Air Pad
- Requirement
- Light a Flare on the pad. (Overture Plaza.)
- Maximum backpack capacity
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- Required payment
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More details
- Map
- Overture Plaza
- Requires lighting on the pad
- Flare (Overture Plaza; Air Pad.)
STILLWATER / FIELD GUIDE
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Choose a Plaza exit that fits your backpack, supplies, Cash and keycards before committing to the trip. Use the seven-exit comparison below, then follow the exterior signs near Founders' Hall to find Stage Door.

Garage Ramp is always open. Air Pad requires lighting a Flare on the pad; Freight Locomotive requires a Car battery and Fuel can; Harbor Road Barrier requires a Military keycard; Lake Tunnel allows backpacks with a capacity of no more than 9 slots; Marina Skiff requires paying the smuggler 4,500 Cash; and Stage Door requires a Vault card. Find Stage Door beside Founders' Hall in eastern Plaza.
7 objects
Overture Plaza exits and their equipment, supply, card and payment requirements.
Garage Ramp is the simplest option to prepare for because it is always open. Keep it as a fallback when your equipment does not meet another exit's requirements.
For Air Pad, carrying a Flare is part of the preparation: light it on the pad to meet the exit condition. For the card exits, match the card to the destination—Military keycard for Harbor Road Barrier and Vault card for Stage Door. See key and keycard purchase requirements when planning your gear.
Lake Tunnel accepts backpacks with a capacity of 9 slots or fewer. Emptying a larger backpack does not satisfy this restriction: a bag with more than nine slots is still too large even when it contains little loot.
Choose Lake Tunnel when your backpack already fits the limit. If you upgrade to a larger bag during the raid, change your exit plan. For help rearranging carried items, use the inventory management guide.
Marina Skiff requires paying the smuggler 4,500 Cash. Consider it when you can cover that fee, and account for the extraction cost before spending Cash elsewhere.
Freight Locomotive requires a Car battery and Fuel can. Reserve inventory space for both if you plan to use the train. Having only one leaves the supply requirement incomplete, so choose another eligible exit if you cannot obtain the other item before leaving.
Prepare a Vault card for Stage Door, then use the hall's exterior landmarks to identify the entrance:
The Conductor encounter takes place inside Founders' Hall's stage area. If that encounter is also part of your route, follow the Conductor and Coda guide for its combat and playback steps.
Use the Plaza navigation guide to work out the route between landmarks.
If you are pursuing Scrapper's Harbor Road task, plan for Harbor Road Barrier in Plaza and bring its Military keycard. The objective requires one extraction through that specific exit. See the task guide for task access and tracking.