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Peter Eng
Charter Member
1573 posts
Apr-22-19, 02:04 PM (EDT)
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"XCOM 2 question"
 
   Okay, my old computer died, I bought a new one, and I can play XCOM 2.

The question: In the mission where the VIP is in the van, how do I get him out? I finally settled on "save one grenade to blow the van doors open," but that has certain risks. (I discovered that method while trying to blow up a Sectoid. My team dying was an unrelated failure.)

So, in the event I have to do something similar, is there any way of opening up a vehicle which doesn't involve explosions, flame, and possible roast ally?

Peter Eng
--
"Shit! I can't believe it!"
"What?"
"YOU BURNT THE FUCKIN' VIP!"
"I had to blow the door! What do you want?"
"He's as good as dead, you asshole! You stupid, stupid asshole!"


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  Subject     Author     Message Date     ID  
  RE: XCOM 2 question zwol Apr-22-19 1
     RE: XCOM 2 question Peter Eng Apr-23-19 3
         RE: XCOM 2 question zwol Apr-23-19 4
             RE: XCOM 2 question Gryphonadmin Apr-23-19 5
  RE: XCOM 2 question drakensis Apr-23-19 2

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zwol
Member since Feb-24-12
235 posts
Apr-22-19, 02:17 PM (EDT)
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1. "RE: XCOM 2 question"
In response to message #0
 
   Move one of your teammates to a square immediately adjacent to the back doors of the van. They should then be granted a special action (highlighted in green on the actions bar) to open the door. If I remember correctly, this action doesn't consume a half-move, but they won't be allowed to do it until their next turn if they used their second half-move to reach the square. This is also how opening up cell doors in ADVENT facilities works.

Sometimes it gives you an opportunity to roll hacking for a bonus (usually intel), but I don't recall ever having to succeed on that roll just to get the door open.


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Peter Eng
Charter Member
1573 posts
Apr-23-19, 02:11 PM (EDT)
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3. "RE: XCOM 2 question"
In response to message #1
 
   Thanks! I may do that. On the other hand, it's possible that blowing the side of the van off will be faster, which may help with the time limits.

I'll decide when I get there, I suppose.

Peter Eng
--
Insert humorous comment here.


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zwol
Member since Feb-24-12
235 posts
Apr-23-19, 02:39 PM (EDT)
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4. "RE: XCOM 2 question"
In response to message #3
 
   The distance seems to have been tuned so that if everyone takes a half-move toward the exit on each turn, they'll get there with three or four turns to spare. The X-rays will, of course, try to stop you from doing that. On my last playthrough I kept having to remind myself that it was more important to get everyone out safe than to kill all the enemies.


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Gryphonadmin
Charter Member
19827 posts
Apr-23-19, 07:53 PM (EDT)
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5. "RE: XCOM 2 question"
In response to message #4
 
   >On my last playthrough I kept having to remind
>myself that it was more important to get everyone out safe than to
>kill all the enemies.

no cap

kill all

--G.
-><-
Benjamin D. Hutchins, Co-Founder, Editor-in-Chief, & Forum Mod
Eyrie Productions, Unlimited http://www.eyrie-productions.com/
zgryphon at that email service Google has
Ceterum censeo Carthaginem esse delendam.


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drakensis
Member since Dec-20-06
343 posts
Apr-23-19, 03:20 AM (EDT)
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2. "RE: XCOM 2 question"
In response to message #0
 
   Depending on the exact scenario you may need to hack the door which Specialists can do remotely and anyone can do by moving next to it. Opening the door is guaranteed, with the possibility of a bonus.

Either way, once hacked someone needs to go adjacent and use the open door action, which is the same as that for any other door.

Depending on your exact position you may then need to move aside so you're not blocking the exit, but vans usually have a door 2 squares wide so it's not a problem the way cells can be.

D.


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