Sheltered

Sheltered

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Sheltered Stasis Guide (Patch 1.8)
By [弾幕の伝説]Mobius
(ONLY VALID FOR STEAM VERSION) A guide to unlocking the Fabricator in Survival mode and getting the best possible ending.
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Introduction
This guide is only applicable to Steam Patch 1.8. If you are running any other patch versions, betas or even on other platforms, this guide may not apply to you.

Note
Getting a gameover or launching the rocket ends the game and your savegame gets deleted. Make savegame backups if you want to try for another ending or continue past the finishing line.

Your goal is to build the rawket lawnchair and GTFO from Earth, but of course the required materials are not available in your shelter. In addition, you need some stuff to start your new world colony... and that's only if you don't die before your rocket launches.

There are numerous endings in Stasis, but only two out of eight will unlock the Fabricator: Industrial and Utopia. The endings are dependent on how many of each of the three key items you have collected in the game. The Utopia ending requires
  • All 18 Embryo (Found in Laboratories in the wasteland)
  • 20 Seeds (Planter in shelter)
  • 40 Books (Found in various places in wasteland)
If you are just a bit short, you will get the Industrial ending. Any lower and you will get the other endings dependent on how many of the key items you have collected. Try launching with very low numbers and you get even more... "interesting" endings. I'm not kidding, try it out. It's worth it.

You only have 75 days. Time is running out. Act on instinct: you've got to act if you want to change the fate of humanity. How typical of you filthy humans.

...well, the game lied. You do not only have 75 days; you can take as long as you want, but things begin to be hectic on Day 70 and at Day 75, it becomes a micro nightmare. Still, you can still play on but be on your toes (or rather, fingers) to take action... and fast.

I currently do not have plans to do up a table for the Fabricator's salvage values.
The Family
Seriously, who the hell are these people? We got a Doc pet who is rather useless apart from advice and the usual four members of the Smith Family. For the sake of this being a guide, I'll just put the stuff here that matters most. All stats and other info can be found in game.

Name
STR
DEX
Good Trait
Bad Trait
Suit Number
Remarks
Gregory Smith
7
9
Small Eater
Light Sleeper
1
His traits aren't really worth worrying or turning around. You can live with those. Turning Light Sleeper into Deep Sleeper simply makes training in shelter easier, but don't forget you got time to worry about. 9 DEX already lets you always have the first turn except against bosses.
Nancy Smith
7
9
Courageous
Wasteful
2
Your absolute priority for sending out to the wastelands, and your priority for the best weapons you currently hold. Turning Wasteful into Resourceful is quite wasteful, so don't bother with it. In fact, you wouldn't really run into situations where you would benefit a lot from Resourceful anyway. Same as Gregory, 9 DEX always let you have the first turn against mutants, animals and worms, except bosses.
Mark Smith
6
6
Optimistic
Unhygienic
3
Nothing very outstanding. In fact he starts with the lowest stats.
Lucy Smith
8
8
Hands-on
Pessimistic
4
Has the highest starting STR and usually delegated for shelter duties. Pessimistic isn't something you need to worry about if you use her in the shelter, as accumulated Trauma from defence will decrease over time anyway.
The Rocket
Rocket needs components to be crafted before you can launch it. Each component can only be built once and only one of each is needed. If you cancel the build, all materials are refunded and the item becomes available to craft once again.

This table lists out the stuff you need and their quantities for crafting the rocket components. Any survivor in your shelter can build these. I will not be including the special materials since you will definitely need them from all the laboratories and... somewhere else. The components are listed in the order they appear in game and the materials in alphabetical order.

Component Name
Circuit Board (the green color one)
Circuit Breaker (grey and red)
Fuse
Hinge
Metal
Motor
Pipe
Rubber
Switch
Valve
Wiring
Engine Chassis
-
-
-
-
10
-
-
10
-
8
5
Booster Cylinder
-
-
-
-
-
-
-
-
5
5
-
Injection Cylinder
-
-
-
-
-
-
5
-
-
4
-
Main Booster
-
-
-
-
-
-
10
-
-
-
-
Core Compartment Panel
-
-
5
4
-
4
-
-
5
-
-
Heat Exchange Panel
-
4
5
4
-
4
-
-
-
-
-
Bay Cover A
-
2
-
-
-
-
-
5
-
-
5
Bay Cover B
2
-
-
-
-
-
5
5
-
-
5
Total
2
6
10
8
10
8
20
20
10
17
15

Every Stasis game starts with the same inventory, so no need to keep restarting for a chance for certain materials, you won't get any more or less than what you see in your first attempt.
Your Shelter
The shelter already has most of what you need to start (and end) the game with.

  • Crafting Table: Tier 4 already unlocked.
  • Shelter doors: They are damaged and already upgraded, but no raids will occur so don't bother repairing them.
  • Power Core: Your new Generator with infinite fuel, but is non-reparable. Guard it at all costs or it will explode and cause a game over!
  • Oxygen/Water Filter: Just keep them repaired. You can opt to increase Water Filter efficiency as rains are rather uncommon. A maxed-out Efficiency allows for full automation in the shelter without worry.
  • Paintings: Reduces Stress generation, but who needs them? Deconstruct these for materials that you might need. They may also occupy floating space in case you want to build Medium Pantries too.
  • Large Storage: 100 slots. You will undoubtedly need more, but not much more. Another Large Crate will be more than enough for the rest of the game, or manage your space. Your call.
  • Large Pantry: Nope, not panties this timeHolds 50 Rations. More than what you ever will need. Feel free to build more if you want, especially if you want to take up the Beyond 75 Challenge (see further below)
  • Water Butt: Holds 100 water. You can't move this and cannot build more. You do not need Water for expeditions in Stasis, so they are only used for shelter purposes.
    Note
    Your only source of Water is the rain. Manage your Water well!
  • Planters: You only get two of these and both are needed to secure Seeds and Rations. Do note that Seeds can only be obtained from these Planters and if you mess up and lose all the seeds due to bad planting habits, you will not be able to get anymore.
  • Bookshelves: These four bookshelves hold 40 books, and that is how many you need for the Utopia ending. There are more than 40 books out in the wastelands though, so don't worry.
  • Shower/Toilet/Mop & Bucket: You can keep the Good Toilet/Shower, build more or rebuild into the Efficient versions. Keep the Mop & Bucket to prevent rats, which can steal rations. You don't have the opportunity to get Meat here.
  • Comfy Beds: Definitely deconstruct these and build the Bunk Beds. Space efficient and lets two survivors sleep shorter times. Building another Bunk Bed is optional.
  • Suit Rack: You can only upgrade to charge the suits faster. Recommended to do so, especially if you are running out of time, but not the absolute priority.
  • Statue: Believe it or not, this thing has only one use. Be thankful the developers put this with aesthetics in mind, unaware that this makes Stasis a lot easier than it should have been.
  • Laboratory: Easily missed, this thing is on the left side of your Power Core. Can't be moved too. You need 10 Intelligence to use this (the adults can already do this at the start). Can be used to make Fertilizers, ammo for laser guns (don't bother) and the other stuff.
  • Toy Box: If you want to gain more Intelligence so that the kiddos can use the Laboratory, this is it. Apart from that, this thing is useless and cannot be deconstructed.
First things first and things to note
My preference in Stasis is to have the two adults always go on expeditions while the kids defend the shelter. However for the sake of non-bias in the guide, I will split the survivors into two parties: Shelter and Expedition parties.

  1. Suit Shelter party up. Doesn't matter who is doing what. Lucy may have Hands-on but it's not gonna matter as much as it would on Hardcore Survival, though I would recommend her for Shelter party. Do NOT suit up the Expedition party; this will eat into their suit battery time and result in you having less travel distance.
    Note
    Suit editing can only be done while the suit is on the rack. You will also not be able to max out all suit stats as you will only gain 9 points, enough to max only three out of four stats.
  2. Have a Expedition party member (preferably NOT Nancy) deconstruct the statue for Rocks: this will be your main weapon for 90% of the game until you get a Sledgehammer and Rebar. Save four Rocks for weapons for each survivor in both parties and the rest can be used as salvage for the Fabricator.
  3. Have the other Expedition party member repair other stuff in the base if needed.
  4. While all these are happening, start moving stuff around your shelter (refer to Things to note for a certain tip regarding this)
  5. Once Shelter party is done with suiting up, have them repair both filters. They will take a while.
  6. Once you have the Rocks, immediately send the Expedition party to the nearest locations.
  7. Once done with filters, build/decon stuff that you need/don't need.
  8. Start planting and pay attention to their status. Water once the soil is dry and harvest once fully grown, then repeat. This is your only source of Rations and Seeds as noted before.

Things to note
  • Stasis requires you to know how stuff works in Sheltered. You will not be given a tutorial on the basic stuff, that only happens in Survival mode. Having a good grasp of the mechanics of Sheltered will help a lot.
  • Your suit recharge time is determined once your route is confirmed. This means that even if you only plan to search the first three locations, if you plan an expedition further out and even recall them halfway, your charging time will be based on the full route. Time is limited, so keep this in mind. You can edit stats as many times as you want, so customize them to what you need them for.
  • As noted, equipping a suit in the shelter eats battery time, but you can wear them indefinitely. You only need to charge them if you wanna use them on expeditions. You don't need to fully charge them, just enough to travel to where you want to go. As this will add on to your micro, most times I just fully charge them.
  • The only stat that matters for shelter is Armor: max these out for the shelter survivors.
  • Your shelter will be assaulted by Worms (inside shelter) and Mutants (above your shelter).
  • Worms only deal two damage per hit, one damage when countering and never cause Bleeding. Their stats are very low; any survivor can handle them effectively. Worms will spawn INSIDE the shelter and will only damage the Power Core and reduce the yield on Planters; they don't do anything to other stuff despite their animations. Right click on them with a Survivor selected to engage combat. Any survivors not out on an expedition can join as the second member.
    Tip
    It is due to this that you should move all the stuff you need repairing and for automation to the two floors above the Power Core. You should manually place one survivor on guard duty (preferably not Lucy since she has the Hands-on trait to work faster in the shelter) and the other on the above two floors. Always ensure someone is at the Power Core.
  • Mutants will alternately "invade" your shelter surface after Worms have entered your shelter interiors, but has a 50% chance of simply passing by. If a Mutant decides to make camp above your shelter, he will need to be disposed or your party will not be able to leave or return to the shelter.
  • Mutants will automatically enter combat with any of your survivors on the surface if they bump into each other. Unlike Worms, only survivors on the surface will be able to join the combat. As Mutants are tougher in comparison to Worms, you will want to ensure two survivors are on the surface before you engage them.
    WARNING
    Survivors repairing the Filters can be engaged and it is due to this that I will recommend ONLY fixing/upgrading Filters AFTER you have cleared the Mutants.
  • Mutant bodies cannot be removed in any way. This can cause lags eventually, but it will take a lot of bodies before this happens. You will not encounter any performance drop if you keep to 75 days unless your computer is seriously low-spec.
  • Worms simply disappear upon end of combat. They are your main source of Worm Husks, which can be made into Fertilizers in the Laboratory.
  • Homemade medicines from the Laboratory are the only source of cures for whatever ailments you get. They don't always work and even then, you shouldn't need them if you know what you are doing. The only remotely useful medicine would be the anti-depressant: eat one of these and if it works, your survivor's Trauma and Stress are emptied.
Expedition and Wasteland
Due to RNG, it is impossible to give you a solid guide on where to go and what to look out for. There is no set order, but it is recommended to search every building on the map. The four laboratories harbor one Mutant boss each, which are simply copy-pastas of the bosses in Surrounded. All bosses take reduced damage and have pretty high stats. They are always unarmed.

Optional quest: One of the buildings in the map will contain a specific loot "Broken Toy". Have this on you at all times once you get it whenever you head to the Laboratories, as one of the bosses in one of the Laboratories will want this. If you give him the Broken Toy, he will let you pass without needing to fight him. If you choose to fight him, this boss will heal slightly every turn. Nothing too serious. Serious. The other bosses will need to be defeated before you can enter the Laboratories. If you do not yet have the toy, I will recommend just fighting him anyway: time is limited.

Some tips for expeditions
  1. As noted before, plan your expeditions to save on charging time. Your total travel limit is the sum of the battery time of all Expedition members. Basically, you can go further with two people. You can already reach the first Laboratory north of your shelter at the start of the game if you send two members, but are your stats good enough to take the boss on?
    Trivia
    Doesn't make sense, right? If one suit lasts 100 travel time, why would two members with one suit each let you travel 200? What, they give piggybacks to each other?!?!
  2. Recommended Expedition suit upgrade: max Battery to go further, then Storage to hold more (up to 30 per member) and Speed to walk faster. You will barely need Armor unless you want to farm biohazard markers (see below)
  3. Biohazard markers on the map simply means that if you enter that area, you will have an increased rate of encounter against 2-3 Mutants per fight and more likely to encounter them while searching buildings.
    Recommendation
    Recall your party if you are not prepared and are walking into the biohazard markers, which can move around as time passes. Buildings that you have interacted with will show the number of days you last explored, so if you try to Sneak Away encounters, you will simply pass these buildings and make tracking of which buildings you have cleared a lot harder. As I have recommended clearing searching every building, sometimes the last few Books you need are in these places and to avoid this, you have to either brave the Mutant hordes or come back later altogether.
  4. As mentioned before, you only need to max out Armor for Shelter party members. You can end up taking 0 damage from Worms if they counter you. Since Shelter party is always suited, why not?
  5. Always equip Rock as your weapon, don't bother with the laser Firearms unless you wanna have some fun with them. Their melee damages are the same (or lower in the case of Laser Pistol) as Rock and yet have melee accuracy penalties, in addition to higher STR requirements. Rock it and Rock on!
  6. Never click on "You Handle It". There is a chance that your party will be auto-recalled and one of the Expedition party members becoming unconscious. You can save that survivor with the Defibrillator, but this leaves that person with 50% MAXHP for 25 days. That's 33% of your game time!
  7. You will require item unlockers such as Lockpick, Prospector's Kit and Hacking Terminal. Some Books are hidden within these, along with other materials. Get these and equip them as soon as you can to avoid needing a second trip to these locations. Fortunately, stuff that you missed due to not having the unlockers equipped will show when you hover over the building on the map.
  8. There are mutant animals too, and they behave the exact same way as the regular ones you meet in Survival mode. Insect Repellent from the Laboratory will decrease the chance you meet them, but they are already rare to begin with.
  9. Always fight. They count towards your kill count required to unlock more stats on your suits. Worm kills do NOT count. Mutants will drop Burnt Cloth which can either be used as salvage or Recycled further into Two Nylon and Two Wool, which increases the total salvage value of the Burnt Cloth.
  10. A Recycling Plant can be useful in getting the materials you need not only for making stuff, but for crafting the Rocket parts too. Leftover materials can also be used as salvage. Recommended to build this early as Burnt Cloth is in abundance. There is a guide for Recycling Plant and what you get from each recyclable, but it does not include the newly-added broken weapons. I currently do not have plans to do a table for that.
    Note
    Not every item that can be recycled will increase its salvage value. A broken baseball bat, for example, has a total salvage value that is higher than the combined materials you get from recycling, in addition to the time needed to recycle. Check each item's salvage cost before investing time to recycle. Always recycle in small amounts to gain certain amount of materials quicker.
  11. There are two types of firearms in Stasis: broken and working ones. The broken ones are required to make their laser counterparts while the working firearms have absolutely no use apart from being over-glorified melee weapons as you cannot find or make ammo for these. You can, however, use them as salvage or recycle them.
  12. Loot everything and recall. Every item can be used as salvage if you have no use for them. This will also mean you may need more storage, so build more if necessary.
  13. Despite the above, it is not necessary to loot everything if you choose not to. Just leave the unimportant ones behind and continue with your planned route. Never leave Books or any Rocket materials behind.
  14. It was reported before that if you lose the rocket materials somehow, you would never be able to finish the game. I'm not sure if they have ever made a fix for this but in case they do, try searching the Laboratories to see if they have respawned there.
  15. Carry some First Aid Packs with you. Use them out of combat if someone is Bleeding. If you run out and get Bleeding or have low Health, recall. Do not let anyone die, it will be a major inconvenience.
  16. You can use the limited amount of Cordite you can find in the wasteland to make pipe bombs, but I personally have never used them, as the maximum number of mutants per combat is three, which is manageable. The only time this becomes four is if you let mutant waves accumulate above your shelter. Same goes for worms in the shelter.
  17. An unexpected item you need from scavenging is the Broken Radio. You need two of this for the final Suit Rack upgrade. If you do not notice this and salvage/recycle all of them, you will never be able to get this upgrade.
Should I or should I not?
There are undoubtedly some considerations you need to have during Stasis.

Should I build a punchbag to train my survivors?
Recommended, but not a must! Unlike Surrounded or Survival, the toughest sunnavitches you meet in the game are the four bosses at the laboratories. All other mutants are always unarmed and you will always have the first move. If you have the Sledgehammer or Rebar, you can always one-turn-kill any non-boss with Nancy since she has Courageous and possibly do the same with the other three, as long as they meet the STR requirements. Rock will do a maximum of 90 damage per turn with high STR (does not need to be 20) however and will usually require two turns.

Do not neglect your shelter duties though; there are many things you need to do such as fixing and monitoring the planter. Keep an eye out for those worms and mutants!

Recycling Plant or no?
Recommended, especially with Burnt Cloth. You can get better buck per Burnt Cloth with the Fabricator. You can always just use the Fabricator directly though, it's not a major loss either ways. Do not forget that Recycling Plant takes time too.

Is the Fabricator a must to win Stasis?
I have not tried this, but I think it is possible to get everything you need in the wastelands without using the Fabricator. However, there might be times you need a material quickly, such as when you are first crafting the item unlockers, so this is where that thing comes in handy to gain access to it earlier than if you would from strictly scavenging only.

Upgrade toilets/showers to "Efficient" tier?
Optional. Recommended if you run into water issues. In fact I recommend building two showers if you want to use automation. If you prefer to micro, you can just use the ones you start with, which are already "Good" tier.

What do I do with stuff I don't want, like Soap and Concrete?
Use them as salvage in the Fabricator. I do this even with the Laser Pistol, Ammo and even the Anti-Rads medicine you start with

Other equipment like Insect Repellent and Camoflage Jacket/Tent?
I never use those even in Survival mode.

What are the "useless" stuff that I should put least priority on when scavenging?
As I have said before, they can be used as salvage but you can safely neglect the following items (based on my own experience and opinion):
  1. Limestone/Concrete (I haven't seen Sand)
  2. Animal Fat (from combat with Mutant animals)
  3. All recyclables
  4. Faulty stuff like worn bandages and expired medicines, mainly those that stack. These are only worth 1 salvage cost, but can be used as filler if you want to meet the exact salvage cost value (some other salvage give 3 or 4 each)
    Note
    As noted before, you need two Broken Radios for the final Suit Rack upgrade. Keep this in mind.
  5. Firearms that aren't broken (the ones you can equip have a green border, those are the ones you can't get ammo for)
  6. Broken Firearms (only needed if you want to make their Laser counterparts)

Upgrade my filters?
Only recommended upgrades are Durability for both and Efficiency for Water. You do not need more Oxygen as you won't get anymore survivors to join you. I don't know what Air Resistance does, maybe it reduces the rate of durability decay during dust storms? I would prefer to have both Filters breaking down at the same rate so that I can repair both together.

Suit Rack upgrade?
Recommended, but shouldn't be a priority early on. Maybe after your item unlockers and probably only towards the end, unless you are doing some speedruns or something. I launched my rocket on Day 48 (and got the worst ending of course) without upgrading my rack, so perhaps you can do it even faster if you did.

Should I shower all the way or only until it becomes Yellow?
Up to you. I only do the latter if it's Hardcore. In Stasis I just let them shower all the way since I've never ran out of water. I probably will only cut back if I'm running very low. The less micro for me, the better.

In fact, if you want/have to do it the Hardcore way, deconstruct the Good Toilet too. Pooping will instantly fill the Dirtiness meter and Food Poisoning only prevents you from training on the punchbag and going out on expeditions. However, while the survivor is vomiting, you cannot do anything else, so if the Worm is attacking your Power Core, you will be paralyzed until the vomiting ends. Of course you can just use the other survivor to engage instead.
Beyond Day 75
During the first 75 days, the game is very balanced and ramp things up slowly. Believe it or not, as long as you are on top of sending out parties and searching every building, you will have more than enough time to get everything you need to get the best ending. The Doc in game does not mention this, but you really only have these 75 days to do things in peace because after that... it becomes a micro nightmare.

After Day 75 ends, the following things will happen:
  1. Up to three worms/mutants will show up per wave (usually three will show up anyway)
  2. The time between each wave is decreased (almost on a daily basis)

What doesn't change:
  1. Combat difficulty
  2. Rain (does not stop)
  3. Oxygen (does not become toxic or something)
  4. The rest of the game

The real challenge is the micro you need to handle the shelter repairs and defence (and expeditions if you aren't done). Mutants may still pass through, but Worms must be dealt with every time, or risk letting your Power Core be destroyed. The waves do not wait to spawn; if there are any remaining Mutants/Worms, your subsequent battles will include those, up to four at a time. Worm combats are annoying at best, but stacking Mutants on your surface can result in back-to-back four-mutant combats with the same two survivors on the surface.

In addition to this, you still have to ensure your filters are repaired, in which some upgrades would be useful. Due to Bleeding from the Mutants' strikes, you will require First Aid Packs to both heal HP and Bleeding (Bandage cures Bleeding but sometimes you don't even have time to wait for the HP regen).

First Aid Packs are absolutely necessary to be equipped and used DURING the combat if you happen to let mutants stack and have to fight all of them back-to-back. Using First Aid Packs out of combat require you to walk back inside and if your other survivor gets engaged, that survivor fights alone unless someone else is on the surface. You will need Bandages to make First Aid Packs too. You can get a lot of Wool and Nylon from the Mutants by recycling Burnt Cloth, but the Duct Tape and Nails will eventually require the Fabricator (assuming you have already cleaned out the wasteland).

Theoretically, you can leave three survivors on the surface since surface survivors can join worm fights as well, but eventually they will need to eat or drink. You can let them poop on the surface though, this also means you don't have to clean poop up, but their dirtiness will go straight to 100%.

As you would have noticed, you can't clear Mutant corpses on the surface. How long you can hold out will depend on how long before your game starts to lag from all the corpses and the animated flies around them.

The next problem will be Trauma: your survivors can't be killing forever, they would eventually reach a breaking point. Fortunately, as far as I have experienced, if you are on top of clearing waves as they appear (even when using the same Shelter party), you will have enough time to reduce your Trauma back to 0 before the next wave spawns, and this is only possible if their Stress level isn't in the red (due to Hunger, Thirst and Toilet meters filling up if they are doing long hours of guard duty) If you end up doing back-to-backs, expect your Trauma to rocket like the rocket in your shelter would do.

Fortunately, you have the Laboratory to make the Homemade Anti-Depressant. This thing only works 75% of the time, and the herbs required are obtained from both the wastelands and from harvesting. I forgot if you require Fertilizers to get herbs from harvesting, but you will have more than enough Worm Husks to make Fertilizers due to the increased spawns.

Unfortunately, as mentioned regarding healing through First Aid Packs, you need to retreat the survivor back inside to the Medicine Cabinet to use it. This may not be possible if you are surrounded and the combat does not clear the Mutants in your retreat path.

If you have been planting and harvesting regularly, your Ration supply should be very good. You may opt to reduce the number of times you plant to reduce your micro load. Building more pantries allow you to hold more and lets you cut back on this set of actions.

With most things considered, I can summarize the strategy to survive beyond Day 75, whether intentional as a challenge or not, as follows:

  1. Have all survivors with maxed STR/DEX to maximize your combat survivability. Even if you don't use the Punchbag, you will be in the ballpark of at least 15 anyway.
  2. Prepare your supplies (Rations, homemade medicine, First Aid Packs ammo if using Laser firearms, Fertilizers and other essentials). It will be a battle of attrition once it begins.
  3. Edit your suits to max Armor and have everyone wear them (if you need to head out, don't wear them, of course)
  4. Arrange your shelter to move the Medicine Cabinet to survivors who need it. Slow the game down when doing this
  5. Max out the filter upgrades that I recommended earlier. Minimally, max out durability
  6. I do not recommend the Hardcore strategy of saving water by letting the poop and eating with full dirtiness. Food Poisoning pauses your survivor and during a beyond-75 crisis such as a wave, you need them to walk to their destinations as quickly as possible. Manually showering to just yellow zone will just add on to your micro load.
  7. Clear waves as they appear, do not let them stack. Doing this will maximize your survivability as a whole, as back-to-back four-mutant fights are what that will most likely cost you the game, if not a heavy drain on your resources
  8. Assuming you take my advice to clear waves as they come, you should always have one guard in your Power Core. Once the worm wave is cleared, pick two survivors and have them stand just BELOW the shelter hatch (basically don't go up). Watch carefully as the Mutant wave above enters and see if they will leave. If one of the Mutants leave, that wave will not stay and you can reassign one survivor back to Power Core duty and repair filters if needed. In fact, take every opportunity to repair, or do this every two mutant waves if you are good
  9. As mentioned, Worms and Mutant waves always happen in an alternate fashion. You won't get two consecutive Worm or Mutant waves
  10. If you have a party out, get them back as soon as you can. If you are doing it as a challenge, then it's your call, but assuming you are trying to finish the game, always give your strongest weapon to the Expedition party. Shelter party can handle their loads with Rocks alone and with access to First Aid Packs.
  11. A well-prepared supply stash reduces your micro, but you will eventually need to replenish them
  12. You can always use Burnt Cloth or their Recycled counterparts to Fabricate materials needed to make First Aid Packs. Eventually you can also choose to use Worm Husks if you have a lot of them piling up
  13. If you have to plant for food, opt to use Fertilizers. This not only yields more, but only takes two watering instead of three. Remember that you gotta go all the way down to the Power Core to make Fertilizers, so stock them up unless the Power Core guard already has 10 INT (adults already have 10 INT or children through playing toys)
  14. Whether you are confident or not, have the rocket ready to launch in case things turn ugly and always make regular savegame backups. I do not know if things will become even harder as the days go on further. Will update here if that is the case.
Conclusion
Stasis is a great scenario, it isn't as hard as people are making this out to be. A new game mode with new mechanics may seem daunting at first, but once you get the hang of it, everything just come naturally. This is the same for the other two game modes and everything else in general.

I have written other guides for Sheltered as well, you may refer to them below if you have other gameplay questions.

For the different endings (no spoilers)
https://steamcommunity.com/sharedfiles/filedetails/?id=1486769745

For gameplay basics
https://steamcommunity.com/sharedfiles/filedetails/?id=615542015

No toilet, water saving technique used in Hardcore
https://steamcommunity.com/sharedfiles/filedetails/?id=972332620

Other Stasis-irrelevant guides
https://steamcommunity.com/sharedfiles/filedetails/?id=622301332
https://steamcommunity.com/sharedfiles/filedetails/?id=2309528640

Any other Stasis questions can be asked below.




This guide does not, and will not, support Sheltered Stasis queries on other platforms or versions that isn't Sheltered Steam Patch 1.8
FAQ
Q: Where do I find the Coolant?
Seriously, search harder. Sometimes the answer is right in front of you...
8 Comments
Sociedad Jun 29, 2023 @ 10:31am 
lol
[弾幕の伝説]Mobius  [author] Jun 28, 2023 @ 7:29pm 
If I recall right, Save and Exit causes the rains to start again. I should mention that this is probably a bug though.
Sociedad Jun 28, 2023 @ 4:31pm 
At least for me
After day 75 it stopped raining and almost died of dehydratation
[弾幕の伝説]Mobius  [author] Nov 7, 2022 @ 5:36pm 
Probably didn't loot everywhere. It's in the labs.
OldLiver Nov 5, 2022 @ 9:25pm 
Do you know why i cant find/craft the mainj booster? i've looted every place, crafted everything, but i still miss it.
[弾幕の伝説]Mobius  [author] May 30, 2022 @ 3:54pm 
I didnt know Stasis has difficulty levels.
Kaorimoch May 30, 2022 @ 3:05pm 
I have 35 books and visited every location, but I noticed that 2 locations on the map have "Hidden Items" but despite having a lockpick, prospectors kit and electronic lock opener, those hidden items do not get open / unlocked / unburied despite visiting the locations numerous times. This might be a bug.
Kaorimoch May 29, 2022 @ 10:44pm 
As a heads up, you get suit powerups when you kill 7 / 18 / 30 mutants, 60 / 130 / 200 distance travelled and 10 / 20 / 30 locations searched. At least it is for normal difficulty.