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Vault 13 (Fallout)

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Vault 13
FO1Vault13Intro.png
Site
Map MarkerVault 13
Segments
SectionsCavern Entrance
Entrance
Living Quarters
Command Center
People
FactionsVault 13 dwellers
LeadersOverseer Jacoren
DoctorsVault 13 medic
Other
Quests'Find the Water Chip.
Find the Water Thief.
Calm rebel faction.
Destroy the Mutant leader.
Destroy the source of the Mutants.
Technical
TerminalsCentral computer core
Water computer
 
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Gametitle-FO1.pngGametitle-FO2.pngGametitle-FNV.pngGametitle-FB.png

Vault 13 is one of the Vaults constructed by the Vault-Tec Corporation. It is located in Southern California, due west of Vault 15 and the post-War settlement of Shady Sands.

Background

Main article: Vault 13

Located in a scenic mountainous region, Vault 13 was designed to provide its inhabitants with an endless supply of pure water from a nearby underground river. In case of water table contamination, the government approved Vault Water Purification System would handle decontamination and purification, rated to work without significant loss of output for 250,000 hours (~28 years).[1] It was one of the last Vaults to begin construction in the west, with a cycle plagued by delays and problems.[2]

Within the Vault Experiment, the purpose of Vault 13 was to remain closed for 200 years, as a study of prolonged isolation. After the water chip forced Jacoren to improvise, the experiment was largely invalidated. However, it was then used as a control group for Enclave experiments.[3][4]

Vault 13's water chip began to fail some years before 2161.[5] Overseer Jacoren sent out the first explorers to find a spare. Ed was one of the first and perished not long after stepping outside the Vault door. Another was Talius, sent out with a shotgun. He was lost to the wasteland after he was apprehended by super mutants at Necropolis and sent for dipping.[6] When the water chip broke in December 2161, the situation became an emergency. With an estimated 150 days worth of water reserves left, Jacoren sent out the Vault Dweller on December 5, 2161, 7:21 AM.[7] The Vault Dweller returned in February 2162, after salvaging the chip from the Necropolis Vault 12.[8] However, he was immediately sent back out to find the Master and destroy him and the production laboratory that was being used to create the super mutants. The Overseer calculated, accurately, that the mutations were too uniform and the numbers grew too fast to allow for Vault 13 to remain safe and undiscovered.[9]

Layout

Entrance

Airlock, EML, elevator. All one needs for leaving.

The entrance floor features the Emergency Medical Lab, with a medic on standby around the clock. It also hosts the main air lock, leading into the mountain's caverns through a four foot thick steel door, and an elevator leaving into the depths of the Vault.

Loot in Entrance

Living quarters

Standard pre-War design

The living quarters are where the dwellers sleep and relax after a day's work. The rebel faction under Theresa is here, plotting how to leave the Vault.

Command center

Do you want to find a water chip? It does have to be a water chip.

The heart of all Vault operations. The terminals in the library can be used to gain 300 XP (Science may be necessary), while the security officer and Jacoren can provide access to the armory.

Loot in Command Center

Magazine:

Armory:

Inhabitants

Minor characters

Related quests

Side

Gallery

Intro

Master ending

Appearances

Vault 13 appears in Fallout and Fallout 2 and is mentioned in Fallout Bible, Fallout: Brotherhood of Steel, Fallout: New Vegas, and Gun Runners' Arsenal.

References

  1. Vault locations v34.129: "Located in a scenic mountainous region northwest of Vault 12, this Vault offers an endless supply of pure water to the inhabitants. The rumors that the water table in the area could easily be contaminated in the event of a Nuclear War have been found by the Department of Water and Power to be completely unfounded. In the event that the water in the area were to become tainted, remote even though it may be, Vault 13 has been fitted with the government approved Vault Water Purification System. Rated to work without significant loss of output for over 250,000 hours, prospective Vault Dwellers should have nothing to fear."
  2. Cite error: Invalid <ref> tag; no text was provided for refs named FB0VS
  3. Dick Richardson: "{228}{prs37}{Ahh. Vault 13 was a special case. It was supposed to remain closed until the subjects were needed. Vault 13 was, in scientific parlance, a control group.}"
    (Qhprzrch.msg)
  4. Fallout Bible 0: "Vault 13 Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced the Overseer to improvise and use the Vault Dweller as a pawn. Later study of the Vault 13 records by the Enclave led them to their current plan to end the war."
  5. The Vault Dweller: "{141}{}{So you volunteered.}"
    Talius: "{145}{}{Yes. The overseer of the community gave me a shotgun and some shells. However, those were lost many years passed. Since I have never found anything, I could not return.}"
    (TALIUS.MSG)
  6. The Vault Dweller: "{129}{}{What can you do? You are a mutant.}"
    Talius: "{135}{}{Once, I was as you are. But, through the interaction of the Nightkin in Necropolis, I was thrust into this state.}"
    (TALIUS.MSG)
  7. Fallout Bible 0 Timeline repair: "2161 Dec 5 Fallout 1 Begins: Vault Dweller is kicked out of Vault 13 to find a replacement water chip."
  8. Fallout Bible 0: "2162 February 13 Vault Dweller recovers the water chip in Necropolis. Ian is killed by a super mutant and reduced to a cinder, ending his tendency to shoot the Vault Dweller in the back with SMG bursts."
  9. Fallout events.