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For more information about Fallout Vaults, see Vault.
For Vaults in other sources, including non-canonical ones, see List of Vaults in other sources.

VaultTecLogo.png

This article lists all known Vault-Tec Corporation Vaults that have appeared or been mentioned in Fallout games.

List of Vaults

Commissioned Vaults

The USA government commissioned Vault-Tec to build more than 100 Vaults across the country.[1]

Vault 3
Failed
Las Vegas, Nevada
(Mojave Wasteland)
Fallout: New Vegas
A control Vault that stayed closed due to the wishes of its inhabitants.[2] Sometime in the 23rd century, an unexpected water leak forced the Vault dwellers to open in hopes of trading with the outside.[3][4] All of the Vault's residents were massacred by a group of raiders known as the Fiends shortly after they opened the Vault door.[5][6]
Vault 8
Opened successfully
Northern Nevada
(New California)
Fallout 2
A control Vault that was intended to open and recolonize the surface after 10 years. Upon opening early after receiving the all-clear signal in 2079,[7] the residents established Vault City with the help of their GECK.[8][9]
Vault 11
Failed
Southeast of Las Vegas, Nevada
(Mojave Wasteland)
Fallout: New Vegas
This Vault was a social experiment testing human nature, most specifically the ability to sacrifice oneself for others, and the ability to place ideals above one's own life. After the vault door was closed, it was revealed to the residents that they were required to sacrifice one person each year. Eventually, an overseer made the selection process random instead of a vote and a huge riot ensued. The survivors decided to face the punishment of not selecting a person to sacrifice: death. However, they were merely congratulated for not killing anybody. All except one person committed suicide.[10][11]
Vault 12
Abandoned (2162)
Bakersfield, California
(New California)
Fallout
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.[12]
Vault 13
Emptied (2242)
California
(New California)
Fallout
Fallout 2
Fallout: New Vegas (mentioned-only)
Courier's Stash (mentioned-only)
The Vault was intended to stay closed for 200 years as a study of prolonged isolation, or until the Vault's residents were needed by the Enclave.[13] The Vault Dweller emerged from here in 2161, in search of a replacement water chip for the Vault.[12]
Vault 15
Reoccupied (2242)
Southern California
(New California)
Fallout
Fallout 2
The Vault was intended to stay closed for 50 years and include people of radically diverse ideologies. Its residents emerged in 2097,[14] eventually forming three raider groups: the Khans, Jackals, and Vipers, and Shady Sands, which would become the New California Republic.[15]
Vault 17
Emptied (2155)
Unknown
Fallout: New Vegas (mentioned-only)
The Vault was raided by the Unity in 2155. Its inhabitants were taken prisoner and subsequently turned into super mutants.[16]
Vault 19
Failed
Along Nevada State Route 159, Nevada
(Mojave Wasteland)
Fallout: New Vegas
The Vault was 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.[17] The Vault was abandoned by the time escaped convicts from the NCR Correctional Facility found it.[18]
Vault 21
Converted
Las Vegas, Nevada
(Mojave Wasteland)
Fallout: New Vegas
The Vault was 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. Most of the Vault was subsequently filled with concrete, while the top floor was converted into a novelty hotel run by Sarah Weintraub.[19][20][21]
Vault 22
Failed
Mojave Desert, Nevada
(Mojave Wasteland)
Fallout: New Vegas
Honest Hearts (mentioned-only)
Old World Blues (mentioned-only)
The Vault was 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.[22] Survivors of the outbreak abandoned the Vault and headed to Zion Valley, spreading the spores across the wastes.[23]
Vault 29
Unknown
West Coast
Fallout 76 (mentioned-only)
This Vault was located on the West Coast, and housed the children of affluent parents.[24]
Vault 34
Failed
East of Las Vegas, Nevada
(Mojave Wasteland)
Fallout: New Vegas
The armory was deliberately provided with an overabundance of weapons and ammunition, in addition to not being provided with a proper locking mechanism. The presence of weapons, as well as lack of population control measures, led to failure in the 23rd century. Social unrest caused several groups to demand access to weapons. A group that became the Boomers left the Vault several decades before its failure.[25][26] Eventually, a riot damaged the Vault's reactor, leading to flooding and radiation that caused ghoulification for many dwellers.[27][28] By 2281, only a handful of the Vault's residents remained.[29][30]
Vault 51
Occupied (2102)
Northwestern West Virginia
(The Forest, Appalachia)
Fallout 76, Nuclear Winter
A ZAX unit controlled the Vault and was tasked with finding the perfect overseer among the 52 residents. Several attempts at democratic votes failed, and ZAX decided that unsuitable candidates needed to compete to the death in order for the best overseer to come out victorious. It influenced the Vault's residents to kill each other, leaving Reuben Gill as the overseer and only living resident. Overseer Gill escaped and sought help in destroying ZAX, but died in the wilderness before he could do so.[31]
Vault 63
Unknown
Northwest of the Garrahan Estate, West Virginia
(Ash Heap, Appalachia)
Fallout 76
Unknown.
Vault 75
Failed
Malden, Massachusetts
(The Commonwealth)
Fallout 4
This Vault's purpose was the refinement of human genetics. Excluding Vault staff (who were isolated from test subjects), all residents were under the age of 18 at the time of Vault activation; parents were quietly separated from their children and later executed by Vault security. The children were subjected to various methods of torture and harsh tests by Vault staff, with the hope of making them capable of surviving the wastes. The experiment went well for several generations, but the archives were destroyed and most if not all of the progress made was lost. As of 2287, the Vault is occupied by Gunners.[32]
Vault 76
Opened successfully (2102)
North of Flatwoods, West Virginia
(The Forest, Appalachia)
Fallout 3 (mentioned-only)
Mothership Zeta (mentioned-only)
Fallout 4 (mentioned-only)
Fallout 76
This Vault was designed as a control group but had a number of unique characteristics. It was exclusively populated by only the best and brightest of America's citizens, it was opened after 25 years to allow its residents to re-colonize the surface rather than the 20 years mandated for other control Vaults, and its overseer was under secret orders to secure three nearby nuclear missile silos for Vault-Tec at all costs. The Vault itself was also designed to cease functioning and become inhospitable 24 hours after opening to prevent its residents from becoming dependent on it. Vault 76 was unveiled by Vault-Tec in 2076 in celebration of the United States' tricentenary.[33][34][35]
Vault 77
Unknown
Unknown
Fallout 3 (mentioned-only)
A Vault jumpsuit bearing its number, along with a descriptive holotape of the suit, are acquirable at Paradise Falls in the Capital Wasteland.
Vault 79
Active (2104)
Northeastern West Virginia
(Savage Divide, Appalachia)
Fallout 76
The Vault was used to store the gold from America's bullion depository at Fort Knox for future use in reconstruction efforts after the Great War. It was constructed in secret in collaboration with the Federal government.[36] Soldiers from the U.S. military, such as Oliver Fields, staffed its entrance.[37] In August 2103, a reactor maintenance accident transformed many of the Secret Service staff into ghouls, sending the remaining staff into hiding.
Vault 81
Experiment scuttled, still occupied (2287)
Boston, Massachusetts
(The Commonwealth)
Fallout 4
The Vault was 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 test subjects in Stage III clinical trials of the science staff. The Vault was not to be evacuated unless by direct order from Vault-Tec. Residents were considered expendable and their incineration through pre-installed flame nozzles was at the discretion of the overseer.[38] Unexpectedly, the original overseer disabled the equipment the scientists were to use to expose the residents to diseases. As of 2287, the Vault's residents are alive and well, and regularly trade with the outside world.
Vault 87
Failed (2078)
Northeastern Virginia
(Capital Wasteland)
Fallout 3
Fallout 4 (mentioned-only)
A Forced Evolutionary Virus research facility that was also provided with a G.E.C.K. The residents were exposed to the FEV in locked chambers where scientists would observe their changes. In two weeks, the subjects underwent changes that gave birth to the super mutants and centaurs in the Capital Wasteland.[33][39]
Vault 88
Incomplete (-2287)
Active (2287)
Quincy, Massachusetts
(The Commonwealth)
Vault-Tec Workshop
The Vault was intended to test various prototype devices with the aim of rolling them out to the rest of the Vaults. This Vault was never fully constructed; only the entrance and a few interior rooms were finished before the Great War began. With the assistance of the Vault's intended overseer, Valery Barstow, the Sole Survivor can build this Vault however they like, and run various experiments of their choosing on the dwellers.[40]
Vault 92
Failed
Olney, Maryland
(Capital Wasteland)
Fallout 3
Populated largely by renowned musicians, the Vault was a test bed for a white noise-based system for implanting combat-oriented posthypnotic suggestions.[33][39]
Vault 94
Failed
Northwest of Harpers Ferry, West Virginia
(The Mire, Appalachia)
Fallout 76
The Vault was 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 under the direction of Pastor Gabriella Salavar.[41] It became the victim of an attack by a group of suspicious wastelanders from Harpers Ferry, who blew up the Vault's G.E.C.K., creating what became known as the Mire.[42]
Vault 95
Failed
Massachusetts
(The Commonwealth)
Fallout 4
Populated solely with drug addicts, with the exception of a single Vault-Tec employee undercover. The Vault residents would elect an overseer regularly and hold therapy sessions as part of a rehab program. The rehab proved to be a success. Five years after the Vault was sealed, a hidden stash of drugs was unlocked by the Vault-Tec employee. Within a few days, all of the Vault residents but one fell back into addiction or killed each other. As of 2287, the Vault is occupied by the Gunners.[43]
Vault 96
Unknown
South of Spruce Knob, West Virginia
(Savage Divide, Appalachia)
Fallout 76
Constructed by Vault-Tec as a genetic ark for ecosystem restoration, the Vault used an almost inexhaustible number of frozen embryos ready to be artificially gestated to full maturity. It also used automated keeper robots to protect them when they left the Vault. Embryos constituted a carefully chosen, fully complete ecosystem referred to as "core fauna," with enough material for 112 releases.[44]
Vault 101
Unknown
West of Springvale, Virginia
(Capital Wasteland)
Fallout 3
Fallout 4 (mentioned-only)
Fallout 76 (mentioned-only)
The Vault was created to evaluate the performance of an omnipotent, dictatorial overseer in a closed community, adopting a policy of "isolationism." Supplied with equipment that was needed to function for many years, this Vault was never intended to open to the outside world.[45] The Lone Wanderer emerged from here in 2277, in search of their father, James.[39]
Vault 106
Failed
Northwest of Springvale, Virginia
(Capital Wasteland)
Fallout 3
As an experiment, the overseer instructed the Vault to be filled with colorless psychoactive drugs into the air filtration system exactly 10 days after the door was sealed. The drugs caused hallucinations which led to all of the Vault residents' insanity.[33][39]
Vault 108
Failed
South of Canterbury, Maryland
(Capital Wasteland)
Fallout 3
Intended to test conflicts in leadership, the Vault's overseer (Brody Jones) was expected to die of cancer after 40 months. In addition, the Vault had a power supply that was to malfunction after 240 months, an insufficient backup, an overstocked armory and no entertainment tapes. The Vault failed as a result of cloning experiments designed to replicate whole humans, instead creating its only surviving residents, clones of a man named Gary.[33][39]
Vault 111
Failed
Sanctuary Hills, Massachusetts
(The Commonwealth)
Fallout 4
A portion of the occupants were cryogenically 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 unaware human subjects; however, a revolt led by the security personnel caused the failure of the Vault in 2078.[46] In 2227, a mercenary broke into the Vault in order to kidnap an infant resident. In the process, he killed all but one of the frozen residents, the Sole Survivor, who later emerged from the Vault.[47]
Vault 112
Failed
Smith Casey's garage, Virginia
(Capital Wasteland)
Fallout 3
All residents were placed in suspended animation and connected to a virtual reality simulator, where they thought they would live a "perfect" virtual life indefinitely. Dr. Stanislaus Braun held absolute control of the simulation and used it to torture the residents for his own pleasure.[39]
Vault 114
Incomplete
Boston, Massachusetts
(The Commonwealth)
Fallout 4
The Vault was intended to test the stress of living in impoverished, disenfranchised conditions by those previously accustomed to extreme wealth and power. Residents were to be exclusively politicians and Boston's wealthy elite, with the exception of the overseer. Construction was never completed. As of 2287, the Vault is occupied by Triggermen.[48]
Vault 118
Active (2287)
Mount Desert Island, Maine
(The Island)
Far Harbor
The Vault was intended to encompass two wings under one overseer, each one to house exclusively members of the highest class of society (Hollywood actors, business tycoons, scientists, artists, etc.) or the lower classes. The elite residents would be placed socially and legally above the much larger poor population, who were kept in uncomfortable quarters. The second wing for the poor residents was never finished and while the Vault was used as a fallout shelter by the elite, the Vault experiment never started. The ultra-wealthy implanted their brains into robobrains to outlast the Great War, leaving the overseer as the only human in the Vault, who eventually committed suicide.[49]

Other Vault-Tec Vaults

Los Angeles Vault
Destroyed (2162)
Los Angeles, California
(New California)
Fallout
Constructed as a demonstration/proof of concept Vault for the United States government. 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. In 2162, it was destroyed in a nuclear explosion.[12]
Unfinished Vault
Incomplete
Northern California
(New California)
Fallout 2
A construction site in a cave north of Vault 13 and Vault 15.
Demonstration Vault
Abandoned
The Mall, Washington, D.C.
(Capital Wasteland)
Fallout 3
Constructed as an exhibit Vault within the Museum of Technology in Washington D.C.. It replicated Vault-Tec technology for demonstration purposes, however, though containing the same materials for walls and lighting as other Vaults, the exhibit only has one corridor with Vault doors at either side, always kept open for the museum visitors to take the tour. Just like Vaults 87, 92, and 108 the metal walls have rusted over time. The number on the Vault doors is 106.
Vault-Tec: Among the Stars
Failed
Nuka-World, Massachusetts
Nuka-World
A Vault-Tec demonstration Vault, located in the Galactic Zone of Nuka-World. This exhibit replicated the technology to demonstrate its potential for colonizing other worlds. It also tested a few things on the visitors: brainwave disruption, subliminal suggestion, airborne toxins, and theta-band radiation. These tests were performed not only on the subjects, but on the people working there as well. When the bombs dropped, one of the employees, R. Langston, ran inside to shut the Vault door (which does open and closes correctly, but may or may not have been able to withstand the explosion). After this occurred, another employee, C. Grunner, driven mad by the experiments, shot Langston and himself.
VTU Training Vault
Abandoned
Morgantown, West Virginia
(The Forest, Appalachia)
Fallout 76
A simulated Vault in which VTU graduate students hoping to be certified as overseers ran experiments to prove their thesis papers, with VTU students volunteering as test-subject "Vault dwellers." The students and potential overseer would be locked in the simulator for four-week periods. When the Great War occurred, the simulator was testing Project Lembas, a denser, nutrient-rich food paste formulation that not only proved unpopular but caused rapid arterial plaque buildup and fatal heart attacks. With regular rations already exhausted, the overseer contacted his advisors outside to unlock the simulator two weeks early but received no response. The students revolted against the overseer, but were also unable to open the time-locked door and succumbed to starvation. Unlike the rest, it lacked the typical Vault door.
Whitespring Congressional Bunker
Active (2104)
The Whitespring Resort, West Virginia
(Savage Divide, Appalachia)
Fallout 76
The Whitespring bunker in Appalachia is a government fallout shelter officially meant to house members of the US senate to ensure continuity of government. It used Vault-Tec equipment, including a Vault-style main door.

Additional installations using Vault-Tec technology

References

  1. Newscaster: "Since debuting Vault 76 last year, in honor of America's Tercentenary, Vault-Tec continues to expand with plans for well over 100 Vaults around the country."
  2. Fallout: New Vegas Official Game Guide Collector's Edition pp. 316-318: "[2.24] Vault 3
    Vault 3, which is now completely within South Vegas Ruins (AKA "Fiend Territory") was once an ordinary, happy Vault. It wasn't built above a sulfur cave, or to feature Vault-Tec "experiments" that could drive dwellers mad. In fact, the place was functioning normally until a slight water leak turned the lower chambers soggy and forced the inhabitants out to the surface, in search of humanity on the topside. Instead, they met the Fiends."
    (Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)
  3. Vault 3 terminal entries; terminal, The Water Situation
  4. Vault 3 terminal entries; overseer's terminal, Thank You!
  5. The Courier: "Can you tell me what happened to the residents here?"
    Motor-Runner: "I guess it isn't a secret. Yeah, the residents of the Vault are all dead. We killed them. Funny thing is, they just let us in. We didn't have to force the doors or anything."
    (Motor-Runner's dialogue)
  6. The Courier: "What can you tell me about Vault 3?"
    Bryce Anders: "The inhabitants of the Vault were simple traders. They made a good living for themselves for a couple weeks. Then they caught the Fiends attention. I don't think they set up any kind of security, stupid fucks. They all got themselves killed. "
    (Bryce Anders' dialogue)
  7. The Chosen One: "{205}{}{How did you know when to leave the Vault? I heard the Vaults were isolated from the outside world.}"
    Joanne Lynette: "{216}{lyn020}{What you heard was incorrect. Our archives are quite clear: our Vault received the all-clear signal two years after being sealed.}"
    (Vclynett.msg)
  8. The Chosen One: "{273}{}{Speaking of the GECK, do you have another one that I could have?}"
    Joanne Lynette: "{314}{lyn039}{I'm sorry, but we used ours to start Vault City. I do not believe there were any spares, but you could check the Acquisitions Office. It is located by the entrance to our Vault.}"
    (Vclynett.msg)
  9. Vault City central computer: "{172}{}{Search archives for any mention of the Garden of Eden Creation Kit.}"
    "{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.}"
    (VICENCOM.MSG)
  10. Fallout: New Vegas Official Game Guide Collector's Edition p. '397-399: "[5.04] Vault 11
    Vault 11 was a social experiment Vault to see if the residents would periodically select and kill a fellow Vault dweller to avoid the threat of total Vault extermination. Each year, the Vault computer informed the residents that one currently living member of the Vault had to be placed in a special chamber, where they would be "terminated" for the good of the Vault. Failure to comply, the computer said, would result in a total and irrevocable shutdown of the Vault's life support. The Vault dwellers followed the instructions for decades, picking victims through numerous methods. But eventually, something changed...

    An old wooden door, in close proximity to a Hollowed-Out Rock, greets those who dare enter this rocky tomb."
    (Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)
  11. Automated solution response: "Congratulations, citizens of Vault 11! You have made the decision not to sacrifice one of your own. You can walk with your head held high knowing that your commitment to human life is a shining example to us all. And to make that feeling of pride even sweeter, I have some exciting news. Despite what you were led to believe, the population of Vault 11 is not going to be exterminated for its disobedience. Instead, the mechanism to open the main Vault door has now been enabled, and you can come and go at your leisure. But not so fast! Be sure to check with your overseer to find out if it's safe to leave. Here at Vault-Tec, your safety is our number one priority."
  12. 12.0 12.1 12.2 Fallout events
  13. 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.}"
    (Qhprzrch.msg)
  14. Fallout Bible 6: "64 years ago, a man named Jonathan Faust led his group of about 200 people from the overcrowded Vault into the wastes of the outside. It was there that his small band came to a small oasis in the middle of the desert. In the middle of this oasis was a large pit, almost like a crater. While resting and setting up camp, Faust decided to look into the pit. Darkness greeted him.
    When a member of the band called out to him, Faust turned, startled, and slipped into the Pit. He slid down twenty feet and then fell another 20 and broke his leg in the process. As he lay there dazed, a half dozen gigantic Pit Vipers slithered toward him. Not knowing what these things were, Faust was terrified. The group above heard one loud scream and then nothing. Three others went to look for him, but never came out.
    The small band, leaderless and stuck in the desert with no food and water, decided to stay at the oasis, at least for a little while. They covered the pit with a tarp and nailed spikes around it to keep whatever horror lived there encased there. They then set up their camp as far from the Pit as possible. Whatever was down in the Pit never bothered them. Days passed. The more influential of the group argued about what they were to do. There was talk of joining up with others from the Vault. There was talk about going back to the Vault.
    }}
  15. The Chosen One: "{156}{}{What can you tell me about Vault 15?}"
    Tandi: "{166}{tand8}{It's just east of here, an underground shelter from the war. Most families in NCR came from it, so it's rightfully ours.}"
  16. The Courier: "Where did you come from?"
    Lily Bowen: "I grew up in Vault 17. I never even saw the sun until I was 75 years old - that was when Super mutants raided the Vault and carried a lot of us off. {Aside}Yes, Leo, I'm getting to that part! {Back to player}They made me one of them, and they put me to work in an army that was going to conquer California."
    (Lily Bowen's dialogue)
  17. Vault 19 terminal entries
  18. Fallout: New Vegas Official Game Guide Collector's Edition pp. 299-300: "[1.21] Vault 19
    Vault 19's "social experiment" involved the segregation of the dwellers into two different colored sections, with minimal contact. After the sulfur from the cave system beneath the vault unexpectedly began to leak through the ventilation system, a sense of paranoia grew, and the place became abandoned, although records are pretty sketchy. The vault has two entrances: via a parking lot, or the caves themselves [1.S27]. The Great Khans avoided the place (as historically, they haven't had the best of times squatting in vaults) as they moved north. No other group has been aggressive enough to attempt to displace the Fire Geckos from the vault. Powder Gangers, searching for a place to turn into a base, explored the upper floor of Vault 19 and found that it was "mostly clear." Now they wait, with a fragmented leadership."
    (Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)
  19. Vault 21 terminal entries; Vault 21 guest terminal, History of Vault 21
  20. The Courier: "What does Mr. House have to do with Vault 21?"
    Sarah Weintraub: "Mr. House has everything to do with Vault 21. He tried to get us out before he filled it with concrete. I almost went ape! So, we convinced him - okay, Sheldon and I, right? We convinced him to leave the top level mostly intact!"
    (Sarah Weintraub's dialogue)
  21. The Courier: "Are you the owner of this hotel and shop?"
    Sarah Weintraub: "Well... it is my Vault, all right. I mean, yeah. That is, no. I take care of it but I suppose you could say that it belongs to Mr. House."
    (Sarah Weintraub's dialogue)
  22. Vault 22 terminal entries
  23. Randall Clark's journal; terminal, Year 2096 I.
  24. Last day of school
  25. The Courier: "Why did your ancestors leave the safety of a Vault?"
    Pete: "So you know about the Vaults! Yes, we lived in one of those. Ours was numbered 34. In our Vault, everyone had guns - but the overseer wouldn't let you fire off any of the really fun ones. I guess all the little pops and bangs at the firing ranges just got boring after a while!"
    (Pete's dialogue)
  26. The Courier: "Tell me about the Boomers."
    Robert House: "They occupied Nellis Air Force Base a little over 50 years ago. One of my Securitrons got some video of their arrival - and then... exploded. Odds are they were Vault dwellers. That's everything I know about them, really."
    (Robert House's dialogue)
  27. Vault 34 terminal entries; terminal, Overseer's Journal
  28. Vault 34 terminal entries; terminal, Warning: Reactor
  29. Fallout: New Vegas events.
  30. Vault 34 terminal entries; terminal, SOS
  31. See Vault 51 for references.
  32. Vault 75 terminal entries; Chief scientist's terminal, EXPERIMENTAL ABSTRACT
  33. 33.0 33.1 33.2 33.3 33.4 Citadel terminal entries; Vault-Tec terminal, Equipment Issuances
  34. Vault 76 terminal entries; overseer's terminal, Vault-Tec Report
  35. Fallout 76 events.
  36. Filtcher farm interview, Holland Chase Invoice 9021, Weigh station logs
  37. Vault 79 terminal entries; log: 230357ROCT77
  38. Vault 81 terminal entries; Old overseer's terminal, Prime Directive
  39. 39.0 39.1 39.2 39.3 39.4 39.5 Fallout 3 events.
  40. Vault 88 terminal entries; Vault 88 overseer's desk, Prime Directive
  41. Vault 94 terminal entries
  42. Vault 94 G.E.C.K. recording
  43. The Sole Survivor: "Tell me how we can clean you up."
    Cait: "Well... there might be a way, but it's not gonna be easy. There's supposed to be a Vault somewhere out here... a place called Vault 95. I've heard that Vault-Tec used it for some kinda social experiment... stuck a bunch of junkies inside to poke and prod. Well, they supposedly had some special method to clean up those blokes in there... some kind of a machine or somethin'. If we could get inside, maybe that machine could help me."
    (Cait's dialogue)
  44. Vault 96 terminal entries
  45. Fallout 3 Official Game Guide Game of the Year Edition p. 42: "Vault Dwellers
    Vault 101 was actually part of an unscrupulous social experiment. All of the other Vaults were intended to be opened at one point or another when the "all clear" signal was sent from Vault-Tec or the appropriate regulatory agency, and this indeed, did transpire, with almost universally horrific results. But Vault 101's secret plans were different: The doors were never scheduled to open. Ever. In fact, the Vault was supplied with just the type of equipment it would need to keep functioning indefinitely-like spare parts for the water processor. But this was just the beginning:
    The true experiment was even more devious and cunning. Although Vault 101 was about testing the human condition when a Vault never opened, this was only the first part of the plan. The "actual" experiment went far beyond that, and a select few knew the true nature; that this was to test the role of the Overseer. While the Overseer was able to interact (and even visit) the outside world via radio transmissions, and a secret tunnel from his sealed office, the rest of the inhabitants faced a much more dismal future: As far as they knew, Vault 101 was never sent an "all clear" signal, and faked radio transmissions described a nuclear-ravaged world gone mad, with absolutely no hope of existence outside of a Vault. The radio transmissions were actually recorded before the bombs even fell, and in many cases described a world even more horrible than the reality of the nuclear wasteland. The Vault 101 Overseer, like his counterparts in the other Vaults, was actually a planted Vault-Tec operative whose job it was to control the experiment from the inside.
    Aside from keeping up this ruse, the Overseer's other important role was to reinforce to the dwellers of Vault 101 that the outside world would never be habitable again, and that their only salvation was in the Vault. The Overseer prevented anyone from leaving the Vault, and made sure the Vault dwellers received their regular "transmission" from the outside world. People entered Vault 101 in 2077, just before the bombs fell.
    The Overseer died of natural causes 50 years later (in 2127), at the age of 84, after grooming a subordinate to continue the clandestine plan. The new Overseer led his people according to the same isolationist doctrine preached by his predecessor, but also attempted to garner as many senior Vault Dwellers to become complicit in this plan as possible. By 2277, the descendants of the Overseer had an entire generation of Vault Dwellers who were playing along with this plan, keeping the secrets from their children.
    The Overseer and his cronies continued to receive periodic information from the outside world, while those not in the know were told that things had gotten so bad that whoever was sending transmissions was no longer able to do so; reinforcing the thought that leaving the Vault was sheer suicide. The final piece of this grand experiment only truly began when the Vault Dwellers living in blissful ignorance finally realized the world outside could be accessed, and there was a possibility of life above ground. The experiment only really commenced when the Vault 101 door first opened, and a young dweller fled into the light."
    (Fallout 3 Official Game Guide faction profiles)
  46. Vault 111 terminal entries; Security Terminal
  47. Fallout 4 events.
  48. Vault 114 terminal entries; Vault-Tec terminal, PRIVATE: Science Staff Only
  49. Vault 118 terminal entries; overseer's terminal
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