Encyclopedia of Fire Safety

Fallout shelter which rooms can be connected. How to attract people to your shelter in Fallout Shelter. Construction: general principles

In this article, we tried to clarify as accurately as possible the issues that relate to the purpose of the rooms. In addition, we will tell you how they can be used more effectively. If we missed any nuances, be sure to write about it in the comments and we will add to the article.

In Fallout Shelter, only twenty rooms are available to players. Conventionally, they can be divided into groups:

  • training;
  • for production resources;
  • others. These include rooms with a sealed door, warehouses, elevators, and living rooms.

The premises of the first two classes cannot function without the inhabitants who work there. It is not necessary for the population to be in other rooms, but it is quite possible. Training rooms and production resource rooms can be connected. But you can only combine no more than three. For example, if you combine three dining rooms, you get one large room. But the fourth dining room will be built separately from them.

Premises can be demolished and rebuilt again, but they cannot be moved. During construction, it is important to consider that the cost of demolishing a room is several times lower than construction. Therefore, during planning and construction, you need to think in advance about the location of all rooms.

Each room can be upgraded only twice. And the cost for each subsequent one is significantly higher. After upgrading resource rooms, the player will receive increased productivity and a larger warehouse volume. After upgrading the training halls, the time for pumping is noticeably reduced. Improving living quarters will allow more residents to be accommodated in the bunker. And after an upgrade, the storage can accommodate more weapons and armor. The level of the door at the entrance determines how long it can stand under the onslaught of enemies. But Deathclaws can take out even the best hermetic door almost instantly.

Resource spaces can be rushed. This is necessary so that there is no need to wait for the population to produce the required resource and make them work faster. There may be two options here:

  1. The acceleration will be completed successfully and the player will receive bonuses in the form of resources and caps.
  2. The room will start to catch fire, and radroaches and mole rats will enter. They will begin to attack all inhabitants in the room.

Each room requires special skills from the resident who works in it. In Fallout they correspond to the S.P.E.C.I.A.L. system:

P – perception;

E – endurance;

C – charisma;

I – intelligence;

A – dexterity;

L – luck.

An inhabitant's ability level can range from one to ten. The working capacity of the population depends on the level of its skill. The larger it is, the happier the population becomes who do what they love.

Read also: Power armor, suits and weapons in Fallout 4 Nuka-World

I would like to dwell separately on luck. The larger it is in each room, the less possibility of any incident or event occurring as a result of acceleration. Accordingly, the possibility of obtaining caps becomes higher.

So, let's look at each group of rooms.

They are necessary to supply the shelter population with resources such as water, food, electricity, medications, as well as a radio studio.

Many, most likely, noticed that at the beginning of the game, after creating a bunker and assigning a number, during the training process they are forced to build a generator, a canteen and a water treatment facility. These buildings cannot be abandoned. They are the most necessary and it is necessary to think about their construction in advance.

Nuclear reactor and generator

Electricity is generated in these rooms and people who have developed the strength skill must work there. The nuclear reactor opens after the number of residents increases to sixty. But the generator is open for construction from the very beginning of the game.

They differ in the amount of energy they generate, the size and cost of construction. For example, one generator section costs one hundred caps, and a nuclear reactor costs 4800.

If there is not enough energy produced, then that part of the premises that is located far from the generator is de-energized. At this time, working residents stop working and just start walking around the room.

Therefore, it is necessary to place the most necessary rooms as close as possible to the generator or reactor, since they will be the last ones without electricity.

These two rooms are dedicated to food production and employ residents who have developed the dexterity skill. The dining room is open from the beginning of the game, and the garden becomes open when the number of inhabitants increases to seventy. The differences between the dining room and the garden are similar to the generator and the reactor.

If there is no longer enough food, the population begins to lose health. At the same time, the life scale is reduced by eighty percent. But if a fire or other natural disaster occurs, the residents will not survive it with their remaining level of health. You will have to start a new game after the appearance of the Death Claws.

After the player restores and establishes food production, the health of the population will independently recover to its previous level.

These rooms serve to purify water from radiation and must be operated by people who have developed perception skills. From the beginning of the game, the station is open to users. When the number of residents reaches eighty people, access to an advanced station opens.

When there is no longer enough water, the population begins to drink untreated water. This leads to an increase in the level of infection, and health is halved. People quickly begin to get tired and their performance decreases. If a shelter is attacked, the residents die due to lack of health to resist.

It is not at all necessary to use stimpaks or antiradin if water purification has been established. Health will be restored as residents drink purified water. But it will take some time.

When a resident with a low health level increases his level, his health is restored, but to a red stripe. It indicates exposure to radiation.

Yader-Cola bottling point

This room purifies water and produces food. People with endurance skills should work indoors. This room will be available when the number of inhabitants in the bunker reaches one hundred people.

Read also: Fallout 4 Survival Mode Review

Since food is prepared here and water is purified in this room, it can replace not only a water treatment plant, but also a garden with a dining room. One section costs 7500 caps.

Laboratory and medical center

Radar antiradin and stimpaks are produced here. The room must be occupied by occupants with the Intelligence skill. Once fourteen people live in the shelter, a first aid station will open. Sixteen residents are needed to access the laboratory.

When the medical station and laboratory are pumped to their maximum capacity, they are capable of producing up to twelve units of medicines and storing thirty units each. It is worth noting that the warehouse of the shelter itself is not used for storing medicines, since the rooms have their own.

Radio studio

Serves as a room for calling all survivors to the shelter and is equipped with special equipment. Residents who have the charisma skill should work there. The radio studio becomes available only after the number of inhabitants in the shelter reaches twenty people.

But it is not necessary to build a room. Wasteland guests and residents do not have any skills, unlike lunchbox residents. If the radio studio is improved to the maximum and is completely filled with residents, then every hour a survivor from the Wasteland comes. But in such a time it is possible to breed offspring inside the shelter.

As described above, each room must correspond to the S.P.E.C.I.A.L. It is possible to increase it with the help of clothes or by sending any resident to training.

You can develop the skills of residents countless times, unlike Fallout Shelter and Fallout. In this way, you can create a truly invincible character in a shelter. Everything here is quite simple: the higher the skill, the more time it takes to level up. For example, in a room that has been improved as best as possible, skills from first to second will take about thirty minutes to level up. But to level up from the ninth to the tenth level you will need approximately one bitch.

In order to improve performance, you need to use training facilities. These include:

  • Gym. It is needed to level up the strength skill. It will open only when the number of residents reaches twenty-four people.
  • Gym. Used to develop agility skill. Will be available when the population increases to twenty-six people.
  • Armory room. Develops perception skills. Becomes available when the population increases to twenty-eight people.
  • Classroom. Develops intelligence skill. It will be possible to build this building when the number of residents increases to thirty.
  • Fitness room. Necessary for the development of endurance. Available after the number of residents reaches thirty-five people.
  • Living room. Needed to increase charisma. Becomes available when the population of the shelter is forty people.
  • Gaming. Develops luck. Fifty people are needed to build it.

Bethesda pleasantly surprised us with an extremely high-quality and unusual game for mobile devices called Fallout Shelter, which was named the mobile game of the year, but not everyone was able to play it, and not the least reason was the lack of understanding on the part of gamers - how to play it in general? What to do? Where to click? What to achieve? What is the goal of the game? In short, if you have similar questions, we will try to answer them in our extensive guide to Fallout Shelter.

Your main goal is to make the residents of the shelter happy. A special smiley indicator at the top of the screen will indicate happiness. Fallout Shelter is a sandbox that doesn't have a goal as such, but the happiness of your citizens is the main goal. You will now learn how to do this by reading a number of, in our opinion, useful tips.

Don't give guns to pregnant women. When the slightest danger arises, they immediately run away, so handing over weapons is pointless. Better save it for someone else.

Don't try to increase your population too quickly. The old proverb applies here: “More people, less oxygen.” Firstly, it will take a long time, and secondly, it will greatly worsen the happiness of citizens who will lack resources. Increase the population only when you've maxed out, or just upgraded most rooms very well.

At the same time, try to maintain the number of residents so that there are slightly more of them than just jobs. Free residents will help you improve your statistics, or they can simply be sent to the Wasteland to earn money for caps and weapons.
Don't accumulate bad weapons. Anything that has 0-1 damage must be sold immediately. In the updated version of the game, the option of mass wholesale wholesale of all unnecessary junk recently appeared - use it.

Child labor is not used in the game. Children do not work at all, so try to maintain the required number of workers producing water, food and electricity. The more children, the more workers you will need. A large number of children will have a bad effect on the overall harmony in the shelter.

The strongest residents should be placed in the first room, at the front door.

Incest is not allowed in Fallout Shelter. Weddings between relatives are, fortunately, not allowed here. Therefore, breed couples according to pedigree. If you get confused and want to “marry” your relatives, the game will let you know.

Happiness in 100% of married couples is only possible if they have a child. But some couples may live together, but not love each other enough, therefore, to increase the level of happiness to the maximum, it is recommended to “break up” these couples, and introduce each of the spouses to some new potential husband or new wife. Same-sex relationships, fortunately, are not allowed. This is Bethesda, not BioWare.

Sending people to the Wasteland is a critical component of the development of the shelter, so this issue should be approached responsibly. To send to the Wasteland, choose those people who have the highest levels of stamina and luck. The higher the totality of these parameters, the greater the likelihood that these citizens will bring valuable weapons and more caps from the desert.

Engage in selection: the higher the parameters of the husband and wife, the more talented children they will produce. Creating more “cool” children will have a positive effect on your statistics in the overall ranking table.

On the top floor, preferably in a room near the main entrance door, place several high-level people with powerful weapons. Do the same in the next room. This will help you fight back more effectively, for example, when the Death Claws attack you. If you don't do this, the invaders will go through all your floors and kill everyone they can.

Place the least important rooms as far as possible from the generators that produce electricity, because if you suddenly do not have enough electricity after starting up new equipment, the generators will not cope and the lights will go out in the rooms furthest from them.

Send to the Wasteland those inhabitants who have the most luck and stamina.

The weaker the characters are in a room, the higher the likelihood that a fire will occur in it, rats or rad-cockroaches will crawl out. Naturally, in an empty room the chances of such troubles are many times higher than the chances in one where there is at least one inhabitant. In general, try to distribute the upgraded heroes evenly throughout the shelter. Often, rad-cockroaches and fires occur in those rooms where hungry, irradiated or unhappy citizens work or are simply located.

If there is a fire or an invasion in a certain room, then send as many strong, well-armed people there as possible.
If you return people sent to the Wasteland ahead of time, they will not receive any damage, but they will not bring anything useful either. Therefore, let them spend there stimulants and anti-radiation drugs, which you must first provide to these travelers. On average, a hero of level 20 needs 20-25 steam packages; at the maximum level of 50, 10 is enough.

Try to arrange residents in rooms in such a way that they bring the maximum amount of resources. When you start moving a resident from room to room, you will see how the production rate changes. Leave it where this number is higher. If a negative number appears, then this job is not suitable for this citizen. To find out the real usefulness of a little man, it is better to undress him, remove from him all the equipment that affects his characteristics. Then you will recognize his real abilities, not hidden by clothes.

The game will offer you daily tasks, which you can refuse to complete. If you are not interested in completing a task, then delete the least interesting one. Something else will come in its place. If you don’t want to delete, then these tasks will hang over you forever. You can delete one task per day. Remove those that will not bring you bonuses and will not help you achieve your goal. But never delete tasks for which you will be awarded Lunchboxes.

Is the population not growing? Dress villagers in pajamas, which add +3 to charisma.

If your residents do not want to love each other, and you urgently need to increase their number, then remove nightgowns and other underwear from the chest of drawers. Dress up the residents. For example, pajamas add +3 to charisma, which will have a positive effect on the personal life of the owner of the pajamas.

If a resident dies, he can be revived by paying a certain number of caps for this. The higher the level of the deceased, the more expensive it will be to revive him.

To earn more caps, you need to attract as many lucky residents as possible. The most profitable rooms will be those with the highest concentration of lucky residents.

The longer you send residents to the Wasteland, the more difficult trials they will face, the more they will be pumped up and bring back more valuable loot. Naturally, if they survive. It is better to send a resident of the 10th level for a maximum of three hours, handing him ten stimpacks and antirads. You can safely send a resident of level 40 for 10 hours. Go to bed, and before going to bed, send your strongest fighters to earn money.

When planning a building, try to make sure that rooms of the same type are adjacent to each other, so that later they can be combined (maximum 3 rooms), thereby improving their final usefulness.

Try to build production rooms next to each other. This will allow you to quickly collect created resources, rather than pointing your finger all over the display, rotating the camera from side to side. You will have to collect resources very often, so it is better to take care of such little things in advance, which will then greatly simplify your gaming life.

Pay special attention to storage areas that store resources such as weapons, pets, and costumes. Water and food can also overflow, so the resources removed from the rooms will not be useful, but will go nowhere. This is unacceptable, so try not to miss this moment by improving existing resources and building new ones. Also, if you have a imbalance with the extraction of resources, when, say, there is a lot of water but little food, then redistribute the inhabitants among the rooms so as to bring the extraction of resources to a harmonious state.

Be prepared for the fact that the more pumped the room is, the tougher the rats and scorpions will invade it. Accordingly, there is no need to place weak characters in “strong” rooms. The greater the difference between a room's strength and a resident's weakness, the faster that resident will die. Weak residents should be placed in “weak” rooms, where weak scorpions and rats will appear. Well, don't forget about weapons. For example, in a maximally pumped cafeteria, rats will kill all residents below level 15 if they do not have weapons with damage +7 or higher.

Well, to top it off, it’s worth adding that the game has a robot assistant, the famous Mr. Handy. This is a multifunctional companion that will make your life much easier. His services cost $1, but if you are lucky, you may get this robot in one of the Lunchboxes.

Check out our detailed recommendations for Fallout Shelter before you dive into the world of the game. These tips, which are collected in our article, will help any player to very quickly and effectively develop their Shelter, thereby putting in order the life of your characters in Fallout Shelter. Using our tips, you can protect, or better yet, protect yourself from mistakes and failures in completing Fallout Shelter. In the foreground, we draw attention to smartphone owners who use the Android operating system. At the moment, the game is already available on Android platforms, fortunately, all we have to do is enjoy the gameplay of Fallout Shelter.
Fallout Shelter is scheduled to be released on Android. August 2015, so the wait is not long at all. But even if you have delved into the game on the iOS platform, you will still find quite a bit of useful information that will help you even better brighten up your time in Fallout Shelter.

Resources and production

There are three main types of resources in the game: energy, water and food; success in the game lies precisely in the extraction of these elements. Therefore, from the beginning of the game, you need to assist in the production of these elements. Energy helps your premises light up, allowing you to operate as normal. Food and water keep people in the Shelter in working condition, also maintaining health and vital functions. At the start of the game, it is recommended to build one room for the production of each of the three main elements in Fallout Shelter; if possible, try to maintain a balance between the production of resources. Naturally, the production of these elements requires labor, and the more people you attract to work, the faster you will receive the resources you need. The area of ​​the room directly affects the number of workers that the player can employ directly in this room, therefore it is recommended from the very beginning of the game to build rooms of three rooms, gradually duplicating them on the next floors. It is necessary to note a simple but effective rule: if you place two rooms of the same type next to each other, their useful effect will increase significantly.
Attention! If your rooms are not arranged well, pay attention to their level, apparently they are of different levels.

Expanding a shelter is not an easy task; it will require a lot of energy resources and water. Based on this, in some situations it is more profitable to upgrade a room that is on your balance sheet. Efficient people need to be selected wisely for each room, since your success in Fallout Shelter depends on this. All characters in the Vault have their own unique characteristics, which will indicate to you in which case the character will bring the greatest benefit to the community. To view the characteristics, you need to click on the character or zoom in on the room to see the characteristics of the characters that are more suitable for this particular room.
Attention! In addition to the high efficiency of resource production, the optimal distribution of personnel affects the level of happiness of your population.
Be careful, if one of your characters is on some mission in the Wasteland, be sure to provide him with armor and weapons. Wearing armor will increase his characteristics, increasing his productivity, and the weapon will be just right if there is suddenly an attack on your Shelter.
Attention! Be sure to sell all excess equipment, because all unused supplies are directly related to the probability (chance) of receiving new items when foraying out of the Vault.

StrengthHelps reduce the timer when working at power plants
PerceptionThe chance of winning a battle increases
EnduranceIncreased Health (HP)
CharismaAccelerating the production of offspring, creating a chance to reconcile with enemy characters outside the Vault
IntelligenceSpeeding up drug production (Stims and Radaway)
AgilitySpeeding up food production
LuckIncreasing the amount of drops received while hunting outside the Vault, as well as the amount of cracks received upon completion of the work

Attention! It is also necessary to unload the game from memory when finishing the game. The important thing is that while you are not in the game, your resources are not used.
To speed up production, you need to click on a button called Rush, this is one of the most serious ways to get a large amount of resources in Fallout Shelter. Unfortunately, the production acceleration system also increases the risk of various types of explosions and fires in the accelerated room; the game automatically warns the player about this. You should not reproduce more than 35% of the risk in order to protect production. It can be noted that the risk directly depends on the number of crishes (caps) received as a reward for the reproduced production. For example, if the probability of fire is 25%, your reward will be 25 caps, a risk that is 40% will reward you with 40 caps. It is important to collect your production resources regularly.
Attention! You can safely sell the premises if you need capsules, also when the room is not in demand, quality is important, not quantity.

Hikes and quests

The regularity of sending highly equipped research groups around the Shelter zone is important. This action will allow you to gain experience, as well as caps in quantities from 5 to 1000 pieces per outing, all kinds of weapons and medicines. Characters who have escaped from the Vault can be observed by clicking on the button in the upper left corner of your screen. If there is a sufficient amount of collected drops, return the expedition to the Vault.
Attention! The duration of the foray affects the value of the drop, so the longer you spend outside the Vault, the more valuable drop you get there. To return home you will need half of the total time spent on the expedition.

Read also: Walkthrough of Fallout 4 Nuka-World [Part 2]

When you enter the game, the first thing you need to do is check your tasks, which look like a list. You can find them in the special radio menu. After analyzing the quests, proceed to complete them. When you complete one quest per day, your tasks will be replenished with new ones; after you complete it, one quest may appear per day.

Cheat quest 1

Two similar tasks, namely “equip 10 people” and “arm 5 people,” do not take much time at all, about a couple of minutes. In the event that you have the required amount of weapons or clothing, it does not matter whether it is dressed or not, the main thing is that you have it. In this task, the game system records whether this artifact was ever worn as part of the quest being performed. You can use a dressed person, before undressing him and starting the task, then putting him back on, the task counter will automatically update in accordance with the number of conditions met in the quest.

Cheat quest 2

A task that has a meaning like “let 5 people go into the desert” is not at all more difficult. The task does not say a word about how much time the characters should spend at the Vault, so our actions are logical. You need to send your character into the desert, and the counter will update instantly, and then immediately call him back.

Capsules and lunchboxes

The Fallout Shelter game is built in such a way that its main currency is caps and lunchboxes, for which you can buy literally everything, from weapons to characters. There is no need to rush and open your lunchboxes immediately after receiving them. It would be more rational if you wait until the moment when you feel a lack of resources; it may be that a random person will give you what you need at that very moment when you are broke. Another nice thing is that when you increase your character’s level, you receive caps; for example, you have a character with level 25, so you will receive a reward of 25 caps.

Shelter security

Your shelter is a tasty morsel for all kinds of raiders and red cockroaches, who will always try to fall on your storage, and security in our case is very important. The first task is to arm all the residents who are in the Vault, so that everyone together can defend it at the time of need. As soon as the siren sounds, you need to direct all residents to help the guards, especially since you will automatically gain valuable experience. To increase the security of the Vault, you need to improve the front door, and also leave two well-armed characters on guard, they will be able to destroy at least a couple of mutants when attacking enemy characters, giving the rest of the inhabitants the opportunity to cope with the invasion.

Demographics of the Vault

You need to try to ensure that there is a high birth rate in your Shelter, so make sure that at least several women are pregnant, namely, at least two. After all, the new inhabitants of the colony will be very useful to you. The subtlety is that pregnant women are not able to fight, but this is not very important, because in return they can work, and most importantly, increase the number of inhabitants of your warehouse, and this is the main thing. Born characters grow up very quickly, so you need to be careful and choose a mate for the born ones in time. There is nothing complicated, you just need to drag a female and male character into a free living space. When we have identified a couple who will dine indoors, after eight hours they will have a child, who in the same amount of time will become an adult character who can function as a full-fledged resident. It is necessary to take into account that the cubs inherit the specialization of their parents, so carefully check the characteristics of the inhabitants that are received in lunchboxes or called up on a radio signal.
Attention! Each male person has the ability to reproduce several children. You can leave a man in one room by default, and simply change women, the birth rate will increase noticeably. But you need to make sure that the girls change as soon as one of them shows signs of pregnancy. We recommend not to get hung up on these actions, because, as was said above, in such cases specializations are inherited.
Another way to increase the population with the help of a radio station can be identified. The functions of the radio station will be available if the number of your characters reaches twenty people. For the continuous operation of the station, it is necessary to constantly monitor the number of residents present in the room; in order to maintain constant operation, several people are needed who will be there constantly. The task of these characters is to attract with a radio signal those people who survived, who are wandering somewhere near your fortress.

This guide to the rooms of Fallout Shelter reveals as fully as possible questions regarding the purpose and most effective use of all the rooms in the game. If any points are missed, write in the comments, we will definitely add them to the article.

There are a total of 20 different room types available in Fallout Shelter. They can be divided into 3 classes:

  1. Rooms for resource production;
  2. Training rooms;
  3. Other - this includes a warehouse, living quarters, elevators and a room with a hermetic entrance door.

Premises of types 1 and 2 do not function without residents working in them. In other rooms, residents are possible, but not required.

Rooms of types 1 and 2 can be combined. Maximum, you can connect only three rooms of the same purpose. For example, three combined dining sections will create one large spacious room. If you try to place a fourth section of the dining room next to each other, it will be built separately from these three.

You cannot move rooms, you can only delete and build them again. The cost of destroying one room is tens of times lower than its construction and improvement. So destroying the room is not a good solution, it is better to think about the layout of the shelter in advance. This guide will help you with this.

You can upgrade each room twice. Each subsequent improvement costs more than the previous one. By upgrading rooms for resource production, you get greater productivity and increased resource storage. Upgrading training rooms reduces the time required to level up S.P.E.C.I.A.L. Upgrading the living quarters allows you to fit more residents into the shelter, and an improved warehouse can store more armor and weapons. As for the room with the entrance door to the bunker, the higher its level, the longer it will take the raiders to destroy it before attacking you. even the most advanced hermetic door almost immediately.

Type 1 premises can be accelerated (rush). This is necessary in order not to wait for the residents to produce the resource, but to make them work faster. There are two outcomes: either the rush completes successfully and you receive resources and caps as a bonus, or an incident occurs and a fire starts in the room, or mole rats and radroaches penetrate it and begin to attack the inhabitants in it.

Each room requires a special skill from the resident working in it, which corresponds to the known in:

  • S—strenght (strength);
  • P - perception (perception);
  • E - endurance;
  • C - charisma (charisma);
  • I - intelligence;
  • A - agility;
  • L - luck (luck).

The skill level can be from 1 to 10. The higher the required skill, the higher the productivity of the resident and the happier he becomes doing the work he loves.

It is also worthwhile to dwell on the luck parameter L - the higher the luck of the residents in a particular room, the lower the likelihood of a natural incident or an accident occurring there as a result of acceleration (rush). And the higher the chance to earn more caps by speeding up the room.

Let's take a closer look at each type of room. All Russian names are duplicated in English, as they are displayed in the original game on the build screen. If you tap on a built room in a bunker, it will have a different name, although similar in meaning.

1. Resource extraction rooms

Production facilities supply the shelter with the necessary resources: water, food and electricity, and allow the production of medications: stimulants and antiradin. This also includes a radio studio.

If you noticed, at the very beginning of the game, after you have created your shelter and given it a number, in the training mode you are forced to build a canteen, an energy generator and a water treatment plant. it is impossible to refuse to build them. These are the most important rooms that you need to think about developing first.

Generator (power generator) and nuclear reactor (nuclear reactor)

These rooms produce electricity and must be operated by residents with a developed S power skill. The generator is available from the very beginning of the game, and access to the nuclear rector opens only after increasing the shelter population to 60 residents.

Their differences lie in the amount of energy produced, the size of the storage facility and the price of construction. For example, the cost of building one power generator section is 100 caps, and the reactor section is 4800 caps.

If there is not enough energy, then part of the premises of the Fallout Shelter underground shelter is de-energized. First, rooms that are located away from the premises producing electricity are switched off. At the same time, residents of de-energized rooms stop working and begin to wander aimlessly around their workplaces. We discussed this point in detail in which we described the tactics for creating a thriving refuge.

Place the most necessary rooms near electric generators and nuclear reactors, then they will be the last to be de-energized.

Dining room (diner) and garden (garden)

These rooms produce food and must be staffed by residents with a developed dexterity skill A. The dining room is available from the very beginning of the game, and access to the garden opens after increasing the shelter population to 70 residents. The differences are similar to the generator-reactor pair.

If you don't have enough food, then all the inhabitants begin to lose health en masse. Lack of food quickly leads to a decrease in the life scale by 80%. With remaining health, residents may not survive an attack or fire, and the appearance of deathclaws will definitely force you to start a new game.

When you restore food production, the health of the settlers will recover on its own; there is no urgent need to use stimpaks.

Water treatment station and water purification room

These rooms purify water from radiation and must be operated by residents with a developed P perception skill. The water treatment station is available from the very beginning of the game and provides clean water to the entire shelter, and once the bunker population reaches 80 residents, you can build an advanced water purification.

If there is not enough clean water, shelter residents drink untreated water and are exposed to radiation, which increases their level of radioactive contamination and reduces their health by half. This leads to them getting tired and unable to work at full capacity. In addition, when attacking a shelter, they quickly die, since they do not have the health reserve for full resistance.

It is not necessary to use antiradin and stimpaks to cure radiation and restore health. If you solve the problem with clean water, residents will restore their health on their own within a short time.

If a resident receives a level increase with low health, then their health is restored. But not above the red stripe, which indicates radioactive exposure.

Nuka-Cola bottler

This room produces food and purifies water from radiation, and must be operated by residents with a developed endurance skill E. The room opens when you have 100 residents in your shelter.

The room replaces water treatment plants and a dining room with a garden, since food and water are produced here at the same time. The cost of one section of the plant is corresponding - 7,500 caps.

First aid station (medbay) and laboratory (science lab)

These rooms produce stimpaks and radaways, respectively, and must be staffed by residents with a developed intelligence skill I. The first aid station opens after the shelter population reaches 14 residents, and the laboratory reaches 16 residents.

The maximally pumped first aid station and laboratory produce 12 units of steampacks and antiradin each, and store 30 each. They have their own warehouse; the shelter’s warehouse is not used for storing medical supplies.

Radio studio

The radio room is equipped with audio equipment and calls new survivors from the Wasteland to the shelter; residents with developed charisma C must work in it. The radio is only available after 20 residents have appeared in the bunker.

In principle, it is not necessary to build this room, since guests from the Wasteland, unlike , do not have developed skills and are no different from the same people conceived within the walls of the shelter. If you fill the radio studio with the maximum number of residents whose charisma is pumped to the maximum, then a new survivor will appear from the Wasteland every hour. During this time, you can produce offspring inside the bunker.

2. Training rooms

As we already wrote, each room has a certain S.P.E.C.I.A.L. indicator, which can be increased by using clothing or by sending a resident to train.

Unlike the classic Fallout games, in Fallout Shelter you can develop your S.P.E.C.I.A.L. characters an unlimited number of times, thereby creating a universal “invincible” hero. The principle here is simple: the higher the skill, the longer it takes to level up. For example, in a maximally improved room, the skill goes from 9 to 10 for almost a day, and from 1 to 2 in less than half an hour.

To improve your performance, you can use training rooms, which include:

  1. Gym (weigth room) for pumping up “S” strength. Opens when you have 24 residents;
  2. Gym (athletics room) to improve agility “A”. Opens after the 26th resident appears;
  3. Armory room for the development of “P” perception. Available with 28 characters;
  4. Classroom for the development of intelligence “I”. You can boost your intelligence when you have 30 people living with you;
  5. Fitness room to improve endurance "E". Opens with 35 residents;
  6. The living room (lounge) increases the charisma of "C". Available with 40 residents per shelter;
  7. The game room promotes the development of “L” luck. Requires 50 inhabitants.


3. Other rooms

Storage room

A warehouse is needed to store armor and weapons found in the vast wasteland or obtained from lunchboxes. The more storage rooms you build, the more weapons and clothing you can store. The maximum improved storage of their three rooms can hold 70 items.

Many people are wondering why the Fallout Shelter warehouse needs residents if it works just fine without them? This question remains unanswered for now, because if you place residents in a warehouse (a warehouse requires endurance E), then they begin to work there. However, this work does not affect anything. If you have thoughts on this matter, write them in the comments.

Living quarters

Living quarters will allow the population of shelter residents to increase. One standard section allows up to 16 characters to live in the shelter. If there is no space, you won’t get new people.

When a pair of characters of the opposite sex is in the living room, the process of birth of a new life will occur. The higher their charisma C, the faster everything will happen.

The maximum population of the shelter is 200 people. Once this is achieved, the construction of new residential premises will be prohibited.

Elevator

An elevator serves to connect the floors of the shelter. Without a built elevator, it will not be possible to master the lower tiers, so it must be at each level of the shelter. It cannot be improved or combined with anything.

Fortified vault door

The door protects the shelter from unexpected guests from the Wasteland - these are raiders and death claws. However, the attackers will still destroy the door and get into the shelter, the only question is how quickly this will happen and how much time you have to transfer armed residents.

We talked about protecting the bunker from all types of attacks in the article about.

That's all. If after reading the room guide you still have questions, ask them in the comments and we’ll discuss them!

If you find an error, please highlight a piece of text and click Ctrl+Enter.

Fallout Shelter is a game that seems simple only at first glance. What's difficult: you build rooms, recruit new residents, and send them to explore the wasteland. But then there was a fire or the death claws attacked and the game was lost. Everyone died. The tips below will help you create the safest and most effective shelter possible.

Room locations in Fallout Shelter

Location is the most important thing, the most important thing. You need to start thinking about this first. First of all, all rooms need to be made isolated, in the form of a chessboard (as in the picture below). What is the point: if an accident occurs in one of the rooms and the residents could not cope with it, the problem will not spread anywhere and the remaining rooms will be intact.

Create protective rooms

The room located next to the main door should contain residents with the highest levels and very powerful weapons. When raiders attack, it is these “fighters” who will settle everything. When the population exceeds 40 people, the death claws will begin to come running, so in subsequent rooms you need to place the strongest inhabitants according to the same principle.

It is best to place small single rooms one after another after the main door. Any enemy attacking from the wasteland will run away from the door to the right, as shown by the red arrow in the picture above. Place one or two villagers in each room. This is necessary in order to have time to use stimulants on the defenders located inside. After all, it is always easier to monitor the health of one or two people than to monitor a large crowd.

Lots of stimulants

The sooner the better, it is imperative to build several medical rooms, because... Each new room expands the overall limit for storing stimulants. However, all these rooms can be serviced by 2-3 residents with 100% leveled intelligence (or dressed in robes that give +3 to intelligence). They used acceleration in one room, transferred the residents to another room, and repeated the procedure. And so on in a circle.

And even if there are a lot of stimulants, it is better to save them. If an accident occurs, especially a fire, because... he eats a lot of stimulants, just move the inhabitants to another isolated room. The epidemic in the room will quickly end, and the workers, if you started moving them after the outbreak began, will return to their work.

In general, the principle of serving several rooms with a limited number of residents applies to almost all rooms. This is especially true in the initial stages of the game, when there are few residents, especially pumped ones.

All unused rooms are at the very bottom

There are many types of rooms that provide passive benefits without the inhabitants being involved. These are, for example: warehouses, living quarters (very rarely needed), a caretaker’s room. They need to be placed somewhere at the very bottom of the “map”. The principle of “isolated rooms” does not apply to these rooms; you can build next to each other, because there are no inhabitants and the epidemic will not harm anyone.

Build elevators to the very bottom, all the way, and there start filling the space as you like. If fires start in one of these rooms, or they will attack. cockroaches, this will not affect the residents above. As it begins, so it will end, and quite quickly.

Training rooms in order

A little history. Character creation system S.P.E.C.I.A.L. was invented a long time ago for the game Fallout 1. It is an abbreviation for characteristics (strength, perception, endurance, charm, intelligence, dexterity and luck), but in English of course. These same characteristics are used in Fallout Shelter. That's why there are only 7 training rooms.

So what are we talking about? For ease of access to these rooms and understanding where each one is located, they can be arranged from top to bottom in the order of the letters in the word S.P.E.C.I.A.L. That's basically it, a must have for perfectionists.

These basic tips will help you at least not lose all the inhabitants and not lose. Now you can navigate comfortably and know for sure where everything is. And enemies who come to visit you will not reach below the top level. Of course, there are many more nuances in the game regarding other aspects. Apply the tips described here for Fallout Shelter and complete the other rooms of the shelter at your discretion, the rest is all variable. Good luck!

How to build a safe shelter in Fallout Shelter updated: June 3, 2017 by: ItsNotMe

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