post by vVolf »

Well, shit happens.
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