The essence of Fallout Shelter from the world-famous Bethesda – you have to develop an underground shelter called “Walt-Tek” right in the vast wasteland, repel attacks and ensure that everyone is not killed but also kept in good health and happiness. All this is seasoned with a healthy irony and humor, as well as with characters from the well-known game Fallout.
Dress up your charges, arm them. Give them a little fun, sex, and rock and roll, and they will give birth to healthy offspring that will be able to face all dangers. We will tell you the Fallout Shelter cheats and tricks and write a small guide for beginners. You must stick to the tactic and follow the advice, and everyone in your dungeon will survive.
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Fallout Shelter Cheats, Tips & Secrets
- There should always be water in the shelter; keep an eye on it. Without water, radioactive contamination will start, and everyone will get sick.
- When you let someone go hunting in the wasteland, give out: 20 steam packs and 10 radx.
- To earn money in Fallout Shelter, use haste. To do this, it is necessary that the inhabitants of your shelter have enough water and weapons. Protect your shelter from cockroaches.
- Gather the best couples. Always. An important note: men in the park must have charisma; the taller, the better. Remember that pregnancy lasts 3 hours. A baby grows during the same 3 hours.
- Building a radius of 1-2 cells is advisable to substitute for procreation.
- Building production rooms in 3 fields and training rooms in 1 cell is mandatory.
- Don’t forget to train someone for production at all times.
- Simple armor and weapons for your residents are obtained in the wastelands. The good ones are predominantly through the lunch boxes.
- It is not possible to disconnect a room. It can only be sold.
- Good luck affects the chance and size of the water/energy/education production reward, so you should pump L (luck) first. It also affects the degree of the coolness of going to the wastelands or, more accurately, the objects found there.
- If you build rooms staggered, cockroaches, rats, and fires won’t spread to neighboring rooms. This is especially useful for survival mode.
- Immediately after picking up a resource from a room, activate haste. This is not for additional resources but to get people excited in the room. It doesn’t matter if the acceleration fails. People will still gain experience.
Fallout Shelter RPG System
- Force Reduces the timer when working on the electric backpack.
- Perception Increases the chance of winning in battle
- Resistance affects health points (inside and outside the shelter)
- Charisma – Reduces the time it takes for girls to get pregnant. It also gives a chance to make friends with outside enemies (gives experience, zero damage).
- Intelligence Affects medicine production timers (Stims and Radway)
- Agility Affects the cooking timer
- Luck: Affects the number of items collected outside and the number of drops when the job is done.
Some tips for newcomers to building a shelter in Fallout Shelter
The width of the shelter “moat” is ideal for building each floor (except the ground floor) in a “three-bedroom room (A) – elevator (1) – three-bedroom room (B) – elevator (2) configuration – room with two rooms (C)”. It’s probably not for nothing. The “three-bedroom room” in the previous paragraph is a three-room room. Not three rooms from different rooms. Strategically, building a room doesn’t make sense if you don’t want to build to the max (in that location).
The only difference on the ground floor is that the armored door is for two rooms (oddly enough, it can accommodate two people instead of four), and the elevator (1) starts right after.
In case you didn’t know, although there is a mountain above you, and it seems you could build something on the first floor, the third floor… no, you can’t build anything up. The ground floor -with the entrance door- is only down from there.
Building three-room versions is more profitable than upgrading. Assuming, of course, that you have people to work on it. If you don’t have people – your non-pregnant ladies urgently need to rest in rooms/apartments… After all, you will have many floors and many rooms. A very good way to make it easier to navigate them is to build the rooms in vertical pairs (for example, Garden and below another Garden). This doesn’t apply to training rooms: you won’t need as many. For the production of stimpacks/radpacks and radio stations – probably not either.
Is it easy to navigate the training rooms? And line them up one below the other, in the order of the letters of the word SPECIAL.
What to build in column A, what to build in column B, and what to build in column C (with two rooms)?
As the game progresses, you can build a more expensive but more efficient Nuclear Reactor instead of a Power Generator; Water Purification can replace Water Treatment; a more efficient Garden can replace the Dining Room. Therefore, it is logical to plan that all these facilities will be demolished at some point to make room for more advanced options.
For the same reasons, maybe try not to upgrade the Power Generator/Water Treatment/Canteen. You won’t feel sorry for the money when you shoot it down, and the slippage of that resource will be less noticeable between taking down and building an advanced version.
Due to the factors described above, it makes sense to build in Column A – production rooms (Power/Water/Canteen) because they will always be empty on the left and can always be demolished; in Column B – housing, training rooms, stimpacks/radpacks, radio station; in Column C – warehouses and possibly small branches of training rooms. When you open the Nuclear Reactor/Water Purification/Garden, you can also build them in Column B.
Have you thought about what Resistance training is for? (Well, aside from increasing survivability in incidents and in the desert) The warehouse is marked E, and you can send people with high Toughness there… but it doesn’t do anything. Aside from having someone put out the fire or chase away the radocratics. Warehouses work fine without people. But people with Resistance will work at… Nuka-Cola Bottling Plant. Of course, the Nuka-Cola Bottler won’t replace Gardens and Water Purification, but the extra resources won’t hurt; again, diversification.
Some Fallout Shelter cheats and hacks
Missions such as “dress 10 people” or “give weapons to 5 people” are completed in a couple of minutes if you already have enough clothes or weapons (even if they are already worn/gifted to someone). It doesn’t matter if those clothes (weapons) have been put on someone before that quest – the quest counter just records whether a particular garment within that quest has already been put on or not! Has that search begun? Ok, look for a dressed person, take off the clothes, put them back on the same (counter increases), and look for the next person.
The missions of “send five people to the desert” are not more difficult either. It’s not like nobody forces them to travel there for a long time just to get them to leave, right? Good; you throw a person into the desert, the counter increases, you immediately call them back, repeat.
Since you already know what elevators will be like, here’s the trick for the cost of one flight of elevators, you can build two wherever you want and (automatically) just below. For example, if you just completed a three-bedroom space in Column B; the space below is not yet a three-bedroom space (!); you will build Elevator 2 to the right of that space; there’s no elevator under it yet (no rocks are blocking your building, but you can’t build it yet, because it’s not a three-bedroom space yet). If you build section 2 of the elevator, another section will be below it.
Have you had any high-level “name” heroes approach you? In the beginning, since they are usually of a good level, you can throw them into the hot spots of the production; but over time, they are likely to be the best dullers. However, it is a good idea to pump them to the maximum between one output and another.
Fallout Shelter bug with time and lunch boxes
The essence boils down to the fact that you can set a new time on your phone. Let’s say you start the extractor fan at 5 o’clock. IN AGREEMENT. Set the time on your phone to 5 o’clock, and start the game – the resident is already at the door, ready to deliver the loot. Pretty good, right? There is one annoying little thing: this bug eventually works on Android, but on the iPhone, as much as I haven’t tried, it doesn’t work.
The lunchbox error is simpler. It allows you to get lunch boxes practically non-stop. Naturally, this will make you richer in the game. So how to get rich in Fallout Shelter without much effort? It’s pretty easy to do early in the game. To do this, you must wait until you have two of the three missions:
- Issue a suit to 1 resident ( Equips 1 dweller with a setting exit);
- Sell 1 weapon or outfit;
- Weapon Delivery to 1 Resident ( Equip 1 Resident with a Weapon).
IMPORTANT: Do not perform these tasks. You only have to do the third (not these) tasks. You are then guaranteed to get a lunch box for completing the third task. Ok, I was kidding about the guarantee, but 1 of the two tasks is safe. Of course, this will slow you down a bit in completing the tasks, but you will surely get a lot of lunch boxes this way.