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Now take the Platinum Chip, go down to that bunker or whatever it is, and destroy whatever gizmo-happy brahmin shit you find.Caesar

The Securitron vault is a vault in the Mojave Wasteland in Fallout: New Vegas.

Background[]

Built by Mr. House at some point during his preparations for the Great War, he situated the vault below the weather monitoring station at Fortification Hill, where the entrance is hidden behind a hatch connected to a console that can only be unlocked by inserting the platinum chip, then filled it with a massive army of his Securitrons and the technology to create more if needed. Over 200 years later, when Caesar's Legion took control of the area in preparation for the Second Battle of Hoover Dam, they attempted to break into the vault but couldn't get the doors open no matter what, neither drilling nor explosives worked.

Sometime later, the Chairmen leader Benny hijacked a Securitron and reconfigured it, renaming it Yes Man. When he gained access to Mr. House's data network via Yes Man, he discovered the presence of non-standard hardware in both the Lucky 38 and in the vault underneath the Fort. After also learning about House's expensive attempts to recover the platinum chip as well as some of the chip's true function as a data-storage device (while still unaware about the true contents of the vault itself), Benny saw his chance to seize control of the Strip and used Yes Man to track the Courier's route so he could ambush them and steal the chip.

While Benny initially intended to dig under New Vegas and break into the Lucky 38 to use its hardware and the chip against House, he kept the knowledge of the vault as a contingency should his plans go awry.

Layout[]

After opening the doors inside the station and entering the metal doors stamped with the sigil of the Lucky 38, there is a room with a smaller version of Mr. House's main terminal as well as a terminal reflecting the status of the vault's security.

Heading down the stairs and killing or sneaking by the first protectron, three terminals can be found through the first door straight ahead. These can be used to deactivate the turrets and protectrons via Average and Hard locks, respectively, while the third terminal for the sentry bots is unusable. The hallway past has three doorways, one leading forward, one going into an empty pod bad, and a third that's inaccessible but can be opened by interacting with the junction box below the switch (requires 60 Repair); behind it are four sentry bots.

Going through the first doorway leads to a long room with windows on either side, looking out into a big room where House's army of Securitrons are on stand-by. A turret sits in the far corner while a pair of protectrons are waiting for intruders to attack. The door at the other end leads to stairs, guarded by another turret, down into an engine room. More protectrons occupy the area while there are four doors, all leading to different objectives. The doors to the south, southwest, and north lead to active generators and in each room, a power regulator that must be destroyed during Render Unto Caesar if aligned with the Legion. The last door to the west goes up to the systems room with two turrets and the console to take the platinum chip during The House Always Wins II if aligned with House.

Notes[]

  • Mr. House's terminal will show up as a friendly mark on the radar even if he has been killed and doesn't show up on the screen.
  • The player character takes a constant +1 rads/sec while in the vault.
  • The Courier cannot enter the location again after the quest, although it can be entered if Mr. House is dead and the Courier never completed his quest.
  • At the bottom of the first set of stairs, there is a door to the right that requires 60 Repair to access. This room has four sentry bots ready to attack, although if the Courier hasn't set off the security feature by destroying the generators, they will remain non-hostile.
    • If any of the generators are destroyed after fixing the door to the room with the sentry bots in it, the sentry bots will immediately begin to hunt down the Courier.
    • Sometimes the sentry bots will open the door after activating the army of securitrons, but will not attack unless provoked.
  • After activating the securitron army, the noise of moving hydraulics will sound throughout the vault.
  • If the Courier chooses to destroy the generators, warnings will begin to play after the first one is destroyed. Once all are destroyed, radiation will leak in and the building will begin to explode and collapse.
  • Should the Courier enter the securitron vault after obtaining the platinum chip but did not inform House earlier, House will remark that the Courier is ahead of schedule and mention "it was what he wanted anyway."
    • Additional dialogue is given if the Courier never had any previous interaction with Mr. House (for example, never entering the Lucky 38 in any prior event).

Appearances[]

The securitron vault appears only in Fallout: New Vegas.

Bugs[]

  • PCPC Xbox 360Xbox 360 If saving before activating the securitrons and then reloading the save once done, the ones at the windows will stay activated (which includes the soldier faces). [verified]
  • PCPC Xbox 360Xbox 360 When entering the vault, sometimes the door to the room containing the sentry bots will be already open. [verified]
  • PCPC Xbox 360Xbox 360 If the platinum chip is taken after entering the securitron vault, then Yes Man is installed, the player character is unable to talk to him in the vault. [verified]

Gallery[]

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