Fallout Shelter Tips and Tricks

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Some tips to surviving in shelter

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  • Rare and Legendary Dwellers are the best cards to get out of your starter lunch boxes. Try to create a new vault until you have at least 1 rare and 1 legendary.
  • Keep your women impregnated. By the way, learn how to make a baby.
  • Don't use the same guy to impregnate all the women, or else the kids will have the same stats.
  • Pregnant women and kids cannot fight. Pregnant women can work. Kids do nothing.
  • The game slows down IMMENSELY after 12 outside Dwellers join your vault. It picks up again once you unlock the Radio Studio.
  • Breed what you need. The babies usually have a high stat from one of their parents.
  • Don't expand too fast, or you will find yourself not being able to sustain the new rooms.
  • Weapons are essential to fight off raiders. Send an armed Dweller to the Vault room before the raiders break in. Once the raiders move to another room, unequip the weapon from him and give it to a Dweller in the new room.
  • Complete your objectives ASAP. Your objectives consist around 50% of your income, the other half coming from bonus CAPS on resource room completion based on the Luck of the Dwellers in that room.
  • Get 1-2 Wastelanders with 3+ E and 3+ L. Their will make them stay alive longer and good Luck will give them more item drops.
  • Having large resource rooms increases them efficiency for each block once combined. (1 large 3 unit room with same Dweller Stats > 3 single unit rooms with same Dweller Stats.) This will also save space and will be easier for your Dwellers to fight raiders in a large room rather than having to move the weapon around 3 small rooms.
  • Don't sell your gear. A +3 I lab coat is only worth 10 CAPS. Instead equip on Dwellers in the appropriate room.
  • Common outfits gives 3 bonus points, rare gear give 5 points, legendary gives 6-7 points.
  • Try to have your resource gathering Dwellers have at least level 2 in the corresponding skill to increase efficiency.
  • Upgrade units before building more! Building more units will cost more power.
  • To join units together, they must be the same kind of unit and the same level.
  • Having a high charisma Dweller in the Radio Studio will attract more Dwellers.
  • You can increase your Dwellers S.P.E.C.I.A.L stats with the rooms you unlock after the Radio Studio. One room for each skill.
  • Your Dwellers start becoming irradiated once the water purification supply is too low.
  • Contain random outbreaks of fire and radroaches ASAP, or they will spread to nearby rooms. This is done by having a Dweller who can fight(non-pregnant adult) in the room. /u/wickedr
  • Click on the wasteland to bring up your wandering Dwellers. If they are low HP, recall them.
  • You can have a maximum of 15 stimpaks and 15 rad kits PER BAY/LAB.
  • The higher the charisma between a couple will lower impregnation time.
  • Use RUSH up until 40% incident rate.

20 quick tips for new Overseer in Wasteland

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  • Don't arm pregnant women with weapons. They flee when danger is present.

23 funnies things you will see in Fallout Shelter

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Turns out, things can get pretty silly when you’re stuck inside a vault for most of your life. Who would have thought?

Fallout Shelter has been out on Apple devices for almost a week now, and players are sharing all sorts of awesome shenanigans that they encounter or create while playing. We’ve rounded up some of the best Fallout Shelter moments here. Enjoy.

The kid that knows too much

The flirting can be pretty literal

The flirting can be pretty literal

Dwellers ignoring the massive raider attack to go have sex

Dwellers ignoring the massive raider attack to go have sex

A very proud parent

A very proud parent

Using Fallout Shelter to write Fallout 3 fanfic

Using Fallout Shelter to write Fallout 3 fanfic

Even fully-geared dwellers can be pessimistic

Even fully-geared dwellers can be pessimistic

Gary

Gary

Who knew having your house burn down could be so romantic?

Who knew having your house burn down could be so romantic?

Bow Chika Wow Wow

Bow Chika Wow Wow

Giving your dwellers appropriate names

Giving your dwellers appropriate names

Dwellers aren’t very good at lying

Dwellers aren’t very good at lying

Finding the source of that weird smell

Finding the source of that weird smell

When noting gets in the way of productivity

When noting gets in the way of productivity

When your power armor becomes uncomfortable

When your power armor becomes uncomfortable

Gear description is on-point

Gear description is on-point

Wandering kids see things they shouldn’t

Wandering kids see things they shouldn’t

Fallout Shelter as a prequel to Fallout 3

Fallout Shelter as a prequel to Fallout 3

Kids can be pretty oblivious

Kids can be pretty oblivious

Having a swell time

Having a swell time

Kid’s night out

Kid’s night out

Turning your shelter into a farm

Turning your shelter into a farm

The secret to happiness

The secret to happiness

Johny Guitar

Johny Guitar

10 unsual things you can try in Fallout Shelter

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Nuclear bunkers are not meant to save people in the world of Fallout. Vaults are for experimentation, and even though Fallout Shelter gives you no built-in way to conduct experiments, creative players are still finding ways to do “research.”

Sure. Lets call it that. Research!

Okay, look: this post is not for the faint of heart. Doing ‘experiments’ on your vault populace will occasionally mean cruelty, but arguably that’s exactly what makes specialized playthroughs like these interesting in the first place. If you’re running out of things to do in Fallout Shelter, or have grown bored of its mobile offerings, then perhaps vault experiments are something that could rekindle your interest.

Here are the most fucked-up vault experiments you can do in Fallout Shelter.

Gender Vault

Gender Vault

One of the easiest and most straightforward experiments to conduct is the single-gender vault. Populate your entire vault with only male or only female vault-dwellers, depending on your preference. Everyone else gets sent out into the wasteland either to collect resources for your vault, or to die, depending on how dark you want things to get.

Expanding with this set-up will undoubtedly be difficult. For an all-female vault, you can keep a dude or two solely for the purposes of procreation. Otherwise, these vault-dwellers do not get to interact with anyone. For an all-male vault, things are dicier, as keeping a token woman means only a single pregnancy at a time, but it is still do-able. Either way, for both of these playthroughs you’ll likely resort to a combination of radio stations and lunchboxes to expand your populace. Or, you can also simply not give a shit about expanding, and instead focus entirely on making this themed vault more interesting. For example: an all-woman vault that only wears leather armor.

Variation: a ‘normal’ vault where every single baby has the same father. Lots of people are doing this one. Having the dude wear a pope suit is particularly popular.

No Food or Water

Kudos to squirmunkey for developing this sort of playthrough, which happens to exploit the systems in Fallout Shelter. It goes like this: build a vault with the normal amenities, such as a power room, a recreational area, a science lab, and a medbay...but leave the diners and water treatment plants out of it. You won’t be needing those. Now get your female population pregnant, and have them man the available stations. Squirmunkey continues:

There are as many men as there are pregnant women standing outside the vault waiting to come back in. When a pregnancy ends, a man comes in and immediately starts a new one. All of the rest of the dwellers spend all their time exploring the wastes. They occasionally come back to briefly partake of the stimpaks and radaways produced by the vault. Low happiness mostly prevents production, but because everyone in the vault is immortal I can rush with impunity. When children grow up, they are sent out into the waste before they can be killed by radroaches.

Since radiation and starvation cannot actually kill your pregnant dwellers, and since raiders and radroaches cannot harm kids or pregnant women, this sort of vault doesn’t need food or water. It just needs a ruthless enough overseer to go through with it, though the invincible population certainly helps.

Isolation

Every room is staffed only by a single person. No dweller can interact with other dwellers. This of course would make expanding difficult, but if you’d like you can hold the occasional reproduction night. Alternatively, if you REALLY want to have a bleak vault, you can simply rely on radio broadcasters asking people to come to the vault. Sometimes, the call will be answered—but the radio host will have no idea, because you won’t allow them to meet anyone else in the vault.

Hardcore Vault

Hardcore Vault

Every vault-dweller has to earn their place in the vault. Before you take in the dweller permanently, send them off into the wasteland for a set period of time. The stipulations from here can be up to you. Maybe the dweller has to survive for one hour without any weapons. Maybe they get a weapon, but no stimpaks or radaways—and they have to make it for an hour.

If you want to make things particularly messed-up, @TRex_Trainer suggests making this an initiation rite that every young dweller has to go through once they transition into adulthood. Any young adult that survives the wasteland for a set period of time can stay.

Variation: vault where nobody gets any weapons. Dwellers have to survive attacks purely through fist-fights. Or, a vault where you don’t use lunchboxes.

Little Lamplight 2

The elderly get sent out into the wasteland: your vault is composed of only younger dwellers. If you feel particularly brave, you could try sending everyone but the children out into the wasteland, too. Kids can’t die, after all.

Gary

Gary

Name everyone Gary.

Maximum Efficiency Vault

Your vault exists to produce the most resources possible. In addition to placing dwellers in the most appropriate station per their stats, every time you boot the game up, you will perform one rush in every single room available to you. If you’re particularly serious about it, you can keep doing rushes until the room actually succeeds. To help this playthrough out, you’ll want to upgrade your rooms as much as possible, for better gain. You might also want to consider building stat-boosting rooms, so you can buff up production.

High Stats Only

Pretty straightforward. Dwellers with low stats get sent out into the wasteland, either to die or to gather resources. Your call. Remaining dwellers all use stat-boosting rooms, to improve their skills.

Variation, courtesy of Professorpenquin of r/foshelter:
I only give a dweller a name if they have at least one special above 2, and the name is based on whatever ability it is. Steven has a high strength, Lucy has a high luck, Catherine a high charisma, and so on. There are no last names. Those who don’t have high skills are called Worker #xx, 0-99. Only named dwellers can breed with other named dwellers, and Workers with Workers. If a worker has a child with a high special, they are still called worker because their bloodline is impure. The only way a worker can get a name is if they go into the wasteland and bring back enough items to help the community. However, their names will only begin with W, for wasteland, and still can only breed with workers, or other Wastelanders.

Themed Vault

Themed Vault

Wanna build a giant gym? Or an arcade that would fit right into New Vegas? Or a giant learning facility? Pick one of the specialized rooms that you unlock a few hours into Fallout Shelter, and then reconstruct your vault so that it revolves around that one specific thing.

Variation: TRex_Trainer suggests making an Enclave/Brotherhood of Steel type vault, where dwellers can only wear power armor/scribe/lab outfits, as well as only use energy weapons.

Whatever you go with, it will likely take some time to build up the resources or gear to pull any of these off—you can’t just start out with a themed vault, unfortunately.

Family Business

Courtesy of Atomo500 of r/foshelter:
Section all the famil[ies] into different places in the vault and they will each have th[eir] own jobs. Example; the Smiths will work the lower left energy generators, the Henry’s will work the top right cafeterias. I’ll try to keep track to see which family is the most effective and which family is the least effective. Whichever family was the least effective in the 24hours, I’ll take a random member of their family and send them out into the wasteland without any supplies. The most effective family will get a piece of armor or a weapon.

Special Dwellers in Fallout Shelter

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Dwellers come in all shapes and sizes. However, it is very important to note a few things.

First, when a dweller dies their revive cost scales with level starting at 100 CAPS for a lvl 1 and +20 CAPS for each lvl beyond.

Some secret in Fallout Shelter

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As far as I can tell, starvation and thirst don’t kill you. They lower your health to about 20% and radiation to 50%. This, of course, leaves you highly vulnerable to raiders and radroaches.

Some secret in Fallout Shelter

Dwellers in the wasteland don’t starve or irradiate. They put a drain on your resources, but don’t actually suffer if you’re out of them. This includes dwellers who have returned to the vault and are waiting to get back in.

Children, pregnant women, and dwellers in the wasteland are all immune to damage from radroaches, raiders, and fires.

Low happiness doesn’t affect the probability of success on a Rush.

Theres nothing in the vault but a power room, residence, science lab, and medbay. All of these are staffed by pregnant women. There are as many men as there are pregnant women standing outside the vault waiting to come back in. When a pregnancy ends, a man comes in and immediately starts a new one. All of the rest of the dwellers spend all their time exploring the wastes. They occasionally come back to briefly partake of the stimpaks and radaways produced by the vault. Low happiness mostly prevents production, but because everyone in the vault is immortal I can rush with impunity. When children grow up, they are sent out into the waste before they can be killed by radroaches.