![]() When you do arrive at the mission location, you enter a vault similar to your own or shopping malls – each with their separate rooms to explore. Depending on the mission, it can take a considerable amount of time to get to the mission location, let alone complete it. Setting the instructions for each quest is simple: equip the dweller(s) with the appropriate outfit, weapon and pet if applicable, then assign them some stimpaks for health and RadAway to clear radiation. With the former, you have a mission to complete, such as obtain blueprints or locate a person of interest. The best way to progress in the game is to complete the quests and go into the wasteland. These are awarded in quests, exploring the wasteland or crafting once you have the room (and junk used for the materials). You can increase your dwellers level through working in a room, completing quests or exploring the wasteland, but you can’t improve their stats unless you build a room that increases their stats – for example, the fitness room increases endurance – or you equip an outfit that has a boost to their stats. Succeed and you get a few caps and the resources, fail, and you run the risk of a fire or invasion of some radioactive nasties. strength if in the power generator) and their luck skill. The chance of success relates to the average stat for that room (i.e. On that last point about rushing a room, sometimes you might be low on resources so you can speed up the process of a room by speeding up time. Luck – how likely a dweller will find decent loot, plus their ability to rush a room.Agility – the stat for those working in the diners and gardens.Intelligence – best for those creating Stimpaks and RadAway.Charisma – the higher this stat, the more likely dwellers will mate (plus it can be used in the radio studio).Endurance – how much damage they can take/stay in the wastelands.Perception – mainly for working in water processing.Strength – useful for those working in power stations.This is in the form of the S.P.E.C.I.A.L. In Fallout Shelter, each dweller can upgrade their stats. You only have a limited time to grab him, but you’ll hear a few musical notes before and after his appearance. If you can locate him, you can get a few hundred, if not a few thousands. Finally, the Mysterious Stranger from the previous games makes a random appearance. Their chance of survival is determined by their endurance stat, stimpaks and RadAway. They will find clothing, junk (for crafting), weapons and caps. Relatively early in Fallout Shelter, you get the Overseer’s office to assign a quest for a total of three dwellers, which is a great way to earn caps.Īlternatively, you can send out dwellers into the wasteland to explore. Over time they will level up and grant some caps, albeit, probably the least amount. ![]() The first simple one is to complete tasks in the shelter or level up a character by merely getting them to work in a room. Caps buy new rooms or enable you to craft new items or even upgrade a room if necessary however, caps are quite scarce, so you’ll need to generate some. If you’re familiar with the series, you’ll know what these are, but for everyone else who’s been living in a vault, they are the bottle caps of a brand names Nuka-Cola. Put A Cap In ItĬurrency is measured in caps. The total amount of dwellers you can have in Fallout Shelter is 200, but once you get to 100, you will have unlocked all the available rooms. Sometimes they are improvements on the existing ones, a room designated to train a stat or a place to build rare weapons or clothing. When you unlock more dwellers for your vault, you unlock new rooms. Finally, if you don’t have enough water, your dwellers are subject to radiation poisoning, which restricts them being able to get to full health without a RadAway (to remove the radiation). Food is self-explanatory – the more dwellers you have, the more the demand for supply. Power runs each room – without it, and they don’t function and stop working altogether. The primary three are power, food and water. Most rooms are one block in size, but there is the possibility to put three in a row to create a larger room, often with a higher output of whatever the room function is. As with the Fallout series, your dwellers live underground, and you start with a simple vault with somewhere for them to reside and a power station to keep things running. The concept is quite simple: you have your shelter full of dwellers, so it’s a micro- management game of sorts. Well, over three weeks later and I’m still playing it almost every day, much like Forager. Fallout Shelter wasn’t at the top of the list, but I thought I’d give it a go first so that I could delete it afterwards. Quite possibly the perfect time to go through my backlog and catch up on games. This was about a month ago, and a few days after downloading this and a few others, I was hospitalised, later returning home to be confined to bed.
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