Sheltered

Sheltered

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High Yield Expedition on Hardcore Difficulty
By Laguna Queen and 5 collaborators
Defeat each enemy with finesse and maximize loot from expeditions!
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Introduction
The sections focus on optimizing expeditions and defeating each enemy with various advanced combat techniques.

Please click here for the full Hardcore walkthrough:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=653696559
Please click here for the Extended Family Quest:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2800760970
Why are you writing this guide?
I enjoy helping others by writing about technical topics to a higher standard and provide key findings for a higher chance of success!

Who is the intended audience?
The guide is for everyone, but much friendlier to new players. Everything will be explained to be on the same level as those who are the most experienced. The writing will be easy to follow with plenty of screenshots for those who are too lazy to read everything!
Battle Mechanics
Battles are predominantly fought during expeditions with the occasional shelter raid. The latter is usually handled by the home security system that kills all intruders with the caveat of having no dropped loot.
Starting Location
The shelter will always be surrounded by three buildings of school, farm, and a house.
If lucky, the shelter will have more locations to explore when spawning in the middle of forest!
High Yield Expedition
Every party must consist of 2 members to carry more loot and increase combat efficiency in battles. Before going out, each member must have radiation protection, core equipment, and available extra storage items. Only the most useful equipment are described in the tables.

Radiation Protection
Anti-Rads can be used beforehand to substitute a Gas Mask and avoid radiation injury upon arrival.
Equipment
Benefit
Gas Mask
One-Time Use Only and the Advanced version can be used infinite times .
Anti-Rad
Treats radiation poisoning.

Core Equipment
Mandatory items to equip for almost all expeditions to ensure survival and more loot.
Equipment
Benefit
Body Armor
Reduces combat damage and blocks bullets based on quality.
Lockpick
Finds vast majority of loot that includes firearms
Metal Detector
Finds more metallic-specific loot, and useful for scrapyards.

The lockpick is an early game item that finds firearms, hinges, and more gas masks!


Situational Equipment
Items used specifically to locate hidden military sites in the mountains for special equipment or more firearms from general expeditions.
Equipment
Benefit
Binoculars
Increases party vision range and only effective for unexplored areas.
Hacking Terminal
Finds more firearm-specific loot, if lockpicks are not enough.
Optimal Route Planning
Unexplored maps are difficult to navigate without having estimated guesses. Scanning frequencies indirectly reveal searchable locations when finding enemy factions. Cities become more apparent if the factions are found in open and clear terrain.

Major cities have at least one scrapyard and are needed to farm for RV parts. Shacks are also important for obtaining Tyres but they are much more difficult to find because of being isolated in forests or mountains.
Loot Management
Longer expeditions generate more loot than exceeds carrying capacity and forces decision to keep certain loot.

Item Class
Priority
Description
Rubber
1st
Most difficult to find and needed for more Water Butts and other important equipment.
RV Parts
2nd
Completing the RV for max carrying capacity and for the next Relative Quest.
Firearms & Ammunition
3rd
To improve combat abilities and build home security
Radio & Workbench Materials
4th
Upgrade existing station to the next level for next tier equipment.
Metal & Scrap Pile
5th
Any material that yields metal for equipment and ammunition.
Cement
6th
Build extra rooms when needed.
Food & Water
7th
Only carry when needed and keep leather if wildlife is encountered.
Plastic & Other Recyclables
Last
Most junk items yield plastic but is not worth wasting a carrying slot, such as empty petrol can.

When max carrying capacity is reached, junk items can be dropped from inventory that include non-cement items (limestone), seeds, plants, and etc.
Know Thy Enemy
The quality of weapons and armor are only important in faction or special event fights. A pipe would be a satisfactory weapon to use until superior ones are found. A normal fight is typically against one opponent. Hence, two family members with basic weapons can most likely overwhelm the enemy on first turn.

If the fights involve 3-4 opponents, bring firearms in combination with grenade/pipe. The Corps will be the biggest threat since they carry firearms and rebar. To win these kind of battles, simply throw a grenade/pipe first and use a whole clip of ammo to defeat them in one turn.
Subdue For Free Weapons
Early combat have better chances at subduing than directly attacking with so little strength.
The safest way to subdue is to disarm first then repeat to avoid taking damage.

Note: Intact weapons are only obtainable through subduing or killing of a disarmed enemy.
Melee Weapons
The first line of weapons that are available to use in combat. Damage is determined by strength and weapon class.

Weapon Class
Lethality in Single Turn?
Description
Sledgehammer
Yes
Rare lethal weapon and can be found in scrapyards.
Rebar
Yes
Common equivalent of sledgehammer and still Inflicts lethal damage in about 2 hits.
Hatchet
No
Inflicts near-death damage with high chance of bleeding.
Knife
No
Inflicts moderate damage with high chance of bleeding.
Bat or Rock
No
Only use when nothing else is available and has a chance to cause bleeding.
Firearms
The only lethal class of weapons that can kill an entire enemy group. Maximum dexterity is required for most of the shots to connect.

The stopping power depends only on the ammo capacity because of the amount of shots fired.
Weapon Class
Ammo Capacity
Description
Pistol
12
Most common firearm with the highest bullet volley.
Shotgun
6
Better used as shotgun trap but still has decent stopping power in combat.
Rifle
3
Best used for rifle sentry traps due to lowest clip capacity.
Note: The M16 is a rifle with 30 ammo capacity but was excluded due to requiring the pet fish.
Home Defense System
The ideal home security consists of only rifle sentries and shotgun traps placed at the very front.
Invaders can still be defeated without traps because the family will be training constantly on the punching bags.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2812083822
Note: Loot only drops from raiders who are defeated in combat only.

Epilogue
As the time progresses, battles become harder when encountering tougher factions, especially Marauders and Corps. Both of them attack in groups of 3-4 and medkits are needed on expeditions when treading on their territory.

The Corps is the very last faction to spawn and are well-equipped with several firearms or higher tier melee weapons. Grenades or pipes are needed to deal with them when they cannot be dealt with in a single turn.

Normal encounters are still consistent but sometimes random with a group of 3-4 and/or equipped with firearms.
How can I contribute to help?
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𝓣𝓱𝒆 𝓐𝔀𝓪𝓻𝒹𝓼 𝓗𝒆𝓵𝓹 𝓣𝓱𝒆 𝓜𝓸𝓼𝓽!!!
Copyright Notice
This guide was written by Laguna Queen et al. (2022) on Steam, and not to be republished without crediting the authors and gaining their permission. We can be reached through the the guide comment section below.

We have no guide sites outside of Steam and please contribute to the actual creators, not plagiarism websites!

Try reading the guides for other games:
Here are other detailed guides that are not only comprehensive but tailors different themes and challenges:

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For Infectonator : Survivors,
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1 Comments
Devs 11 Jul, 2023 @ 11:18am 
This is also where high perception is incredibly useful. Street Smart means you collect more stuff during rounds. Perhaps have one person with a very high perception, and another with a very high charisma? With this setup, the street-smart goes out to gather, and the charismatic sells what you may not need right away for essentials and other resources. Just note, however, that the charismatic and the street smart are not very good in combat- so be prepared for any potential fights. It may be the best idea to, on explorations, bring along one street smart character, and an athletic or violent character. I say athletic and not troubled, as the athletic has a chance of just fleeing and dodging attacks.