This article lists all known Vault-Tec Corporation vaults. More information can be accessed on the vault page.
List of known vaults
Designation | Description | Status | Location | Appearances |
---|---|---|---|---|
Los Angeles Vault | 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.[1] | Destroyed (2162) | Los Angeles, California (Cathedral, New California) |
Fallout Fallout Bible |
Unfinished Vault | A construction site in a cave north of Vault 13 and Vault 15. | Incomplete | Northern California (New California) |
Fallout 2 |
Vault-Tec: Among the Stars | A Vault-Tec demonstration vault, located in the Galactic Zone of Nuka-World. It 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 doors (which do open and close 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. | Failed | Nuka-World, Massachusetts (Galactic Zone, Nuka-World) |
Nuka-World |
VTU Simulation Vault | 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 which 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. | Failed | Morgantown, West Virginia (The Forest, Appalachia) |
Fallout 76 |
Vault 3 | 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] | Failed | West of Las Vegas, Nevada (New Vegas, Mojave Wasteland) |
Fallout: New Vegas |
Vault 8 | 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] | Opened successfully | Northern Nevada (Vault City, New California) |
Fallout 2 Fallout Bible |
Vault 11 | 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 doors were 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] | Failed | Southeast of Las Vegas, Nevada (New Vegas, 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.[1] | Abandoned (2162) | Bakersfield, California (Necropolis, New California) |
Fallout Fallout Bible |
Vault 13 | 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.[12] The Vault Dweller emerged from here in 2161, in search of a replacement water chip for the vault.[1] | Emptied (2242) | California (New California) |
Fallout Fallout 2 Fallout: New Vegas (mentioned-only) Courier's Stash (mentioned-only) Fallout Bible Fallout: Brotherhood of Steel (mentioned-only) |
Vault 15 | The vault was intended to stay closed for 50 years and include people of radically diverse ideologies. Its residents emerged in 2097,[13] eventually forming three raider groups: the Khans, Jackals, and Vipers, and Shady Sands, which would become the New California Republic.[14] | Reoccupied (2242) | Southern California (New California) |
Fallout Fallout 2 Fallout Bible |
Vault 17 | The vault was raided by the Unity in 2155. Its inhabitants were taken prisoner and subsequently turned into super mutants.[15] | Emptied (2155) | Unknown | Fallout: New Vegas (mentioned-only) |
Vault 19 | 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,[16] and eventually a civil war between the two groups ended up in the complete collapse of the vault.[17] | Failed | Red Rock Canyon, Nevada (New Vegas, Mojave Wasteland) |
Fallout: New Vegas |
Vault 21 | 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. It was subsequently filled with concrete and converted into a novelty hotel run by Sarah Weintraub.[18][19][20] | Converted | Las Vegas, Nevada (New Vegas, Mojave Wasteland) |
Fallout: New Vegas |
Vault 22 | 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.[21] Survivors of the outbreak abandoned the vault and headed to Zion Valley, spreading the spores across the wastes.[22] | Failed | West of Las Vegas, Nevada (New Vegas, Mojave Wasteland) |
Fallout: New Vegas Honest Hearts (mentioned-only) Old World Blues (mentioned-only) |
Vault 29 | This vault was located on the West Coast, and housed the children of affluent parents.[23] | Unknown | West Coast | 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. 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.[24][25] Eventually, a riot damaged the vault's reactor, leading to flooding and radiation that caused ghoulification for many dwellers.[26][27] By 2281, only a handful of the vault's residents remained.[28][17] | Failed | East of Las Vegas, Nevada (New Vegas, Mojave Wasteland) |
Fallout: New Vegas Fallout Bible |
Vault 43 | Populated by twenty men, ten women, and one panther.[29] | Unknown | Unknown | One Man, and a Crate of Puppets |
Vault 51 | 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 the ZAX decided that unsuitable candidates needed to die 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 in 2102 and sought help in destroying ZAX, but died in the wilderness before he could do so.[30] | Failed | Northwestern West Virginia (The Forest, Appalachia) |
Fallout 76 |
Vault 63 | Unknown. | Unknown | South of Lewisburg, West Virginia (Ash Heap, Appalachia) |
Fallout 76 |
Vault 69 | Of the one thousand people who entered, there was only one man.[29] | Unknown | Unknown | One Man, and a Crate of Puppets Fallout Bible Van Buren concept art |
Vault 75 | 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.[31] | Failed | Malden, Massachusetts (The Commonwealth) |
Fallout 4 |
Vault 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' tercentenary.[32][33][34] | Opened successfully | North of Flatwoods, West Virginia (The Forest, Appalachia) |
Fallout 3 (mentioned-only) Mothership Zeta (mentioned-only) Fallout 4 (mentioned-only) Fallout 76 |
Vault 77 | Populated by one man and a crate of puppets.[29] | Abandoned (December 2079) | East Coast (presumably) | One Man, and a Crate of Puppets Fallout 3 (mentioned-only) |
Vault 79 | 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.[35] Soldiers from the U.S. military staffed its entrance.[36] | Active (2103) | Northern West Virginia (Savage Divide, Appalachia) |
Fallout 76 |
Vault 81 | 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.[37] 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. | Experiment scuttled, still occupied (2287) | Boston, Massachusetts (The Commonwealth) |
Fallout 4 |
Vault 87 | 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.[32][38] | Failed (2078) | Virginia (Capital Wasteland) |
Fallout 3 Fallout 4 (mentioned-only) |
Vault 88 | 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.[39] | Incomplete (2287) | Boston, Massachusetts (The Commonwealth) |
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.[32][38] | Failed | Olney, Maryland (Old Olney, Capital Wasteland) |
Fallout 3 |
Vault 94 | 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.[40] 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.[41] | Failed | North of Harpers Ferry, West Virginia (The Mire, Appalachia) |
Fallout 76 |
Vault 95 | 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.[42] | Failed | Massachusetts (The Commonwealth) |
Fallout 4 |
Vault 96 | 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.[43] | Unknown | South of Huntersville, West Virginia (Savage Divide, Appalachia) |
Fallout 76 |
Vault 101 | 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.[44] The Lone Wanderer emerged from here in 2277, in search of their father, James.[38] | Unknown | West of Springvale, Virginia (Capital Wasteland) |
Fallout 3 Fallout 4 (mentioned-only) Fallout 76 (mentioned-only) |
Vault 106 | 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.[45][32][38] | Failed | Virginia (Capital Wasteland) |
Fallout 3 Fallout Bible |
Vault 108 | 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.[32][38] | Failed | South of Canterbury, Maryland (Capital Wasteland) |
Fallout 3 |
Vault 111 | 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 an 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] | Failed | Sanctuary Hills, Massachusetts (Sanctuary, The Commonwealth) |
Fallout 4 |
Vault 112 | 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.[38] | Failed | Virginia (Capital Wasteland) |
Fallout 3 |
Vault 114 | 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] | Incomplete | Boston, Massachusetts (The Commonwealth) |
Fallout 4 |
Vault 118 | 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] | Active (2287) | Mount Desert Island, Maine (The Island) |
Far Harbor |
Semi-canon, non-canon and vaults of unknown canonicity
The vaults in the following list were created for games that were canceled 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 |
---|---|---|---|
Burkittsville Vault | An unnamed vault near Burkittsville mentioned in the Hamilton's hideaway terminal entries. Outside of the vault, cannibals wait to ambush those seeking refuge in the vault. | Burkittsville, Maryland | Fallout 3 cut content |
Secret Vault | A secret vault dedicated to protect high-members of Vault-Tec 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 |
Vault 0 | A special vault designed to "monitor and control" other vaults, maintain the geniuses of the pre-War United States in cryogenic stasis and improve the future wasteland conditions with a robot army. | Cheyenne Mountain, Colorado | Fallout Tactics |
Vault 1 | A vault that a US Army soldier named Corporal Armstrong escorts the player character to, with Frank the Underseer running the facility until the overseer arrives. | Great Midwest Commonwealth | Van Buren tech demo |
Vault 6 | The vault's original purpose in the Vault Experiment was that it allowed small doses of radiation to leak into the vault once a day, resulting in the population turning into an aggressive pack of extremely irradiated feral ghouls. | Mount St. Helens, Washington | Fallout Extreme |
Vault 7 | Unknown. | New California, Capital Wasteland, The Commonwealth, The Pitt, and/or Far Harbor | Fallout: The Board Game add-on New California |
Vault 10 | Unknown. | Mentioned in The Art of Fallout 4. | Fallout 4 cut content |
Vault 17 | Unknown. | Mentioned in The Art of Fallout 4. | Fallout 4 cut content |
Vault 24 | Unknown, any information in existence is based on cut content for a vault suit. | Unknown | Fallout: New Vegas cut content |
Vault 27 | Deliberately overcrowded with a total of 2000 people assigned to enter (double the total sustainable amount).[45] | Unknown | Fallout Bible |
Vault 29 | The vault is located in Colorado. According to the Fallout Bible, 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.[45] | Abandoned by 2253.[45] | Fallout (mentioned-only) Fallout Bible Van Buren Fallout: Brotherhood of Steel (mentioned-only) |
Vault 36 | Food extruders were designed to produce only a thin, watery gruel.[45] | Unknown | Fallout Bible |
Vault 39 | The original purpose of Vault 39 is unknown, but due to Miles Reese experimenting with the G.E.C.K., it became a jungle with hostile plant life, similar to Vault 22. | Abilene, Texas | Fallout: Brotherhood of Steel 2 |
Vault 42 | No light bulbs of more than 40 watts were provided.[45] | Unknown | Fallout Bible |
Vault 44 | The vault contained a secret section housing various dangerous creatures, with robots guarding and feeding them as scientists performed their research. Unfortunately, all of the automated systems combined with the electric chains used to secure the creatures drew too much electricity from the rest of the vault. The vault dwellers all eventually perished. | New California, Capital Wasteland, The Commonwealth, The Pitt, and/or Far Harbor | Fallout: The Board Game add-on New California |
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.[45] | Unknown | Fallout Bible Fallout 3 concept art |
Vault 55 | All entertainment tapes were removed.[45] | Unknown | Fallout Bible |
Vault 56 | All entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55.[45] | Unknown | Fallout Bible |
Vault 65 | Unknown purpose. It was cut at some point during the development of Fallout 76, though collision layers and a Vault 65 trunk still exist in the game files. | Appalachia | Fallout 76 cut content |
Vault 68 | Of the one thousand people who entered, there was only one woman. | Unknown | Fallout Bible |
Vault 70 | All jumpsuit extruders fail after 6 months. Most of the inhabitants were Mormons. The city of New Canaan was founded by the vault dwellers after they left the vault. | Salt Lake City, Utah | Fallout Bible 0 Van Buren |
Vault 74 | Unknown. In the tutorial, it is a very small vault consisting only of the overseer's office, atrium, clinic, and quarters (blocked). | Unknown | Fallout 3 modding tutorial[50] |
Vault 84 | Elections held every year to exile one citizen for being a "traitor." | Capital Wasteland, The Commonwealth, The Pitt, and/or Far Harbor | Fallout: The Board Game |
Vault 100 | Unknown. | Mentioned in Fallout 3 game files with an unused Vault 100 jumpsuit icon. | Fallout 3 cut content |
Vault 109 | The vault included very high end fashion and products from Mary May, Ticknor and Fields and Fallon's. It is currently irradiated for unknown reasons. | Capital Wasteland, The Commonwealth, The Pitt, and/or Far Harbor | Fallout: The Board Game |
Vault 113 | Unknown. | Mentioned in Fallout 4 game files and The Art of Fallout 4. | Fallout 4 cut content |
Vault 117 | Unknown, shown on a map north of Jamaica Plain before being cut sometime during the development of Fallout 4. | The Commonwealth | Fallout 4 cut content The History of Bethesda Game Studios |
Vault 120 | Unknown purpose. It contained an airlock, research station and an area known as "Stellwagen Gorge." It was located underwater near Boston. | The Commonwealth | Fallout 4 cut content Fallout 76 cut content |
Vault 121 | Unknown, shown on a map where Vault 95 exists in-game before being cut sometime during the development of Fallout 4. | The Commonwealth | Fallout 4 cut content The History of Bethesda Game Studios |
Vault 000 - Vault 999 | The player has the role of overseer. With no vault experiment to speak of, all vaults act as control vaults and their fates are left in the hands of the player. These vaults function more like settlements than vaults. Residents of the post-war wasteland are welcome to move in and work. The overseer (player) has absolute power over his or her dwellers, being able to kick them out of the vault, pick their partner and even send them on Vault-Tec issued quests. Some quests feature Vaults with a number in this range. | (Player-created vaults) | Fallout Shelter |
Other installations using Vault-Tec technology
- The securitron vault, built by Robert House to protect and conserve its securitron army from damage caused by the Great War, used walls and reinforcement modeled on Vault-Tec vaults.
- There is a vault exhibit in Washington D.C. inside the Museum of Technology.
- There is a vault under Nuka-World built to preserve John-Caleb Bradberton, founder of the Nuka-Cola Corporation.
- The Whitespring bunker, a government fallout shelter officially meant to house members of the US senate to ensure continuity of government, used Vault-Tec equipment, notably a vault-style main door.
Notes
- In the Vault-Tec headquarters, a vault door can be seen hanging from the ceiling to the right of the lobby. It is a copy of the Vault 101 door, right down to the number on the center.
- There is another vault exhibit in Washington D.C. inside the Museum of Technology. The number on the door is 106. This one, however, though containing the same materials for walls and lighting is only 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.
- In Fallout 3, a Vault 77 jumpsuit is acquirable at Paradise Falls along with a holodisk detailing its disturbing nature.
- The Wastelad holotape game in Fallout 76 features two fictional vaults: Vault 1, a patriotic vault and the home of the game's protagonist, and Vault 2, a sports-obsessed vault.
- Vaults 31, 93, 120, 144, 177, 189, 199, 226, 232, 233, 242, 261, 314, 315, 317, 322, 333, 390, 404, 428, 450, 505, 512, 525, 666, 700, 711, 730, 778, 789, 813, 819, 840, 850, 899, 909, 923 and R41D appear as dungeons in Fallout Shelter, though they are not considered canon.
- Several vaults also appear in Bethesda Pinball's Fallout table, which are Vault 33, which contains a Strength bobblehead; Vault 41, which contains a Perception bobblehead; Vault 66, which contains an Endurance bobblehead, Vault 99, which contains a Charisma bobblehead; Vault 103, which contains an Intelligence bobblehead, Vault 107, which contains an Agility bobblehead; and Vault 113, which contains a Luck bobblehead.
References
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