Satisfaction level The indicator that shows dwellers' happiness.
It is influenced by the satisfaction of all the dwellers.
It can be increased by assigning them to proper rooms or successful use of “Rush”.
Energy Energy is required for powering the rooms.
Food Food is needed for the dwellers.
If you won’t have enough of it, dwellers' health will start to deplete.
Water Clean water also affects the Vault dwellers.
Caps The amount of caps possessed, which are the currency in the game.
Caps are used mostly for room building, upgrading them and for resurrecting the dead dwellers.
Build menu The window that allows you to build new rooms.
After marking an already existing room, an dot that allows you to upgrade it will appear.
Vault door This is where new dwellers appear.
The door is also the first place attacked by enemies.
When moving a dweller out of the Vault, you might send him to explore the wasteland.
Door endurance can be increased, it will force the attackers to waste more time behind they get through.
Inside of the Vault This is where all your buildings can be found, placed as you want.
Remember about leaving some space to upgrade them and about assigning the dwellers with specific statistics to proper rooms.
PipBoy Opens a side menu.
The capacity of the storage can be increased by upgrading the Storage Room.
Lunchboxes Here you’re free to pop fire up received (or bought) lunchboxes.
Take picture This button allows you to take a picture of your Vault.
During the game, interface doesn’t change significantly.
The most important statistics are available all the time with a view on the interior part of the Vault.
When you punch any of listed resources, you might check the exact level of them.
Last but not least, there is also the PipBoy[10].
One of them is an alarm in case of the raiders' attack, fire or a radroach infestation.
Alarm is signalized with a specific sound.
In case of failure one of two disasters will happen in the room: fire or radroach infestation.
Each space that produces something needs time to deliver a final product, e.g.
Stimpaks.When the time is over, the product icon will appear on the screen.
Don’t forget to select it- work is suspended until you collect the product.
Appropriate statement also appears, when a baby is born in your Vault.
If two characters are related, the game subtly informs you of this fact.
They won’t start any flirt as this match is impossible.
While moving dwellers between rooms, you will be informed which treat of S.P.E.C.I.A.L.
statistics is used in a particular room.
It means that the moved person has the skill developed better or worse than the indicated amount.
When the line is full, there is a small “lvl” inscription above the dweller’s head.
Clicking it will increase the amount of experience, which will increase the amount of life points.
Caution: along with increase of the level, none of S.P.E.C.I.A.L.
statistics get changed - those have to be worked out in designated rooms.
When you complete the training, an appropriate icon will appear above the dweller’s head.
punch it and the statistic will increase.
If you don’t remove the dweller from the room, workout is continued automatically.
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