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.
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