Vault 13

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Level One

Red: Exit to the outside world
Blue: Elevator
Sky Blue: Infirmary


Level Two

Gray: Quarters
Red: Life Support System
Blue: Elevator


Level Three

Blue: Elevator
Purple: Briefing Room
Pink: Storage
Red: Weapons Storage
Orange: Overseer Room
Green: Vault Control
Sky Blue: Science Computers
Yellow: Library


Exit to the Outside World: Protected by the giant vault door, only two people have the access codes high enough to open these huge doors, and both codes must be put in to unlock them. It would take an unruly amount of firepower to blast through these doors, so unless both access codes are punched in, the doors will not open. The Chief Maintenance officer has the access codes to open the first door, that leads to a decontamination hall that prevents outside contaminants from getting inside. The Overseer has the access codes to open the vault door, which will lead to the caves outside.

Infirmary: Location where you go whenever you feel even the slightest bit sick. Vault 13 is a contaminant free zone, and they want to keep it that way. They have highly sophisticated medical technology, so whenever you have a problem, go see the doc.

Level Two: Level two only has two purposes. It houses everyone in the Vault, and it contains the life support system that keeps everyone in the vault breathing fresh air. The walls around the life support system are incredibly strong, so no criminal of the Vault can break through it and kill everyone in the Vault.

Quarters: All housing is provided for everyone who lives in Vault 13. Food, water and clothing are also supplied for everyone.

Briefing Room: The central location where everyone in the Vault meets when called on. This room serves many purposes. The Overseer will speak here, the Vault Guards will meet here to report in, and the civilians can simply meet here to share a cup of coffee. It is located right next to the elevator so that nobody has to walk far from their quarters to get here.

Storage: Everything that Vault 13 has is stored here, except for weapons and other potentially dangerous tools. Everything from flares to stored water is in here. Everyone in the Vault has access to these items, but you are supposed to ask before you take something.

Weapon Storage: All of the dangerous items that Vault 13 has are stored here. This room is locked with a code that only the Overseer and the head Guard know. There is always a guard posted here, and it is usually the head guard. If the wrong access code is punched into the door, the entire vault will go into a state of Red Alert and whoever is caught breaking into the weapons lockers will be detained.

Science Computers: A large room filled with computers that can do various scans, math problems, and several dozen other scientific related tasks. Everyone in the Vault has access to this computer room. There's about a dozen computers in here in all.

The Library: A large room filled with storage computers that have a ton of information stored inside of them. It has many documents of the Vault, about the Great War, and a ton of information about life before the war. Everyone has access to these computers.

Vault Control: A computer room that has several computers in it with the specific task of controling every function in Vault 13. Only the Overseer and the Vault Engineers have access to these computers. The computers need special access codes to be entered into them just to turn the computers on, and if the computers are left idle for more than a few minutes they will require another access code for you to continue. Each Vault Engineer has a specific task, so each engineer is given a different code to access different parts of the Vault. This way, no engineer can control the entire Vault by himself. Only the Overseer and the Chief Maintenance Officer has access to every function of the Vault.

Overseer Room: There are several computers in this room which are at the Overseer's disposal. Only the leaders of the Vault can access these computers. The Overseer sits in a large control chair in the back of the room so that he sits at least 10 feet taller than everyone else. The Overseer's chair comes equipped with two large miniguns. The miniguns are retractable, and usually are except in dire times. It is in this chair that the Overseer keeps an eye on everyone in the vault. He can control virtually everything in the vault from this chair.

Water: Water is provided in the vault by reusing their old waste and recycling it. Essentially everyone is drinking their own pee. The water is purified though, so if nobody told you that you were drinking your own (and everyone elses) piss you wouldn't be able to guess.

Food: The food isn't all that great in Vault 13. It consists of synthetic nutrients that has all the vitamins you'd ever need. It tastes like oatmeal. Nobody really thinks about the food in Vault 13 though, since they haven't ever had anything else to eat. On the other hand, nobody really gets excited when dinner time comes.

Currency: Everything is provided for the vault dwellers, and with as little to do as there is in Vault 13, possessions aren't really necessary. Therefore, money doesn't exist in the Vault.

Weaponry: Vault 13 isn't a military instilation. There are a few weapons but nothing fancy, and only two people have access to these weapons. The Head Guard always has a 10mm pistol on her person, and the Overseer has two miniguns mounted on his chair. The rest of the weaponry is inside of the weapon storage room, which nobody else has access to but the Overseer and Head Guard.

The Overseer: The supreme leader over the Vault. He is a gentle, kind man, who is also the oldest person who lives in the Vault. When the Overseer begins to feel the stages of death coming, he is required to take on an apprentice to teach him everything about the Vault, so that when the Overseer dies, there will be a new person to take care of the vault dwellers. The Overseer has no greed in his person, he only wishes to keep everyone in the Vault alive and happy. He never wants anyone to leave the vault.


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