Fallout Shelter Tips & Tricks: Exploit These End Game Strategies For Moving Rooms, Upgrading, Surviving Days In Wastelands And More

Looking for Fallout Shelter game tips and tricks for late game play? We've got more tips for surviving over a day in the wastelands, when to move or replace rooms and what SPECIALS to train your dwellers in to get the best and most supplies and defeat tou
Looking for Fallout Shelter game tips and tricks for late game play? We've got more tips for surviving over a day in the wastelands, when to move or replace rooms and what SPECIALS to train your dwellers in to get the best and most supplies and defeat tougher enemies. Bethesda

On the last half of Fallout Shelter and looking for end game tips, tricks and strategies to move you forward? We’ve got a number of tips for you to exploit in the Fallout Shelter game to help you progress even further. Check them out!

Ok, so I haven’t played as much Fallout Shelter the last few days as I did earlier in the week, but I still managed to gain enough experience to warrant a new tips and tricks post. This will largely be geared to people in the second half of the game – maybe 80 dwellers or above (I’m at 163 right now.)

If you are in the earlier stages of Fallout Shelter, say around 30 or less dwellers, you may want to check out this beginner’s article. If you’ve passed 30 dwellers, this article and this one will likely be useful to you, along with the tips below. I also have a new post addressing Deathclaw attacks, for those struggling with them. Mostly this post will deal with lengthier survival in the Wastelands (over one day) while gaining better stuff, moving and upgrading rooms (when you should and how many) and some tips for using your training rooms to your best advantage.

Fallout Shelter Advanced Game Tip Set #1: On Wasteland Survival And Looting

One way to exploit the Wastelands is to send out experienced dweller with high SPECIALs and stimpacks.
One way to exploit the Wastelands is to send out experienced dweller with high SPECIALs and stimpacks. iDigitalTimes

For Long Stretches Experience Matters Most: So, I alluded to this in an earlier post, but I really wasn’t sure HOW much it mattered. Given the last few days though, I’ve found my most experienced players are solidly the best ones to send out to the Wastelands for longer stretches. The longer you are in the Wastelands the more difficult the opponents you face and if you send a guy out with, say a 30 experience level he fares way better than a guys with a 5 or 10 experience level. I believe, though I can’t confirm yet, that each level of experience may be a health point. Therefore, if you are a level 30 in experience, you can take a lot more hits before going down enough on you health to need a Stimpack. I plan to test this, this week.

Another benefit to sending out a more experienced dweller is that he or she can wear better or more enhancing outfits. I found lower level dwellers aren’t able to wear rare or legendary outfits, which give much higher level of SPECIAL enhancements.

For those who are hitting the achievement that requires having several dwellers survive 15 hours in the Wastelands, this is actually pretty easy to achieve with an experienced dweller equipped with a good weapon and plenty of Stimpacks.

As one reader, Ken Wehrheim, observed, sending out an experienced dweller with at least a level 6 on strength and endurance, a high damage weapon (15+) and 25 stimpacks, he was able to keep the guy out about 2 and ½ days.

Meanwhile another reader, Truffle DeRenzo, posted this tip: “I have a few dwellers at multiple different levels ranging from 15 to 48 all maxed out on all of their special trainings to 10 and maxed out on 25 Stimpacks and radaways and they can all last a little over 2 1/2 days run time before they die … the higher level ones bring back better loot than the lower level ones.”

I’ve personally experimented a little and when I sent out dwellers at level 30 experience, with a level 7 weapon, 6 strength and 20 Stimpacks, they lasted approximately 21 hours. Sending out someone at a level 20 with the same stats/equipment lasted only 15.

No matter how you slice it, high experience, high specials and Stimpacks are the key to lengthy survival in the Wastelands.

Dwellers with higher levels of SPECIALs will be able to fight tougher advisaries, and get more and better weapons, outfits and caps.
Dwellers with higher levels of SPECIALs will be able to fight tougher advisaries, and get more and better weapons, outfits and caps. iDigitalTimes

To Get Good Stuff In The Wastelands SPECIALs Training Matters: Ok, so as I mentioned in an earlier post, every SPECIAL helps in the Wastelands. I used to think you should focus on strength, endurance or luck, but actually agility, intelligence and charisma seem to be useful to. Here’s what some readers and myself have sorted out for how SPECIALs help in the Wastelands.

Strength – allows dwellers to fight tougher enemies

Luck – Helps you find tons of weapons, outfits and caps

Perception – helps you find better weapons and outfits and last longer

Endurance – helps you last longer

Intelligence and Agility – help you escape enemies that are too difficult

While I didn’t think Charisma was really worth anything in the Wastelands, one reader MD Arif Danial II, posted this theory about the usefulness of Charisma in the Wastelands:

“I think Charisma is useful when your Dweller meet a survivor in Wasteland. My dweller met a man in the Wasteland and that man gave him 60 Caps.”

Based on this info, I’ve decided to start training a specific force of experienced dwellers for exploring. I’m getting them each trained with a level 10 in every SPECIAL, just to see how they fare.

In terms of when and how to train dwellers, one reader observed that night time is a great time for training SPECIALs. According to Sam Costley, “When you go to bed, resources are not used up. This means you can place all but one worker for every resource into their proper training room. You'll still wake up with the same amount of resources, but you'll also have many more levels.”

Fallout Shelter Advanced Game Tip Set #2: Moving And Upgrading Rooms

When it comes to moving rooms or upgrading them, don't replace all your power plants with nuclear reactors. They can store more, but production is slower
When it comes to moving rooms or upgrading them, don't replace all your power plants with nuclear reactors. They can store more, but production is slower iDigitalTimes

Ok, so as you advance and have unlocked “better” rooms like the nuclear reactor, gardens and so forth, you may wonder just how well they will profit you. The answer is mixed. At first, I was systematically moving and replacing power rooms with nuclear reactors because I just assumed they were better. Over time though, it seemed to take longer to make energy. I thought maybe I was imagining it, but then another reader, Jeremy Waldron, confirmed my suspicions on this.

“I used the same people for the power plant and the super nuclear reactor. The super nuclear reactor gave 59 energy in 130 seconds, giving 2.2 seconds/energy. The power plant gave 49 energy in 95 second, giving it 1.9 seconds per energy.”

This means the nuclear reactors are slower at making energy and since they make more at a time, you wait even longer. What’s the advantage of the reactor then? Storage mainly. As I wrote in my last post, the nuclear reactor has a ton more storage. But if power plants produce energy faster, then I would say to replace some of your power rooms (but not all) with nuclear reactors or you could start to run into a power problem.

My guess is (though I haven’t confirmed it yet) that the gardens and other advanced productions rooms might be the same – slower productions, more storage.

Have a Fallout Shelter tip or trick to share? We’d love to hear them! Please post them in the comments below!

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