Fallout Shelter achievements

Fallout Shelter

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There are a maximum of 35 Fallout Shelter achievements worth 2,268 (1,000)

61,473 tracked gamers have this game, 1,058 have completed it (1.72%)

Achievement Details

Overseer in Fallout Shelter

Overseer102 (50)

Level up a Dweller from Level 1 to 50

  • Unlocked by 14,674 tracked gamers (24% - TA Ratio = 2.04) 61,563  

Achievement Guide for Overseer

The Dawn of Don
243,197 (146,740)
The Dawn of Don
Achievement won on 13 Mar 17
TA Score for this game: 1,936
Posted on 10 March 17 at 21:22, Edited on 12 August 17 at 05:29
This solution has 40 positive votes and 4 negative votes. Please log in to vote.
To begin this solution, sorry if it is a little long winded. I have quite a few hours invested into Fallout Shelter and not only am I trying to help anyone get the achievement for leveling a dweller to 50, but I am also providing tips that will ultimately allow you to get other achievements more easily.

Undoubtedly the fastest way reach level 50 is to send a dweller into the Wasteland. Dwellers continue to level up in the Wasteland when you are not playing where they only level up while you are playing in the Vault. The down side is the Wasteland is not kind to your dweller.

To prepare your dweller for the leveling grind, and to just stay alive in the Wasteland period, spend some time, caps, and praying to the RNG gods with the following.

S.P.E.C.I.A.L Stats
To best maximize your dwellers survivability in the wastes, max out all of their S.P.E.C.I.A.L stats. The dweller becomes almost completely self-sufficient with maxed out S.P.E.C.I.A.L stats allowing you to leave them out for days with almost no supervision. I have done my own personal testing; with max stats a dweller at level 1 should reach level 50 between 3 - 5 days in the Wasteland depending on RNG events. They also earn around 5000 caps a day for you if RNG is good.

All stats max out at 10. This is important to remember for Endurance.

If you are trying to get the dweller out the door fast, max out at least Strength, Endurance, and Agility.

Strength is upgraded via the Weight room. This determines how much damage the dweller takes. The higher the strength the less damage they take.

Endurance (END so I don’t have to type Endurance every time) is upgraded via the Fitness room. This determines how many hit points (health) the dweller gains per level. A dweller with END 1 will gain 3 hit points per level where a dweller with END 10 will gain 7.5 hit points per level. Endurance can be increased beyond 10 with outfits that have an END number resulting in more hit points per level.
Here is the equation to calculate your dwellers hit points.
2.5 + (END Number * 0.5)
Hit points are not retroactive.

Agility is unlocked via the Athletics room. This determines how many shots your dweller can fire before the enemy attacks, or how much damage they can avoid if fleeing. Obviously, the more damage they can inflict before the enemy attacks the faster the battle is completed.
Stimpacks and Radaway
You will need a Medbay and Science Lab to produce Stimpacks and Radaway. I recommend building 3 double room Medbays and 1 double room Science Lab. This way you can load your dweller up on 25 Stimpacks and 5 Radaway when sending them into the wastes, but still have enough to deal with any Vault emergencies that may happen immediately after your dweller leaves. Too many times I have had a pack of 3 Deathclaws attack within 30 seconds of a dweller leaving. Clever girl.

Just incase you are wondering why I recommend double instead of triple room sizes for the Medbay and Science Lab, it is more efficient and has a higher yield. Three double Medbays has the same storage of 65 as two triples, but the three double Medbays produce 9 stimpacks (3 each) where the two triples produce 8 (4 each). Production exponentially increases when fully upgrading the double Medbays. Same exact thing applied to Science Labs. See, I saved you some time and made your Vault more efficient.
Weapons, Armor, and Pets
And this is where RNG comes into play. Basically, give your dweller the best gun, best armor, (and if you have some animals with damage resistance) the best animal that will help them stay alive in the Wasteland.

I recommend any gun of 6 attack or higher for early treks into the wastes and weapons with only double digit attack at level 15 or higher. Obviously whatever outfit you give them should have the highest Endurance you can provide them so they can earn those hit points.
Check in on your dweller every few hours if you have a life that allows 5 minute breaks for Fallout Shelter.

If you maxed out only Strength, Endurance, and Agility and you know you are going to be away for 10 or more hours before you can play Fallout Shelter again make sure they have 25 Stimpacks and 10 Radaway in the dwellers inventory. If the Wasteland is kind, in some cases you can go 24 hour with little or no supervision and find your dweller with half his supply of Stimpacks and Radaway remaining.

If you maxed out all S.P.E.C.I.A.L stats on a dweller then you literally can go for days without playing if you want. I have several Dwellers I have power leveled to 50. I am actually currently maxing out the S.P.E.C.I.A.L stats of 35 level 1 dwellers and have 15 I already maxed out and leveled to 50. So far every level 1 I have sent out returns missing no more than 5 Stimpacks when they finally hit 50. They typically lose more Stimpacks when I send them out again after hitting level 50.
Hitting Level 50
Once your dweller reaches level 50 call them back to the Vault. Once they return the achievement should pop.
Please, if you give any solution on TA a thumbs down leave feedback in the comments. Solutions cannot be improved without feedback. Personally, a thumbs down with no comment means you’re a troll.

References used: Fallout Shelter portion of the Fallout Wiki.
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