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FO76 publicteam xpd.pngFor an overview of the topic, see Vault.
To the west, you can see a natural light. For the first time in your life, you are looking at the outside world.— Float line heading out of Vault 13

Vault 13 is a Vault-Tec vault, west of Shady Sands and Vault 15, and to the east of Mariposa Military Base. It was the home of the Vault Dweller.


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.Vault locations v34.129

Construction of Vault 13 started in August 2063 and was completed in March 2069, covering 3,200,000 tons of soil at 200 feet.[Pub 1] The starting budget for Vault 13 was $400 billion, although it eventually totaled to $645 billion. It was planned to operate for a duration of 10 years.[Pub 2] Vault-Tec assigned the dwellers the Pip-Boy 2000 and also equipped the Vault with a Solar Scorcher, an experimental photo-electric weapon harnessing sunlight as an energy source. It was located in a "scenic mountainous region" northwest of Vault 12.[1]

Vault 13 was a control group for the Societal Preservation Program, intended to be sealed until the subjects were needed by the Enclave, according to Dick Richardson.[2] Vault 13 housed heavy-machinery for construction projects, sustainable hydro-agricultural farms and a water purification system sourced from an subterranean river. Communication equipment kept Vault security effective despite their limited armory.[Pub 2] Vault 13 was also supplied with an extra Garden of Eden Creation Kit instead of the extra water chips that made their way to Vault 8.[3]



The Vault 13's water purification system

When Vault 13's water purification chip began to malfunction, the overseer began to send out dwellers into the wasteland to find a replacement chip. Amongst those sent out to search for a replacement chip was Talius.[4][5]

After the Vault Dweller returned successfully and was exiled, many people chose to follow them into the wasteland. Those people who had not left Vault 13 were wary to appoint a new overseer.[6] To replace the overseer, they commissioned the Brotherhood of Steel to build a mainframe computer, a fully-automated mainframe to control and regulate Vault 13.[7]

Fallout 2

The residents of Vault 13 were kidnapped by the Enclave, who knew the Vault's security code, and flew them to Control Station ENCLAVE via Vertibirds.[8] Intelligent Deathclaws, led by Gruthar and his pack, were forced by the Enclave to aid in the capture of the vault dwellers.[9] The residents were considered "pure-strain-humans," which the Enclave needed to test an antidote for the Forced Evolutionary Virus.[10]



Cavern entrance

Beware of rats!

The link between Vault 13 and outer world. Remains of Ed. There are 20 rats in the cave.



Welcome to your home

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


Living quarters

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.

Command center

Have you found the chip?

The command center where the Overseer is located, as well as the Vault library. It 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. One can "spend some time researching important information" using the Science skill on the westernmost computer.




Fallout 2:

Cavern entrance

FO2 Vault 13 cave.png

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


Some intelligent deathclaws as a welcome

Intelligent deathclaws have moved in, however, they allow humans (who they found in the wasteland) to live among them. They are first brought to Joseph, the herbalist for medical treatment.

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

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.




Fallout 2

Related quests


Fallout 2



Vault 13 appears in Fallout and Fallout 2.

Behind the scenes

The location is mentioned in the Fallout Bible.[Dev 1][Dev 2][Dev 3]


Concept art


  1. Vault locations v34.129
  2. Chosen One: "What about Vault 13? What was it's purpose?"
    Dick Richardson: "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."
    (Dick Richardson's dialogue)
  3. "Due to a shipping error, it appears Vault 8 received a box of surplus water chips intended for another Vault. The other Vault most likely received Vault 8's second GECK."
    (Vault 8 central computer's information)
  4. Vault Dweller: "Where were you from originally?"
    Talius: "Some time ago, I lived in a place far to the north of here. They were having a problem with the water supply and sought out people to find a way to fix it."
    (Talius' dialogue)
  5. Vault Dweller: "What was the name of this Vault?"
    Talius: "My vault had no name. It was merely numbered 13."
    (Talius' dialogue)
  6. Martin Frobisher: "Eighty years ago, a hero saved our vault and then the Overseer exiled him. Others followed him into exile and they were never heard from again. We remember the event with shame."
    The Vault Dweller: "Hey! You're talking about *my* ancestor and the people who founded my village. They all came from the Vault of the Holy 13."
    (Martin Frobisher's dialogue)
  7. Jimmy (Vault 13): "Anyway, the leaders of the revolution didn't want to entrust the fate of the people to another Overseer so they installed this mainframe. The records say it was purchased from... oh, what was that name... Ah, I remember, the 'Brotherhood of Steel.'"
    (Jimmy's dialogue)
  8. Chosen One: "They took you? How, from where?"
    Martin Frobisher: "They came to the front door of the vault. Somehow they already knew the security code. They just opened the door and their armored troopers marched us into vertibirds and flew us here. Then the experiments began. (He shudders.)"
  9. Chosen One: "Do you know what happened to the people who used to live here in the vault?"
    Goris: "::sigh::) They were captured by The Enclave. Gruthar and the pack were forced to aid in their capture. They had no choice since they were slaves at the time. The fate of the humans has weighed heavily on Gruthar's mind. He's never really forgiven himself for his complicity in the affair. The humans were taken alive, but who knows what has happened to them since?"
    (Goris' dialogue)
  10. Chosen One: "That sounds nasty. Why are they using your people for a test?"
    Martin Frobisher: "They took us all from our vault because they wanted test subjects for the antidote. They needed people from outside the Enclave, and who were still pure-strain-humans. So they took us."
  1. Vault Dweller's Survival Guide/Transcript
  2. 2.0 2.1 Vault Dweller's Survival Guide p.1-1
  3. This image appeared in a 1996 issue of Страна Игр to promote what was then Vault 13: A GURPS Post-Nuclear Adventure
Developer Statements
  1. Fallout Bible p.20: "2063 August: The construction of most Vaults completed, except for Vault 13, whose construction finally gets off the ground... heralding a development cycle that seems plagued with problems. Drills begin in the other cities with completed Vaults, but the increasing frequency of the drills has a "cry wolf" effect, and the turnouts for drills trickle off as the years go on."
  2. Fallout Bible p.11: 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."
  3. Fallout Bible p.26: "Vault Dweller returns to Vault 13, only to be told "you're a hero, and you have to leave." Some members of the Vault (led by Lydia, the head of the "return to the surface" faction, and including her supporters, Theresa and Lyle) follow soon afterwards."