Items are obtained from loot sources. For the most part, these sources are buildings and dead enemies. But be on the lookout for miscellaneous objects that are considered loot sources, such as waste bins and barrels. Buildings are explained in detail in the following section.
Items come in one of five different states. Green items are useable. Most of the time this is used to describe food items. Anything that’s food with a useable stamp will always be beneficial to you. Yellow items are labeled as dubious. They can be used, but it's not really known if they will hurt you or help you until you try them yourself. If the food is good it will give you vitality, though not as much as most of the green foods. If it's bad, it will sap away your vitality instead. While I don't want to spoil what does what, this is a walkthrough and a food chart will be found further down in the guide for those that wish to know more about the dubious items.
Orange items are ammo. Ammo has a maximum limit before it spills into another inventory slot. Being that this is a difficult game, it's often a dreadfully small limit. As ammo is fired through weapons, it depletes the ammo count for your current weapon until expended, at which point the inventory space frees up again. Red items are junk. They are there to take up some space and occasionally add some humor. You can safely discard anything labeled junk and not worry. Finally, purple items are labeled as mysterious. Telebits are given the purple label, as well as the voodoo doll. The voodoo doll is used to provide the player with certain powerups.
Buildings
One rather unique quirk to Sir is how buildings work. It is absolutely impossible to enter any buildings. Big Robot has explained precisely why they won't use building interiors, and I don't feel the need to go into too much depth about it. Long story short, the performance hit is not worth it and the team would rather focus their efforts elsewhere. Buildings are instead treated as massive loot chests. Any entrance located on a building will have loot inside of it. Do note that buildings with multiple entrances will have separate loot per entrance. Much in how you can remove loot from a building, you can also stash loot. Its a good idea to find a building nearby the starting area and claim it as your loot hut. Although robots will always have a chance to guard a building, they will not loot it so any items will be safe inside.
A few of the buildings are worth noting. Pubs can be found in almost every biome type, and often carry a weapon of some sort with rifles being the most common. They also carry alcohol, obviously. Hermit shacks come in two varaieties, with one being found in wooded copses and the other being found out in open fields with a campfire attached. They are both good sources of dynamite, and the open field variety can contain vodoo dolls.
A good rule of thumb with loot quality; the larger and more stately the building, the better the loot.
Telebits can be placed inside of buildings for storage, but other than your own memory, there will be no indication that they are located within. DO NOT FORGET WHERE YOU PLACE THEM!!
0 commenti:
Post a Comment