Vault-Tec Corporation (also referred to as Vault-Tec Industries) was a pre-War defense corporation which won the federal government contract to design and implement a network of bunkers designed to protect the population of the United States from nuclear holocaust, known as the vaults.
The origins of the Vault network date back to early 2050s, when the Euro-Middle Eastern War, the New Plague, and the collapse of the United Nations resulted in a nation-wide scare. In response, the government set Project Safehouse in motion in 2054. This massive national defense endeavor was intended to create shelters that would protect the population in the event of a nuclear war or plague. Breakthroughs in construction technology allowed for these gargantuan bunkers to be constructed at a rapid pace. The impoverished government was forced to finance the project with junk bonds and even then, only commissioned 122 of these shelters nationwide, allowing less than 0.1% of the population to save their life in the event of the holocaust. The sheer cost of a single vault was staggering: The intended budget for Vault 13 was $400 billion dollars, and by the end of its construction the total costs reached $645 billion, well over 150% of the initial figure. As crucial elements of national defense, much of the project was classified and protected under the New Amended Espionage Act, which encouraged embezzlement and corruption.
Following the success of Vault-Tec's demonstration vault built near their headquarters in Los Angeles at the time, the company won the bid for the construction of the shelters. The building of the shelters proceeded rapidly and most were completed by 2063, although the construction of several vaults was delayed, particularly Vault 13 (which only started construction in August 2063) and the network surrounding Washington, D.C. Some vault construction was delayed due to work stoppage. Ongoing drills in completed vaults slowly create a Cry Wolf effect: Turnouts for the drills fell as the years went on, further limiting the vaults' role in ensuring the survival of humanity.
Additional problems were caused by the consistent mismanagement, corruption, and embezzlement that seemed to define Project Safehouse before the War. Yet for all these problems, Vault-Tec was able to create a number of miraculous technologies and develop shelters that legitimately protected the inhabitants, as long as they worked properly, of course. Vault-Tec even advertised vaults in newly annexed Canada, though these were in the early stages of completion. Of course, it was also a tremendous success for the company, allowing it to relocate its headquarters to Washington, D.C..
Naturally, this smokescreen obscured the fact that the shadow government never intended for Vaults to be shelters for preserving humanity. After establishing control over Project Safehouse, they subverted it to their own ends. Rather than act to save humanity, vaults were built to test their population as part of the Societal Preservation Program. Only 17 of the Vaults were designed to work properly as control vaults. The 105 other vaults featured a variety of scenarios, ranging from annoying to downright lethal, to gauge how humans acted in these scenarios for their own, nefarious purposes. Some were not provided with enough food synthesizer for their population, others had only men in them, or were designed to open prematurely. The purpose of this experiment was to gather data for the Enclave's own projects, the exact purpose of which is unclear.
Additionally, Vault-Tec had its own plans for vaults, using them as test environments to create technologies that could be used to redefine society. For this purpose, an entire vault was set aside to act as proving grounds intended to test a variety of prototype devices with the aim of rolling them out through the rest of the vaults. Once Vault 88 was fully operational, the company expected to roll out new devices every fiscal quarter. Unlike other vaults, Vault-Tec would send test subjects before any disaster scenario, starting in early 2078. Human lives were considered irrelevant, with quick iteration time given a priority. The prototypes were meant to convert "useless" exercise into a socially-useful activity, manipulate the moods of the dwellers or even develop crude forms of mind control. Ethical concerns were dismissed as counter-productive and close-minded.
When October 23, 2077, came and the Great War took place, the Vault-Tec air raid sirens blared, but the Cry Wolf effect resulted in just a fraction of people going into the vaults. They were sealed and the experiments entered their decisive phase. The control vaults functioned as intended and protected their populations. Others, however, were not so lucky. Within the next few decades, many vaults would fail as a result of their experiments. The few that did survive would often prosper. In 2091, after receiving the all-clear signal, Vault 8 opened and Vault City was founded. A year later, the demonstration vault in the ruins of LA opened. The inhabitants founded Adytum in what became known as the Boneyard.
The primary focus of Vault-Tec was the development of a line of nuclear war defense installations and the technology necessary for their construction. Although their most recognizable product remains the venerable Vault, the company has also developed cheaper alternatives, like the Series 1000 shelter, and contracted its technologies out to other entities requiring a reliable, proven pipeline for constructing subterranean bunkers. Vault-Tec's technology is generally reliable and of very high quality, and a testament to the corporation's capabilities at its best. Its proprietary inventions, designed to improve the quality of life of a Vault dweller, include SimuSun Lighting, Floorsuck Autocleaner Systems, Culinator 3000 Kitchen Systems, Entertainotron Rooms and Eye-On-You Cameras.
Apart from heavy construction and technologies necessary for sustaining a population underground, Vault-Tec has also developed nuclear reactors, medical devices, such as the organ extractor, motion sensors based on Wattz Electronics' designs, and even the SimTek 5000 virtual reality simulation suite for accustoming Vault dwellers with the outside and the Vault-Tec Assisted Targeting System for facing any threats.
A division of Vault-Tec, tasked with developing cutting edge technologies to allow Vault dwellers to brave the horrors of a post-nuclear world. Their crown achievement is, of course, the Garden of Eden Creation Kit.
Vault-Tec was a coin with two sides. To the casual observer, it was the very example of corporate America at its very best: A large exposition at the Museum of Technology in the capital was designed to promote their shelters and explain their functionality, while promotional tours and awarding of prizes like the Pressed Vault Suit Award were also used to promote a positive image of the company. An attraction at Nuka-World also highlighted an idealistic public image of what Vaults could do for mankind off-world. A massive merchandise line developed to promote Vaults and the company was also a part of their efforts and included baseball caps, lunchboxes, T-shirts, leather bomber jackets, golf tees, drink cozys, Vault-Tec bobbleheads (and the matching Bobblehead collector's stand), as well as Limited Edition snow globes showcasing landmarks around the nation.
However, the reality for Vault-Tec employees was completely different. Employees received the Vault-Tec employee handbook, a monumental publication which outlined everything about the company and its procedures, down to bathroom breaks. The regulations were nothing less than draconian and oppressive: Vault-Tec's human resources and administration division considered 2.25 minutes (135 seconds) to be the reasonable length of a bathroom break. Exploitative and abusive labor practices seemed to be the norm. Worse yet, as a strategic defense contractor for the government, Vault-Tec's affairs and all related publications (including, for example, the Vault Dweller's Survival Guide) were protected by the New Amended Espionage Act and any whistle blowing attempts would likely hurt the whistle blower more than the corporation.
Vault-Tec was authorized to carry out drills for citizens selected for inclusion in the Vaults and operated its own alert system. Beta alert drills were carried out at regular intervals (sometimes as many as five a week) to test admission protocols and prepare the future Vault dwellers for an orderly admission into the Vault, in case of an Alpha Alert. Members of the experimentation staff were expected to participate in the drills each time. Compliance and secrecy were accomplished simply by providing the scientists (frequently graduates or even students) with a hefty paycheck, supplanted by the implied threat of force should they decide to blow the whistle.
- The vaults
- Equipment and supplies for the vaults
- Nutritional Alternate Paste Program (NAPP) food paste developed by Vault-Tec in conjunction with the federal government.
- Garden of Eden Creation Kit or G.E.C.K., developed by Future-Tec, a division of Vault-Tec.
- Vault-Tec vending machine
- The Vault-Tec Assisted Targeting System or V.A.T.S.
- Vault-Tec promotional lunchbox
- Vault-Tec t-shirts
- Vault-Tec golf tees
- Vault-Tec promotional Vault Boy bobbleheads.
- Vault-Tec bobblehead collector's stand
- Vault-Tec limited edition snow globes
- ZAX AI units
- ARIC-4 AI
- Survival handbooks, including the Vault Dweller's Survival Guide
- Vault-Tec employee handbook
- Vault Boy's Big Book of Laughs for Kids
- Tranquility Lane simulation
- Series 1000 shelter
- Vault-Tec Population Management System
- Vault-Tec water pump
- Vault-Tec reactor
- Vault Star super-reactor
- Power Cycle 1000
- Soda fountain
- Red Menace
- My stash box
- Vault-Tec supply packages
- Vaults 1 - 122
- Vault-Tec national headquarters, located in Los Angeles near the demonstration vault.
- Vault-Tec headquarters, Vault-Tec's Washington, D.C. regional headquarters, located in Vernon Square and serving the Columbia Commonwealth.
- Vault-Tec Regional HQ, Vault-Tec's Boston headquarters, located in Beacon Hill and serving the New England Commonwealth.
- Vault-Tec: Among the Stars, an attraction at the Nuka-World amusement park showcasing a potential extraterrestrial vault using contemporary Vault-Tec equipment.
- Vault-Tec University, located in Morgantown, West Virginia, and also known as VTU, it served to train potential vault staff and overseers for vaults across the country.
- Albert Leris, the first overseer of Vault 106 and its development.
- Andersen, chief of security of Vault 88.
- Antonio Salavar, submitted an overseer suggestion, his ex-wife, for Vault 94
- Bailey, scientist in Vault 22.
- Bennison, a physician in Vault 92.
- Brody Jones, first overseer of Vault 108.
- Calculator, artificial intelligence made up of connected human brains, it was intended as the post-War head of the Societal Preservation Program, and directed oversaw all vaults.
- Carl Maynard, chief engineer of Vault 92.
- Daniel Koster, engineer in Vault 87.
- Duncan, was to be the first overseer of Vault 81, but fell ill.
- Erik DeMarcos, senior professor at Vault-Tec University, overseer of Vault 96, and developer of the Vault-Tec Emergency Management system.
- Filo, scientist in Vault 87.
- Frank Davidson, manager of the Vault-Tec Regional HQ building in Boston.
- Gibson, chief scientist of Vault 75.
- Giles Mainsgrove, member of the special projects division.
- Giles Wolstencroft, assistant chief executive officer.
- Harrison Peters, scientist in Vault 22.
- Henderson, an underperforming employee working on an unknown vault in the Boston area
- I. Lambe, scientist and Vault 75 planner.
- Jane Myers, the Vault 95 overseer.
- Jerec Maddix, first chief of security of Vault 108.
- Jim Flint, Vault 81 secret scientist.
- Joanne Strausser, public relations executive.
- John Malleus, chief scientist of Vault 92.
- Kenneth Collins, Vault 81 secret scientist.
- Martin Reid, a scientist working at the Vault-Tec Regional HQ in Boston.
- Mathers, a scientist in Vault 22.
- M. Burrow, Vault 81 secret scientist.
- Nathan Auragen, first morale officer of Vault 108.
- O. Olivette, the first overseer of Vault 81.
- Parker Livingsteen, recording studio supervisor of Vault 92.
- Peterson, Vault 108 scientist.
- Ralph Jones, New England Commonwealth regional manager.
- Randall Gutierrez, Vault 95 observer.
- Richard Rubin, Vault 92 overseer.
- Rosario, employee and associate of Olivette.
- Sharon, an employee at the Boston Vault-Tec Regional HQ, who mysteriously disappeared.
- Stanislaus Braun, head of Future-Tec, director of Vault-Tec's Societal Preservation Program, and overseer of Vault 112.
- Soup Can Harry, Vault 114 overseer.
- Stanley, security guard in Vault 111.
- Ted Riley, research and development team leader.
- Valery Barstow, first overseer of Vault 88.
- Vault-Tec rep, representative of Vault-Tec in 2077, informed the Sole Survivor that their family has been approved to move into Vault 111, lives as a ghoul in Goodneighbor as of the year 2287.
- Vault 76 overseer, originally assigned to Vault 101, eventually went to Vault 76 and led its residents.
- Vault 101's original overseer, first overseer of Vault 101.
- Vault 111 overseer, overseer of Vault 111 and creator of the Cryolator.
- V. Schlett, scientist and Vault 75 planner.
- Walter Scott, shipment manager of the Vault-Tec Regional HQ in Boston.
- Wayne Merrick, chief physician of Vault 87.
- Zachary K. Jameson, first chief of staff of Vault 108.
- Zack Foxworthy, engineer in Vault 92.
- The company is sometimes referred to as Vault-Tek, Vault-Tech, VaulTek, and Vaultex. According to the Fallout Bible 0, Vault-Tec is the correct spelling.
- Vault-Tec's phone number was 1-888-482-858-832. (1-888-4VAULT-TEC)
- The exact date that Vault-Tec was founded is unknown. The earliest date shown is 2031, when Vault-Tec purchased and rebranded Morgantown University as Vault-Tec University.
- Vault-Tec vaults and technology appear in all of the Fallout games.
- Outside of the Fallout series, the Vault-Tec logo also appeared in the 2016 reboot of Doom (published by Bethesda Softworks) on certain doors in the UAC facility on Mars. Vault-Tec is also mentioned in RAGE.
Behind the scenesEdit
- The vault experiment was an idea created by Tim Cain during the initial stages of Fallout 2 development.
- The player character was intended to discover Vault-Tec's complicity in the grand social experiment by unearthing files hidden in the computers at Vault 8 and Vault 13, describing the purposes of the respective vaults and their history.
- The Vault-Tec building seen in the Fallout 2 intro is a still from the 1990 classic noir film, Dick Tracy, resized and slightly modified.