Stellaris Wiki
Advertisement

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.8.

This article is for the PC version of Stellaris only.

Hidden Vault is a lengthy and highly interactive colony event chain that has a very small chance to trigger 4 years after any colony has been founded. It can only happen once per game.

Hidden Vault

During a standard reconnaissance of [colony name], the planetary exploration unit came across a massive door that apparently leads directly into the interior of a mountain range. It appears that the strong magnetic field produced by some sort of cloaking device hid it from our ship's sensors, and the camouflaged entrance remained invisible to the autonomous research probes mapping the surface.

On the other hand, more specialized tests have shown that delivering a steady stream of energy should make the door operational again, eventually allowing us to open it and see what's inside.


 
Trigger conditions:
  • Not capital world
  • Colony is not a Ringworld or Habitat
Mean time to happen:

Time 48 months


Provide the energy.

Darkness Awaits

As energy flowed through the circuits, the entrance came online, and with additional tinkering, we quickly discovered how the door worked. Additional topographical research revealed the interior to be a large underground vault. Alien infrastructure covered every square centimeter of the walls - even the huge pillars supporting the ceiling showed faint energy signatures. Given the energy readings and vague similarities to our technology, it appears to be an underground manufacturing facility.


 
Trigger conditions:
  • Hidden Vault
Mean time to happen:

Time 30 days


We will learn it secrets.
  • Adds the Mountainous Vault planetary feature to the colony
We can't risk it, place explosives.

Mountain Blast!

Those far from the vault could feel the ground shake. Those closer could see a large chunk of the mountainside fly off into the air, creating a huge crater filled with rocks, debris, and twisted machinery. A quick guess as to what could have gone wrong led to the conclusion that a chain reaction was set in motion inside the vault when the initial explosion breached the door.

Regardless, a smoking crater is all that is left of the underground vault.


 
Trigger conditions:
  • Darkness Awaits
  • Colony does not have the Mountainous Vault planetary feature
Mean time to happen:

Time 60 days


It's safer this way.
  • Adds the Destroyed Vault planetary feature to the colony

Disappearances!

The initial phase of research on [colony name] was largely focused on mapping the entrance. The first room within the vault is a giant hall, stretching deep into the mountain, with several branching corridors pushing even further into the depths. Various ornate plaques decorate stone chiseled pillars, each depicting the alien race that presumably built this place. We can't decipher their language, but the story told by those art pieces are centered on warfare, struggle, and grandiose projects.

More disturbing is the loss of an entire construction unit; after reporting the presence of strange sounds in the dark, the unit simply vanished. The situation is in danger of slipping out of control and calls for more decisive action.


 
Trigger conditions:
  • Darkness Awaits
  • Colony has the Mountainous Vault planetary feature
Mean time to happen:

Time 180 days


Double the security forces and search for them.
Fanatic Egalitarian Send in everyone, find them!
Fanatic Authoritarian Form a search party, and put the rest back to work.
Disturbing. Send more guard drones.

Workers Rescued

Given the enormous search team, it didn't take long to find the missing workers. The last of them were discovered trapped in a square prison-like structure made of articulated and self-moving walls. It appears that the security systems within the vault are still operational. Given this, we will be more prepared to counter such contraptions in the future. Nonetheless, the population is angry that the workers were not provided with proper safety measures in the first place.


 
Trigger conditions:
  • Disappearances!
  • Fanatic Egalitarian Egalitarian
Mean time to happen:

Time 120 days


We got lucky.
  • Negative Media Coverage modifier added for 12 months, giving the following effects: Happiness −10%

Workers Found

One of our security teams reports that the missing workers have been found. It turns out that this vault still has operational traps and devices that were programmed to trap unwanted visitors within "boxes" comprised of dislocated and moving walls.

The unfortunate workers were all killed within the trap. Our citizenry is furious at the result, but at least now we know what to look for.


 
Trigger conditions: Mean time to happen:

Time 180 days


That's terrible.
  • 1 pop dies
  • Very Negative Media Coverage modifier added for 12 months, giving the following effects: Happiness −20%

Workers Found

The missing workers were found in a grotesque contraption that imprisoned them between four movable walls. Unfortunately, these individuals are no longer of any use to the empire, but at least their sacrifice revealed the existence of the trap. Work continues without any further disturbances.


 
Trigger conditions: Mean time to happen:

Time 120 days


They knew the danger.
  • 1 pop dies

Remembrance Hall

We delved into the corridors at [colony name] and discovered a large hall, which is strangely devoid of the pipe machines covering every other hallway and wall. It looks like whoever built this place took special care of it - there are many statues here in excellent condition, depicting bipedal individuals. With some traces of detail they have mostly a uniform appearance. Unfortunately, there is no evidence of what this hall was, other than some monumental tribute to probably historical figures.


 
Trigger conditions:
  • Disappearances!
Mean time to happen:

Time 480 days


This is fine craftsmanship.
  • Operator jobs produce +0.5 Unity
What a magnificent stonework.
  • Operator jobs produce +0.5 Unity
Catalogue the finding.

Earthquake Incoming!

Our seismographs have detected an impending earthquake on [colony name]. Most of the workers have found safety, but one group is in a remote hall that could be at risk of collapse. They reported two distinct, ancient machines there - one being a bulky contraption connected to the ground, and the other attached to the walls via a series of pipes. We can't say if they are anything important for the facility. The workers have estimated that may be possible to use one of those machines to reinforce the ceiling and walls against the quake.


 
Trigger conditions:
  • Remembrance Hall
Mean time to happen:

Time 360 days


Use wall pipes.
Use the bulky one.
Rely on their expertise.
The hive will find solution.

Hasty Construction

Our workers were able to properly assess the situation and managed to repair and strengthen the supports without destroying the ancient machinery.


 
Trigger conditions: Mean time to happen:

Time 36 days


Good.

Safe and Sound

Our workers managed to disassemble the machinery and have successfully bolstered the strength of the supports and ceiling. However, this effort exposed extensive piping in the walls, from which a hissing noise escapes. Right now, it's impossible to assess the potential losses.


 
Trigger conditions: Mean time to happen:

Time 36 days


Success.

New Approach

Gathering the sense impressions of various drones, a better solution was found: the hall has been strengthened to a safe degree at the cost of a few menial drones.


 
Trigger conditions: Mean time to happen:

Time 36 days


Learn. Adapt. Overcome.

Insight

Our exploration on [colony name] finally yielded some insights. Our first assessment turned out to be correct. The vault is in fact a giant foundry. Further analysis of the alien language reveals that it was referred to as a King-Forge. However, the Forge was never operational - its builders apparently lacked the technology to see the project through to completion.

It should be possible for us to finish their work as long as we can get into the heart of the foundry. Although the way is blocked by heavy doors, our engineers insist they can be overcome. However, as the doors don't have any obvious locking or opening mechanisms, a certain application of force will be required before we can proceed.


 
Trigger conditions:
  • Earthquake Incoming!
Mean time to happen:

Time 756 days


Open the doors gently.
Blast the doors.
Fanatic Spiritualist Examine the doors more.
Look for other routes.
Drill through the doors.

Meditation

Whether by luck or divine intervention, the same door that blocked the way forward responded to our morning rituals: a faint harmonic resonance was detected, a resonance we were eventually able to manipulate. The correct set of gestures made in front of a small marking that concealed the lens of a camera ensured that we gained unobstructed entry.


 
Trigger conditions:
  • Insight
  • Fanatic Spiritualist Spiritualist
Mean time to happen:

Time 180 days


A gift from the divine.

Gas

After forcing the doors, the machinery covering the walls started to leak hazardous gas. Unfortunately, this happened too quickly, and the result was further casualties. The entire facility needed to be evacuated, and will have to be left for some time before we can safely reenter.


 
Trigger conditions: Mean time to happen:

Time 60 days


Curses!

Third Way

After additional research, we quickly recognized something in the door that served as a security camera or scanner. Hacking into it was a more difficult task, but we were able to decipher its programming and basic functions - thus gaining access to the door without further complication.


 
Trigger conditions: Mean time to happen:

Time 180 days


Good job.

Foundry Heart

The heart of the foundry on [colony name] is a twisted machine room full of pipes, conveyor belts, and what looks like workstations. Our initial scan and a quick survey revealed that power, maintenance, and key systems are missing. It also looks like our exploration of the vault may have some effect on the internal workings of the machine. We can try to repair it, though it will be time consuming - we can always set up a scrapyard and dismantle the entire machine.


 
Trigger conditions:
  • Insight
Mean time to happen:

Time 360 days


Dismantle.
  • Removes the Mountainous Vault planetary feature from the colony
  • Adds the Manufactorium Scrapyard planetary feature to the colony
Repair it.
  • Issue Special Project: Power Up Foundry
Repairing it is our duty.
  • Issue Special Project: Power Up Foundry
  • Operator jobs produce +1 Society research Society Research
Fix and learn.
  • Issue Special Project: Power Up Foundry
  • Operator jobs produce +1 Engineering research Engineering Research
It will serve the hive.
  • Issue Special Project: Power Up Foundry
  • Operator jobs produce +1 Society research Society Research

Powered Up

Energy flows through the hungry machines on [colony name]. With a deafening roar, the pipes began to transport the liquefied minerals, brightening and heating the entire facility. The raw materials were delivered to the workstations where operators can form them into alloys of the desired shape and density. It looks like every part of the foundry was made with just this one purpose in mind. Even the pillars have more to do than support the ceiling.


 
Trigger conditions:
  • Foundry Heart
Is triggered only by:

Finishing the Power Up Foundry special project


Go on.

Work Conditions

There is some concern that toxic gases are building up in the main chamber of the [colony name] vault. The gas is non-lethal, but it can be hazardous to anything that operates workstations. If we want to make full use of this place, we should put some safety measures in place.


 
Trigger conditions:
  • Powered Up
Mean time to happen:

Time 360 days


Just rotate the operators.
Regulate the work time.
Rotate drones.
Use slaves.
Issue strict work regulations.

Recycling Center

The [colony name] foundry has a dedicated recyclable processing chamber that uses post-production waste to increase production efficiency. It might be beneficial for us to get it up and running again.


 
Trigger conditions:
  • Work Conditions
Mean time to happen:

Time 360 days


Make it operational.
Use our designs.
Barbaric Despoilers Enchance alloy production.
  • Operator jobs produce +1 Alloys

More or Less?

Work on the [colony name] foundry is almost complete, but there are still places where we could improve on the original design and work. It is estimated that by increasing the amount of minerals input, we could increase the production of the alloy.


 
Trigger conditions:
  • Recycling Center
Mean time to happen:

Time 360 days


Do it.
It's like our old technology.
Organic Reprocessing (Hive)Organic Reprocessing (Machine) Can't we use organic matter?
  • Operator jobs produce +1 Alloys
  • Operator jobs have +1 Minerals upkeep
  • Operator jobs have +1 Food upkeep
Don't stress alien machinery.

Grand Opening!

It's finished! The foundry on [colony name] is fully operational, perhaps not like its original Builders designed it, but it's still a sight to behold, and a more-than-efficient way to produce alloys. All that's left is to reap the rewards of our determination and ingenuity.


 
Trigger conditions:
  • More or Less?
Mean time to happen:

Time 180 days


Great day!
  • Removes the Mountainous Vault planetary feature from the colony
  • Adds the Operational Manufactorium planetary feature to the colony
  • Very Positive Media Coverage modifier added for 24 months, giving the following effects: Happiness +25%
Good.
  • Removes the Mountainous Vault planetary feature from the colony
  • Adds the Operational Manufactorium planetary feature to the colony
We need an overseer.
  • Removes the Mountainous Vault planetary feature from the colony
  • Adds the Operational Manufactorium planetary feature to the colony
  • Operational Manufactorium planetary feature provides +1 Noble Job
Appoint executive.
  • Removes the Mountainous Vault planetary feature from the colony
  • Adds the Operational Manufactorium planetary feature to the colony
  • Operational Manufactorium planetary feature provides +1 Executive Job
Memorialist (Hive)Memorialist (Machine) What about the Builders?
  • Removes the Mountainous Vault planetary feature from the colony
  • Adds the Operational Manufactorium planetary feature to the colony
  • Operational Manufactorium planetary feature provides +1 Death Chronicler Job
Advertisement