Covert Heist - Can't interact with sample to steal

I'm in the middle of a covert heist, I've successfully turned off alarms and authorizations, and when I go to the sample, I don't get the E prompt as usual (I<ve used these before, it should say Interact [E]). How am I supposed to complete this?

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To answer my own question: turning authorizations off doesn't affect sample containers, I needed to scan another auth
If you refuse to carry e-breach, thats the only way left. One thing about "Do not trigger settlement alarm" is whenever alarms are turned off, mission cant be really failed at that point, regadless if got scanned with illegals or even by going into firefight with entire settlement...

I wanted to walk past security without worrying about scans, hence why I dumped the auth going into the building. An E-Breach would have been game over.
Guards inside and outside have fixed patrol routes, and they are always preety much in same locations. Most of them can be simply avoided if waited until right moment where they can be passed by behind them, because they tend to scan random things too, during thier patrol route. If dampered footsteps mod is present on your suit, you can preety much sprint next to them and unless being seen by going into very front of them, they wont be hearin ya or even notice.

There is bunch of tricks to force them into another location or to have them look away... my favorite is dumping frag(its most loud of all of them) somewhere near (makin sure I am not seen) and they will come to investigate if they hear it, and then its good moment to sneak past them.


Last resort is simply kill them with proper silenced weapon, when they start to scan ya. An G5 tormentor or G5 P-15 with headshot dmg, will one shot them if they got hit into face, and pistols have high draw speed, way faster than they can react. Just wait until they pull thier scanner and start using it... then its right moment to do that.
Of course downside of that is getting wanted with some notoriety and rep loss (unless its an anarchy faction - none of that apply at it) but that always better than failing a mission.
 
There is bunch of tricks to force them into another location or to have them look away... my favorite is dumping frag(its most loud of all of them) somewhere near (makin sure I am not seen) and they will come to investigate if they hear it, and then its good moment to sneak past them.
Shield grenades will also pull nearby guards with the sound, without the risk of accidentally triggering an assault/murder bounty if they land too close to that one technician you didn't know was around the corner, and they stick on impact instead of bouncing so it's easier to land the distraction where you want it. It's pretty much my main use for the things.
 
9/10 times, once you're at the location of the mission objective, there will be at least one NPC nearby who can be scanned for the authority to activate it. Disabling auth scans on doors gives you the freedom to dump your cloned ID in emergencies, when getting scanned, but still allows you to gain access to the mission location. At this point, you've generally got all the time in the world to re-clone and, in most cases, you won't be worrying about guards until you've done the mission and are making your way out (and at that point you dump the cloned ID anyway).

These missions are most challenging because of the nearby NPCs who will react to the casing opening and go to investigate. If you allow them to do this, they'll close the thing again (and I still think the arbitrary 3 minute enforced wait time on opening these is so pointless, it does nothing but make these missions more tedious than they need to be... 20s would have been ample and actually opens up the challenge to skill rather than blind luck). As a poper dumb way to work around this silly three minute guessing game, you can "block" them at their furthest point from the sample container when the timer is getting close (just by moving near to them), ideally at a point where they have zero line of sight, but as soon as they trigger yellow they will get aggressive to you if they see you, magically knowing you are the one who opened it.

It's all about timing when to leave them and go to the container to grab the item before they follow and catch you up. Although, if you've disabled the alarms, it's irrelevant if they do see you. Just grab the prize and run away.

And then you get these where the container is in a restricted area :D Love trying to time those ones.
 
One thing about "Do not trigger settlement alarm" is whenever alarms are turned off, mission cant be really failed at that point
"Covert" means nothing more than this. You can get scanned with contraband or stolen items, silently take out individual NPCs or go on a rampage all you want, the mission will not fail as long as you turned off the alarms. Although the term "covert" implies it, it does not mean "don't get detected" or "don't aggro the settlement". If violence is a no-go, the mission explicitly says "non-violent" or something along that line, and the mission brief tells you not to kill anyone.

Bottom line, as said above: Disable the alarms, and you are free to do whatever you want to complete the objective. Just be aware that in non-anarchy settlements, you get bounties and notoriety (around one point per six kills or so) even if nobody notices it. Your suit is a snitch.
 
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