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Forget Tiny Tower and SimTower—if you like witty writing, building management, post-apocalyptic wastelands, and watching your entire female population waddle around in giant yellow pregnancy sweaters, this is the game for you. This was always one of my primo tricks in Sim Tower, and it carries over to just about any other building strategy game: Even if you don't have rooms you can build yet, start planning where you'll place rooms and floors early on.
First, each floor has room for two elevator shafts, with one already pre-built for you; though you can add more, I recommend against it. You build rooms in the game in one-room segments, but don't let those tiny rooms fool you—you can build up to two more copies of that room next to it to combine that section of the floor into one giant area.
Accounting for an elevator at the very end of the -1 floor, you can build one three-room area, the elevator, a three-room area, two-room area, and another elevator. I like to start by putting a one-room power plant on the left side of the pre-built elevator at floor -1, and one water-treatment plant on the right side. On the top floor, you'll be stuck with a one-room living area next to a one-room cafeteria at first; I recommending building as-is, then demolishing that first floor and rebuilding once you have a bit more depth to your tower. Unlike some other sims, Fallout Shelter doesn't punish you for putting your power next to your water or food, so feel free to line up rooms next to each other however you like.
Speaking of attuning your dwellers to their perfect vault jobs, let's talk a little bit about what makes your sims tick. When you first meet your dwellers, most of their SPECIAL skills will be non-existant (though you'll have opportunities to train those up later).
You may also want to know how your dwellers are feeling: Their happiness contributes to the overall health of your post-apocalyptic sanctuary, and unhappy dwellers mean an overall decrease in your vault's production. When it comes to your dweller's health, you want to try and keep it at full whenever possible.
If you see red creeping into your dweller's health bars, they've been exposed to some nasty post-apocalyptic radiation! As I mentioned in tip #1, you can chain up to three copies of the same room to create a bigger, better workspace for your dwellers.
This means that you make more of that room's output with every work cycle, and you can store more of it, too. I highly recommend building (and upgrading) single, three-room instances of your necessities over building a single-room power station here and there every time you start running low—not only will it save you CAPS and give you a place to group your dwellers, but it also makes it easy to collect your resources if all those rooms are built in the same basic region.
It's tempting to have your dwellers immediately start making babies after you get your basic resource centers up online—after all, you need workers, and new dwellers don't just wander up to the vault (at least, not without a radio station to entice them). If you suddenly have an influx of babies and no means to support them with food or water, your dwellers will quickly lose health (from lack of food) and get radiation poisoning (from crummy water). Your dwellers are happier when they're doing the job they're attuned to—if you match a dweller's SPECIAL stats to their life's work, you'll have a vault full of happy dwellers.
This is pretty easy to do in the initial stages of the game, but once you get more than 15 dwellers, it's hard to remember who does what or is working where.
If you want to swap dwellers old-school and drag your sim from one room into another, you'll see a number when you hover them over that room.
If you see a plus or minus before the number, it means that your room is full, and the dweller you're moving in will swap places with the lowest-level dweller currently in that room; the plus or minus indicates how much extra (or less) your new dweller will contribute to that room.
Later on in the game, you'll have the opportunity to build rooms that help train your dwellers' SPECIAL stats; until then, your dwellers are stuck with the SPECIAL stats they were born with. As in today's non-post-apocalyptic society, men and women have different outfits available to them.
To equip a dweller with a new outfit, just select them, then tap on the outfit icon in the info pane; you'll then be able to see every outfit that they can wear. Outfits can increase your stats by +1 to +5; extra-special and rare outfits will increase multiple stats. Raiders are the worst: Always barging in with knives and guns, stealing your resources, killing your dwellers.
I've found that raiders also come less frequently after they have to deal with an upgraded vault door and angry gun-toting dwellers a few times; invest early, and you won't have to take care of raiders later in the game. Though you can technically station two dwellers on "guard duty" in the vault entrance room, this is a waste of dweller manpower. When raiders attack, all you have to do is move two of those gun-toting dwellers into the vault entrance; chances are, they'll take out the raiders before they even make it to the next room. Living in the post-apocalyptic future has its downsides: Even in the safety of your Vault, you'll have to deal with invading raiders, frequent fires, and pesky Radbugs. If you find yourself with a fire in a room with no dwellers, or a Radbug infestation when none of your dwellers have guns, don't panic: Just borrow dwellers from other rooms by dragging them and dropping them onto the room in question. The Wasteland may be a vicious place, but you can find fabulous items, CAPS, and lots of level experience for dwellers brave enough to make the trek. Dwellers with high levels and SPECIAL stats—specifically endurance and luck—will do better than level 1 dwellers with no particular knacks.
You'll also want to make sure you equip your dwellers with stimpacks and Radaways — this allows them to stay out in the wilderness longer without succumbing to radiation or evil attackers and dying.
This is also important because the longer your dweller explores the wilderness, the better loot they bring home at the end of their journey. While your dweller is out there, they'll write an abbreviated adventure log so that you can follow along with their travels. Your dweller will take half as long to return to the vault as they did to explore; if you send them out for ten hours, for example, they'll take an additional five hours to return. When your dweller returns, you can collect their loot by tapping the Collect button; make sure you heal them up with stimpaks and Radaways before letting them back into the vault.
If your dwellers have a high Charisma stat, they'll be well-equipped to quickly turn a budding romance into a full-blown pregnancy; they'll also be great on your Vault's local radio station.
Pregnancy and child-rearing, as I covered before, takes about six hours in total—three hours pregnant, three hours for the kid to grow up. Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.
While mating your dwellers to one another is the fastest way to get new dwellers early in the game, avoid overdoing it. The only way to earn extra caps, Outfits, and Weapons is by sending explorers to the wasteland.
As it is enticing to expand your vault quickly, avoid doing that unless you have several Weapons in your inventory. The radio tower allows you to call in a random common dweller from outside the wasteland and helps increase the happiness of your vault. Rush Mode allows players to get a production room's resources instantly and reset its production cycle. If you have at least two high-leveled, properly equipped dwellers to spare, place them on guard duty in the Vault Door.
You need to attend to your vault quite regularly when it's still fairly new since you need resources and you need to make sure that you have enough CAPS and resources. Once you've addressed the resource needs of your vault, you can now start training some of your personnel. People who are caught outside in fallout should brush fallout particles off themselves and shake out their outer garments as soon as they get inside the bomb shelter. If people have not taken such precautions, they should try to get the fallout particles off their skin and out of their hair and clothing as much as possible before going further into the bomb shelter. It is more important that people get into the bomb shelter than it is to get every speck of fallout off every person before they go further into the bomb shelter. If there is a possibility of blockage at the entrances because of a lot of people coming to the bomb shelter after fallout arrives, one or two receptionists should be assigned to each entrance to supervise the decontamination.
Arrangements should be made for them to be replaced so they can leave the entrance area as soon as their dosimeters show that they have been exposed to some pre-selected limit, such as 10 R, or radiation. Instructions for decontamination and directions to the safest bomb shelter locations should be printed on sheets of paper and taped or tacked up in places where incoming people can easily see them. Most fallout particles will be like grains of fine, dark sand and can be easily brushed off from dry surfaces. Loosely-woven outer garments such as knitted sweaters, shawls, and scarves may hold fallout particles even after a hard shaking. Fallout particles may stick to moist or oily surfaces, including sweaty or oily skin or hair. It is not necessary to get the last speck of fallout out of the clothing or hair or off the skin.

The reception area should be organized so people can shake out their outer garments without getting the particles on people around them.
Because the fallout particles will fall down to the floor, decontamination of a person should begin with the head and end with the feet.
North Korea announced that it is preparing to restart the facility that produced its atomic bomb.
Iran's nuclear program remains unchanged, a government spokesman Saturday, indicating that Tehran has no plans to meet a key Western demand that it stop enriching uranium. Like the more than 160 million Americans who live within the danger zones, your greatest concern following a nuclear attack comes from radioactive fallout. Are writing supplies available, including pens or pencils and printed forms or paper, for keeping records of radiation exposure?
When a nuclear weapon explodes anywhere within several hundred miles, there will be many signs to indicate it. The immediate phenomena associated with a nuclear explosion, as well as the effects of shock and blast and of thermal and nuclear radiations, vary with the location of the point of burst in relation to the surface of the earth. Blast and thermal effects occur to some extent in all types of explosions, whether conventional or nuclear. From experiments made in laboratories with charged-particle accelerators, it was concluded that the fusion of isotopes of hydrogen was possible. The observed phenomena associated with a nuclear explosion and the effects on people and materials are largely determined by the thermal radiation and its interaction with the surroundings.
The significant point about the fission of a uranium (or plutonium) nucleus by means of a neutron, in addition to the release of a large quantity of energy, is that the process is accompanied by the instantaneous emission of two or more neutrons. Although two to three neutrons are produced in the fission reaction for every nucleus that undergoes fission, not all of these neutrons are available for causing further fissions. The residual radiation hazard from a nuclear explosion is in the form of radioactive fallout and neutron-induced activity. About 5% of the energy released in a nuclear air burst is transmitted in the form of initial neutron and gamma radiation. An explosion, in general, results from the very rapid release of a large amount of energy within a limited space. The radiobiological hazard of worldwide fallout is essentially a long-term one due to the potential accumulation of long-lived radioisotopes, such as strontium-90 and cesium-137, in the body as a result of ingestion of foods which had incorporated these radioactive materials.
The “yield” of a nuclear weapon is a measure of the amount of explosive energy it can produce.
The basic reason for this difference is that, weight for weight, the energy produced by a nuclear explosive is millions of times as great as that produced by a chemical explosive. A less familiar element, which has attained prominence in recent years because of its use as a source of nuclear energy, is uranium, normally a solid metal. The Penalty Table was developed to provide a simple guide when decisions must be made that will involve some risk. The radiation hazard will be worst throughout the first 24 hours after each fallout cloud arrives. Used to compare the radiation levels between two or more locations in a bomb shelter when the radiation levels are climbing rapidly and when you have only one survey meter.
Is there going to be enough room for all of the people at this bomb shelter in the locations of best protection?
As you go through your bomb shelter looking for the places that appear to provide the best shielding from gamma radiation, you should also look for ways to improve the shielding.
Organization of the bomb shelter population into bomb shelter units, each with its own Unit Leader, is necessary not only for good management but also for keeping a radiation exposure record for each person in the bomb shelter. You may have improved the radiation safety of the bomb shelter to the best of your judgment and capability, as discussed earlier. If you are selected to be an RM after you arrive at the bomb shelter, you may have to find out where the radiation instruments are, and you may have to make a special trip to get them. When the survey meter readings level off and then continue to decrease, the arrival of fallout from that particular cloud at your location has almost ended. After the safest locations have been found in the bomb shelter and the people have moved there (if they weren’t there already), use the survey meter to make detailed measurements of the radiation levels in and around the area where the people are located. In some bomb shelters where the FPF is high and about the same everywhere, as in deep underground bomb shelters, caves, and mines, only a few dosimeters need to be mounted or hung where people will be located, to get an idea of what total exposures they are getting, if any. Sometime no later than 24 - 30 hours after fallout has begun to come down, you (the RM) should take the survey meter and check the radiation levels in rooms next to the bomb shelter area and on the way to the outside. Some bomb shelters may have many rooms, some of them on different levels, and others may have just one large room.
Which locations within the bomb shelter appear to offer the best protection against fallout? Are there openings to be baffled or covered to reduce the amount of radiation coming through them?
One problem that could develop is that the bomb shelter entrance could be blocked by people who have stopped just inside the entrance.
The location you choose for your bomb shelter should be one which gives you the greatest protection possible. The blast wind produced by a nuclear bomb will reach 2,000 mph within the first half mile from ground zero, drop to about 1,000 mph at 2 miles, and will still be at hurricane force (200 mph) several miles out. You are going to need a complete underground bomb shelter plan, and you want to make sure such a plan has been scrutinized thoroughly.
It may not be possible to do all these tasks before fallout arrives at the bomb shelter or fallout shelter, and in that case, those tasks that can be done inside the bomb shelter can be done later while fallout is arriving. All trademarks and registered trademarks present in the image are proprietary to Bethesda Softworks.The use of images to illustrate articles concerning the subject of the images in question is believed to qualify as fair use under United States copyright law, as such display does not significantly impede the right of the copyright holder to sell the copyrighted material and is not being used to generate profit in this context. This is highly recommended, and one of the best ways to get a balanced, bustling population early. This way, when I build out, I can build a full three-room power plant and three-room water treatment plant.
I will say, however, that I find it easiest to group all the asset-collection rooms (water, food, power, medical supplies), because it makes tapping-to-collect that much simpler. It'll help you better assign your people to their post-apocalyptic vault jobs, and allow your adventuring dwellers to take the edge off Wasteland radiation. In Fallout Shelter, your dwellers' skills are divided up into a rubric called SPECIAL: Strength, Perception, Endurance, Charisma, and Intelligence.
Dwellers will (slowly) heal on their own, but treating their injuries with stimpacks is a great way to boost their (and your vault's) overall happiness.
Get them a Radaway, stat—and if you don't have any, start making some in the Science Lab or open up a Lunchbox or two.
To make that room even more efficient, you can select the room and tap the upgrade arrow in the upper right corner: For a CAPS fee, you can add both production and storage. But I advise holding off until you've built at least one fully-upgraded three-room copy of each resource center.
First, pregnant women can work, but they can't defend the vault—they'll flee from raiders to protect their baby.
Tap on a dweller (or an empty dweller slot on the room's clipboard) to directly compare them with every other dweller in your vault.
A straight number means that you have space in that room, and your dweller contributes that much to the room's primary stat.
You can get fancy outfits from Lunchboxes or from exploring in the Wasteland; occasionally, incoming dwellers will wear something fancy that you can then repurpose, as well. There are quite a few unisex options, but there are also certain male- or female-specific clothes floating about. Until you get adequate weapons to properly fight against them, you can upgrade your vault door—just like any other room—to make it less susceptible to invading raiders.
Instead, take the weapons you've gotten from Lunchboxes or fact-finding expeditions in the wasteland and give them to your dwellers working on the top level of your vault. And if they do, equipping the rest of your top-level dwellers with weapons ensures that they'll be gone soon after that. Well-placed dwellers with weapons can handle raiders and radbugs, while anyone (save for pregnant women and children) can take care of a vault fire. They'll come in, fix the problem, and once it's solved, return to their original assignment. You can augment this, too, by sending your anointed dweller(s) out with your best weapons and outfits.
My best dweller stayed out a full 18 hours collecting outfits, guns, CAPS, and experience—but he was only able to do this because I sent him out with 5 Radaways and stimpaks a piece. These are hilarious and definitely worth reading; you can view your dwellers' notes by tapping anywhere outside the vault, or by selecting them from your master dweller list in the upper left corner of the screen.

Especially any radiation damage—if you let an irradiated person walk around your vault, they will quickly infect the entire population.
You'll need three things to do it: dwellers with high Charisma, ladies, and a radio station. To make pregnancies happen, all you have to do is place two dwellers in a living quarters area together; depending on their respective charisma stats, you'll get a pregnancy in the next 5-30 minutes.
Take note that merging three rooms gives you the most out of your production and storage but will require more dwellers working in them in order to make them efficient.
Pregnant dwellers can't help during incidents, and children consume resources without doing anything.
However, something sinister may answer your broadcast and come knocking on your vault's door. Once your vault is large enough to support its entire population without suffering from shortages and when your explorers and populace is properly equipped, you can just check your vault at least once a day. Go to our Fallout Shelter forums to talk about the game, or visit our other forums to chat to gamers. These are not usually tested by us (because there are so many), so please use them at your own risk. If it collects on the skin in large enough quantities it can cause beta burns (see section, “Symptoms of Radiation Injury”). Some people may be carrying umbrellas and wearing raincoats to keep the fallout particles off their skin and hair. Fallout particles that are carried into the bomb shelter can be swept up and thrown outside. If only one or two people come every few minutes to the bomb shelter, the receptionists should go back to the safer parts of the bomb shelter.
The particles can be removed from tightly woven fabrics and rainwear by lightly shaking them. These garments should be stored in a special place set aside for them until they can be washed. The fallout particles will come out in the wash, and the fallout particles or the radiation will not damage the fabric or make it radioactive. A few grains of fallout carried by each person into the safest parts of the bomb shelter will produce no noticeable increase in the radiation hazard and will not be detectable by the radiological instruments. After they have shaken out their clothing and wiped off their exposed skin, they should move further into the bomb shelter and sweep the dust off their shoes with a brush or broom. Brushing off or removing the shoes will be the last step of decontamination before a person enters the safer parts of a bomb shelter.
For descriptive purposes five types of burst are distinguished, although many variations and intermediate situations can arise in practice.
The release of ionizing radiation, however, is a phenomenon unique to nuclear explosions and is an additional casualty producing mechanism superimposed on blast and thermal effects. There are 40 or so different ways in which the nuclei can split up when fission occurs; hence about 80 different fragments are produced. Some of the fission neutrons are lost by escape, whereas others are lost in various nonfission reactions. The neutrons result almost exclusively from the energy producing fission and fusion reactions, while the initial gamma radiation includes that arising from these reactions as well as that resulting from the decay of short-lived fission products. This is true for a conventional “high explosive,” such as TNT, as well as for a nuclear (or atomic) explosion, although the energy is produced in quite different ways.
It is the usual practice to state the yield in terms of the quantity of TNT that would generate the same amount of energy when it explodes. It is important to start keeping track of everyone’s radiation exposure right away, as soon as fallout begins to arrive. But after fallout arrives, you may find with the use of your survey meter that gamma radiation is shining through at some unexpected location. Most of the bomb shelters with the highest FPF’s will also have the least daylight reaching them. The policy of “what they don’t know won’t hurt them” has never worked with the American public. Instructions on how to use the instruments may be given at the place where they are issued. This protection would be of particular benefit to those people with the greatest sensitivity to radiation, namely, children and pregnant women.
The people in the bomb shelter should be gathered at the locations that are estimated to have the lowest radiation levels. The problems of providing the best radiation safety will be a little different in each bomb shelter. Will these changes allow enough air to flow through to keep people from getting too hot when they are crowded?
And if you, like I, have fallen deep into its vault, here are some of my very best tips for making the most of your time there. Here's where you can put people to keep their happiness high, get those daily happiness bonuses, and best run your vault. You can even tap any of the headers—"DWELLER," "LVL," or "SPECIAL"—to organize your vault's dwellers alphabetically, by level, or by individual SPECIAL stats. They'll make it in eventually, but it gives you time to move dwellers into the vault entryway to properly fight them, and you'll be better off.
All creations copyright of the creators.Minecraft is copyright Mojang AB and is not affiliated with this site. You may want to monitor their progress as well regularly to ensure that you can recall them back to the Vault before they die in the wasteland.
Deathclaws - these deadly beasts can easily wipe out your vault if you're not ready or well-equipped. If ever they're unable to kill the invaders, consider moving them to the rooms along the invaders' path. Consider skipping objectives that you won't be able to complete immediately to have a chance to get an easier objective. This will allow you to collect the daily evaluation rewards, which includes a lunchbox on the seventh day of playing. If contaminated hair cannot be washed, it should be thoroughly brushed or combed, with frequent shaking and wiping of the hair and alos of the brush or comb. Daily sweeping of the bomb shelter for hygienic reasons will eliminate most fallout particles that may be carried into the bomb shelter even after decontamination procedures. Children, once born, also take about three hours to hatch into full-blown adults; they can't work, be placed in rooms, or be anything resembling productive until they grow up.
Having several production rooms means nothing if you don't have enough workers to fill them.
If you feel that your Vault is overpopulated, consider killing off non-essential personnel (cruel, yes) to the wasteland without equipment or stimpaks, or let them die from incidents and remove them from the Vault. As you send out higher level explorers with excellent equipment, they'll be able to stay longer in the wasteland and give you better weapons and outfits. Low level dwellers tend to die quickly and you'll be forced to use several stimpaks in almost every incident. Don't worry about relocating them after the incident since any moved dwellers during the incident will return to their posts once the incident is over.
You'll also earn much needed CAPS from these objectives so make sure to keep track of them and complete them whenever you can.
High Strength dwellers allows you to faster production cycles in your power plants, High Endurance characters give them higher survival chances out in the wasteland, and finally, high Luck dwellers increase the probability of getting bonus caps when collecting resources. As you get more reliable and powerful weapons, make sure to equip every single one of your dwellers and replace their old, weaker guns (BB Guns, 10mm Pistols, etc) with common weapons with higher firepower (Sawed-off Shotguns, laser pistols, etc). Later in the game, you'll come to the point that you'll stop breeding your dwellers and just rely on radio rooms to keep the population in check. As your vault grows, you'll need to get the other training rooms and even get several copies of those rooms to speed up the training. This is the only way for your common dwellers to catch up thier stats to the Rare or Legendary Dwellers. Furthermore, you can increase the already high stats of your Rare and Legendary dwellers to make them more potent, especially in defending the Vault or exploring the wasteland for prolonged hours or days.

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