The Vault - Fallout Wiki

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The Vault - Fallout Wiki

There are a number of rooms you can construct and upgrade to expand the Vault. All rooms have a particular purpose whether it be resources production, training Dwellers or provide storage space for Dwellers and items. As the vault population increase in size new room types will become available.

The Vault need power to keep rooms operating and dwellers to operate them. Every room in the Vault is linked to one of the SPECIAL stats. The better the assigned Dweller's stat is for that room, the more they influence the room's effects. Each Room level can be upgraded twice to increasing its performance, and up to 3 identical Rooms can be merged to increase their dweller capacity.

Rooms Overview

The table below is a complete list of all rooms available in your Vault. Building multiple rooms of the same type will increase its base price, but upgrade costs remain constant.

Access and Storage rooms
Name Population needed Base cost Attribute Purpose Upgrades
Vault door Available from the start pre-set Strength Prevents entrance into the Vault by attackers. Advanced Vault door

Fortified Vault door

FOS Elevator icon.png
Available from the start 150 Connects different levels of the Vault.
FOS Living quarters icon.png
Living quarters
Available from the start 100 Charisma Houses the dwellers and allows for procreation. Barracks


FOS Storage icon.png
Storage room
12 dwellers 200 Endurance Increases available storage capacity. Depot


FOS Overseer's office icon.png
Overseer's office
18 dwellers 200 Unlocks quests Overseer's control station

Overseer's command center

Resource Production rooms
Name Population needed Base cost Attribute Purpose Upgrades
FOS Power room icon.png
Power generator
Available from the start 100 Strength Produce Power Power station

Power plant

FOS Diner icon.png
100 Agility Produce Food Restaurant


FOS Water treatment icon.png
Water treatment
100 Perception Produce Water Water treatment station

Water treatment plant

FOS Medbay icon.png
14 dwellers 500 Intelligence Produce Stimpaks Clinic


FOS Science lab icon.png
Science lab
16 dwellers 500 Intelligence Produce RadAway Science station

Science center

FOS Radio studio icon.png
Radio studio
20 dwellers 500 Charisma Attracts new dwellers from the wasteland. Radio station

Broadcast center

FOS Nuclear reactor icon.png
Nuclear reactor
60 dwellers 1200 Strength Produce Power Advanced reactor

Super reactor

FOS Garden icon.png
70 dwellers 1200 Agility Produce Food Greenhouse


FOS Water purification icon.png
Water purification
80 dwellers 1200 Perception Produce Water Purification plant

Purification station

FOS Nuka Cola bottler icon.png
Nuka-Cola bottler
100 dwellers 3000 Endurance Produce a lot of Food and Water Nuka-Cola station

Nuka-Cola plant

Training Rooms
Name Population needed Base cost Purpose Upgrades
FOS Weight room icon.png
Weight room
24 dwellers 600 Train Strength Gym

Strength center

FOS Athletics room icon.png
Athletics room
26 dwellers 600 Train Agility Athletics studio

Athletics center

FOS Armory icon.png
28 dwellers 600 Train Perception Weapons station

Weapons center

FOS Classroom icon.png
30 dwellers 600 Train Intelligence School


FOS Fitness room icon.png
Fitness room
35 dwellers 600 Train Endurance Fitness studio

Fitness center

FOS Lounge icon.png
40 dwellers 600 Train Charisma Bar


FOS Game room icon.png
Game room
50 dwellers 600 Train Luck Arcade

Gaming center

Crafting rooms
Name Population needed Base cost Purpose Upgrades
FOS Barber shop icon.png
Barber shop
50 dwellers Allows for changing dweller appearance Salon
FOS Outfit workshop icon.png
Outfit workshop
32 dwellers Allows for making outfits Outfit factory

Outfit plant

FOS Weapon workshop icon.png
Weapon workshop
45 dwellers 800 Allows for making weapons Weapon factory

Weapon plant

FOS Theme workshop icon.png
Theme workshop
42 dwellers 3 200 Allows for making room themes Theme factory

Theme plant

Production rooms

Production rooms produce the basic resources and medical items that to keep the Vault and its Dwellers going, each room regularly produces them in cycle over time as long as at least one dweller is assigned to operate it. production cycle time is dependent on the assigned dwellers' total level for the room's required SPECIAL skill. E.g. four dwellers with Strength 5 in a double-generator room are as productive as 2 dwellers with Strength 10 in the same room. Production times are also modified by the room's size, level, and the working dweller's happiness.

Production rooms may also be rushed in order to produce resources faster. By rushing production, players gain a monetary bonus and fast access to materials, but there is a percentage chance of failure. On failure, the room can either spontaneously erupt into flames or be attacked by mole rats or radroaches. Both outcomes affect dweller happiness too, either positively or negatively.

Training rooms

Training rooms allows assigned dwellers to train and increase their SPECIAL stats over time. There is a Training Room for each one of the seven stats. The time it takes a dweller to improve varies depending on their level, the room size and level, and how many other dwellers are working on the same skill. The higher the SPECIAL stat of a Dweller is, the longer it takes to train them to the next level. Multiple Dwellers training together in the same room decrease the training time for all Dwellers in the room.

Upgrading and merging rooms

Upgraded rooms

Rooms can be upgraded to increase their performance. Each room type save the elevator can be upgraded twice. Upgraded rooms produce more resources, increase storage capacity, train faster etc. Additionally Rooms can be merged by placing them next to each other, up to 3 Rooms of the same type and level can be merged into a larger version of the room. Merged Rooms let you assign more Dwellers to the room (up to six), while also becoming more efficient, however, they consume more electricity and increase upgrade cost.

  • Two merged production rooms double the output and provide an additional 2 resource units.
  • Three merged production rooms triple the output and provide an additional 4 resource units.
  • Upgrading merged rooms is significantly cheaper in the long term. Two merged rooms cost 25% less caps to upgrade as opposed to two single rooms. Upgrading three merged room is even cheaper, providing a 50% price cut.

Thematic upgrades

Using the theme workshop allows the player to customize their Vault further with specific themes for Fallout 4 factions (the Brotherhood, the Institute, Railroad), as well as seasonal themes. Rooms must be fully upgraded and three in size to be themed. Schematics are required to create them.

Some rooms offer special functions: The broom of the Halloween theme attacks attackers, for instance.


  • Be sure to be patient when expanding your Vault. Expanding too quickly will only make it more difficult to keep up with gathering enough resources to keep your Vault up and running and increase incident difficulty.

Behind the scenes

  • There is a cut room, Mausoleum, where players would be able to assign dwellers to take care of the deceased and earn caps.