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Rooms/ItemDescriptions
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RocksFor every lower level you go, the cost to destroy goes up 25 caps.
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Vault DoorSlows down raiders, (The game hasn’t said what it does for Deathclaws)
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ElevatorCan be used to make passageways, but this can be expensive
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Living QuartersDetermines the vault’s maximum capacity and where the magic happens. Never use this room to have people just standing around, unless they’re the same sex, because that’s how babies happen, if this is your intent though, you can check if they’re related via their verbal communication to one another. The higher a vaulters’ Charisma, the faster the magic happens. First they will dance, then kiss, run to the back, and after a little while he comes running out and she’s slowly coming out right behind him. BONUS INFO!:!:!:If you delete a living quarter before a woman has the chance to give birth she may be put into a permanent limbo pregnancy, never giving birth and becoming immortal!
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Power GeneratorProvides Power, needs Strength.
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DinerProvides Food, needs Agility.
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Water TreatmentProvides Water, needs Perception.
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Storage RoomIncreases the amount of weapons and outfits your vault can hold. This room doesn’t need people in it but if ever you don’t want people roaming around on a Coffee Break then use this room to have them stand around in (definitely don’t use the living quarters to have people of opposite genders waiting). Does not store Stimpaks and Radaway.
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MedbayUsed for making and storing Stimpaks.
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Science LabUsed for making and storing Radaway.
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Radio StudioThe effectiveness of this room is based on Charisma. This room increases the happiness of the vault by providing radio-stylings through the P.A. system, broadcasts messages into the wasteland to call potential dwellers, and attracts Deathclaws! Caution when using this room, be sure that your vaulters are prepared to deal with the consequences….
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Weight RoomIncreases Strength. For the explorer it determines: usefulness of weapon.
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Athletics RoomIncreases Agility. For the explorer it determines: quickness.
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AmoryIncreases Perception. For the explorer it determines: reaction time.
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ClassroomIncreases Intelligence. For the explorer it determines: in this game, not much.
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Fitness RoomIncreases Endurance. For the explorer it determines: survivability in the wasteland.
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LoungeIncreases Charisma. For the explorer it determines: in this game, not much.
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Game RoomIncreases Luck. Luck determines the amount of cap bonus that you get when collecting resources. Luck also plays a factor for explorers; ease of escaping an enemy, amount of caps found, and type of item found.
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Nuclear ReactorProvides Power, needs Strength.
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GardenProvides Food, needs Agility.
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Water PurificationProvides Water, needs Perception.
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Nuka-Cola BottlerProvides Food and Water, needs Endurance.
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UPGRADING VERSUS BUILDING
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Upgrade a RoomBuild a New Room
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1. Takes up less space  1. Takes up more space
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2. Increases production/storage by very little   2. Increases production/storage dramatically
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3. Consistent cost for each level 3. Starts low and starts to increase in cost for each type of room built
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