Fallout Shelter Guides Tagged Articles RSS Feed | GameSkinny.com Fallout Shelter Guides RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Fallout Shelter Guide: How to Heal Mr. Handy https://www.gameskinny.com/vq7vy/fallout-shelter-guide-how-to-heal-mr-handy https://www.gameskinny.com/vq7vy/fallout-shelter-guide-how-to-heal-mr-handy Fri, 15 Jun 2018 16:16:41 -0400 Jonathan Moore

Wondering how to heal Mr. Handy in Fallout Shelter? Well, you've (definitely) come to the right place. 

Whether he's gathering caps from the wasteland or collecting resources in the vault, there will come a time when Mr. Handy stops his diligent butlering and goes Hulk on the wasteland adversaries invading your vault. 

Since Mr. Handy follows invaders until he kills them, he's sure to take damage no matter what you do. And since you don't want to lose your little helper, healing and repairing him will quickly become a necessity. 

But here's the rub: you can't heal Mr. Handy in Fallout Shelter. No matter how much damage he takes, there's currently no mechanic that allows you to heal him while he's still alive. Stimpacks do not work. 

You can repair him, but only after he dies. Currently, it costs 2,000 caps to repair Mr. Handy, which can be a pretty penny depending on your situation. 

The repair method works in both normal and survival modes. However, it's worthy to note that survival mode is known to have a bug that sometimes hides the "revive" button. If you run into this bug, just close the game and restart. The "revive" option should reappear when you return. 

And if you're wondering: No, Mr. Handy can't die in the wasteland because he doesn't take damage when exploring. If you're tired of looking at busted, half-health Mr. Handies, consider banishing them to the wasteland to collect caps. 


That's all you need to know about healing and repairing Mr. Handy. For more tips and tricks, be sure to check out all of our Fallout Shelter guides while you're here. 

Fallout Shelter Guide: Crafting Weapons and Armor https://www.gameskinny.com/y27vo/fallout-shelter-guide-crafting-weapons-and-armor https://www.gameskinny.com/y27vo/fallout-shelter-guide-crafting-weapons-and-armor Mon, 10 Jul 2017 17:25:59 -0400 Michael Dellapi

Editor's note: This guide is applicable for all versions of the game, including mobile, PS4, Xbox One, and Switch. 

The Fallout series is well known for its massive worlds, complex characters, and deep customization. Thanks to the Fallout Shelter mobile game, fans are able to take part in the experience wherever they go. With the 1.4 update, players are now able to craft weapons and armor -- similar to how they were able to in the previous Fallout games.

This is an important addition, allowing you to make weapons that were previously either inaccessible or incredibly difficult to find. Now, let's get into what exactly you have to do. 

Making a Workshop

In order to craft anything in Fallout Shelter, you need to first build a workshop. Workshops can be made by opening up a vault and clicking on the hammer icon in the top-right corner of the screen. From there, you will be able to access the Weapons Workshop and Outfit Workshop. The Weapons Workshop requires at least 22 Dwellers and the Outfit Workshop needs at least 32. For both workshops, you will need 1200 caps. 

Once your workshop has been made, drag a Dweller onto the workshop. The game will provide some initial crafting recipes and spare junk, but you will need to find your own in the future if you want to craft more items.

Where to Find Junk and Recipes

Recipes can be found in many places, including the Wastelands and dead raiders. Junk can also be found while exploring the Wasteland, and traveling farther out may yield even better results. Lunchboxes can be another way of gathering junk; each Lunchbox contains five cards and may include junk as one of the cards. Lunchboxes can be earned from completing objectives, in-game purchases, or as rewards from quests. 

Raiders can sometimes hold legendary recipes, so be on the lookout!

Making the Most Out of Crafting 

Tap on the crafting room itself, and a wrench will appear on the bottom of the screen. This will allow you to see what items can be crafted. Once you decide on what you want to make, simply tap it and the Dweller will get started crafting. 

If you find that you aren't satisfied with how long it takes weapons or armor to be crafted, add more Dwellers to the crafting room. Additionally, you can assign dwellers to the workshop with the correct SPECIAL trait. Simply drag a Dweller over the workshop to see what traits they have and what they would contribute to the workshop. Matching a weapon/outfit's stat with the stat of another Dweller is a great way to make the crafting process more efficient


With these tips in mind, you'll be well on your way to crafting some of your favorite items from the Fallout games in Fallout Shelter. Be sure to be on the lookout for what raiders are carrying, as they can sometimes be holding recipes for legendary items! 

And be sure to check out some of our other Fallout Shelter guides. Here are a few to get you started: 


Getting Caps Fast-ish: A Fallout Shelter Guide To Farming Caps https://www.gameskinny.com/gr8a2/getting-caps-fast-ish-a-fallout-shelter-guide-to-farming-caps https://www.gameskinny.com/gr8a2/getting-caps-fast-ish-a-fallout-shelter-guide-to-farming-caps Wed, 05 Jul 2017 17:51:07 -0400 Angelica Dimson

Editor's note: This guide is applicable for all versions of the game, including mobile, PS4, Xbox One, and Switch. 

Fallout Shelter has received numerous updates since its release in 2015. In these updates, Bethesda has implemented new things to do and new ways to earn more of those caps that are essential to keeping your vault running. 

But no matter how many new ways there are to earn caps, one question always remains -- how do you earn them fast without using in-app purchases? In this guide, I'm going to go over some of the most effective strategies for farming caps and raking in as many as possible in a short amount of time. 

Fast Strategies = Small Rewards

First things first, keep in mind that fast is subjective. Your idea of fast might be different from my idea of fast. Also when it comes to any resource farming games, there’s usually a set speed for everything.

But I found that the easiest way to earn caps, albeit in small amounts, are:

  • Leveling up Dwellers, which usually supplies 3-5 caps
  • Completing objectives which reward either bottle caps or containers
  • Sending dwellers into the wasteland to explore, who will occasionally find caps
  • Selling excess weapons, armor, or junk gives you various amount of caps in exchange depending on the rarity of that item.
  • Destroying rooms gives you some caps back, but only a portion for what you paid for that space.
  • Rushing rooms gives a reward of caps but at the risk of creating an incident.
  • Earning caps from unlocked containers among other rewards

But there are some things to keep in mind when it comes to rushing rooms and sending dwellers out into the wasteland.

Rushing Rooms to Farm Caps: Is It Worth It?

I know the risk is 29%, but I still don't trust it.

Rushing rooms isn't something I would recommend to earn caps. While it is okay to do it in the beginning and in smaller rooms (or rooms with highly skilled workers), remember that the risk of a failed rush increases the larger the room is. 

If the percentage is above 30%, I wouldn't risk it because I found that whenever I rushed a room above 30%, fires would break out -- which put a damper on the normal activities that earned me caps. 

Exploring the Wasteland for Caps

Are you sure that fighting the Giant Ant was 'tough', after you suffered only 1 damage and finished it off in less than a minute?

While I did send dwellers to the Wasteland when Fallout Shelter was first released, recent updates have made this an increasingly less reliable way to earn caps in terms of efficiency. Especially if it is your first time playing, sending a few dwellers out into the wasteland is a huge risk when they aren’t well equipped, aren’t at a decent level, or haven’t been loaded up with stimpaks or radaways.

My second time playing, I was lucky enough to nab a level 25 dweller from a lunch pack, while my average dweller was only around level 3. That made wasteland exploration easier -- and the extra exploration allowed me to get my hands on more caps and loot. But I realize not everyone gets that lucky.

When you do send a dweller out into the Wasteland with the intent of farming caps, make sure you send someone with a considerably high Luck stat (or outfit them with something that augments this stat). The Luck stat increases the chance of your dweller obtaining loot -- caps included. Once you have a certain amount of dwellers, you can raise dwellers' luck in the Game Room. Maxing this stat is beneficial for both quests and wasteland exploration. You can check out our full guide on the best stats for exploring the Wasteland in Fallout Shelter for more information.

Grind High-Reward Quests for Lots of Caps

There's a mole rat named Yak. How big must it be to be called 'Yak?'

I've found quests to be extremely helpful in earning more caps -- and also got a considerable amount from discovering locations while dwellers were out in the Wasteland. Quite a few of the quests you can embark on reward a large amount of caps -- with a few of them offering well over 1,500.

I've listed a few quests here that offer a large amount of caps, as well as the quest requirements. Farm these as often as you can (and repeat the ones you're able to) if you want to start racking up caps consistently.

One Time Quests


  • Rewards:
    • 5,000 caps
  • Requirements:
    • Level 32 Dweller
    • Flamer weapon
    • 1 Dweller
  • Objective:
    • Kill the raider boss

Game of Vaults

  • Rewards:
    • Legendary Outfit Recipe
    • 6,000 caps
    • Rare Junk
  • Requirements:
    • Level 45 Dwellers
    • 12+ Damage Weapons
  • Objectives:
    • Save the princess
    • Slay the Deathclaw
    • Find the treasure (optional)

Factory Floor of Fear

  • Rewards:
    • 100,000 caps
    • Pet Carrier
    • Lunchbox
  • Requirements:
    • Level 40 dwellers
    • 17+ Damage Weapons
  • Objectives:
    • Explore the industrial complex

Little Miss Wasteland

  • Rewards:
    • 2,000 Caps
    • Nuka-Cola Quantum
    • Legendary Pet (Golden Retriever)
    • Rare Outfit Recipe
    • Yao Guai Hide
  • Requirements: 
    • Level 15+
    • 1 Dweller Swimsuit
  • Objectives:
    • Place in the Miss Wasteland pageant
Daily Quests

Caps Run

  • Rewards:
    • 5,000 Caps
  • Requirements
    • Level Depends on Your Average Dweller Level
  • Objectives
    • Recover the main stash of caps

Bounty: Snips

  • Rewards
    • 10,500 caps
    • Legendary Junk
  • Requirements
    • Shotgun
  • Objectives
    • Exterminate "Snips" the Glowing Radscorpion

Be careful before undertaking any of these quests. Even if your dwellers are the required level for a certain quest, they still might not fare well. For example, I sent 3 dwellers over level 20 for a level 16 quest, but we still ended up losing and almost dead.

You can also try doing the Game Show Gauntlet repeating quest to farm caps as well. 


Remember S.P.E.C.I.A.L? It's still important in Fallout Shelter.

No matter what quest you undertake, keep in mind that levels aren’t the only factor in successfully completing quests. Quest combat is very different from combat incidents in the vault or in the Wasteland. It relies more on agility, strength, and endurance. Agility increases the dwellers attacks per second, endurance increases hit points, and strength affects your damage resistance. If you increase those stats, your dweller will fare better during quests.

As a side note, it takes dwellers time to reach the quest location. If you have any Nuka-Cola Quantum, you can use them to reach the location immediately. I believe once you unlock the Overseer's office, you start with 10 Nuka-Cola Quantums. Some quests even reward them -- but I would use them sparingly so that you can save them up for more rewarding quests.

Find the Mysterious Stranger in Your Vault for Caps

Besides raising your dwellers' Luck stats to earn more while exploring, you can get lucky while maintaining your vault when the Mysterious Stranger appears.

Whenever he appears, his iconic music plays and you have a limited amount of time to find and click on him before he disappears. He can be hard to spot, especially if you have HD Zoom Out on. Once you turn that setting off, he's easier to find.

The Mysterious Stranger seems to reward a random amount of caps every time you find him. Sometimes, my rewards for doing so would be as low as 100 caps -- but sometimes I would hit a jackpot of over 2,000 caps.

He seemed to appear every 10-15 minutes when I had the app open, so I would recommend the Mysterious Stranger as a good way to get caps if you're trying to farm. You could even leave the app open and do other things, so long as you keep an ear out for the music that signals his appearance.

He comes and goes like a ninja.


I realize from other people's perspectives the methods above might not be the 'fastest' way to farm caps -- especially when you're just starting out with a new vault. But once you get a rhythm going, you'll earn caps faster. Just remember to level up, send dwellers out to the Wasteland, and complete quests or objectives. You'll be rolling in caps in no time.

That wraps up this guide! Check out the rest of our Fallout Shelter guides for even more tips that will keep your vault running smoothly. 

Fallout Shelter Game Show Gauntlet Quest Answers https://www.gameskinny.com/kp83u/fallout-shelter-game-show-gauntlet-quest-answers https://www.gameskinny.com/kp83u/fallout-shelter-game-show-gauntlet-quest-answers Mon, 03 Jul 2017 16:11:22 -0400 heatherew24

Editor's note: This guide is applicable for all versions of the game, including mobile, PS4, Xbox One, and Switch. 

Bethesda's mobile app Fallout Shelter has intrigued Fallout players since its release in 2015. The app features vault construction, exploring, and quests. These quests range from daily challenges and weekly challenges to Fallout franchise related quest series. We're here to talk about one particularly famous weekly quest, known as the Game Show Gauntlet quest. 

The goal of this quest is to go through all the rooms of a Wasteland site, without "losing your head". Raiders will ask you various questions about Fallout lore and other interesting facts to test your knowledge. If you get each question correct, you receive that room's reward. If you answer incorrectly, then the raiders attack.

We're here to give you a little cheat sheet of all the Game Show Gauntlet answers, and the exact phrasing you should use (because Bethesda always loves giving us dialogue options). Upon completing this quest, you can receive the following:

  • Nuka-Cola Quantum
  • Pet Carrier
  • Mr. Handy
  • Bottle Caps
  • Lunch box

Now, on to the answers! 

All Answers for the Game Show Gauntlet in Fallout Shelter

Question Answer
The Far Harbor island is in what former state? Maine
What is DiMA? Synth
Why did Kasumi Nakano run away to Acadia? She believed she was a synth
What is the name of the Children of Atom base on Far Harbor Island? The Nucleus
Who was the insane leader of the Republic Dave? I'm going to say Dave.
What was Rivet City before the war? Aircraft Carrier
Sarah Lyons is a member of what group? Brotherhood of Steel
Who was trapped on the roof of Trinity Tower? Rex Goodman
Who was the most famous reporter in Diamond City? Piper Wright
Who was the sheriff of Megaton? Lucas Simms
What deadly creature lurks in the Salem Museum of Witchcraft? Deathclaw
What book was Moira trying to write? Wasteland Survival Guide
Who is the DJ for Galaxy News Radio? Three Dog
What was Moira's last name? Brown
What store does Moira send the Lone Wanderer to for food? Super-Duper Mart
Which of these did Moira not send the Lone Wanderer to? Nuka-Cola Plant
How did the Brotherhood of Steel arrive in the Commonwealth? In an Airship
What Brotherhood of Steel member took shelter in the Cambridge Police Station? Paladin Danse and Scribe Haylen
Which advanced technology is used by many Brotherhood of Steel members? Power Armor
What were the Brotherhood of Steel seeking at Mass Fusion HQ? Beryllium Agitator
Who is the old psychic with the Minutemen? Mama Murphy
What military group occupied Project Purity before it could be activated? Enclave
Who is the crazy mechanic in the Railroad? Tinker Tom
What eyesore did Allistair Tenpenny want gone? Megaton
Who were the military mercenaries in the Capital Wasteland? Talon Company
What organization created Synths? The Institute
What monument did Hannibal Hamlin want to restore? Lincoln Memorial
What was the name of the Super Mutant Behemoth hiding in the Boston Common pond? Swan
What famous statue lost its head in the Capital Wasteland? Abraham Lincoln
What little boy was trapped in a refrigerator in the Commonwealth? Billy
Super Mutants were created using... Forced Evolutionary Virus
What group worships the Glow? Children of Atom
What is the settlement closest to Vault 111? Sanctuary
Who trims the bushes in Sanctuary? Codsworth
The Great War started just before which holiday? Halloween
Who is hanging around the Red Rocket near Sanctuary? Dogmeat
The children of Atom make their home in what region of the Commonwealth? The Glowing Sea
Where was Lorenzo Cabot held prisoner? Parson State Insane Asylum
Which of the following is not a location in the Commonwealth? Harbor Hotel
Where was Kellogg’s headquarters? Fort Hagen
Name one of the Raider gangs in Nuka-World! Disciples, Operators, The Pack (All three are correct answers. Pick one.)
What weapon is needed to defeat Ryker? Squirt Gun
What are the Hubologists after? A Spaceship
Which of these is not a flavor of Nuka-Cola? Nuka Fresh


There you have it! All the answers you'll need for the Game Show Gauntlet quests in the Wasteland. Are there any questions we missed? Let us know in the comments! And be sure to check out the rest of our Fallout Shelter guides to make sure your Dwellers stay safe and happy:

Fallout Shelter: Which Stats are Best for Exploring the Wasteland? https://www.gameskinny.com/5qs4s/fallout-shelter-which-stats-are-best-for-exploring-the-wasteland https://www.gameskinny.com/5qs4s/fallout-shelter-which-stats-are-best-for-exploring-the-wasteland Thu, 29 Jun 2017 13:45:36 -0400 daisy_blonde

Editor's note: This guide is applicable for all versions of the game, including mobile, PS4, Xbox One, and Switch. 

Fallout ShelterBethesda’s free-to-play mobile spin-off of the hugely successful post-apocalyptic RPG series Fallout, allows you to become the Overseer of a designated vault and assign your vault dwellers to various tasks -- such as providing power, water, food, and RadAway packs for exposure to radiation.

However, after playing for a while and being attacked by too many raiders, you may feel the need to send one of your vault dwellers out to explore the Wasteland so can collect weapons and armor to defend yourself with.

But what stats give your dwellers the best chance of surviving out there in the wilds? In this guides, we're going to take a look and let you know which stats will turn your vault dwellers into expert explorers.

The Most Important Stats for Exploring the Wasteland in Fallout Shelter

Just like the main Fallout series, Fallout Shelter uses the S.P.E.C.I.A.L stat system. If you have not played a Fallout game before, the S.P.E.C.I.A.L. system breaks down as follows:

  • S: Strength
  • P: Perception
  • E: Endurance
  • C: Charisma
  • I: Intelligence
  • A: Agility
  • L: Luck

When you start the game, you will be given Level 1 vault dwellers who have very little in the way of stats. Also, each room in the game that you assign dwellers to requires a certain stat to run well. Dwellers with a high Strength stat, for example, belong in the Power Plant, while dwellers with high Intelligence should be in the Science Lab or the Med Bay. And those with exceptional Charisma are best used in the Residence area so they can start creating baby dwellers. 

Once you reach about Level 4, disasters large and small will start to afflict your vault -- and you'll find yourself battling fires, rad roach infestations, and raider intrusions. All of these will require some form of defense, like weapons and armor. And while you can occasionally pick up these items from dead Raiders, the best way to get them en masse is to head out into the Wasteland. 

Just like when you assign a dweller to a room, their stats will determine how long they survive and how much they pick up when they go out to explore. So you'll want to focus on sending out dwellers with the following stats: 

  • Strength
  • Endurance
  • Luck

Here's a breakdown of why each of these stats is important to exploration.


This is the obvious characteristic, but it helps the Vault Dweller level up and spend quite a few hours in the Wasteland without ending up dead -- and more time in the wasteland means more dead enemies and more collected loot.

In my Vault, I sent out the strongest of my vault dwellers for exploration. And as a result, he came back with a huge weapon haul that has really helped in defending against raiders.

The downside here is that if you’re relying on one strong person to run Power your vault and send them out to explore, you could end up losing Power if the remaining dwellers don’t have great strength stats.

Once you have 24 Dwellers, though, you can level up this stat in the Weight Room and create dwellers that have higher strength for Power Plant work or Wasteland exploration.


Having a high endurance stat means you will take less damage when you get hit by an enemy. This translates to more survivability in the Wasteland, and a higher chance of defeating enemies to take their gear. 

If your explorer has a sub-par endurance stat, you can sort of make up for it by stocking up on supplies from the Med Bay and Science Lab -- so at least they can heal up after taking some hard hits. 

Once you have at least 26 dwellers in your vault, you can train up the Endurance stat in the Athletics room. So it's a good idea to take some of your higher strength characters and assign them here so they'll have all the stats they need to survive on the outside. 




Luck is less important than Strength and Endurance, but having a high number in this stat means your dweller will have a better chance of finding better items in the Wasteland. So even if they don't survive long enough to bring back a ton of stuff, it's far more likely that what they do bring back will be higher quality.

To prime your dweller's Luck skill for better drop chances outside the Vault, amass 40 dwellers so you can build a Lounge that will help them train up their Luck stat.

Best Gear for Exploring the Wasteland in Fallout Shelter

A lot of great gear can be acquired from raider invasions and the lunchboxes that the game rewards you with early on in the game. And when you're equipping your dweller for a venture into the Wasteland, you'll want to choose items that increase the stats listed above. (I had a lot of success with taking my strongest Dweller and equipping him with Formal Wear, as it significantly increased his luck for getting good items.)

Pets are useful here, too. I opted to equip my adventuring dweller with Doug, who will heal that character three times faster out in the Wasteland. That extra survivability was a huge boost to the amount of time my dweller could spend on the outside, which of course translated to even better loot collections when he finally returned.

The Wasteland can be brutal -- but if you go prepared and level up the correct stats, you won’t have anything to worry about. It’s very important to keep growing your Vault so that you can unlock more rooms to train your less able dwellers into Wasteland machines!

Strength is by far the most important characteristic, considering that packing your dweller with loads of medical supplies before they set off is a good substitute for high Endurance. Luck should be a bit higher than your other stats, but it doesn’t need to be super high for you to get a decent range of items. Equipping pets can also boost your rate of success, as well.

That wraps up our guide! We wish your dwellers luck during their dangerous excursions out into the Wasteland. (But if you've followed the advice in this guide, we're sure they'll be fine.) Check out the rest of our Fallout Shelter guides here at GameSkinny for even more tips that will keep your vault running smoothly.

Fallout Shelter: How to Have Babies https://www.gameskinny.com/un17a/fallout-shelter-how-to-have-babies https://www.gameskinny.com/un17a/fallout-shelter-how-to-have-babies Mon, 19 Jun 2017 11:21:00 -0400 Klinestife

Fallout Shelter is a game that's all about time and resource management. Outside of a few accidents in your shelter, you're mostly allocating your workers to the right places to make sure everything keeps running smoothly. To get more workers, though, babymaking is essentia

However, the game is frustratingly obtuse about how long this process actually takes in game time. While the mother can still work if she's pregnant, she can't defend herself if attackers come. So once you've got some workers with babies on the way, exatly how long do you have to deal with a small defense force?

That's a simple question to answer. Three hours of real time is how long it takes for the baby to pop out and the mom to be restored back to her full capabilities. It'll take another three hours before the baby has grown up into a hardworking member of your community.

Keep in mind that no progress is made while you're offline. For example, if you get the woman pregnant, leave for six hours and come back, the baby will only have been born. To progress through the stages, you must be online.

So that's one question answered. Plan your day accordingly if you want to optimize your time in Fallout Shelter. And while you're waiting for that new vault worker to find their working legs, check out the rest of our Fallout Shelter guides for more help with this apocalyptic mobile game. 

How To Get A Mr. Handy in Fallout Shelter https://www.gameskinny.com/rm30f/how-to-get-a-mr-handy-in-fallout-shelter https://www.gameskinny.com/rm30f/how-to-get-a-mr-handy-in-fallout-shelter Mon, 19 Jun 2017 10:41:00 -0400 heatherew24

Editor's note: This guide is applicable for all versions of the game, including mobile, PS4, Xbox One, and Switch. 

Mr. Handy is an all-around handyman that's been assisting Fallout players since the series began way back in 1997. This multi-purpose utility robot was commercially released by General Atomic International and RobCo Industries in the year 2037. Named for his many appendages, Mr. Handy is a dependable chore robot who is intended to take care of household needs. 

In the popular mobile game Fallout Shelter, Mr. Handy makes yet another appearance -- in fact, he makes several. As you build and maintain your vault in the post-nuclear wasteland that's central to the Fallout universe, you can acquire up to five Mr. Handys for yourself. 

But how do you do that? This guide is going to give you the rundown of every way you can get your hands on this handy little device.

Acquiring a Mr. Handy in Fallout Shelter 

There are a number of different ways you can go about picking up one of these robotic assistants. Whether you grind for it or choose to fork over some real-life bottlecaps, each means of acquiring Mr. Handy is fairly simple. Here's a quick explanation of each method.

Get and Open Lunchboxes 

Lunchboxes can be obtained in a number of ways. You can buy them with real-world money at about $0.99 per lunchbox, or you can check your Daily Progress Report every day for an entire week -- which earns you a complementary lunchbox. You can even gather them during quests, or by completing objectives (which we'll go more into detail about in the next tip). 

Lunchboxes are normally a treasure trove that give caps, power, water, clothes, and sometimes rare dwellers with advanced S.P.E.C.I.A.L. stats to help build your vault faster. Each lunchbox contains 5 cards, and sometimes they'll contain a Mr. Handy.

Complete Objectives

Your objectives list can be found in your Pip-Boy menu located at the bottom right side of the screen. These objectives are little challenges you can complete to earn rewards. The reward is indicated on the far right of the objective. 

Aim for the objectives that either have a lunchbox or a Mr. Handy box. If you don't have one listed, you may be too low in level -- but it is also very rare that an objective offers a Mr. Handy outright. You can skip one objective a day, and that might help increase your chances of getting the type of reward that you want. 

Buy Them

If you got the cash and you're willing to spend it, you can just buy a Mr. Handy outright. One Mr. Handy will cost you $0.99, or you can pick up 5 of them at $3.99. 

Is it worth picking up a Mr. Handy at all? How handy is he really?

Having a Mr. Handy (or several) will make running your vault in Fallout Shelter so much easier. They collect resources for you while you are in and out of the game, which means the power will be less likely to go out if you get busy in the real world. 

Mr. Handy will also help defend dwellers during attacks and incidents. Have a fire? Mr. Handy has an extinguisher for a hand. Have a mole rat or Deathclaw problem? He also has a saw and a flamethrower attached to him. 

Finally, you can send Mr. Handy out to collect caps from the Wasteland! a Mr. Handy will avoid fights and can collect up to 5,000 caps before returning to the vault. No need to waste your Stimpacks and RadAways on your dwellers -- this is a safer way to earn those much-needed caps.

So, what are you waiting for? Go get a Mr. Handy! Or stick around and check out the rest of our Fallout Shelter guides for a little extra help with this apocalyptic mobile game.

Fallout Shelter- How to Move Rooms https://www.gameskinny.com/jjswh/fallout-shelter-how-to-move-rooms https://www.gameskinny.com/jjswh/fallout-shelter-how-to-move-rooms Sun, 18 Jun 2017 11:36:40 -0400 glados131

Editor's note: This guide is applicable for all versions of the game, including mobile, PS4, Xbox One, and Switch. 

Fallout Shelter puts you, as Overseer, under a lot of responsibility. It's your job to look after up to 200 Dwellers in your Vault. But even Overseers make mistakes, among them being building a room in a location they eventually (or even immediately) regret. So how do you go about fixing that mistake?

No Shortcuts

Unfortunately, there's no way to directly move rooms. That doesn't mean you're out of luck, mind you-- just that you're going to have to do things the hard way.

  • Go to the room you want to move, and delete it.
  • Then build it again where you want to place it.

Now this sounds simple, but there are a few caveats. For instance, destroying a room gives you back less caps than it took to build the room in the first place. It's unfortunate, but misplacing a room is not a free mistake.

Destroying Rooms

There are a couple things you might need to make sure of before you can destroy a room.

  • If you have any Dwellers assigned to the room, remove them.
  • You need to make sure there are no rooms that would be made inaccessible if you destroyed this room. Usually this means you can only destroy rooms on the horizontal edges of your Vault.
    • If there are such rooms, you'll unfortunately have to delete all the rooms in the way as well. Refurbishing can be a messy process.
Living Quarters

Living Quarters are a special (heh) case. These rooms directly increase the amount of Dwellers your Vault can support. You cannot delete a Living Quarters if doing so would drop your maximum Dweller capacity below your current amount of Dwellers. If you run into this issue, you'll need to build your new Living Quarters in the spot you want to move it to before destroying the old one.

However, if you've hit the Dweller hard cap of 200, there's no workaround-- you'll need to evict dwellers from your Vault until you can afford to lose the room.

It's unfortunate that there's no simpler way to move rooms in Fallout Shelterbut hopefully this guide has made you better equipped for doing so. Be sure to keep an eye out for more Fallout Shelter articles on GameSkinny!

Fallout Shelter -- How to Increase Your Stimpak Limit https://www.gameskinny.com/pu2tk/fallout-shelter-how-to-increase-your-stimpak-limit https://www.gameskinny.com/pu2tk/fallout-shelter-how-to-increase-your-stimpak-limit Mon, 17 Apr 2017 07:46:51 -0400 Amy Turnbull

Editor's note: This guide is applicable for all versions of the game, including mobile, PS4, Xbox One, and Switch. 

The Wasteland is a treacherous place no matter which Fallout game you happen to be playing, and mobile edition Fallout Shelter is no exception. Despite the main objective of this game being to build up a relatively safe, working Vault (and keeping its inhabitants alive), there are still numerous incidents taking place within that lead to health issues, injuries and, if you're not careful, death.

As such, you'll soon come to realise the value of the Stimpak. This nifty little syringe can instantly heal injuries and illness alike upon being administered. The more dwellers you have, the more Stimpaks you'll require, so it's imperative that you start producing them as soon as possible. That's where building Medbays comes into play, which you'll be able to begin as soon as you have 14 dwellers in your Vault.

Okay, so you've built a Medbay or two, and production is going great. You've got Stimpaks galore being produced at a steady rate, but there's one little issue -- storage. When you begin the game, you can only store 5 Stimpaks. However, on building your first Medbay, this will increase to a total capacity of 15. With inhabitants steadily increasing, more and more incidents occurring and causing injury, and excursions into the Wasteland taking place, you'll notice very quickly that this just isn't enough. So, let's do something about that!

There is one simple thing to keep in mind here:

More Medbay rooms = more storage space.

Storage Rooms, despite the name, don't actually provide space for storing Stimpaks (or Radaways). They are purely for other items you find and create along the way, such as clothing and weapons. Storage for Stimpaks and Radaways is actually tied directly to the labs they are produced in.

Each individual Medbay that you build will increase your Stimpak storage capacity by 10. And it doesn't matter what configuration the rooms are built in (single, double or triple rooms all add up in the same way, so a double room will give you 20 storage spaces, and a triple will give you 30).

It's a good idea to set up a lower level of Medbay rooms in your Vault that are used purely for increasing your storage capacity. You can leave them empty of dwellers, as the rooms don't need to be in use/producing Stimpaks in order to be used for storage. This level can be largely ignored, but then as the game goes on and you do need to increase production, the labs are already available to assign workers to.

Even though it won't matter to begin with as they won't be in use, it's still worth bearing in mind when you build up this lower level of Medbays that, for production purposes, double rooms are more efficient than triple rooms, as the overall output is slightly higher. The storage capacity remains the same either way.

  • 3 fully upgraded double rooms will produce 27 Stimpaks per production round.
  • 2 fully upgraded triple rooms will produce 24 Stimpaks per production round.

As your dweller population grows (up to a maximum of 200 people), you're going to require all those extra Stimpaks, so planning ahead like this in the early stages of the game will pay off later.

So, to recap, here's the 3 main points to keep in mind as you build up your Vault in regards to Stimpaks:

  • More Medbays = more storage space.
  • More upgrades on Medbays = a higher production rate.
  • Adding more Storage Rooms won't do anything in regards to storage capacity for Stimpaks.

With all this taken into consideration, you should have very little trouble keeping your dwellers fit and healthy. Keep up the good work, Overseers!

How to Find Fallout Shelter's Mysterious Stranger https://www.gameskinny.com/odvk0/how-to-find-fallout-shelters-mysterious-stranger https://www.gameskinny.com/odvk0/how-to-find-fallout-shelters-mysterious-stranger Wed, 12 Apr 2017 05:18:40 -0400 Dan Roemer

Editor's note: This guide is applicable for all versions of the game, including mobile, PS4, Xbox One, and Switch. 

In this guide, I'll be explaining how you can find the illusive “Mysterious Stranger” in Fallout Shelter. First up I highly recommend a decent pair of headphones or earbuds as you'll need to be constantly listening for a piano tone within the game itself.

Keep in mind he'll only appear when everything is calm, so don't worry about him appearing during a deathclaw attack or rad roach infestation. Once you've heard the sound effect though, you'll have roughly 7-10 seconds to locate him within your vault, if you failed to find him you'll hear another piano tone play and he'll disappear. Fear not though, he tends to re-appear every few minutes.

Fallout Shelter

I also highly recommend keeping the camera panned all the way out, so you can scroll through your vault quicker and so the vault dwellers and the mysterious stranger himself will appear two dimensional.

The piano tone will get louder as well depending on how close you are to him, so for larger vaults this will be the key to finding him, for smaller vaults it shouldn't be too much of a hassle. Be warned he does tend to hide behind things in the background for those of you who have larger upgraded rooms in your vaults and if you have the camera zoomed in.

Fallout Shelter, gif, Mysterious Stranger, caps, bottle caps

Once you've located him, be sure to click or tap on him to gain some easy caps! For everything Fallout Shelter or Fallout in general, stay tuned to GameSkinny.

Fallout Shelter tips and tricks: a comprehensive guide to vault management https://www.gameskinny.com/9i9hf/fallout-shelter-tips-and-tricks-a-comprehensive-guide-to-vault-management https://www.gameskinny.com/9i9hf/fallout-shelter-tips-and-tricks-a-comprehensive-guide-to-vault-management Wed, 19 Aug 2015 11:58:26 -0400 Zach Stratton

Fallout Shelter, the new mobile game by Bethesda, is an excellent game. However, it does leave a budding Overseer discovering and working out the best strategies on their own. This is appealing in some ways, but frustrating in others.

Trying to figure out how many Dwellers should be assigned to a room? I tackle that here.

Can’t seem to make heads or tails of breeding? I'll answer that below, too.

The long and the short of it is, this guide is here to help.

vault boy fallout shelter tips

Vault Boy approved!

All of the following info is from my own observations of the game, which I have been playing non-stop since it came out. I have done the research and pulled together the best tips and tricks I could come up with and could find scattered across the Internet and collated it here for your reading pleasure.

I plan on it being a living document, answering questions posed to me by readers. So, if I missed something, or you have a great tip that I didn’t discover, leave me a comment, and I’ll fix it for everyone!

Start With The Basics: A Fallout Shelter Beginners' Guide

fallout shelter tips logo fallout

Why is he always winking?!?

The Holy Trinity

Power, water, food.

These are the three most important things in the game. Without any one of these, the Vault will wither and die. Power runs rooms. Water and food powers Dwellers. Water also helps to mitigate radiation damage during raider or Deathclaw attacks.

It seems obvious, but you should strive to produce many more resources than you need at a given moments. Additionally, you should set up the resources and have them producing before trying to breed a large batch of Dwellers. You never want to be in the situation where you have too many Dwellers and you are trying to play catch up by quickly building resource rooms.

fallout shelter tips vault dwellers

Resources are shown in the three bars at the top of the screen

Which rooms should I build? Using the Overseer’s building blocks

Remember the most important rule before doing anything else:

Power is king! Build and upgrade Power rooms first!

And if you follow the below priorities, you should never have any issues:

  1. POWER
  2. Water
  3. Food
  4. Living Space
  5. Everything else

fallout shelter tips vault rooms explanation

The Four Basic Rooms

It also makes more sense to build single rooms and upgrade them and fully staff them before joining them with additional rooms to create larger spaces. This will create less Power issues and allow you to expand at a sustainable rate. But do remember, try to keep the number of rooms down, or else Power will become a major concern.

Power rooms should always be as close to fully staffed as possible unless a new satellite Power station is to be constructed. If this is the case, select the best Power Dweller and place him or her in the new room. This will allow the room to produce at the optimum rate, albeit still slowly. Upgrade the new Power room as soon as possible and appropriately staff all Power rooms as soon as is feasible.

fallout shelter tips power plant upgrade room 

An upgraded Power Plant

Something I have noticed is that the difference between 5 Dwellers in a Power Plant and 6 Dwellers in a Power Plant is negligible. What this means practically is that you should staff other rooms before fully staffing a Power room. Remember: a single room can hold 2 Dwellers, a double room can hold 4, and a triple room can hold up to 6 Dwellers.


  • Power rooms are most important.

  • Expand slowly so as not to run into resource shortages.

  • Upgrade rooms before combining rooms.

  • Staff rooms appropriately.

What do stats mean? Buck up, kiddo, you’re S.P.E.C.I.A.L.!

S.P.E.C.I.A.L. is a clever little acronym that the original developers of Fallout came up with that covers the 7 major stat categories of RPGs. Each Dweller has a different spread of these stats, making them better at certain tasks. The S.P.E.C.I.A.L. stats can be raised in a number of ways, but for now, let's just focus on each Dwellers’ raw capabilities.

fallout shelter tips stats explanation special dweller

 An example of S.P.E.C.I.A.L.

  • S - Strength. Strength is the required stat for Dwellers who work in Power-type rooms. Presumedly, this is so they can crank whatever sadistic human-powered dynamo Vault-Tec had installed before the bombs fell.

  • P - Perception. Perception affects how well a Dweller can operate Water-type rooms. It is also the necessary stat for effectively using firearms. A Dweller with a high Perception can run double-duty as a Water Purifier and a Guard. For this reason, I try to place my Water Purification rooms close to my Vault door to allow rapid response to Raiders by my best marksmen. I also try to keep Water Purification rooms in the center of my vault to, again, rapidly respond to outbreaks of Radroaches or molerats.

  • E - Endurance. An oft-underappreciated skill, Endurance affects how long a Dweller can explore the Wasteland. It has little benefit inside the Vault, but this is irrelevant, as a Dweller with high Endurance should be spending most of their time traversing the Wasteland in search of items.

  • C - Charisma. Plain and simple, Charisma is necessary for getting it on. Breeders should have high Charisma to allow them to breed more rapidly, as the time they spend flirting is reduced before they do the deed. Charisma also affects the chance that your Radio Room has of bringing in wanderers from the Wasteland.

  • I - Intelligence. Another simple and intuitive stat, Intelligence shows how smart a Dweller is and thus, how effective they are at science-related tasks. Dwellers with high Intelligence should be sequestered away in Med-Bays and Science Labs, making Stimpaks and RadAways for the rest of the Vault.

  • A - Agility. Perhaps the most comical of the skills, Agility is used in Food rooms. Dwellers with high Agility scores should be in the kitchen, flipping burgers with poise and grace. Evidently, all Vault dining areas are either kung-fu dojos, with cooking ninjas flying through the air, or elegant opera houses, with the cooks practicing ballet on the way to the tables.

  • L - Luck. Another underappreciated skill, Luck increases the odds that you will get Caps when gathering resources from a room. Luck also affects the odds of successfully rushing a room and increases the amount of Caps received if you succeed. Dwellers with high Luck can be placed anywhere, in accordance with their other skills, and they will be a valuable asset.

Each Dweller has a particular spread of stats when you first receive them, but that doesn’t mean they have to be that way forever! Once you get about two dozen Dwellers, you begin to unlock Training Rooms. You can place Dwellers in these rooms to train their respective stats.

fallout shelter tips funny gym workout dweller pregnant

Who is making those poor pregnant women lift weights?!?

It does take a while to train Dwellers and they won’t be helping to produce any resources, but if you manage it correctly, you can cycle Dwellers through with minimal impact to your resource production. The rooms and the skills they train are fairly intuitive and they are found below.

  • Weight Room - Strength

  • Armory - Perception

  • Fitness Room - Endurance

  • Lounge - Charisma

  • Classroom - Intelligence

  • Athletics Room - Agility

  • Game Room - Luck


  • S.P.E.C.I.A.L. represents a Dwellers stats.

  • Different stats correspond with different roles.

  • You should always be cycling your Dwellers to train their stats up in Training Rooms.

How to rush rooms successfully

Rushing rooms is perhaps the easiest way to get Caps quickly, especially if you have a lot of Dwellers with high Luck. It is also useful when you have low resources, and you need a quick boost to get out of the red.

Depending on the stats of the Dwellers assigned to the room, the percentage for failure can range anywhere from about 15% to 30% for the first attempt. The chance of failure increases about 8-10% with each following attempt, regardless of success or failure. If you do fail, one of three incidents can occur:

  1. A fire can break out. This isn’t that bad, and the dwellers inside the room can usually handle it no problem.
  2. Molerats can invade. This only happens in rooms that are touching dirt, i.e. exterior rooms. This is also usually not a big deal, but molerats have a nasty penchant for spreading quickly and gnawing at your wires, sapping some of your much needed Power.
  3. Radroaches. If you have even heard of this game, you know that these seemingly innocuous creatures are the second greatest threat to the safety of your Vault. The small creatures create a huge nuisance and should be stomped out as quickly as possible. Bring your heaviest guns to bear and eradicate them as soon as they appear.

fallout shelter tips fire incident dwellers guide

"No, we're fine, Overseer! Really!"

If you succeed, you get the room’s normal resource amount, plus some Caps and XP for the Dwellers within. As the chance for failure increases, so does the reward.

If you have a room full of well-equipped and capable Dwellers, you should try to rush them as much as possible. If they succeed, bravo! You get good rewards!

If they fail, they take care of whatever incident comes up with relative ease, and they all get an XP bonus. Aside from the risk of a Dweller dying from poor management, it’s a little bit of a win-win.


  • Rushing is good. Do it often.

  • Rushing incidents suck, but with correct management, are mostly just annoying.

How to find and equip the best loot (the core of Fallout)

When you send a Dweller out into the Wasteland, he or she will sometimes find items in the form of outfits or weapons. Outfits grant bonuses to S.P.E.C.I.A.L. stats while weapons are, well, weapons. To be able to store weapons and outfits effectively, you should build a Storage room. As you build larger ones and upgrade them, your capacity for holding onto loot increases. That said, you shouldn’t have much loot in storage, as your Dwellers should be wearing what you find.

fallout shelter tips equipment gear weapons rusty funny

Someone should be cleaning those rusty weapons...

Be sure to equip your Dwellers with both weapons and outfits as soon as you can to take advantage of the stat boosting nature of outfits and the defensive capabilities of the weapons. Always try to make sure that the outfit matches what the Dweller’s job is.

For example, if a Dweller has high Strength and is working in a Power room, equip him or her with a Strength boosting outfit.

Using outfits, you are also able to make some Dwellers who were previously unsuited for a task into a powerhouse for that job. Typically, this is undesirable, as it is an inefficient use of manpower, but it can be done if needed.

Equip your best weapons to the Dwellers that have the highest Perception, as they will be able to make the best use of them, but don’t let the Dwellers with low Perception go unarmed. During an incident, they should be able to defend themselves until the cavalry can arrive.

fallout shelter tips raiders incident guide

Hmmm... Bazooka or sword?

Fortunately, the game has a mechanic that switches out the Dweller with the lowest combat capability for a newcomer if the room is full. This means that you can bring all six of your sharpshooters to a room and they will kick out and replace the Dwellers already in there, saving you some micromanagement.


  • Gear is love, gear is life.

  • Effectively use gear to improve certain Dwellers.

  • Give the best weapons to the Dwellers with the highest Perception.

How to heal Dwellers: Save me with your love, baby!

As soon as you can, build a Med-bay and slap your Dweller with the highest Intelligence in there to start making you some Stimpaks. These little honey’s heal your Dwellers and can help during an incident or during Wasteland exploration.

You should try to rush these rooms and reach your limit of Stimpaks in storage as soon as possible because, trust me, you can never have enough. Just when you think you have plenty, a radroach infestation occurs or you decide to send out two Dwellers into the Wasteland, each with 10 Stimpaks. You know when a Dweller needs some healing when their health bar has black in it. Each Stimpak heals about 40% of the bar.

fallout shelter tips vault medbay rooms

I'm glad you like making Stimpaks. You'll be doing it forever.

RadAway is a little less important, but vital for long Wasteland excursions. Created in the Science Lab, RadAway allows your Wasteland explorer to stay away from the Vault for even longer, hopefully finding some good loot in the process. Radiation damage is shown by the red in the health bar and can be seen in Vault residents after Raiders have broken in.

After Raiders break the Vault door, radiation from the Wasteland seeps in and damages anyone and everyone.


  • Stimpaks heal Dwellers’ health. RadAway removes radiation.

How to breed: "If Roses Still Grew in the Wasteland…"

"I would wander forever to find you one."

That’s just one of the cheesy, sappy pick up lines that your Dwellers will use to get into each others’ pants. Somehow, it works and if you leave two Dwellers of opposite sex in a Living Area for long enough, they will do what humans do and make little baby Dwellers.

fallout shelter tips breeding vault dwellers funny

Bow chicka bow wow...

Unfortunately for us, the breeding mechanics are somewhat simplistic and are difficult to utilize effectively to make the best babies. It is not as simple as putting two Dwellers with high stats into a room and BOOM, you've made a baby with high stats.

Research is ongoing, but it appears that the highest stat of the two Dwellers is passed along to the offspring, giving the child a “3” to start in that stat (as opposed to the normal 1 or 2). The rest of the stats seem to be randomly distributed.

For those of us who breed Pokemon, this is infuriating. In Pokemon, through painstaking breeding programs, it is possible to achieve a perfect Pokemon. This doesn’t seem to be the case in Fallout Shelter. So take your two best Dwellers, fix them up in something nice, and let the magic happen.

Also, keep in mind to responsibly breed. If you have one stud father all your children, they won’t be able to breed with each other. This rule only seems to apply to directly related (within one generation) Dwellers.

fallout shelter tips vault dwellers breeding funny

Beware of making unprotected smilies!

Also important to note, don’t have all your women pregnant at once. The reason is twofold. One: pregnant women can’t respond to incidents; and two: the resulting baby boom will drain your resources as children cannot help produce resources, but will still use them. Typical kids.

You cannot tell when a pregnant woman will give birth to a toddling Dweller, but you can tell when a baby Dweller will mature into an adult by looking at your Dweller roster.


  • Take some Dwellers with high stats and let them go at it.

  • Maintain a healthy gene pool by having multiple breeders.

  • Pregnant women can help produce resources, but cannot respond to incidents.

  • Babies don’t produce resources, but do drain them.

How to fight Radroaches, Raiders, Molerats, fires, and Deathclaws

I love the smell of Radroach in the morning...

Actually, I totally don't. Radroaches suck. They are the bane of my existence and they will be for you too. You can set up well-armed response teams and organize your Vault to optimize travel paths for quick response all you want; Radroaches will still drive you crazy. At this point in the game, there are 5 different types of incidents, each with a unique set of concerns.

  1. Fight Raiders - Wasteland thugs that break down your Vault door and mess your day up. The threat posed by Raiders is twofold. They can directly cause damage by attacking your Dwellers, and they cause indirect damage by letting radiation in through the broken door. The door won’t be repaired until the raiders are dead, so make sure to respond to them rapidly and with well-armed Dwellers. The Raiders’ strength and damage output seems to scale in accordance to the amount of Dwellers you have in your Vault. One way to mitigate the damage caused by raiders is to station two very well-armed Dwellers right at the Vault door as guards.

    fallout shelter tips vault dweller guide raiders

    Huh, I've never had two swords in my face before...

  2. Fight Molerats - These little buggers will appear in areas of the Vault that are in contact with the outside dirt. They don’t do a lot of damage to your Dwellers (although they can kill them if you aren’t paying attention) but they do eat your Power. While you should have excess Power most of the time, if they strike during a carefully planned Vault expansion, it can cripple you. They also have a tendency to move rapidly from room to room, so micromanagement is key to responding effectively to a molerat threat. Be sure to bring the big guns with these guys. You don’t want them chomping on your Power any longer than they have to.

  3. Fight Radroaches - They can appear anytime, anywhere. Kill them as quickly as possible. They seem to attack the weakest (lowest level) Dwellers first, causing massive casualties if left unchecked. These are the second most dangerous threat, wipe them out as soon as humanly possible.

    fallout shelter tips vault dweller guide radroach

    Nope. Totally not overkill.

  4. Fight Fire - As mentioned above, fire is totally not a big deal. Just slap some Dwellers in the room and wait a few minutes. They should put it out with minimal problems. However, do not send only one Dweller to a room on fire; they will certainly die. Try to send the maximum amount for each room. Remember: equipment doesn’t matter when responding to a fire.

  5. Fight Deathclaws - If you have ever played a Fallout game, you don’t need any further explanation. Bigger, faster, and deadlier than Raiders, Deathclaws can easily wipe out a Vault. You better bring your best micromanagement skills when these bad boys come knocking.

fallout shelter tips vault dweller guide deathclaw

Run. Just run.


  • The Wasteland is dangerous, but it’s the threats inside the Vault that should worry you the most.

Miscellaneous Tips, Tricks, and Advice:
  • Completing Daily Objectives can give you a huge leg up, whether in the form of bonus Caps and Lunchboxes.

  • If an Objective says “Equip X items,” you can just unequip an item, click off the screen, and re-equip the item. This counts as far as the game is concerned.

  • “Have X Dwellers pregnant” does not mean “at one time.” Spread it out a little.

  • You can check the status of Dwellers, including specific stats, by clicking on the Vault door logo in the corner.

  • You can also sort Dwellers by any of the column parameters by simply clicking on them.

  • You can watch the progress of your current Wasteland explorer(s) by clicking on their status. This is also how you ask them to return.

    fallout shelter tips vault dweller guide james special dweller

    You're doing good, Liam Neeson! Err.. I mean, James!

A Job Well Done

Fallout Shelter is as difficult as you want to make it. If you play things right and heed this guide, you should have a thriving Vault in no time. If not, you will be in for a bad time. Trust me. I learned the hard way.

Leave your questions or comments below and I will incorporate them in the next update!

I will be updating the guide as new builds are released, so be sure to check back often!

fallout shelter tips vault dweller guide overseer door

But it's up to you to keep them happy!

Fallout Shelter: Room & Building Guide https://www.gameskinny.com/vaadp/fallout-shelter-room-building-guide https://www.gameskinny.com/vaadp/fallout-shelter-room-building-guide Wed, 19 Aug 2015 06:23:04 -0400 Andrea Koenig

The mistake of building without a game plan in Fallout Shelter has serious long-term repercussions. It's the first thing you learn in the game, but if you're just placing rooms on the fly with no plans for the future, you'll run into issues faster than you'd think. It should be the first thing you think about before you even assign yourself a vault number.

Top 3 things you need to know about Building and Rooms:

  1. Your rooms and what they do 
  2. Upgrading and Merging Rooms
  3. Room Placement Strategy

Know your rooms

There are 20 of them, available to you somewhat in order of necessity, and definitely in order of price. Know what they are, what they do for you, and how you can get the most out of them, and you'll be a pro Overseer.

The Vault door and Elevator

The Vault door is provided for free, and produces nothing but a base defense against raiders and whatever else lies out in the wasteland. It comes with 2 upgrades though, for 500 caps and 2000 caps, so once you’ve reached a stable point in resources, I strongly recommend upgrading to protect your dwellers.

There are some elevators provided Day 1, but additional elevators have a base cost of 100 caps (but can increase at +25 cap increments so don’t be surprised once they get pricy later). They don’t have upgrades, but can be stacked to help dwellers (and Raiders) navigate your shelter.

My top recommendation from experience is that Raiders’ AI work in zig-zag, linear patterns, do not place stacks of elevators at the ends of your floors. Place them mid floor, or the Raiders will sweep through easily and you’ll be racing to catch up if only a few dwellers have weapons.

Production Rooms

(S) Power Generators/Nuclear Reactors produce power and should always be productive. Besides the water treatment rooms, use all stat-booster outfits and training toward maintaining high Power levels. If your Power Generator rooms aren’t at best, then adding rooms quickly drains the resource because they increase the minimum level needed. Then, rooms further out go dark and drop productivity.

(P) Water Treatment/Purification rooms feel like the second most important rooms in the shelter. If water levels are at par, it keeps the radiation away. Radiation causes babies with radiation and deteriorates health, which ultimately leads to low happiness levels. Sufficient water purification makes Radaway primarily for your explorers so you can focus on Medbays to keep health and happiness up. It’s a waste of resources to Radaway + Stimpak every dweller all the time.

(A) Diners/Gardens help with happiness. Low food causes unhappiness, but that’s nothing some baby-making and well-placed room assignments can’t fix later on if you’re struggling with it. Long-term, though, it leads to poor Overseer reports.

The rest of the production rooms are simple enough based on the above. (I) Medbays produce Stimpaks which heal/increase health. (I) Science Labs produce Radaways which decrease radiation levels. (C) Radio Studios increase charisma and call out to wandering explorers to increase your shelter population.

The (E) Nuka-Cola bottler produces both food and water. Instead of Perception or Agility, however, it requires Endurance.

**Happiness and S.P.E.C.I.A.L. traits affect production. Match traits with respective rooms and keep them happy to increase production.

Capacity Rooms

Living Quarters! You’re provided with one at the beginning, and this is what limits your total shelter population, so upgrades +2 dwellers and expansions +2 dwellers each time.

A building technique I used is to create two single-slot Living Quarters, but separated either by a room between or on separate floors. You can upgrade them and join them with others after based on your setup and needs.

Two dwelling rooms early on helps you rest whichever dwellers you want, regardless of gender without worrying about them making babies when you’re not ready. Just separate them by gender when rooms are full and there are extra dwellers, or nonstop, overworked dwellers and need a break (they’ll tell you, if you listen). It’s an extra room that may seem unnecessary but it’s so helpful if you’re careful.

There isn’t much to say on Storage Rooms. They can be occupied by two dwellers, or be left empty. They can be placed anywhere. They are also available early on but I’ve only found them useful once every dweller has an outfit and weapon, so place sparingly and with care.

Training Rooms

Training rooms are considered luxuries, so you won’t be able to improve S.P.E.C.I.A.L. trait levels early on, just personal dweller levels until you have earned those luxuries through the hard work of extensive gameplay. I was disappointed, too.

  • Weight Rooms increase (S)trength for Power production dwellers.
  • Armories increase (P)erception for Water treatment dwellers.
  • Fitness Rooms increase (E)ndurance for Explorers and Nuka-Cola bottlers.
  • Lounges increase (C)harisma for Radio studio dwellers and dwellers you pair for reproduction.
  • Classrooms increase (I)ntelligence for dwellers in Medbays and Science Labs,
  • Athletics Rooms increase (A)gility for dwellers in diners/food production rooms.
  •  Game Rooms increase (L)uck to help dwellers in rooms that need rushing most often.

2. Upgrading and Merging

You can merge rooms by placing two rooms next to each other. You upgrade by tapping the UP arrow on the screen that appears when you select a room and highlight it (tap once) and selecting the upgrade option, using up caps as payment.

Upgrading rooms and merging rooms together will increase your productivity output of these rooms. I strongly recommend upgrading rooms first so you’re not scrolling everywhere (or an upgrade, expand, upgrade, expand pattern; whatever works based on your dwellers’ stats and caps). It also helps when you’re starting out and have a low population. It keeps the ones you have useful, but giving you more resources. Once you have more people to distribute where they’ll be most efficient for your needs, then expand.

If you think of your rooms in terms of slots you’re filling in the game, then you’re only allowed two dwellers per slot, regardless of upgrades. That includes Living Quarters, as those upgrades only increase total population, not Living Quarter dweller amount. That means that rooms at their maximum expansions can house up to 6 dwellers

One thing to keep in mind is rooms won't merge until both are upgraded to an equal level. A Level 2 room can’t merge with a freshly placed room of the same output until that room is upgraded to Level 2 as well.

Another thing to remember is that you can merge up to 3 rooms across. This is for later long-term gameplay. Use this wisely. Not every room needs to be 3 across every time. Upgrades help save space by producing more output, but they cost more caps than the cost of another base room.

Choosing which you want to do is all the strategy of planning your shelter. Find the right productivity-to-room ratio based on your population then take the risk and add to your shelter. Every upgrade, room added, and baby born will change your minimum resource levels needed and give you the task of regulating the shelter again, tipping the scales. It’s a budgeting of resources.

3. Room Placement

Don't build new rooms as soon as they're unlocked just because you can. That’s a fast and easy way to blow through your resources and being unable to reach your minimum resource bar levels. That makes unhappy dwellers. Low power causes the furthest rooms black out and drop production first, so keep resources as close to the power room as possible, but leave room for power room expansion to accommodate more rooms. 

 Other rooms are based on the player. Overall, from my experience:

  • Power Generators should be spaced out and expanded to accommodate.
  • Keep resource rooms like diners and water treatment rooms close so they don't lose power/drop productivity.
  • Storage, Living Quarters, and Radio Studios can go anywhere and are cool to keep as single-slot rooms you upgrade.
  • Build Living Quarters on two on separate floors for gender separation, or with a room in between (More on that later)
  • Avoid elevators at the end of floors to slow Raiders in their AI patterns.
  • Place Medbays' and Science Labs' proximity based on necessity (Usually low on water? Build labs and build them closer for Radaway. 

Fallout Shelter is currently available for iOS and Android.