home · Other · Fallout shelter which rooms are combined. Rooms in Fallout Shelter, how to use the rooms? What you need to know to succeed in Fallout Shelter

Fallout shelter which rooms are combined. Rooms in Fallout Shelter, how to use the rooms? What you need to know to succeed in Fallout Shelter

Relatively recently, the project became available to everyone. Of course, it falls a little short of a simulator; it’s more like a kind of mobile village that you can easily and casually play. But even such games cause a lot of various issues, which definitely require an answer.

Fallout Shelter room descriptions

In the strategy, the player is given the functions of a bunker keeper. He must monitor everything that happens there, build new rooms, develop production and everyday life population.

In order to meet the needs of people, the developers have thought through several options for premises. First of all, when starting construction, you need to think about exactly how to plan the placement of rooms, where to install an elevator, and how to evacuate residents in case of an emergency.

As new residents approach the bunker, other types of rooms open up. In general, there are several of them:

  • mining;
  • educational;
  • bedrooms;
  • storage facilities.

Each of them has its own functions. Since resources are very important in the game, production rooms are a must. With their help, they replenish water and food supplies, and also generate electricity. In addition to rooms that provide resources, there are rooms in which medicines are created, as well as radio stations and new potential residents.

Educational – helping to improve people. With their help, new opportunities and skills are opened up, which in turn allows you to speed up and improve the quality of the production process.

If we talk about bedrooms, they are needed to create families. By placing two men and women in such a room, and changing into pajamas, the gamer speeds up the pregnancy process and.

As for, they are necessary to maintain a certain amount of resources, as well as departments where various medications are prepared. In addition to the main warehouse, there is a room in which weapons and other items are stored separately. Such compartments definitely need to be improved, this will make it possible to place more resources and things in them.

Fallout Shelter how to delete a room

If any room is redundant, useless or interferes with further construction, it can be very easily removed. To do this, you just need to remove the room that is interfering with development. Moreover, there are tips in the game that can always come in handy.

Fallout Shelter how to combine rooms

Premises are combined only if they are of the same type and located in a row. In this case, one large room will be automatically created from them. If a standard compartment can accommodate 2 people, then five or six people can easily get along in a combined compartment.

The strategy quickly gained popularity, and this is not surprising. First of all, she excellent quality, unlike other mobile toys, secondly, it was created by Bethesda, and this is already a significant guarantee of success.

Just before Fallout release IV, Bethesda SoftWorks released a free toy for mobile devicesFallout Shelter. I couldn't miss this toy and even reviewed it.

It seemed that after the release of the commercial project, Beth would abandon the free toy on Android. But no, the game has acquired such a heap of significant additions that we can talk about the presence of a walkthrough of the game :)

So, let's go through Fallout Shelter from v 1.9 and higher.

Growth strategy

The development strategy has not changed over the year. All you need for the bunker to function is labor. Where can I get new settlers?

You can build a radio point and invite people from the wasteland. This tactic creates additional risks and requires certain costs. And at the beginning of the game there are no extra caps, no people, and resources are obtained completely “back to back”.

Another possibility is to breed settlers inside the vault.

I choose the most charismatic bastard from among the settlers, dress him in a suit with the maximum charisma bonus and give him carte blanche to play tricks with all the girls in the bunker :). Very soon my bunker is filled with pot-bellied mothers, then children, and then workers ready for hard work.

During the “production” cycle, the population increases approximately 1.5 times (since there are approximately equal numbers of women and men in the bunker).

We must remember that close relatives will not enter into any relationship. That’s why the “charismatic bastard” sometimes needs to be replaced.

Construction requires enormous costs. You need to build wisely, planning how your bunker will be arranged. Where will the residential sectors be, how will you install elevators, storage facilities - everything needs to be planned in advance.

All unsuccessful decisions can be rebuilt, but when rooms are demolished, only a symbolic part of the invested resources is returned.

Here are some tips:

When moving a room, first remove it in the old location and then build it in the new one. Save some caps :).

The unit cost of upgrading a room decreases when sections are combined. Therefore, it is more profitable to first build a room in 2 or 3 sections, and then start improving it.

There is little point in building training rooms and connecting them in 3 sections. For them optimal size- These are 2-section blocks. Why?

Sooner or later you will build all types of training rooms - a total of 7 types for training each of the parameters. Then the rooms in 3 sections will occupy three whole floors and will be designed for a clearly excessive number of settlers: 6 * 7 = 42! Meanwhile, the two-section training halls will compactly occupy only two floors of the shelter.

Silent defense

Great guns don't lie on the road. How to use them rationally, to whom to issue them? The correct answer is to keep the coolest guns in the warehouse, in the factory lubricant :)

Indeed, keep 5-6 of the most powerful guns in your warehouse. They must be issued at the time of attack to those settlers who take the blow. After the battle, the weapon is returned to the warehouse. This tactic allows you to most effectively repel an attack at any point in the shelter, with only a few “barrels” in your arsenal.

If you decide to allocate a couple of soldiers to guard the entrance, accept the fact that the guards do not develop and do not gain experience while they wait on “watch” for the next visiting raiders. It is practical to place high-level characters here, because... They have a large supply of health, but with mediocre characteristics: i.e. those who are not suitable for other work in the shelter.

Crafting from trash

If earlier you could only find something ready-made, now you can create items according to drawings. Two new rooms - the weapons workshop and the costume workshop - provide access to crafting.

To create, you will need ingredients and some lids.

Where can I get trash?

  • it is picked up by your scouts during forays,
  • you can disassemble unnecessary items,
  • may drop as loot from raiders,
  • V large quantities you will bring from the missions of the Overseer's office,
  • found in lunch boxes.

Junk, along with equipment items, takes up space in the warehouse.

You will receive the first few recipes when building workshops. The rest can be found in the wasteland, obtained by completing missions. Sometimes blueprints “fall out” from raiders who attack the bunker!

Each item has its own base stat icon. Workers with a high value of this parameter will reduce production time.

Production speed

Since we mentioned production speed...

Resources are not produced immediately; it always takes some time. The following factors influence time:

  • how many employees have you hired?
  • the total level of the required skill (for example, at a power plant, residents with a high strength indicator will be more effective),

What does not affect:

  • character level,
  • his mood
  • injuries.

Opens up the ability to complete quests. Unlike wandering through the wasteland, here you have a plot, tasks and requirements for performers. And of course a reward awaits you :) How could we live without it?

Typically, you equip a squad of up to 3 people for a mission. Take care of their equipment, take plenty of steam packs and radiator. Far from the base, squad members can only rely on themselves.

Many missions are multi-pass, in which you will complete part of the plot at a time, moving towards the final goal. The journey to and from the location takes time, but it can be sped up by spending Nuka Cola.

Upgrading the caretaker's room will allow you to send several units at the same time to complete different quests.

Random locations in the wasteland

Your scouts may stumble upon random places in the wasteland. These are small locations where you can complete one of many missions associated with this place.

If you agree to explore the location, your character switches to mission mode.

After successful completion, you return to wandering the wasteland.

Catch the stranger!

This secret, elusive well-wisher can significantly replenish your treasury. I have repeatedly managed to squeeze about 5,000 caps out of it at a time! So don't miss the stranger - he's worth running after.

Here the "stranger" is hiding in the Overseer's office.

This NPC appears and disappears with a characteristic sound signal. You have just seconds to detect and “catch” him.

Full information about rooms and tips for building a Shelter

The main task of each player in Fallout Shelter is to build a reliable and balanced Shelter. The game itself will give you basic information on this matter in the form of a short tutorial and reference information. Despite this, some nuances are not as obvious as they seem at first glance. From this guide you will learn general tips on construction and detailed information on each specific room.

Construction: general principles

On this moment 25 types of rooms are available for construction. The construction menu opens by clicking on the hammer icon in the lower right corner of the screen. The construction of each room has its own price.

At first, you will only be able to add the most necessary premises, the rest will be unlocked as the settler population grows. All rooms, except the elevator, after construction can be upgraded twice for caps - the higher the level, the more caps you will need. After improvement, the room changes its name and receives a bonus to its characteristics depending on its type.

Three rooms of the same level and type can be combined into one if they are located next to each other on the same floor. The combined room receives a production bonus and a discount on improvement - one large room improving is more profitable than three small ones. Try to initially plan the Shelter so as to build rooms of the same type next to each other. Once built, they cannot be moved; they can only be demolished and rebuilt in a new location. After demolition, a small amount of caps will be returned to your account. To build a new floor, attach the new elevator underneath the old one, and clear the nearby soil of stones. Clearing costs several hundred caps.

Most rooms require the presence of settlers to operate. A small room can accommodate two units, a triple room can accommodate six. For maximum productivity, you need to place workers in accordance with the skills of the S.P.E.C.I.A.L. system: the higher the required skill, the happier the settler and the faster he works. You can determine the required parameters through the construction menu or by sequentially dragging the unit across different rooms. The higher the number above a specific room, the more useful this employee will bring to it.

All rooms in the game can be divided into three groups:

  1. Production.
  2. Training.
  3. Miscellaneous.

Let's look at the premises of each group in more detail.

Production rooms

Production facilities produce resources necessary for the normal functioning of the Shelter and happy life settlers. Work in such rooms can be accelerated - if you are lucky, you will receive a portion of the resource and some caps ahead of schedule. If the attempt fails, the room will be attacked by radroaches or a fire will occur in it. The success of the acceleration depends on the luck level (L) of the workers. When combining such rooms, they receive +2 production for each added, plus -25% caps for upgrading a double room and -34% for upgrading a triple room

1. Generator and nuclear reactor

  • What do they produce?: energy.
  • Required characteristic: strength (S).
  • Generator upgrade cost
  • Reactor upgrade cost
  • : generator – available from the beginning of the game, reactor – 60 people.
  • Notes: Energy is necessary for the operation of all other rooms of the Vault. How more rooms, the more resource units they spend. When there is a lack of energy, the rooms begin to lose power and stop functioning - first those furthest from the generator or reactor, then all the others. Therefore, the most important and necessary premises must be located in close proximity to generators and reactors. The elevators and doors of the Vault do not require energy.

2. Dining room and garden

  • What do they produce?: food.
  • Required characteristic: agility (A).
  • Dining room improvement cost: Level 2 – 500 caps, Level 3 – 1500.
  • Garden improvement cost: Level 2 – 3000 caps, Level 3 – 9000.
  • in: dining room - available from the beginning of the game, garden - 70 people.
  • Notes: Food is necessary to maintain the health of the settlers. If there is a lack of food, health will drop to 20%, but your charges will not die. But if at this moment the Vault comes under attack, you may lose the entire population. With enough food, health is gradually restored.

3. Water treatment station and water filtration room

  • What do they produce?: water.
  • Required characteristic: perception (P).
  • Processing Station Upgrade Cost: Level 2 – 500 caps, Level 3 – 1500.
  • Cost of upgrading a filtration room: Level 2 – 3000 caps, Level 3 – 9000.
  • Required number of settlers: processing station – available from the beginning of the game, filtration room – 80 people.
  • Notes: pure water needed to rid settlers of radioactive contamination. If there is not enough water, the units' health decreases and the health bar turns red. Same as with food, after recovery required quantity resources, residents themselves will return to normal without the use of stimulants and antiradin.

4. First aid station

  • What produces: stimulants.
  • Required characteristic: intelligence (I).
  • Upgrade cost
  • Required number of settlers in: 14 people.
  • Notes: stimulants are needed to restore the health of residents. Once upgraded, the room increases production, but not capacity - to store more stimulants, build new rooms of this type.

5. Laboratory

  • What produces: antiradin.
  • Required characteristic: intelligence (I).
  • Upgrade cost: Level 2 – 1000 caps, Level 3 – 3000.
  • Required number of settlers: 16 people.
  • Notes: anti-radin is needed to reduce the level of radiation among settlers. Just like the infirmary, an upgraded room does not increase capacity - to store radiant, build more laboratories.

6. Radio studio

  • What produces: increases the level of happiness, attracts new settlers from the Wasteland.
  • Required characteristic: charisma (C).
  • Upgrade cost: Level 2 – 1500 caps, Level 3 – 4500.
  • Required number of settlers: 20 people.
  • Notes: When the line of new arrivals at the Vault door reaches 10 people, the radio studio will stop attracting new residents, but will continue to work to increase happiness. Broadcasting to the Wasteland can be turned off if desired. In addition to settlers, the studio can also attract enemies.

7. Weapon workshop

  • What produces: Weapon, requires junk to produce.
  • Required characteristic: Depends on the type of weapon being produced. The required parameter is indicated on the recipe.
  • Upgrade cost: Level 2 – 8000 caps, Level 3 – 80000.
  • Required number of settlers: 22 people, 2nd level – 45 people, 3rd level – 75 people.
  • Notes: the constructed room occupies three cells at once. Unlike other production facilities, acceleration cannot be applied in it. The amount of time to create an item depends on the level of the indicator required by the recipe among workers.

8. Costume workshop

  • What produces: costumes, production also requires junk.
  • Required characteristic: depends on the type of suit. The required parameter is indicated on the recipe.
  • Upgrade cost: Level 2 – 12,000 caps, Level 3 – 90,000.
  • Required number of settlers: 32 people, 2nd level – 55 people, 3rd level – 90 people.
  • Notes: Prepare three cells for this room too. Acceleration doesn't work. The amount of time to create an item depends on the level of the indicator required by the recipe among workers.

9. Theme Workshop

  • What produces: themes for changing the design of rooms, drawings and junk will be required for production.
  • Required characteristic: depends on the type of topic.
  • Upgrade cost: Level 2 – 16,000 caps, Level 3 – 120,000.
  • Required number of settlers: 44 people.
  • Notes: to create a theme, you need to find nine fragments of its drawings on quests in the Wasteland (if you can’t find the right fragment for a long time, buy it for Nuka Cola). There are a total of eight themes available. Different types what is required from employees different characteristics: "Brotherhood of Steel" - strength, "Minutemen" - agility, "Underground" - endurance, "Institute" - intelligence.

10. Yader-Cola bottling point

  • What produces: food and water.
  • Required characteristic: endurance (E)
  • Upgrade cost: Level 2 – 7500 caps, Level 3 – 22500.
  • Required number of settlers: 100 people.
  • Notes: Produces two types of resources at the same time.

Training rooms

All S.P.E.C.I.A.L. indicators Each resident can be upgraded to a maximum of 10 units. To do this, it is necessary to build special training rooms. A resident's training can be interrupted and continued at any time. Instant training available for Nuka Cola. The higher the indicator, the longer it will take to get the next level. Upgrading all training rooms costs 1,500 caps for the second level and 4,500 for the third.

All training rooms in Fallout Shelter:

  1. Room with exercise equipment. Increases Strength (S) skill. Requires 24 settlers to open.
  2. Gym. Increases Agility skill (A). Requires 26 settlers to open.
  3. Armory room. Increases perception skill (P). Requires 28 settlers to open.
  4. Cool room. Increases intelligence skill (I). Requires 30 settlers to open.
  5. Fitness room. Increases endurance skill (E). Requires 35 settlers to open.
  6. Living room. Increases the charisma skill (C). Requires 40 settlers to open.
  7. Game room. Increases luck skill (L). Requires 50 settlers to open.
  8. Miscellaneous.

This section contains premises that cannot be classified either in the first or second category.

Increases the capacity of the Shelter (maximum – 200 settlers). also in living rooms You can seclude loving couples for procreation. The higher the charisma score, the faster residents will find mutual language. Blood relatives will not produce offspring. Also, during raids or incidents, pregnant women, children and pets hide in living rooms. Upgrade cost: 500 caps to level 2 and 1500 to level 3.

4. Pantry

Needed for storing equipment, junk and pets. Available for construction with 12 inhabitants. Upgrade cost: 750 caps to level 2 and 2250 to level 3. The inhabitants in the storeroom do not affect its functioning, but assigning a worker with high stamina to this room will increase his happiness level.

After building this room, you will be able to send groups of settlers on missions. The list of tasks is in the Pip-Boy menu on the right side of the screen. The room is unlocked with 15 inhabitants, upgraded to level 2 for 3500 with 33 inhabitants, to level 3 for 15000 with 55 inhabitants. At level 2 you will be able to complete 2 tasks at the same time, at level 3 - 3.

6. Hairdresser

The room is needed to change the appearance of the inhabitants. Occupies 2 cells at once. Unlocks at 50 residents, upgrades to level 2 for 50,000. At the first level, you can only edit hair color and hairstyle, at the second you can also edit facial features and accessories. Acceleration cannot be applied, but the higher the settler’s charisma and the higher the overall level of happiness, the faster the process will go.

Olesya Klimchuk

The essence Fallout games Shelter from the world famous Bethesda - you need to develop an underground shelter called “Vault-Tec” right in the middle of an endless wasteland, repel attacks and make sure that everyone doesn’t die, but also remains in good health and happy. All this is seasoned with healthy irony and humor, as well as characters from the well-known game Fallout. Dress your charges, arm them. Give them a little fun, sex and rock and roll, and they will give birth to healthy offspring that can cope with all dangers. We will tell you the secrets and tricks of Fallout Shelter and write a small guide for beginners. All you have to do is stick to tactics and follow the advice, and then all the inhabitants of your dungeon will survive.

  • There should always be water in the shelter, keep an eye on it. Without water, radioactive contamination will begin and then everyone will feel bad.
  • When releasing one of the residents to hunt in the wasteland, hand over: 20 Stimpaks and 10 radx.
  • To make money in Fallout Shelter, use rush. To do this, you need to have enough water and weapons on the inhabitants of your shelter. Protect your shelter from cockroaches.
  • Bring the best couples together. Always. An important note - men in the park must have charisma, the higher the better. Remember that pregnancy takes 3 hours. The child grows in the same 3 hours.
  • It is advisable to build a radio for 1-2 cells as a replacement for childbearing.
  • Must be built industrial premises for 3 fields, and training fields for 1 cell.
  • Remember to constantly train someone for production.
  • Simple armor and weapons for your villagers are found in the wastelands. The good ones are mostly through lunch boxes.
  • You cannot turn off the room. You can only sell it.
  • Parameter Good luck affects the chance and size of the reward for producing water/energy/food, so you need to pump up L (luck) first. It also affects the degree of coolness of a trip to the wasteland, or more precisely, the objects found there.
  • If you build rooms in a checkerboard pattern, cockroaches, rats, and fires will not spread to adjacent rooms. This is useful especially for survival mode.
  • Immediately after collecting a resource from a room, activate acceleration. This is not needed for additional resources, but for leveling up the people in the room. It’s not scary if the acceleration fails, people will still get the experience.

S.P.E.C.I.A.L - Fallout Shelter role-playing system

  • Strength: Reduces the timer when working in a power plant
  • Perception: Increased chance of winning in battle
  • Endurance: affects health points (inside and outside the shelter)
  • Charisma: Reduces the time it takes for girls to get pregnant. Also gives a chance to make friends with enemies outside (gain experience, zero damage).
  • Intelligence: Affects timers for medicine production (Stims and Radaway)
  • Agility: Affects the cooking timer
  • Luck: Affects the number of things collected outside, the number of caps when the job is finished.

Some tips for beginners on building a shelter in Fallout Shelter

The width of the “pit” for the shelter is ideal for building each floor (except the first) in the configuration “three-room premises (A) - elevator (1) - three-room premises (B) - elevator (2) - two-room premises (C)” . Probably not without reason. It makes sense to build in this configuration. “Three-room premises” in the previous paragraph is a three-room premises. Not three rooms different rooms. Strategically, there is no point in building a room if you don't want to grow it to the maximum (at that location).

The only difference between the first floor is that the vault door is two-room (and, strangely enough, can accommodate two people, not four), and the elevator (1) will start immediately after it.

If you don’t know yet, then, despite the fact that there is a mountain above you, and, it would seem, it would also be possible to build something in it, the second floor, the third - no, you cannot build anything upward. First floor - from front door- and from there it’s only downwards.

Building three-room versions of premises is more profitable than upgrading. Of course, provided that you have people to work in it. If there are no people, it is urgently time for your non-pregnant ladies to relax in living quarters/apartments...In the end, you will have many floors and many rooms. Very good way To make it easier for yourself to navigate through them is to build rooms in vertical pairs (for example, a Garden and another Garden underneath it). This does not apply to training rooms - you won’t need so many of them. To the production of stimpacks/radpacks and radio stations - perhaps, too.

How easy is it to navigate the training rooms? And build them one under the other, in the order of the letters of the word SPECIAL.

What to build in column A, what - in column B, what - in column C (with two-room premises)?

As the game progresses, instead of the 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 - a more efficient Garden. Therefore, it is logical to plan that you will demolish all these premises at some point in order to free up space for more advanced options.

For the same reasons, perhaps try not to upgrade the Power Generator/Water Treatment/Diner. And you won’t mind the money when you demolish it; and the drawdown of this resource in the period from demolition to the construction of an advanced version will be less noticeable.

You can only demolish a room on one of the sides (left or right) of which there is nothing! Due to the factors described above, it makes sense to build production premises (Power/Water/Diner) in column A, because to the left of them there will always be empty , and they can always be demolished; in column B - living quarters, training rooms, production of steampacks/radpacks, radio station; Column C contains warehouses and possibly small branches of training halls. By the time you unlock Nuclear Reactor/Water Purification/Garden, Column B will be able to build those as well.

Have you thought about what to train Endurance for? (well, except for increasing survivability in incidents and in the desert) The warehouse is marked with the letter E, and you can send people with high Endurance there... but this, in general, does not give anything. Well, besides the fact that there will be someone to put out the fire or drive away the cockroaches. Warehouses work great without people. But people with pumped up Endurance will work in... Nuka-Cola Bottler. Of course, Nuka-Cola Bottler will not replace Gardens and Water Purifications, but extra resources won't hurt; again, diversification.

Several hacks and cheats for Fallout Shelter

Quests like “dress 10 people” or “give 5 people weapons” can be completed in a couple of minutes if you already have a sufficient amount of clothes or weapons (even if they have already been worn/given to someone). It doesn’t matter whether this clothing (weapon) was put on someone before this quest or not - the quest counter only records the fact that some specific clothes have already been worn as part of this quest or not! Has such a quest begun? - ok, you look for a dressed person, take off his clothes, put them back on (the counter increases), and look for the next person.

Quests like “5 people went into the desert” are also no more difficult. After all, no one forces us to travel there for a long time, the main thing is that they leave, right? OK; you throw a person into the desert, the counter increases, you immediately call it back, repeat.

Since you already know how the elevators will go, here you go cunning: For the cost of one elevator section, you can build two - where you want it and (automatically) right underneath it! For example, if you have just completed a three-room space in Column B; the room underneath is not yet three-room (!); you are going to build elevator 2 to the right of this room; there is no elevator under it yet (no stones interfere with its construction, but you cannot build it yet, because there is not a three-room space there yet). If you build elevator section 2 in such a place, another section will be built right below it!

Have high-level “name” heroes come to you? At first, since they are usually of a good level, they can be thrown into the “hot spots” in production; but in the end they will most likely be the best dwellers. Although between outings it would be nice to pump them up to the maximum.

Its essence is that you can set a new time on your phone. Let's say you started the miner for 5 hours. OK. We set the time on the phone to 5 o'clock, launch the game - the resident is already standing at the gate, ready to hand over the loot. Cool, right? There is one unpleasant little thing: on Android this bug works over time, but no matter how much I try on the iPhone, it doesn’t work.

The lunchbox bug is simpler. It allows you to receive lunchboxes almost without stopping. Naturally - this will enrich you in the game. So, how to become rich in Fallout Shelter without special effort? This is quite easy to do at the beginning of the game. To do this, you need to wait for two of three tasks to be available:

  1. Give a suit to 1 resident (Equip 1 Dweller with an Out fit);
  2. Sell ​​1 Weapon or Outfit;
  3. Give weapons to 1 resident ( Equip 1 Dweller with a Weapon).

IMPORTANT! Don't do these tasks. You only need to complete the third (not these) task. Then it is guaranteed that for completing the third task you will receive a lunchbox. Okay, I was joking about the guaranteed one, but 1 of the two tasks is true. Of course, this will slow you down a little in completing tasks, but this way you will definitely collect a lot of lunchboxes.

Another way to get free lunchboxes is to follow the official account

In this article, we tried to clarify as accurately as possible the issues that relate to the purpose of the rooms. In addition, we will tell you how they can be used more effectively. If we missed any nuances, be sure to write about it in the comments and we will add to the article.

In Fallout Shelter, only twenty rooms are available to players. Conventionally, they can be divided into groups:

The premises of the first two classes cannot function without the inhabitants who work there. It is not necessary for the population to be in other rooms, but it is quite possible. Training rooms and production resource rooms can be connected. But you can only combine no more than three. For example, if you combine three dining rooms, you get one large room. But the fourth dining room will be built separately from them.

Premises can be demolished and rebuilt again, but they cannot be moved. During construction, it is important to consider that the cost of demolishing a room is several times lower than construction. Therefore, during planning and construction, you need to think in advance about the location of all rooms.

Each room can be upgraded only twice. And the cost for each subsequent one is significantly higher. After upgrading resource rooms, the player will receive increased productivity and a larger warehouse volume. After upgrading the training rooms, the time required to level up is noticeably reduced. Improving living quarters will allow more residents to be accommodated in the bunker. And after an upgrade, the storage can accommodate more weapons and armor. The level of the door at the entrance determines how long it can stand under the onslaught of enemies. But Deathclaws can take out even the best hermetic door almost instantly.

Resource spaces can be rushed. This is necessary so that there is no need to wait for the population to produce the required resource and make them work faster. There may be two options here:

  1. The acceleration will be completed successfully and the player will receive bonuses in the form of resources and caps.
  2. The room will start to catch fire, and radroaches and mole rats will enter. They will begin to attack all inhabitants in the room.

Each room requires special skills from the resident who works in it. In Fallout they correspond to the S.P.E.C.I.A.L. system:

P – perception;

E – endurance;

C – charisma;

I – intelligence;

A – dexterity;

L – luck.

An inhabitant's ability level can range from one to ten. The working capacity of the population depends on the level of its skill. The larger it is, the happier the population becomes who do what they love.

Read also: Where to find all issues of the Modern Castles magazine in Fallout 4 (guide)

I would like to dwell separately on luck. The larger it is in each room, the less possibility of any incident or event occurring as a result of acceleration. Accordingly, the possibility of obtaining caps becomes higher.

So, let's look at each group of rooms.

They are necessary to supply the shelter population with resources such as water, food, electricity, medications, as well as a radio studio.

Many, most likely, noticed that at the beginning of the game, after creating a bunker and assigning a number, during the training process they are forced to build a generator, a canteen and a water treatment facility. These buildings cannot be abandoned. They are the most necessary and it is necessary to think about their construction in advance.

Nuclear reactor and generator

Electricity is generated in these rooms and people who have developed the strength skill must work there. The nuclear reactor opens after the number of residents increases to sixty. But the generator is open for construction from the very beginning of the game.

They differ in the amount of energy they generate, the size and cost of construction. For example, one generator section costs a hundred caps, and nuclear reactor – 4800.

If there is not enough energy produced, then that part of the premises that is located far from the generator is de-energized. At this time, working residents stop working and just start walking around the room.

Therefore, it is necessary to place the most necessary rooms as close as possible to the generator or reactor, since they will be the last to remain without electricity.

These two rooms are dedicated to food production and employ residents who have developed the dexterity skill. The dining room is open from the beginning of the game, and the garden becomes open when the number of inhabitants increases to seventy. The differences between the dining room and the garden are similar to the generator and the reactor.

If there is no longer enough food, the population begins to lose health. At the same time, the life scale is reduced by eighty percent. But if a fire or other natural disaster occurs, the residents will not survive it with their remaining level of health. Begin new game will have to after the appearance of the Deathclaws.

After the player restores and establishes food production, the health of the population will independently recover to its previous level.

These rooms serve to purify water from radiation and must be operated by people who have developed perception skills. From the beginning of the game, the station is open to users. When the number of residents reaches eighty people, access to an advanced station opens.

When there is no longer enough water, the population begins to drink untreated water. This leads to an increase in the level of infection, and health is halved. People quickly begin to get tired and their performance decreases. If a shelter is attacked, the residents die due to lack of health to resist.

It is not at all necessary to use stimpaks or antiradin if water purification has been established. Health will be restored as residents drink purified water. But it will take some time.

When a resident with a low health level increases his level, his health is restored, but to a red stripe. It indicates exposure to radiation.

Yader-Cola bottling point

This room purifies water and produces food. People with endurance skills should work indoors. This room will be available when the number of inhabitants in the bunker reaches one hundred people.

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Since food is prepared here and water is purified in this room, it can replace not only a water treatment plant, but also a garden with a dining room. One section costs 7500 caps.

Laboratory and medical center

Radar antiradin and stimpaks are produced here. The room must be occupied by occupants with the Intelligence skill. Once fourteen people live in the shelter, a first aid station will open. Sixteen residents are needed to access the laboratory.

When the medical station and laboratory are pumped to the maximum, they are capable of producing up to twelve units medicines, and store thirty units each. It is worth noting that the warehouse of the shelter itself is not used for storing medicines, since the rooms have their own.

Radio studio

Serves as a room for calling all survivors to the shelter and is equipped with special equipment. Residents who have the charisma skill should work there. The radio studio becomes available only after the number of residents in the shelter reaches twenty people.

But it is not necessary to build a room. Wasteland guests and residents do not have any skills, unlike lunchbox residents. If the radio studio is improved to the maximum and is completely filled with residents, then every hour a survivor from the Wasteland comes. But in such a time it is possible to breed offspring inside the shelter.

As described above, each room must correspond to the S.P.E.C.I.A.L. It is possible to increase it with the help of clothes or by sending any resident to training.

You can develop the skills of residents countless times, unlike Fallout Shelter and Fallout. In this way, you can create a truly invincible character in a shelter. Everything here is quite simple: the higher the skill, the more time it takes to level up. For example, in a room that has been improved as best as possible, skills from first to second will take about thirty minutes to level up. But to level up from the ninth to the tenth level you will need approximately one bitch.

In order to improve performance, you need to use training facilities. These include:

  • Gym. It is needed to level up the strength skill. It will only open when the number of residents reaches twenty-four people.
  • Gym. Used to develop agility skill. Will be available when the population increases to twenty-six people.
  • Armory room. Develops perception skills. Becomes available when the population increases to twenty-eight people.
  • Cool room. Develops intelligence skill. It will be possible to build this building when the number of residents increases to thirty.
  • Gym. Essential for developing endurance. Available after the number of residents reaches thirty-five people.
  • Living room. Needed to increase charisma. Becomes available when the population of the shelter is forty people.
  • Gaming. Develops luck. Fifty people are needed to build it.