Fallout Shelter Guide, Wiki, Walkthrough for Android & iOS

Fallout Shelter Guide

A Special Guide to Survival...

Getting Started

Bethesda's Fallout Shelter is a simplistic looking mobile app game, but underneath the nice artwork and bright colors is a game with a lot of subtle nuances that focuses heavily on the player's ability to find balance. The good thing is that everyone starts out pretty nicely with the game's tutorial mode. This is one of those that that while the tutorial provides basic information, it also manages to impart much of the key knowledge needed to keep the vault up and running.

Now, if you manage to completely ignore of the tutorial, here's the basic lowdown: first off, you need power generators to create energy that will allow rooms to function. You need dwellers to run the generators. Your dwellers need food and water. And lastly, you need to create rooms and assign dwellers to them in order to acquire food and water.

Everything in Fallout Shelter is dependent on each other, this means that if you want to build a new room, you will require energy (and more often than not, dwellers to run it). This means more power generators and more dwellers (and in turn, more food and water).

You spend your initial caps (short for bottle caps, which is the in-game currency) to build a diner, a water processing facility, a power plant, and living spaces. While the tutorial forces you to do this, you need to do it anyway. The key is in being able to set up the rooms in as practical a manner as possible. Set up rooms to have a space of 2 blank units to its side. This will allow you to expand a room to its largest possible size. As one would expect, a larger room makes more resources and needs more people to run.

Know What's SPECIAL

SPECIAL is an acronym of the seven unique traits of the Fallout series: strength, perception, endurance, charisma, intelligence, agility, and luck. These various stats represent the different capabilities of each character as well as what jobs they are suited for. Inside the vault, assigning dwellers to rooms is optimized by checking the SPECIAL stats of the characters. Those with high strength will help the power generator make energy faster while those with intelligence can go to the med bay and generate stimpacks faster. If you want to send a dweller to the wasteland, it is a good idea to send someone with high stats all around.

In general, stats are usually anywhere from 1 to 3, though a few dwellers will occasionally luck out and reach 4, 5, or even 6 on some stats. But with the stats being so low on a general scale, your best bet to equip them with clothes. Clothes provides dwellers with boosts to stats. The simple clothes will have a bonus of 3 points spread across 2-3 stats or focus on just 1 stat, the rarer ones have a total point bonus of 5, and the power armors have a point bonus of 7.

Unless you are prepping a dweller for exploration, the clothes you should keep are those that have a bonus of 3 or higher on any one single stat. This is because Rare outfit like the Comedian that gives a bonus of 2 to charisma, 2 to perception, and 1 to luck may seem like an awesome thing with a total of 5 bonus points. But it is easily outclassed by the more common Nightwear with its +3 to charisma or a common Armored Vault Suit with +3 to perception.

Lastly, you can manually increase a dweller's stat with a more permanent method: have them train. There are a total of 7 different rooms you can build that are designed to allow vault dwellers to increase their stats (basically, each room increases a specific stat).

Let's Talk Stats

Now that you know what SPECIAL means, here is how each stat affects your dwellers.

Strength is used for adding bonuses to unarmed attacks. Dwellers with high strength are also more efficient when working in power plants. In the wasteland, high strength increases the chances of the dweller finding containers to pry open.

Perception makes dwellers better at using guns. It also provides bonuses to water productions rooms. When exploring, perception increases the chances of finding new locations such as abandoned buildings.

Endurance directly affects how much HP a dweller has and how much HP it gains per level. It also provides a boost to defense stats against direct and radiation damage. This stat provides a bonus to the Nuka Cola bottler room.

Charisma bonuses shortens the amount of time that a dweller needs to flirt with the opposite sex before starting on making a baby. It also provides a bonus for the Radio room. In the wasteland, high charisma triggers non-hostile NPC events.

Intelligence gives bonuses to the creation of Stimpacks and Radaway. It also triggers wasteland events where the dweller is able to help non-hostile NPCs.

Agility is the stat that allows your dwellers to attack faster during combat. It also has bonuses when used in rooms for producing food. When exploring, this stat allows dwellers to run away from difficult encounters with less damage.

Luck increases the chances of success when rushing a room, it also provides a boost to your chances and amount of earning caps when claiming resources. For explorers, luck influences the chances of getting items.

Growing the Population

As you progress through the game, you will begin to unlock new stuff. To do this, players must make the vault population grow. The more people you have, the more stuff you can get. Also, getting more people means being able to power more rooms and having more potential explorers.

There are two basic ways of increasing the player population. The first one requires you to gamble a bit: build a radio station. Once you build a radio station, you need to assign a dweller with high charisma to it. There is no way to calculate the effectiveness of a radio station, but as long as it is active, you will randomly find new wasteland survivors knocking on the vault door wanting to join you. One additional thing about the radio station though: it can also attract raiders and possibly even deathclaws. Not to say that you won't have raider attacks without a radio station, but it certainly increases the odds of such an event.

Another method for increasing the number of dwellers in your vault is by procreation. Simply drag a male dweller and a female dweller into the living quarters and they will start getting friendly with each other. Leave them there to interact and they will eventually start flirting and later on, get busy in one of the hidden back rooms. Afterwards, the female dweller will become pregnant. You will need to wait a bit more for her to give birth and for the child dweller to grow into adulthood. Note that the visual appearance and SPECIAL stats of the child will be influenced by the parents.

Understanding Combat

Now that you know how to get more dwellers, here is how you keep them alive when they are attacked. In Fallout Shelter, the Vault can get invaded by various enemies: raiders, rad roaches, molerats, and deathclaws can be very dangerous. So this means you need to be prepared.

Of all these hostiles, rad roaches are considered as infestations, and as such, if they are left unstopped in a room, they will spread in all four directions (up, down, left, and right) provided that there are rooms they can spread to. This means that an initial infestation of a few roaches can multiply if they are allowed to spread. Beating them is pretty easy, but it is important that you arm all your dwellers with weapons as fighting them barehanded takes too long and leaves your dwellers taking radiation poisoning damage. The strength of the roaches is dependent on the room they are in. The larger and higher level a room is, the stronger the roaches are.

Unlike roaches, the other threats do not multiply -once you kill one Raider or Deathclaw, you will have one less enemy to deal with. These enemies move from room to room. They will deal and receive damage for a certain amount of time before moving on to the next room as a group. They will keep moving from room to room until they are dead.

The best strategy is to have a kill room right after the vault entrance. While it is possible to put a couple of dwellers in the entrance, you can only have two of them there to face the whole enemy party. Instead, you can set up a room with six dwellers (like a diner or a power plant) and then gear them up to the teeth. It is advisable to have a secondary or even tertiary kill room -especially when it comes to deathclaws. This prevents the enemies from reaching the lower parts of your vault. The strength of your attackers is influenced by the level of your vault door. So having a low level vault door actually helps you more than an upgraded door (the only bonus that an upgraded door gives you is a little bit of prep time before each attack -and deathclaws can still make quick work of it).

As expected, stats in Perception, Endurance, and Agility all help with combat scenarios. Be sure to equip your kill room dwellers with the best weapons and stat boosting gear. Note that children and pregnant women will not engage in any form of combat (during these events, they are pretty much invincible) and will quickly run out of any room that is currently under attack or on fire. Equipping pregnant dwellers with high powered weapons is a big waste of resources -so it also makes sense to not assign them in your designated kill rooms.

Room Layout and Positioning

While you can put rooms and elevators in any configuration you want, there is an optimum way of squeezing stuff together. Basically, each room you build should have an allocation of 3 spaces. The first one is for the initial room, and the next two are for the expansions. It is best if you merge the original room with the duplicate ones beside it before starting any upgrades in order to save up on caps.

While rooms generally require you to have dwellers to make them function, you can opt to leave a room empty. It will still need energy of course, but you can put your dwellers to task elsewhere. This is particularly true of the living quarters, the storage, and even the training rooms. The downside to leaving a room empty is that it is more prone to a radroach attack. One good strategy is to isolate these rooms -as long as they have no adjacent rooms (basically surrounded by dirt and no access except for an elevator), you can restrict the spread of fires and roaches coming from these rooms. Implementing this approach early in the game can be hard -as earning lots of caps can take a while, and you will need a fair amount to set up the slightly longer elevator routes. The good news is that moving your dwellers around is not something you need to do often, so a layout that prioritizes the faster accessibility of rooms for dwellers should not be a concern at all.

Getting Work Done and Rushing

Whenever dwellers are sent to production rooms -regardless of their SPECIAL stats, they will start working. A full 3x3 room can hold up to 6 dwellers, if you assign a seventh dweller to the room, the dweller with the lowest room-associated stat will leave and wander around. Anyway, once they start working the room will eventually produce a resource (like energy, food, radaways, etc). Players must collect these resources manually, finding the rooms with ready resources is made easy with the green glowing outline and the big resource icon that just calls your attention to it.

Production and work will continue in the Vault for as long as there is power in the room, you have living dwellers assigned to it, and the room itself is not in a crisis. Yes, this means that even if the entire vault is on fire, dwellers in a room that is unaffected will continue their work. It also works for rooms that have been attacked -survivors of a deathclaw ambush will go back to work once the deathclaws leave the room, despite the fact that the murderous monsters are just next door.

Each production room also has a special "rush" command. When triggered, the dwellers inside the room will attempt to instantly provide you with a finished batch of resources to claim as well as some caps and experience points. This is a great way to quickly recuperate resources that have been lost due to crisis and other events. However, there is a chance that a rush will fail and the room will either go on fire or rad roaches will appear in it. This not only does not give any resources, but it delays the production in that room even further. Each attempt at rush lowers the chances of success but also increases the potential amount of bonus caps and exp earned. Having a high luck stat between dwellers adds a boost to the chances of success for rushing.

Exploring the Wasteland

So far, we have discussed a lot of the basic groundwork that's needed to keep the Vault running smoothly. But some of the best things in this game are not found in the safety of your underground bunker- Fallout Shelter also allows you to send a dweller out to explore the wasteland.

Sending a dweller to the wastelands is as easy as assigning them to a room -instead of dragging them to a room, you simply drag them out of the Vault. When you do this, you are also given a chance to provide stimpacks and radaways to the dweller. Afterwards, the dweller will automatically explore the wasteland and you can keep track of their progress through a log that updates every few minutes. Be sure to provide your dweller with a really good weapon, lots of stims, and clothing that boosts their stats. The survival rate of the dweller is influenced by stats, weapon, and medical supplies they carry.

Once a dweller starts getting low on stims or has a full inventory, you can command them to return to the vault by pressing the recall command. The trip back to the vault will be half the amount of time that a dweller was exploring (so a dweller who has been out for two hours will take one hour to return). The good thing is that the trip back is completely safe -so you can really wait until a dweller runs out of stims before making them return. Should a dweller die in the wasteland, you can resurrect them by spending some caps (which is the same thing as a dweller dying inside a vault).

Happiness Rating

The game also has a ‘happiness' rating. This is basically a calculation of your resources produced versus resources needed. As long as you maintain high production and storage ratios, this rating will be pretty high. Happiness influences the efficiency of dwellers to a degree as well as the daily evaluation grade.

Mister Handy, Pets, Crafting, and More

It has been a while since Fallout Shelter was released, and since then, the game has had several upgrades to the system. The first is a Mister Handy robot helper that not only serves as a combat unit (it uses a powerful flamethrower), but it will also automatically collect resources produced in the floor that it is assigned to. If you have a fairly advanced vault, placing him in the Nuka Cola production and Nuclear power rooms is very effective.

Pets on the other hand are just like weapons and gear -they are equipped by dwellers. Each pet provides a dweller with a specific bonus (like more loot when exploring).So try to match them up with the dweller that will be able to utilize their skills best. Aside from that, pets are just plain cute and nice to see. They are fully animated, just like the dwellers and they even have unique animal sounds when you click on them.

Crafting is the latest update to the game, allowing players access to two new types of items: junk and recipes. Recipes are items that can be scavenged from dead raiders or from exploring the wasteland. Junk is basically raw materials that can be used as resources. First, a player builds crafting rooms (for either weapons or gear). Then they can create the items in the recipes by having the right kind of junk. It takes a while to finish recipes for special rare or even legendary items (even with dwellers assigned to crafting rooms with good stats). More often than not the wait is well worth it.

Of all the new additions to the game, barbershop is the most silly: it allows players to modify the looks of the dwellers. Of course, it is limited to just facial features and hairstyles, but this is actually a pretty fun thing to have.

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