Fallout Shelter: Room Guide
An overview of all the rooms in Fallout Shelter featuring their types, usage and requirements for construction and upgrade.
All you need to know about rooms and Shelter
The main task in Fallout Shelter is to build a safe and balanced vault. The game will provide basic information in the form of a small tutorial and references. Nevertheless, certain nuances are not that obvious as they appear at first glance. This guide will give you general construction advice and detailed information about each room.
Construction: basic principles
Currently, 25 types of rooms are available for construction. The construction menu is opened by clicking on the hammer icon in the lower right corner of the screen. Each room has its own price.
At first, you’ll be able to include only the most needed rooms in your Shelter. Other rooms will be unblocked as your population grows. All rooms with the exception of the elevator can be upgraded two times – the higher the desired level of the room, the more caps you will need. The room changes its name after an upgrade and receives a bonus depending on its type.
Three rooms of the same level and type can be combined into one if they are close to each other and are situated on the same floor. The combined room receives a production bonus and an upgrade discount. It is cheaper to upgrade one big room compared to three small ones. Plan your Shelter so that rooms of one type are built near each other. You cannot move rooms after they have been built. You will only be able to destroy them and create the same room in another place. After demolition, you’ll be refunded with a small number of caps. To build a new floor, add a new elevator close to the old one and remove stones from the soil. The cleanup costs several hundred caps.
Most rooms need settlers’ presence to work. A small room accommodates two units, a triple room can welcome six units. For maximum productivity, put units in the rooms according to their S.P.E.C.I.A.L. skills – the higher the skill, the happier the settler is and the faster he works. You can see the desired parameters in the construction menu or by dragging the unit into different rooms. The higher the number above a certain room, the more useful the unit will be in this room.
All rooms can be divided into three groups:
Let’s look at them one by one.
Production rooms deliver resources that are necessary for the Shelter and for the happiness of the settlers. The work in such rooms can be accelerated. If you are lucky, you’ll get a portion of the resource ahead of time and you’ll also get some extra caps. In case of failure, the room will be attacked by radioactive cockroaches or there will be a fire. The success of the acceleration depends on the level of Luck (L) of the workers. When rooms are combined, they get +2 to production for each additional room plus 25% for the upgrade of the double room and 34% for the upgrade of the triple room.
1. Power generator and nuclear reactor
- Production: energy.
- Skill: Strength (S).
- Generator upgrade cost: 2 level – 500 caps, 3 level – 1500 caps.
- Reactor upgrade cost: 2 level – 3000 caps, 3 level – 9000 caps.
- Population required: generator – available from the start, reactor – 60 people.
- Notes: energy is required for the functioning of all other rooms in the Shelter. The more rooms you have, the more resources they spend. If you are short of energy, rooms start to switch off and stop functioning, starting from those who are the farthest from the generator or reactor. That’s why the most important rooms should be located near generators and reactors. Elevators and doors of the Shelter do not need energy.
2. Diner and garden
- Production: food.
- Skill: Agility (A).
- Diner upgrade cost: 2 level – 500 caps, 3 level – 1500 caps.
- Garden upgrade cost: 2 level – 3000 caps, 3 level – 9000 caps.
- Population required: canteen is available from the start, garden – 70 people.
- Notes: food is necessary to keep dwellers healthy. If they don’t get enough food, their health will decrease to 20% but they won’t die. However, if the Shelter is attacked in such a moment, you can lose the entire population. If there’s plenty of food, the settlers’ health will gradually increase.
3. Water treatment and water purification room
- Production: water
- Skill: Perception (P).
- Cost of upgrade: 2 level – 500 caps, 3 level – 1500 caps.
- Cost of upgrade: 2 level – 3000 caps, 3 level – 9000 caps.
- Population required: water treatment is available from the start, water purification – 80 people.
- Notes: clean water is necessary for your settlers to get rid of radioactive contamination. If water is in short supply, the settlers’ health decreases, and the health bar turns red. Just like in the case of food, settlers’ recover after they are provided with the necessary amount of the resource without using stimpacks or RadAway.
- Production: stimpacks.
- Skill: Intellect (I).
- Upgrade cost: 2 level – 1000 caps, 3 level – 3000 caps.
- Population required: 14 people.
- Notes: stimpacks are required to recover the health of the inhabitants. After the upgrade, the room increases production but does not increase storage capacity. To store more stimpacks, build new rooms of this type.
5. Science Lab
- Production: RadAway.
- Skill: Intellect (I).
- Upgrade cost: 2 level – 1000 caps, 3 level – 3000 caps.
- Population required: 16 people.
- Notes: antiradiation treatment is necessary to decrease the dwellers’ level of radiation. Just like the Medbay, the improved Science Lab does not get an improved storage capacity. To store more, build new labs.
6. Radio studio
- Production: increases the happiness level, attracts new settlers from the Wasteland.
- Skill: Charisma (C).
- Upgrade cost: 2 level – 1500 caps, 3 level – 4500 caps.
- Population required: 20 people.
- Notes: when the queue of new settlers at the Vault door reaches 10 people, the radio studio will stop attracting new inhabitants but will continue to increase the level of happiness. Besides settlers, the studio can also attract enemies.
7. Weapon workshop
- Production: weapons, trash is required for production.
- Skill: depends on the type of the weapon. The skill is shown in the recipe.
- Upgrade cost: 2 level – 8000 caps, 3 level – 80000 caps.
- Population required: 22 people, 2 level – 45 people, 3 level – 75 people.
- Notes: a new room takes 3 slots. Unlike other production rooms, you can’t use acceleration in the weapon workshop. The time to craft a certain item depends on the level of the necessary worker skill.
8. Outfit workshop
- Production: outfits, trash is required for production.
- Skill: depends on the type of the costume. The skill is included in the recipe.
- Upgrade cost: 2 level – 12000 caps, 3 level – 90000 caps.
- Population required: 32 people, 2 level – 55 people, 3 level – 90 people.
- Notes: the room takes 3 slots. Acceleration does not work. The time to craft a certain item depends on the level of the necessary worker skill.
9. Theme workshop
- Production: themes to change the rooms’ design. Drafts and trash are required for production.
- Skill: depends on the theme type.
- Upgrade cost:: 2 level – 16000 caps, 3 level – 120000 caps.
- Population required: 44 people.
- Notes: in order to craft a new theme, you should find 9 draft fragments in the Wasteland (if you can’t find a necessary fragment, buy it using Nuca-Cola). Eight themes are available. Various themes require different skills: «Brotherhood of Steel» – Strength, «Minutemen» – Agility, «Underground» – Endurance, «Institute» – Intellect.
10. Nuca-Cola bottler
- Production: food and water.
- Skill: Endurance (E).
- Upgrade cost: 2 level – 7500 caps, 3 level 22500 caps.
- Population required: 100 people.
- Notes: produces two types of resources simultaneously.
All S.P.E.C.I.A.L. skills of any inhabitant can be upgraded up to 10 points. You’ll need special training rooms for this. The training can be interrupted and continued at any time. Instant training is available if you are ready to pay with Nuca-Cola. The higher the level, the more time a settler needs to get to the next one. The upgrade of all training rooms costs 1500 caps for the second level and 4500 caps for the third level.
Here are all training rooms in Fallout Shelter:
- Weight room. Increases Strength (S). Requires 24 settlers to be built.
- Athletics room. Increases Agility (A). Requires 26 settlers to be built.
- Armory. Increases Perception (P). Requires 28 settlers to be built.
- Classroom. Increases Intellect (I). Requires 30 settlers to be built.
- Fitness room. Increases Endurance (E). Requires 35 settlers to be built.
- Lounge. Increases Charisma (C). Requires 40 settlers to be built.
- Game room. Increases Luck (L). Requires 50 settles to be built.
Here, we list rooms that cannot be attributed to first and second categories.
The Elevator is required to build new floors and to move between them. You can’t relocate, upgrade or combine the elevator with other rooms.
2. Vault door
The Vault door is necessary to protect settlers from their Wasteland enemies. No matter how you upgrade the door, raiders and Deathclaws will ultimately get inside, but the doors of the second and third levels will give you more time to move better equipped citizens closer to the exit. Upgrade cost: 2 level – 500 caps, 3 level – 2000 caps.
3. Living quarters
The living quarters increase the capacity of the Shelter (maximum 200 settlers). Also, pairs use living quarters for procreation. The higher the Charisma is, the faster citizens come together. Close relatives won’t bring offspring. During raids, pregnant women, kids and pets hide in living quarters. Upgrade cost: 2 level – 500 caps, 3 level – 1500 level.
4. Storage room
The storage room is necessary to store equipment, trash and pets. It is available for construction once your Shelter has 12 inhabitants. People in the storage room don’t affect its work, but if you delegate a worker with high Endurance level to this room, his level of happiness will increase. Upgrade cost: 2 level – 750 caps, 3 level – 2250 caps.
5. Overseer's office
After this room is built, you’ll be able to send settlers on missions. You can find the list of available missions in the Peep-Boy menu in the right side of the screen. The room is available once your Shelter has 15 inhabitants. Upgrade cost: 2 level – 3500 caps and 33 people, 3 level – 15000 caps and 55 people. Once you upgrade the room to the second level, you’ll be able to deal with 2 missions at the same time. The third level will give you an opportunity to send your people on 3 missions simultaneously.
This room is required to change the appearance of your citizens. It takes two slots. The room is available once your Shelter has 50 inhabitants. It can be upgraded to the second level for 50000 caps. First-level barbershop can only change the hair color, while the second-level barbershop can change facial features and accessories. You can’t use acceleration, but the higher the settlers’ Charisma and level of happiness, the faster the process will go.