Vault 13 (Beginning)
Start
Your journey begins in the cave where your shelter was hidden. Don't rush to kill all the rats, especially if you're playing on a difficult difficulty. Search the body near the exit and loot the ammo; it'll come in handy. Fight your way to the exit, where you'll see sunlight for the first time. Go to the brown field—this is the exit to the World Map. Don't rush to reach Vault 15. Go forward a little and return to Vault 13.
Vault 13
Next, you'll be presented with a map and a choice of floors—choose the third one. Put away your weapon, if you have one, and head straight to the room with the guard. Approach the man sitting high in the chair and initiate a conversation. This is Overseer, the vault overseer. You can ask him for more ammunition and supplies. Next, approach the guard near the locked door and initiate a conversation.
If your conversation skill is high and you have good charisma, then with the right dialogue, he will open the locked door for you. For example, if your character is female, the guard will be male, and vice versa. The dialogue should be structured like this: first ask why the doors are locked, then express surprise at the limited access and the unfairness, and then explain that you need a weapon because you're leaving the shelter.
If you have a high conversation skill, the guard will open the door for you, and you can acquire a sawed-off shotgun and a second pistol. Gather as many weapons as possible and go to the second room on the same floor, which contains flasks of water and other equipment. You can sell these later. Ignore the water guard; take everything. Next, go to the library on the same floor to the left and use the science skill on the computers. With a high skill, you'll learn a lot of useful information and gain experience points.
Next, go down to the medic on the first floor and treat your wounds from fighting the rats. He might give you a Stimpack. Next, search the boxes built into the wall, where you'll find flashbulbs and other useful items. Don't forget the box built into the wall right at the exit of the shelter, to your right. That's it, there's nothing more to do in the shelter. You can still return to the medic on the first floor, who will heal you for free at any time of day. On the way, we'll reach Shady Sands.
See also:
Secrets and tricks of the game :) (part 2)
Secrets and tricks of the game :) (part 1)
Characters and allies of the game Fallout 2


