How to Unlock Fallout Shelter Rooms

Learn how to unlock rooms in Fallout Shelter and expand your vault with this comprehensive guide. Increase your population.We’ve listed all the rooms you can build in your Fallout Shelter, along with their different costs and purposes, so you can take advantage of them.Rooms are the different spaces in which the interior of the shelter is organized in Fallout Shelter , places where the inhabitants perform different actions.

With this in mind, the different rooms can be organized according to their general function, having production rooms, training rooms, cost rooms or miscellaneous rooms.

On the other hand, each of the rooms has the resources needed to create them, and inhabitants that we need to obtain to make them possible.So we’re going to tell you about all the rooms that exist in Fallout Shelter , what they’re for, and how to unlock them so you can take advantage of them right from the start.

All Fallout Shelter rooms, how to unlock them and what they are for.

We have a ton of rooms that we can unlock in the adventure, and so you can get them as soon as possible:

  • Shelter Doors , we can include it within the miscellaneous category, that is, it has unique qualities and affects other parameters of the shelter, and has an upgrade cost of 500 at level 2 and 2000 at level 3.
  • Elevator : Also in the miscellaneous category, with a base cost of 100, and an increase cost of +25.
  • Accommodations , within the miscellaneous category, with the charisma skill, has a base cost of 100, an increase cost of +25, an upgrade cost at level two of 500 and at level three of 1500 points.
  • Energy Generator , we have it within the production category, that is, it generates one or two of the three types of resources passively consumed in the shelter, it has a base cost of 100, an increase cost of +25, an upgrade cost to level two of 500 and to level three of 1500.
  • Cafeteria , within the production category, agility as a skill, a base cost of 100, incremental cost of 25, upgrade to level two of 500 and to level three of 1500.
  • Depurator , production category, with the perception skill, a base cost of 100, incremental cost of +25, upgrade cost at level two of 500 and at level three of 1500.
  • Cellar , within the miscellaneous category, resistance skill, we need 12 dwellers to create it, with a base cost of 200, incremental cost of +75, an upgrade cost at level two of 750 and at level three of 1500.
  • Nursing , within the production category, intelligence skill, we require 14 residents, base cost of 400, incremental cost of +100, and upgrade cost at level two of 1000 and at level three of 3000.
  • Laboratory , within the production category, intelligence skill, we require 16 inhabitants, base cost of 400, incremental cost of +100, upgrade cost to level two of 1000 and to level three of 3000.
  • Overseer’s Offices , Miscellaneous category, requires 18 inhabitants, a base cost of 1000, upgrade cost to level two of 3500 and to level three of 15,000.
  • Radio Studio , within the miscellaneous category, charisma skill, requires 20 dwellers, a base cost of 500, incremental cost of +200, upgrade cost at level 2 of 2500 and at level three of 4500.
  • Weapons Workshop , cost category, which are those that manufacture an object or customize rooms, requires 22 dwellers, a base cost of 800, incremental cost of +600, upgrade cost at level two of 8000 and at level three of 60,000.
  • Weight room , training category, which are those that put a dweller to work to increase their statistics, strength skill, requires 24 dwellers, base cost of 600, incremental cost of +150, cost at upgrade level two of 1500 and at level three of 4500.
  • Exercise Room , training category, agility skill, requires 26 inhabitants, base cost 600, incremental cost 150, upgrade cost at level two of 1500 and at level three of 4500.
  • Arsenal , training category, perception skill, requires 28 dwellers, base cost of 600, incremental cost of +150, upgrade cost at level two of 1500 and at level three of 4500.
  • Classroom , training category, intelligence ability, requires 30 inhabitants, base cost of 600, incremental cost of +150, upgrade cost at level two of 1500 and at level three of 4500.
  • Clothing Workshop , cost category, requires 32 inhabitants, base cost of 1200, incremental cost of +900, cost at level two upgrade 12,000 and level three 90,000.
  • Fitness Room , training category, endurance skill, requires 35 inhabitants, base cost of 600, incremental cost of +150, cost at level two of upgrade 1500 and at level three of 4500.
  • Coffee, training category, charisma skill, requires 40 dwellers, base cost of 600, incremental cost of +150, cost at level two of upgrade 1500 and at level three of 4500.
  • Weapons Workshop , cost category, requires 42 inhabitants, base cost of 3200, incremental cost of 2400, cost at level two of upgrade 16,000 and at level three of 120,000.
  • Game room , training category, luck skill, requires 45 inhabitants, with a base cost of 600, incremental cost of +150, cost at level two of upgrade of 1500 and at level three of 4500.
  • Barber Shop , cost category, charisma skill, requires 50 dwellers, base cost 10,000, incremental 5000, cost at upgrade level 50,000.
  • Nuclear reactor , production category, strength skill, requires 60 inhabitants, base cost of 1200, incremental cost of +300, cost at level two of upgrade 3000 and at level three of 9000.
  • Garden , production category, agility skill, requires 70 inhabitants, base cost 1200, incremental cost +300, cost at level two of upgrade 3000 and at level three 9000.
  • Water Purifier , production category, perception skill, requires 80 inhabitants, base cost 1200, incremental +300, level two upgrade cost 3000 and level three 9000.
  • Nuka Cola Bottling Plant , Production category, Stamina skill, requires 100 inhabitants, base cost 3000, + 750 incremental, Level two upgrade cost 15,000 and level three 45,000.

As you can see, we have a ton of rooms available in Fallout Shelter, and you already know the requirements and costs to create them, and the category to which each of them belongs.