A Vault-Tec nuclear shelter, Vault 12 was located under the city of Bakersfield, California, and designed to house a thousand people. Its goal was to study the effects of radiation on the selected population by not closing the door.[1] This resulted in the ghoul-town of Necropolis.


Pre-War advertisingEdit


Under the sprawling metropolis of Bakersfield, lies the technological magnificence of Vault 12. Built with every amenity in mind for the prospective Vault Dweller, Vault 12 was given the "Pressed Vault Suit" award for attention to preparedness. Buried far underground, the protection that Vault Dwellers will receive will be unprecedented. Much like all other Vaults, Vault 12 has been fitted with the newest in Vault Water Purification Systems. Able to take even the waste located in the sewers of Bakersfield, this system is able to deliver over 15,000 gallons of pure, refreshing drinking water every day.

Source: Vault locations v34.129 holodisk


Vault 12 is essentially identical in layout to the other vaults encountered by the Vault Dweller. The first level contains the medical lab and entrance, the second is entirely living quarters, and the third houses the recreation area, armory, and command center. The command center notably lacks the space for an Overseer which appears in other vaults - this is potentially because the vault was never intended to be inhabited for a long period. Indeed, as the vault was never entirely sealed, it is very dirty and weathered through 85 years of exposure and lack of maintenance. Only a handful of doors, computers and the elevators remain operable.

A number of glowing ones still inhabit the vault. They can be evaded fairly easily by sneaking past, though they will attack the Vault Dweller if the water chip is removed and the water pump has not been repaired. This is one of the few occasions in which glowing ones demonstrate that they retain their full mental faculties. Additionally, if the water pump has been repaired, the glowing ones will not attack at all so long as the Vault Dweller does not attempt to loot. Considering the small number of items, this is not an undue burden on the Vault Dweller.

The water chip is located in the command center. It is easily spotted as it is attached to the only operational computer.

If the first glowing one that one would encounter is left alive, and the water chip taken with out repairing the water pump, he will remain even after the other ghouls have died of dehydration, and comment on this fact.

Sewer entrance (Fallout)Edit

Fo1 Vault 12 Level 1

The entrance

This area can be accessed going down through a hole in the watershed sewers. Previously a ladder had to be descended and was situated at the right of the ghoul prisoner cell. Two glowing ones are located here. At the end of the corridor on the left is an elevator.

Living quartersEdit

Fo1 Vault 12 Level 2

Living quarters

The 2nd level. Six glowing ones are located here. Level 3 can be accessed using the elevator.

Command centerEdit

Fo1 Vault 12 Level 3

Command center

The final or 3rd level. Again, there are six glowing ones but also one dead body. A computer with red and blue lights is located in the eastern part, interacting with that computer will yield the water chip.



FOBoSLogoThe following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources.


Vault 12 appears in Fallout and also is mentioned in the Fallout Bible.


  1. Vault 12: In order the study the effects of radiation on the selected population, the Vault Door was designed not to close. This is the Necropolis Vault... and the ghouls were the result. - Fallout Bible 0
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