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Once you've examined the box there's usually a trail to follow to find a fuse, often a dead nero guy whom you search first. The search point will have a magnifying glass icon over it when you're near it.
A fuse is not always needed. When you fill the generator and hit E to start it, if it sparks but won't start. you have to search the area for a NERO fuse. It can usually be found in or near the tents (sometimes in a case, sometimes on a dead NERO body, and sometimes just laying out) then walk around outside each locked trailer until you spot a unit on the outer wall that allows you to repair it with the fuse.
A word of caution before starting the generator. Trace EVERY wire from the generator to it's end. Some will be attached to speakers on the trailers, the guard shacks, and some light poles. If you start the generator without disabling the speakers (shoot them or climb up and disconnect) you will pull freaks and, in one case, a horde.
happens a bit
Before starting the generator you have to find a fuel can and fill it.
It's also a good idea to make sure you've disabled ALL the tannoy speakers. Unless you want freakers to be attracted to the noise, in which case, leave 1 speaker where you can reach with thrown bombs, Molotov's etc
Some generators have to be fixed before they'll start (just hit the action button again).
Some MMUs need a fuse to be replaced. So as you are looking for the can of fuel that's always laying around, make sure to circle all the MMU containers. He'll notice the missing fuse and you'll get a search area. Find the fuse from clues in the marked search area, it could be right there, you might have to follow a trail, find another clue, follow another trail, etc. You then have to fit the fuse.
The MMU doors won't unlock until they get power.
So i have the generator started. I actually had that going the night i reached out to Steam Community. I have bandages (i think) and sterilizer. It doesn't seem to be the right thing i need for Boozer. Also i really really want to get inside of that f**k*ng trailer. Badly. Lol. So i think maybe just restart the mission and walk myself through using everyone's feedback> Because you all seem to have the same answer for the most part.
So is the fuse for the generator? Or is it found after the generator is started? Because i have it started, but i don't remember getting any fuse beforehand. Thank you guys so much. I just want to really get into this game. I'm hope it's good story-rich. If i ever get through this. I can't believe how stupidly petty this is. I had a good feeling hoping this will be an absolute capital game from all the insight i received from everyone. Good night Y'all. I'm about to try this again. Cheers!-
The fuse box is on a trailer side. Go all the way around each trailer until you find it. It's a white(ish) panel. The door to that panel will be hanging open. Walk Deek towards that panel, he'll see it and the missing fuse. You'll know he has seen it because he'll say something like, "damn it, missing fuse. Where the hell am I going to get a fuse?"
The missing fuse can be noticed, found and fitted, at any time. It isn't a fixed order mission. You can even find the fuse, realise you're about to be mobbed, run away, do stuff, come back and fit the fuse. Find fuel, start the generator..............
You'll know when there is power to the MMU trailers, because the electronic door locks will light up.
To get into them, you have to get power to all of the boxes.
To do that you have to start the generator.
First find a fuel can, there will be at least one near by.
Fuel up the gene', using the fuel can. Prompted.
Start the gene'. Prompted.
Sometimes the gene' is 'busted', you know this because Deacon says so.
Fix the gene' by hitting the prompted button again, then start the gene'.
You'll know the gene' has started because a green light next to the starter button will come on. Deacon says something about a green light being good.
Go to the nearest boxes door. Beside the door is an electronic key pad. If the key pad is lit, Deek can open the door (so can freakers, but they don't unless they see you going in).
If not, double check the gene' has started, by hitting the starter button again. If the green light goes out, hit the starter button yet again to restart it.
Still no power to the MMU boxes? Look for the fuse panel. It's white ish, has a big circuit breaker lever/switch. The door of the fuse box will be open. Deek will say something about finding a fuse. Follow the search area clues to find the fuse. Come back to the fuse box, follow the prompt to fit the fuse, close the door and operate the circuit breaker lever/switch, it's a short set piece. Deek does it all after you hit the prompted button This isn't a sequence you 'might' have done and then forgotten. You might find the fuse while searching for craft items and dead bodies. But fitting the fuse is a deliberate act which you initiate by hitting the prompted button, which is followed by the short set piece.
The MMUs have several speakers. Some on top of the boxes, sometimes on flood light poles, usually on the security boxes too. These are hooked up to a mic and a recorded message transmitter. As soon as power is restored, the speakers start replaying the recorded alarm. It's best to disable all the speakers, before restoring power. Freakers are attracted to noise, speakers supply them with plenty of noise, and they have good hearing. So lots of them come to investigate the noise.
The box doors will open when power is restored, whether all the speakers are disabled or not.
Me too
I've just finished Hard 2, New Game, it was hard going, especially at the start. I've now got 670 hours of playing in. Going to leave it for now, I'll come back and start NG+ on Hard 2 again, or maybe Survival 2, see how I feel about it at the time.
I took about 300 hours on my first play through, on easy. In my defence I'd just had a stroke, which wrecked my right arm and hand. As a result of that, I had very limited use of my right hand, co-ordination, dexterity and control were close to none existent. I worked hard on the physio, and playing a computer game helped with the dexterity too. After NG on Easy, 100%ing everything, I did a NG+ on Normal then a NG+ on Hard, both of those to 100% too.
Over a year later, my right hand and arm are pretty good. Not back to normal, but ok. Two left hands basically, and my right hand is much less strong, less powerful and clumsy. I used to crack walnuts in my hand, not any more