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Fallout Shelter Cheats

Fallout Shelter

Cheat Codes:
------------
Submitted by: David K.

How to Start:
-------------
Written by Moneymakers8185
An easy guide to get started.

-=Quick Starter Guide=-
* Do tasks and get a lunch box
* Because you get weapons and amour, caps and dwellers (people) and 
  if raiders attack add 3 dwellers that have weapons (preferbly guns)
  at the vault door.

-=How to get caps and items and amour=-
* Do tasks and focus on ones that give you lunch boxes. 
* only upgrade once then save your caps for more rooms.

-=How many people in room=-7
2 in living rooms.
4 in power room (you need to combine the room).
2 or 4 in water room.
2 or 4 in food room.

-=Important stuff to know=-
* Pick a layout for your vault.
* Keep your vault small until you have enough dwellers 
  (refer to title 3).
* Equip all your dwellers with gear.
* Equip the right outfits for the job.
* Look out for the stranger a weird sound (a creepy one) will play 
  and quickly look and click on him for rewards.



Survival & General Tips:
------------------------
Written by PurpleShiv

* Never upgrade the vault door. You want the hazard event done; 
  Everything just breaks in anyway.

* Develop a frontline killbox to deal with the incoming mobs quickly.

* Early on especially – Keep all rooms at level 1 to keep hazard events 
  low strength. Aim to keep level 1 rooms all over for this reason.

* Fully staffed rooms are needed to effectively deal with events. Don’t 
  build a 3 block room until you can staff a 3 block room.

* Use firebreaks – hazards don’t spread diagonally or across gaps.

* Ensure your first couple of rooms are staffed with the highest dwellers 
  and best guns for deathclaws. You are going to want rare weapons across 
  the board, at least.

* Until radscorpions, it is safe to build unstaffed storage and sleeping 
  quarters gapped/diagonally away from production rooms, and just ignore 
  those events.

* When you hit high dweller numbers and can afford to staff all rooms, 
  organise empty rooms so travel time is minimised if you have to drag
  and drop.

* Pin it: Having a single dweller in the [store|living|overseer] room to 
  pin the event is super useful, allowing you to drop in support without 
  the risk of spread.

* Bottle and Cappy are your best starting support asset. For starting 
  caps and nuka cola, its worth doing as soon as you can. Note that I 
  lost a level 24 full HP (but low END) dweller on the boss’s special 
  attack at the final mission, but won in the end.

* Dweller HPs: Starting and radio-recruited dwellers start at level 5, 
  but low starting END stats mean lots of missing HPs. IMO, it is worth 
  re-generating the dweller pool from level 1’s, trained to max. It means 
  better survival and using less healing resources. If you want to be 
  really l33tist, you can repeat this process when you get legendary 
  “Heavy Wasteland Gear” that bears the +7 END stat.

* Killbox for invading forces. 
  Mine goes like this:

  ____|ENTRY-LFT-PWRPWRPWR
  ######-LFT-PWRPWRPWR-LFT-PWRPWR
  WTRWTRWTR-LFT-FODFODFOD-LFT-FODWTR

  L1 vault door, the entrance empty – 2 defenders are not worth much. Power 
  rooms are fully staffed with max END/STR level 35+ dwellers wielding legendary/
  rare weapons, and any spare pets. Only the occasional Deathclaw pushes to the 
  first room on level #2. Stimpacks are only needed to heal the 6 on the first 
  floor.

* Starting out and unpacking your lunch, rare/legendary weapons are more useful 
  than dwellers. Except those that come with decent weapons, obvs.

* That’s all folks. Good luck unboxing those lunches.
 
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