If the third option is not chosen, they must fight through several units before finally reaching the Master. To gain access to the underground portion, the Vault Dweller must collect either collect a COC badge from a random member and another one from Morpheus himself, lockpick both doors, or convince Morpheus to take them to the Master directly.
The leader of the super mutants, the Master, operates underneath the Cathedral, which can be found through exploration or being marked by Katja in the Boneyard. The Vault Dweller learns about the threat these super mutants pose to Vault 13, and now they must find a way to get rid of them. The next two quests can be completed in any order. After dealing with them and navigating through Vault 12, the Vault Dweller successfully obtains the water chip and must return to Vault 13. They also encounter their first super mutants guarding the Watershed. Heading to the city and navigating it by sewers, they learn of the ghouls living in the city, led by Set. Stapleton, the Vault Dweller learns of a possible chip in Necropolis. By speaking with Martha Rastello or buying a holodisk from Mrs. With Vault 15 no longer being an option, the Vault Dweller must travel to the Hub. Upon getting to the bottom, the Vault Dweller will discover the room is totally destroyed but will gain 500 XP. Getting to Vault 15's command center requires getting past even more rats, now accompanied by pig rats and mole rats, as well as using ropes to get down to the second and third levels. The only known destination is Vault 15, due east of their own vault.Īlong the way, they will encounter the town of Shady Sands, which contains a rope that will be needed soon and the location of the Hub to visit later.
After exiting the rat-infested cave entrance of Vault 13, the Vault Dweller is free to explore the wastes of New California. With Vault 13 in danger of running out of the water, the Vault Dweller has 150 days to find a replacement water chip.