"Sorry dude, the fun ends here for you"

Post » Thu Dec 30, 2010 6:30 pm

this happens in a couple vaults. you go in there, explore, find some interesting notes, tension builds up, and then... a blocked way. the ONLY way to progress. you can only go on if you by chance leveled the needed skill (lockpick 50, repair 50, whatever). otherwise the fun ends there for you. usually in games like this theres multiple ways to reach the goal. why not here? its just bad design. if they dont have multiple ways to the goal, they could at least have put that blockade at the beginning of a dungeon, not tease one and then tell him to gtfo short before the end.
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Vahpie
 
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Post » Thu Dec 30, 2010 10:11 am

guess you have a reason to play the game again with a different type of character now, huh?
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Lexy Dick
 
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Post » Thu Dec 30, 2010 11:05 am

Is there a specific vault you're talking about? I've hit three of them, 3,22,and 11 and I haven't run into this problem. It's my experience that locked doors either hide shortcuts or loot. They're never essential. In cases where it seems that a locked door bars progress, there's usually a key around somewhere.
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Megan Stabler
 
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Post » Thu Dec 30, 2010 10:17 am

guess you have a reason to play the game again with a different type of character now, huh?

stop acting as if this wasnt done better in alomst every other rpg, even fallout 3.
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Holli Dillon
 
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Post » Thu Dec 30, 2010 5:07 am

You can usually find a key to get through most of the vaults. The only places that absolutely require lockpicking or hacking are usually just little "side paths" that give you a couple of bullets or a stimpack.
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Valerie Marie
 
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Post » Thu Dec 30, 2010 6:02 pm

There's nothing in the game that can't be completed without specific skills. If a locked door or terminal HAS to be opened, there's always a key around. Whatever you're stuck on, you're not looking hard enough or in the right place.
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Jordan Moreno
 
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Post » Thu Dec 30, 2010 1:06 pm

Is there a specific vault you're talking about? I've hit three of them, 3,22,and 11 and I haven't run into this problem. It's my experience that locked doors either hide shortcuts or loot. They're never essential. In cases where it seems that a locked door bars progress, there's usually a key around somewhere.

11 and 22

i ran through 22 for ages but couldnt find any way to progress except repairing the elevator, in 11 theres only 2 locked doors left for me to go and i didnt find a key or something.
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aisha jamil
 
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Post » Thu Dec 30, 2010 12:40 pm

There's almost always optional ways. Hidden keys, doors that can be picked or hacked. You just have to be thorough.

As an example, Repconn HQ has a 100 locked door with a 100 terminal right next to it. And two flights up is a key. While you're up the two flights, there's a safe you can lockpick or hack the terminal nearby for.
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Jennifer May
 
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Post » Thu Dec 30, 2010 2:09 pm

11 and 22

i ran through 22 for ages but couldnt find any way to progress except repairing the elevator, in 11 theres only 2 locked doors left for me to go and i didnt find a key or something.


You didn't look hard enough. You very much did not look hard enough. I was able to get through both of those vaults through side-passages. I have 17 lockpick.
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Vicki Gunn
 
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Post » Thu Dec 30, 2010 6:37 am

11 and 22

i ran through 22 for ages but couldnt find any way to progress except repairing the elevator, in 11 theres only 2 locked doors left for me to go and i didnt find a key or something.

In Vault 11 none of the lockpickable doors are required to continue: the hard one with the hard terminal next to it just has a ton of ammo, and the average one can be circumvented with some swimming. If you find yourself drowning, there's an air-pocket in the middle of one of the reactor rooms.
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Stat Wrecker
 
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Post » Thu Dec 30, 2010 8:49 pm

Vault 22 (The Plant one) has a Admin Key, I think it is in the Living Quarters.
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MatthewJontully
 
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Post » Thu Dec 30, 2010 12:27 pm

In Vault 11 none of the lockpickable doors are required to continue: the hard one with the hard terminal next to it just has a ton of ammo, and the average one can be circumvented with some swimming. If you find yourself drowning, there's an air-pocket in the middle of one of the reactor rooms.

i already did both but theres still 2 average locked doors (yes im only at 40 and have no mag with me) i cant pass. one to the reactor and one of those white doors.
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Laura Samson
 
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Post » Thu Dec 30, 2010 12:15 pm

Vault 22 (The Plant one) has a Admin Key, I think it is in the Living Quarters.

i went through 22 by leveling up repeir
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abi
 
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Post » Thu Dec 30, 2010 9:16 am

i went through 22 by leveling up repeir

You didn't have to. I actually find it easier to go through 22 without repairing the Elevator. It is incredibly linear if you don't repair the Elevator. I repaired it the first time I went through it and the ability to goto any level REALLY made it confusing. 2nd time I went through the normal way and it was piece of cake.

Like others have said earlier, that those locked doors are not vital. If it is vital there are ways to go around it. It is equally unfair for the game to allow someone who did not raise lock pick and such equal loot to someone who did. Just think of those doors are rewards for putting skill points in otherwise "useless" skill.
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Red Sauce
 
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Post » Thu Dec 30, 2010 5:36 pm

You didn't have to. I actually find it easier to go through 22 without repairing the Elevator. It is incredibly linear if you don't repair the Elevator. I repaired it the first time I went through it and the ability to goto any level REALLY made it confusing. 2nd time I went through the normal way and it was piece of cake.

Like others have said earlier, that those locked doors are not vital. If it is vital there are ways to go around it. It is equally unfair for the game to allow someone who did not raise lock pick and such equal loot to someone who did. Just think of those doors are rewards for putting skill points in otherwise "useless" skill.

i ran through 22 for hours and found no other way to lvl 5
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Cheville Thompson
 
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Post » Thu Dec 30, 2010 9:38 am

i ran through 22 for hours and found no other way to lvl 5

Did you find the Admin Key Card in Living Quarters? I think also one of the computer has an password for something. I don't remember exactly, I went through it on Saturday.

You can get all the way to Pest Control with out elevator. I don't remember going through the cave or anything. The stairs to Pest Control is blocked by debris, but I think I ended up going around it somehow.

On Pest Control level the very hard door you can just open by going to the tunnel to the other exit. Which will put you behind the locked door, and use computer console there to unlock it.

[Edit]

I think it is the Overseer's office that had the unlock thing.
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lucy chadwick
 
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Post » Thu Dec 30, 2010 4:04 pm

I just noticed the post coming back from volunteering. I am sure there is a set number for what is needed. I would have to go through the strategy guide though and with my time it's been hard. What I mean is the game should only need 75 speech, 100 Science, 100 Lockpicking, 100 Guns/energy weapons and so on. It would definately be worth it to look into it. I will be sure to post it though if I do that. I make sure to post a lot of helpful articles using data from the strategy guide. http://www.gamesas.com/index.php?/topic/1135304-unique-weapons/.
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Chad Holloway
 
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Post » Thu Dec 30, 2010 9:19 am

11 and 22? they are nothing compare to 34.

Just like other have said, there is always keys somewhere for quest.
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barbara belmonte
 
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Post » Thu Dec 30, 2010 8:08 pm

With the vault 22 how did people
Spoiler
deal with blowing it up??

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Spooky Angel
 
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Post » Thu Dec 30, 2010 8:52 pm

The only situation like that that comes to mind is in Camp Searchlight, the mission, Wheel of Fortune. You need a science skill of at least 50.

As for vaults, explore. It takes time and attention.
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Joanne
 
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Post » Thu Dec 30, 2010 8:57 am

With the vault 22 how did people
Spoiler
deal with blowing it up??


First time I just kept running and trying it over again.
Second time I used Turbo.
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helliehexx
 
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