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You can find the colt, a lot of lead, and the double barrel shotgun in Shelter 13.
There are also various designs here.
- Chemisty Table
- Maple design (for normal chests at base camp)
- Addenaline Shot
- enhanced designs (when you repair clothes)
- some others (maybe the saw)
Shelter 13 Requirements and Basic Knowledge
I do not remember the level requirement and such.
In order to raid Shelter 13, you will need the Shelter 13 key card. and the code for the gate.
The code is either by the radio or a dead body in any other zone.
After you enter the shelter the timer will start, you have around 2 days (IRL) before the shelter resets.
There are 3 chests outside of the shelter, 2 of which are easy to spot. the 3rd one is tricky and you will find it on the right side of the shelter. That chest will hold the design for the chemisty table.
Zombies in Shelter 13
The total amount of zombie are:
Roamer (lot)
Batter (lot)
Earthshaker (9 ish)
Engineer (9 ish)
Conehead (lot)
ironhead (not that many)
spiders (18 ish) (one room has a ton of spiders, use the crowbar)
Needler (6)
Putrifier (3)
Floater (9 ish)
Butcher (2)
Weapons I used Edit
a ton of bow (to deal with floater) - around 18 bows, there are around 9 floaters in the second floor
crowbar
machete
ak 47
shotgun
pistol (for puitrifier, the fat one with maggots)
saw (to kill butchers) (I only needed 1 saw)
maybe a hammer
Easy Bug to Reset Aggro
the pipe used to shimmy across to the 2 chests, 2 floaters, 1 putrifier and some other zombies/spiders.
If you climb on there the normal zombies will stay still and you can use a ranged weapon (bow) to bow them down. As for the Butcher, the butcher tries to go back to its original path before you disturbed it. So this method resets the aggro on the zombie.
The method to killing the Butcher is to sneak attack the butcher with a saw around 13 ish times. There are times where you will "miss" but it is an effective strategy. With the perk I use, I
deal 3x the normal damage on sneak attacks.
Equipment Needed and Suggested Perks/Talents
Shoes are very important in any map because of the movement speed boost. In this map you need to stock up on shoes, weapons, and meds.
All shoes give the same bonus movement speed, so keeping 2-3 shoes in the chests outside of shelter 13 is a time saver.
The Perks/Talents suggested made this map much easier for me.
I used the sneak attack perk from battle and the survival part of battle.
I got improved med heal and dried meat heal for more suvivalibity
Then I got the stench talent in not stinking as quickly. The next talent I think is very effictient is the development talent for improved durability in savenger class equipment.
The sneak attack is amazing for killing butchers and all the heavy class zombies
I think the stench is very important for sneak attacks. If they can smell you then you can not sneak attack them for bonus damage. The above perk makes the sneak attack to be 3x normal damage.
If I am smelly then I would bring back what I wanted and take a shower.
The perks above are for low level players who have time to spend.
Higher level players can you aks and shotguns to deal more damage.
Especially with the ak perk.
Resetting Argo is great, specially for the continued sneak attacks. Great advice.
Whatever u do, take care of your shoes...
I’d add/clarify a few things.
Sometimes u don’t have enough time to clear so u may put off opening..don’t.
The green caps really start to accumulate, open as u can.
Using bow to pick off groups and pull individually is key.
Shotgun is priceless for room after you u climb. Don’t leave the room, gives u 4 chests the 2 in side room always has a blueprint or 2.
That weak turret can be sneaked, the upgraded one can’t and takes a whole lot to take out...it can be very worth it as it has chance to drop turret cards which u need to build your own.
Bring what u need to clear. I’ll bring full inventory with me, open green chest or more if able and organize it so I don’t have to leave, unless I want to.
If full clear, u will need to make some trips. Bring most valuable first, never know if something comes up and can’t get back.
I find the saw one of the best weapons. Many places you have groups together and one swipe of saw, they all go down. At end of first hallway fl 2., the spiders, a bunch of the small rooms...
As us aid with the sneak peek, it takes out a needle in one shot.
U can kite the floater down the long hall right in front of the flamethrower, stacks fire dog.
Thanks again for summarizing, great points.
you have to use a new code for every attempt at the shelter 13. You get the new code from your radio station