XCOM 2
Martin Oct 11, 2018 @ 4:47pm
Mox rescue broken or just extreme hard?
Everytime I try the Mox rescue op, I sneak around, open the door, without alarms, I get automatically discovered... wtf.. even my reaper gets uncovered.. then the exit skyranger drop is always put in the most stupid position possible and there's no way of ever getting to it due to the number of advent that turn up, i'm stuck in a continous war of killing ai units repeatedly every round.

It used to be that you could place the exit where you wanted to. ie something that made sense, but now these missions are seemingly impossible to complete.

Mox also starts off unconcious, and cannot be revived.. unlike the unit in the scientist rescue who can be.. it's like they're gone through the mission and just blocked any kind of common sense approach to the game.
Last edited by Martin; Oct 11, 2018 @ 4:48pm
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Commander Gorda Oct 11, 2018 @ 4:50pm 
Its an alarm on the door you need to hack it with a specialist. If the alarm goes destroy the Wall a claymore or grenade to create a shortcut to the extraction point. Dont fight the advent just rush the exit.
Mercutio Oct 11, 2018 @ 5:11pm 
Sneak to the door. Use a specialist to unlock it. Don't open the door until you have a full turn. Pick him up and call the evac just outside the nearest exit you came through. Not sure why you are getting a random evac point as you should be able to choose it IIRC. It seems you are saying they changed it? That sucks if it is true.

I agree with Gorda, just rush the exit.
endersblade Oct 11, 2018 @ 5:24pm 
WTF are you talking about? Mox has ALWAYS been unconscious. If you COULD revive him, it was a bug. Not intended. On top of that, this mission has never been one where you just stand there and kill all the aliens. Nor have you ever been able to control where the escape goes - it always drops behind the building. Unless you have a mod that lets you drop it yourself. This mission isn't supposed to be a sunday stroll through the park. It never has been and none of this was done with new changes.
Mercutio Oct 11, 2018 @ 5:38pm 
I never had an issue with the mission. The OP seems to say they changed it. I haven't done the mission in some time.
gimmethegepgun Oct 11, 2018 @ 6:08pm 
Also make sure to remember the free Conceal ability you get in the mission. You can hide everyone that isn't carrying Mox so long as they aren't flanked by anyone and buy yourself time to get out. Just dash the person carrying Mox into somewhere that can't be seen (like behind a watchtower or a tall vehicle or something) and conceal everyone else and they'll spend their turn trying to get eyes on them, then next turn you just dash for the evac.
jmsand1 Oct 11, 2018 @ 6:10pm 
I just did this mission (again). I've never found it to be very difficult. Even forgot to take a specialist; had Reaper, Ranger, Templar. Had to kill one guard, then just scooted to exit point.
Literally the easiest mission in the game. Just blow up the wall next to the cell and you can escape easily.
Stardustfire Oct 11, 2018 @ 10:11pm 
when you want to be even more smart you sneak to the backwall from the outside and than blow it away from the outside, move one extractor in and take Vox.
btw why shoud someone still use this stupid WotC Tutorial Missions more than ones? onetimes to see the story, but after that disabled, gives the game much more randomness without it.
Last edited by Stardustfire; Oct 11, 2018 @ 10:11pm
Traveller339 Oct 11, 2018 @ 10:57pm 
I snuck to the backwall, then had one agent pick Mox up off the floor through the wall! didnt even have to blow a hole in it haha
Martin Oct 12, 2018 @ 8:17am 
Erm ok.. well.

I don't wish to insult anyone.. but.

Please just stop replying if you can't tell the truth.

I've got it sorted now. It actually goes like this:

You need to Hack the door and do so without setting off the Alarms.
If you fail the base goes to Alarm 2, Alert. This causes nearby patrollers to run towards the cell.
If they or you open fire, base goes to full alert Alarm 10 and reinforcements arrive.

You fail mission. Well unless you're lucky and it randomly places the alarm 10 exit, near you..

In order to access exit placement you must disable door without setting off alarm, you then get the green set marker button. Otherwise it'll pop in some random spot. And the base goes to Alarm 10.. you essentially need to Hack door, no alarm. Move all 3 to within 1 turns run distance of your intended exit point. Wait 1 turn. Place Exit. Base Alarm goes to 2. Alert.

As soon as you pickup mox, the base uncovers all your soldiers. Even Reapers. So if any of in line of sight.. advent comes straight at you. In fact, tbh I'd be surprised if you last a single round even in full cover. On commander or legendary at least.

So Hack door, silent. Move units to 1 turns run. End turn, place exit point, pick up mox and dash to exit. All exit. If you delay even one turn you can end up getting overwatched by 5-6 units plus 2-3 fixed emplacements and frankly.. you don't stand a chance of leaving plus if you haven't manually placed your exit when it hits Alert 10.. it'll be automatically placed and it's nearly always in the worst possible location.

In this particular run, I had to sit and wait about 8 turns just to get the patrollers in the right place to bust him out.

https://steamcommunity.com/sharedfiles/filedetails/?id=1536639766
Last edited by Martin; Oct 12, 2018 @ 8:21am
Supa Oct 12, 2018 @ 8:21am 
As with like every reinforcements mission the turn you trigger reinforcements it takes one turn for them to arrive and then one more turn for them to even attack. Usually you can just rush to the extract before they do anything. Sometimes you kill one or two guys but yea.
Martin Oct 12, 2018 @ 8:24am 
Originally posted by midnighttrinity:
I snuck to the backwall, then had one agent pick Mox up off the floor through the wall! didnt even have to blow a hole in it haha

Yeh in late games, using the advanced armours to stealth through walls is a great way of rescuing uncon prisoners. Using munitions to blow a hole in wall can often kill them as well. But that's really down to skill and luck.
Martin Oct 12, 2018 @ 8:29am 
Originally posted by Supa:
As with like every reinforcements mission the turn you trigger reinforcements it takes one turn for them to arrive and then one more turn for them to even attack. Usually you can just rush to the extract before they do anything. Sometimes you kill one or two guys but yea.

Yep well, in my first game, on ironman, I thought Hack door.. no problem, silent alarm, sorted. Pickup Mox.. my reaper got wiped instantly.
Opened exit, ran my specialist to the exit point, trooper throws a grenade. Exit is destroyed and placed on other side of map.. Everyone died. Except I guess mox was recaptured. Then on next run, I just ragequit at point one, restarted a new game. Lost 2 guys on the first attempt, 3rd was captured. Ragequit again.. started game without ironman. And went through it carefully. That's when I realised picking up mox uncovers everyone, so you need to move them so they can't see anyone but are within 1 run, then hopefully noone will go into overwatch. Or instant overwatch/nade throwing.

The second time I waited until I had 2 captains before trying the rescue. And still got one killed and one captured..
Last edited by Martin; Oct 12, 2018 @ 8:30am
KRON Oct 12, 2018 @ 8:34am 
Before you can pick him up, you can call evac at any point on any location. So, in concealment stay next to him, wait a turn so you can have both actions, call evac to any suitable location and then pick him up. Always worked for me, no mods.
Last edited by KRON; Oct 12, 2018 @ 8:35am
Martin Oct 12, 2018 @ 8:38am 
Originally posted by KRON:
Before you can pick him up, you can call evac at any point on any location. So, in concealment stay next to him, wait a turn so you can have both actions, call evac to any suitable location and then pick him up. Always worked for me, no mods.
Yeh that's what I did, well, without going back into concealment, because it breaks when you hack, but yeh, going back into conceal, waiting, then pickup and sprint would probably work better. And all going into conceal would probably set alert back to 1 maybe..
Last edited by Martin; Oct 12, 2018 @ 8:38am
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Date Posted: Oct 11, 2018 @ 4:47pm
Posts: 23