Fallout Shelter General Game Guide for Android Version 1 Author Joycrazy - All rights reserved _______________________________________________________________________ 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!! _______________________________________________________________________ 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 _______________________________________________________________________ ======================================================================= T01 Vault Layout Tips ======================================================================= 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] ======================================================================= T02 Vault Limits ======================================================================= 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. ======================================================================= T03 Start Game Tips ======================================================================= 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. ======================================================================= T03 Naming Your Dwellers ======================================================================= 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. ======================================================================= T04 Workshops & Junk ======================================================================= 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. ======================================================================= T05 General Tips ======================================================================= 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. ======================================================================= T06 Training Rooms ======================================================================= 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. ======================================================================= T07 The Objective that shall not be named ======================================================================= 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