I was doing the Courthouse - Stop Parnell Escaping, killed the Judge and got up to the part where you secure the lobby. I killed everyone in the lobby, but on the radar it still indicates there is an enemy to the right of the main doors. No one there, checked every side room, upstairs, even threw my turret out through the broken glass panels in the doors in case there was someone hiding out there, nothing. Can't go out the main doors. Had to turn it off, anyone else experienced this?
It's this area: (Not my picture)
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I've run into similar. I don't shut it off. My first step is to fast travel away and fast travel back. The mission should be clear and unlocked up until the point you left off and hopefully the NPCs have reset. Sometimes it means re-doing the part you left off.
But yeah, a spawn closet closed before all the NPCs got out. Sometimes caused by doing too much burst damage when the closet opens. TD1 taught me to be careful about wiping waves "too fast".
Ignore my first reply if you saw it before I deleted it. I was thinking off a different area.
TIP: Switch any skill not on cooldown to the Scanner Pulse and pulse the area.
This will ID any latent targets, and potentially enable you to clear them (ie. via Corrosive Chem) to return your team to Out-Of-Combat status and refresh your armor(s), assuming you don't have any respective directives enabled.
When the game was released, it was a common occurrence to have residual hostile signatures after the respective targets were killed or destroyed. The Mini-Tank (tracked UGV with mounted gun/GL turret), in particular, was the primary offender. This still occurs, however, to a much lesser degree.
Threat blooms on your mini map can also be caused by nearby off-mission targets. Stranded Tanker and Tombs are common offenders in their respective staging areas.
I've been complaining about this one since 2016.Originally Posted by V4MPiR1 Go to original post