Tips and recommendations for Fallout Shelter

fallout shelter title

Fallout Shelter He has reached mobile platforms a few days ago, but millions of users have already shown their interest in this peculiar title for their smart devices, and that it will serve as an aperitif and to entertain the arrival of the highly anticipated Fallout 4 a PlayStation 4, Xbox One y PC.

If you have installed Fallout Shelter on your device and you want to have a long and glorious career taking care of your own refuge, it will not be easy. Own Bethesda has been in charge of preparing a list of recommendations y tips so that your shelters live in constant expansion, production and development.

Prepare for the future

Creating the rooms in your shelter in any way will likely cause confusion when the population increases. One solution is to keep rooms of similar types together, as this will make it easier to collect resources and reassign dwellers. Try to dig down as soon as you can afford it. Reserve two plants for each resource: food, water, and energy. If you build a three-wide room next to the elevator and a two-wide room next to that, you will have just enough space for another elevator at the end of the floor, on the opposite side of the entrance. Repeat this process for each resource and you will have everything organized in one place, plus three empty spaces for accommodation to the left of the elevator on the entrance side.

Don't expand too much

Keep in mind that the above is a long-term plan! Make sure you take the time to build methodically, because here efficiency is the real key to success. If you expand too fast, it will be difficult to manage your resources and keep people happy.

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Merge rooms whenever you can

If you build a room of the same type next to another, the two rooms will be joined automatically to a width of three. Merging rooms has great advantages: Dwellers who work alongside other dwellers are happier and more productive, so putting up to six dwellers to work together benefits everyone. Also, the more dwellers you have in a training room, the faster they will all train.

Don't upgrade the rooms ahead of time

If you are trying to build a new room in an upgraded room, they will be separated until you upgrade the second room to the level of the first. That means that you will lose all the efficiency that you would get with a combined room. Whenever possible, tie them together before upgrading.

Arm at least one dweller in each room

Life after the apocalypse is difficult: don't let anyone tell you otherwise. From there, three different types of misfortune can happen to your inhabitants at any time. A room can catch fire, which is a disgrace. It can also be infested with radroaches, which is worse. And looters can attack the entire shelter, which would already be the height of misfortune. However, it is possible to prepare for all these eventualities. First of all, fires: fires are easy. Dwellers working in a burning room will automatically pull out extinguishers and fight the flames. The radroaches, however, are another story: unarmed denizens can trample them, but it takes a long time and eventually the room is filled with wounded denizens. Something similar happens with the looters, although they will prowl around the refuge until they are stopped. The best way to end these two invaders is weaponry. It would be ideal if everyone was armed, but the minimum is that at least one inhabitant in each room carries weapons.

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Don't sacrifice the first line of defense

It will take some time to distribute the weapons, so it is very useful to have a supply of them in storage from the beginning to equip your dwellers in case of emergency. Equip whoever is facing off with Ravens or Raiders with weapons and bring them back to their fists when the incident is over. There's a trick for when you've accumulated a few weapons: In addition to having a few in storage, fill the first room to the right of the vault door with denizens who carry weapons. This will be the first room the looters enter when entering the entrance, and if you've followed the advice, it will be a three-wide room with six dwellers waiting ready to stop the looters immediately. You can also put two guards at the door, but you may not need them if there are enough weapons in the first room.

Explore the wasteland regularly

More and more incidents will occur as your shelter expands, which means you will need more and more weapons. For this reason, you must send the inhabitants to explore the wasteland, since there they can obtain all kinds of weapons. Of course, that means you'll have at least one good weapon and one good suit busy for a while (because you're sending your dwellers with the best gear, right?), But the benefits far outweigh the cons.

Do not be carried away by greed

Clearly, there are many risks beyond the vault door, so in addition to equipping the scout with the best gear (and as many stimulants and RadAways as you can), you'll need to regularly check his progress. If it looks like things are getting very dangerous out there (especially if they are low on health and no stimulants), hit the Return button and your dweller will head home. There will be no risks on the return trip, which is fine, and it will only take half the time it took you to leave at the beginning, which is even better. Don't get too nervous about leaving a dweller in the wasteland for too long either - if the dweller bites the dust when you're not paying attention, you can revive them by spending badges.

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Work to achieve your goals

In the Pip-Boy menu you will see an icon that looks like a decoration. There will be your goals: a list of goals that, if you reach them, will earn you a good pile of badges (or, sometimes, a lunch box full of premium merchandise). Completing objectives can generate a regular stream of additional income, in addition to the extra equipment (or even high-level characters and rare weapons), which you will find in the lunch boxes.

Don't be a slave to your goals

From there, sometimes you will achieve a goal that does not fit with your current goals. Nothing happens! Once a day you can discard one of the three objectives and get a new one. But don't worry too much even if you've already used all your assignments. Many objectives will be completed through the normal course of the game. Remember to collect your reward to be able to activate a new objective!

Group your inhabitants

To grow your shelter, you will need more dwellers. The problem is that the wasteland is not exactly full of people looking for a home. So to expand your shelter, you will need your dwellers to make new dwellers. You just have to send a dweller and a dweller to the lodgings and observe how they are chittering and, ahem, one thing leads to another. The higher your Charisma rating, the faster… things will happen. They will occur for sure, unless the couple is related. And hey, look! Instant pregnancy! You will soon have a new dweller (or dweller), who will roam the shelter until he is an adult and can be assigned a job.

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There are a few things to keep in mind before starting a great breeding experiment. The first: remember that Dwellers in a state of good hope will flee from any accident to protect their child, so a room filled with only pregnant Dwellers will have no defense. The second: remember that family members will do nothing more than chat when they are sent to the lodgings together, so make sure the couple is not related if you are interested in increasing your population. And the third: keep in mind that, as your refuge grows, it can be difficult to remember who is related to whom or who stands out in some individual trait SPECIAL Remember that you can easily sort the list of inhabitants in several ways so that you always find who you need, and that you can rename any inhabitant whenever you want.


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