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.
Vault 12 is one of the Vaults constructed by the Vault-Tec Corporation . It is located in Bakersfield, California , in the post- War ghoul settlement of Necropolis .
1 Background
2.1 Entrance
2.2 Living Quarters
2.3 Command Center
3 Appearances
4 References
Background [ ]
Constructed under the sprawling metropolis of Bakersfield, Vault 12 was billed as "built with every amenity in mind for the prospective Vault Dweller," and that it had "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." Those who signed on for this particular Vault took their preparedness very seriously, earning the "Pressed Vault Suit" award for their efforts. [1] The Vault's true purpose, however, was to study the effects of radiation on the residents. To ensure this, Vault-Tec designed the Vault door not to close. [2]
On October 23, 2077 , the populace of Bakersfield learned that the other Vaults had been sealed. In desperation, they took to their local shelter, forcing their way in to protect themselves and their families. The door worked as designed: the radiation flooded in; those whom survived suffered from ghoulifcation. [3] In the summer of 2083 , the survivors would leave the shelter. Those that chose to stay [4] founded the city of Necropolis .
By the spring of 2084 , Set took control of Necropolis, wresting control from the original Overseer . He, not wanting to be killed, was driven north and lost to history. For the next seventy three years, Set would lead the city unmolested from outside parties. Instead, internal political strife caused some to leave, while a much more peaceful group was forced to take shelter underground. [5] Despite Set's disgust for the group, he reluctantly sent them whatever water they needed, fearful that he wouldn't have enough people to defend the city if it ever needed to be. [6]
Vault 12 is essentially identical in layout to the other Vaults encountered by the Vault Dweller . The first level contains the emergency medical lab and entrance, the second is the 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 possibly because the Vault was never intended to be inhabited for a long period. Indeed, as the Vault has never been sealed, it is weathered through 85 years of exposure and lack of maintenance. Only the elevator and water purification terminal 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 player if the water chip is removed before the water pump is repaired. This is one of the few occasions that glowing ones demonstrate to the player that they retain some of their mental faculties.
The water chip is located in the command center. It is easily spotted in the southeastern section of the level, 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.
Entrance [ ]
Upon entering the area, the player will encounter two glowing ones between the ladder where they entered and the Vault itself. The absence of the Vault door is a telling sign of what transpired here in the days following the Great War. Through the airlock and past the security door, the now defunct emergency medical lab can be found to the right, and the elevator to the left.
Living Quarters [ ]
The living quarters are similar in design to the others in the region. The primary difference between Vault 12's living quarters and Vault 13 's is that the elevator is part of the eastern dividing wall, leaving only one gap to move between the northern and southern halves. A total of six glowing ones inhabit the living quarters: three in the main area, and three in the upper leftmost room, near a wall locker.
Loot
:
Command Center [ ]
The command center is identical to the other Vaults in the region, with the exception of it missing an operations room and overseer station. This level is home to a total of six glowing ones: two can be found in the meeting room, one is in the computer core, and the final three are gathered around a dead body in the security office. Upon searching the storage room and security office storage, the player will find that the rooms were ransacked long ago, with no items remaining. Just past the security office, the water purification computer can be found. Upon interacting with the computer, the water chip will be removed. If the water pump has been repaired, it will be noted that the pump can be heard coming to life in the distance. [7] If the player so chooses, they can reconnect the water chip to the computer. [8]
Appearances [ ]
Vault 12 appears in Fallout and is mentioned in Fallout Bible .
↑ Vault locations v34.129
↑ Fallout Bible 0 Vault system : "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 Timeline repair: Second strike : "2077 October 23 Necropolis Vault [Vault 12] never closes. Once it becomes known that the other vaults have sealed, people within Bakersfield attempt to force their way into Vault 12 to protect themselves and their families."
Ghouls still have the human need to expand and move on - and in the 80+ years between Fallout 1 and 2, the ghouls spread out from Necropolis in all directions... and some had even left before the events in Fallout 1.
Necropolis is not empty now; ghouls are still said to reside there, though Set is no longer their leader. It is not clear whether he is alive or dead.
Harold joined the ghouls in Fallout 2 because Harold is a kindly sort who likes to help people - when he sees a group of people trying to make their way in the wasteland, he tries to step in and give them a leg up, especially when it can benefit life for everyone. Wherever a key event in Fallout has occurred, Harold always seems to be right there in the middle of things, helping to push the world along and make it a better place. His wit is a little dry and raspy, but he's got a good heart.
Harold is not a ghoul, but he is a mutant. What happened to him inside the military base during his assault with Francine, Mark, and Richard Grey is unknown, but it is likely he was exposed to the FEV virus and changed. His last known memory after the attack was passing out then waking back up in the wasteland... changed."
↑ The Vault Dweller : "{1000}{}{Set}" Ghoul leader : "{1100}{}{He tries to control Necropolis, and has forced us underground.}" ( LEADER.MSG )
↑ Ghoul leader : "{101}{}{Thank you for not shooting first. Can I help you with anything?}" The Vault Dweller : "{102}{}{Yes, I'm looking for water.}" Ghoul leader: "{111}{}{The surface of Necropolis and the water is controlled by Set and his Ghouls. We are a much more peaceful group - which disgusts Set.}" The Vault Dweller: "{171}{}{How do you survive down here without water?}" Ghoul leader: "{119}{}{He does not speak of it, however Set is afraid of not having enough people to defend Necropolis if it ever needed it. So, he gives us what water we need.}" ( LEADER.MSG )
↑ Water purification computer : "{117}{}{After shutting down the Water Purification Computer, you can now hear the repaired water pump working in the distance, bringing water up from what must be a deep well under Necropolis.}"
↑ Water purification computer : "{110}{}{You reinstall the water chip into the computer. The computer reboots after a moment, and proceeds to function as normal.}"
‘Starlight Express’ Review: The Gravy Train Rolls On
Environment
[ Ed. note: This post contains spoilers for Fallout season 1, as well as information from the Fallout games.]
The Vault systems in the Fallout franchise are meant to be a utopia, a shelter away from the harsh apocalyptic Wasteland and nuclear fire.
Of course, nothing is ever as it seems, and a little bit of digging (Lucy’s journey in Fallout season 1 or playing to the end of Fallout 2 ) reveals that the Vault systems are actually a way to experiment on survivors. Some of the premises are so wild or impractical that it doesn’t seem like an experiment at all, and many failed spectacularly . (According to series creator Tim Cain, the purpose was to test humanity’s ability to travel through space , but this isn’t in any of the games so far.)
There are two experiments in the Prime Video show that we get to see: Vault 4 and the combined network of Vaults 31, 32, and 33. Something like Vault 4 is relatively straightforward: a society ruled by scientists. Unfortunately, the scientists’ experiments got out of hand, creating the monstrous gulpers and requiring a total restructuring of their society.
Vaults 31, 32, and 33 are a little more complex. These interlinked Vaults rely on each other, with the members of 33 and 32 arranging marriages in order to diversify their populations. Early on, it appears that 32 fell to raiders. However, Norm and Chet soon find that the inhabitants of 32 died long before raiders ever arrived due to a terrible famine. As for Vault 31, we learn that Vault-Tec executives are frozen in here, and thawed whenever a new Overseer must be installed.
If you’re curious as to the other Vaults scattered across Fallout’s vast canon, here is a list of the monstrous experiments that Vault-Tec carried out after the apocalypse.
Vault 4: Those poor, unfortunate scientists. Now populated with the survivors, combined with refugees from Shady Sands. Chris Parnell plays the good-spirited Overseer, with a slightly strange single eye.
Vault 8: A control Vault, which means there was no active experiment. After 10 years, the Vault opened and used its Garden of Eden Creation Kit to found the large and successful Vault City.
Vault 11: This Vault had a psychology test in which the occupants had to vote for one human sacrifice each year or else lose all life support. The cruel conclusion of the experiment is that if the Vault Dwellers did refuse to sacrifice one of their own, the Vault would open and allow them to leave unharmed. Unsurprisingly, this is not what happened, and the results were tragic.
Vault 12: What happens if the Vault door doesn’t seal quite right, and radiation filters in? The answer is Necropolis, a community of Ghouls.
Vault 13: The home of the original Fallout ’s protagonist. Vault 13 was meant to stay closed for 200 years, but a faulty water chip led to one of their own trekking out into the world in search of a solution.
Vault 15: This Vault remained closed for 50 years, and the population was drawn from people of different walks of life and ideologies. Some of the population of this Vault went on to found Shady Sands, and eventually the New California Republic.
Vault 19: This Vault housed two societies, red and blue, each with one Overseer. What the occupants didn’t know is that they were flooded with subliminal messages to pit them against each other, which eventually culminated in civil war.
Vault 21: What if all conflict had to be resolved by gambling? The Vault would later be acquired by Mr. House and turned into a pleasant novelty hotel for tourists to New Vegas.
Vault 22: At first glance, it’s a botanist’s dream, in which the experiment is to develop plant life in the Vault with the help of sophisticated and advanced equipment. A parasitic fungus turned on the researchers and consumed the Vault.
Vault 27: Filled with double the sustainable population.
Vault 29: The age cap for occupants was 15 years old.
Vaults 31, 32, and 33: Lucy’s Vault (33), and the site of a lot of intrigue in season 1 of Fallout . The gist is that these three Vaults are interconnected, and 32 and 33 often exchange inhabitants to diversify the gene pool and create new generations. Things go horribly awry when the population of 32 is replaced with raiders, who attack — thus kicking off the events of the show. Lucy, and the other Vault inhabitants, do not realize that there is an experiment; they think this is the good life. And, as mentioned above, Vault 31 is there to house frozen Vault-Tec staff to bring into Vaults 32 and 33 as necessary.
Vault 34: The armory was stuffed with weapons, and there was no proper locking mechanism on the door. Eventually failed due to a riot and reactor damage.
Vault 36: Instead of proper food, the occupants were fed only a thin, watery gruel.
Vault 42: No lightbulbs of more than 40 watts were provided, which likely meant this Vault had a dim future.
Vault 51: This Vault was meant to test the limits of human tribalism, with an experimental AI running the show and selecting the Overseer. Perhaps unsurprisingly, the AI eventually killed the Vault’s occupants instead of rigorously testing them.
Vault 53: The equipment was designed to constantly suffer minor but repairable failures in order to study the effect stress had on the Vault’s inhabitants.
Vaults 55 and 56: In Vault 55, all of the entertainment tapes were removed. In Vault 56, they were all removed except for one really bad comedian. Truly, a terrifying fate.
Vaults 68 and 69: In Vault 68, the population only contained one woman. This ratio was flipped for Vault 69. This is one of the Vaults that feels especially disinterested in scientific curiosity in favor of cruelty; it’s hard to see any situation in which Vault 68 prospers.
Vault 70: The Vault stopped producing jumpsuits after six months.
Vault 75: This experiment was focused on breeding the perfect human, with failures being incinerated and successes joining the scientific staff to try and improve the process for the next generation.
Vault 76: A control Vault, and the one from which all Fallout 76 players emerge.
Vault 81: A Vault focused on researching diseases and antibodies. Similar to Vault 75, the residents were openly used as guinea pigs.
Vault 87: Experimenting on humans using the Forced Evolutionary Virus, which leads to super mutants appearing in the Capital Wasteland of Fallout 3 .
Vault 92: This Vault was filled with talented musicians, and then they were exposed to white noise that subliminally implanted combat suggestions. The musicians all lost their minds and descended into murder and mayhem.
Vault 94: Filled to the brim with pacifists and chill folk, this Vault was meant to prove the innate goodness of humanity. One year after the Great War, the doors opened, and raiders promptly blew the entire thing up.
Vault 95: Every occupant was struggling with an addiction to drugs, and this Vault was designed to study their withdrawal, and then reexpose them to an endless amount of chems. The Vault collapsed shortly afterward.
Vault 96: The Vault was filled with embryos that would be artificially raised to adulthood and then released into the Wasteland with robot companions and protectors.
Vault 101: A Vault designed to remain in total isolation from the outside world — until the events of Fallout 3 kick off, and the Lone Wanderer takes off in search of their father, James. It’s a fun parallel with Lucy and her search for her father.
Vault 106: Psychoactive drugs were released into the air after the door was sealed. We can only hope the inhabitants had good trips.
Vault 108: The Vault was left without reliable leadership, and during its isolation from the world, the survivors accidentally cloned a whole host of Gary. These clones stalk the Vault, only able to say one word: “Gary.”
Vault 111: The survivors in this Vault were cryogenically frozen, with staff, security, and scientists making sure their pods remained operational. The Vault failed in 2078, and 210 years later, the Sole Survivor emerges from their pod in order to find their son, Shaun.
Vault 112: Dr. Stanislaus Braun took a much smaller population into this Vault and hooked them into virtual reality pods, where they could experience a true utopia. Braun eventually became bored, and the experiment turned much more sinister as he hunted down each survivor in their virtual reality, killed them, wiped their memories, and began anew.
Vault 114: Members of higher social classes were welcomed into this Vault, only to find it overcrowded and minimally equipped. The Overseer was selected outside of the usual population, with the intent of finding the most ornery and anti-authority candidate possible.
Vault 118: This Vault was meant to be filled with the ultra-wealthy and the working poor. However, before the working poor could arrive, funding ran out. The rich inhabitants would remove their brains, implanting them in robots, in order to survive forever.
The post Fallout’s Vaults have even crazier experiments in the games appeared first on Polygon .
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These 10 ‘Fallout’ Vault Tec experiments make radiation poisoning look cozy
There are few entities in the Fallout universe as diabolical as Vault-Tec Corporation. Though the company was supposed to build bunkers to protect Americans in the case of nuclear annihilation, it squandered its ample government-given resources to manufacture some of the most unhinged, human-rights-violating, mad-cap experiments ever featured in video game history.
We’ve scraped the internet to find the worst bunkers imaginable and Vault-Tec doesn’t disappoint. Our selection involves supplementary material and cannon vaults alike, so grab an ice-cold Nuka Cola and strap in for the top 10 Vault-Tec Vaults that make nuclear fallout look like a walk in the park.
The most inhumane Vault experiments in Fallout
10. vault 70.
Kicking things off on the light side of the horror spectrum, we have Vault 70. 70 hasn’t graced any games, but it was designed for Fallout 3 . Located in Utah, the bunker was built for the Mormon church , which financed its building. There isn’t much known about how large the vault would be, but design notes show that Vault-Tec’s chief concern was pushing the highly religious inhabitants to the brink.
It wasn’t through violence or drugs, however, as Vault-Tec is so want to use. Instead, their jumpsuit extruders, aka the thing that manufactures the dweller’s clothes, was scheduled to break down in a matter of months. We’ll likely never know what the outcome of the social experiment was but it’s pretty hilarious to think about.
9. Vault 77
As described in the Fallout Bible , Vault 77 was designed to hold 1000 people, but only one man was ever let in. The lone Vault dweller spent more than a year in complete isolation before discovering Vault-Tec’s hidden surprise: a crate of “puppet friends.” Isolation can do terrible things to a person’s mind. It’s been linked to decreased white matter in the brain – specifically, those areas involved with critical thinking and emotional control – and our boy was no exception.
He was quickly beset by a litany of mental health issues, mostly centered around one Vault Boy hand puppet. Survivor 77 eventually left the Vault and lived a life full of adventure, misery, and a ton of murder. Though The Puppet Man never appears in game, you can read his adventure in comic form , and find evidence of him in the Capital Wasteland.
8. Vault 118
Nothing says apocalypse like strict social hierarchy, and Vault 118 leaned hard into the idea of “everything in its place.” Buried under a bougie hotel, the vast majority of the vault was designed for just 10 uber-wealthy patrons. A second, much more cramped living space was dedicated to 300 working-class locals and was only accessible by walking through the rich-exclusive area.
Except none of that ever came to pass. Instead, once the luxurious side was completed, the wealthy halted construction and funneled the funds into the Robobrain project. Replacing their living breathing bodies with robots, the dwellers sealed the vault with only themselves – and one hapless human Overseer – inside, leaving the town’s population to die in the war.
7. Vault 106
Vault 106 seemed perfect on paper. None of its systems were designed to shut down and there were no weird social requirements. Everything went smoothly until 10 days after the doors were sealed, at which point the Overseer released hallucinogenic gases into the air filtration system. Residents quickly started feeling the effects, which included disorientation, delirium, and eventually violent behaviors.
Like most of the Vault-Tec experiments, it ended in disaster after the enraged masses overwhelmed the overseer and their limited security personnel. The Vault’s systems are still very much intact meaning the damage is far from over. Anyone who dares enter the vault is almost immediately subjected to massive doses of the drug leaving it uninhabitable.
6. Vault 112
One of the smallest vaults on record, Vault 112 was only meant to house 85 dwellers. The bunker was outfitted with state-of-the-art Visitron Loungers, virtual reality chairs, that would allow residents to ostensibly live forever. The one caveat, the simulated utopias were under the complete control of the Overseer, who just so happened to be a megalomaniac psychopath with a penchant for torture.
The overseer trapped the inhabitants of Vault 112 in a simulated 1950’s suburban neighborhood where he twisted their minds while disguised as a prepubescent British girl named Betty. In the simulation, Betty was able to kill every inhabitant she wanted, then erase their memories, and the evidence, over and over again. Vault Tec’s failsafe for the program was just as sadistic. The only way to release the dwellers would kill them instantly, but hey, at least it was designed to leave the cruel Overseer trapped alone indefinitely.
5. Vault 12
While Vault 12’s experiments were horrific, they did lead to one of the finest Ghoul cities in the Fallout series, and most of the dwellers lived to tell their story. The vault was filled with some of the most nuclear war prepared minds California had to offer. When the bombs dropped, the population of the local city immediately rallied to the Vault, but little did they know Vault-Tec designed the doors to seal improperly. Residents were immediately dosed with radiation, and many were subjected to ghoulification.
Some of the would-be-inhabitants chose to leave the Vault after just 6 years, while others remained. Eventually, the Vault was overtaken by the brutish Ghoul leader, Set, who founded the Ghoul city of Necropolis.
4. Vault 68
Vault 68 doesn’t appear in any of the games, but it can be found in the Fallout Bible. We don’t need much more than one sentence to imagine just how horrific the bunker would be. One of the biggest vaults mentioned, 68 could hold 1000 people. But naturally, there was a catch, 999 of the dwellers were men. The last was the only woman.
The story of Higa Kazuko from the Japanese Island of Anatahan paints a grotesque picture of how that untenable situation might have gone. During World War 2, 31 men washed ashore after their ships were sunk off the coast of the island. After Kazuko’s farmhand, who had claimed to be her husband, was murdered in the night, things took a turn for the worse. Over the next few weeks, 11 men wound up dead, and Kazuko fled into the jungle to survive. With nowhere to run, the lone female vault dweller likely lived a horrible life with the few men who survived alongside her.
3. Vault 95
We’re all a little addicted to something. Whether it be your morning cup of joe, or something a little harder, we all know how challenging it can be to let go of the things you love. Vault 95 was specially designed for chem addicts and was set up like a sort of rehabilitation center with mandatory meetings for inhabitants. A Vault-Tec employee hidden amongst the group waited 5 years after the bomb dropped before opening a secret stash of chems hidden in the Vault.
The once close-knit group of Vault Dwellers fell into chaos, some gave into their addiction, others hid away and tried to stay clean, and the rest exploded at Vault-Tec for their manipulation. In the end, the residents ripped themselves apart. With the few who remained joining various bandit factions in the Commonwealth.
2. Vault 108
One of the Vaults that lives rent-free in many player’s minds is Vault 108. Built to hold just under 500 residents for 40 years, the social experiment in the Vault centered around leaving important positions vacant to stress inhabitants out. Even the Overseer’s time was short, with Vault-Tec purposefully selecting a man they knew would die of cancer within 4 years.
Add to the lack of leadership the planned failure of key equipment like water filtration and electric generators and it was a perfect mixture for failure. But it wasn’t the above that brought the Vault to its knees, no, it was science! Tests recorded in the Vault centered around cloning experiments. A man named Gary was cloned 54 times, with each rendition becoming more and more hostile towards non-clones. Somehow the clones organized an escape (amazing considering their ability to speak included only the work “Gary”), murdered the remaining inhabitants, and took the Vault for themselves.
1. Vault 87
There are few things worse than Super Mutants in the Fallout franchise. The big green meanies chow down on human flesh and keep herds of Centaurs on hand (at least in the Capital Wasteland). Vault 87 housed the first Vault-Tec experiments with the dangerous mutagen, and you’d better believe that civilians were the first test subjects.
After the vault was sealed, the Evolutionary Experimentation Program kicked off immediately. Men and women were infected, with each gender evolving into an androgynous, thick-skinned, super buff, and very angry super mutant. Vault-Tec scientists burned through civilian subjects for more than a year before the mutants managed to take over, and for the next 200 years, they captured and turned any humans they could find.
We look forward to seeing how the Fallout TV series , now steaming on Amazon Prime, adds to this list.
Fallout is back in a big way. The Fallout Amazon series has landed with critical and commercial success, garnering widespread praise from fans for successfully capturing that Fallout feel. And now that there’s a second season on the way, we’re looking forward to even more Vault-Tec antics .
There are two major vaults in the Amazon series — our main lead Vault Dweller Lucy exits her home of Vault 33 and later discovers how experimental vaults can be in Vault 4 . We won’t spoil the secrets of the show’s vaults here, but they’re perfect representations of the kind of twisted petri dishes we’ve all encountered playing these games.
And right here we’re going to run through all the vaults to choose some of our favorite experiments . We’re delving through the history of the entire series to share the strangest vaults — we’ve combed through all the bunkers to pluck out the weirdest ones you’ll find wandering the wasteland.
What if the inmates ran the asylum? That’s the secret to Vault 118 — one of the most visually interesting vaults in the series. Located under the spooky Cliff’s Edge Hotel in the Far Harbor DLC , this fancy vault is home to a group of ultra-elites with plenty of amenities to keep them entertained forever. Each of the ten occupants has their own unique room — and you’ll need to search everywhere, because the Robobrains need your help solving a murder mystery.
This impressively detailed vault has its own ballroom, art studio, and an artificial beach. All the rich vault dwellers stuck their brains into robots to outlive the apocalypse, but now there’s a murderer in their midst. While the experiment is pretty bog-standard for evil companies — putting the rich in charge of an army of servants — the actual results are so fun we had to put this detective’s tail on our list.
Fallout: New Vegas is a fan-favorite for a reason — it’s smarter and sharper than any of the other games since Bethesda’s acquisition, but not every one of their side-quests will make you ruminate on the dark nature of humanity. We’ll get to that sort of thing later. Maybe New Vegas just wants to creep us out with spooky plants sometimes.
Vault 22 is a perfect example of a vault that exists just to be extremely weird, unique, and creepy — the exterior of the vault is overgrown with monstrous plants, and the inside is even worse. If you thought the Giant Mantises were bad, be prepared for the Spore Carriers. These walking corpses are totally infected by the fungal plague, animating them so they can spread the fungus far and wide. This is just one of the vaults we couldn’t forget in New Vegas, and there are far spookier ones to come.
One of the few functional vaults you’ll find in the series, Vault 81 is a seemingly normal bunker — no signs of experimentation or catastrophic failure to find inside. And there’s a good reason for that.
Entering Vault 81, you’ll get a quest to discover the source of the Mole Rat problems. These giant creatures are biting people and spreading diseases — and after following one of the dwellers, you’ll discover a secret vault. The secret vault is packed with medical equipment and observation rooms, where scientists can spy on the residents. Oh, and lots more disease-carrying mole rats. The experiment in Vault 81 involved secretly spreading diseases to unwitting subjects by a group of scientists — but instead of letting the experiment go as planned, the Overseer sealed the scientists in their secret vault. This paranoia-inducing vault is packed with secret passages, making it one of the more memorable locations in the game. You’ll also find the Curie, a robotic companion — so definitely worth checking out. It’s nice seeing Vault Dwellers alive and well for once.
One of the most infamous and memed vaults in the series, Vault 108 has a doozy of a premise. The backstory of this vault is really weird, complicated, and none of it matters. The end result is is all the matters. The vault is packed with insane clones named Gary . Yes, this is the Gary Vault — both macabre and totally ridiculous, just what we want from our vaults.
The experiment isn’t even worth talking about. Vault-Tec added all the cliches to one location — way too many guns, an Overseer with too much power, and how about a failed generator too. Why not. How exactly does this lead to a small army of belligerent Gary clones.
The answer is don’t worry about it. That’s just the sort of thing scientists do in the Fallout universe. We’ll be shocked if Gary doesn’t appear somewhere in the next ten seasons of Amazon’s Fallout show.
The original vault-gone-bad is Vault 12 — the one where we all realized something was very wrong with Vault-Tec. Found in the center of the Necropolis, an L.A. settlement populated entirely by Ghouls, you’ll learn the dark secret of Vault 12 while searching for a replacement Water Chip. In one of the most blatantly evil experiments Vault-Tec ever did, the Vault 12 door was designed to malfunction. It never closed properly. The residents got a full doze of nuclear radiation in the immediate fallout of the great war.
Instead of dying like everyone else, all that radiation made Ghouls — mutants that live forever as walking corpses. Taking the Water Chip turns the ghouls hostile to you. Normally, they won’t attack if you haven’t opened fire already — they’re a surprisingly nice bunch of ghouls despite leading an anti-human army. There’s a good reason the Ghouls here hate humans, they were kind of betrayed in the worst way possible. And while Fallout 1 didn’t feature many vaults, later games in the series made up for our desperate need for more experiments. If you’re looking for twisted, just wait for the next vault on the list.
The least-loved Fallout game in recent history has had something of a resurgence — Fallout 76 is adding a whole new region very soon, and there’s a massive new vault to explore. While I haven’t explored that one yet, there’s another vault everyone needs to visit. Vault 51 is one of the wackiest vaults, but it’s all in the backstory.
Before you ever step foot in Vault 51, it’s already been through hell. Instead of running a single experiment, the ZAX Supercomputer that oversees the vault runs multiple tailored experiments specifically designed to drive the inhabitants insane. ZAX forced dwellers to play rigged slot machines, listen to the sound of horse flies, and worship the supercomputer like a god. By the time you arrive in the Vault, literally everyone is dead — but you can find plenty of computer terminals and notes that fill in the full backstory of this vault.
And it’s one of the most visually impressive vaults. If it wasn’t for the evil supercomputer, the vault would be downright comfy. There’s a huge atrium leading to a gym, library, entertainment area and more. This vault has a full concert hall! The experience of exploring the area isn’t that interesting — that’s true of basically everything in Fallout 76 — but if you’re willing to read, this is one of the nastiest vaults ever.
If you thought the Gary Vault was creepy, you’ve seen nothing yet — Vault 106 is a haunted nightmare. The moment you walk inside you’ll experience strange sights and sounds. You’ll encounter old characters from Vault 101 , your home vault, including the Tunnel Snakes or your lost father. You can attack the visions, or just keep progressing while experiencing strange sights that have stuck with us for years.
One room is packed with strange messages that mysteriously change after reading too many. Another room appears upside down through a window and turns right-side up when you enter. Insane Survivors roam the vault and attack on-sight — and you’ll soon learn why. A hallucinatory drug is being pumped into the vault at all times, and you’re infected the moment you walk inside. Why would Vault-Tec want to do something like this? It’s better not to ask questions, because the vault experiments are only going to get more ridiculous.
Maybe the creepiest vault in the entire series, Vault 11 is a sickening social experiment with a dark punchline waiting at the end. Exploring this abandoned vault, you’ll find election posters plastered everywhere. You’ll realize that this Vault Dwellers here are big on elections — and the elections aren’t what we think. After the vault door closed on this vault, the experiment stipulated that one person must be sacrificed for the vault every election. Those posters aren’t about picking the best. They’re about executing the most vulnerable. Literally, the people of Vault 11 voted on who would die.
The second you walk into Vault 11, the gate locks behind you. At the end of the vault, you’ll enter the execution room. The lights go out and robots are unleashed — forcing you to survive a life-or-death battle against overwhelming odds. Most everyone, including us, were so surprised by the robot ambush that we didn’t stand a change. That’s how Fallout: New Vegas rolls.
And it’s immensely creepy. The vault crumbled as more and more dwellers were killed, with different factions fighting each other to decide who would be next on the chopping block. By the end, the last few survivors discovered the trick behind the experiment — if everyone chose not to sacrifice someone, they vault’s automatic systems would congratulate the survivors for their morality. Too bad the last four didn’t figure that out until it was too late.
You might call Vault 112 one of the ‘ successful ‘ vaults. If success means giving a madman complete control for eternity, Vault 112 is one of the best. Instead of a normal vault, Vault 112 consists of special virtual reality chambers. Entering the chamber puts you in Tranquility Lane — a kind of pre-war suburban paradise. But paradise is boring, and one mysterious little girl demands your help torturing the occupants. You’ll make kids cry, break up marriages and eventually kill everyone in the simulation. You’ll be able to don the getup of the Pint-Sized Slasher and start slashing.
And there’s a reason for all this. The mad scientist Dr. Braun, the creator of the Garden of Eden Creation Kit, has grown bored of his perfect life and now torments dwellers for his own sick amusement. After killing everyone in the virtual world, he simply resets the simulation and deletes their memories. You can help him torture the residents or break the cycle for good. That makes this one of the most fun and surprising experiences in any vault.
And our last vault is so weird, it isn’t any any of the games.
There are non-canon vaults like Vault 0, and then there are vaults we’ll never be able to visit. Some of the wildest, weirdest vault experiments are exclusive to other media. Before Fallout 3 , Bethesda commissioned a promotional comic called One Man, and a Crate of Puppets . It’s exactly what it sounds like. A single Vault Dweller is put in a vault that’s exclusively populated with puppets.
But there are weirder ideas out there, and one of the biggest disappointments of Fallout 4 is that we never got to see a giant squid overseer . And so, we’ve reached Vault 120 — a vault that was cut from Fallout 4 . By teaming up with a gang of ghouls from the People’s Liberation Army of China , you’d ride a sub down to an abandoned underwater vault.
While we don’t know the specifics behind this vault, we do know that it’s built into a vast underwater gorge. You’d have to wear a set of Power Armor to cross on the sea floor to reach new areas of the vault and confront the giant squid — the idea is so awesome, intrepid modders completed the unfinished assets, creating an even-more-impressive version of Vault 120 . And that’s the version you’ve been watching us play. If we fully went into the world of mods, we’ve be swimming in even more weird, insane vaults to explore.
And that’s one of the greatest strengths of the Fallout universe. The right mix of dark and darkly funny — the pitch-black humor of the vaults is something we just can’t get enough of. Whenever we find one of those big cog-wheel entrances, we can’t help but get hyped to see what new bizarre experiment we’ll encounter next.
We’re still going crazy thinking about vaults, and the Fallout series on Amazon Prime is only stoking our interest even more. Let us know your favorite vault moments in the comments, because we’ve got Fallout fever. Look out for more Fallout stuff in the near future as we mine the depths of the post-apocalypse.
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Unlocking the Vaults: Delving into the Depths of Fallout's Lore
Grab a bottle of Nuka-Cola, relax, and read on about the fabled Vaults on the Fallout TV show!
A new Fallout TV show just dropped on Prime Video, so it’s the perfect moment to take a look at one of the most iconic features of this universe: the fabled Vaults. So, grab a bottle of Nuka-Cola, sit back, relax, and read on!
Built by Vault-Tec Corporation, the Vaults were planned as a complex network of sophisticated nuclear shelters. They were supposed to help the American society survive a nuclear holocaust, however, they served a more sinister purpose. Many of the Vaults were built for scientific and often cruel experiments performed on the dwellers.
Fans of the game series can already explore various shelters, some of which are bizarre, creepy, or even downright scary, while others are strangely normal. In this article, we will take a look at the most interesting ones.
And if you want to do some scouting on your own, now’s the perfect time for that. Head over to G2A.COM , grab some hot deals on Fallout games, and find out what secrets the Wasteland holds!
WARNING: SPOILERS AHEAD!
Let's begin with Vault 13, the place where everything started. It was established as a 200-year-long study on prolonged isolation. However, the Vault had a malfunctioning water chip, which posed a severe threat to the underground society. As a Vault Dweller, you were sent on a mission to find a replacement, which turned out to be an epic quest. Unfortunately, it ended with a betrayal by the ones you were trying to save. You are a hero, and that's the reason why you can't stay.
Vault 13 is iconic, because it serves as the basis of the first Fallout game and sort of works as a setup for Fallout 2 .
Have you ever heard the tragedy of the ghouls? The sad story of Vault 12
Is nuclear fallout harmful? Absolutely, but Vault-Tec scientists wanted to see that for themselves, so they kept the doors of Vault 12 open, exposing the dwellers to intense radiation. This turned them into ghouls: mutated humans with ravaged flesh, sometimes even deteriorated minds. Vault 12 served as the basis for the metropolis of Necropolis.
But there must be some good Vaults, right?
And there sure are! Vault 8, for example, is one of the rare instances of these shelters that actually protected people. Soon after its unsealing, Vault City was built - a high-tech settlement known for advanced medical services offered by the professionals living there. As you can see, even a post-nuclear wasteland can have safe havens such as this one.
The Vaults of Fallout 3
The first 3D RPG with real-time combat in the mainline series, Fallout 3 boasts its share of interesting Vaults that you can discover and explore.
Take Vault 108, for example. What – or better, who – you’ll find it’s inhabited by clones of an individual named Gary. It's fascinating that they are quite hostile and can only communicate by repeating their name; truly one of the stranger places you’ll find in the Fallout games.
Vault 112, on the other hand, is overseen by a mad scientist by the name of Dr. Stanislaus Braun. The dwellers living there are subjected to simulated tortures by him. The doctor's subjects are killed off in a virtual realm, and their memories are wiped clean. After that, they are "resurrected" in an unending cycle of suffering. The Tranquility Lane simulation is quite an unsettling experience!
Finally, there’s Vault 101, where the whole story begins. It’s strangely normal and somewhat peaceful, with some nice memories associated with it, such as your character’s 10 th birthday, and other nice stuff (minus that little jerk, Butch, maybe). As you return to your former home later on in the campaign, you discover that there’s a crisis in the air, somewhat mirroring the ending of the first Fallout game…
The Vaults of Fallout: New Vegas
Obsidian’s famed spin-off of the series, New Vegas takes you to the Mojave Wasteland and the titular city where post-apocalyptic casinos abound. And it, too, has its fair share of Vault-Tec’s cruel creations.
For example: Vault 11. A place where a horrific social experiment took place. The dwellers of this Vault were faced with an extremely difficult choice: either sacrifice one of their people each year or face complete extermination. Nobody told them that refusal to do so would result in…nothing. They’d be free to go. In the end, only five dwellers would survive, but four of those five chose to take their own lives.
Vault 19 was another social experiment in which its dwellers were effectively divided into two groups: Red and Blue. The goal? See if there’s a way to induce paranoia without resorting to chemicals or violence. The ultimate fate of Vault 19’s denizens is unknown and the place has since been abandoned, but it’s certainly a testament to Vault-Tec’s heartless ways.
Lastly, In line with the whole New Vegas theme is Vault 21, a gambling den, where all your problems were solved over a game of blackjack. Things could go your way if luck was on your side. Ultimately, the Vault became part of the city of New Vegas and was turned into a hotel.
Down with the sickness? Not in this Vault!
Fallout 4 introduced Vault 81, a place where horrific scientific experiments were to be conducted. Its inhabitants were expected to serve as test subjects for medical experimentation. Fortunately for them, the Vault’s Overseer mutinied, saving them from a terrible fate and turning the place into a regular colony whose dwellers lived in peace and good health.
The Vaults of Fallout 76
If you need any proof that genetic engineering is bad, just go to Vault 96. Even after many years and countless unfortunate incidents, things keep taking a turn for the worse, courtesy of Doctor Edgar Blackburn…
Vault 51 is interesting because it never had a human Overseer. Instead, a supercomputer, ZAX, was installed to choose the best candidate for the role and to conduct some experiments. This obviously ended with a whole series of tragedies that struck the Vault.
And then there’s the titular Vault 76 , which serves as the game’s start location and tutorial area.
These are just a few of all the Vaults present in Fallout’s lore. In fact, only a handful of these have been included in the games released so far, which means there’s plenty of room for the developers to create and surprise players in upcoming installments.
If you want to discover the secrets of Vault-Tec’s creations on your own, head over to G2A.COM and grab some excellent deals on these Fallout games!
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Fallout Show: Vault 32 Experiment Explained - What Happened?
The experiment hiding within Fallout 's Vault 32 was a shock to fans, showcasing some of the series' darkest storytelling.
Amazon Prime Video's take on the beloved Bethesda video game franchise offered fans a new look at the series' iconic underground vaults.
While the in-universe corporation Vault-Tec publicly sold these vaults as fallout shelters for those willing to pay top dollar, it has since been revealed that each post-nuclear community was meant to house an experiment, some of which were more nefarious than others.
What Was Happening in Fallout's Vault 32?
One of the vaults showcased in Amazon Prime Video's Fallout series featured a deadly experiment that is macabre even for Fallout .
Vault 32, the neighboring community to Lucy's (played by Ella Purnell) Vault 33, has a dark secret uncovered slowly throughout the streaming series' first season.
After raiders make their way through Vault 32 and launch an attack on Vault 33, the members of Lucy's community assume it was their invaders who also killed the residents of their underground next-door neighbors.
However, there was so much more going on.
In Episode 4, following a few visits by Moisés Arias' Norm, Norm and fellow vault dweller Chet (played by Dave Register) discover all the residents of Vault 32 were seemingly killed by each other and not by some external force.
They then learn Vault 32 was home to a skin-crawling experiment that saw the residents likely eat one another.
When they happen upon a TV explaining the purpose of Vault 32, the pair discover that this shelter is home to a "mouse utopia."
A mouse utopia, as described in the show, is a set experiment that gives its subjects "all the amenities, all the food they can eat, [and] all the padding they can sleep on" before overpopulation takes hold and what is known as a behavioral sink starts to occur. This causes a desperate fight to begin for the "once endless space" resulting in the subjects eating each other:
"This rodent colony is called a mouse utopia. Inside, the mice enjoy all the amenities, all the food they can eat, all the padding they can sleep on, but eventually overpopulation occurs. The mice fight for the once bountiful foo, the once endless space. They eat each other in their desperation to survive."
While it is not expressly revealed that a mouse utopia was what was happening in Vault 32, following the revelation that Vault-Tec was using the vaults for various experiments later in the series, it is heavily implied that Vault 32 was home to a human take on a behavioral sink.
Several members of the scientific community carried out these sorts of experiments with mice in the mid-20th century.
Most prominently, ethologist John B. Calhoun studied the effect of a mouse utopia, coining the term behavioral sink to reflect the dissent in society due to overpopulation.
This Vault 32 experiment is just one of many found in Fallout 's myriad of underground nuclear shelters ( read more about other Fallout vault experiments here ).
Fallout Season 1 is streaming now on Amazon Prime Video.
Read more about Amazon Prime Video's Fallout series:
Fallout: How Old Is Lucy, Maximus, Ghoul & All Main Characters (Ages Explained)
Fallout Show: How Did Moldaver Survive?
Full Cast of Fallout Episode 2 - Every Main Character & Actor Who Appears (Photos)
Matt Berry's Multiple Fallout Show Roles Revealed
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10 wildest vaults we want to see in fallout season 2.
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Ella Purnell Reveals What She Wants From Lucy In Fallout Season 2
Fallout season 2's setup could finally force a major missing faction out of hiding, why tracy spiridakos' upton left chicago p.d. in season 11.
Amazon's Fallout introduces bizarre Vaults to a new audience, replicating eerie experiments from game series.
Lore changes reveals Vault-Tec's capitalistic motives behind experiments, setting stage for twisted vault discoveries in season 2.
Vaults like Vault 11, 12, and 21 offer tragic and twisted tales, paving way for potential exploration in Fallout series.
Warning! Spoilers for Amazon's Fallout TV series, as well as the games and promotional materials of the franchise.
Amazon's Fallout introduced the bizarre Vaults of the franchise to a wider audience than any before, with plenty of ghoulish surprises still waiting in the wings for season 2's collection of vaults. The series did a fantastic job at replicating the feel of the original games, with multiple scenes in which the cast of Fallout discover eerie vaults, each with their own sinister experiments . Whether exploring the derelict, decrepit Vault 32 or navigating the strange society of Vault 4, the series only gave a taste of the most twisted Vault experiments the games had to offer.
One of the biggest lore changes made by Amazon's Fallout was the revelation that Vault-Tec's experiments were done in the name of capitalistic competition, allowing major corporations to seed their own vision for the future of the world. Previously, the explanation for Vault-Tec's insidious experimentation was to test the limits of humanity in sustaining a population on multi-generational starships, using each vault as a scenario to prepare for. Regardless of the reason, the Fallout series offers no shortage of wild vaults the show could explore in season 2.
Ella Purnell reveas what she hopes to see from Lucy MacLean in the recently announced Fallout season 2 after her big decision in the season 1 finale.
10 Vault 11
Fallout: new vegas.
The story of Vault 11 is one of the most tragic and twisted tales in the entirety of Fallout . Upon entering the vault, the inhabitants of Vault 11 were given a choice -- Choose a single person to sacrifice to an automated execution system once a year, or have the entire population be wiped out at once . Not willing to risk the entire group, the denizens eventually came up with a morbid incentive for sacrifice. Each year, an election would be held for Overseer, who would be given up for execution at the end of their term.
Eventually, this system denigrated into brutal infighting, with various political leaders attempting to cheat the system or leverage their year of power in horrific ways. In the end, there were only five survivors who just wanted the carnage to end, refusing to nominate a sacrifice and agreeing to allow the vault's systems to kill them all. This decision was met with a sickening revelation, as the vault congratulated the survivors for refusing to nominate, revealing that if the vault's population had just refused to nominate a sacrifice from the beginning, no one would've had to die .
Once a relatively standard control vault, the true purpose of Vault 12's experiment didn't manifest until years after the doors were sealed.
One of the key locations of the original Fallout game, Vault 12 would be the perfect location for a bit of environmental storytelling Lucy and The Ghoul could travel to . Once a relatively standard control vault, the true purpose of Vault 12's experiment didn't manifest until years after the doors were sealed. Meant to study the long-term effects of gradual radiation exposure, the vault's blast door intentionally leaked radiation into the populace, slowly but surely turning each of the residents into a ghoul .
Amazingly, this didn't keep Vault 12 from being one of the most successful vaults of the entire program. The ghouls of Vault 12 went on to create an entire ghoul city using the vault as a foundation, thenceforth known as Necropolis. Seeing Walton Goggins' The Ghoul react to an entire city populated by his kind, including pre-war ghouls he might've even known before the bombs fell, would be a perfect opportunity to check in on what Necropolis has been up to in the years following Fallout . Its West coast location makes this a very likely possibility, as well.
Thematically appropriate to Fallout: New Vegas , the name of the game for Vault 21's experiment was gambling. Nestled directly underneath the strip of New Vegas itself, Vault 21 was intentionally populated with mostly gamblers, using games of chance to resolve all major disputes. This social experiment seemed to explore the power of the luck of the draw on a society, creating one of the most surprisingly peaceful, egalitarian vaults in the entire series.
Fittingly enough, Vault 21 was eventually won by Robert House himself in a high-stakes game of Blackjack, officially opening its doors to the outside wastelands for the first time in 200 years. Ever the capitalist, House soon turned the vault into a high-class luxury resort that New Vegas travelers could book a stay at for the right price, offering a watered-down vault experience to anyone with enough caps. With New Vegas skyline looming in the distance over Hank MacLean in the Fallout season 1 finale, Vault 21 could be one of the most likely vaults from the games to appear.
Despite only being a direct neighbor in designation to Vault 21, the results of Vault 22's experiment were far more disastrous. Hidden deep within the Mojave wasteland, Vault 22 was meant to study the long-term effects of genetically modified agriculture, tasking its residents with maintaining massive gardens of biologically-engineered plant life . The idea of a plentiful paradise of plant-based options is a tempting prospect for any wasteland survivor, but the reality of Vault 22's situation by Fallout: New Vegas 's place in the Fallout timeline is far different.
Not housing a civilian population, the scientists residing in Vault 22 eventually were overcome by a deadly fungal strain, Beauveria mordicana . Similar to the cordyceps virus of The Last of Us game, this mutated strain wound up taking over the plant and human life residing in Vault 22, resulting in horrific new creatures like spore plants and spore carriers that quickly spread through the Mojave wasteland. The overgrown vault would be a colorful pit stop for Lucy and The Ghoul to explore on their way to New Vegas.
One Man, and a Crate of Puppets
Some of the wildest experiments to come out of Vault-Tec's vaults are courtesy of the canon mini-comic , One Man, and a Crate of Puppets . Released alongside the premiere of Fallout 3 on the game's official website in 2008, the comic was penned by none other than the minds behind the famed gamer webcomic Penny Arcade , working alongside Fallout 3 's main designer. Though the comic focuses on the story of the sole survivor of Vault 77, it offers a few brief glimpses of other vaults .
Vault 43 is one of the most hilariously out-there experiments for the company to ever try to make sense of. Seeded with a low number of inhabitants, the vault was populated by 20 men, 10 women, and one live panther . Living with such a dangerous creature in close proximity Life of Pi -style may have been the basis for the experiment, but what information Vault-Tec could've hoped to glean from the vault is a total mystery. If season 2 were to include Vault 43, it would go a long way to officially canonizing the promotional content.
Another Vault briefly mentioned by One Man, and a Crate of Puppets , the childish humor of Vault 69's number designation seems to be a tongue-in-cheek reference to its grand experiment. The vault was designed to test the ability of a single male to repopulate a waning society, with 999 women and just a single man . It's unknown what became of the vault after the time of the webcomic, and while following up on a nearly 20-year-old promotion isn't high on Fallout season 2's list of priorities , even a subtle mention of the vault would go a long way.
It's worth mentioning that Vault 69 also had an inverted counterpart, Vault 68. This vault was instead populated by 999 men and a single woman, pointing to a much darker outcome . However, Vault 68 is only mentioned in the Fallout Bible , a collection of scrapped documents and lore ideas that never made it into the games, presented in an informative book. The ideas presented in the Fallout Bible have been confirmed as not canon by author Chris Avellone.
The primary vault of One Man, and a Crate of Puppets , Vault 77 was meant to test the human spirit's ability to endure psychosis when deprived of real human interaction . Seeded with only a single resident, the only companions the lone dweller of Vault 77 had were a crate of puppets. Eventually, the isolation drove Vault 77's Puppet Man mad, developing personalities for each of the puppets. The Puppet Man would go on to find a way to escape his isolation and set out into the wasteland on his own, puppets in tow.
In Fallout 3 , it's implied that Vault 77's Puppet Man became something of a mythical figure , his jumpsuit treated with extreme reverence as if it were a holy object. The slavers in possession of the Vault 77 suit seem to fear the original owner's return, implying that the Puppet Man, or at least someone wearing his clothes, was a force to be reckoned with. The empty halls of Vault 77 could make for an interesting refuge for Lucy and The Ghoul in season 2, as the vault's precise location is never specified.
3 Vault 108
Few vaults were presented with as harsh conditions as Vault 108. Designed to test the effects of conflicts in leadership, the Overseer of Vault 108 was a terminally ill man . As if that weren't enough, the vault was stripped of any entertainment devices, had its power systems designed to purposefully fail after 20 years, and provided the residents with triple the amount of standard weaponry. Somehow, the aftermath of this powder keg of volatile variables resulted in one of the strangest outcomes for any vault.
In the inevitable chaos that resulted from Vault 108's experiment, a single resident known as Gary gained access to the device, cloning himself multiple times.
Alongside the numerous weaponry provided to Vault 108 was a cloning device, capable of generating copies of a human being. In the inevitable chaos that resulted from Vault 108's experiment, a single resident known as Gary gained access to the device, cloning himself multiple times. The result was a society of feral Gary clones that attacked any non-Gary beings on sight by the time of Fallout 3 , only capable of saying their own name. The Vault's East coast location might lock it out of Fallout season 2 , but a stray Gary finding his way out West wouldn't go unappreciated.
2 Vault 106
Vault 106 gets the rare distinction of being one of the few vault experiments to be directly alluded to on Amazon's Fallout show. During Vault-Tec's clandestine meeting, Frederick Sinclair, the owner of the Sierra Madre casino and big-shot executive at defense contractor Big MT, floats the idea of a vault in which psychotropic drugs are pumped through the air supply . This ended up developing into a real vault players could explore in Fallout 3 , its experiment having disastrous consequences on its citizens.
Immediately upon entering the vault, the player character of Fallout 3 has their vision flooded with blue lights and hallucinations of their childhood, manifesting as enemies that can deal very real damage. The scant survivors of the vault's population also infest the area, having long since gone insane due to long-term exposure to the psychoactive mists. Another East coast location, Vault 106 could still appear via flashback in the second season of Fallout , having already been all-but name-dropped by Sinclair himself.
1 Vault 112
Rather than waste time away in the real world, the mad overseer of Vault 112, Dr. Stanislaus Braun, had more digital plans for his vault experiment. The residents of Vault 112 were kept in a state of suspended animation, their brains uploaded into an idyllic virtual re-creation of a pre-war American suburb known as tranquility lane . The experiment's practical applications were slim, being more of a pet project for the deranged Dr. Braun.
In Fallout 3 , Vault 112 ends up being a critical stop in the main story, the player character's father being trapped in Tranquility Lane after stumbling upon the experiment. Once again, the locale of the Capital wasteland puts Vault 112 a long distance away from the West coast location of Fallout . But thanks to the nature of the vault's virtual reality, there's a chance Lucy, The Ghoul, or Maximums could "enter" the vault over some kind of long-distance hack in season 2 of Fallout .
Based on the video game franchise of the same name, Fallout is a drama series set in post-apocalyptic Los Angeles. The series follows the survivors of the human race in an alternate 1950s timeline, where nuclear war laid waste to the Earth, spawning large irradiated areas and mutated humans who now roam the planet.
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All known Fallout Vaults canon to the franchise
Within the Fallout universe, there are seemingly endless Vaults set up by Vault-Tec for the purpose of safeguarding humanity. At least, that’s what Vault-Tec would have you believe. In reality, these Vaults were set up with the sole purpose of human experimentation, and there are a truly enormous number of them.
It’s very hard to establish what should or shouldn’t be included in ‘canon’ within the universe. Opinions differ from fan to fan and even Chris Avellone, the creator of the Fallout Bible, has said that his work shouldn’t be used as canon while others strongly argue that it should.
It’s a bit of a minefield, so I’m going to stick with the things that are counted as canon by most people — the major games and the TV show. With that said, let’s look at some Vaults within the Fallout universe and their purpose within the Lore.
The original Fallout game, developed by Interplay Entertainment and first released back in 1997, only introduced four Vaults into the lore of the universe, with two of them going on to be referenced in Fallout 2 .
Vault 12
Used as a way of testing the effects of gradual exposure to radiation, the door of this Vault was designed to never seal properly. The inhabitants of Vault 12 went on to found the city of Necropolis.
Vault 13
The main starting Vault of the first game, Vault 13 was a control Vault. Inhabitants chose to remain in isolation until their water chip failed and the protagonist of is sent to find a replacement. Also appears in , when remaining inhabitants have been kidnapped by the Enclave to be used as test subjects for the Forced Evolutionary Virus.
Vault 15
Social experiment which involved the forced cohabitation of people from many cultural and religious backgrounds. The inhabitants divided into four groups, three raider gangs (Khans, Jackals and Vipers, with the fourth group going on to found Shady Sands. Also appears in .
Los Angeles Demonstration Vault
This Vault was, as the name suggests, a public demonstration facility. It was used as a legitimate shelter for the public, before being converted into the headquarters of Unity. Ultimately destroyed by nuclear detonation.
Surprisingly, Fallout 2 only brings one new Vault into the Fallout universe, as well as the two that also appear in the first Fallout game.
Vault 8
Vault 8 was a control Vault and its residents went on to use their G.E.C.K (Garden of Eden Creation Kit) to establish Vault City.
Fallout 3 marks the starting point of what I like to call the explosion of Vaults. From this point on, each game adds a large number of Vaults that each add to the lore and prove precisely how terrible Vault-Tec truly is.
Vault 77
Technically, this Vault first appeared in the web comic “One Man, and a Crate of Puppets” as part of the promotion of . However, I’m including it here because you can find a Vault 77 jumpsuit in Paradise Falls, along with a Holotape detailing how it ‘freaks the boys out’.
Vault 87
Vault 87 was designed to test the effects of the Forced Revolutionary Virus on humans. Eventually, the residents transformed into super mutants and seized control of the Vault.
Vault 92
This Vault was used to test whether aggression could be induced by pumping white noise into the Vault. As it turns out, it can, as the residents of Vault 92 eventually went insane and killed each other, leaving only Bloatflies and Mirelurks in the Vault.
Vault 101
The starting Vault of , Vault 101 was a social experiment where the Overseer was given unlimited authority over its residents. Eventually, the Vault fell into civil war.
Vault 106
Vault 106 was designed to test the effects of psychoactive drugs on its inhabitants. Released via the air filtration system, the drug caused residents to erupt into violence and their fate remains unknown. The drug stayed in the air for 200 years, causing insanity and hallucinations in anyone who entered.
Vault 108
This one was a real doozy. Designed to test the effects of leadership conflicts, Vault 108 were led by a terminally ill Overseer, power systems were designed to fail after 20 years, no entertainment was available and the armory held three times the regular stock. The Vault was also given a cloning device, allowing an inhabitant named Gary to clone himself into insanity before he overran the Vault.
Vault 112
Inside this Vault, residents were placed inside a virtual reality simulation controlled by the Overseer, Stanislaus Braun, for his own amusement. Once inside, the residents were tortured through virtual reality for centuries.
Vault-Tec’s “Vault of Tomorrow”
Technically not a Vault, but a sponsored museum exhibit which allowed visitors to take an automated tour of a “typical” Vault in order to convince them to purchase admittance into a Vault. I’m counting it.
Fallout: New Vegas
Fallout: New Vegas really boosted the number of known Vaults within the lore. There are eight in total, and I’m sure I don’t have to tell you by this point that they’re all pretty terrible.
Vault 3
This Vault was a control Vault and the residents chose to stay in situ for over a century before they were forced to open up for trade after a water leak. As a result, Fiends infiltrated the Vault and took over, killing everyone inside.
Vault 11
This Vault was created to test the willingness of inhabitants to sacrifice individuals in an effort to avoid false threats of punishment. Initially, the inhabitants chose democracy and voted for which inhabitant would be sacrificed. When democracy failed, the inhabitants staged a coup which ended in the death of most inhabitants. This is essentially the Milgram Experiment on steroids, and honestly one of the darkest Vault lore stories in the entire universe.
Vault 17
The initial reason for the creation of this Vault is unknown, but the inhabitants were kidnapped and transformed into Super Mutants by Unity.
Vault 19
This Vault was designed to be split into rival factions – the Red and Blue sectors – to see what happened. These factions were then subjected to subliminal messaging and fake acts of sabotage, with many inhabitants succumbing to psychosis and paranoia.
Vault 21
In true Las Vegas style, this Vault was designed to test the effects of excessive gambling, with all disputes being settled through betting and odds. Perhaps not surprisingly, this Vault remained stable until 2274, when Robert House won the Vault itself with a lucky hand in Blackjack, turning it into a hotel. What happens in Vegas, stays in Vegas, I suppose.
Vault 22
This one actually starts off okay. It was designed to study and create genetically modified crops and fauna, which doesn’t sound too bad, right? Until a genetically modified fungal infection eventually transformed the inhabitants of the Vault into Spore Carriers.
Vault 34
This Vault featured an overstocked armory with absolutely no security measures. In a surprising move, some of the inhabitants chose to lock up the armory themselves.. Those who didn’t agree formed the Boomers tribe, which was a good choice, because a reactor leak in the Vault led to most inhabitants either dying or becoming Ghouls.
Securitron Vault
This was the private Vault of Robert House, where he housed an army of Securitrons. The Vault was left abandoned after the war, before being discovered and occupied by Caesar’s Legion.
Including those introduced in add-ons, Fallout 4 introduces eight Vaults into the universe, and their purposes according to lore can only reaffirm any bad feelings that you’ve already grown for Vault-Tec.
Vault 75
This Vault was a joint social and medical experiment where eugenics were used to breed young inhabitants into perfect soldiers. Unfortunately for Vault-Tec, the test subjects revolted against researchers.
Vault 81
Scientists within the research facility at Vault 81 would use its population to test possible universal disease cures. Sadly, the Overseer had some issues with this and researchers were sealed within their section of the Vault, continuing their research on Mole Rats before they all died. The rest of the Vault was fine, though.
Vault 88
An unfinished Vault included in the Vault-Tec Workshop add-on. Originally intended to be a testing facility for productivity-boosting equipment, this Vault was never finished because the Overseer became a Ghoul, eventually recruiting the Sole Survivor to help complete the experiments.
Vault 95
This Vault was filled with drug addicts who were given experimental rehabilitation treatments before being informed that there was a stash of Chems within the Vault. Predictably, the inhabitants became clean but then things descended into violent chaos when they were told about the Chem stash.
Vault 111
The starting Vault for where the effects of long-term cryogenic stasis were being tested on inhabitants. When the all-clear signal never arrived, the Vault Security staged a coup and abandoned the Vault, a baby was kidnapped by Institute and one person became the Sole Survivor after a power failure. Well, that escalated quickly.
Vault 114
This is one I can get behind. Vault 114 was intended to see what happened when a group of very wealthy inhabitants were forced to live in squalor under the leadership of an incompetent Overseer. Sadly, this Vault never came to fruition because it was never completed, for whatever reason.
Vault 118
Vault 118 was intended to be a social experiment where 10 very wealthy residents would live in luxury, while given complete authority over 300 poor residents living in squalor. Due to embezzlement, the ‘lower class’ section of the Vault was never finished, but the wealthy residents did indeed move in, transferred themselves into ‘Robobrains’, achieved immortality and remained inside the Vault indefinitely.
Vault-Tec: Among the Stars
Okay so this one isn’t a Vault, but it is counted in the canon as one as far as I can tell. Among the Stars was a publicity piece which aimed to convince visitors that Vault-Tec technology could be used to facilitate space colonization. Sounds too good to be true? Well, experiments were also secretly carried out on both visitors and staff.
Fallout 76 adds the most Vaults into the Fallout universe by a mile. In total there are 14 Vaults to go through and Vault-Tec just keeps getting worse.
Vault 29
This Vault was filled with affluent residents, but none of them were over the age of 15 at the time of entry. Parents of these children were sent to another Vault.
Vault 51
The ideal Overseer of this Vault was to be chosen by a ZAX AI. The AI started creating ‘crises’ to test resident suitability, which developed into lethal threats and then eventually led to the AI directly encouraging residents to kill each other.
Vault 63
This Vault is completely inaccessible.
Vault 76
Probably the best Vault in any Fallout game, Vault 76’s inhabitants became vital to the reconstruction of Appalachia and the eradication of the Scorched Plague.
Vault 79
Intended to be the secure location for the United States gold reserves, a reactor leak ended up killing or turning most of the agents assigned to the Vault into Ghouls. Survivors were rescued by residents of Vault 76 when the latter tried to steal the gold reserves.
Vault 94
This Vault was designed to test the viability of a pacifist belief system, with all inhabitants being members of a non-violent religious sect except one Vault-Tec employee. The Vault-Tec employee had a conscience and fessed up, urging the residents to arm themselves. They ignored the advice, eventually being massacred by outsiders.
Vault 96
Staffed by only five residents, this Vault was created for the purpose of studying mutated wildlife and developing anti-mutant countermeasures. Sadly, the five residents were killed when they tried to disable the security system because it threatened to execute them for not meeting quotas. And you think your boss is bad.
Vault fixed by Penelope
Penelope Hornwright and her family found this Vault with a faulty door, but Penelope managed to repair it in exchange for her family being allowed inside. Sadly, she needed to remain outside in order to secure the door and ended up turning into a Ghoul as a result.
Bruiser’s Vault
Bruiser comes from this Vault. The residents used to play a sport similar to American Football.
Dino and Carla’s Vault
A low population Vault which was home to Dino and Carla until they left in 2103.
Soldier’s Vault
A Lieutenant and a Private were sent to this Vault before leaving and reaching Appalachia by 2103.
Vault-Tec University Simulation Vault
This Vault was a training facility for Vault-Tec employees. At the moment the bombs dropped, there were students inside who eventually starved to death due to lack of supplies.
The Whitespring Bunker
Originally intended to house members of Congress and the executive branch, the Enclave took over and killed all non-Enclave officials when they tried to enter. Eventually, this Vault became the Enclave’s regional headquarters.
Makeshift Vault
This Vault was built by Vault-Tec employees using stolen equipment and supplies after they discovered that they were considered ‘non-essential’. Eventually, this Vault was taken over by the Crater War Party and then taken over again by the Brotherhood First Expeditionary Force.
Fallout TV series
If you’ve not seen the TV series in its entirety, I suggest you turn back now if you want to avoid spoilers!
Vaults 31, 32, and 33 interconnected Vaults. The brainchild of Bud Askins, who we come to learn was one of the executives at Vault-Tec before the bombs fell. Only two of these Vaults house a population during the show, while the other holds the cryogenically frozen bodies of the executives themselves.
Vault 4 is outside of these three interconnected vaults and is where Lucy and Maximus are given shelter during the series.
Vault 4
This Vault is governed entirely by scientists who adopted a policy of allowing survivors inside in order to use them as test subjects. These outsiders eventually broke free from captivity, overtook the Vault and it is now seen as a true refuge from the Wastes.
Vault 31
Vault 31 is home to cryogenically frozen Vault-Tec executives, who would infiltrate the other two Vaults and indoctrinate them with Askins’ ideollogy.
Vault 32
Vault 32 discovered the truth about Vault 31 and revolted, with the residents eventually dying due to infighting, suicide or starvation around 2294. The Vault was briefly taken over by Moldaver in order to infiltrate Vault 33.
Vault 33
Vault 33 remains functional, going about their daily lives, following the orders of Bud Askins.
During episode eight of the Fallout TV series, we are shown a map of all Vaults in the United States. On this map, there are 116 Vaults out of the 122 Vaults currently known within the canon of Fallout. One user over on Twitter took the time to plot all of the Vaults shown in the TV show on Google Earth , which I recommend checking out if you want to know more about the locations of the Vaults I’ve discussed here.
Here’s the Fallout TV show Vault map:
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[PIP] Vault 12: The Necropolis (via GameSpot)
For the original game before it became , see .
This is an overview article, listing content appearing in multiple media. For information specific to a given game or TV series, consult the table on the right.
Vault 13 , known as the Vault of the Holy 13 among Arroyo tribesmen, [1] is a Vault-Tec Vault located in southern California . Its precise location is west of Shady Sands and Vault 15 , and east of Mariposa Military Base . It was the home of the Vault Dweller .
1.1 Water chip crisis
1.2 Rise of the Enclave
3 Inhabitants
4 Related quests
6 Appearances
9 References
Background [ ]
Construction of Vault 13 started in August 2063 and was completed in March 2069 , which was the last Vault on the West Coast to be completed, covering 3,200,000 tons of soil at 200 feet. The starting budget for Vault 13 was $400 billion, although it eventually totaled to $645 billion. It was planned to operate for a duration of 10 years. [Non-game 1] The Vault supported up to 1,000 occupants in its 100 designated living quarters. At maximum capacity, ten people would be assigned to a single living quarter, practicing a hot bunking system. [Non-game 1]
Vault-Tec assigned the dwellers the Pip-Boy 2000 and also equipped the Vault with a Solar Scorcher , an experimental photo-electric weapon harnessing sunlight as an energy source. In addition, Vault 13 housed heavy-machinery for construction projects, sustainable hydro-agricultural farms and a water purification system sourced from a subterranean river. Dwellers enjoyed equipment for social gatherings and enough entertainment material to last the projected duration. Communication equipment kept Vault security effective despite their limited armory. [Non-game 1] Vault 13 was also supplied with an extra Garden of Eden Creation Kit (which, when added to the Vault standard complement of two, makes three kits in total), instead of the extra water chips that made their way to Vault 8 . [2] Due to its late completion, the "cry wolf" effect that hurt the other Vaults is not as pronounced in Vault 13. [Non-game 2]
Vault 13 was a control group for the Societal Preservation Program , intended to be sealed until the subjects were needed by the Enclave , according to Dick Richardson . [3] According to the Fallout Bible , however, the purpose of Vault 13 was to remain closed for 200 years, as a study of prolonged isolation. [Non-game 3] Some time prior to the water chip crisis, Ed was sent out for unknown reasons, and died in the immediate area outside the Vault.
Water chip crisis [ ]
Vault 13's water purification system
Sometime prior to December 5, 2161, Vault 13's water purification chip began to malfunction. The overseer began to send out Vault 13 dwellers into the wasteland to find a replacement chip . Talius was sent out to search for a replacement chip, but was captured by nightkin at Necropolis and later dipped, only to mutate into a ghoul-like mutant like Harold . He wound up with the Followers of the Apocalypse , far away from the Vault. [4] [5] The final dweller selected by the overseer for the mission was the future hero simply called Vault Dweller . On December 5, 2161 at 07:21 , they left the Vault with a 10mm pistol , some supplies, and the location of Vault 15 . The water chip finally failed at that point, leaving the Vault with just 150 days worth of water reserves. After braving the dangers of New California, the Dweller finally returned with the chip in February 2162 , recovering it from Vault 12 beneath Necropolis succeeding where Talius failed. [Non-game 4]
The overseer was pleased, in particular because of the rebel faction rising in the Vault, demanding to leave. [6] Upon reviewing the Vault Dweller's report, in particular the mutants at Necropolis, he calculated that the mutant population was far too uniform to be the result of random chance, and concluded that there had to be a factory producing them at a startling rate. Determining it was a threat to the Vault, the Overseer once more sent the Dweller into the wasteland as 13's most capable agent. The Vault Dweller succeeded, locating and assassinating the leader of the mutant army , the Master , and destroying his command center, the Cathedral , in March 2162. [Non-game 5] On April 20, 2162, the Vault Dweller completed his mission, killing the Lieutenant and destroying the Mariposa Military Base containing the FEV vats used to create the mutants. [Non-game 6]
The Vault Dweller returned to Vault 13 on May 10, 2162. The Overseer met them outside the Vault blast door , and rather than let them back inside as a hero, banished them into the wasteland. He was convinced that the Dweller's presence would convince his fellow dwellers to seek their fortune in the wasteland and abandon the Vault (endangering the control group). He believed that he was saving the Vault. [Non-game 7] However, the Vault 13 population was disgusted by the Overseer's decision. A faction under Theresa and Lyle rebelled against him. Many left the Vault in protest. Those who remained believed that those who left perished in the wastes, and arrested the Overseer. He was tried and sentenced to death, and the position was abolished. [7] [Note 1]
Rise of the Enclave [ ]
With the death of the Overseer and abolishment of the position after the betrayal that the Vault Dweller suffered, Vault 13 dwellers commissioned the Brotherhood of Steel to acquire and install a mainframe computer, to automatically control and regulate Vault 13. [8]
The Vault Dweller and his group journeyed north, into the wilderness of North California and Oregon, where they ultimately founded a small village called Arroyo , protected by an extensive network of badlands and canyons. Rather than try to rebuild a town, they created a new community with a tribal culture. Over the span of three generations (or eighty years), Vault 13 turned into a myth, known as "Holy Thirteen." In 2241, the grandchild of the Vault Dweller, the Chosen One , was sent to find Vault 13 and retrieve the G.E.C.K. to save the dying village during a historic drought. [9]
Vault 13, however, was seized by the Enclave earlier that year. On May 15, it sent a coded sequence to Vault 13, activating its central computer with an All-Clear signal. Martin Frobisher , spokesman for Vault 13, promptly went through the emergence protocol, playing the Leaving the Vault training video provided by Vault-Tec for the gathered dwellers and ensuring other preparations were complete. A day later, on May 16, 2241, the Vault was opened, only to be met by two Verti -assault squads. Enclave troops opened fire, killing three Vault dwellers on the spot and stormed the Vault. The dwellers were rounded up and removed to the oil rig. On May 17, 2241, a pack of intelligent deathclaws was deployed to the now-empty Vault by Enclave animal handlers to cover up the operation. [Non-game 8]
The pack did not obey orders. Gruthar , the pack leader, organized a proper community in the confines of the Vault, using the voice recognition on the mainframe to provide for the pack. A small community of humans eventually emerged, typically refugees rescued from the wasteland or volunteers. Problems started later in 2241, when a random wastelander stumbled onto the Vault and decided the intelligent deathclaws were the greatest threat to humanity, damaged the mainframe, and bombed Kerith, the matriarch. Taken into custody, his actions forced Gruthar to order thefts of livestock in the surrounding area, preying on NCR brahmin herds to help his pack survive. [10] Eventually, the Chosen One discovered the Vault and recovered the GECK. At the same time, the deathclaws were deemed a security threat and a team under Frank Horrigan returned to Vault 13, wiping the deathclaws and their human cohorts out. The Vault was left empty. [Non-game 9]
Cavern entrance
The link between Vault 13 and outer world. Remains of Ed are a good warning. There are 20 rats in the cave.
Loot
The link between Vault 13 and the outside. Here Vault Dwellers can find medical treatment .
Loot
Living quarters
The Vault Dwellers sleep here (around 19:00 to 8:00). Also, some are using the rooms for private meetings, like the rebel faction .
Command center
The command center where the overseer is located, as well as the Vault library. It is where the overseer maintains the Vault. Nearby is the library, armory, and water supplies room. However, the water guard gives the supplies because there is a thief who steals water . One can "spend some time researching important information" using the Science skill on the westernmost computer.
Loot
The link between Vault 13 and outer world. Nothing is here.
Some intelligent deathclaws as a welcome
Intelligent deathclaws have moved in, however, they allow humans (who they found in the wasteland) to live among them. They are first brought to Joseph , the herbalist for medical treatment.
Who needs to be eliminated?
The Living Quarters serve now more as a prison for those who disturb the law in Vault 13. Also, a shrine to Vault 13's champion is being built here and it is being tended by Gordon .
One mother and one computer
The Command Center is now a place where the deathclaw matriarch lays her eggs. The main computer is broken and a computer voice module is needed to repair it.
Inhabitants [ ]
Related quests [ ]
Vault 13 command center before 2161, seen in the Guardian of Forever special encounter ( Fallout 2 )
The Vault will be inaccessible when starting the game. However, it can be entered after one day has elapsed in-game.
A random, special encounter in Fallout 2 - find a strange giant time stone portal named the Guardian of Forever . After passing through it, they arrive in Vault 13's command center and break the water purification chip in 2161 before returning to the world map screen.
The background music " The Vault of the Future " is re-used for Vault 22 in Fallout: New Vegas .
If the Chosen One leaves a companion inside the Vault, leaves, allows the deathclaw massacre to occur, then returns, said companion will still be alive.
However, this can be noticed on all vault elevator panels in Fallout , not only in Vault 13.
Appearances [ ]
Vault 13 appears in Fallout and Fallout 2 .
A rusted Vault 13 flask can be found and given to the Vault Dweller in Fallout: Brotherhood of Steel , mentioning after Vault 13 - "the old vault colors haven't even faded that much."
Vault 13 is mentioned by a missionary in Fallout: New Vegas during G.I. Blues and in the challenge Vault 13's Revenge (added in the Gun Runners' Arsenal add-on).
A Vault 13 flask and the armored Vault 13 jumpsuit of the Vault Dweller appear in the Classic Pack for Fallout: New Vegas .
Gallery [ ]
by it.
See also [ ]
Vault Dweller's Survival Guide
Fallout 2 manual
References [ ]
↑ The Chosen One : "{175}{}{Yes, It was eighty years ago. How did you know that?}" Martin Frobisher : "{176}{}{Eighty years ago, a hero saved our vault and then the Overseer exiled him. Others followed him into exile and they were never heard from again. We remember the event with shame.}" The Chosen One: "{177}{}{Hey! You're talking about *my* ancestor and the people who founded my village. They all came from the Vault of the Holy 13.}" ( Martin Frobisher's dialogue )
↑ Vault City central computer 's information: "{238}{}{According to the archives, there is no GECK currently in stock at Vault City's Amenities Office. The people of Vault City seem to have used the only one they had to help establish the place when they came to the surface.}" "{239}{}{Scroll through the remaining information.}" "{240}{}{From what you can make out in the archives, two GECKs were part of every Vault's standard inventory package. Only one was shipped to Vault 8, however.}" "{241}{}{Cross-reference the GECK shipment information.}" "{244}{}{Due to a shipping error, it appears Vault 8 received a box of surplus water chips intended for another Vault. The other Vault most likely received Vault 8's second GECK.}" ( VICENCOM.MSG ) Note: Another major instance of mismanagement, a shipping error related to an essential service.
↑ The Chosen One : "{227}{}{What about Vault 13? What was it's purpose?}" Dick Richardson : "{228}{prs37}{Ahh. Vault 13 was a special case. It was supposed to remain closed until the subjects were needed. Vault 13 was, in scientific parlance, a control group.}" ( Dick Richardson's dialogue )
↑ The Vault Dweller : "{138}{}{Where were you from originally?}" Talius : "{140}{}{Some time ago, I lived in a place far to the north of here. They were having a problem with the water supply and sought out people to find a way to fix it.}" ( Talius' dialogue )
↑ The Vault Dweller : "{166}{}{What was the name of this Vault?}" Talius : "{184}{}{My vault had no name. It was merely numbered 13.}" ( Talius' dialogue )
↑ Calm rebel faction
↑ The Chosen One : "{129}{}{Are you the Overseer?}" Martin Frobisher : "{172}{}{We don't use that term anymore. There used to be an overseer, many years ago, but he did a bad thing and many of our people left the vault - only to die in the wastes, I'm sure. He was tried and sentenced to death for his crime. We haven't used the title since.}" ( Martin Frobisher's dialogue )
↑ The Chosen One : "{128}{}{Isn't this the vault overseer room?}" Jimmy : "{151}{}{Normally the vault overseer would be stationed here but Vault 13 has been fully automated.}" The Chosen One: "{154}{}{Why? I mean, isn't that unusual?}" Jimmy: " {156}{}{I don't know the full story but at one point in the vault's history there was a rebellion. The overseer was either killed or overthrown, I'm not sure which. Anyway, the leaders of the revolution didn't want to entrust the fate of the people to another overseer so they installed this mainframe. The records say it was purchased from... oh, what was that name... Ah, I remember, the 'Brotherhood of Steel.'} " ( Ocjimmy.msg )
↑ Arroyo elder : "{174}{aeld19}{Chosen One, things are not well here. We need the GECK if our village is to survive. Our people grow weak with hunger and our food reserves will not last much longer. Please, find the holy Thirteen and return to us. Go now.}" ( Arroyo elder's dialogue )
↑ Gruthar : "{103}{}{Do not fear me, human. I do not intend to harm you. I am Gruthar, leader of this deathclaw pack. Why have you come here?}" The Chosen One : "{111}{}{I'm investigating raids on the local brahmin ranches. Do you know anything about this?}" Gruthar: "{164}{}{(Gruthar pauses and seems to be carefully considering his response to you) I am sorry to say that I ordered the raids on the human lands. I am responsible for the lives of many here. We are running out of food, water, and other supplies. Until I can get the situation corrected, I need to take what I, a deathclaw, can not ask humans for.}" The Chosen One: "{166}{}{I'm sorry to hear that. Is there some way that I may be able to help you so that you can stop the raids?}" Gruthar: "{139}{}{(Gruthar stares at you intently for a moment.) You would be interested in helping us? Yes, I sense little evil in you. Very well, I shall place my trust in you.}" The Chosen One: "{141}{}{Thank you.}" Gruthar: "{145}{}{There are many machines here, machines built by humans. Deathclaw hands can not use these machines. However, there is one machine that understands questions. I ask it to run the other machines and it obeys. This machine no longer listens. It will no longer run the other machines. We are running out of food and water. I have ordered raids on the human lands so that we may survive. I am not proud of this and I would put an end to it. If you repair this machine, I will be able to feed my people once again. I will gladly stop the raids. Will you agree to this?}" The Chosen One: "{148}{}{Hmm... sounds like the voice recognition module has gone bad on you. Let's go take a look.}" Gruthar: "{152}{}{Thank you. The machine is in the vault control center on the third level. If you can repair it, please do so. I am placing my trust in you. Please do not betray it. You are welcome here.}" The Chosen One: "{153}{}{I won't let you down, Gruthar. You have my word on that.}" ( Gruthar's dialogue )
↑ 1.0 1.1 1.2 Vault Dweller's Survival Guide p.1-1: " IMPORTANT VAULT STATISTICS Vault Number ............................13 Starting construction date ....August 2063 Ending construction date ......March 2069 Starting Budget ........................$400,000,000,000 Final Budget, with interest ..$645,000,000,000 Total number of occupants ....1,000 (at capacity) Total duration ..........................10 years (at capacity) Number of living quarters ......100 (hot bunking required if at maximum capacity) Door thickness ..........................4 yards, steel Earth coverage ..........................3,200,000 tons of soil, at 200 feet Computer control system ......Think machine Primary power supply ............Geo-thermal Secondary power supply ........General Atomics Nuclear Power backup systems Power requirements ................3.98mkw/day Stores ..........................................Complete construction equipment, hydro-agricultural farms, water purification from underground river, defensive weaponry to equip 10 men, communication, social and entertainment files (for total duration) Note: If the "m" in the figure " 3.98mkw/day " stands for million, then the power requirement would be equivalent to 3.98 GWd.
↑ Fallout Bible p.20: " TIMELINE REPAIR: SECOND STRIKE " "2063 August: The construction of most Vaults completed, except for Vault 13, whose construction finally gets off the ground... heralding a development cycle that seems plagued with problems. Drills begin in the other cities with completed Vaults, but the increasing frequency of the drills has a "cry wolf" effect, and the turnouts for drills trickle off as the years go on."
↑ Fallout Bible p.11: " VAULT SYSTEM " Vault 13: Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced the Overseer to improvise and use the Vault Dweller as a pawn. Later study of the Vault 13 records by the Enclave led them to their current plan to end the war."
↑ Fallout Bible 4 : " 9. Do YOU guys know what that ending of the Hub with ghouls and humans uniting is all about? It says Harold and the VD unite the ghouls and humans of the Hub. Anybody seen more ghouls than Harold in the Hub? Can't be about Necropolis, because it's the ONLY good ending for the Hub. " Although there weren't any ghouls shown in the Hub in Fallout 1, there may have been a handful wandering around in Old Town (kind of like Talius the ghoul in the Boneyard). The ending is more appropriate if you just mentally change the word "ghouls" to "skags." Basically, peace and harmony reign supreme. It's possible several ghouls traveled to the Hub during the Migration after they formed their engineering development house in Necropolis."
↑ Fallout Bible p.26: " TIMELINE REPAIR: SECOND STRIKE " "2162 March 3: Vault Dweller kicks the Master’s ass."
↑ Fallout Bible p.26: " TIMELINE REPAIR: SECOND STRIKE " "2162 April 20: Vault Dweller destroys the Military Base. Dogmeat dies defending his master."
↑ Fallout Bible p.26: " TIMELINE REPAIR: SECOND STRIKE " "2162 May 10: Fallout 1 Ends : Vault Dweller returns to Vault 13, only to be told "you're a hero, and you have to leave." Some members of the Vault (led by Lydia, the head of the "return to the surface" faction, and including her supporters, Theresa and Lyle) follow soon afterwards."
↑ Fallout Bible 0 : "2242 May 17 Enclave animal handlers drop a Deathclaw unit into Vault 13 from a safe distance to kill anyone investigating the Vault and cloak the Enclave's presence. Other Deathclaws are sent into the desert surrounding Vault 13 to check for any escapees or witnesses."
↑ According to John Deiley , who designed Vault 13, the inaccessible good ending where the deathclaws survive was intentionally scrapped because the Enclave plot required the slaughter of the deathclaws.
↑ The overseer may be killed following the goodbye speech if the player has the Bloody Mess trait or enters combat by hitting A.
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First Appearance: Fallout. Location: California. In what is perhaps Vault-Tec's most straightforwardly dishonest experiment, Vault 12 was designed with a purposefully faulty vault door that would ...
The Most Horrifying Vault Experiments In The Fallout Franchise (So Far)
Vault 12 is a particular breed of cruelty, providing the humans seeking refuge in it with an entirely false hope of protection. Described as being "built with every amenity in mind for the ...
Vault 12
Vault 12 is one of the Vaults constructed by the Vault-Tec Corporation. It is located in Bakersfield, California, in the post-War ghoul settlement of Necropolis. Constructed under the sprawling metropolis of Bakersfield, Vault 12 was billed as "built with every amenity in mind for the prospective Vault Dweller," and that it had "been fitted with the newest in Vault Water Purification Systems ...
Fallout's Vaults have even crazier experiments in the games
The answer is Necropolis, a community of Ghouls. Vault 13: The home of the original Fallout 's protagonist. Vault 13 was meant to stay closed for 200 years, but a faulty water chip led to one of their own trekking out into the world in search of a solution. Vault 15: This Vault remained closed for 50 years, and the population was drawn from ...
Vault
Vault 12, an experiment Vault to test radiation on people with a door that does not close properly. Vault 13, the beginning Vault which is a special case "control group" Vault to stay closed until subjects were needed by the Enclave. Vault 15, an experiment Vault for diverse people to clash cultures.
[SPOILERS] Was Vault 4's Disturbing "Level 12" Necessary?
Unusual_Commercial55. ADMIN MOD. [SPOILERS] Was Vault 4's Disturbing "Level 12" Necessary? I finished the series and absolutely loved it. However, in Episode 6, when Vault 4 and its experiment with "hybridizing humans with radiation resistant animals" are shown, it was one of the most uncomfortable moments I've felt in quite a while. Was this ...
The Worst Vault Tec Experiments in 'Fallout'
Vault 12 Image via Fallout 2. While Vault 12's experiments were horrific, they did lead to one of the finest Ghoul cities in the Fallout series, and most of the dwellers lived to tell their ...
10 WEIRDEST Vaults In The Fallout Universe
In one of the most blatantly evil experiments Vault-Tec ever did, the Vault 12 door was designed to malfunction. It never closed properly. The residents got a full doze of nuclear radiation in the ...
The 10 Most Interesting Fallout Vault Experiments
Vault 12. Some of the most interesting vault experiments are also some of the most mundane. Vault 12, for example, would have been an ideal shelter to end up in if not for one little detail: The ...
Unlocking the Vaults Delving into the Depths of Fallout's Lore
Fallout 4 introduced Vault 81, a place where horrific scientific experiments were to be conducted. Its inhabitants were expected to serve as test subjects for medical experimentation.
List of Vaults and their experiments (Fallout Bible)
Some of the experiments include: Vault 8. A control Vault, intended to open and re-colonize the surface after 10 years. Vault City is the result. Unfortunately. Vault 12. In order the study the effects of radiation on the selected population, the Vault Door was designed not to close.
Fallout Show: Vault 32 Experiment Explained
The experiment hiding within Fallout's Vault 32 was a shock to fans, showcasing some of the series' darkest storytelling.. Amazon Prime Video's take on the beloved Bethesda video game franchise offered fans a new look at the series' iconic underground vaults.. While the in-universe corporation Vault-Tec publicly sold these vaults as fallout shelters for those willing to pay top dollar, it has ...
10 Wildest Vaults We Want To See In Fallout Season 2
Summary. Amazon's Fallout introduces bizarre Vaults to a new audience, replicating eerie experiments from game series. Lore changes reveals Vault-Tec's capitalistic motives behind experiments, setting stage for twisted vault discoveries in season 2. Vaults like Vault 11, 12, and 21 offer tragic and twisted tales, paving way for potential ...
All known Fallout Vaults canon to the franchise
Vault 12. Used as a way of testing the effects of gradual exposure to radiation, the door of this Vault was designed to never seal properly. The inhabitants of Vault 12 went on to found the city ...
[PIP] Vault 12: The Necropolis (via GameSpot) : r/magicTCG
borissnm. •. Vault experiment: Some of the vaults were explicitly designed to fail. 12/Necropolis was one of them: the door was designed to be unable to seal, exposing the inhabitants to massive amounts of radiation. Humans in the fallout 'verse, when exposed to continuous amounts of radiation, sometimes turn into ghouls, which are ...
Vault 13
Vault 13, known as the Vault of the Holy 13 among Arroyo tribesmen,[1] is a Vault-Tec Vault located in southern California. Its precise location is west of Shady Sands and Vault 15, and east of Mariposa Military Base. It was the home of the Vault Dweller. Construction of Vault 13 started in August 2063 and was completed in March 2069, which was the last Vault on the West Coast to be completed ...
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Fallout Vault-Tec's cruel experiment on the inhabitants of Vault 12 led to the creation of Necropolis, which could be considered a haven somewhat for the ghouls of the wasteland. Still, one can ...
Vault 12 is one of the Vaults constructed by the Vault-Tec Corporation. It is located in Bakersfield, California, in the post-War ghoul settlement of Necropolis. Constructed under the sprawling metropolis of Bakersfield, Vault 12 was billed as "built with every amenity in mind for the prospective Vault Dweller," and that it had "been fitted with the newest in Vault Water Purification Systems ...
All Vault Experiments. Twelve cases of Vault-Tec's most bizarre vault experiments.During the final years of the Resource Wars, as tensions rose between the United States and, well, pretty much the rest of the world but especially China and the Soviet Union, the U.S. government commissioned Vault-Tec to build a system of underground complexes to safeguard a portion of the American population in ...
The following page lists all Vault-Tec Corporation Vault series shelters and facilities inspired by them. The player character, or main protagonist, starts in a Vault in four of the six main games in the Fallout franchise, and its TV series: Fallout: Vault 13 (Vault Dweller) Fallout 3: Vault 101 (Lone Wanderer) Fallout 4: Vault 111 (Nate/Nora) Fallout 76: Vault 76 (Vault 76 dwellers) Fallout ...
Vault-Tec's most deliberately evil experiment took place in Fallout's iconic Vault 12.Vault 12 was marketed to potential residents as the ideal place to find...
↑ Fallout Bible 0 Vault system: "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 Timeline repair: Second strike: "2077 October 23 Necropolis Vault [Vault 12] never closes. Once it becomes known that the other vaults have sealed ...
The answer is Necropolis, a community of Ghouls. Vault 13: The home of the original Fallout 's protagonist. Vault 13 was meant to stay closed for 200 years, but a faulty water chip led to one of ...
First Appearance: Fallout. Location: California. In what is perhaps Vault-Tec's most straightforwardly dishonest experiment, Vault 12 was designed with a purposefully faulty vault door that would ...
Vault 12 is a particular breed of cruelty, providing the humans seeking refuge in it with an entirely false hope of protection. Described as being "built with every amenity in mind for the ...
Vault 12 is one of the Vaults constructed by the Vault-Tec Corporation. It is located in Bakersfield, California, in the post-War ghoul settlement of Necropolis. Constructed under the sprawling metropolis of Bakersfield, Vault 12 was billed as "built with every amenity in mind for the prospective Vault Dweller," and that it had "been fitted with the newest in Vault Water Purification Systems ...
The answer is Necropolis, a community of Ghouls. Vault 13: The home of the original Fallout 's protagonist. Vault 13 was meant to stay closed for 200 years, but a faulty water chip led to one of their own trekking out into the world in search of a solution. Vault 15: This Vault remained closed for 50 years, and the population was drawn from ...
Vault 12, an experiment Vault to test radiation on people with a door that does not close properly. Vault 13, the beginning Vault which is a special case "control group" Vault to stay closed until subjects were needed by the Enclave. Vault 15, an experiment Vault for diverse people to clash cultures.
Unusual_Commercial55. ADMIN MOD. [SPOILERS] Was Vault 4's Disturbing "Level 12" Necessary? I finished the series and absolutely loved it. However, in Episode 6, when Vault 4 and its experiment with "hybridizing humans with radiation resistant animals" are shown, it was one of the most uncomfortable moments I've felt in quite a while. Was this ...
Vault 12 Image via Fallout 2. While Vault 12's experiments were horrific, they did lead to one of the finest Ghoul cities in the Fallout series, and most of the dwellers lived to tell their ...
In one of the most blatantly evil experiments Vault-Tec ever did, the Vault 12 door was designed to malfunction. It never closed properly. The residents got a full doze of nuclear radiation in the ...
Vault 12. Some of the most interesting vault experiments are also some of the most mundane. Vault 12, for example, would have been an ideal shelter to end up in if not for one little detail: The ...
Fallout 4 introduced Vault 81, a place where horrific scientific experiments were to be conducted. Its inhabitants were expected to serve as test subjects for medical experimentation.
Some of the experiments include: Vault 8. A control Vault, intended to open and re-colonize the surface after 10 years. Vault City is the result. Unfortunately. Vault 12. In order the study the effects of radiation on the selected population, the Vault Door was designed not to close.
The experiment hiding within Fallout's Vault 32 was a shock to fans, showcasing some of the series' darkest storytelling.. Amazon Prime Video's take on the beloved Bethesda video game franchise offered fans a new look at the series' iconic underground vaults.. While the in-universe corporation Vault-Tec publicly sold these vaults as fallout shelters for those willing to pay top dollar, it has ...
Summary. Amazon's Fallout introduces bizarre Vaults to a new audience, replicating eerie experiments from game series. Lore changes reveals Vault-Tec's capitalistic motives behind experiments, setting stage for twisted vault discoveries in season 2. Vaults like Vault 11, 12, and 21 offer tragic and twisted tales, paving way for potential ...
Vault 12. Used as a way of testing the effects of gradual exposure to radiation, the door of this Vault was designed to never seal properly. The inhabitants of Vault 12 went on to found the city ...
borissnm. •. Vault experiment: Some of the vaults were explicitly designed to fail. 12/Necropolis was one of them: the door was designed to be unable to seal, exposing the inhabitants to massive amounts of radiation. Humans in the fallout 'verse, when exposed to continuous amounts of radiation, sometimes turn into ghouls, which are ...
Vault 13, known as the Vault of the Holy 13 among Arroyo tribesmen,[1] is a Vault-Tec Vault located in southern California. Its precise location is west of Shady Sands and Vault 15, and east of Mariposa Military Base. It was the home of the Vault Dweller. Construction of Vault 13 started in August 2063 and was completed in March 2069, which was the last Vault on the West Coast to be completed ...