Fallout Shelter Guide

Guide to Fallout Shelter: tips, secrets and tricks for Fallout Shelter

Guide to Fallout Shelter: tips, secrets and tricks

Overview

Here you will find a lot of useful information: 3

Information

The essence of the game Fallout Shelter from the world-famous Bethesda – you need to develop an underground shelter called “Volt-Tek” right in the middle of the vast wasteland, repel attacks and make sure that everyone does not die, and still remained in good health and were happy. All this is flavored with healthy irony and humor, as well as characters from the well-known Fallout game. Wear your wards, arm them. Give them a little fun, sex and rock ‘n’ roll, and they will give birth to a healthy offspring that will cope with all the dangers. We will tell you the secrets and tricks of Fallout Shelter and write a small guide for beginners. You just have to stick to the tactics and follow the advice, and then all the inhabitants of your dungeon will survive.

Tips and Secrets on the game Fallout Shelter

Take your best pair together. Always. Important men in the Park must have charisma, the higher the better. Remember that pregnancy lasts for 3 hours. Child grows just 3 hours.

It is desirable to build a radio for 1-2 cells as a substitute for childbearing.
It is necessary to build production facilities on 3 fields, and training for 1 cell.

Don’t forget to constantly train someone for production.

Simple armor and weapons for your villagers mined in the Badlands. Good — mostly via the lunchbox.

Disable room is off. You can only sell.

Option luck affects the chance and the amount of reward for the production of water/energy/food, so swing L (luck) you need in the first place. It also affects the degree of coolness of a hike in the wasteland, or rather on the items found there.

S.P.E.C.I.A.L – Fallout Shelter Role-Playing System

Strength: reduces the timer when working at a power plant
Perception: Increase the chance to win a battle
Endurance: affects health points (inside and outside the shelter)
Charisma: reduces the time required for girls to become pregnant. Also gives a chance to make friends with foes outside (given experience, zero damage).
Intelligence: Affects timers for the manufacture of medicines (Stims and Radaway)
Agility: Affects the cooking timer
Luck: It affects the amount of collected things from the outside, to the number of caps when the job is finished.

A few tips for beginners to build a shelter in Fallout Shelter

The width of the pit under the shelter is ideal for building each floor (except the first one) in the configuration of a three-room apartment (A) – an elevator (1) – three rooms (B) – an elevator (2) – a two-room (C) . Probably not for nothing. It makes sense in this configuration and build. “Three-room premise” in the previous paragraph is a three-room premise. And not three rooms of different rooms. Strategically, there is no sense in building a room if you do not want to grow it to the maximum (in this place). The difference of the first floor is only that the vault door is two-room (with that strange, it accommodates two people, not four), and the elevator (1) will begin immediately after him. If you do not already know, then, despite the fact that there is a mountain above you, and it would seem, you could also build something, the second floor, the third one – no, nothing to build It is impossible to go up. The first floor – with an entrance door – and from it only downwards. It is more profitable to upgrade three-room versions of premises than to upgrade. Of course, provided that you have people to work in it. If there are no people, it’s time for your non-pregnant ladies to rest in living quarters / apartments … After all, you will have many floors and lots of rooms. A very good way to simplify yourself the opportunity to navigate them is to build rooms with vertical pairs (eg Garden and under it another Garden). This does not apply to training halls – you do not need them so much. To the production of stimpacks / radpacks and radio stations – perhaps, too. How easy to navigate in training halls? And build them one under the other, in the order of the letters of the word SPECIAL.

What to build in the columns?

With the course of the game, instead of Power Generator it will be possible to build a more expensive, but more efficient, Nuclear Reactor; Instead of Water Treatment – Water Purification; Instead of Diner – more effective Garden. Therefore, it is logical to plan that all these rooms at some point you will demolish to free up space for more advanced options. For the same reasons, perhaps try not to upgrade the Power Generator / Water Treatment / Diner. And money is not a pity when you demolish; And the drawdown on this resource during the period from demolition to the construction of an advanced version will be less noticeable. Only the room can be demolished, with one side (left or right) of which there is nothing! Because of the above factors, it makes sense to build in column A – production Premises (Power / Water / Diner), because to the left of them will always be empty, and they can always be demolished; In Column B – accommodation, training halls, production of steampacks / radpaks, radio station; In column C – warehouses and, possibly, small branches of training halls. By the time you open the Nuclear Reactor / Water Purification / Garden, you can build them in Column B. You thought what to train for Endurance? (Well, besides raising the survival rate in incidents and in the desert) The warehouse is marked with the letter E, and there you can send people with high Endurance, … but this, in general, does not give anything. Well, except that there will be someone to put out the fire or drive away the jade-canes. Warehouses work fine and without people. But people with the pumped Endurance will work in … Nuka-Cola Bottler. Of course, Nuka-Cola Bottler will not replace Garden-s and Water Purification, but extra resources will not interfere; Again, diversification.

Several hacks and cheats for Fallout Shelter

Quests like “dress 10 people” or “give 5 people a weapon” are passed in a couple of minutes if you already have enough clothing or weapons (even if it is already worn / given to someone). It does not matter whether these clothes (weapons) were worn on someone before this quest or not – the quest counter records only the fact that some particular item was already being worn or not in the framework of this quest! Has such a quest begun? – Ok, looking for a dressed person, take off his clothes, put it back on your own (the counter is incremented), look for the next person. Quests like “5 people went to the desert” is also not more difficult. After all, no one forces us to travel there long, the main thing is that they leave, yes? OK; You throw a person into the desert, the counter is incremented, then you immediately recall it, repeat it. Once you know how the elevators will go, here’s the trick: for the cost of one section of the elevator you can build two – where you want, and (automatically) Right under it! For example, if you have just completed a three-room premise in Column B; Under it the room is not yet three-room (!); You are going to build an elevator 2 to the right of this room; Under the elevator there is still no (no stones do not interfere with its construction, but you can not build it yet, because there is not yet a three-room premise). If in such a place you build an elevator section 2 – just under it one more section will be completed! Did high-level “nominal” heroes come to you? At first, since they are usually of a good standard, they can be thrown on “hot spots” in production; But in the end they are, most likely, and will be the best duelers. Although between the sorties it would be nice to pump them to the maximum.

Conclusion

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