Fallout Shelter
General Game Guide for Android
Version 1
Author Joycrazy - All rights reserved
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Unverified but I believe if you follow the tutorial you get better
objectives rewards. I have three vaults going, the one I skipped the
tutorial on has the least amount of handys, pets, and special dwellers.
NEVER LEAVE THE GAME RUNNING UNMONITORED EVERYTHING WILL DIE!!
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Legend
S = Power Room
P= Water Room
A= Food Room
[e] = elevator
x3 = Triple Wide Room 3 rooms of the same level and type will merge
x2 = Double Wide Room
Table of Contents
T01 Vault Layout Tips
T02 Vault Limits
T03 Start Game Tips
T03 Naming Your Dwellers
T04 Workshops & Junk
T05 General Tips
T06 Training Rooms
T07 The Objective that shall not be named
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T01 Vault Layout Tips
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All Resource Rooms should be Triple Wide.
All rooms are Resource Rooms except Storage, Living Quarters, & Barber.
Those should be Double Wide. The further away a room is from a S the
faster it goes dark. The best layout is to stagger S rooms every three
floors alternating sides. My layout excluding the top floor (to be
explained shortly) is
[Triple Wide room][e][Triple Wide room][Double Wide room][e].
Ideally I place the S room 3rd floor down on the left hand side. The A
and Med rooms sandwich the S room. The next room I build is a P room
on the 2nd lvl directly under the living quarters and I X3 it asap due
to my first floor setup. My first floor is
[Vault Door][e][x3 S][x2 Storage Room not bunk!] and NO elevator.
This forces the attackers to run back through your Triple Wide S room
which has your strongest, highest level, & best equipped dwellers.
Having a Handy on that floor stalls attackers in the entrance and in
the storage room. Giving you time to heal your squirmy dwellers and/or
get them into place. The tutorial puts a Living Quarter (hereafter
called a bunk) where the x3 S should go. You want strong dwellers in
this room so as soon as you have built the water room over and have
placed a new bunk at the end destroy the tutorial bunk (depending on
your number of occupants you might have to build down the right hand
side before you can destroy the tutorial bunk). I use the elevator at
that end to build storage rooms and bunks down just make sure it does
not go to the top floor and keep your rooms Double Wide.
My vault looks like this
[x2 door ][e][ x3 S ][x2 stores ][e]
[ x3 A ][e][ x3 P ][x2 bunk ][e]
[ x3 S ][e][ x3 lab ][x2 bunk ][e]
[ x3 medbay ][e][ x3 resource ][x2 st or b][e]
[ x3 resource ][e][ x3 S ][x2 st or b][e]
[ x3 resource ][e][ x3 resource ][x2 st or b][e]
[ x3 S ][e][ x3 resource ][x2 st or b][e]
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T02 Vault Limits
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Which brings me to my next point don’t grow too fast you can only have
200 dwellers and as soon as you have 65 dwellers deathclaws start
attacking.
YOU REALLY WANT TO BE PREPARED FOR DEATHCLAWS.
The Dweller limit breaks down as follows.
25 Max in Wasteland
12 for Workshops
6 for Radio Room (even when you have 200 dwellers you still need them
there for vault happiness).
Which leaves 157 dwellers.
Divided by 6 you can fill 26 power/food/water/med/lab rooms with dwellers
and have 1 left over. I build 2 of each workshops in later game and use
explorers from the wasteland to staff them when I get loaded up with junk.
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T03 Start Game Tips
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At the beginning you priority should be slow steady expansion, sending
your dwellers out exploring, and training as soon as possible. Do not
update your resource rooms until they are Triple Wide as it costs less
caps to update. Make sure you have a Lab going and build the training
rooms as soon as they become available. Do not build the Radio Room
until you are ready for Deathclaws as you want to control your
population. Wait to get your dwellers pregnant until you have an
objective for it or you are ready for the Deathclaws. Use your caps to
x3 your resource rooms and update them (excluding the Barbershop and
Training Room (Updating my Training room completely only saved me about
30mins training time and Barbershop is so not worth the Caps).
Don’t forget to update the vault door.
This game works best if not watched. Its like a kettle that way.
Check it after every meal and before bed. The dwellers need you to collect
the fruits of their labor before they’ll continue working. While the game
is offline (if you have power, food and water over your safety line) send
your dwellers to your training rooms especially your defense room ones
leave one or two in a room and rotate them. Building more rooms of a type
increases your Room Storage for Power, Food, and Water. The vertical line in
those bars is left side what your vault needs and the right side is what your
vault can store. Unoccupied Power Rooms increase your power storage and are
fine so feel free to elevator down and place power rooms to up your power
storage. All other rooms are non producing without dwellers assigned to them.
I wouldn't go more then one extra as they cost you in power.
The game gifts you with a lunchbox every seven days and you can earn
Lunchboxes; Handys, and Pets from objectives.
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T03 Naming Your Dwellers
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This brings me to my next tip naming your dwellers. You have 200 of the
squirmy little things and the game recycles them from Vault to Vault.
I use my naming system to keep track of them. This is why I think of
Power Rooms as S rooms etc. I name them after the stat they need. As I
place dwellers in these rooms I name them following the format below.
0_Firstname Lastname - My top floor S room dwellers are my defense. If
I am training them and get attacked I need to find them now. First hit
the room so you zoom in, then the clipboard in the left bottom corner.
It will expand to show you who is in that room right then. Hit on an
empty space and a mini dwellers list pops up. Hit the word Dwellers at
the top of that column and it will sort them by name. If you follow my
naming pattern the defenders will always be at the top. (Unless you hit
the little arrow to reverse order more on that later). I can literally
call my dwellers back in 3 seconds. Also you want the 0_Firstname with
no spaces otherwise everyone in that room will be 0_ which is a real
pain when looking for a certain dweller.
S2_Firstname Lastname are the dwellers in my second power room
(technically the one I built first but I count from top down. My next
power room will have dwellers named S3 and so forth. You need way more
power rooms then anything else btw. The most I currently have is 9.
A1_ Firstname Lastname is how I name my food rooms. Usually I have
about 4. Diners and gardens are both named A because they use the same
Stat. I do the same with the water rooms and powers rooms
P1_ Firstname Lastname my water rooms
C_ Firstname Lastname my radio room
M1_ Firstname Lastname med rooms
L1_ Firstname Lastname Labs
E1_Firstname Lastname = Nuka Cola room
Z#_0*_Firstname Lastname and W#_0*_Firstname Lastname
These are the dwellers you have chosen for wasteland exploration. Rotate
them in and out of training rooms until they are maxed in all stats.
Once the explorer has Maxed a stat rename them Z#_1*Firstname Lastname.
2 stats Maxed is Z#_2*Firstname Lastname. I’m sure you see the pattern
going here. This allows me to quickly give 6*'s priority training slot
placement. The Z# is the wasteland limit marker. You can only have 25
dwellers in the wasteland at a time. Dwellers in training do not lvl
except from incidents, which is great as you want them to lvl in the
Wasteland. Every lvl up they heal completely. My low lvl maxed dwellers
I send out with Sturdy Wasteland Gear E+5 (or better if I have it) and a
strong weapon (at least 17dmg) all hit the limit of items before they run
out of stims/radaways. Your first wasteland explorers are necessary but
will not be very strong due to the endurance stat mentioned above. If one
dies no worries spend caps to revive it. (Handys are relivable with caps
as well). Send them until they run low on stims/radaways then call back.
Good chance to get rare equipment even at low stats. Legendary stuff needs
maxed stats. These first explorers I name W#_ 0* as once I'm ready for
Deathclaws and expanded my population. I will build up my Z's then replace
the W's in Wasteland. Once in I'll max their stats and use them in the
workshops. The # is 01-25 for wasteland explorers and 01-12 for the
workshops.
None of the other rooms have permanent dwellers so there is no point in
naming them. This naming technique ensures my highest lvl dwellers are at
the top of my vault. Even when I take them out to train or build equipment
they go back to the right room. I do not normally assign dwellers as guards
or to storage rooms. I never put dwellers in bunks unless I want babies. I
often use storage rooms as temp holding rooms for dwellers while moving
them to training rooms.
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T04 Workshops & Junk
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Update to rare before 65 so you can make nicer equipment to fight those
pesky Deathclaws with. Notice that each piece of equipment has a Special
associated with it. If you fill your Workshop with dwellers high in that
stat it Drastically cuts the build time. Sometimes by days. With the above
naming method and the room quick fill method that I explained with the
Defender room you can take 2 or 3 dwellers out of each resource room and
still keep it running. I almost never use 0_ for workshops. They are too
important. The higher the lvl of the Stat the faster the build. When my
storage gets low. I go through my dwellers starting at the top of the vault.
You can sort equipment by strength by tapping the stats column title. My
defender room gets the best weapons and on down. Once my defenders are able
to kill the Deathclaws before they get to my second floor the best weapons
go to my highest Maxed explorers. By doing this regularly I weed out the
weaker equipment. For instance in my highest lvl vault I know that I only
keep weapons with a damage starting at 6-8. Anything lower is to be
automatically broken down for junk. (Only sell for caps when you have lots
of junk and never Rare or Legendary Items break them down as caps are
easier to get). At first it was 2 then 3. It is nice to know that all 200
of my dwellers have a weapon with an attack of at least 6-8. From the start
you can breakdown any weapon with a damage starting at 1. I esp break down
Wild Bills gun which is Rare with a 1-6 damage. Your fist hits for 1 so you
might as well be unarmed if the most damage your guaranteed to do is 1.
Once I reach 200 I build another of each workshop and concentrate on making
common armor and Enhanced Sawed-off Shot guns. which is the highest dmg
common weapon I have a recipe for. Common items take a lot less time and
allow me to upgrade the whole vaults stats quickly.
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T05 General Tips
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Check your explorers first when you log in call them back when either
their stimpaks or radaways get low. When they lvl up they heal
completely. The longer they are out there the better the loot.
The Mysterious Stranger is easier to find If you turn sound off,
vibration on, and HD zoom off in settings. When you get vibed zoom all
the way out. He also turns the green elevator light on if he is hiding
in there.
When dragging dwellers from room to room in a large vault it sucks to
drop them. Always drag them through the dirt on either side of the vault
if you drop them they go nowhere.
The game doesn’t pop up Are you sure? windows lightly. In other words
make sure you wanted to cancel that production or evict that explorer
from your vault.
All dwellers can be sorted by the columns in the dweller menu (icon
looks like a Gear). If you click the arrow at the far left top hand
corner it reverses the sort order. Hitting Dwellers sorts by name , lvl
by lvl , and etc. A shortcut to figuring out what rooms need updating
still is to sort by job. All the Strength rooms will be together and so
forth (this is also great to see who’s on coffee break and who ended up
randomly in the wrong room) If you see that all rooms of a type are not
named the same tap on a dweller in that room. It will take you there
and you can upgrade without going room by room and checking to see if
it’s all updated. The dweller list is also handy for checking your
happiness esp if you use the reverse order arrow.
Don’t worry about pulling a dweller out of a training room they
remember where they left off and no training time is lost. When a
dweller is Maxed out on a stat they will have a star over their head
with the word max in it whenever they enter a training room they
have mastered.
Even with maxed stats armor is still really important. The game doesn’t
tell you explicitly but if you have 6 maxed dwellers in a room with
vault suits on and hover an maxed Stat armored 7th dweller over the room
it will say +# the number of the relevant stat. For instance in the above
example if it was a power room and the 7th dweller was wearing Military
Uniform with +3 Strength. It will say +3 when you hover over the room
Always watch your dwellers when they are being attacked. There is no
point in moving dwellers during an incident. If you have an incident in
another room and drag a dweller there to deal with it they will
automatically return to their starting point once the incident is over
(even if you wanted to reassign them there) If an incident breaks out in
an empty room drag dwellers from another room on that floor. Don’t try
dragging a dweller to a different floor if there is a fire/attack.
Instead position dwellers in all rooms on their floor. They will return
to starting position even if they don’t fight anything. Also by the time
your dweller has switched floors the fire/attack has usually spread and
died in the first room.
Pets are great make sure they are equipped. You can have three equipped
at a time in the same room. Until the later game when you have your Z#'s
all trained and you can fill your Workshops with older explorers (I like
to think of W's as retired) watch when you are switching different stats
out of the workshops to make sure to switch the crafting pets as well.
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T06 Training Rooms
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Endurance is Super Critical and should be Maxed as early as possible.
Dwellers lvl to 50, how much HP they gain every lvl depends on how much
Endurance they have. So the earliest they get their Endurance Maxed the
higher HP they’ll have at lvl 50. So x3 the Fitness room fast and stuff
it with dwellers. After you have one of each training room build another
Fitness Room and start sending your lowest lvl dwellers there.
Training Priorities My Z's get the first pick of training spots. When a
Z has 6* and the stat room they need is full. I will kick a dweller out
(The game remembers where they left off) so I'll move an lower* to an
more open training room. My W's get whatever spots I can fit them in.
If I still have open spaces I tap the clipboard and pull regular dwellers
to that stat room. For example I have a spot in my agility room so I tap
clipboard, tap the empty spot, sort by dwellers then pull any of my A#
that have not maxed that stat. (The higher the dwellers stat for their
room the faster it produces.) Fitness Rooms are different you sort by
dwellers again but grab all the First rooms dwellers (0_, A1, P1, not
C1 glitch in game does not have them lvl) not maxed in endurance to
train. Once a room has been completed move to the next one. If possible
try to avoid collecting your dwellers lvls until endurance has been maxed.
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T07 The Objective that shall not be named
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Eventually you'll come across an objective that asks you to kill 6 to 8
Deathclaws without a weapon.
Yes I am serious, no it's not survival mode, and yes the game developers
are evil bastards. It is possible, not easy but possible.
Thankfully it only registers the actual deathblow which is a BIG help.
So when I get that objectionable Objective I start by not sending my
wasteland explorers back out when they return to the vault, you need 12.
6 replacing your 0_ defenders (move 0_'s to storage rooms or workshops)
make sure to strip their weapons and up their strength armor. 2 on guard
at the door (max their weapons after stripping the others). 4 at the end
room of the top floor with weapons stripped/ strength armor upgraded).
The Deathclaws are softened up by your guards and hopefully finished off
by your explorers. If your end room is a dwelling rather then a storage
room make sure you have the same sex assigned there. I have never seen
this quest before reaching 200 and you don't want to have to evict an
dweller that you've spent time training so you Z doesn't end up
permapregnant. Now you wait for a deathclaw attack. If all three
deathclaws make it to the second floor give one of your storage room
Z's a strong weapon. Keep adding weapons to the storage room until you
find the right mix of weaponless to weaponed.
Good Luck