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Vault 13

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For the name of the original game before it became Fallout, see Vault 13: A GURPS Post-Nuclear Adventure.
Vault 13
FO1Vault13Intro
Icon vault
Access door of Vault 13
Site
map markerVault 13
part ofCore Region
Segments
sectionsCavern Entrance
Entrance
Living Quarters
Command Center
People
leadersJacoren (2161)
Martin Frobisher (2241)
Gruthar (after Martin Frobisher)
doctorsVault 13 medic (2161)
Joseph (2241)
Other
questsFallout:
Find the Water Chip
Find the Water Thief
Calm rebel faction
Destroy the Mutant leader
Destroy the source of the Mutants
Unlock the Armory
Fallout 2:
Retrieve the GECK for Arroyo
Fix the Vault 13 computer
The navigation computer needs the NavComp part to work
Technical
terminal entriesVoice interface terminal
map nameFallout:
V13ENT.MAP (cavern entrance)
VAULT13.MAP (entrance, living quarters, command center)
Fallout 2:
V13ENT.MAP (cavern entrance)
VAULT13.MAP (entrance, living quarters, command center)
 ... 
Gametitle-FO1Gametitle-FO2Gametitle-FNVGametitle-FNV CSGametitle-FNV GRAGametitle-FOBOS
Gametitle-FO1Gametitle-FO2Gametitle-FNVGametitle-FNV CSGametitle-FNV GRAGametitle-FOBOSGametitle-FB

"The Vault of the Future"

Your family was part of that group that entered Vault 13. Imprisoned safely behind the large Vault door, under a mountain of stone, a generation has lived without knowledge of the outside world. Life in the Vault is about to change.

Narrator, Fallout intro

Heard about some of these places before, but never been in one. Seems nice and clean... a little too clean for my taste.

Ian

Vault 13 is one of a series of fallout shelters developed by Vault-Tec in southern California beneath Mt. Whitney. It is located west of Shady Sands and Vault 15, and east of Mariposa Military Base. It was the home of the Vault Dweller.

BackgroundEdit

Construction and purposeEdit

Construction of Vault 13 started in August 2063 and was completed in March 2069, which was the last vault on the West Coast to be completed, covering 3,200,000 tons of soil at 200 feet. The total number of occupants (at maximum capacity) was 1,000 and it had one hundred living quarters. At maximum capacity, ten people would be assigned to a single living quarter, in a hot bunking system. For Vault 13, Vault-Tec chose the Pip-Boy 2000 as the personal information processor for Vault 13 dwellers over the Pip-Boy 3000. It was also equipped with a unique Solar Scorcher, a weapon with experimental photo-electric cells allowing sunlight as its energy source.

According to Chris Avellone, the purpose of Vault 13 in the vault experiments was at first to stay closed for 200 years, as a study of prolonged isolation. According to Dick Richardson, however, "It was supposed to remain closed until the subjects were needed" and as, "a control group."[1]

The starting budget for Vault 13 was $400 billion, although it eventually reached $645 billion. It was equipped with a think machine supercomputer acting as a computer control system and powered primarily by geothermal energy, requiring 3.98 gigawatts per day to operate properly. The secondary power source was the General Atomics Nuclear Power backup systems. Vault 13 stored complete construction equipment, hydro-agricultural farms, water purification from an underground river, defensive weaponry to equip ten men, communication, social and entertainment files (for total duration). It was also supplied with an extra Garden of Eden Creation Kit (which, when added to the vault standard complement of two, makes three kits in total), instead of the extra water chips that made their way to Vault 8. Due to its late completion, the "cry wolf" effect that hurt the other vaults is not as pronounced in Vault 13.[2]

Water problems and the MasterEdit

Sometime prior to December 5, 2161; Vault 13's water purification chip began to malfunction. The Overseer Jacoren began to send out Vault 13 dwellers into the wasteland to find a replacement chip.

Fo1 Intro Water system

The Vault 13's water purification system

Amongst those sent out to search for a replacement chip was Talius. Supplied with a Winchester Widowmaker and some 12 gauge shotgun shells, Talius searched unsuccessfully for the water chip for some time before hearing of Necropolis's water pump. With the help of the Necropolis ghoul leader Set, he was able to kill some of the super mutants before being knocked unconscious by nightkin, and promptly taken to the Mariposa Military Base. He was dipped in the F.E.V. vats, which led to a rare transformation into a ghoul-like mutant similar to Harold, and was later rescued under ambiguous circumstances by the Followers of the Apocalypse. He joined them as a full-fledged member shortly afterwards and remained in the Boneyard Library in the Boneyard, abandoning his initial mission.

The last known Vault 13 dweller selected by Jacoren was a man later known as the Vault Dweller. On December 5, 2161 at 07:21, Jacoren gave the Vault Dweller a 10mm pistol, some ammunition, and the location of Vault 15 and sent him out into the wastes to find a new water chip, a task finally completed ​​by him in February 2162. The replacement chip was eventually found in Necropolis in Vault 12.

Jacoren was happy to see the Vault Dweller return alive and with the vital water chip, but concerned or frightened by the Vault Dweller's report, particularly the description of the super mutants encountered in Necropolis. After doing some calculations, he came to the conclusion that the super mutant population was far greater than could be expected by natural growth or mutations and that someone must be producing new mutants at a startling rate. This posed a new threat to Vault 13. Due to the Vault Dweller's proven ability and knowledge of the outside world, Jacoren tasked the Vault Dweller with a new mission: find and destroy the danger of the mutants. He suggested that the Vault Dweller begin their search to the west. Once again, the Vault Dweller left the vault.

It is also possible that Ed, who lies dead outside of the vault was sent out from the vault to search for the water chip.

Vault Dweller's exileEdit

Jacoren was right, and the Vault Dweller soon found and killed the source of the Mutant army, the Master, and destroyed his base, the Cathedral in March 2162. On April 20, 2162, he found the Master's second in command, the Lieutenant. He killed him and destroyed the Mariposa Military Base containing the F.E.V. vats used to create the Master's Army. After the defeat of the Master and the Unity, the Vault Dweller returned to Vault 13 on May 10, 2162. Calling to the Vault 13 communicator and announcing his victory, the vault door opened and Jacoren appeared, confronted the Vault Dweller, and told him that he saved the vault, and he was a hero, but he had to leave (thinking he would ruin the vault experiments by convincing people to leave the vault). It's not clear what happens to Jacoren after the exile of the Vault Dweller. Eventually he was tried and sentenced to death for committing a great crime (that can be assumed to be the act of exiling the Vault Dweller). Martin Frobisher, the leader of Vault 13 in 2241 claims this, but he didn't see Jacoren executed personally, and his information comes from the Vault 13 records passed down by his ancestors,[3] Jacoren can also be killed by the hand of the Vault Dweller after his goodbye speech to him (If one has the Bloody Mess perk).

After this event, many people chose to follow the Vault Dweller into the wasteland. Those people who had not left Vault 13 were wary to appoint a new Overseer. To replace the Overseer, they built a mainframe computer, a fully-automated mainframe to control and regulate Vault 13. For the Vault Dweller and the people who followed him, they trekked north and founded a small village called Arroyo. Over the ensuing generations, the people of Arroyo developed a tribal culture and revered Vault 13 as the "Holy Thirteen". Eventually, the grandchild of the Vault Dweller, known as the Chosen One, was sent to find Vault 13 and bring the G.E.C.K. to Arroyo, to save his dying village.

Intelligent deathclawsEdit

In May 15, 2241, the Enclave sends a coded sequence to Vault 13, activating its central computer and declaring that is time to leave the vault. Martin Frobisher, the leader of Vault 13 gathers the vault dwellers together for the "Leaving The Vault" video, a tutorial movie of Vault-Tec about the rules to follow when vault dwellers left their vault. In May 16, 2241, Vault 13 is opened and greeted by two Enclave squads with vertibirds. The squads kill three of the vault dwellers who were "resisting capture" and storm the vault, kidnapping all the inhabitants. In May 17, 2241, the Enclave drops an intelligent deathclaw unit into Vault 13 from a safe distance to kill anyone investigating Vault 13 and cloak the Enclave's presence. Other intelligent deathclaws are sent into the desert surrounding Vault 13 to check for any escapees or witnesses.

The intelligent deathclaws, led by Gruthar, begin to make their home in Vault 13. Unlike their objectives given by the Enclave, the intelligent deathclaws allowed many humans to live in relative comfort and safety with them in the confines of the vault, displaying a strong pack mentality. After the visit of the Chosen One and before the destruction of the Enclave Oil Rig, the intelligent deathclaws were effectively all exterminated by the Enclave and Frank Horrigan. When the Enclave Oil Rig was destroyed in Fall of 2242 by the Chosen One, the survivors from Arroyo and Vault 13 re-founded Arroyo with the G.E.C.K.

It is unknown what exactly became of Vault 13 afterwards, if the vault was claimed by the NCR or some other group, or if Vault 13 was simply abandoned.

Pre-war advertisingEdit

Transcript

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.

Source: Vault locations v34.129

LayoutEdit

Cavern entrance (Fallout)Edit

FO1 Vault 13 cave

Beware of rats!

The link between Vault 13 and outer world. Remains of Ed are a good warning.

Cavern entrance (Fallout 2)Edit

FO2 Vault 13 cave

The link between Vault 13 and outer world. Nothing is here.

Entrance (Fallout)Edit

Fo1 Vault 13 Level 1

Welcome to your home

The link between the Vault 13 and the outside. Here Vault Dwellers can find medical treatment.

Entrance (Fallout 2)Edit

Fo2 Vault 13 Entrance

Some intelligent deathclaws as a welcome

Intelligent deathclaws have moved in. However, they allow humans (whom they found in the wasteland) to live here. They are being first brought to Joseph, the herbalist for medical treatment.

Living quarters (Fallout)Edit

Fo1 Vault 13 Level 2

A rebel faction grow up!

The Vault Dwellers sleep here (around 19:00 to 8:00). Also, some are using the rooms for private meetings, like the rebel faction.

Living quarters (Fallout 2)Edit

Fo2 Vault 13 Living Quarters

Who needs to be eliminated?

The Living Quarters serve now more as a prison for those who disturb the law in Vault 13. Also, a shrine to Vault 13's champion is being built here and it is being tended by Gordon.

Command center (Fallout)Edit

Fo1 Vault 13 Level 3

Have you found the chip?

The command center where the Overseer, Jacoren, is located, as well as the vault library.

The Command Center is where the Overseer maintains the Vault. Nearby is the library, armory and water supplies room. However, the water guard gives the supplies because there is a thief who steals water.

Command center (Fallout 2)Edit

Fo2 Vault 13 Command Center

One mother and one computer

The Command Center is now a place where the deathclaw matriarch lays her eggs. The main computer is broken and a computer voice module is needed to repair it.

InhabitantsEdit

2161Edit

2241Edit

Related questsEdit

2161Edit

2241Edit

NotesEdit

AppearancesEdit

Vault 13 appears in Fallout and Fallout 2. A rusted Vault 13 flask can be found and given to the Vault Dweller in Fallout: Brotherhood of Steel, mentioning after Vault 13 - "the old vault colors haven't even faded that much". Vault 13 is mentioned by Missionary in Fallout: New Vegas during G.I. Blues and in perk Vault 13's Revenge added in add-on Gun Runners' Arsenal. A Vault 13 flask and the armored Vault 13 jumpsuit of the Vault Dweller appear in the pre-order items pack Classic Pack of Fallout: New Vegas.

See alsoEdit

GalleryEdit

Fallout introEdit

Master's ending in FalloutEdit

Fallout 2 introEdit

Fallout 2Edit

ReferencesEdit

  1. Fallout Bible 1#Vault System
    For Chris Avellone statement, see Vault 13's box.
    Qhprzrch.msg
    For Dick Richardson statements, see line 228.
  2. Vault Dweller's Survival Guide
    For 3.98m kw/day, see Important Vault statistics
    The, "m kw/hour" unit has no real world equivalent. If, however, the "m" stands for million and, "kw/hour" stands for kilowatt hour (kW·h), then the power requirement has a real world equivalent in gigawatt hours (GW·h).
  3. Fallout Bible 0
Vault 13 (Fallout)
Vault 13 (Fallout 2)

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