Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As soon as the end loot chest is opened and the quest has not been cleared, all areas that are NOT clear and preventing a clear event will show up on the compass. I cannot complete grover high because every single time I try SOME sleeper gets triggered when I'm on the roof and it becomes one-zombie here, one zombie there, one zombie up it never reaches the threshold for the dots to appear.
Didn't even work. Spent about 2 hours chopping it out, watched it collapse, still areas not cleared. Don't even bother going to Vanity Tower unless they can improve it somehow. Or mods maybe.
Just a simple compass marker for where they are when it reaches 20% or something would do it. But yeah I like your thinking. What silliness.
I can tell you I have NEVER been able to clear the Ostrich Hotel following the intended path. After 10 attempts I have figured out that I have to start AT the loot room and work my way through the building TO THE BEGINNING SECTION, in order to complete the clear. Spawn Triggers+Clears = No Bueno.
I'd prefer if the final loot crate is opened and zombies remaining are < 20%, spawn all remaining zombies in feral sense sprinting mode and have them charge the player. Solves the final zombie issue and really ups the chaos and excitement.
Thats because alot of the triggered sleeper spawns aren't actually "there" till you trigger them, they just poof in out of thin air once triggered, its done to save performance. Its why when you leveled the building you still couldn't see them, as they haven't even spawned since they never got triggered.
Probably only for entertainment because there are 3 different possible causes:
i) Missing a spawned zombie because you didn't exactly follow the single allowed path through the dungeon. You know, the single allowed path that fits ever so well with the gameworld being wholly destructible. The single advantage of going wholly voxel. Destroying the whole building should work in this case.
ii) The magic zombies being magically teleported in from never-never land by the undetectable magic traps. If you don't do exactly the right thing to trigger the magic trap, the zombies teleported in by it aren't in the POI. Destroying the building won't work in this case.
iii) A bug that results in a zombie not being spawned. Destroying the building won't work in this case.