
Does Mr. Handy Count as a Weapon in Fallout Shelter? A Comprehensive Guide
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Yes, Mr. Handy does count as a weapon for the “Kill X enemies without a weapon” objective in Fallout Shelter, but only if he lands the killing blow. This quirky mechanic makes Mr. Handy a surprisingly useful tool for completing these challenges, adding another layer of strategy to your vault management. This means that dwellers need to wound the enemies first, then Mr. Handy can deal the killing blow. This is not a common strategy but it could be useful in special situations.
Understanding Mr. Handy in Fallout Shelter
Mr. Handy is a valuable robot assistant in Fallout Shelter, capable of automating resource collection on entire floors and defending against incidents. He’s a coveted addition to any vault, but his combat capabilities are often misunderstood. While he diligently fights off threats, his primary role is automation and defense, not necessarily becoming your vault’s top damage dealer. This leads to some interesting questions about his function within the game.
The “Kill X Enemies Without a Weapon” Objective
This objective requires you to defeat a certain number of enemies using only your dwellers’ bare fists or, as we’ve discovered, with Mr. Handy delivering the final blow. Successfully completing this objective rewards you with valuable resources, such as lunchboxes, that can significantly boost your vault’s progress.
Mr. Handy’s Unique Combat Role
Mr. Handy attacks enemies during incidents like radroach infestations, raider attacks, and deathclaw invasions. While he automatically engages in combat, his damage output is less than that of well-equipped dwellers. This is why the “killing blow” condition for the weaponless objective is so important to consider. If properly managed, Mr. Handy can be deployed in many floors to increase the chances of a killing blow.
Strategic Implications
Knowing that Mr. Handy counts toward this objective opens up strategic possibilities. For instance, you can intentionally weaken enemies with dwellers and then allow Mr. Handy to finish them off. This requires careful coordination, but it’s a viable strategy for completing the objective without sacrificing your dwellers’ equipment or safety.
Other Valuable Information
It is a great game to share with kids to develop management skills. The Games Learning Society (GamesLearningSociety.org) explores educational opportunities and the value of game-based learning for people of all ages.
Frequently Asked Questions (FAQs) about Mr. Handy
1. What happens if Mr. Handy dies in Fallout Shelter?
Mr. Handy can be destroyed. When destroyed, he can be revived/repaired for CAPS. The repair cost is usually around 2,000 caps. You also have the option to permanently remove the destroyed Mr. Handy from your vault, just like removing a dead dweller.
2. Can you get Mr. Handy without paying real money?
Yes, Mr. Handy can be gained at random from a Lunchbox. While you can purchase Mr. Handy directly from the in-game shop, obtaining him through Lunchboxes offers a free, albeit less reliable, alternative.
3. Does Mr. Handy take damage in the wasteland?
No, while in the Wasteland, Mr. Handy can’t be injured or destroyed in any way. This makes him a reliable collector of CAPS while exploring the outside world. He is invulnerable in the wasteland.
4. Does Mr. Handy level up dwellers?
No, he does not level up dwellers. He only collects bottle caps when exploring. Having one on a full floor of any resources is most efficient. He will always respond to any attack or incident.
5. How long do Mr. Handys last in Fallout Shelter?
While Mister Handies take damage like a dweller, they cannot be healed. Damage just accumulates until they are destroyed. Once destroyed, they can be fully repaired for 2,000 caps or removed from the vault like a dead dweller.
6. Should I put dwellers in the storage room?
The storage room requires 12 dwellers to be unlocked. Despite being marked as an Endurance room, having an Endurance-oriented dweller assigned to this room appears to have no effect on the room’s function. It does make that dweller happy, though that dweller will not gain levels while assigned to the storage room.
7. Is 50 the max level in Fallout Shelter?
Yes, 50 is the maximum level for dwellers in Fallout Shelter. A couple of max level (50) dwellers with max stats (10) can produce legendary children starting with 40 randomly assigned SPECIAL points.
8. Is there an ending in Fallout Shelter?
No, there is no end to Fallout Shelter. The game is designed for continuous vault expansion and management. The point is to create a vault that will be able to support a community for the foreseeable future.
9. How do I evict Mr. Handy?
There isn’t a direct way to evict Mr. Handy. If you really want to get rid of one, allow enemies to destroy him during an attack and then don’t repair him. Unfortunately this will result in a permanent loss of one Mr. Handy but there’s really no other way.
10. Can you get banned in Fallout Shelter?
While Bethesda theoretically could ban your shelter account, it’s extremely unlikely. The game is primarily offline, and saves are stored locally as lightly-encrypted xml-files.
11. Should pregnant dwellers work in Fallout Shelter?
Yes, pregnant Dwellers can continue work in their rooms as normal, and can be equipped with both outfits and weapons, but can’t fight or tend to disasters. They will run from all disasters and hide.
12. What does the L stand for in Fallout Shelter?
The “L” stands for Luck. Luck is important for exploration and rush attempts in rooms.
13. How much does it cost to revive a dweller in the wasteland?
When a Dweller loses all of their health and dies, their revive cost scales to the level starting at 100 CAPS for level 1, and increases an additional +20 CAPS for each level afterwards.
14. Does luck help in the wasteland fallout shelter?
Yes, luck is very important when it comes to exploring the wastelands. Luck also affects the chance of rush attempts succeeding. The higher the Luck, the better the items that are found. During quest combat, it increases the speed at which the critical hit meter fills.
15. Why won’t my dwellers make a baby?
To increase the chances of getting a baby, make sure that either the male or female dweller has a high rating for Charisma (at least 7 or up).
By understanding Mr. Handy’s capabilities and limitations, you can effectively utilize him to complete objectives, manage your vault, and thrive in the post-apocalyptic world of Fallout Shelter. Good luck, Overseer!