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Fallout 4 review The true nature of Fallout's vaults is one of the worst-kept secrets of Bethesda's wartorn universe. These vast underground networks of metallic tunnels were ostensibly built by the US government to protect people from the nuclear fallout, and while they technically do this, their main purpose is to serve as giant testing labs on how humans respond to various environmental conditions. The official number of vaults in existence is 122, with only a handful of them being run without an ulterior experimental motive in mind. Each vault was led by an Overseer, whose job it was to report back to the government (or latter the Enclave organisation) about the progress of the experiments. The experiments ranged from the slightly kooky to the heinous. Vault 12 from the original Fallout, for example, never had its doors sealed, so the effects of radiation on people could be studied. It makes Fallout 3's Vault 101 look pretty tame by comparison - where keep people were to live and breed in the Vault for an undisclosed period of time, making it perfect for studying the effects of inbreeding. Yep, Vault-Tec and the government are vile in Fallout 4, and true to the series' tradition, Fallout 4 also has its fair share of vaults and accompanying horror stories. Here they all are in full catastrophic detail. This list reveals the vaults' locations and backstories, but nothing about quests or events that occur throughout Fallout 4.
Fallout Shelter Rooms - list of rooms, sizes, where to build and best room layout Every room and what they do in Fallout Shelter. Nov 04, 2016 For a detailed look at the layouts of each individual Vault. Vault 111 is the first vault you visit in Fallout 4, where the game's protaganist begins their journey. The sole survivoris sent to.
This article lists all known Vault-Tec Corporation Vaults. If you would like to know more about the Vaults, please check out this article.
Designation | Description | Status | Location | Appearances |
---|---|---|---|---|
Los Angeles Vault | Constructed as a demonstration/proof of concept Vault for the United States government.[1] Although fully functional, it was not part of any experiment and thus its inhabitants survived the Great War unscathed. In 2155, it was taken over as the Unity's headquarters by the Master.[2] In 2162, it was destroyed in a nuclear explosion.[3] | Destroyed (2162) | Los Angeles, California (Cathedral) | Fallout Fallout Bible |
Vault 3 | A control Vault that stayed closed due to the wishes of its inhabitants.[4] Sometime in the 23rd century, an unexpected water leak forced the Vault dwellers to open in hopes of trading with the outside.[5][6] A couple of weeks after opening the Vault, the residents were massacred by a group of raiders known as the Fiends.[7][8] | Failed | Las Vegas, Nevada | Fallout: New Vegas |
Vault 8 | A control Vault that was intended to open and recolonize the surface after 10 years.[9] Upon opening early after receiving the all-clear signal in 2079,[10] the residents established Vault City with the help of their GECK.[11][12] | Opened successfully | Northern Nevada (Vault City) | Fallout 2 Fallout Bible |
Vault 11 | Designed to test obedience to authority and the ethics of a large group of people subjected to extraordinary circumstances. The Vault dwellers were informed that a single person must sacrifice their life each year for the Vault, otherwise the master computer would shut down all life support. In reality, should the dwellers refuse, the Vault would open.[13][14] | Failed | Mojave Wasteland | Fallout: New Vegas |
Vault 12 | In order to study the effects of radiation on the selected population, the Vault door was designed not to close properly. This resulted in Necropolis and its large population of ghouls.[3][9] | Abandoned (2162) | Bakersfield, California (Necropolis) | Fallout Fallout Bible |
Vault 13 | Intended to stay closed for 200 years as a study of prolonged isolation,[9] or until the Vault's residents were needed by the Enclave.[15] The Vault Dweller emerged from here in 2161, in search of a replacement water chip for the Vault.[3][16] | Emptied (2242) | Southern California | Fallout Fallout 2 Fallout Bible Fallout: Brotherhood of Steel (mentioned-only) Fallout: New Vegas (mentioned-only) Courier's Stash (mentioned-only) |
Vault 15 | Intended to stay closed for 50 years and include people of radically diverse ideologies.[9] Its residents emerged in 2097,[17] eventually forming three raider groups: the Khans, Jackals, and Vipers,[18] and Shady Sands, which would become the New California Republic.[19] | Reoccupied (2242) | Southern California | Fallout Fallout 2 Fallout Bible |
Vault 17 | Raided by the Unity in 2155, its inhabitants were taken prisoner, and subsequently turned into super mutants.[20] | Emptied (2155) | Unknown | Fallout: New Vegas (mentioned-only) |
Vault 19 | Segregated into two groups, 'Red' and 'Blue'. The groups lived in separate sections of the Vault and were governed by two overseers. Subliminal messages were routinely sent over to each side, causing mistrust among the inhabitants,[21] and eventually a civil war between the two groups ended up in the complete collapse of the Vault.[22] | Failed | Mojave Wasteland | Fallout: New Vegas |
Vault 21 | Designed to study the evolution of a society where all conflict was resolved through pure chance, i.e. gambling. The Vault was taken over by Robert House after winning a game of blackjack where the wager was the entire Vault. It was subsequently filled with concrete and converted into a novelty hotel run by Sarah Weintraub.[23][24][25] | Converted | Las Vegas, Nevada | Fallout: New Vegas |
Vault 22 | Equipped with the latest in biological and agricultural technologies, with the objective of developing plants that could be readily cultivated in the absence of natural light. However, an experiment with a parasitic fungus turned on the scientists, leading to the destruction of the Vault.[26] Survivors of the outbreak abandoned the Vault and headed to Zion Valley, spreading the spores across the wastes.[27] | Failed | Mojave Wasteland | Fallout: New Vegas Honest Hearts (mentioned-only) Old World Blues (mentioned-only) |
Vault 27 | Deliberately overcrowded with a total of 2000 people assigned to enter (double the total sustainable amount).[9] | Unknown | Fallout Bible | |
Vault 29 | No one was over the age of 15 when they entered. Parents were intentionally redirected to other vaults. Harold is believed to have come from this Vault.[9] | West Coast | Fallout (mentioned-only) Fallout Bible Van Buren Fallout: Brotherhood of Steel (mentioned-only) Fallout 76 (mentioned-only) | |
Vault 34 | The armory was deliberately provided with an overabundance of weapons and ammunition, in addition to not being provided with a proper locking mechanism.[9] The presence of weapons as well as lack of population control measures led to failure in the 23rd century. Social unrest would do the Vault in with several groups demanding access to weapons. A group that became the Boomers left the Vault several decades before its failure.[28][29] Eventually, a riot damaged the Vault's reactor, leading to flooding and radiation that caused ghoulification for many dwellers.[30][31] By 2281, only a handful of the Vault's residents remained.[32][22] | Failed | Mojave Wasteland | Fallout Bible Fallout: New Vegas |
Vault 36 | Food extruders were designed to produce only a thin, watery gruel.[9] | Unknown | Fallout Bible | |
Vault 42 | No light bulbs of more than 40 watts were provided.[9] | Unknown | Fallout Bible | |
Vault 43 | Populated by twenty men, ten women, and one panther.[33] | Unknown | One Man, and a Crate of Puppets | |
Vault 51 | Test the limits of human tribalism, overseen by a prototype variant of an experimental ZAX unit, ZAX 1.3c.[34][35] No Overseer assigned, with ZAX instructed to select one according to its experiments. The AI ended up engineering crises that killed all but one occupant.[36] | Failed | The Forest, Appalachia | Fallout 76 |
Vault 53 | Most of the equipment was designed to break down every few months. While repairable, the breakdowns were intended to stress the inhabitants unduly.[9] | Unknown | Fallout Bible Fallout 3 concept art | |
Vault 55 | All entertainment tapes were removed.[9] | Unknown | Fallout Bible | |
Vault 56 | All entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55.[9] | Unknown | Fallout Bible | |
Vault 63 | Unknown. | Ash Heap, Appalachia | Fallout 76 | |
Vault 68 | Of the one thousand people who entered, there was only one woman.[9] | Unknown | Fallout Bible | |
Vault 69 | Of the one thousand people who entered, there was only one man.[9] | Unknown | Fallout Bible Van Buren concept art One Man, and a Crate of Puppets | |
Vault 70 | All jumpsuit extruders failed after six months.[9] | Unknown | Fallout Bible Van Buren | |
Vault 75 | Human genome improvement through a combination of selective breeding, hormonal treatments, genetic modification, and an accelerated generational cycle. Researchers and science staff were isolated from test subjects, who were disposed of at 18 years of age unless recruited to replenish research staff due to a combination of excellent ratings.[37] | Failed | Malden, Massachusetts | Fallout 4 |
Vault 76 | A control Vault that was intended to open and recolonize Appalachia after 25 years.[38][39] It was designated as the Official Vault of the Tricentennial by Vault-Tec, under the tagline 'Vault-Tec Salutes America'.[40] The Vault opened exactly 25 years after the Great War, on October 23, 2102, in an event known as 'Reclamation Day.'[41] | Opened successfully | The Forest, Appalachia | Fallout 3 (mentioned-only) Mothership Zeta (mentioned-only) Fallout 4 (mentioned-only) |
Vault 77 | Populated by one man and a crate of puppets.[33] | Unknown | One Man, and a Crate of Puppets Fallout 3 (mentioned-only) | |
Vault 79 | Unknown | Presumably somewhere in West Virginia | Fallout 76 (seen in the promotional image for the Wastelanders DLC) | |
Vault 81 | Dedicated to researching diseases and antibodies, with an emphasis on potential mutations in heavy radiation. The Vault's residents were isolated from the sealed scientific section of the Vault and used as guinea pigs in Stage III clinical trials of the science staff. The Vault was not to be evacuated unless by a direct order from Vault-Tec. Residents were considered expendable and their incineration through pre-installed flame nozzles was at the discretion of the overseer.[42] | Experiment scuttled Still occupied (2287) | Commonwealth | Fallout 4 |
Vault 87 | A Forced Evolutionary Virus research facility that was also provided with a GECK. This Vault is the source of the super mutants in the Capital Wasteland.[38][43] | Failed (2078) | Capital Wasteland | Fallout 3 Fallout 4 (mentioned-only) |
Vault 88 | An unfinished Vault that was designed to test a variety of prototype devices with the aim of rolling them out through the rest of the Vaults. The prototype devices included a soda fountain that dispensed appetite-reducing drugs, electricity-generating exercise bicycles, subliminal messaging integrated in optometrist equipment, and others.[44] | Incomplete (2287) | Quincy, Massachusetts | Vault-Tec Workshop |
Vault 92 | Populated largely by renowned musicians, the Vault was a test bed for a white noise-based system for implanting combat-oriented posthypnotic suggestions.[38][43] | Failed | Old Olney, Maryland | Fallout 3 |
Vault 94 | Founded on the principles of faith, nonviolence, and communal life in harmony with nature. Residents were not required to belong to a collective faith; each person was free to walk their own path. Together with an abundance of resources, the goal was to confirm the thesis about the innate goodness of humanity. One year after the Great War, on October 23, 2078, the Vault reopened and Vault ambassadors were sent out into Appalachia.[45] Unfortunately, it became targeted by raiders, who blew up the vault's G.E.C.K, creating what became known as The Mire.[46] | Failed | The Mire, Appalachia | Fallout 76 |
Vault 95 | Filled with drug abuse victims, it was used by Vault-Tec for monitoring the effects of drug abuse in an isolated setting. An employee of Vault-Tec was a resident of the vault and after the inhabitants seemed to be getting better, the employee was tasked with opening a hidden cache of chems. This ultimately led to all residents to either overdose or be killed by another resident who was on chems. [47] | Failed | Commonwealth | Fallout 4 |
Vault 96 | Constructed by Vault-Tec as a genetic ark for ecosystem restoration, using an almost inexhaustible number of frozen embryos ready to be artificially gestated to full maturity and automated keeper robots to protect them when they leave the Vault. Embryos constituted a carefully chosen, fully complete ecosystem referred to as 'core fauna', with enough material for 112 releases.[48] | Savage Divide, Appalachia | Fallout 76 | |
Vault 101 | Test the role of an omnipotent Overseer in a community remaining in indefinite isolation from the outside world, and study the reactions of the residents, should the isolation be broken.[49] The Lone Wanderer emerged from here in 2277, in search of their father, James.[43] | Springvale, Virginia | Fallout 3 Fallout 4 (mentioned-only) Fallout 76 (mentioned-only) | |
Vault 106 | Psychoactive drugs were released into the air filtration system 10 days after the door was sealed.[9][38][43] | Failed | Capital Wasteland | Fallout Bible Fallout 3 |
Vault 108 | All initial positions were left unfilled, allowing the terminally ill overseer, Brody Jones (estimated to expire within 40 months of the Vault's sealing), to fill them in according to Vault protocols, creating a unique experimental situation.[38] The Vault failed as a result of cloning experiments designed to replicate whole humans, instead creating Garys.[43] | Failed | Capital Wasteland | Fallout 3 |
Vault 111 | A portion of the occupants were cryonically frozen (made up of citizens), while another portion remained unfrozen (made up of scientists, security and other staff to keep the cryo pods operational). The experiment was to observe the long-term effects of suspended animation on an unaware human subjects; however, a revolt led by the security personnel caused the failure of the Vault in 2078.[50] The Sole Survivor emerged from here 210 years after the Vault sealed, in 2287.[51] | Failed | Concord, Massachusetts | Fallout 4 |
Vault 112 | Set up as the personal Vault of Dr. Stanislaus Braun, utilizing virtual realitystasis pods.[43] | Failed | Capital Wasteland | Fallout 3 |
Vault 114 | The inhabitants were described as 'high ranking local and state government, local luminaries, business people, and their families', however, the luxury living conditions were exaggerated to the inhabitants, and when they arrived at the Vault, random families were chosen to occupy one room apartments and share minimal dining and bathing facilities. In addition, the Overseer was selected from the local public outside the Vault, and the interview process favored those with no leadership or governmental experience and a strong anti-authority bias. Vault-Tec staff were asked not to undermine the authority of the new overseer 'even (and especially) if it may cause physical discomfort, embarrassment or harm to the inhabitants'.[52] | Incomplete | Boston, Massachusetts | Fallout 4 |
Vault 118 | Intended to test the interactions between two groups: a small ultra-wealthy group that would be placed socially and legally above a much larger population that was to be kept in uncomfortable quarters. Instead of a classic bourgeois-worker experiment, funding ran out when only the ultra wealthy were in the Vault. They implanted their brains into robobrains to outlast the Great War, leaving the overseer as the only human in the Vault.[53] | Active (2287) | Mount Desert Island, Maine | Far Harbor |
Unfinished Vault | A construction site in a cave north of Vault 13 and Vault 15. | Northern California | Fallout 2 |
The Vaults in the following list were created for games that were cancelled or eliminated from the main continuity of the series. It also includes Vaults that were released in official materials, but were not confirmed to form a part thereof.
Designation | Description/Fate | Location | Appearances |
---|---|---|---|
Fallout TacticsVault 0 | A special vault designed to 'monitor and control' other vaults, maintain the geniuses of the pre-War United States in cryogenic stasis, and release them once the outside parameters return to normal.[55] | Cheyenne Mountain (Colorado) | Fallout Tactics |
Vault 6 | Unknown | Mount St. Helens, Washington | Fallout Extreme[56] |
Vault 24 | Unknown, any information in existence is based on cut content for a vault suit. | Unknown (Mojave Wasteland?) | Fallout: New Vegas cut content |
Vault 39 | Unknown. | Abilene, Texas | Fallout: Brotherhood of Steel 2[56] |
Vault 74 | Experiment unknown. In the tutorial, it's a very small vault consisting only of the overseer's office, atrium, clinic, and quarters (blocked). | Unknown (Capital Wasteland?) | Fallout 3 modding tutorial[57] |
Vault 100 | Unknown | Mentioned in Fallout 3 game files with a unused Vault 100 jumpsuit icon. | Fallout 3 cut content |
Vault 113 | Unknown | Mentioned in Fallout 4 game files with a unused Vault 113 'Welcome Home' texture. | Fallout 4 cut content |
Vault 177 | Unknown | Unknown | Fallout Shelter |
Vault 199 | Unknown | Unknown | Fallout Shelter |
Vault 314 | Unknown | Unknown | Fallout Shelter |
Vault 333 | Unknown | Unknown | Fallout Shelter |
Vault 525 | Unknown | Unknown | Fallout Shelter |
Vault 730 | Unknown | Appears in the Fallout Shelter quest The Path of Paula Plumbkin. | Fallout Shelter |
Vault 813 | Unknown | Unknown | Fallout Shelter |
Vault 899 | Unknown | Unknown | Fallout Shelter |
Vault 909 | Unknown | Unknown | Fallout Shelter |
Secret Vault | A secret vault dedicated to protect high-members of Vault-Tec Industries and used to research the latest technologies (like electrical laser weapons and instant regeneration) and the Forced Evolutionary Virus. | Los Ybanez, Texas | Fallout: Brotherhood of Steel |
Vault Prototype | A small Vault-Tec facility used as the base of operations by the Brotherhood of Steel | Texas | Fallout: Brotherhood of Steel |
Burkittsville Vault | An unnamed vault near Burkittsville mentioned in the Hamilton's hideaway terminals. Outside of the vault, cannibals wait to ambush those seeking refuge in the vault. | Burkittsville, Maryland | Fallout 3 cut content |