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Caretakers Objectives Guide: Verified Tasks and How to Complete Them

A task-by-task reference to the objectives verified in current Caretakers Survival Mode rounds: each task's required action, its completion cue, and why your task mix changes between rounds.

Every round of Caretakers Survival Mode gives you one core job: clear the personal task list that appears on screen at round start, survive the countdown that follows it, and get out. The task prompts players have read off that list in current rounds are: Repair broadcast, Restore comms, Find tapes, Repair generator, Turn valves, Hack terminals, Stabilize pressure, Unlock safes and collect documents, Shut off gas, and fix Breakers.

This guide is a task-by-task reference for exactly that verified set — what each task asks, the interaction that completes it, and how you know it's done. It is not an exhaustive catalog of every objective in the game, and because the task names come from narrated gameplay rather than exact on-screen text, treat the wording as approximate. Your in-game list is always the authority.

How the task list works

At the start of a round you are assigned your own list of tasks, shown in the top-left of the screen. They are personal, not shared: when one player asked whether the top-left list was his alone, his group's conclusion was that everyone has to clear their own tasks before the team can escape — a point another group stated outright ("we have to do our tasks unless we can't escape").

How many tasks you personally get depends on your lobby. A player in a near-empty lobby reported having "so many tasks" precisely because he wasn't playing with many people, noting that the more players you have the easier it gets, and that a player joining mid-round seems to take a task off your list. Once someone finishes their list, they typically switch to helping and reviving teammates — worth knowing when you're deciding between pushing through your last entries and rescuing a downed friend. Group play has its own wrinkles covered in the multiplayer guide.

The list doubles as your live progress tracker. It counts entries down as you work — mid-round you can hear players checking off "one more tape and two documents" — so when you're unsure what's left, read the list instead of guessing.

You'll be doing all of this while the entity hunts you. It opens closed doors, tracks noise (several tasks are loud enough that players move away after finishing them), and revives aren't guaranteed. If you're brand new to the game, the beginner guide covers the lobby, shop and controls first; the Bon guide breaks down how the entity behaves.

Verified tasks and how to complete them

Counts below are described exactly as observed, and they vary between rounds — never treat a number here as fixed.

Unlock safes and collect documents

  1. Find a safe. Players consistently call safes the hardest task objects to locate. One player who couldn't find his said he had no idea where they spawn and guessed the locations change every round — that's his stated impression, not a confirmed mechanic.
  2. Enter the passcode. Key it in digit by digit, quickly. Observed codes have been short numbers such as 7213 and 683, and players recommend putting the code in and moving on rather than lingering.
  3. Collect the document. In observed runs the document registered the moment the code was accepted.

Completion cue: the document count on your list ticks down until it hits zero. The prompt has been read as "unlock safes and collect documents", sometimes with a count such as two documents.

Find tapes

Collect every tape the round asks for — the required count varies between rounds: one round's prompt asked for four tapes, while a player in another run announced collecting all three. Tapes are scattered around the map, and players report that a tape highlights when you get near it, which is your recognition cue while searching.

Completion cue: the list tracks how many remain (one player down to his last tape near the round's end), and the task clears when the collected count reaches the required number.

Hack terminals

  1. Find a terminal. The direction arrow won't always help: one player's arrow didn't point to a terminal in an area he hadn't discovered yet.
  2. Click and hold on the terminal to hack it. One player described the interaction as simple and chained several hacks back to back.
  3. Repeat until the last assigned terminal is done. You'll always have more than one per run — class descriptions reference multiple terminal hacks.

Completion cue: the task finishes when the final terminal is hacked.

Repair broadcast, restore comms and repair generator

These three are hold-repair interactions at a station or machine, and each takes a while to complete.

  • Broadcast and comms are two different tasks. One player mid-repair realized the slow fix he was working on was comms, and that "repairing broadcast is different" — check which one your list actually says before you commit to a station.
  • Broadcast pays. A player who finished his broadcast repair received money on the spot. If you want a bigger cash budget for gear, see how to get money — and it's worth a glance at the codes page between sessions.
  • A repaired generator can't be fixed again. One player walked up to a generator only to find a teammate had already repaired it, blocking his attempt. Whether that completion also credited the other player's own list isn't clear from observed runs, so keep an eye on your list.

Completion cue: the entry clears from your personal list; broadcast additionally paid cash.

Stabilize pressure, valves, gas and breakers

Four more observed tasks are direct object interactions — reach each object and use it:

TaskWhat you interact withWhat you doObserved count / cue
Stabilize pressurePressure machinesInteract at each machine to stabilize itTwo machines observed in one run; the list counts down ("one more machine" to locate)
Turn valvesValves placed around the mapTurn each valveCount varies — one player finished a round needing just a single valve; players report valves are hard to find
Shut off gas (gas-leak task)Gas tanksShut off each tankTwo tanks observed in a solo run; per-tank feedback as each is shut off, with groups working through them one at a time toward COMPLETE
BreakersBreaker boxesFind and connect/fix each breakerMultiple breakers per round; "fixed" feedback per breaker, with more revealed as you go

How to find task objects faster

  • Follow the arrow. The on-screen arrow points toward your current goal — one player only realized mid-run that it had been leading him to his objective the whole time. It isn't perfect, though: it may not flag a task object in an area you haven't explored yet.
  • Watch for highlights. Tapes highlight when you get close, so sweep rooms rather than rushing through them.
  • Bring scanner gear. The scanner "scans all objects on the map and highlights them all" — one player used it to find the broadcast station he couldn't locate manually. The gear list shows what's available.
  • Learn the map. As one player put it, "the more you know the map, the easier it'll be." Practiced routes make hunting safes and valves far less painful; the map routes page is a good starting point.

Do objectives change by map or round?

Yes — observed rounds don't repeat the same mix:

  • A first-session round listed repair broadcast, find the tapes and repair the generator. A later round in the same session dropped generators entirely and centered on a gas leak plus another hacking task.
  • One run that explicitly entered the bunker map opened with turn the valves, hack the terminals and stabilize the pressure, while other runs opened with comms, pressure, safes and broadcast combinations.
  • Counts shift too: three tapes in one run versus four in another; one valve; two pressure machines; two gas tanks.

Whether the map decides your tasks, the round does, or both is still an open question: the bunker is the only map named in the observed runs, and no player is shown replaying one named map across multiple rounds to compare. One caution — a player who couldn't find his safes guessed the spawns are "randomized every round." That's his stated impression, not a confirmed mechanic.

The practical takeaway: don't plan a route before reading your list. The first move in any round is to stop and check the top-left — your exact mix and counts are right there.

After the last task: survive, then escape

Clearing your list doesn't end the round. Observed runs show a survive stage after the final task: one player's list switched to "survive for 3 minutes", others describe surviving roughly another 60 seconds after the last entry, and a player who keyed in his final safe code noted he now had to survive while waiting for the exit to open. At least one run saw the exit open immediately after the last valve was turned, so the wait can be short — or already over.

Where the exit is and how to use it is a topic of its own: once your list is clear and the exit opens, follow the escape guide for the final steps out.