Vault 0 – Fallout Tactics Mission


In this guide we’ll show you everything there is to know about the mission at Vault 0, where you’ll put an end to the robot threat — one way or another. This is the final mission in the game.


Map

fallout tactics walkthrough vault0

Points of Interest

  1. Starting Point
  2. Door to Security Wing
  3. Locked Door
  4. Rooms
  5. Storage Room
  6. Room
  7. Computer Terminal
  8. Door to Cryogenics Wing
  9. Locked Room
  10. Room
  11. Door to Power Plant
  12. Force Barrier
  13. Terminals
  14. Force Barrier
  15. Power Nodes
  16. Room
  17. Big Battle
  18. Turrets
  19. Calculator
  20. Door
  21. Terminal / Force Barrier
  22. Brain
  23. Door
  24. Terminal / Force Barrier
  25. Brain
  26. Door
  27. Terminal / Force Barrier
  28. Brain

Exit

  1. Elevator

Objectives

  • Restore power to the three power generators (#15).
  • Deal with the Calculator (#19).

Walkthrough

You’ll start out in a safe room inside Vault 0 (#1). You’ll meet five Brotherhood soldiers here, and they’ll all act as shopkeepers. Mostly the soldiers will sell you ammunition and drugs, but you can also get a Sunbeam Gattling Laser from them. If you can’t afford their wares, don’t worry. The soldiers might die during robot attacks, making their equipment available for free, and any equipment you loot from the robots will sell for way more with the soldiers than it would with the Brotherhood quartermaster, which means you’ll quickly be able to generate a lot of money.

Also in the starting room, you’ll have access to two computer terminals. The northern terminal will allow you into the nearby elevator (Exit A) once you’ve restored power to the vault, and the other terminal will restore your mini-map and open the door to the south. Be careful when you use the second terminal, though; when the door opens, several robots will take the opportunity to charge into the room and try to kill you.

Note: You can become irradiated during this mission. So you should use Rad-X on your squad before leaving the starting room.

Your first goal in the mission is to restore power to the vault so that you can use the elevator (Exit A) to descend to the next level. You’ll need to power up the generators (#15) in the power plant (#11) to do this. Of course, you won’t be able to just walk into the power plant. First you’ll have to fight your way through the security wing (#2) to reach a terminal (#7) that will unlock the cryogenics wing (#8). Then you’ll have to fight your way to the back of the cryogenics wing. There you’ll find a terminal and a Severed Head (#10). Both will grant you access into the power plant.

When you descend to the lower level of the vault, you’ll first have to fight a large group of robots (#17). This group will include the robot version of General Barnaky. If you have the General’s Locket or Barnaky’s Letter with you, then Barnaky will detect the items and switch to your side. If you don’t have the items, then you’ll have to kill Barnaky along with the rest of the robots.

You’ll find the Calculator in a large, square room (#19). When you enter the room, walls will spring up around the Calculator, protecting it from harm. To gain access to the Calculator, you’ll have to destroy the brains next to it. That will open a nearby door (#20), which will lead to another brain (#22). Destroying that brain will open a second door (#23) leading to a second brain (#25), and then destroying the second brain will open a third door (#26) leading to a third brain (#28). Destroying the third brain will bring down the walls around the Calculator.

When you approach the Calculator, it will talk to you and tell you that a single new brain would fix its programming. After talking to it twice more, a 60-second timer will start. If you force fire on the Calculator and destroy it, then you’ll get Ending 1. If you talk to Barnaky and convince him to donate his brain, then you’ll get Ending 2. If you click on the terminal near the Calculator to donate your brain, then you’ll get Ending 3 (if your karma is good) or Ending 4 (if your karma is evil). All four endings will use the same initial cinematic sequence; only the dialogue and the drawings will be different.

Dealing with the Calculator will end the campaign. You won’t be able to go back to a Brotherhood bunker or wander the wastelands for extra experience.

Points of Interest

1 – Starting Point

In this room you’ll find two computer terminals and five Brotherhood soldiers. The northern terminal will allow you into the elevator (Exit A) once you’ve restored power to the vault, and the other terminal will open the door to the south and restore your mini-map. Be careful with the second terminal; when the door opens, you’ll be attacked by several robots.

The five soldiers in the room will act as shopkeepers, and they’ll sell you things like 2mm EC ammunition, Rad-X, and a Sunbeam Gattling Laser. If you can’t afford or don’t want to afford their wares, you can let them fend off the initial robot attack and hope that some of them get killed.

2 – Door to Security Wing

You’ll be able to open this door when you reach it. In the room beyond, you’ll have to fight several robots. Even after the fight you might want to keep your squad in their battle positions because several robots will patrol through the room, and it won’t take them long to find you.

3 – Locked Door

You won’t be able to open this door manually. You’ll have to operate the computer terminal on the western side (#7) to get it open.

4 – Rooms

These rooms start out locked, and you’ll only be able to enter them by using Science on the computer terminal in between the doorways. Inside the rooms, you’ll encounter a few patrolling humanoid bots plus four (locked) lockers. If you open the lockers then you’ll find ammunition, medical supplies, and books.

5 – Storage Room

There are two ways to get inside this room. If your Lockpick skill is very high (we only had success at 199%), then you’ll be able to pick open the door and get in that way. The better way is to use the terminal to the south (#6a). If you use the terminal, then not only will it unlock the door, it will also disable the two turrets inside the room.

Inside the storage room, besides the two turrets, you’ll also find four lockers. If you search the lockers, you’ll find books, weapons, medical supplies and ammunition, including the very heavy but very effective .50 Cal Depleted Uranium ammunition.

6 – Room

You’ll find several robots, including load lifters, in this room (#6). You’ll have to be careful here because if you stop in the doorway, then the load lifters will run right up to the doorway to try and attack you, and if you destroy the load lifters there, then their debris will block the doorway, and you’ll be stuck. So even if it causes you extra damage, you’ll need to rush into the room when you attack it.

In the western end of the room you’ll find a computer terminal (#6a). If you use Science on the terminal, then it will unlock the storage room to the north (#5) and disable the two turrets inside.

7 – Computer Terminal

When you use Science on this terminal, it will open the door to the east (#3) and also unlock the door to the cryogenics wing (#8).

8 – Door to Cryogenics Wing

This door will start out locked. To open it, you’ll need to fight your way to a terminal (#7) in the security wing (#2) and use Science on it. Inside the cryogenics wing you’ll encounter a whole mess of security bots.

9 – Locked Room

Inside this room you’ll find several robots and a pair of turrets. For some reason, the turrets didn’t attack us — which is nice because that allowed us to grab over 5000 rounds of .50 Cal ammunition from each one. You can also search a dead ghoul, a dead raider and a locker in the room, but they won’t have much in the way of loot.

10 – Room

You’ll find a few things of interest in this room. First off, you’ll encounter a humanoid bot with a Vindicator Minigun plus a few Vault 0 citizens. The bot will be against you, but the civilians will be neutral, so you’ll have to be careful when you attack the robot. If you accidentally hit any of the civilians, then they’ll all turn against you, and you’ll have to kill them, which will put a serious dent into your reputation. So make sure your squad members are using rifles rather than machine guns when they enter the room.

Note: Oddly, killing the humanoid bot will lower your reputation as well. If you’re concerned about your reputation, then put a tough character into sentry mode, and have it toss a couple of pulse grenades near the bot. As long as you don’t attack the bot directly, you won’t receive a reputation penalty when it dies.

Also in the room you’ll find a computer terminal. If you use Science on the terminal, then it will open the door leading to the power plant (#11). On the floor next to the terminal you’ll find the body of a Vault 0 citizen. It’ll contain a Severed Head, which you can use on the dental scanner next to the door leading to the power plant. The scanner will then open the door, giving you an alternative way to enter the power plant if your Science skill isn’t high enough to use the terminal.

Finally, you can rummage through four (locked) lockers in the room. Inside, you’ll find some miscellaneous items, including a Big Book of Science.

11 – Door to Power Plant

There are two ways to open this door. The first way is to use Science on the terminal (#10) in the cryogencis wing (#8). The second way is to use the Severed Head (#10) from the cryogenics wing on the dental scanner next to the door. You won’t gain any experience if you use the terminal, but if you use the Severed Head, then you’ll gain 23,975 experience points. Luckily, you can use the Severed Head even after you’ve opened the door with the terminal.

12 – Force Barrier

You can open the force barrier by using the computer terminal right next to it. But be careful! You’ll encounter four humanoid bots on the other side of the barrier, and they’ll attack you as soon as you’ve used the terminal.

13 – Terminals

You’ll find two terminals and two humanoid bots here. If you use Science on both of the terminals, then you’ll power down the interior defense generators, and you’ll open the nearby force barrier (#14).

14 – Force Barrier

You’ll need to use Science on the two terminals to the east (#13) to lower the force barrier.

15 – Power Nodes

In each of these three spots you’ll find two power generators and a computer terminal. To turn on the power generators, you’ll need to use Science on the terminals. Each time you’re successful, the room with the power generators will glow red. When you’ve turned on all of the generators, you’ll earn 191,800 experience points, and the elevator in the vault (Exit A) will start working.

Note: In the (locked) locker next to the southernmost power generators, you can find some .50 Cal Depleted Uranium ammunition.

16 – Room

You’ll find a bunch of scurry bots in this room. They might scurry out while you’re fighting the robots next to the power nodes (#15). To get into the room, you’ll need to crawl. If you do, then inside the room you’ll find a pair of (locked) lockers containing some Rad-X and not much else of interest.

17 – Big Battle

When you open the door to this room, eight robots will open fire on you, including the robot version of General Barnaky. If you can survive the initial salvo from the robots, then you should be all right. To make the battle easier, you might want to position your squad next to the door so that they can only see half of the room (and only half of the room can see them). Then repeat for the other half.

General Barnaky is a big, bad robot, but he’ll only use melee attacks against you, and so you’ll be able to attack him for a while before he can get within melee range of your squad. Better yet, if you’re carrying the General’s Locket or Barnaky’s Letter, then once Barnaky gets close enough to you, and once he’s been damaged enough, he’ll stop and switch to your side. The only problem with this is if you’re using continuous turn-based mode. If one of your squad members is in the middle of attacking Barnaky when he switches to your side, then he’ll switch back to being an enemy, and you’ll have to kill him. So if you don’t use a turn-based mode normally, you might want to switch to it (by pressing the enter key) when you see Barnaky approaching. If Barnaky survives the battle, then he’ll walk over to the Calculator (#19).

18 – Turrets

You’ll have to deal with four turrets here.

19 – Calculator

When you enter this room, alarms will go off and walls will pop up around the Calculator, protecting it from harm. To gain access to the Calculator, you’ll need to destroy all of the brains in the level. If you destroy the five brains next to the Calculator, the door at #20 will open, which will allow you to access the terminal at #21, which will allow you to destroy the brain at #22. When that brain is down, the door at #23 will open, and you’ll be able to repeat the process. Once you’ve also destroyed the brains at #25 and #28, the walls around the Calculator will come down.

Note: If you don’t want to kill the brains — and the robots guarding them — you can just force fire at the Calculator before entering the room.

Another note: If you attack the brains directly, you’ll lose a lot of reputation. But if you force fire near the brains and kill them that way (for example, if you have a burst mode weapon, you can fire beyond a brain to hit it), then you won’t lose any reputation.

When you return to the Calculator, it will talk to you and tell you that a single new brain would fix its programming. After talking to it twice more, a 60-second timer will start. If you force fire on the Calculator and destroy it, then you’ll get Ending 1. If you talk to Barnaky and convince him to donate his brain, then you’ll get Ending 2. If you click on the terminal near the Calculator to donate your brain, then you’ll get Ending 3 (if your karma is good) or Ending 4 (if your karma is evil). All four endings will use the same initial cinematic sequence; only the dialogue and the drawings will be different.

20 – Door

This door will open once you’ve destroyed the brains next to the Calculator (#19).

21 – Terminal / Force Barrier

To lower the force barrier, just use the terminal next to it.

22 – Brain

23 – Door

This door will open once you’ve destroyed the brain at #22.

24 – Terminal / Force Barrier

To lower the force barrier, just use the terminal next to it.

25 – Brain

26 – Door

This door will open once you’ve destroyed the brain at #25.

27 – Terminal / Force Barrier

To lower the force barrier, just use the terminal next to it.

28 – Brain

Exit

A – Elevator

You won’t be able to use the elevator until you’ve started up the power generators (#15). When you use the elevator, it’ll be a one-way trip, so make sure that you’ve looted everything that you’ll need before heading down.

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Steven Carter
Steven Carter

Starting with cassette tape games on the TRS-80, Steven has been playing, creating, and writing about games for a long, long time. This makes him experienced, not old. Lately, Steven has been focusing on walkthroughs, making sure everybody knows how to solve Towers of Hanoi puzzles.

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