Fallout Shelter objectives

Objectives are tasks that can be found in Fallout Shelter.

At any given time The Overseer can have 3 objectives, which can be viewed in the objective menu. After completing the objective The Overseer will be rewarded with varying numbers of bottle caps, a lunchbox, a Mister Handy, or a pet carrier. Once a day, a challenge can be skipped for free by pressing the red X, and additional objectives can be skipped at the cost of Nuka-Cola Quantum by pressing the blue X. Once a challenge has been deleted or completed it will be replaced with a new one. It is important to note that any progress towards an objective will not count if done while on a quest, unless it involves leveling up dwellers in the Wasteland. Pets that add a multiplication to objective bonus help complete certain objectives faster.

Assigning dwellers to the right room
A dweller's abilities with effective values (after applying outfit modifiers) that are greater or equal to other SPECIAL abilities values of the dweller define the list of proficient abilities. E.g. if dweller has SPECIAL 4, 3, 4, 2, 1, 3, 3, he is proficient at Strength and Endurance (abilities with the highest value).

When this objective is issued, the game creates a list of effective dwellers: dwellers whose highest ability (or one of the highest, if many are at the same level) corresponds to the room they currently work (except for living quarters). Then, if a dweller that is not in that list is assigned to work in a room that uses one of their highest abilities, this dweller is added to the list of effective dwellers and the objective progresses.

Bald dwellers
The number of bald dwellers in the Vault are counted as soon as you receive the objective. Male hairstyles 10, 21, and 24 all count towards this objective. A dweller with a bald haircut is added to the objective every time a dweller is customised to have it or every time a bald dweller enters the Vault. This means that bald dwellers who are sent to the Wasteland and then recalled immediately will add to the objective even if they were already previously counted.

Raising SPECIAL stats
For objectives that require you to raise special stats, each individual dweller is only counted once, be they specific specials, or any specials. For example, "Raise the agility of 6 dwellers" means six separate dwellers, a dweller who levels in agility twice does not add to the objective twice. It is the same for the "Raise any SPECIAL stat of (number) dwellers".

Collecting resources
When an objective requires you to collect resources under a certain amount of time, be it Power, Water, or Food, and the game is closed and reopened, the game calculates the total number of resources collected all at once during the time the game was closed if you have assigned a Mr.Handy to those resource rooms. This allows you to complete these objectives without having to rush rooms or create extra resource rooms.

Exploring the Wasteland for X hours
For exploring the wasteland objectives in a certain number of hours, the game chooses a dweller that has been exploring the longest that has been sent out after you receive the objective. Hours displayed on the objective are reset if the dweller returns to the vault without reaching the required amount of hours, upon which the next longest exploring dweller's hours will be displayed in the objective. As such, for objectives that require you to explore the wasteland for 50+ hours, it is advised that you do not equip a dweller with a pet that increases the amount of items that they collect, otherwise they may return to the vault early and not contribute to the objective. An objective multiplier pet is recommended instead, as the hours required will be cut in half or in thirds.

Killing enemies without a weapon
For objectives that require killing radroaches, radscorpions, and mole rats without a weapon, a small room can be built for the specific purpose of completing this objective (This strategy is recommended for end game vaults, when caps, radaways and stimpacks are no longer an issue). Assigning one or two dwellers without weapons to the room and repeatedly rushing it is quick way to complete this objective. Note that if a Mr. Handy gets the final killing blow on the enemy, it will not count towards the objective. Building a small room for the purpose of completing objectives also works for the "extinguishing fires" objectives, and most of the "surviving attacks without casualties" objectives.

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