Days Gone

Days Gone

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Broken Road Jan 17, 2023 @ 8:13pm
Bugged the hell out mission: Cant open the Nero trailer doors
So i finally decided to Play Days Gone after everyone telling me that i was insane for not playing it. Im a total newbie, so take it east on me. lol. So just messing around on the game to get a feel for it. Played a couple hours so far & thats it. Decided to get the party started. Everything went smoothly all the way up to after i leave dudes camp. I think his name is copply or coplin or wtf ever. Anyway, the reason i waited to play this was bbecause everyone telling me about a a bug messing with the "Bugged the hell out mission". Go figure. It was all patched up & everything was all quiet on the homefront. No more new bugs or bad things going wrong. So i decided to buy it for $16.79 or something for the winter sale. Anyway, enough jabber jawing u guys. Long story short (sorry), i dediced to do the "Bugged the hell out" mission. 1st of all im going nucking futs trying to find those damn bandages for Boozer. " Bro its soooo easy!" "Dude seriously? it easy man." I got tired of hearing that s**t from everyone. Got to Nero trailer. Got the gas can. Filled up the generator. As far as i got. I cannot open that damn trailer. I slammed my head against the desk all night until something useful came out. Nope. Just made me more ADHD then i already am. So, like i said im guessing its something so little or dumb that i didnt do, so take it easy on me ladies & gentleman. Can someone plz tell me wtf is the special magic trick to opening these trailer doors? I mean after all, opening a door is quantum physics i guess. Any insight would be much appreciated. Cheers-
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Showing 1-15 of 21 comments
Qwickkill Jan 17, 2023 @ 10:44pm 
Sometimes there's a fuse laying around that you need to find or you may need to fix the electronics on the generator itself but usually you can see that right after you try to start the generator. Wait you did start the generator right?
Last edited by Qwickkill; Jan 17, 2023 @ 11:01pm
Maximilian17 Jan 17, 2023 @ 10:46pm 
Originally posted by Qwickkill:
Sometimes there's a fuse laying around that you need to find or you may need to fix the electronics on the generator itself but usually you can see that right after you try to start the generator.
Finding that fuse can be con-fuse-ing
Marazipan Jan 18, 2023 @ 1:37am 
You filled up the generator, but did you start it?
Broken Road Jan 18, 2023 @ 4:03pm 
Yeah, started the generator. When i did, lights & some dude on loudspeaker came on immediately. Ok so the fuse i did not know about. I'm assuming that will open the doors. I walked around the Nero trailer for like 2 hours & i didn't remember seeing a junction box or any electronics panel. Then again, i didn't know to look for it at the time. Is the fuse laying around there somewhere by the trailer area or is it in a completely different spot? I don't want to spoil it by the exact location. But it would be helpful if i could find out a general area where it's at. Because from what i am told, i haven't even scratched the surface as far as the game getting amazingly better. I am very grateful for your time & input. Everyone. Hopefully it is the fuse situation & i actually find it. If not, i will be back seeking more answers. Lol. Thank you guys so much. Cheers-
Marazipan Jan 19, 2023 @ 12:53am 
There's a box on the side of one of the trailers near a door that you can interact with if a fuse is needed.

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.
Last edited by Marazipan; Jan 19, 2023 @ 12:57am
Bohemian Rap City Jan 19, 2023 @ 2:11pm 
Originally posted by Digital Elysium:
Yeah, started the generator. When i did, lights & some dude on loudspeaker came on immediately. Ok so the fuse i did not know about. I'm assuming that will open the doors. I walked around the Nero trailer for like 2 hours & i didn't remember seeing a junction box or any electronics panel. Then again, i didn't know to look for it at the time. Is the fuse laying around there somewhere by the trailer area or is it in a completely different spot? I don't want to spoil it by the exact location. But it would be helpful if i could find out a general area where it's at. Because from what i am told, i haven't even scratched the surface as far as the game getting amazingly better. I am very grateful for your time & input. Everyone. Hopefully it is the fuse situation & i actually find it. If not, i will be back seeking more answers. Lol. Thank you guys so much. Cheers-

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.
Last edited by Bohemian Rap City; Jan 19, 2023 @ 2:14pm
CmB Jan 19, 2023 @ 3:52pm 
i find you have to let the game catch up too, if you cross country run it to a location you have to let the empty building contents spawn and the mobs spawn in
happens a bit
simon.pete15 Jan 21, 2023 @ 4:57am 
To unlock the doors of MMUs, you have to start the generator.
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.
Broken Road Feb 17, 2023 @ 8:53pm 
Okay so i haven't played since i reached out to y'all. So i just want to thank u guys for the insight. I honestly didn't think anyone would get back at me. Anyway, i jumped back on tonight and i'm getting really pissed. like i know this should be a done deal and it should be easier than i'm making it out to be. Honestly i think i am just overthinking this.

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!-
n0mad23 Feb 17, 2023 @ 10:49pm 
The generator isn't where the fuse box is, so the generator can in fact be running and the doors are still unable to be opened.
simon.pete15 Feb 18, 2023 @ 1:27am 
Originally posted by n0mad23:
The generator isn't where the fuse box is, so the generator can in fact be running and the doors are still unable to be opened.

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.
Last edited by simon.pete15; Feb 18, 2023 @ 1:29am
Broken Road Feb 18, 2023 @ 9:09am 
Okay so after looking at these comments over and over like a elementary school kid I finally understood that all I had to do was disarm the speakers. I for some reason thought that there was still a fuse that I needed to get out there. I must have found it the first way through the tunnel or rather should I say the first time. I want to thank everybody again for your comments I finally finally finally gotten past this part. I feel so dumb. Thanks again. Cheers!
simon.pete15 Feb 18, 2023 @ 3:12pm 
At any MMU, you want to get inside one of those demount boxes, for the NERO injector and other stuff.
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.
Last edited by simon.pete15; Feb 18, 2023 @ 3:18pm
chugzillafx Feb 20, 2023 @ 4:56pm 
there is only a fuse needed for i think 3-4 nero trailers or whatever there called, and that first mission you are doing for boozer to get the sterile bandages there isn't a blown fuse, all you do is fill the generator...shoot down or knife down all speakers make sure you have silencers on your weapon less noise the better it attracts everything in this game trying to kill you haha then after you do all that start the generator. and yeah the first time playing it even on easy mode it the toughest so when you finish and its a long game next time always play it on new game + it makes it so much more fun and i think its on normal difficulty by default change it to easy mode hell there is no shame in that i played the first 3 times in easy mode to learn the game even tho the 2nd and 3rd were in new game plus then i did normal once then hard 1 and i just finished hard 2 wow was it tough in new game plus with all my superior weapons im not sure if ill try survival 1 or 2 lol. but any problems ask away these guys helped me now i know the game well enough to help others i have 513 hours in on it wow im addicted haha
Last edited by chugzillafx; Feb 20, 2023 @ 4:58pm
simon.pete15 Feb 21, 2023 @ 1:33pm 
Originally posted by chugzillafx:
< snipped > next time always play it on new game + it makes it so much more fun and i think its on normal difficulty by default change it to easy mode hell there is no shame in that i played the first 3 times in easy mode to learn the game even tho the 2nd and 3rd were in new game plus then i did normal once then hard 1 and i just finished hard 2 wow was it tough in new game plus with all my superior weapons im not sure if ill try survival 1 or 2 lol. but any problems ask away these guys helped me now i know the game well enough to help others i have 513 hours in on it wow im addicted haha

Me too :steamhappy:
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 :steamsad: However, it could be worse. Two left hands is much better than 1 left hand and a hanging dead-weight. So I'm happy with what I've now got :steamhappy:
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Date Posted: Jan 17, 2023 @ 8:13pm
Posts: 21