Fallout: Vault 13

```

After character creation, you will start a cut scene with the Overseer. He tells you that the waterchip
has broke down and that the vault has about 150 days of water remaining. Then shows you the
location of another vault to check for the waterchip.

Once the cut scene has finished, you will find yourself in the cave outside of Vault 13. From here, search the
skeleton to find some useful equipment. Depending on your character stats, equip your weapon of choice unless
you are better at unarmed combat. Then start pounding on the rats in the cave, which there are 20 of them worth
25 xp each. Once you have finished that, the exit for the waste is in the southwestern part of the cave.

Before leaving, you might want to try and use your doctor or first aide skills to earn a little extra xp. After exiting the cave
start heading towards the vault (Vault 15) which the Overseer had shown you earlier. On your way to the other
vault you will pass through a spot marked 'Unknown' which turns out to be Shady Sands. Make sure you stop
here for rope, which is needed to get down into Vault 15.

**Level 1** Head down the ladder in the cell to the east of the ghouls cell. Take out the two glowing ghouls (110xp per kill)at the entrance to Vault 12. Once you have dispatched them go to the elevator, it is not necessary to stop on level 2.
**Level 2** It might be to your advantage if you do, there is a wall locker in the northwest corner that contains some useful Rad-X(2) (you will need this later). There are six glowing ghouls to kill on this level then you can loot the wall locker.
**Level 3** On level 3 of the vault, in the southeast corner there is an active computer. There are a total of six glowing ghouls on this level. Fight the three glowing ghouls and get the water chip from the computer. Netting you 2500xp, now that you have the chip, go back to your vault.
After obtaining the water chip, return to your vault and go down to the Command Center to talk with the Overseer. He will install the chip and after its testing, he will thank you for saving the vault. You will earn 7500xp for returning with the water chip.
The Overseer wants you to log your reports in the library, once you have finished that return to the Overseer. He is concerned about your reports and ask you to find and destroy the source of new mutants and to kill the mutant leader.

### 2. Calming the Rebel faction ===

```
 Theresa
 Upset Vault 13 citizens

```

Before finding the water chip, return to Vault 13 and talk to the Upset Vault 13 citizens in the Living Quarters
(level 2). They talk about leaving the vault, also they like to meet in Theresa's room on the north side of the Living
Quarters. A little after 17:00, go there and try to convince Theresa that it is a bad idea to leave. If you are
successful, you will receive 750xp.

### 3. Finding the water thief

```
 knocked out guard
 Water thief

```

Before finding the water chip, talk to the couple in the south east corner of the Living Quarter (level 2). They will
tell you that someone has knocked out the guard and stole some water. Go down to the Command Center (level 3)
sometime after midnight and you will catch the thief red-handed. Talk to him as he comes out of the storage room.
Upon completion, you will receive 1000 xp.

```
   Laura
	Morpheus
	Nightkin
	Followers of the Apocalypse

```

First thing, if you have visited the Followers of the Apocalypse while in the LA Boneyard, you will have some Followers that will tag along as soon as you enter the Cathedral map. They will more than likely be a nuisance than help at this point especially if you are trying to sneak around the area. So, if you would like to get rid of them just exit the grid and reenter. There are a few ways to proceed:
* If you talked with Nicole at the Followers of the Apocalypse hangout in the Boneyard, you will have the contacts name (Laura) and phrase (Red Rider). She will lead you to a room where it is safe to talk. Follow Laura and have her open then door so you can proceed. The other option, if you have not talked to Nicole, is to blow the door open. But i would advise against that unless you are ready to fight everyone there.
Unlock the door that is in the room behind the vid screens but make sure you are wearing purple robes. If not, the nightkin that is standing sort of out of sight will open fire on you once you get inside. Make you way downstairs to the southeast corner of the room where a secret door is. Wait here a minute or two and someone will come out and you can quickly enter before the door closes. Once inside head toward the entrance to the vault but you have to talk your way past the guards.
Or, you can blow the hidden door up with dynamite or plastic explosives and fight you way to the elevator. Either way, if you use your Science skill on the computer by the elevator you can find out about the Base to the far northwest and gain 1250xp in the process. After you gain entry, follow the steps labeled Cathedral Level.... below
* The other option is to be wearing the robes and head up the stairs leading to the tower. Once you make it to the fourth floor, enter Morpheus' room and strike up a conversation with him. This can go one of two ways, convince him to take you to The Master or kill him and take the silver COC Badge off his body. This Badge is the key to the door that is in the room behind the vid screens.
If you go The Master route, he will take you to The Master and if you have Vree's holodisk, decent CH and a fairly high Speech skill, you can convince him that the plans will fail because all of the mutants are sterile.. He will ask for evidence, this is why Vree's holodisk is needed. It will be the evidence he wants. After this, follow the step Cathedral Conclusion.
Before leaving the tower, in the room next to Morpheus there is a locked chest containing Tesla Armor and a Power Fist. And in the bookshelf there is a Electronic Lockpick in case you never got one from the Thieves Guild.

- Cathedral Level 1
Past the guards, there is not much here. Just a locker with chems and if you use your Science skill on the computer you will find out about a Base far to the northwest. Doing that is worth 1250xp. Head down to level 2- Cathedral Level 2
The big room directly south of the elevator you will see two scientist and mutant sentry. if you head southwest you can avoid them and go to the cells in that room. Here you can release the prisoners and receive 2000xp. But, they will not make it very far.....
In the northwest corner, talk with the prisoner named Gideon. If you can talk him into giving up a Psychic Nullifier it will be worth 1000xp. This item will come in handy later if you did not take the Mental Block perk. After you are finished, head to the elevator and go to the next level.- Cathedral Level 3
There are a couple of ways to tackle this floor:
 * Confront The Master, and convince him he is doomed to fail as stated previously using Vree's holodisk.
* Or, fight your way through the locker room that is in the southwest part of the level and kill the super mutants which you see as soon as you exit the elevator.. Once you have reached the back of the locker room, you will need an Electronic Lockpick and decent Lockpick skill to get through this door. Take the elevator to the next level.

If you decided to take the confrontation route, head through the control room full of super mutants and robed people to the southeast. Look for a door on the east side of this room which leads to a long corridor.
To get past this corridor without any issues you are going to need one of two things. One being the Psychic Nullifier you got from Gideon on the prior level, or the Mental Block perk. Reason you need one of these is because of this hallway, it emanates a very strong psychic power which causes you to lose several PE points.
At the end of the corridor awaits The Master. Now that you have finally made it to him, if you have the necessary skill and holodisk from Vree, you can convince The Master to destroy himself. Or, seeing how you have made it this far, you could always give The Master a beating of his life.
If you decided to take on The Master, remember one thing, he spawns Lieutenants once in a while that come from the corridor. After you have taken care of this problem, follow the section Cathedral Conclusion.- Cathedral Level 4
Pick the lock of the door at the end of the corridor and take out the super mutants guarding the room. Once you have done that there are two ways of handling the nuke:

* Use your Science skill on the computer to arm the warhead
* If you have went to the Military Base and retrieved a key from the Lieutenant's locker on Level 4 use it on the computer to arm the warhead

- Cathedral Conclusion
Either you defeated The Master or activated the nuke, you will have only 4 minutes to make it outside to the exit grid. So, i would recommend saving before you start making your way out of the Cathedral.
Just retrace your steps and get to the exit grid. If you talked your way through to The Master, just find the elevator, go to level one and through the secret door. Then make your way to the exit grid. Do not worry about any fights you may get in along the way. They do not detract from the countdown timer.

1. Military Base Entrance
If you scouted this Base for the Brotherhood, they will join as you take on the Super Mutants guarding the entrance to the Military Base. But sadly, they will not go inside with you. Once the mutants have been dealt with, you can loot the bodies for the tape with the door combination and the radio.
You can use the radio to tell the guards inside everything is ok, buying yourself some time. If you want, instead of using the tape on the door you can use Electronic Lockpicks to gain access. Either way will work5. Military Base Level 1
On the east side there is a mutant guarding a computer, dispatch him and access it. Once you have played blackjack and won, you will be granted control of the force field controls. Use your Science skill to disable the force fields.
It tells you that you have disabled half of the field subsystems. What you have really done is disable half of the security. If you still have the radio from the guard, you can use it on the computer which links it to the force field controls.
This will allow you to turn the green force fields on and off with the radio with the exception of the bottom level of the Base. You will have to maually disable those. You can not disable the red force fields, but you can temporarily disable the green force fields. Do this by using you repair skill, or repair tool if you have one on the emitters. The field will turn off for a few seconds when you are successful.
Head for the southwest corner where you will find a room full of super mutants. Take them out and take the elevator to level 2.13. Military Base Level 2
To the south there is a green force field, disable it and take out the robot on the other side. Further south you will come across a room with more robots and super mutants. After taking those out, head through the red force field to the east.
If you stop at the top of the hall that leads to the dormitory, you can snipe the group of super mutants. A rocket launcher works really well when they are grouped together. Once they have been taken care of, search their bodies, the foot lockers, and the wall lockers as they contain ammo.
To the southeast is a locker room with a locked door. Pick the lock, this place contains an assortment of stuff which might be to your liking. In the northeast section of this area, you will find lockers containing a lot of chems. Now that you are done pilfering the level, you can head down to level 3.19. Military Base Level 3
As soon as you go through the first red force field you will be engaged by mutants. After you have done away with them, head east around the corner, go for the mutant behind the green force field and dispose of him.
As for the mutant guard blocking the hallway (next to the room with the girl in it). He will talk to you as soon as you get close enough. He wants to take you to his "Lieutenant". There are two ways of handling this:* Easy route, take him out.
* Let him take you to his Lieutenant. Same thing that happens in Necropolis with Harry if you can not convince him to let you pass. You could probably survive the beating that the Lieutenant dishes out if you have at least Combat Armor and decent hp.
While he is beating on you, do not give up your vaults location and eventually he will quit beating you. Afterwards, you will be stripped of all your gear and tossed into a cell. If you search the body of the vault dweller in your cell you will find a 10mm pistol and 3 stims.

* You can sneak around the place, set it to self destruct, and split the scene. All without firing a single shot.

If you took him out, continue down the corridor and take the elevator to level 4.25. Military Base Level 4
Sneak around the corner to the west after entering the level, for the moment ignoring the mutants and robot, go east through the red force field. Try to sneak past the room full of robots to the north and stop at the corner before getting to the room of priest and mutants in the southeast.
This is where you find the Lieutenant armed with a gatling laser. This is where that Tesla armor would come in handy, unless you had Miles improve your Power Armor. Take him and the other out. Make sure you loot his body for the Decoder Disk and load it to your PipBoy. The Locker contains the key that can be used in the Cathedral.
Now go back to the room with the mutants and robot. Make sure not to damage the robot during your fight. Take out the mutants then repair the robot and use your Science skill to turn it on. He will go to the north to finish his "cleaning" and ends up destroying himself and the force field emitter in the process.
Now for the big finale at the Military Base. Enter the room in the northwest where the priest are and go to the terminal with the glowing monitors (Vat Control Computer). If you are lacking the IN, take a mentat or two because you will need it for this next part.
You need to hack into the system, that is where the tape you loaded onto your PipBoy from the dead Lieutenant comes in play. After you have successfully hacked into it, "Initiate 3 minute silent self-destruct sequence". But you actually have 5 minutes to get out of the Military Base and to the exit grid.

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