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[[File:Votf.jpg|thumb|220px|Vault-Tec advert and in-game town map of [[Vault 13]]]]
 
[[File:Votf.jpg|thumb|220px|Vault-Tec advert and in-game town map of [[Vault 13]]]]
[[File:Vaultboyvaultentryrenovated.jpg|thumb|220px|A pre-War Vault-Tec advertisement]]
 
[[File:Vault 101.jpg|thumb|220px|Inside [[Vault 101]]]]
 
[[File:Vault111Opening.png|thumb|220px|The vault door opening to [[Vault 111]]]]
 
   
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A '''Vault''' is a hardened subterranean installation designed by [[Vault-Tec Corporation]] on commission from the [[Federal government|U.S. government]] to protect a selected fragment of the [[United States of America|United States]] population from nuclear holocaust in a secure underground bunker, so that America could be repopulated. Installations built as part of the Vault-Tec Societal Preservation Program commonly claimed to have a chance to fail equal to 1,763,497 to 1; however, reality was a far cry from this bold claim.<ref>[[Vault 101 PA System]]: "Did you know - the odds of a Vault-Tec shelter failing are 1,763,497… to 1?"</ref>
A '''vault''' is a type of subterranean installation initially designed by the [[Vault-Tec Corporation]], later constructed in collaboration with [[RobCo Industries]].<ref>[[Vault 101 PA System]]: "Did you know that the Vault-Tec/RobCo partnership is considered the most successful venture in the history of American industry?"</ref> Officially, they were designed for the sole purpose of sheltering up to one thousand citizens each in the event of a nuclear holocaust; however, in reality, they were a series of secret experiments orchestrated by the [[United States]] government.
 
   
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For a list of known Vaults, please see [[List of Vaults|this article]].
==Background==
 
Commissioned by the U.S. government in [[Timeline#2054|2054]] as part of "Project: Safehouse," also known as the "Societal Preservation Program," the Vault-Tec Corporation constructed 122 vaults across the country.<ref name="Fallout Bible 0">[[Fallout Bible 0|''Fallout Bible'' #0]]</ref> However, at the onset of the [[Great War]] in [[Timeline#2077|2077]], most vaults were sealed without many of their intended inhabitants, a result of the “cry wolf effect"<ref>[[wikipedia:The Boy Who Cried Wolf|The Boy Who Cried Wolf]]</ref> that previous training drills had on the populace.
 
   
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==Description==
The first vault was constructed beneath [[Boneyard|Los Angeles]], and was intended to demonstrate the viability of such a facility. Unlike subsequent installations, this [[Los Angeles Vault|demonstration vault]] was not part of the ulterior experiments behind Project: Safehouse. By 2063, most of the vaults had finished construction, with the exceptions of [[Vault 13|13]], [[Vault 76|76]], [[Vault 114|114]], [[Vault 118|118]] and [[Vault 88|88]]. [[Vault 112]] is the last known construction on record, completed in June of 2074.
 
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===Construction===
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[[File:Fo4VW Vault 88 Construction Site.jpg|right|300px|thumb|[[Vault 88]]'s primary construction site, demonstrating typical late model construction efforts: Railway deliveries, heavy equipment, prefabricated elements, and large caverns shored up to withstand intense construction.]]
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A typical Vault is built deep underground in a geologically stable area (typical choices include mountain ranges<ref>[[Vault 13]]</ref> and remote areas away from population centers),<ref>[[Vault 106]]</ref> but Vaults have also been built below the foundations of modern cities.<ref>[[Vault 12]]</ref> in order to survive the effects of a nuclear blast.<ref>[[Vault Dweller's Survival Guide]] p.1–2: ''"Vault-13 is designed to provide protection from the effects of a nuclear blast. To better understand the protection provided, we have included a section from the High Energy Weapons FAQ that explains how a nuclear blast causes damage."''</ref> Vault-Tec method was patented as the Triple-S Technology (Safety, Survivability and Sanitation),<ref>[[Museum of Technology]] vault system tour: ''"Triple-S Technology is Vault-Tec's convergence of the three most important parts of apocalyptic endurance: Safety, Survivability and Sanitation!"''<br/>([[Vault-Tec exhibit messages]])</ref> to provide a maximum of comfort to the inhabitants without compromising their safety. Vaults were typically built using reinforced concrete and solid metal sheeting to ensure durability and longevity of the shelter construction.<ref>Vault appearance in the games.</ref> The primary protection came in the sheer amount of earth covering: [[Vault 13]] was shielded by 3,200,000 tons of soil, at 200 feet (60m) of thickness,<ref name="V13 stats" /> while Vault 88 was sheltered by granite deposits common to [[Quincy Quarries|Quincy]].<ref>Location of Vault 88.</ref>
   
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Entrance into the Vault was controlled by a [[Vault door#External doors|Vault blast door]] and an airlock.<ref>Vault appearance in ''[[Fallout]]'', ''[[Fallout 2]]'', ''[[Fallout 3]]'', and ''[[Fallout: New Vegas]]''.</ref> The Vault doors had a projected 2% failure rate in case of a direct hit by a [[Intercontinental ballistic missile|nuclear missile]].<ref>[[Museum of Technology]] vault system tour: ''"Sleep in quiet comfort knowing that our impenetrable vault doors can withstand a direct hit by an atomic bomb with only a projected 2% failure rate."''<br/>([[Vault-Tec exhibit messages]])</ref> The only known vault to have been hit by a [[Nuclear weapons|nuclear weapon]] is [[Vault 87]] and the blast damaged the door beyond repair.<ref>{{Icon|cut}} [[Vault 87 terminals#Vault 87 overseer's terminal|Vault 87 overseer's terminal]]: ''"The main door to Vault 87 is damaged beyond repair and we are detecting extremely high levels of lethal radiation outside and in the entry tunnel.."'' </ref> Some Vaults featured additional protective measures, such as an additional external blast door and reinforced access corridor, like [[Vault 8]], or were accessed vertically through an elevator inside a protective dome that caused to blast wave to sweep over the dome and leave the Vault door intact, as is the case with [[Vault 111]]. Regardless of the presence of these measures, all entry points into a Vault were overpressurized to keep contaminants out.<ref>[[Fallout 4 trailer]]</ref>
==Overview==
 
The vaults were some of the most expensive shelters in the pre-War world. According to the [[Vault Dweller's Survival Guide]] for [[Vault 13]] (otherwise known as the Fallout manual), the intended budget for that particular installation was 400 billion dollars, and by the end of its construction reached $645 billion (although it should be mentioned that prices in the Fallout setting are highly inflated; in ''[[Fallout Tactics: Brotherhood of Steel|Fallout Tactics]]'' there are gas station signs listing regular gas at $1450.99, and there are advertisements for vehicles in ''Fallout 3'' loading screen slides for "Only $1,000,000."). The vaults were located in various locations, and little information is available as to why those particular sites were chosen.
 
   
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The precise method of constructing Vaults evolved greatly as Vault-Tec accumulated experience in constructing these vast underground shelters. The first Vaults were built using current-generation technologies, combining prefabricated elements with poured concrete and modular machines and electronics. The [[demonstration Vault]] built in [[Los Angeles]] set the standard for this first generation of Vaults built in [[California]], which used the same kind of technology used for military and industrial construction, such as [[Gecko (town)|nuclear reactors]], [[Mariposa military base|military bunkers]], or [[West Tek Research Facility|corporate research facilities]].<Ref>Similarity of assets used to depict the locations in ''Fallout'' and ''Fallout 2''.</ref> Vault-Tec quickly started implementing its own, purpose-built technologies. Vaults started becoming more and more modular, using entire prefabricated sections built to spec on the factory floor and assembled on site. Many second-generation Vaults exhibited a combination of both old and new technologies, with the only fully next-generation Vaults built on the East Coast, in [[Boston]] and [[West Virginia]].<ref>The evolution of Vault technologies between ''Fallout'' and ''Fallout 4'' follows a path of technological progression and refinement.</ref> These Vaults were built entirely using prefabricated sections complete with all the necessary infrastructure, fixtures, and fittings, greatly reducing construction times.<ref>''Vault-Tec Workshop'' components.</ref>
Each vault was designed to hold one thousand occupants at any given time, although hot-bunking was required at maximum capacity, and equipped with all facilities and supplies needed by them to survive in isolation for the designated time. According to the [[Vault 101 PA System]], the life support system could work for over 900 years without failure, and the odds of a vault failing were 1,763,497 to 1. In addition, the PA system also stated that the average life expectancy in a properly maintained vault is 92.3 years.<ref>Vault 101 Announcement system: "Did you know - the average life expectancy of a resident in a properly maintained vault is 92.3 years?"</ref> The facilities and supplies for Vault 13 included complete construction equipment, hydro-agricultural farms, a water purification system, defensive weaponry to equip 10 people, communication systems and surface monitors, social, and entertainment files (for total duration). Waste management was conducted by burning trash on scheduled "burning days." Larger incinerator receptacles were used for the destruction of human corpses. In addition, some vaults received one or two [[Garden of Eden Creation Kit|G.E.C.K.s]], intended to help the inhabitants create a viable civilization in the post-nuclear world after the All Clear signal is sent.
 
   
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By 2077, Vault-Tec could rapidly construct Vaults, especially in areas where natural or artificial features such as stable cave networks or underground tunnels permitted it. For example, the stability of Quincy's granite quarries and the ground allowed extensive excavation operations, creating a network of natural and artificial caves. After reinforcement, these caves were connected to a temporary railroad that rapidly delivered all the necessary prefabricates, construction equipment, and other necessities to the Vault.<Ref>[[Vault 88]]'s construction site demonstrates late model Vault construction in practice.</ref>
Different types of power sources were utilized for the vaults. Vault 13 relied primarily on geothermal energy, with backup power available from a [[General Atomics International|General Atomics]] nuclear power generator, enough to sustain the vault for two hundred years. [[Vault 8]] on the other hand, relied on an inefficient nuclear reactor,<ref>Dialogue with Liz, the Tap House bartender, who mentions that Vault City gets the uranium for their reactor from Broken Hills</ref> which, while enough for [[Vault City]] to emerge, could only support a relatively small, highly advanced settlement, and in 2241 was nearing its capacity, after which further growth would be impossible.
 
   
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===Infrastructure===
All vault dwellers wear blue-and-yellow jumpsuits, although the design varied between different vaults.
 
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[[File:Fo3 Vault Corridor.png|right|thumb|A Vault corridor: Concrete, steel reinforcements, and SimuSun lighting.]]
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[[File:Fo3 Vault Piping Detail.png|right|thumb|Infrastructure is designed for durability, but also for convenience. Critical elements are usually hidden behind wall panels so as to keep them out of harms way.]]
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In order to power the entire installation, Vaults were provided with a variety of power sources, depending on local geology and the actual size of the Vault (with the average being ~220 dwellers).<ref>Average calculated from known Vault dweller sizes.</ref> The largest of them, like [[Vault 13]], required nearly 3.98 MWh/day for continued operations for its 1000 occupants (housed in a hot-bunking system). In order to meet the demand, the Vault used a geothermal power plant as primary source, with [[General Atomics International|General Atomics]] nuclear power as backup.<ref name="V13 stats" />
   
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This was the usual go-to solution was geothermal power, in areas where it was practical. If not, the usual fallback option was the aforementioned [[General Atomics International|General Atomics]] nuclear power plant, often used as the primary power source due to its reliability and scalability.
Needless to say, most vaults in the experiment failed and had results completely different than those advertised. Many who exited successful vaults seem to suffer from xenophobia (fear of strangers) and/or agoraphobia (fear of open places); notable examples would be [[Michael Angelo]], who doesn't dare leave the [[New Vegas Strip|Strip]] even for inspiration, the Boomers who shoot artillery at anything that comes close to them, the [[Vault 101]] citizens, who still don't exit the vault even after the Lone Wanderer opens its door, and most of the [[Vault 81]] citizens, who are wary of outsiders after [[Overseer McNamara]] opened the vault to trade with wastelanders. Notable exceptions would be the [[Vault Dweller]], the [[Lone Wanderer]], [[James (Fallout 3)|James]], [[Butch DeLoria]], [[Mitchell|Doc Mitchell]], [[Rylee]], [[Susie Mack]] (In the Out of the Vault random encounter) and the [[Sole Survivor]].
 
   
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{| class="va-table"
==Layout==
 
The vaults are all very similar in their basic functions, but sometimes were constructed according to different designs. The vaults of the New California area differ from those constructed in the vicinity of Washington, DC, the Commonwealth, and the Mojave area.
 
   
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! Vault
Due to scaling, the size of vaults in games shouldn't be taken at face value. None of the explorable vaults in the games have enough space or facilities to actually house 1000 people (or rather 500, as [[Wikipedia:Hot racking|hot-bunking]] is used at maximum capacity). However, many doors within in-game vaults are inaccessible, which allows for the possibility that the vault is far larger than the areas the player can access.
 
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! Number of occupants<br />{{small|Vaults can hold double the number of occupants under a hot bunking system; Vaults known to use the system are listed}}
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! Primary power supply
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! Secondary power supply
   
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|-
===Entrance===
 
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|[[Vault 8]]
The entrance houses the vault's only connection to the outside world - the airlock (with the exception of [[Vault 19]], [[Vault 87]], [[Vault 88]] and [[Vault 118]]).
 
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| Unknown, estimated at 100-200<ref>The total size of the Citizen population is 103 in 2241, when it's nearing capacity.
[[File:VaultComputer.png|thumb|A vault computer]]
 
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Adding in the Outsiders and servants, this is the likely figure.</ref>
It is closed from the inside by a reinforced high-security door and from the outside by a massive, gear-shaped, four-foot thick vault door, which [[Three Dog]] claims "weighs, like, thirteen tons." For most vaults this is the only means of entering or leaving. Most vaults have consoles located on both the inside and outside, both of which require a security code to open the outer door. These codes are usually only known to a handful of people within the facility so as to prevent unauthorized exits.
 
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| Nuclear reactor<ref>The [[Chosen One]]: ''"{221}{}{Broken Hills? Where are those?}"''<br />[[Lumpy (Gecko)|Lumpy]]: ''"{230}{}{Broken Hills is where we get all the uranium that we need for the atomic reactor from. From what I understand, the uranium is mined by mutants down there. But they have humans trade the stuff for them.}"''<br />The Chosen One: ''"{231}{}{Why do they have humans trade the stuff for them?}"''<br />Lumpy: ''"{250}{}{Well, because they trade uranium to Vault City, too. Vault City treats anyone that’s not a pure strain human just like lepers. So, Broken Hills uses human traders. Some guy named Chad, I think.}"''<br />([[GCLUMPY.MSG]])</ref>
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|None
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|-
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|[[Vault 13]]<ref name="V13 stats" />
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|500 (1000 with hot bunking)
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|Geothermal
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|[[General Atomics International|General Atomics]] nuclear power
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|-
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|[[Vault 75]]<ref>[[:File:Fo4 Vault 75 Survey.png|Vault 75 Survey data]]</ref>
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|88
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|
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|
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|-
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|[[Vault 76]]<ref name="CitTermV76" />
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|500, later reduced to 88<ref>[[:File:F76 Vault 76 Construction Plans.png|Construction plans]]</ref>
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|[[LightLife]] geothermal
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|[[General Atomics International|General Atomics]] nuclear power
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|-
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|[[Vault 81]]<ref>[[:File:Fo4 Vault 81 Survey.png|Vault 81 Survey data]]</ref>
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|96 (plus unknown number of researchers)
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|Nuclear reactor
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|None
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|-
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|[[Vault 87]]<ref>[[Citadel terminals#Vault 87|Citadel terminals; Vault-Tec Terminal, Vault 87]]</ref>
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|Unknown
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|[[General Atomics International|General Atomics]] nuclear power
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|[[Versicorps]] fusion power
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|-
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|[[Vault 88]]
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|Construction unfinished, none given
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|[[Vault-Tec]] [[Generator (Fallout 4)#Vault-Tec super-reactor|super reactor]]
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|None
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|-
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|[[Vault 92]]<ref>[[Citadel terminals#Vault 92|Citadel terminals; Vault-Tec Terminal, Vault 92]]</ref>
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|245
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|[[General Atomics International|General Atomics]] nuclear power
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|None
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|-
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|[[Vault 95]]<ref>[[:File:Fo4 Vault 95 Survey.png|Vault 95 Survey data]]</ref>
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|72
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|
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|
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|-
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|[[Vault 106]]<ref name="CitTermV106" />
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|107
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|[[Rok-Solid Brand]] geothermal
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|[[General Atomics International|General Atomics]] nuclear power
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|-
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|[[Vault 108]]<ref name="CitTermV108" />
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|475
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|[[General Atomics International|General Atomics]] nuclear power (designed to fail after 240 months or 20 years)
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|[[Steam Whistle]] mini geothermal
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|-
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|[[Vault 112]]<ref>[[Citadel terminals#Vault 112|Citadel terminals; Vault-Tec Terminal, Vault 112]]</ref>
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|85
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|[[Sure Power]] geothermal
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|[[X-Tra Sure Power]] geothermal
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|-
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|[[Vault 114]]<ref>[[:File:Fo4 Vault 114 Survey.png|Vault 114 Survey data]]</ref>
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|120
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|
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|
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|}
   
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All of that power was necessary to power the facilities necessary to sustain the people living within. Apart from air filtration systems required to keep the air breathable, Vaults also included hydro-agricultural farms and food synthesizers to provide sustenance,<ref name="testprez" /> water purification systems (able to take even sewer waste and convert it into up to 15,000 gallons of drinkable water each day with no loss of output for 250,000 hours of operation),<ref>[[Vault locations v34.129]]: "''Vault 12''
The automated narrator in Washington DC's [[Museum of Technology]] states that the vault doors had a projected 2% failure rate in case of a direct hit by a nuclear missile. The only known vault to have been hit by a nuclear weapon is [[Vault 87]], and according to the logs of its overseer, that blast damaged the door beyond repair. This could have been merely a "lucky shot" falling within the 2% failure, but it seems more likely that Vault-Tec's strength projections were incorrect or defined failure as allowing the inside of the vault to be damaged or irradiated.
 
   
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<br />''Under the sprawling metropolis of Bakersfield, lies the technological magnificence of Vault 12. Built with every amenity in mind for the prospective Vault Dweller, Vault 12 was given the "Pressed Vault Suit" award for attention to preparedness. Buried far underground, the protection that Vault Dwellers will receive will be unprecedented. Much like all other Vaults, Vault 12 has been fitted with the newest in Vault Water Purification Systems. Able to take even the waste located in the sewers of Bakersfield, this system is able to deliver over 15,000 gallons of pure, refreshing drinking water every day.''
[[File:Fo1 Vault 15 Townmap.png|thumb|Vault 15 townmap]]
 
Most vaults use a Seal-N-Safe [[Vault door]] Model No. 343<ref>From ''[[Fallout]]''</ref> to secure the airlock. Some older vaults, such as [[Vault 101]], use a different, cruder blast door model. [[Vault 8]], a control vault, had also a second, much larger, blast door built, securing the entry hallway leading to the entrance to the vault. [[Vault 111]] and [[Vault 118]] are the only known vaults to feature an elevator leading to an underground area where the gear shaped door is located already secure in the hill it was built in.
 
   
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<br />''Vault 13''
The entrance level also houses the Emergency Medical Lab complete with an [[Auto-Doc]]. A vault medic was required to be present at the EML 24 hours a day. The lab had the equipment to treat nearly all injuries and illnesses, ranging from simple bruises to radiation poisoning.
 
   
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<br />''Located in a scenic mountainous region northwest of Vault 12, this Vault offers an endless supply of pure water to the inhabitants. The rumors that the water table in the area could easily be contaminated in the event of a Nuclear War have been found by the Department of Water and Power to be completely unfounded. In the event that the water in the area were to become tainted, remote even though it may be, Vault 13 has been fitted with the government approved Vault Water Purification System. Rated to work without significant loss of output for over 250,000 hours, prospective Vault Dwellers should have nothing to fear.''
===Living Quarters===
 
Standard pre-War design of the living quarters was that of a single room with a sanitary annex. Vault 13 had one hundred living quarters, and at maximum capacity, ten people would be assigned to a single living quarter, in a hot-bunking system. A standard level had 20,000 square feet of usable area.
 
   
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<br />''Vault 15''
The lights in the vaults used [[Simu-Sun]] technology, making it feel just like the outdoors, with only a fraction of a sunburn risk. The lights in Vault 101 were kept on all the time to prevent a [[radroach]] infestation.
 
   
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<br />''Due east from Vault 13, construction on this Vault has gone extremely smoothly. Much work was done to reinforce the walls of the third level of this Vault, to make all the future Vault Dwellers more secure in the knowledge that in the event of even a major earthquake, the regulatory computers of the Vault would continue to function. Recent tours of the newly constructed Vault, have had many a potential Vault Dweller walking away with a new found awe of the improvements done to this already impressive Vault.''"</ref> and other necessary amenities, like a Vault-wide intranet allowing instant access to any entertainment, social, and educational files from any terminal in the Vault.<ref>Vault networks are referred to in ''Fallout'' and other games.</ref> Vaults were also equipped with incinerators for disposal of the dead and likely other waste products.<ref>[[A birthday poem]]</ref> Security was provided by [[Vault door|heavy duty doors]] (which could be sealed by security in case of disturbances) and an extensive network of [[Eye-On-You surveillance camera|''Eye-On-You'' surveillance cameras]].<ref>[[Museum of Technology]] vault system tour: ''"Concerns about security? Our Eye-On-You Cameras enable the Vault's leader to watch your every move. You'll never be alone again!"''<br />([[Vault-Tec exhibit messages]])</ref> The entire Vault was typically managed by a single, centralized computer system, the most advanced of which being the [[ZAX]] series of supercomputers, currently known to have only been used in [[Vault 51]].<ref>See [[ZAX 1.3c]] for details.</ref> The most common brands were [[Brainpower]] and [[Think Machine]].<ref>[[Citadel terminals#Vault-Tec Terminal|Citadel terminals; Vault-Tec Terminal]]</ref><ref name="V13 stats" />
New Entertainertrons were used to play holotapes and used as a slide projector in the classroom of Vault 101.
 
   
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Allegedly, all of the systems were rated to function without failure for nearly 900 years,<ref>[[Vault 101 PA System]]: "''"Did you know - Vault-Tec water and life support systems can sustain a vault for over 900 years, without failure?"''"</ref> though the uneven quality of components would prove this claim untrue. For example, the [[water chip]]s were manufactured by a low-bid contractor, resulting in poor quality and a high failure rate. Such was the case with [[Vault 13]] in [[Fallout timeline#2161|2161]], exacerbated by the fact that the process was too complicated for a workaround system.<ref>The [[Vault Dweller]]: ''"{105}{}{Do you have a water chip?}"''<br/>[[Paul (Fallout)|Paul]]: ''"{134}{}{A Water Chip? The ones from the old Vault-Tec shelters?}"''<br/>The Vault Dweller: ''"{135}{}{Yes!.. Do you have one?}"''<br/>''"{136}{}{No. Those things were junk, they were prone to failure. We don’t deal with purifying our own water here. We have water delivered by caravans from the Hub.}"''<br/>([[PAUL.MSG]])</ref> For resettlement of the surface, Vaults held complete construction equipment<ref name="V13 stats" /> and preselected installations received one or two [[Garden of Eden Creation Kit|G.E.C.K.s]], intended to help the inhabitants create a viable civilization in the post-nuclear world after the All Clear signal is sent.<ref>[[Vault City central computer]]: ''"{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.}"''<br/>''"{239}{}{Scroll through the remaining information.}"''<br/>''"{240}{}{From what you can make out in the archives, two GECKs were part of every Vault's standard inventory package. Only one was shipped to Vault 8, however.}"''<br/>''"{241}{}{Cross-reference the GECK shipment information.}"''<br/>''"{244}{}{Due to a shipping error, it appears Vault 8 received a box of surplus water chips intended for another Vault. The other Vault most likely received Vault 8's second GECK.}"''<br/>([[VICENCOM.MSG]])</ref><ref>[[Vault 101 terminals#Letter from Doctor Stanislaus Braun|Vault 101 terminals; overseer's terminal, Letter from Doctor Stanislaus Braun]]</ref>
===Command Center===
 
[[File:Overseer lower levels.jpg|thumb|[[Vault 13]] Overseer Command Post]]
 
[[File:Command PostFOBOS.png|thumb|A [[Secret Vault]] Command Post]]
 
At the heart of the vault, the command center was where the [[overseer]]'s seat was located. The operations center, apart from the seat of power, included the computer lab, where the water purification system was located, and an armory, where the vault's weapons, ammunition and armor was stockpiled. A security guard was posted in the command center at all times, to ensure that the armaments were properly secured and handed out only to people possessing the proper clearance from the overseer. The overseer is also able to see anyone inside the vault with the Eye-on-You cameras.
 
   
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<gallery>
Apart from that, the level also contained the computer core (with the vault's AI monitoring the shelter 24/7), housing data processing units, a library playing an important role in educating vault dwellers, a common meeting room, and the primary store room, where the most important supplies would be stored.
 
  +
File:Fo3 Vault Vent.png|Vents provide breathable air throughout the Vault
  +
Fo3 Vault Tech Tunnel.png|A typical technical and maintenance tunnel in a Vault
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File:Fo3 Storage.png|A storage room, the thick bulletproof windows are obscured with folding blinders
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File:Fo3 Vault Reactor Level.png
  +
</gallery>
   
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===Vault dwellers===
Equipped with dual 5.56mm miniguns in some vaults, the overseer's command post can be considered the last line of defense in case vault security is breached.
 
  +
[[File:Fo3 Vault Living Room.png|right|thumb|A typical living room in a Vault.]]
   
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The total number of inhabitants could be as high as 500 (1000 with hot bunking)<ref>It should be noted that due to scaling, the size of vaults in games shouldn't be taken at face value. None of the explorable vaults in the games have enough space or facilities to actually house 1000 people (or rather 500, as [[Wikipedia:Hot racking|hot-bunking]] is used at maximum capacity).</ref> in installations like [[Vault 13]]<ref name="V13 stats" /> and [[Vault 76]]<ref name="CitTermV76">[[Citadel terminals#Vault 76|Citadel terminals; Vault-Tec Terminal, Vault 76]]</ref> and as low as 100.<ref name="CitTermV106">[[Citadel terminals#Vault 106|Citadel terminals; Vault-Tec Terminal, Vault 106]]</ref> As the government only commissioned 122 Vaults as part of [[Project Safehouse]], only a fraction of the U.S.' 400 million citizens would actually be accepted into the Vaults.<ref name="400mil">[[Fallout Bible 0#Vault system|Fallout Bible 0]]: ''"Basically, the Vaults were never intended to save the population of the United States. With a population of almost 400 million by 2077, the U.S. would need nearly 400,000 Vaults the size of Vault 13, and Vault-Tec was commissioned to build only 122 such Vaults. The real reason for these Vaults was to study pre-selected segments of the population to see how they react to the stresses of isolationism and how successfully they re-colonize after the Vault opens."''</ref> The duration for which the Vaults were sealed varied. Some were only intended to stay sealed for ten years ([[Vault 13]], though this directive was overridden),<ref name="FO1Me">[[Vault Dweller's Survival Guide]] p.5–14: ''"'''EQUIPMENT'''''<br/>''Vault-13 comes prepared with the latest in survival equipment. The items in your storage containers will last 1,000 people over 10 years in comfortable and modern surroundings. When it is time to leave the Vault, and return to rebuild America, your friends at VaultTec have provided you with everything that you will need. We have ensured that all of your rebuilding needs will be covered"''<br/>''"Yeah, right. Who wrote this? What budget did they get? We already used most of the equipment on failed attempts to contact an outside civilization. And we’ve been in here a lot longer than ten years. We have little left to give you, but we will give you what we can."''<br/>''"undergone extensive testing to make sure the equipment is reliable."''</ref> while others were designed for 38 years and more, like [[Vault 108]].<ref name="CitTermV108">[[Citadel terminals#Vault 108|Citadel terminals; Vault-Tec Terminal, Vault 108]]</ref>
In the [[Secret Vault]], there are several command posts for the various sections. The command posts mainly contain buttons to control things like locking of doors and laser protection.
 
   
  +
It is important to note that the [[Enclave]] never intended for the Vaults to save anyone. They used [[#History|Project Safehouse]] and the [[Vault-Tec Corporation]]' network of shelters for a grand social experiment, to test the occupants in unique circumstances.<ref name="testprez">The [[Chosen One]]: ''"{221}{}{What do you mean?}"''<br/>[[Dick Richardson]]: ''"{222}{prs35}{We had a number of sanctuaries that would enable the glorious American civilization to endure. These facilities - the vaults - were part of the great plan.}"''<br/>The Chosen One: ''"{223}{}{Those damn vaults didn't work the way they were supposed to. A lot of people in them died.}"''<br/>Dick Richardson: ''"{224}{prs36}{Actually, they worked almost exactly the way they were supposed to. You might call it a social experiment on a grand scale. }"''<br/>The Chosen One: ''"{225}{}{An experiment?}"''<br/>Dick Richardson: ''"{226}{prs36a}{The vaults were set up to test humanity. Some had not enough food synthesizers, others had only men in them, yet others were designed to open after only 6 months. They each had a unique set of circumstances designed to test the occupants.}"''<br/>([[Qhprzrch.msg]])</ref> However, the Enclave eventually abandoned their goal of settling on another planet, and decided to resettle the one they already had. Vault monitoring and research continued as the Vault Behavioral Project. In order to monitor the populations being experimented upon, the Enclave's oil rig possessed a great deal of equipment that allowed them to observe and control the vaults. For example, the Enclave sent the all clear signal to [[Vault 8]] shortly after the War, prompting them to leave their Vault and build their city. These monitoring tools also let the Enclave see that the population of Vault 13 was largely intact, although this wouldn't become important until much later.<ref>[[Fallout Bible 0#Vault system|Fallout Bible 0]]: ''"Vault 13: Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced the Overseer to improvise and use the Vault Dweller as a pawn. Later study of the Vault 13 records by the Enclave led them to their current plan to end the war."''</ref><ref name="PoseidoNet">[[PoseidoNet]] in ''Fallout 2'' identifies the Oil Rig as "Control Station Enclave" along with many other sites named "Enclave".</ref>
===Differences===
 
* [[Vault 29]] (''[[Van Buren]]'') was outfitted with a [[ZAX]] AI, which replaced the overseer.
 
* [[Vault 12]] had its overseer's room sealed due to the fact that the main door of the vault was doomed never to close.
 
* East Coast vaults and Mojave vaults ([[Vault 3|3]], [[Vault 11|11]], [[Vault 19|19]], [[Vault 21|21]], [[Vault 22|22]], [[Vault 34|34]], [[Vault 51|51]], [[Vault 63|63]], [[Vault 75|75]], [[Vault 76|76]], [[Vault 81|81]], [[Vault 87|87]], [[Vault 88|88]], [[Vault 92|92]], [[Vault 94|94]], [[Vault 95|95]], [[Vault 96|96]], [[Vault 101|101]], [[Vault 106|106]], [[Vault 108|108]], [[Vault 111|111]], [[Vault 112|112]], [[Vault 114|114]], [[Vault 118|118]]) use a different door mechanism than on the West Coast/California. These vaults employ an opening mechanism that is contained entirely within the vault itself, pulling the door inwards and simply rolling it to one side. The doors seen on West Coast/California vaults, however, pull the seal ''outwards'' and use an external clamp to slide it aside.
 
* East Coast and Mojave vaults lack storage rooms in the overseer's office; they are instead located near the Atrium.
 
* [[Vault 0]] and the [[Secret Vault]] had an entirely different layout than other vaults.
 
* [[Vault 76]] has a unique vault door exterior design, having a prominent plaza with Vault 76 signage around it, ratherf than the concealed entrances seen on most other Vault’s.
 
* [[Vault 81]] has an entire wing that is cut off from the rest of the vault.
 
* [[Vault 111]] and [[Vault 118]] both have an elevator exit leading to the surface just outside the airlock.
 
* [[Vault 114]] can be found inside [[Park Street station]].
 
* [[Vault 118]] has a parking garage and is under [[Cliff's Edge Hotel]].
 
* The Commonwealth, Appalachia and Maine vaults are painted in a yellow and blue shade, while Washington D.C., California and Mojave vaults are a dull metallic gray. Also, the Commonwealth, Appalachia and Maine vaults' hue is the same as the traditional vault jumpsuit, compared to the lighter blue seen in D.C. and the Mojave.
 
   
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Pre-selected segments of the population accepted into the Vault would enjoy a very high quality of life, though it would be completely different from the free market capitalist consumerism experienced on the surface - a planned socialist utopia underground (giving China the last laugh). As a closed system, the Vaults were designed to recycle and reuse<ref>[[Vault 101 PA System]]: “''Remember - Your Pip-Boy is not a toy. Proper cleaning and maintenance will ensure the device's operation for this, and future, generations.''”</ref><ref>The [[Lone Wanderer]]: ''"It's all right. Seems kind of old, though."''<br/>[[Stanley Armstrong]]: ''"{{Tooltip|Of course it is. Just like everybody else's. They don't make 'em any more now, do they?|with a laugh at your naivete}} That one I've been saving just for you, though. The A series is a bit heavier than some of the fancier models, but it won't let you down. {{Tooltip|I bet you could drop a bomb on one and it would still work. As a matter of fact, I know you could.|emphasis on "know" in last sentence. He's musing to himself about Pip-Boys He Has Known...}}"''<br/>([[CG02Stanley.txt|Stanley Armstrong's dialogue]])</ref> as much as possible and implement a completely planned economy that would maintain the system for the planned duration of the Vault. Every inhabitant would be registered with a unique 11 digit Vault Identification number (or [[VID]])<ref>[[Vault Dweller's Survival Guide]] p.3–1-2<br/>{{Small|'''Note:''' ''The character bios on the page.''}}</ref> and provided with clothing, bedding, and other accommodations necessary for their life within the Vault.<ref name="VT letter">[[Letter from Vault-Tec]]: “''Vault-Tec provides all clothing, bedding, and accommodations for residents. Personal belongings must be reviewed and approved of by an authorized Vault-Tec hermetics technician before such belongings can be delivered to your reserved quarters within the Vault. In the event of an emergency entrance to the Vault, no personal belongings will be permitted beyond the main door of the facility.''”</ref>
==True purpose==
 
Officially, the vaults were nuclear shelters designed to protect the American population from nuclear holocaust. However, with a population of almost 400 million by [[Timeline#2077|2077]], the U.S. would need nearly 400,000 vaults the size of Vault 13, while Vault-Tec was commissioned to build only 122 such vaults. The government, and Vault-Tec, never really believed an actual nuclear war would occur; the ''real'' reason for the existence of these vaults was to run social experiments on pre-selected segments of the population to see how they react to the stresses of isolation and how successfully they recolonize Earth after the vault opens.
 
   
  +
The only exception was food and water, as these could only be procured with the proper ration coupons (at least in some Vaults).<ref>The [[Lone Wanderer]]: ''"You do look hungry. What, your mom drank up all the ration coupons again?"''<br/>[[Butch DeLoria]]: ''"{{Tooltip|Don't you talk about my mom, you little punk!|enraged}}"''<br/>([[CG02Stanley.txt|Butch DeLoria's dialogue]])</ref> Luxury, non-essential goods were available for purchase in exchange for work credits, a form of currency earned through performing work for the Vault. The aforementioned ration coupons would sometimes also be used as a form of currency.<ref>[[Vault 92 terminals#Intra-Vault Mail 000482|Vault 92 terminals; Supply Shop, Intra-Vault Mail 000482]]</ref> Nourishment would be provided by a combination of food grown in hydroponic farms, like in [[Vault 13]], or food synthesizers, capable of creating a variety of foodstuffs. Water would be provided by purifying liquid drawn from the local water table.<ref name="V13 stats" />
{{VB}}{{Games|VB}}
 
The [[Enclave]], responsible for the experiment (officially known as the "Societal Preservation Program"), considered ''themselves'' prime candidates for recolonizing the world after a nuclear holocaust and to this end commissioned the construction of their own shelters, isolated from the vault network. The purpose of the vault experiments was to help prepare the Enclave for either re-colonizing Earth or colonizing another planet if Earth turned out to be uninhabitable.
 
{{VB|end}}
 
   
  +
It is important to note that Vault dwellers would be unable to use their own clothing in the long term. While dwellers could arrange to have their belongings sent to their Vault quarters in advance, there was a strict policy disallowing bringing baggage into the Vault in case of an emergency entrance.<ref name="VT letter" /> The uniform [[Vault jumpsuit]] would replace regular clothes. Manufactured inside the Vault, it was designed for utility and comfort. Enterprising Vault dwellers could, however, customize theirs to add a bit of individuality to the generally conformist design.<ref>[[Vault suit]] appearances.</ref> Planning and conformity also extended to other areas. For example, trash disposal would only be permitted in designated receptacles on pre-set trash burning days. These receptacles would also be used for the disposal of corpses, as there was no space for proper burial in the confined environment of the Vault.<ref>[[Vault 101 PA System]]: ''"Remember - A clean vault is a healthy vault. Please place all trash into the appropriate incineration receptacle on your scheduled burning day."''</ref> Children would also be assigned their first work duties starting with the day after their tenth birthday,<ref>[[Alphonse Almodovar]]: ''"Congratulations, young {{Tooltip|man|Male}}/{{Tooltip|lady|Female}}! I don’t have to tell you how special this day is, do I? Down here in Vault 101, when you turn 10, well, you’re ready to take on your first official Vault responsibilities. So here you are. As Overseer, I hereby present to you your very own Pip-Boy 3000! Get used to it. You’ll be getting your first work assignment tomorrow. Ha ha ha ha ha!"''<br/>([[CG02Overseer.txt |Alphonse Almodovar's dialogue]])</ref>
The total number of vaults is a government secret and has been lost; there were the aforementioned "public" vaults, which numbered 122 and an undisclosed number of "private" vaults. Information on whether Vault-Tec was an international corporation or strictly U.S. based, cannot be released due to Vault-Tec and United States federal regulations.<ref>[http://web.archive.org/web/20011224094412/http://www.vault13.net/articles.php?id=17 Interview with Chris Taylor] at Vault 13.net</ref> That said, Vault-Tec seems to have constructed some vaults in Canada. In a letter sent to a rejected DC citizen the company offered to provide a list of "Vault-Tec facilities with available accommodations, in exciting locales such as Oklahoma and newly-annexed Canada."
 
   
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In exchange for these sacrifices in life style, Vault dwellers would receive private quarters provided with the latest in home appliances, including [[Floorsuck Autocleaner System]]s to minimize sweeping,<ref>[[Museum of Technology]] automated vault system tour: ''"The living sections make use of our revolutionary Floorsuck Autocleaner System for those darned messy kids. Never sweep again!"''<br/>([[Vault-Tec exhibit messages]])</ref> [[Culinator 3000 Kitchen System]]s for cooking,<ref>[[Museum of Technology]] vault system tour: ''"Moms will love how our Culinator 3000 Kitchen System makes cooking a breeze. Mmmmm, I can smell the muffins baking now!"''<br/>([[Vault-Tec exhibit messages]])</ref> and access to complete libraries of social and entertainment files<ref name="V13 stats" /> together with the public [[Entertainotron]] room.<ref>[[Museum of Technology]] automated vault system tour: ''"Bored? Don't be! Step into our Entertainotron Room and watch the latest holotapes or perhaps listen to a symphony. Another Vault-Tec innovation!"''<br/>([[Vault-Tec exhibit messages]])</ref> A standardized education would be received by all Vault dwellers, including schooling in arithmetic, chemistry, biology, history, and other sciences.<ref>[[Future Imperfect]]</ref> Tertiary education would also be provided and Vault-trained specialists would be highly sought after the apocalypse and count on a stable career in their chosen field, like Doc [[Mitchell]] from [[Vault 21]], who opened a practice in [[Goodsprings]] after the Vault was opened.<ref>The [[Courier]]: ''"Tell me about yourself, Doc."''<br/>[[Doc Mitchell]]: ''"Well, I already told you I came from a vault. After that, was a traveling doctor for a spell. Seemed like a good idea at the time. Most folks out here ain't educated, so people with medical knowhow are hard to come by. Found that I could help a lot of people with what I knew, and that was all right with me. Eventually, I went back and married my childhood sweetheart and that was the end of my traveling days. Didn't miss it none then. Still don't."''<br/>([[Doc Mitchell's dialogue]])</ref>
Of the 122 known public vaults, only 17 were control, meaning that only 17 were made to public expectations. All others were designed to include a social experiment, sometimes with a select few of the inhabitants observing the occupants.
 
   
  +
Their health would be assured by well educated doctors with the access to the latest in medical technologies. [[Auto-Doc]]s capable of performing a broad variety of procedures and manufacturing medical [[drugs]]<ref>The Chosen One: ''"{209}{}{I think endorphine blockers could be used to neutralize Jet once it's in someone's system. I can't test it without some endorphine blockers, though.}"''<br/>Troy: ''"{212}{}{We don't have endorphine blockers here, but I could program the Autodoc to manufacture some. Would you care to explain to me your theory?}"''<br/>The Chosen One: ''"{213}{}{Well, you see Jet's chemical addiction is probably the hardest thing to shake, so I was thinking that if we introduced endorphine blockers into the body we could...}"''<br/>([[VCDRTROY.MSG]])</ref> were standard issue of the Emergency Medical Labs (which were equipped well enough to rival clinics).<ref>The [[Courier]]: ''"Where would I find a diagnostic scanning module?"''<br/>[[Caesar]]: ''"It's been said that Auto-Docs were standard equipment in the underground Vaults where mankind survived when the bombs fell centuries ago. You can search the Vaults, but every Auto-Doc my Legion has run across has been stripped for parts long before we found it. {{Tooltip|Some of my scouts did report an abandoned Vault near Nellis Air Force Base. Overrun by ghouls, they said.|{remembering, feeling hope} }} Maybe the infestation has been there long enough to keep scavengers out. Why don't you go and see?"''<br/>([[Caesar's dialogue]])</ref> Some Vaults were also equipped with facilities for [[cloning]] replacement tissue and organs<ref>The [[Chosen One]]: ''"{290}{}{You mentioned before you were a doctor... I'm something of a doctor myself.}"''<br/>[[Troy]]: ''"{124}{}{You are? It's a pleasure to meet you. If you have the time, perhaps we could compare notes? It is not often that I get the chance to speak to another physician.}"''<br/>The Chosen One: ''"{125}{}{Absolutely. I'd love to learn some of the medical techniques you Citizens use.}"''<br/>Troy: ''"{128}{}{Excellent! Well, first, let me take you on a tour. Over here, we have the monitoring systems...}"''<br/>''"{130}{}{... and that is how we can clone cells to make replacement limbs. We have to be careful that the tissue cultures don't get contaminated, but... in any event, I think I've talked enough... hope it was informative.}"''<br/>The Chosen One: ''"{132}{}{Thanks for the tour, Doctor Troy. It's been very educational.}"''<br/>([[VCDRTROY.MSG]])</ref> To avoid the development of medical problems, Vaults were lit using a [[Simu-Sun]] lighting system simulating natural sunlight.<ref>[[Museum of Technology]] vault system tour: ''"Being underground got you down? Smile! Our SimuSun Lighting mimics the feeling of being outside with only a fraction of the sunburn potential."''<br/>([[Vault-Tec exhibit messages]])</ref> It was estimated that living in a properly maintained Vault would result in an average lifespan of 92.3 years.<ref>[[Vault 101 PA System]]: ''"Did you know - the average life expectancy of a resident in a properly maintained vault is 92.3 years?"''</ref> Of course, prolonged isolation, even in generations born inside the Vault, took its toll. [[Vault depressive syndrome]] was a common problem, manifesting as intense depression that could be debilitating. The usual recourse was to prescribe and treat it with anti-anxiety medication.<ref>[[Vault 101 terminals#Freddie Gomez|Vault 101 terminal entries; Vault 101 Medical Data System, Freddie Gomez]]</ref> Furthermore, those who exited successful Vaults seem to have a heightened chance of suffering from xenophobia (fear of strangers) and/or agoraphobia (fear of open places).<ref>Examples include [[Michael Angelo]], who doesn't dare leave [[Michael Angelo's workshop|his workshop]] even for inspiration, the [[Boomers]] who shoot [[artillery]] at anything that comes close to them, and the Vault 101 security, who still don't exit the Vault even after the Lone Wanderer opens its door. ([[Escape!]])</ref>
While some vaults had 'noble' goals, such as to eradicate disease (Vault 81) or improve the human genome (Vault 75), they had incredibly unethical methods of doing so, often exposing their inhabitants - often fatally - to some danger specific to certain vaults to research the effects.
 
   
  +
Security inside the Vault was provided by its dedicated security force, usually hand-picked by the [[overseer]]. A typical Vault was provided with enough firearms and armor to arm ten men.<ref name="V13 stats" /> Surface monitors and communications systems were designed to facilitate connecting with other Vaults,<ref name="V13 stats" /> though this functionality was either never implemented or failed soon afterwards.<ref name="FO1Me"/><ref>[[Fallout Bible 4#Questions, questions|Fallout Bible 4]]: ''"'''7. When thebombs dropped, all communication between the vaults where severed, so if their was no way to communicate with the vaults how did the Enclave send a massage to Vault 13 telling the people its time to go?'''"''<br/>''"Communication between Vaults was never in place (it might ruin the experiments), but communication with the government/Enclave/Vault-Tec was a different story... they needed some way of monitoring the vaults."''<br/>''"The Enclave, having access to the Vault-Tec construction plans (not too surprising, considering the fact that the Vaults were funded by the government) had a way of monitoring events taking place within the Vaults... not only could they access their computers and systems remotely, (including PIPBoys and the personal logs of the Vault Dwellers), but the early Overseers of most of the Vaults knew of the ties to the government, and it was part of their duties to download information on the citizens and the Vault into an computer archive that the government could easily access."''<br/>''"Their tie to the Vault computers also gave the Enclave the ability to override any Vault locking mechanism and send an "all-clear" signal to sealed Vaults, coaxing the inhabitants to come outside."''<br/>''"Again, almost no Vault Dwellers were ever aware of this. For some Fallout 2 relevant information on the matter, here's what the player says in Fallout 2, and here's what Lynette says in response:"''<br/>
The few vaults that survived intact for more than 80 years came to serve another, unanticipated purpose: they were an excellent source of pure human stock, uncontaminated by the mutated airborne strain of [[Forced Evolutionary Virus|FEV]] and prime candidates for conversion into [[super mutant]]s.
 
   
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<blockquote>
The true nature of the vaults epitomized the insidious nature of the government at its most callous, a running theme in ''Fallout'' that the American government was unconcerned with the wellbeing of its people even in absolute crisis. The innumerable loss of life caused by making so few vaults, and their intended use as social experiments, and toying with what little remained of the American population highlights this. Worse, if the Enclave met setbacks, failed or were rendered incapable of recolonizing the world, it appears there was no backup plan to utilize the vaults to replenish humanity.
 
   
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'''Note''': As evidenced below, keep in mind that Lynette's archives are suspect, and they should not be treated as
==Results==
 
In terms of providing safety and security for their inhabitants, most of the vaults were complete failures. However, as noted in the [[Penny Arcade Comic|''Penny Arcade'' comic]], the vaults were never truly intended to ‘save’ anyone; there was simply not enough time, money or resources to build enough shelters to house more than a fraction of the population. While the “control vaults” did function as advertised and opened on schedule, most of the vaults were actually intended to explore and observe how societies succeeded or failed to adapt in response to various challenges and restrictions. These social experiments were conducted on live, (largely) unaware subjects, monitored by Vault-Tec researchers in several separate facilities, and undertaken at the behest of the future [[Enclave]] as part of a massive feasibility study of how to best resettle a devastated Earth or, if necessary, colonize another planet.
 
   
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truth.<br/>
Most of the vaults seen in the games were non-viable 200 or even a mere 80 years after the War. While [[Vault 13]] ''might'' have lasted until its scheduled opening date of [[Timeline#2277|2277]], the unplanned failure of the [[water chip]] forced the [[Vault 13 Overseer|overseer's]] hand and set subsequent events in motion. If [[Vault 101]] was truly intended to stay closed "forever," its failure was inevitable; the only question was how long, and what form the change or disaster would take. Many other vaults were abandoned because of unlivable conditions, or saw the residents driven violently insane by the procedures inflicted on them. Some of these continue to pose a hazard to the unwary who wander in from outside, looking for loot or a place of safety.
 
   
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'''Player''': ''"How did you know *when* to leave the vault? I heard the vaults were isolated from the outside world."<br/>
Out of all the vaults, only the control vaults were a success, with all experimental vaults failing in one way or another. There are however exceptions; Vault 101 while an experimental vault technically failed as it was never meant to open; Vault 3 is another exception as technically a control vault, it failed as all the residents were massacred by the Fiends; Vault 81 is the last exception, as its experiment was sabotaged from the start by the overseer, so it instead acted like a control vault.
 
   
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'''Lynette''': ''"What you heard was incorrect. Our archives are quite clear: our vault received the all-clear signal two
Despite all of this, the experiment may be considered a success in terms of the data collected - data that was much more important to the Vault-Tec and Enclave scientists than a few hundred thousand lives, most of whom would have died anyway if not for the vaults. However, it is unknown if this data was recovered/used, as there is no reference in the ''Fallout'' universe of the Enclave receiving/collecting the data or Vault-Tec existing in the post-war world.
 
   
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years after being sealed."''<br/>
==List of known vaults==
 
===Canon vaults===
 
{| class="va-table va-table-center sortable"
 
! width="10%"|Designation
 
! class="unsortable" width="50%"|Description/Fate
 
! width="20%"|Location
 
! width="20%"|Appearances
 
   
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'''Player''': ''"The "all-clear" signal? From where?"''<br/>
|-
 
| '''[[Los Angeles Vault]]'''
 
| A [[Vault-Tec Corporation|Vault-Tec]] demonstration vault. It was not part of the experiment, and was [[Master|the Master's]] vault under [[the Cathedral]] in ''[[Fallout]]''.
 
| [[Los Angeles]], [[California]]<br />([[Cathedral]], [[New California]])
 
| ''[[Fallout]]''
 
   
  +
'''Lynette''': (Confused) ''"Why... from surface monitors, I suppose. I am certain there were sensors monitoring the
|-
 
| '''[[Unfinished Vault]]'''
 
| A fenced construction area in a small cave north of Vaults 13 and 15. It may have been the first location of Vault 13 before its relocation.
 
| Northern [[Northwest Commonwealth|California]]<br />([[New California]])
 
| ''[[Fallout 2]]''
 
   
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environment. How else would the Overseer have known when it was safe to leave?"''<br/>
|-
 
| '''[[Vault-Tec: Among the Stars]]'''
 
| A Vault-Tec demonstration vault, located in the [[Galactic Zone]] of [[Nuka-World (location)|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.
 
| [[Nuka-World (location)|Nuka-World]], [[New England Commonwealth|Massachusetts]]<br />([[Galactic Zone]], [[Nuka-World (location)|Nuka-World]])
 
| ''[[Nuka-World (add-on)|Nuka-World]]''
 
   
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'''Player''': ''"So... the order to leave the vault came from the Overseer?"''<br/>
|-
 
| '''[[Vault-Tec University|VTU Simulation Vault]]'''
 
| A simulated vault in which [[Vault-Tec University|VTU]] graduate students hoping to be certified as [[overseer]]s 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.
 
| [[Morgantown]], [[Appalachia|West Virginia]]<br />([[The Forest]], [[Appalachia]])
 
| ''[[Fallout 76]]''
 
   
  +
'''Lynette''': ''"Yes..."'' (Thinking, uncertain) ''"...at least, that is what I remember from the archives. (Confidence
|-
 
| '''[[Vault 3]]'''
 
| A control vault designed to open after 20 years, but kept closed longer due to the wishes of the vault inhabitants. However, an unplanned water leak forced the occupants to open in hopes of trading with the outside. Unfortunately, all of the vault's residents were massacred by a group of raiders known as the [[Fiends]] shortly after they opened the vault door.
 
| West of [[New Vegas|Las Vegas]], [[Southwest Commonwealth|Nevada]]<br />([[New Vegas]], [[Mojave Wasteland]])
 
| ''[[Fallout: New Vegas]]''
 
   
  +
returns) However, I am certain many Citizens were responsible for monitoring the surface sensors."''<br/>
|-
 
| '''[[Vault 8]]'''
 
| A control vault, intended to open and recolonize the surface after 10 years and is equipped with a GECK. [[Vault City]] is the result.
 
| [[Southwest Commonwealth|Nevada]]<br />([[Vault City]], [[New California]])
 
| ''[[Fallout 2]]''
 
   
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'''Player''': ''"Really? Do these monitors still exist? Can I see them?"''<br/>
|-
 
| '''[[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.
 
| Southeast of [[New Vegas|Las Vegas]], [[Southwest Commonwealth|Nevada]]<br />([[New Vegas]], [[Mojave Wasteland]])
 
| ''[[Fallout: New Vegas]]''
 
   
  +
'''Lynette:''' (Angry, not certain where the player is going with this, but doesn’t like it.) ''"Quite likely they were
|-
 
| '''[[Vault 12]]'''
 
| In order to study the effects of radiation on the selected population, the vault door was designed not to close properly. This is the [[Necropolis]] vault and a large population of ghouls was the result.
 
| Bakersfield, [[Southwest Commonwealth|California]]<br />([[Necropolis]], [[New California]])
 
| ''[[Fallout]]''
 
   
  +
disassembled and used as upgrades for other systems."''<br/>
|-
 
| '''[[Vault 13]]'''
 
| Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced [[Jacoren|Overseer Jacoren]] to improvise and use the [[Vault Dweller]] as a pawn. Later study of the [[Vault 13]] records by the [[Enclave]] led them to their current plan to end the war.
 
| Mt. Whitney, [[Southwest Commonwealth|California]]<br />([[New California]])
 
| ''[[Fallout]]''<br />''[[Fallout 2]]''<br />''[[Courier's Stash]]'' (mentioned only)
 
   
  +
</blockquote>
|-
 
| '''[[Vault 15]]'''
 
| Intended to stay closed for 50 years and include people of radically diverse ideologies. Gathered from what [[Aradesh]] says in ''Fallout'', he has quite a bit of multicultural flavoring to his speech. The birthplace of three [[Raiders|raider]] groups and [[Shady Sands]] (later to become the [[New California Republic|NCR]]).
 
| [[Southwest Commonwealth|California]]<br />([[New California]])
 
| ''[[Fallout]]''<br />''[[Fallout 2]]''
 
   
  +
''"And that's all she wrote - it is a dark foreshadowing to what was really going on in these cauldrons of evil."''<br/>''"In
|-
 
| '''[[Vault 17]]'''
 
| The vault was raided in [[Timeline|2154]] and its inhabitants taken prisoner by the Master's Army. They were subsequently turned into super mutants. It is unknown what this vault's experiment was, or if it was one of the seventeen control vaults.
 
| Unknown
 
| ''[[Fallout: New Vegas]]'' (mentioned only)
 
   
  +
any event, I remember having a conversation with the designers about the Overseers roles in the Vaults, and the early
|-
 
| '''[[Vault 19]]'''
 
| The vault was segregated into two groups, ''Red'' and ''Blue''. The groups lived in separate sections of the vault and the inhabitants may have been chosen due to pre-existing paranoia.
 
| [[Red Rock Canyon]], [[Southwest Commonwealth|Nevada]]<br />([[New Vegas]], [[Mojave Wasteland]])
 
| ''[[Fallout: New Vegas]]''
 
   
  +
Overseers were the ones tasked with supplying information to the government... although when the world blew up, there wasn't really anyone to supply it to anymore, since the Enclave took some time to get back up and running."''<br/>''"In any event, enough blather. Hope that helps."''</ref>
|-
 
| '''[[Vault 21]]'''
 
| This vault's purpose was gambling, reinforced by having only compulsive gamblers admitted as vault residents and with all conflicts within the vault to be resolved through gambling. It is one of the few non-control vaults that didn't end in failure. When opened, its residents successfully integrated into the societies around them, and the lower levels of the vault were collapsed by Robert House.
 
| [[New Vegas|Las Vegas]], [[Southwest Commonwealth|Nevada]]<br />([[New Vegas]], [[Mojave Wasteland]])
 
| ''[[Fallout: New Vegas]]''
 
   
  +
==Layout==
|-
 
  +
[[File:Vault_Schematic.png|right|400px|thumb|A schematic of a common Vault design used in mountainous areas.<br/>1 - Natural bedrock<br/>2 - Reinforced concrete that creates the outer shell of a Vault<br/>3 - Entrance area<br/>4 - Living quarters<br/>5 - Command center]]
| '''[[Vault 22]]'''
 
  +
Due to the nature of the Project, Vaults were provided with standardized facilities and layouts. Some Vaults were built according to an uniform design plan (like Vaults 8, 12, 13, and 15), while others had to be adapted to local geological features. The following section attempts to summarize the most common design features.
| Apparently a vault designed to develop advanced agricultural technologies. Successful experiments were executed, creating strains of plants that could grow under artificial light. However, an experiment on pest control involving a genetically-manufactured spore annihilated or transformed the vault's inhabitants.
 
  +
{{-}}
| West of [[New Vegas|Las Vegas]], [[Southwest Commonwealth|Nevada]]<br />([[New Vegas]], [[Mojave Wasteland]])
 
| ''[[Fallout: New Vegas]]''
 
   
  +
===Entrance===
|-
 
  +
[[File:Fo1 Vault 13 Level 1.png|thumb|A standard entrance level layout.]]
| '''[[Vault 29]]'''
 
  +
{{main|Vault door}}
| No one in this vault 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.
 
  +
A Vault was designed to provide the best possible protection from nuclear fallout, indirect blast effects, and any unrest that might occur following a global thermonuclear war. Protected by a massive [[Vault blast door]] available in several different variants, from the basic ''Seal-N-Safe'' Model No. 343,<ref>''[[Fallout]]'', [[Vault 15]] townmap</ref> through fortified doors, all the way to the high tech fortified Vault entrances, the entrance area would double as an overpressurized airlock. There future dwellers would undergo decontamination and processing by [[Vault-Tec Corporation|Vault-Tec]] personnel, then change into [[Vault jumpsuit]]s provided in sealed packages before entering the Vault.<ref>[[Vault 111]] procedures, as depicted in [[Out of Time]].</ref> Vault doors would be operated either remotely<ref>''[[Fallout]]'', ''[[Fallout 3]]'', ''[[Fallout: New Vegas]]'', and ''[[Fallout 4]]'' have remotely locked entrance doors.</ref> or from control pods located near the door (both outside and inside the Vault). Specific access codes would be necessary to operate the door.<ref>''[[Fallout]]'' scenery description: ''"{17100}{}{Door Entry Computer}"''<br/>''"{17101}{}{This computer controls the large vault door. You have to enter a specific access code for the computer to work.}"''<br/>([[PRO SCEN.MSG (Fallout)]])</ref> Some Vaults were provided with an external blast door, providing additional protection against the blast.<ref>[[Vault 8]] and [[Vault 111]]</ref>
| [[Four States Commonwealth|Colorado]]
 
| ''[[Fallout Bible]]'' (first mentioned)<br />''[[Fallout 76]]'' (mentioned only)<br />''[[Van Buren]]''
 
   
  +
Several layouts were developed for entrance areas. The earliest Vault designs, derived from the demonstration Vault,<ref>The [[Los Angeles Vault]] contains a prototype Vault door and airlock combination, establishing it as the earliest variant.</ref> had a simple airlock, terminating in a security door fitted with additional armored plating to deter attackers and protect against radiation. This airlock would typically contain a status terminal and a locker for emergency supplies.<ref>[https://www.youtube.com/watch?v=ZxWLbPND5VI The pre-rendered cutscene after the overseer's briefing shows the interior of the airlock in detail.]</ref>
|-
 
| '''[[Vault 34]]'''
 
| The armory was overstocked with weapons and ammunition and not provided with a lock. The [[Boomers]], the weapon-crazy inhabitants of [[Nellis Air Force Base]], descend from the inhabitants of this vault.
 
| East of [[New Vegas|Las Vegas]], [[Southwest Commonwealth|Nevada]]<br />([[New Vegas]], [[Mojave Wasteland]])
 
| ''[[Fallout Bible]]'' (first mentioned)<br />''[[Fallout: New Vegas]]''
 
   
  +
Later, more advanced layouts greatly expanded the airlock into a fully featured processing and decontamination station. Advanced Vault doors and airlocks would funnel prospective Vault dwellers into a decontamination shower and then to a separate area for disrobing and changing into jumpsuits (which would later double as staging area for excursions), before allowing them to enter the Vault. A separate room to the side would be used for monitoring purposes.<ref>Appearance of airlocks in ''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]''.</ref>
|-
 
| '''[[Vault 43]]'''
 
| Populated by twenty men, ten women, and one panther.
 
| Unknown
 
| [[Penny Arcade Comic|Penny Arcade]]<ref name="pa">Note that this comic, while official and created in cooperation with [[Emil Pagliarulo]], has not been stated to be canon (nor non-canon).</ref>
 
   
  +
The latest, fortified airlocks seen only in high-tech areas such as the [[Commonwealth]] further iterate on the system. The Vault door connects to a retractable catwalk leading into the Vault, monitored by Vault security and personnel during processing. The entrance area, painted in warm colors with a reassuring corporate slogan prominently displayed (''Welcome Home''), would typically include a security station and an array of radiation scanners that would analyze people entering the Vault proper.<ref>Appearance of airlocks in ''[[Fallout 4]]''.</ref>
   
  +
;Basic Vault door
|-
 
| '''[[Vault 51]]'''
+
;Advanced Vault door
  +
<gallery>
| Unknown
 
  +
File:Fo3 Vault 101 Vault Door.png|The mighty Vault door
| [[Eastern Commonwealth|West Virginia]]<br />([[The Forest]], [[Appalachia]])
 
  +
File:Fo3 Vault 101 entrance hall.png|An entrance hall
| ''[[Fallout 76]]''
 
  +
File:Fo3 Vault 101 Entrance.png|The airlock and decontamination area
  +
File:Fo3 Vault Entrance Control Station.png|Control station for the airlock
  +
</gallery>
  +
;Fortified Vault door and airlock
  +
<gallery>
  +
File:Fo4 V111 Entrance to the airlock area.png|Entrance to the airlock area
  +
File:Fo4 V111 Vault door seen from the inside.png|Vault door seen from the inside
  +
File:Fo4 V81 Processing area.png|Processing area
  +
File:Fo4 V81 Rad Scanners.png|Rad scanners flanking the entrance deeper into the Vault
  +
</gallery>
  +
{{-}}
   
  +
===Living quarters===
|-
 
  +
[[File:Fo1 Vault 13 Level 2.png|thumb|Standard living quarters layout.]]
| '''[[Vault 63]]'''
 
  +
[[File:Fo4 V81 Living Quarters.png|thumb|An example Vault apartment from the [[Commonwealth]] ([[Vault 81]]).]]
| Unknown
 
  +
Living quarters were typically located deeper into the Vault and their design varied from installation from installation. A standard level had 20,000 square feet of usable area.<ref>''[[Fallout]]'' manual</ref><ref>[[Vault 15]] worldmap</ref> The standard approach was to provide discrete apartments to Vault couples, provided with a private sanitary compartment, terminal, and a bed, on top of any additional amenities they may require.<ref>''[[Fallout]]'' and ''[[Fallout 2]]'' Vault design.</ref>
| South of [[Lewisburg]], [[Eastern Commonwealth|West Virginia]]<br />([[Ash Heap]], [[Appalachia]])
 
| ''[[Fallout 76]]''
 
   
  +
However, different philosophies were implemented depending on the designer and the purpose of the Vault. Some did away with apartments in favor of separate dormitories for genders,<ref>[[Vault 11]]</ref> where multiple dwellers would occupy the same room, or for apartment blocks composed of a bedroom (with one or two beds, the former typically utilized under hot bunking) and a living space, with common lavatories accessible in the corridors.<ref name="GamebryoVaults">''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]'' Vault designs.</ref>
|-
 
| '''[[Vault 68]]'''
 
| This Vault contained nine hundred and ninety nine man and one woman.
 
| Unknown
 
| ''[[Fallout Bible]]'' (first mentioned)<br />[[Penny Arcade]]
 
   
  +
Other facilities typically located in living quarters include diners, classrooms, and even cigar lounges.<ref name="GamebryoVaults" />
   
  +
<gallery>
|-
 
  +
File:Fo3 Vault Lavatories.png| A public lavatory
| '''[[Vault 69]]'''
 
  +
File:Fo3 Cigar Lounge.png|Entrance to the cigar lounge
| As [[Vault 68]]'s counterpart, the vault had one thousand people maximum and is populated by nine hundred and ninety nine women and one man.
 
  +
File:Fo3 LQ Diner.png|A diner
| Unknown
 
  +
File:Fo3 Vault Apartment.png|A typical apartment
| ''[[Fallout Bible]]'' (first mentioned)<br />[[Penny Arcade]]<br />''[[Van Buren]]'' concept art<br />and possibly in conversation with President Richardson.
 
  +
File:Fo3 Vault Living Room.png|A typical living room
  +
File:Fo3 Living Quarters 3.png|Another shot
  +
File:Fo3 Living Quarters 2.png|Another shot
  +
File:Fo3 Living Quarters 1.png|Another shot
   
  +
File:Fo3 Vault Classroom.png|A classroom, prepared for the [[G.O.A.T.]]
|-
 
  +
</gallery>
| '''[[Vault 75]]'''
 
  +
{{-}}
|This vault's purpose was the refinement of human genetics. Excluding vault staff, 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]].
 
| [[Malden]], [[New England Commonwealth|Massachusetts]]<br />([[The Commonwealth]])
 
| ''[[Fallout 4]]''
 
   
  +
===Emergency Medical Lab===
|-
 
  +
Typically found on the entrance level, the EML is one of the most important places in the Vault. Despite its name, a typical EML is a fully featured medical clinic allowing Vault dwellers to undergo medical procedures in a safe and sterile environment. A medic is expected to be present on site 24 hours a day, to respond to any emergencies immediately.<ref>''Fallout'', upon entering the Vault 13 EML for the first time</ref> The EML typically varies in size from Vault to Vault. Some installations abandon the moniker entirely and simply refer to it as the Clinic.
| '''[[Vault 76]]'''
 
| This vault was designed as a control group for the vault experiment, like [[Vault 3]] and [[Vault 8]], 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.
 
| [[Eastern Commonwealth|West Virginia]]<br />([[The Forest]], [[Appalachia]])
 
| ''[[Fallout 3]]'' (first mentioned)<br />''[[Fallout 4]]'' (mentioned only)<br />''[[Fallout 76]]''
 
   
  +
<gallery>
|-
 
  +
File:Fo3 Vault Clinic 2.png|A Vault clinic
| '''[[Vault 77]]'''
 
  +
File:Fo3 Vault Clinic.png|Likewise
| Populated by one man and a crate full of puppets. The Lone Inhabitant of the vault went insane from lack of human contact and eventually abandoned the vault after "murdering" one of the puppets.
 
  +
File:Fo3 Doctor Office.png|The doctor's office
| Unknown
 
  +
</gallery>
| [[Penny Arcade]]<br />''[[Fallout 3]]'' (mentioned only)
 
  +
{{-}}
  +
===Command center===
  +
[[File:Fo3 Atrium Stitch.png|right|thumb|The Vault 101 atrium]]
  +
[[File:Fo1 Vault 13 Level 3.png|thumb|right|A standard command center design.]]
  +
The command center is the nexus of Vault activity, where all the computers necessary to maintain the Vault's various functions. Centered around the overseer's office, it typically incorporates the security station, armory, computer core, meeting room, and library, although many variations of the layout have been developed.<ref>Variations in Vault design across the series.</ref>
   
  +
The oldest Vault designs usually dedicated an entire floor of the Vault for these purposes, owing to the multiple functions it was supposed to fulfill. One wing of the level would incorporate the overseer's office, a vaulted chamber with a command post equipped with a pair of CZ-53 5mm miniguns designed to defend the overseer, connected to the main processing computers (including the water purification controls)<ref>Location of the [[water chip]] at [[Vault 12]]</ref> and the security post with the Vault's main armory. A Vault security guard would be posted in the area on watch around the clock.<ref>Vault appearances in ''Fallout'' and ''Fallout 2''.</ref>
|-
 
| '''[[Vault 81]]'''
 
| Intended to develop a single cure for all human diseases through testing on unaware human subjects. The vault had two sections: the residents lived in one section, while Vault-Tec scientists secretly observed them and worked in the other. 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.
 
| [[Boston]], [[New England Commonwealth|Massachusetts]]<br />([[The Commonwealth]])
 
| ''[[Fallout 4]]''
 
   
  +
Later designs would forgo the inclusion of a discrete command post and hall, in favor of a more modest office. The workplace of the overseer would typically be located in an area overlooking the atrium - the center of activity within the Vault, where dwellers would spend their leisure time, socialize, and even engage in sports.<ref>Referenced in ''Fallout 3'' and ''Fallout: New Vegas'': Baseball, Catch the Mutant, and other games would be played in the Atrium.</ref> The office would typically connect to necessary administrative and security facilities, such as the computer core, security station and armory, laboratories, and the personal quarters of the overseer and their family.<ref>Vault appearances in ''Fallout 3'', ''Fallout: New Vegas'', and ''Fallout 4''.</ref>
|-
 
  +
<gallery>
| '''[[Vault 87]]'''
 
  +
Overseer lower levels.jpg|Command post
| A [[Forced Evolutionary Virus]] (F.E.V.) research and testing facility. 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 [[Vault 87 super mutant|super mutants]] and [[Centaur (Fallout 3)|centaurs]].
 
  +
Fo3 Vault Overseer Office.png|Overseer's office
| [[Columbia Commonwealth|Virginia]]<br />([[Capital Wasteland]])
 
  +
Fo3 Vault 101 Escape Tunnel.png|Aforementioned escape tunnel
| ''[[Fallout 3]]''
 
  +
Fo3 Vault Status Screen.png|A typical Vault screen in the office
  +
Fo3 Vault 101 Overseer's Room.png|Overseer's quarters
  +
Fo3 Vault 101 Amata's Room.png|Auxiliary quarters of the overseer
  +
Fo3 Vault 101 Overseers Living Room.png|Living room
  +
Fo3 Vault 101 Overseers Corridor.png|Entry corridor
  +
Fo3 Vault 101 Ops.png|Operations
  +
Fo3 Vault Security.png|Security station
  +
Fo3 Vault Security 2.png|Interior of the security station
  +
Fo3 Vault Jail.png|Security station jail
  +
Fo3 Systems.png|Systems room
  +
Fo3 Atrium View.png
  +
Fo3 Atrium Work Room.png
  +
Fo4 V81 Reception Overseer Office.png|Overseer's office reception area
  +
Fo4 V81 Overseers Office.png|Late model office
  +
Fo4 V81 Overseers Office Quarters.png|Late model personal quarters of the overseer
  +
</gallery>
  +
{{-}}
  +
<!---
  +
===Summary of design differences===
  +
* East Coast vaults and Mojave vaults ([[Vault 3|3]], [[Vault 11|11]], [[Vault 19|19]], [[Vault 21|21]], [[Vault 22|22]], [[Vault 34|34]], [[Vault 87|87]], [[Vault 92|92]], [[Vault 101|101]], [[Vault 106|106]], [[Vault 108|108]], [[Vault 112|112]]) use a different, older door mechanism (as evidenced by extensive rusting and meager safety precautions). These vaults employ an opening mechanism that is contained entirely within the vault itself, pulling the door inwards and simply rolling it to one side. The doors seen on West Coast vaults, however, pull the seal ''outwards'' and use an external clamp to slide it aside.
  +
* East Coast and Mojave vaults lack storage rooms in the overseer's office; they are instead located near the Atrium.
  +
* [[Vault 111]] in the [[Commonwealth]] is unique in that it has two pairs of doors: The exterior blast door, which is oriented horizontally at the top of the hill, to allow the blast wave to sweep over without causing harm, and a classic Vault door accessed through an elevator hidden beneath the top blast door.
  +
* [[Vault 12]] had its overseer's room sealed due to the fact that the main door of the vault was doomed never to close.
  +
* [[File:Gametitle-FOT.png|20px|Gray paragraphs are based on Fallout Tactics and were not confirmed by primary sources]] <span style="color:dimgray"> [[Vault 0]] had an entirely different layout than other vaults.
  +
* [[File:Gametitle-FOBOS.png|20px|Gray paragraphs are based on Fallout: Brotherhood of Steel and were not confirmed by primary sources]] <span style="color:dimgray">The [[Secret Vault]] also had an entirely different layout than other vaults.</span>
  +
* [[File:Gametitle-VB.png|20px|Gray paragraphs are based on Van Buren and were not confirmed by primary sources]] <span style="color:dimgray">[[Vault 29]] (''[[Van Buren]]'') was outfitted with a [[ZAX]] AI, which replaced the overseer.</span>
  +
--->
   
  +
==History==
  +
{|class="va-table" align="right"
  +
! colspan="3"|Vault construction timetable
 
|-
 
|-
| '''[[Vault 88]]'''
 
| 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.<ref>{{cite web|url=https://www.twitch.tv/bethesda/v/77696892|title=Fallout 4 - Vault-Tec Workshop Gameplay Debut|date=July 12, 2016}}</ref>
 
| [[Boston]], [[New England Commonwealth|Massachusetts]]<br />([[The Commonwealth]])
 
| ''[[Vault-Tec Workshop]]''
 
   
  +
! Number
|-
 
  +
! Construction begins
| '''[[Vault 92]]'''
 
  +
! Construction ends
| Populated largely by renowned musicians, this vault was a test bed for a white noise-based system for implanting combat-oriented posthypnotic suggestions.
 
| [[Old Olney|Olney]], [[Columbia Commonwealth|Maryland]]<br />([[Old Olney]], [[Capital Wasteland]])
 
| ''[[Fallout 3]]''
 
   
 
|-
 
|-
| '''[[Vault 94]]'''
+
|[[Vault 13]]
  +
|August 2063
| This vault was "founded on the principles of faith, nonviolence, and communal life in harmony with nature," and was led by a figure known as the Pastor. Inhabitants professed a willingness to share their abundant resources with outsiders, though entrance required a Vault Access Code, which could be acquired from a Vault Ambassador.
 
  +
|March 2069
| North of [[Harpers Ferry]], [[Eastern Commonwealth|West Virginia]]<br />([[The Mire]], [[Appalachia]])
 
| ''[[Fallout 76]]''
 
 
 
|-
 
|-
| '''[[Vault 95]]'''
+
|[[Vault 76]]
  +
|2065
| 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. 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]].
 
  +
|2069 (planned)<br/>2076 (actual)
| [[New England Commonwealth|Massachusetts]]<br />([[The Commonwealth]])
 
| [[Fallout 3 cut content|''Fallout 3'' cut content]] (first mentioned)<br />''[[Fallout 4]]''
 
 
 
|-
 
|-
| '''[[Vault 96]]'''
+
|[[Vault 87]]
  +
|May 2066
| Unknown
 
  +
|May 2071
| South of [[Huntersville]], [[Eastern Commonwealth|West Virginia]]<br />([[Savage Divide]], [[Appalachia]])
 
| ''[[Fallout 76]]''
 
 
 
|-
 
|-
| '''[[Vault 101]]'''
+
|[[Vault 92]]
  +
|May 2062
| 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.
 
  +
|May 2068
| West of [[Springvale]], [[Columbia Commonwealth|Virginia]]<br />([[Capital Wasteland]])
 
| ''[[Fallout 3]]''<br />''[[Fallout 4]]'' (mentioned only)<br />''[[Fallout 76]]'' (mentioned only)
 
 
 
|-
 
|-
| '''[[Vault 106]]'''
+
|[[Vault 106]]
  +
|May 2064
| 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.
 
  +
|December 2069
| [[Columbia Commonwealth|Virginia]]<br />([[Capital Wasteland]])
 
| ''[[Fallout Bible]]'' (first mentioned)<br />''[[Fallout 3]]''
 
 
 
|-
 
|-
| '''[[Vault 108]]'''
+
|[[Vault 108]]
  +
|March 2061
| Intended to test conflicts in leadership, the vault's overseer 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 also housed a [[cloning]] lab and all (surviving) residents are clones of one man called [[Gary (clone)|Gary]].
 
  +
|December 2069
| South of Canterbury, [[Columbia Commonwealth|Maryland]]<br />([[Capital Wasteland]])
 
| ''[[Fallout 3]]''
 
 
 
|-
 
|-
| '''[[Vault 111]]'''
+
|[[Vault 112]]
  +
|November 2068
| Tested the long-term effects of cryogenic suspension on unaware individuals. The vault's staff were assigned to observe the residents and protect the vault for 180 days. Dwindling supplies drove the security personnel to mutiny against the scientists and leave. Over a century after activation, a [[Conrad Kellogg|mercenary]] broke into the vault in order to kidnap an [[Shaun|infant resident]]. In the process, he killed all but [[Sole Survivor|one]] of the vault's frozen residents.
 
  +
|June 2074
| [[Sanctuary Hills]], [[New England Commonwealth|Massachusetts]]<br />([[Sanctuary Hills|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. Unfortunately, [[Stanislaus Braun|Dr. Stanislaus Braun]] held absolute control of the simulation and used it to torture the residents for his own pleasure.
 
| [[Columbia Commonwealth|Virginia]]<br />([[Capital Wasteland]])
 
| ''[[Fallout 3]]''
 
 
|-
 
| '''[[Vault 114]]'''
 
| 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]].
 
| [[Boston]], [[New England Commonwealth|Massachusetts]]<br />([[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 second wing was never finished and while the vault was used as a fallout shelter, the vault experiment never started.
 
| [[The Island|Mount Desert Island]], [[New England Commonwealth|Maine]]<br />([[The Island]])
 
| ''[[Far Harbor (add-on)|Far Harbor]]''
 
 
|}
 
|}
  +
:''See also: [[Project Safehouse]]''
  +
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 allow for these gargantuan bunkers to be constructed at a rapid pace.<ref name="FOB0TR">[[Fallout Bible 0#Timeline repair: Second strike|Fallout Bible 0]]: "2054 ''In light of the Euro-Middle-Eastern conflict and the plague scare, the United States sets Project Safehouse in motion. The project, financed by junk bonds, is designed to create shelters, called Vaults, for the populace in the event of a nuclear war or deadly plague. Construction begins late in 2054 and proceeds rapidly due to advances in construction technology."''</ref> The impoverished government is forced to finance the project with [[Wikipedia:High-yield debt|junk bonds]] and even then, only commissions 122 of these shelters nationwide, allowing less than 0.1% of the population to save their life in the event of the holocaust.<ref name="400mil" /> The sheer costs of a single Vault are 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.<ref name="V13 stats">[[Vault Dweller's Survival Guide#General|Vault Dweller's Survival Guide]] p.1–1: ''"'''Important Vault statistics'''''<br/>''Vault Number ............................13''<br/>''Starting construction date .........August 2063''<br/>''Ending construction date ..........March 2069''<br/>''Starting Budget .........................$400,000,000,000''<br/>''Final Budget, with interest ........$645,000,000,000''<br/>''Total number of occupants .......1,000 (at capacity)''<br/>''Total duration ...........................10 years (at capacity)''<br/>''Number of living quarters .........100 (hot bunking required if at maximum capacity)''<br/>''Door thickness ..........................4 yards, steel''<br/>''Earth coverage .........................3,200,000 tons of soil, at 200 feet''<br/>''Computer control system .........Think machine''<br/>''Primary power supply ...............Geo-thermal''<br/>''Secondary power supply ..........General Atomics Nuclear Power backup systems''<br/>''Power requirements .................3.98mkw/day''<br/>''Stores .......................................Complete construction equipment, hydro-agricultural farms, water purification from underground river, defensive weaponry to equip 10 men, communication, social and entertainment files (for total duration)"''</ref> As a crucial element of national defense, much of the project was classified and protected under the [[New Amended Espionage Act]], encouraging embezzlement and corruption.<ref>[[Vault Dweller's Survival Guide]] title page: ''"NOTICE.––This document contains information affecting the national defense of the United States within the meaning of the New Amended Espionage Act, 50 U.S.C., 31 and 32. Its transmission or the revelation of its contents in any manner to an unauthorized person is prohibited by the law."''</ref>
   
  +
Following the success of [[Vault-Tec Corporation]]' [[demonstration Vault]] built near their headquarters in [[Los Angeles]] at the time,<ref name="CT">[[Chris Taylor interview for Vault13.net]]:<br/>Saint Proverbius (SP): ''"Which vault number was the Master's base?"''<br/>Chris Taylor (CT): ''"The Master was in the Vault-Tec private vault. This was the demonstration model built for the federal government, it was also very close to the Vault-Tec headquarters."''</ref> the company won the bid for construction the shelters. The building of the shelters proceeds rapidly and most are completed by 2063. The construction of several Vaults is delayed, particularly Vault 13 (which only started construction in August 2063) and the network surrounding [[Washington, D.C.]]<ref name="FOB0 cry wolf">[[Fallout Bible 0#Timeline repair: Second strike|Fallout Bible 0]]: "2063 August ''The construction of most Vaults completed, except for Vault 13, whose construction finally gets off the ground... heralding a development cycle that seems plagued with problems. Drills begin in the other cities with completed Vaults, but the increasing frequency of the drills has a "cry wolf" effect, and the turnouts for drills trickle off as the years go on."''</ref> Some are delayed due to work stoppage.<ref name="CitTermV108"/> Ongoing drills in completed Vaults slowly create a Cry Wolf effect: Turnouts for the drills fall as the years go on, further limiting the Vaults' role in ensuring the survival of humanity.<ref name="FOB0 cry wolf" />
===Semi-canon and non-canon vaults===
 
{| class="va-table va-table-center sortable"
 
! width="10%"|Designation
 
! class="unsortable" width="50%"|Description/Fate
 
! width="20%"|Location
 
! width="20%"|Appearances
 
   
  +
Additional problems are 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 miracle technologies and develop shelters that really protected the inhabitants... As long as they worked properly.<ref>[[Fallout Bible 6#Life with the GECK|Fallout Bible 6]]:<br/>
|-
 
  +
''"'''1b. What may be suitable for planting in the present may not be suitable in 20 yrs. This is esp true I would think in theFO universe with its rather unstable ecosystem. I mean if one really wanted to be certain that what one was panting would grow the best thing to do would be to collect the seeds, spores etc from already growing food sources - these have a guaranteed fertilization rate. After all those corn seeds that were put in the GECK 50 yrs ago now have not sufficiently mutated to endure the new Wasteland (even in a "normal" ecosystem, the only strains of plant that survive are those that mutate).'''"''<br/>
| '''[[Burkittsville Vault]]'''
 
  +
''"You're absolutely right. The GECK builders had no idea what the post-nuclear world would be like, and they had no real way to anticipate it, despite their "thorough tests" (it's doubtful they gave it much thought, to be honest, considering how badly organized the Safehouse project alone was, not to mention the experimental nature of the Vaults) - still, it seems as if the seeds present in the GECK were viable for Vault 8."''</ref> Vault-Tec even advertised Vaults in newly annexed [[Canada]], though these were in the early stages of completion.<ref>[[Letter from Vault-Tec#Rejected|Rejected letter from Vault-Tec]]: ''"For a full list of Vault-Tec facilities with available accommodations, in exciting locales such as Oklahoma and newly-annexed Canada, contact your local Vault-Tec representative!"''</ref> Of course, it was also a tremendous success for the company, allowing it to relocate its headquarters to [[Washington, D.C.]]<ref name="CT" /><ref>Chronologically, the first Vault was constructed in L.A., near their headquarters, so they simply relocated to the capital afterwards.</ref> and even sponsor a large exposition at the [[Museum of Technology]] in the capital, designed to promote their shelters and explain their functionality.<ref>[[Museum of Technology]] vault tour</ref> Promotional tours and awarding of prizes like the [[Pressed Vault Suit Award]] were also used to promote a positive image of the company, regardless of the numerous problems associated with it.<ref>[[Vault locations v34.129]]</ref>
| 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]], [[Columbia Commonwealth|Maryland]]
 
| [[Fallout 3 cut content|''Fallout 3'' cut content]]
 
   
  +
===True purpose===
|-
 
  +
The real problem with the Vaults is that the [[Enclave|conspiracy]] never intended for them to be shelters for preserving humanity.<ref name="PennyArcade" >''[[One Man, and a Crate of Puppets]]'', panel 1: ''"The Vault <br/>''Experiments were never designed to '''rescue''' the people that lived inside them. They were a vast social experiment designed to study pre-selected segments of the population."''</ref> After it established control over Project Safehouse, it subverted it for its own ends. Rather than act to save humanity, Vaults were built to test their population as part of the Societal Preservation Program.<ref>[[Bloomfield Space Center design document/1]]: ''"In November, 2076, the Enclave seized control of Bloomfield Space Center. They knew nuclear war was just around the corner, so they tried to refit the Hermes-13 and convert it into a vehicle that would take selected personnel (mainly themselves) off-planet, destination yet to be determined."''</ref><ref>[[GSTERM.MSG|Reactor Maintenance and Repair Robot control terminal]]: ''"{360}{}{Active PoseidoNet Stations: Atomic Powerplant #5, Navarro Refinery, Control Station ENCLAVE, ENCLAVE Vault-Research Control…AccessDenied}"''</ref> Only 17 of the Vaults were designed to work properly as control Vaults.<ref name="CitTermV76"/> The 105 other Vaults were featured a variety of scenarios, ranging from annoying to downright lethal, to gauge how humans acted in these scenarios for their own, nefarious purposes.<ref name="FOB0 Q" >[[Fallout Bible 0#More questions, questions|Fallout Bible 0]]:<br/>''"'''I read the start thing of the bible thats on the net. One thing I don't agree with in the fallout universe is that the vaults were just a bunch of "social experiments". I mean why. Even though the enclave were a bunch of assholes, why would they want to purposely see their own country men die when the vaults were societys last chance at a good survivial. I like to think that lots of people died because the vaults just didn't work. Like in FOT there is a terminal that says that money had been diverted from much needed common sense things to an underground game hunting facility or whatever it was. experiments was a bit over the top, but corruption is far more believable. thats what i think anyhow. and Fallout 3, is it a possibility or not?'''"''<br/>"'''''Michael'''"''<br/>''"Answer: The vault experiments were an idea created by Tim Cain, and I don't really know the reason behind them, but I can offer some speculation."''<br/>''"First off, thematically, it's pretty creepy, and we all know that developers will pull all sorts of crazy shit to try and mess with players' heads. It's possible that Tim had just finished watching an X-Files episode and had conspiracy theories swimming around in his subconscious. As to your comment about the experiments being a bit over the top, well, yeah. We're guilty as charged."''<br/>''"Secondly, as proven time and again in Fallout 2, the Enclave isn't a particularly rational bunch of fellows. Thematically, they embrace a paranoid view of the world and a heightened sense of superiority over everyone else in Fallout.''"<br/>''"Third, the federal government (or whatever branch of federal government was responsible - it was not necessarily the Enclave) may not have ever considered the Vaults as society's best chance for survival - the government may have considered themselves the best candidates for rebuilding the world and already had their asses covered in the event of a nuclear or biological war by relocating to other remote installations across the nation (and elsewhere) that weren't necessarily vaults. The Enclave certainly didn't seem to be devoting much effort to digging up any other vaults and trying to use the human stock there to rebuild civilization."''<br/>''"Fourth, a lot of people did die because the vaults didn't work. Some suffered worse fates."''<br/>''"Nonetheless, even members of the Enclave probably could not answer the question of who created the Vault experiments and their reasons, as many of the people responsible for the creation of the Vaults died long ago, and many records were lost in the great static of 2077. President Richardson was familiar with the purpose of the Vaults, but he never saw them as more than little test tubes of preserved humans he could mess with."''</ref> Some were not provided with enough food synthesizers 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.<ref>[[Dick Richardson]]: ''"{220}{prs34}{Well, no. No... not quite. You see, we had planned ahead. We were ready. }"''<br/>The [[Chosen One]]: ''"{221}{}{What do you mean?}"''<br/>Dick Richardson: ''"{222}{prs35}{We had a number of sanctuaries that would enable the glorious American civilization to endure. These facilities - the vaults - were part of the great plan.}"''<br/>The Chosen One: ''"{223}{}{Those damn vaults didn't work the way they were supposed to. A lot of people in them died.}"''<br/>Dick Richardson: ''"{224}{prs36}{Actually, they worked almost exactly the way they were supposed to. You might call it a social experiment on a grand scale. }"''<br/>The Chosen One: ''"{225}{}{An experiment?}"''<br/>Dick Richardson: ''"{226}{prs36a}{The vaults were set up to test humanity. Some had not enough food synthesizers, others had only men in them, yet others were designed to open after only 6 months. They each had a unique set of circumstances designed to test the occupants.}"''<br/>The Chosen One: ''"{227}{}{What about Vault 13? What was it's purpose?}"''<br/>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.}"''<br/>The Chosen One: ''"{229}{}{But they would all have died if my ancestor didn't get them a replacement water chip. That doesn't seem to fit in with your plan.}"''<br/>Dick Richardson: ''"{230}{prs38}{An unfortunate, and unforeseen, accident. However, as it turns out, a rather fortuitous one.}"''<br/>The Chosen One: ''"{231}{}{What do you mean?}"''<br/>Dick Richardson: ''"{232}{prs39}{As it turns out we needed test subjects from untainted, pre-war, human stock - your ancestors in Vault 13 - and some freshly mutated stock - the villagers from Arroyo.}"''<br/>The Chosen One: ''"{233}{}{Why?}"''<br/>Dick Richardson: ''"{234}{prs39a}{For the Project. It's almost ready. Humanity's salvation is almost at hand and the United States of America will be the progenitor of that rebirth.}"''<br/>The Chosen One: ''"{235}{}{Rebirth? What do you mean?}"''<br/>([[Qhprzrch.msg]])</ref>
| '''[[Secret Vault]]'''
 
| A secret vault dedicated to protect high-members of [[Vault-Tec Corporation|Vault-Tec]] and used to research the latest technologies (like electrical laser weapons and instant regeneration) and the [[Forced Evolutionary Virus]].
 
| [[Los Ybanez]], [[Texas Commonwealth|Texas]]
 
| ''[[Fallout: Brotherhood of Steel]]''
 
   
  +
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.<ref>{{Color|Gray|[[Vault 88 terminals]]: "''
|-
 
  +
<br/>''CONFIDENTIAL CONFIDENTIAL CONFIDENTIAL
| '''[[Vault prototype]]'''
 
  +
<br/>''OVERSEER EYES ONLY <nowiki>|</nowiki> VIOLATION VTP-01011
| A small Vault-Tec facility used as the base of operations by the [[Brotherhood of Steel]]
 
| [[Texas Commonwealth|Texas]]
 
| ''[[Fallout: Brotherhood of Steel]]''
 
   
  +
<br/>''Vault 88 is designed to test a variety of prototype devices with the aim of rolling them out through the rest of the Vaults. Once Vault 88 is fully operational, we expect to roll out new devices every fiscal quarter. The initial prototypes are admittedly rough, so do the best you can with them.
|-
 
| '''[[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]], [[Four States Commonwealth|Colorado]]
 
| ''[[Fallout Tactics: Brotherhood of Steel|Fallout Tactics]]''
 
   
  +
<br/>''Unlike other Vaults, we'll send test subjects before any disaster scenario. Best estimate is early 2078 you'll have your first batch. Use each batch as long as feasible, but we are prepared to replace personnel if there are complications. Quick iteration time is a must.
|-
 
| '''[[Vault 1]]'''
 
| An unnamed vault that a [[United States Armed Forces|US Army]] soldier named [[Armstrong (Van Buren)|Corporal Armstrong]] escorts the player character to, with [[Frank (Van Buren)|Frank the Underseer]] running the facility until the overseer arrives.
 
| [[Great Midwest Commonwealth]]
 
| [[Van Buren tech demo|''Van Buren'' tech demo]]
 
   
  +
<br/>''If the Vault goes on lock down, the urgency of the time table diminishes. So you'll have to keep the test subjects docile and in-line. We have every faith you're up for the task, Doctor Barstow.''"}}</ref> 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.<ref>[[Valery Barstow]]: ''"Here we are. {{Tooltip|Here. Among these papers is my life's work. I'd like to share it with you. Doctor Braun tasked me with something vital. A series of prototypes and their related... well, experiments, that could redefine society.|Somber}} {{Tooltip|But as you can see things did not go according to plan.|Sad}}"''<br/>([[Valery Barstow's dialogue]])</ref> Ethical concerns were dismissed as counter-productive and close-minded.<ref>The [[Sole Survivor]]: ''"So these experiments can be run ethically?"''<br/>[[Valery Barstow]]: ''"If you insist on hobbling the prototypes' potential, yes, you could abide by as many ethical standards you'd like. I suggest being more open-minded, but the choice will be ultimately yours."''<br/>([[Valery Barstow's dialogue]])</ref>
|-
 
| '''[[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]], [[Northwest Commonwealth|Washington]]
 
| ''[[Fallout Extreme]]''
 
   
  +
===The Great War ===
|-
 
  +
On October 23, 2077, the Great War came. The Vault-Tec air raid sirens blare, but the Cry Wolf effect results in few people going into the Vaults. They are sealed and the experiments enter their decisive phase. The control Vaults function as intended and protect their populations. Others... Are not so lucky.<ref>[[Fallout Bible 0#Timeline repair: Second strike|Fallout Bible 0]]: "2077 October 23 ''Great War: Bombs are launched; who struck first is unknown... and it is not even known if the bombs came from China or America. Air raid sirens sound, but very few people go into vaults, thinking it is a false alarm. The Vaults are sealed."''</ref><ref>[[Fallout 4 loading screen hints]]: ''"In the year 2077, the world was destroyed by nuclear fire. Very few managed to escape to the safety of the Vaults."''</ref>
| '''Vault 10'''
 
| Unknown
 
| Mentioned in ''[[The Art of Fallout 4]]''.
 
| [[Fallout 4 cut content|''Fallout 4'' cut content]]
 
   
  +
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.<ref>[[Fallout Bible 0#Timeline repair: Second strike|Fallout Bible 0]]: "2091 ''Vault 8 opens, and they use their GECK to create fertile ground for their city. This eventually becomes Vault City."''</ref> A year later, the demonstration Vault in the ruins of LA opened. The inhabitants founded [[Adytum]] in what became known as the [[Boneyard]].<ref>[[Fallout Bible 0#Timeline repair: Second strike|Fallout Bible 0]]: "2092 ''LA Vault opens, the Boneyard is founded and attracts survivors."''</ref> Almost thirty years later, in the spring of 2121, [[Vault 15]] opened.<ref>[[Fallout Bible 0#Timeline repair Second strike|Fallout Bible 0]]:<br/>[[Fallout Bible 3#Timeline repair: Second strike|Fallout Bible 3 Timeline repair: Second strike]]: "2141 Spring ''Vault 15 opened."''<br/>{{Small|'''Note''': This date is incorrect and does not follow, as Shady Sands is specifically stated to have been founded by [[Aradesh]]'s ancestor in the game. If it was founded in 2141, then Aradesh would be the founder. There is also no mention of the people of Shady Sands coming out of a Vault, which is inconsistent with the relatively recent founding date. Finally, as the Vipers, Jackals, and Khans emerged out of Vault 15 together, it's impossible for them to raid the Hub in 2125, sixteen years before their emergence. Given that [[Katrina]] specifically states the opening took place during her lifetime (and she's sixty years old), 2121 is the estimated moment of opening.}}</ref><ref>The [[Vault Dweller]]: ''"{108}{}{Tell me a bit about the town.}"''<br/>[[Jarvis]]: ''"{111}{}{Well, Shady Sands was founded by a great ancestor of our current leader, Aradesh. He could tell you more of the story. We have a well and irrigation, so we do well for ourselves.}"''<br/>([[JARVIS.MSG]])</ref> While a large portion of the Vault inhabitants that left the overcrowded Vault would band into raider tribes as the winter of 2121 came (marking the beginning of the [[Khans]], [[Vipers]], and [[Jackals]]),<ref>[[Fallout Bible 0#Timeline repair: Second strike|Fallout Bible 0]]: "2141 Winter ''Raiders begin to form in the region as food supplies run low. The Khans and the Vipers begin terrorizing local settlements."''<br/>{{Small|'''Note''': This date is incorrect and does not follow, as Shady Sands is specifically stated to have been founded by [[Aradesh]]'s ancestor in the game. There is also no mention of the people of Shady Sands coming out of a Vault, which is inconsistent with the relatively recent founding. Finally, as the Vipers, Jackals, and Khans emerged out of Vault 15 together, it's impossible for them to raid the Hub in 2125, sixteen years before their emergence.}}</ref> the remaining vault dwellers would found [[Shady Sands]] in the spring of 2122. The town used its G.E.C.K. well.<ref>The [[Chosen One]]: ''"{117}{}{Do you have a GECK?}"''<br/>[[Mikey Frazier]]: ''"{119}{}{A GECK? Well, that's old history, so what the hell. You mean the old Garden of Eden Kit. We had one - I mean our grandparents had one. Used it when they came out of Vault 15. Got this place started, they say. It's all used up now.}"''<br/>([[Scmikey.msg]])</ref> No one expected that these humble beginning would eventually culminate in the formation of the mighty [[New California Republic]].<ref>[[Fallout Bible 0#Timeline repair: Second strike|Fallout Bible 0]]: "2122 Spring ''Shady Sands founded, wall erected against the raiders."''<br/>{{Small|'''Note''': This date is incorrect and does not follow, as Shady Sands is specifically stated to have been founded by [[Aradesh]]'s ancestor in the game. If it was founded in 2141, then Aradesh would be the founder.. There is also no mention of the people of Shady Sands coming out of a Vault, which is inconsistent with the relatively recent founding date. Finally, as the Vipers, Jackals, and Khans emerged out of Vault 15 together, it's impossible for them to raid the Hub in 2125, sixteen years before their emergence. Given that [[Katrina]] specifically states the opening took place during her lifetime (and she's sixty years old), 2121 is the estimated moment of opening.}}</ref>
|-
 
| '''[[Vault 24]]'''
 
| Unknown, any information in existence is based on cut content for a vault suit.
 
| Unknown
 
| [[Fallout: New Vegas cut content|''Fallout: New Vegas'' cut content]]
 
   
  +
However, there would be a darker side to the Vaults. As protective as they were, they would also ensure that the population within would be kept put for whatever purpose someone with less-than-stellar intentions might have for them. Such was the case in 2155, when the [[Master]]'s forces captured a caravan of vault dwellers from the L.A. Vault. He learned the location of the Vault and moved his base of operations there. Learning of other Vaults in the area, he realized their occupants were perfect subjects for dipping. The super mutants began to scour the region for the Vaults, boosting the output of the Mariposa vats tremendously.<ref>[[Fallout Bible 0#Timeline repair: Second strike|Fallout Bible 0]]: "2155-2156 ''After capturing a caravan of strange-garbed travelers (vault dwellers), Master learns the location of the Boneyard Vault, the future site of the Cathedral. He conquers the inhabitants and sets up operations there, and the human cultists begin to use the Vault as their powerbase. Within the Vault, the Master learns of other Vaults, and realizing their human occupants are ripe for transformation, begins to send out patrols to Vault locations in search of these other Vaults."''</ref><ref>[[Fallout Bible 5#Questions|Fallout Bible 5]]: "2155-2156 ''After capturing a caravan of vault dwellers, Master learns the location of the Boneyard Vault, the future site of the Cathedral. He conquers the inhabitants and sets up operations there, and the human cultists begin to use the Vault as their powerbase. Within the Vault, the Master begins to send out patrols to Vault locations in search of these other Vaults."''</ref>
|-
 
| '''[[Vault 27]]'''
 
| This vault would be overcrowded deliberately. 2000 people would be assigned to enter, double the total sustainable amount.
 
| Unknown
 
| ''[[Fallout Bible]]'' only
 
 
|-
 
| '''[[Vault 36]]'''
 
| The food extruders were designed to produce only a thin, watery gruel.
 
| Unknown
 
| ''[[Fallout Bible]]'' only
 
 
|-
 
| '''[[Vault 39]]'''
 
| The original purpose of Vault 39 is unknown, but due to Mile Reese experimenting with the G.E.C.K., it became a jungle with hostile plant life, similar to Vault 22.
 
| [[Lone Star|Abilene]], [[Texas Commonwealth|Texas]]
 
| ''[[Fallout: Brotherhood of Steel 2]]''
 
 
|-
 
| '''[[Vault 42]]'''
 
| No light bulbs of more than 40 watts were provided.
 
| Unknown
 
| ''[[Fallout Bible]]'' only
 
 
|-
 
| '''[[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 ''[[Fallout: New California|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.
 
| Unknown
 
| ''[[Fallout Bible]]'', ''[[The Art of Fallout 3]]'' and possibly on Vault-Tec east coast computers
 
 
|-
 
| '''[[Vault 55]]'''
 
| All entertainment tapes were removed.
 
| Unknown
 
| ''[[Fallout Bible]]'' only
 
 
|-
 
| '''[[Vault 56]]'''
 
| All entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55.
 
| Unknown
 
| ''[[Fallout Bible]]'' only
 
 
|-
 
| '''[[Vault 70]]'''
 
| All jumpsuit extruders fail after 6 months. Most of the inhabitants were [[Church of Jesus Christ of Latter-Day Saints|Mormons]]. The city of [[New Canaan]] was founded by the vault dwellers after they left the vault.
 
| [[Salt Lake City]], [[Four States Commonwealth|Utah]]
 
| ''[[Fallout Bible 0]]''<br />''[[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<ref>[http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Layout Vault 74 tutorial] in the GECK wiki. The location of this vault and its layout is likely not canon.</ref>
 
 
|-
 
| '''[[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|''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|''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|''Fallout 4'' cut content]]<br />''[https://www.youtube.com/watch?v=QKn9yiLVlMM The History of Bethesda Game Studios]''
 
 
|-
 
| '''[[Vault 120]]'''
 
| Unknown
 
| Mentioned in ''[[Fallout 4]]'s'' ''[[Creation Engine]]'' files for the [[Fallout 4 cut content|cut quest]] [[20 Leagues Under the Sea]].
 
| [[Fallout 4 cut content|''Fallout 4'' 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|''Fallout 4'' cut content]]<br />''[https://www.youtube.com/watch?v=QKn9yiLVlMM 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.
 
| (Player-created vaults)
 
| ''[[Fallout Shelter]]''
 
|}
 
   
  +
Eighty years later, Vaults would serve another nefarious purpose, as the [[Enclave]], the architects of the original experimentation program, raided [[Vault 13]] on March 16, 2242; the Vault's inhabitants were taken to the oil rig, so that the inoculation rendering humans immune to the FEV-based toxin could be tested.<ref>[[Fallout Bible 0#Timeline repair: Second strike|Fallout Bible 0]]: "2242 May 16 ''Less than a day later, Vault 13 is opened, only to be greeted by two Enclave verti-assault squads. The squads kill three of the citizens who were "resisting capture," and storm the Vault, kidnapping all the inhabitants."''</ref><ref>The [[Chosen One]]: ''"{141}{}{That sounds nasty. Why are they using your people for a test?}"''<br/>[[Martin Frobisher]]: ''"{142}{}{They took us all from our vault because they wanted test subjects for the antidote. They needed people from outside the Enclave, and who were still pure-strain-humans. So they took us.}"''<br/>([[QCMARTIN.MSG]])</ref>
==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 exhibit in the [[Vault-Tec: Among the Stars]] attraction at [[Nuka-World (location)|Nuka-World]].
 
* 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.
 
   
  +
By 2287, almost no functional Vaults remain. The only Vault that continues to function in its intended capacity (at least, as far as the dwellers are concerned) is [[Vault 81]]. However, after two centuries of use, the Vault is in a state of advanced disrepair in spite of the maintenance efforts by its inhabitants.<ref>See [[Vault 81]] for references.</ref>
==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 [[burn this goddamn jumpsuit|holodisk]] detailing its disturbing nature.
 
   
 
==Appearances==
 
==Appearances==
 
* [[Vault 12]], [[Vault 13]], [[Vault 15]] and the [[Los Angeles Vault]] appear in ''[[Fallout]]''.
 
* [[Vault 12]], [[Vault 13]], [[Vault 15]] and the [[Los Angeles Vault]] appear in ''[[Fallout]]''.
 
* [[Vault 8]], Vault 13, Vault 15 and the [[Unfinished Vault]] appear in ''[[Fallout 2]]''. Some vaults were also mentioned by [[Dick Richardson|President Dick Richardson]] - some of them had not enough food synthesizers, others had only men in them, yet others were designed to open after only 6 months.
 
* [[Vault 8]], Vault 13, Vault 15 and the [[Unfinished Vault]] appear in ''[[Fallout 2]]''. Some vaults were also mentioned by [[Dick Richardson|President Dick Richardson]] - some of them had not enough food synthesizers, others had only men in them, yet others were designed to open after only 6 months.
* [[Vault 87]], [[Vault 92]], [[Vault 101]], [[Vault 106]], [[Vault 108]] and [[Vault 112]] appear in ''[[Fallout 3]]''.
+
* [[Vault 87]], [[Vault 92]], [[Vault 101]], [[Vault 106]], [[Vault 108]] and [[Vault 112]] appear in ''[[Fallout 3]]''. They are also mentioned in a [[Citadel]] [[Citadel terminal entries#DC Area Vault Listings|terminal]] entry.
 
* [[Vault 3]], [[Vault 11]], [[Vault 19]], [[Vault 21]], [[Vault 22]] and [[Vault 34]] appear in ''[[Fallout: New Vegas]]''. [[Vault 17]] is mentioned by [[Lillian Marie Bowen]].
 
* [[Vault 3]], [[Vault 11]], [[Vault 19]], [[Vault 21]], [[Vault 22]] and [[Vault 34]] appear in ''[[Fallout: New Vegas]]''. [[Vault 17]] is mentioned by [[Lillian Marie Bowen]].
 
* [[Vault 75]], [[Vault 81]], [[Vault 95]], [[Vault 111]] and [[Vault 114]] appear in ''[[Fallout 4]]''.
 
* [[Vault 75]], [[Vault 81]], [[Vault 95]], [[Vault 111]] and [[Vault 114]] appear in ''[[Fallout 4]]''.
 
* [[Vault 118]] appears in the ''Fallout 4'' [[Fallout 4 add-ons|add-on]] ''[[Far Harbor (add-on)|Far Harbor]]''.
 
* [[Vault 118]] appears in the ''Fallout 4'' [[Fallout 4 add-ons|add-on]] ''[[Far Harbor (add-on)|Far Harbor]]''.
 
* [[Vault 88]] appears in the ''Fallout 4'' add-on ''[[Vault-Tec Workshop]]''.
 
* [[Vault 88]] appears in the ''Fallout 4'' add-on ''[[Vault-Tec Workshop]]''.
* [[Vault 76]] appears in ''[[Fallout 76]]''. It was previously mentioned in a [[Citadel]] terminal in ''Fallout 3'', and also in its [[Fallout 3 add-ons|add-on]] ''[[Mothership Zeta (add-on)|Mothership Zeta]]'' in an [[alien captive recorded log]], as well as at the very beginning of ''[[Fallout 4]]'' by the [[newscaster]].
+
* [[Vault 76]] appears in ''[[Fallout 76]]''. It was previously mentioned in a [[Citadel]] [[Citadel terminal entries#Vault 76|terminal]] in ''Fallout 3'', and also in its [[Fallout 3 add-ons|add-on]] ''[[Mothership Zeta (add-on)|Mothership Zeta]]'' in an [[alien captive recorded log]], as well as at the very beginning of ''[[Fallout 4]]'' by the [[newscaster]].
 
* [[Vault 63]], [[Vault 94]] and [[Vault 96]] also appear in ''Fallout 76''. [[Vault 29]] is mentioned in the holotape [[Last day of school]].
 
* [[Vault 63]], [[Vault 94]] and [[Vault 96]] also appear in ''Fallout 76''. [[Vault 29]] is mentioned in the holotape [[Last day of school]].
* [[Vault 51]] appears in the ''Fallout 76'' add-on ''[[Wild Appalachia]]''.
+
* [[Vault 51]] appears in the ''Fallout 76'' add-on ''[[Nuclear Winter]]''.
 
* [[Vault 0]] appears in ''[[Fallout Tactics: Brotherhood of Steel|Fallout Tactics]]''.
 
* [[Vault 0]] appears in ''[[Fallout Tactics: Brotherhood of Steel|Fallout Tactics]]''.
 
* The [[Secret Vault]] and the [[Vault prototype]] appear in ''[[Fallout: Brotherhood of Steel]]''.
 
* The [[Secret Vault]] and the [[Vault prototype]] appear in ''[[Fallout: Brotherhood of Steel]]''.
 
* In ''[[Fallout Shelter]]'', players select a three-digit number to name their new vaults, ranging from 000 to 999.
 
* In ''[[Fallout Shelter]]'', players select a three-digit number to name their new vaults, ranging from 000 to 999.
 
* [[Vault 77]] appears in the webcomic ''[[One Man, and a Crate of Puppets]]'', and a jumpsuit from it can be found in [[Paradise Falls]] in ''Fallout 3''.
 
* [[Vault 77]] appears in the webcomic ''[[One Man, and a Crate of Puppets]]'', and a jumpsuit from it can be found in [[Paradise Falls]] in ''Fallout 3''.
* A malfunctioning vault with unknown number and location appears in the [[Van Buren tech demo]].
+
* [[Vault 1]] appears in the [[Van Buren tech demo|''Van Buren'' tech demo]].
 
* [[Vault 29]] and [[Vault 70]] were to appear in ''[[Van Buren]]'', the canceled ''Fallout 3'' project by [[Black Isle Studios]].
 
* [[Vault 29]] and [[Vault 70]] were to appear in ''[[Van Buren]]'', the canceled ''Fallout 3'' project by [[Black Isle Studios]].
 
* A Vault 69 advertisement appears in ''Van Buren'' concept art.
 
* A Vault 69 advertisement appears in ''Van Buren'' concept art.
 
* [[Vault 74]] appears only in the ''Fallout 3'' and ''Fallout: New Vegas'' modding tutorial on the [[G.E.C.K. (editor)|G.E.C.K.]] wiki. It was also included as cut content in ''Fallout: New Vegas''.
 
* [[Vault 74]] appears only in the ''Fallout 3'' and ''Fallout: New Vegas'' modding tutorial on the [[G.E.C.K. (editor)|G.E.C.K.]] wiki. It was also included as cut content in ''Fallout: New Vegas''.
* Other vaults present in this article are mentioned in [[Chris Avellone]]'s ''[[Fallout Bible]]'', [[Penny Arcade]]'s comic strips, cut content, or other canceled ''Fallout'' games.
+
* Other Vaults present in this article are mentioned in [[Chris Avellone]]'s ''[[Fallout Bible]]'', [[Penny Arcade]]'s comic strips, cut content, or other canceled ''Fallout'' games.
   
 
==Behind the scenes==
 
==Behind the scenes==
  +
{{Quotation|We (Jason, Tim and I) were the ones who came up with that idea when we were designing the story for FO2, and we liked how they added another layer to the dichotomy between the reality the government was selling the people through propaganda and reality itself. So we obviously approved of it as an idea. The ones we designed all had a dark edge to them, as if they could conceivably be twisted psychological experiments. The wacky ones came after we had left...​|[[Leonard Boyarsky]]|[http://archive.is/sq7xp RPG Codex interview]}}
The vault experiment was an idea created by [[Tim Cain]] during the initial stages of ''Fallout 2'' development.
 
  +
* The Vault experiment was an idea created by [[Tim Cain]] and [[Leonard Boyarsky]] during the initial stages of ''Fallout 2'' development.<ref name="FOB0 Q" /><ref>[http://archive.is/sq7xp RPG Codex interview with Leonard Boyarsky]</ref>
 
  +
* The developers intended for the player to first encounter information about the Vault Experiment as they read the [[Vault 8]] records in ''[[Fallout 2]]''. They could discover a classified file (opened with a successful Science skill roll) explaining the purpose of Vault 8 was to be a "control Vault," designed to hold 1000 people and open at a designated time. This file was intended to foreshadow the discovery of the true and sinister purpose of the Vaults.
{{FO2CC}}
 
  +
* The player character was also intended to apply his [[Science]] skill to the central computer in Vault 13 to obtain a history of Vault 13, the overseer's involvement in the Vault Dweller's expulsion, and even worse, the true purposes of the Vaults. The overseer was conscious of the true purpose of the Vaults as social experiments on a grand scale, and consequently drove out the [[Vault Dweller]] because of fear he would ruin the experiment... or uncover it.<ref>[[Fallout Bible 0#Vault system|Fallout Bible 0]]: ''"The player was also intended to apply his Science skill to the central computer in Vault 13 to obtain a history of Vault 13, the Overseer's involvement in the Vault Dweller's expulsion, and even worse, the true purposes of the Vaults. The Overseer was conscious of the true purpose of the Vaults as social experiments on a grand scale, and he drove out the Vault Dweller because he was afraid that he would ruin the experiment... or uncover it. Of course, the Overseer himself caused problems not long after this, according to Martin Frobisher, the leader of Vault 13 in Fallout 2:''<br/>''<blockquote>"There used to be an overseer, many years ago, but he did a bad thing and many of our people left the Vault. Only to die in the Wastes, I'm sure. He was tried and sentenced to death for his crime. We haven't used the title since."</blockquote>''<br/>''Martin did not see the Overseer executed, however... his information comes from the Vault 13 records passed down by his ancestors."''</ref>
[[File:Vaultcontrolroom.jpg|thumb|200px|Vault control room]]
 
The developers intended for the player to first encounter information about the Vault Experiment as they read the [[Vault 8]] records in ''[[Fallout 2]]''. They could discover a classified file (opened with a successful Science skill roll) explaining the purpose of Vault 8 was to be a "control Vault," designed to hold 1000 people and open at a designated time. This file was intended to foreshadow the discovery of the true and sinister purpose of the vaults.
 
 
The player was also intended<ref name="Fallout Bible 0"/> to apply his [[Science]] skill to the central computer in Vault 13 to obtain a history of Vault 13, the overseer's involvement in the Vault Dweller's expulsion, and even worse, the true purposes of the vaults. The overseer was conscious of the true purpose of the vaults as social experiments on a grand scale, and consequently drove out the [[Vault Dweller]] because of fear he would ruin the experiment... or uncover it.
 
{{FO2CC|end}}
 
   
 
==Gallery==
 
==Gallery==
Line 547: Line 384:
 
VaultTecVaultSecure.png|A pre-War Vault-Tec advert for the vaults
 
VaultTecVaultSecure.png|A pre-War Vault-Tec advert for the vaults
 
VaultTechNeverTooLate2.png|Another pre-War advert
 
VaultTechNeverTooLate2.png|Another pre-War advert
Vault Interior.JPG|Concept art for a vault interior
+
Vault Interior.jpg|Concept art for a vault interior
Vault Layout.JPG|More vault concept art
+
Vault Layout.jpg|More vault concept art
 
Vault CA1.jpg|[[Adam Adamowicz]] concept art
 
Vault CA1.jpg|[[Adam Adamowicz]] concept art
 
Vault CA2.jpg|Adam Adamowicz's concept art
 
Vault CA2.jpg|Adam Adamowicz's concept art
Line 576: Line 413:
 
OverseerCA.jpg|Overseer concept art by [[Adam Adamowicz]]
 
OverseerCA.jpg|Overseer concept art by [[Adam Adamowicz]]
 
</gallery>
 
</gallery>
 
==Sources==
 
Most of the above comes from:
 
* ''[[Fallout Bible]]'' #0
 
* [[Vault Dweller's Survival Guide]]
 
* [[Vault locations v34.129]] holodisk
 
 
 
==References==
 
==References==
 
{{References}}
 
{{References}}

Revision as of 20:55, 17 September 2019

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Votf

Vault-Tec advert and in-game town map of Vault 13

A Vault is a hardened subterranean installation designed by Vault-Tec Corporation on commission from the U.S. government to protect a selected fragment of the United States population from nuclear holocaust in a secure underground bunker, so that America could be repopulated. Installations built as part of the Vault-Tec Societal Preservation Program commonly claimed to have a chance to fail equal to 1,763,497 to 1; however, reality was a far cry from this bold claim.[1]

For a list of known Vaults, please see this article.

Description

Construction

Fo4VW Vault 88 Construction Site

Vault 88's primary construction site, demonstrating typical late model construction efforts: Railway deliveries, heavy equipment, prefabricated elements, and large caverns shored up to withstand intense construction.

A typical Vault is built deep underground in a geologically stable area (typical choices include mountain ranges[2] and remote areas away from population centers),[3] but Vaults have also been built below the foundations of modern cities.[4] in order to survive the effects of a nuclear blast.[5] Vault-Tec method was patented as the Triple-S Technology (Safety, Survivability and Sanitation),[6] to provide a maximum of comfort to the inhabitants without compromising their safety. Vaults were typically built using reinforced concrete and solid metal sheeting to ensure durability and longevity of the shelter construction.[7] The primary protection came in the sheer amount of earth covering: Vault 13 was shielded by 3,200,000 tons of soil, at 200 feet (60m) of thickness,[8] while Vault 88 was sheltered by granite deposits common to Quincy.[9]

Entrance into the Vault was controlled by a Vault blast door and an airlock.[10] The Vault doors had a projected 2% failure rate in case of a direct hit by a nuclear missile.[11] The only known vault to have been hit by a nuclear weapon is Vault 87 and the blast damaged the door beyond repair.[12] Some Vaults featured additional protective measures, such as an additional external blast door and reinforced access corridor, like Vault 8, or were accessed vertically through an elevator inside a protective dome that caused to blast wave to sweep over the dome and leave the Vault door intact, as is the case with Vault 111. Regardless of the presence of these measures, all entry points into a Vault were overpressurized to keep contaminants out.[13]

The precise method of constructing Vaults evolved greatly as Vault-Tec accumulated experience in constructing these vast underground shelters. The first Vaults were built using current-generation technologies, combining prefabricated elements with poured concrete and modular machines and electronics. The demonstration Vault built in Los Angeles set the standard for this first generation of Vaults built in California, which used the same kind of technology used for military and industrial construction, such as nuclear reactors, military bunkers, or corporate research facilities.[14] Vault-Tec quickly started implementing its own, purpose-built technologies. Vaults started becoming more and more modular, using entire prefabricated sections built to spec on the factory floor and assembled on site. Many second-generation Vaults exhibited a combination of both old and new technologies, with the only fully next-generation Vaults built on the East Coast, in Boston and West Virginia.[15] These Vaults were built entirely using prefabricated sections complete with all the necessary infrastructure, fixtures, and fittings, greatly reducing construction times.[16]

By 2077, Vault-Tec could rapidly construct Vaults, especially in areas where natural or artificial features such as stable cave networks or underground tunnels permitted it. For example, the stability of Quincy's granite quarries and the ground allowed extensive excavation operations, creating a network of natural and artificial caves. After reinforcement, these caves were connected to a temporary railroad that rapidly delivered all the necessary prefabricates, construction equipment, and other necessities to the Vault.[17]

Infrastructure

Fo3 Vault Corridor

A Vault corridor: Concrete, steel reinforcements, and SimuSun lighting.

Fo3 Vault Piping Detail

Infrastructure is designed for durability, but also for convenience. Critical elements are usually hidden behind wall panels so as to keep them out of harms way.

In order to power the entire installation, Vaults were provided with a variety of power sources, depending on local geology and the actual size of the Vault (with the average being ~220 dwellers).[18] The largest of them, like Vault 13, required nearly 3.98 MWh/day for continued operations for its 1000 occupants (housed in a hot-bunking system). In order to meet the demand, the Vault used a geothermal power plant as primary source, with General Atomics nuclear power as backup.[8]

This was the usual go-to solution was geothermal power, in areas where it was practical. If not, the usual fallback option was the aforementioned General Atomics nuclear power plant, often used as the primary power source due to its reliability and scalability.

Vault Number of occupants
Vaults can hold double the number of occupants under a hot bunking system; Vaults known to use the system are listed
Primary power supply Secondary power supply
Vault 8 Unknown, estimated at 100-200[19] Nuclear reactor[20] None
Vault 13[8] 500 (1000 with hot bunking) Geothermal General Atomics nuclear power
Vault 75[21] 88
Vault 76[22] 500, later reduced to 88[23] LightLife geothermal General Atomics nuclear power
Vault 81[24] 96 (plus unknown number of researchers) Nuclear reactor None
Vault 87[25] Unknown General Atomics nuclear power Versicorps fusion power
Vault 88 Construction unfinished, none given Vault-Tec super reactor None
Vault 92[26] 245 General Atomics nuclear power None
Vault 95[27] 72
Vault 106[28] 107 Rok-Solid Brand geothermal General Atomics nuclear power
Vault 108[29] 475 General Atomics nuclear power (designed to fail after 240 months or 20 years) Steam Whistle mini geothermal
Vault 112[30] 85 Sure Power geothermal X-Tra Sure Power geothermal
Vault 114[31] 120

All of that power was necessary to power the facilities necessary to sustain the people living within. Apart from air filtration systems required to keep the air breathable, Vaults also included hydro-agricultural farms and food synthesizers to provide sustenance,[32] water purification systems (able to take even sewer waste and convert it into up to 15,000 gallons of drinkable water each day with no loss of output for 250,000 hours of operation),[33] and other necessary amenities, like a Vault-wide intranet allowing instant access to any entertainment, social, and educational files from any terminal in the Vault.[34] Vaults were also equipped with incinerators for disposal of the dead and likely other waste products.[35] Security was provided by heavy duty doors (which could be sealed by security in case of disturbances) and an extensive network of Eye-On-You surveillance cameras.[36] The entire Vault was typically managed by a single, centralized computer system, the most advanced of which being the ZAX series of supercomputers, currently known to have only been used in Vault 51.[37] The most common brands were Brainpower and Think Machine.[38][8]

Allegedly, all of the systems were rated to function without failure for nearly 900 years,[39] though the uneven quality of components would prove this claim untrue. For example, the water chips were manufactured by a low-bid contractor, resulting in poor quality and a high failure rate. Such was the case with Vault 13 in 2161, exacerbated by the fact that the process was too complicated for a workaround system.[40] For resettlement of the surface, Vaults held complete construction equipment[8] and preselected installations received one or two G.E.C.K.s, intended to help the inhabitants create a viable civilization in the post-nuclear world after the All Clear signal is sent.[41][42]

Vault dwellers

Fo3 Vault Living Room

A typical living room in a Vault.

The total number of inhabitants could be as high as 500 (1000 with hot bunking)[43] in installations like Vault 13[8] and Vault 76[22] and as low as 100.[28] As the government only commissioned 122 Vaults as part of Project Safehouse, only a fraction of the U.S.' 400 million citizens would actually be accepted into the Vaults.[44] The duration for which the Vaults were sealed varied. Some were only intended to stay sealed for ten years (Vault 13, though this directive was overridden),[45] while others were designed for 38 years and more, like Vault 108.[29]

It is important to note that the Enclave never intended for the Vaults to save anyone. They used Project Safehouse and the Vault-Tec Corporation' network of shelters for a grand social experiment, to test the occupants in unique circumstances.[32] However, the Enclave eventually abandoned their goal of settling on another planet, and decided to resettle the one they already had. Vault monitoring and research continued as the Vault Behavioral Project. In order to monitor the populations being experimented upon, the Enclave's oil rig possessed a great deal of equipment that allowed them to observe and control the vaults. For example, the Enclave sent the all clear signal to Vault 8 shortly after the War, prompting them to leave their Vault and build their city. These monitoring tools also let the Enclave see that the population of Vault 13 was largely intact, although this wouldn't become important until much later.[46][47]

Pre-selected segments of the population accepted into the Vault would enjoy a very high quality of life, though it would be completely different from the free market capitalist consumerism experienced on the surface - a planned socialist utopia underground (giving China the last laugh). As a closed system, the Vaults were designed to recycle and reuse[48][49] as much as possible and implement a completely planned economy that would maintain the system for the planned duration of the Vault. Every inhabitant would be registered with a unique 11 digit Vault Identification number (or VID)[50] and provided with clothing, bedding, and other accommodations necessary for their life within the Vault.[51]

The only exception was food and water, as these could only be procured with the proper ration coupons (at least in some Vaults).[52] Luxury, non-essential goods were available for purchase in exchange for work credits, a form of currency earned through performing work for the Vault. The aforementioned ration coupons would sometimes also be used as a form of currency.[53] Nourishment would be provided by a combination of food grown in hydroponic farms, like in Vault 13, or food synthesizers, capable of creating a variety of foodstuffs. Water would be provided by purifying liquid drawn from the local water table.[8]

It is important to note that Vault dwellers would be unable to use their own clothing in the long term. While dwellers could arrange to have their belongings sent to their Vault quarters in advance, there was a strict policy disallowing bringing baggage into the Vault in case of an emergency entrance.[51] The uniform Vault jumpsuit would replace regular clothes. Manufactured inside the Vault, it was designed for utility and comfort. Enterprising Vault dwellers could, however, customize theirs to add a bit of individuality to the generally conformist design.[54] Planning and conformity also extended to other areas. For example, trash disposal would only be permitted in designated receptacles on pre-set trash burning days. These receptacles would also be used for the disposal of corpses, as there was no space for proper burial in the confined environment of the Vault.[55] Children would also be assigned their first work duties starting with the day after their tenth birthday,[56]

In exchange for these sacrifices in life style, Vault dwellers would receive private quarters provided with the latest in home appliances, including Floorsuck Autocleaner Systems to minimize sweeping,[57] Culinator 3000 Kitchen Systems for cooking,[58] and access to complete libraries of social and entertainment files[8] together with the public Entertainotron room.[59] A standardized education would be received by all Vault dwellers, including schooling in arithmetic, chemistry, biology, history, and other sciences.[60] Tertiary education would also be provided and Vault-trained specialists would be highly sought after the apocalypse and count on a stable career in their chosen field, like Doc Mitchell from Vault 21, who opened a practice in Goodsprings after the Vault was opened.[61]

Their health would be assured by well educated doctors with the access to the latest in medical technologies. Auto-Docs capable of performing a broad variety of procedures and manufacturing medical drugs[62] were standard issue of the Emergency Medical Labs (which were equipped well enough to rival clinics).[63] Some Vaults were also equipped with facilities for cloning replacement tissue and organs[64] To avoid the development of medical problems, Vaults were lit using a Simu-Sun lighting system simulating natural sunlight.[65] It was estimated that living in a properly maintained Vault would result in an average lifespan of 92.3 years.[66] Of course, prolonged isolation, even in generations born inside the Vault, took its toll. Vault depressive syndrome was a common problem, manifesting as intense depression that could be debilitating. The usual recourse was to prescribe and treat it with anti-anxiety medication.[67] Furthermore, those who exited successful Vaults seem to have a heightened chance of suffering from xenophobia (fear of strangers) and/or agoraphobia (fear of open places).[68]

Security inside the Vault was provided by its dedicated security force, usually hand-picked by the overseer. A typical Vault was provided with enough firearms and armor to arm ten men.[8] Surface monitors and communications systems were designed to facilitate connecting with other Vaults,[8] though this functionality was either never implemented or failed soon afterwards.[45][69]

Layout

Vault Schematic

A schematic of a common Vault design used in mountainous areas.
1 - Natural bedrock
2 - Reinforced concrete that creates the outer shell of a Vault
3 - Entrance area
4 - Living quarters
5 - Command center

Due to the nature of the Project, Vaults were provided with standardized facilities and layouts. Some Vaults were built according to an uniform design plan (like Vaults 8, 12, 13, and 15), while others had to be adapted to local geological features. The following section attempts to summarize the most common design features.

Entrance

Fo1 Vault 13 Level 1

A standard entrance level layout.

Main article: Vault door

A Vault was designed to provide the best possible protection from nuclear fallout, indirect blast effects, and any unrest that might occur following a global thermonuclear war. Protected by a massive Vault blast door available in several different variants, from the basic Seal-N-Safe Model No. 343,[70] through fortified doors, all the way to the high tech fortified Vault entrances, the entrance area would double as an overpressurized airlock. There future dwellers would undergo decontamination and processing by Vault-Tec personnel, then change into Vault jumpsuits provided in sealed packages before entering the Vault.[71] Vault doors would be operated either remotely[72] or from control pods located near the door (both outside and inside the Vault). Specific access codes would be necessary to operate the door.[73] Some Vaults were provided with an external blast door, providing additional protection against the blast.[74]

Several layouts were developed for entrance areas. The earliest Vault designs, derived from the demonstration Vault,[75] had a simple airlock, terminating in a security door fitted with additional armored plating to deter attackers and protect against radiation. This airlock would typically contain a status terminal and a locker for emergency supplies.[76]

Later, more advanced layouts greatly expanded the airlock into a fully featured processing and decontamination station. Advanced Vault doors and airlocks would funnel prospective Vault dwellers into a decontamination shower and then to a separate area for disrobing and changing into jumpsuits (which would later double as staging area for excursions), before allowing them to enter the Vault. A separate room to the side would be used for monitoring purposes.[77]

The latest, fortified airlocks seen only in high-tech areas such as the Commonwealth further iterate on the system. The Vault door connects to a retractable catwalk leading into the Vault, monitored by Vault security and personnel during processing. The entrance area, painted in warm colors with a reassuring corporate slogan prominently displayed (Welcome Home), would typically include a security station and an array of radiation scanners that would analyze people entering the Vault proper.[78]

Basic Vault door
Advanced Vault door
Fortified Vault door and airlock

Living quarters

Fo1 Vault 13 Level 2

Standard living quarters layout.

Fo4 V81 Living Quarters

An example Vault apartment from the Commonwealth (Vault 81).

Living quarters were typically located deeper into the Vault and their design varied from installation from installation. A standard level had 20,000 square feet of usable area.[79][80] The standard approach was to provide discrete apartments to Vault couples, provided with a private sanitary compartment, terminal, and a bed, on top of any additional amenities they may require.[81]

However, different philosophies were implemented depending on the designer and the purpose of the Vault. Some did away with apartments in favor of separate dormitories for genders,[82] where multiple dwellers would occupy the same room, or for apartment blocks composed of a bedroom (with one or two beds, the former typically utilized under hot bunking) and a living space, with common lavatories accessible in the corridors.[83]

Other facilities typically located in living quarters include diners, classrooms, and even cigar lounges.[83]

Emergency Medical Lab

Typically found on the entrance level, the EML is one of the most important places in the Vault. Despite its name, a typical EML is a fully featured medical clinic allowing Vault dwellers to undergo medical procedures in a safe and sterile environment. A medic is expected to be present on site 24 hours a day, to respond to any emergencies immediately.[84] The EML typically varies in size from Vault to Vault. Some installations abandon the moniker entirely and simply refer to it as the Clinic.

Command center

Fo3 Atrium Stitch

The Vault 101 atrium

Fo1 Vault 13 Level 3

A standard command center design.

The command center is the nexus of Vault activity, where all the computers necessary to maintain the Vault's various functions. Centered around the overseer's office, it typically incorporates the security station, armory, computer core, meeting room, and library, although many variations of the layout have been developed.[85]

The oldest Vault designs usually dedicated an entire floor of the Vault for these purposes, owing to the multiple functions it was supposed to fulfill. One wing of the level would incorporate the overseer's office, a vaulted chamber with a command post equipped with a pair of CZ-53 5mm miniguns designed to defend the overseer, connected to the main processing computers (including the water purification controls)[86] and the security post with the Vault's main armory. A Vault security guard would be posted in the area on watch around the clock.[87]

Later designs would forgo the inclusion of a discrete command post and hall, in favor of a more modest office. The workplace of the overseer would typically be located in an area overlooking the atrium - the center of activity within the Vault, where dwellers would spend their leisure time, socialize, and even engage in sports.[88] The office would typically connect to necessary administrative and security facilities, such as the computer core, security station and armory, laboratories, and the personal quarters of the overseer and their family.[89]

History

Vault construction timetable
Number Construction begins Construction ends
Vault 13 August 2063 March 2069
Vault 76 2065 2069 (planned)
2076 (actual)
Vault 87 May 2066 May 2071
Vault 92 May 2062 May 2068
Vault 106 May 2064 December 2069
Vault 108 March 2061 December 2069
Vault 112 November 2068 June 2074
See also: Project Safehouse

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 allow for these gargantuan bunkers to be constructed at a rapid pace.[90] The impoverished government is forced to finance the project with junk bonds and even then, only commissions 122 of these shelters nationwide, allowing less than 0.1% of the population to save their life in the event of the holocaust.[44] The sheer costs of a single Vault are 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.[8] As a crucial element of national defense, much of the project was classified and protected under the New Amended Espionage Act, encouraging embezzlement and corruption.[91]

Following the success of Vault-Tec Corporation' demonstration Vault built near their headquarters in Los Angeles at the time,[92] the company won the bid for construction the shelters. The building of the shelters proceeds rapidly and most are completed by 2063. The construction of several Vaults is delayed, particularly Vault 13 (which only started construction in August 2063) and the network surrounding Washington, D.C.[93] Some are delayed due to work stoppage.[29] Ongoing drills in completed Vaults slowly create a Cry Wolf effect: Turnouts for the drills fall as the years go on, further limiting the Vaults' role in ensuring the survival of humanity.[93]

Additional problems are 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 miracle technologies and develop shelters that really protected the inhabitants... As long as they worked properly.[94] Vault-Tec even advertised Vaults in newly annexed Canada, though these were in the early stages of completion.[95] Of course, it was also a tremendous success for the company, allowing it to relocate its headquarters to Washington, D.C.[92][96] and even sponsor a large exposition at the Museum of Technology in the capital, designed to promote their shelters and explain their functionality.[97] Promotional tours and awarding of prizes like the Pressed Vault Suit Award were also used to promote a positive image of the company, regardless of the numerous problems associated with it.[98]

True purpose

The real problem with the Vaults is that the conspiracy never intended for them to be shelters for preserving humanity.[99] After it established control over Project Safehouse, it subverted it for its own ends. Rather than act to save humanity, Vaults were built to test their population as part of the Societal Preservation Program.[100][101] Only 17 of the Vaults were designed to work properly as control Vaults.[22] The 105 other Vaults were featured a variety of scenarios, ranging from annoying to downright lethal, to gauge how humans acted in these scenarios for their own, nefarious purposes.[102] Some were not provided with enough food synthesizers 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.[103]

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.[104] 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.[105] Ethical concerns were dismissed as counter-productive and close-minded.[106]

The Great War

On October 23, 2077, the Great War came. The Vault-Tec air raid sirens blare, but the Cry Wolf effect results in few people going into the Vaults. They are sealed and the experiments enter their decisive phase. The control Vaults function as intended and protect their populations. Others... Are not so lucky.[107][108]

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.[109] A year later, the demonstration Vault in the ruins of LA opened. The inhabitants founded Adytum in what became known as the Boneyard.[110] Almost thirty years later, in the spring of 2121, Vault 15 opened.[111][112] While a large portion of the Vault inhabitants that left the overcrowded Vault would band into raider tribes as the winter of 2121 came (marking the beginning of the Khans, Vipers, and Jackals),[113] the remaining vault dwellers would found Shady Sands in the spring of 2122. The town used its G.E.C.K. well.[114] No one expected that these humble beginning would eventually culminate in the formation of the mighty New California Republic.[115]

However, there would be a darker side to the Vaults. As protective as they were, they would also ensure that the population within would be kept put for whatever purpose someone with less-than-stellar intentions might have for them. Such was the case in 2155, when the Master's forces captured a caravan of vault dwellers from the L.A. Vault. He learned the location of the Vault and moved his base of operations there. Learning of other Vaults in the area, he realized their occupants were perfect subjects for dipping. The super mutants began to scour the region for the Vaults, boosting the output of the Mariposa vats tremendously.[116][117]

Eighty years later, Vaults would serve another nefarious purpose, as the Enclave, the architects of the original experimentation program, raided Vault 13 on March 16, 2242; the Vault's inhabitants were taken to the oil rig, so that the inoculation rendering humans immune to the FEV-based toxin could be tested.[118][119]

By 2287, almost no functional Vaults remain. The only Vault that continues to function in its intended capacity (at least, as far as the dwellers are concerned) is Vault 81. However, after two centuries of use, the Vault is in a state of advanced disrepair in spite of the maintenance efforts by its inhabitants.[120]

Appearances

Behind the scenes

We (Jason, Tim and I) were the ones who came up with that idea when we were designing the story for FO2, and we liked how they added another layer to the dichotomy between the reality the government was selling the people through propaganda and reality itself. So we obviously approved of it as an idea. The ones we designed all had a dark edge to them, as if they could conceivably be twisted psychological experiments. The wacky ones came after we had left...​Leonard Boyarsky, RPG Codex interview
  • The Vault experiment was an idea created by Tim Cain and Leonard Boyarsky during the initial stages of Fallout 2 development.[102][121]
  • The developers intended for the player to first encounter information about the Vault Experiment as they read the Vault 8 records in Fallout 2. They could discover a classified file (opened with a successful Science skill roll) explaining the purpose of Vault 8 was to be a "control Vault," designed to hold 1000 people and open at a designated time. This file was intended to foreshadow the discovery of the true and sinister purpose of the Vaults.
  • The player character was also intended to apply his Science skill to the central computer in Vault 13 to obtain a history of Vault 13, the overseer's involvement in the Vault Dweller's expulsion, and even worse, the true purposes of the Vaults. The overseer was conscious of the true purpose of the Vaults as social experiments on a grand scale, and consequently drove out the Vault Dweller because of fear he would ruin the experiment... or uncover it.[122]

Gallery

References

  1. Vault 101 PA System: "Did you know - the odds of a Vault-Tec shelter failing are 1,763,497… to 1?"
  2. Vault 13
  3. Vault 106
  4. Vault 12
  5. Vault Dweller's Survival Guide p.1–2: "Vault-13 is designed to provide protection from the effects of a nuclear blast. To better understand the protection provided, we have included a section from the High Energy Weapons FAQ that explains how a nuclear blast causes damage."
  6. Museum of Technology vault system tour: "Triple-S Technology is Vault-Tec's convergence of the three most important parts of apocalyptic endurance: Safety, Survivability and Sanitation!"
    (Vault-Tec exhibit messages)
  7. Vault appearance in the games.
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 Vault Dweller's Survival Guide p.1–1: "Important Vault statistics
    Vault Number ............................13
    Starting construction date .........August 2063
    Ending construction date ..........March 2069
    Starting Budget .........................$400,000,000,000
    Final Budget, with interest ........$645,000,000,000
    Total number of occupants .......1,000 (at capacity)
    Total duration ...........................10 years (at capacity)
    Number of living quarters .........100 (hot bunking required if at maximum capacity)
    Door thickness ..........................4 yards, steel
    Earth coverage .........................3,200,000 tons of soil, at 200 feet
    Computer control system .........Think machine
    Primary power supply ...............Geo-thermal
    Secondary power supply ..........General Atomics Nuclear Power backup systems
    Power requirements .................3.98mkw/day
    Stores .......................................Complete construction equipment, hydro-agricultural farms, water purification from underground river, defensive weaponry to equip 10 men, communication, social and entertainment files (for total duration)"
  9. Location of Vault 88.
  10. Vault appearance in Fallout, Fallout 2, Fallout 3, and Fallout: New Vegas.
  11. Museum of Technology vault system tour: "Sleep in quiet comfort knowing that our impenetrable vault doors can withstand a direct hit by an atomic bomb with only a projected 2% failure rate."
    (Vault-Tec exhibit messages)
  12. Cut content Vault 87 overseer's terminal: "The main door to Vault 87 is damaged beyond repair and we are detecting extremely high levels of lethal radiation outside and in the entry tunnel.."
  13. Fallout 4 trailer
  14. Similarity of assets used to depict the locations in Fallout and Fallout 2.
  15. The evolution of Vault technologies between Fallout and Fallout 4 follows a path of technological progression and refinement.
  16. Vault-Tec Workshop components.
  17. Vault 88's construction site demonstrates late model Vault construction in practice.
  18. Average calculated from known Vault dweller sizes.
  19. The total size of the Citizen population is 103 in 2241, when it's nearing capacity. Adding in the Outsiders and servants, this is the likely figure.
  20. The Chosen One: "{221}{}{Broken Hills? Where are those?}"
    Lumpy: "{230}{}{Broken Hills is where we get all the uranium that we need for the atomic reactor from. From what I understand, the uranium is mined by mutants down there. But they have humans trade the stuff for them.}"
    The Chosen One: "{231}{}{Why do they have humans trade the stuff for them?}"
    Lumpy: "{250}{}{Well, because they trade uranium to Vault City, too. Vault City treats anyone that’s not a pure strain human just like lepers. So, Broken Hills uses human traders. Some guy named Chad, I think.}"
    (GCLUMPY.MSG)
  21. Vault 75 Survey data
  22. 22.0 22.1 22.2 Citadel terminals; Vault-Tec Terminal, Vault 76
  23. Construction plans
  24. Vault 81 Survey data
  25. Citadel terminals; Vault-Tec Terminal, Vault 87
  26. Citadel terminals; Vault-Tec Terminal, Vault 92
  27. Vault 95 Survey data
  28. 28.0 28.1 Citadel terminals; Vault-Tec Terminal, Vault 106
  29. 29.0 29.1 29.2 Citadel terminals; Vault-Tec Terminal, Vault 108
  30. Citadel terminals; Vault-Tec Terminal, Vault 112
  31. Vault 114 Survey data
  32. 32.0 32.1 The Chosen One: "{221}{}{What do you mean?}"
    Dick Richardson: "{222}{prs35}{We had a number of sanctuaries that would enable the glorious American civilization to endure. These facilities - the vaults - were part of the great plan.}"
    The Chosen One: "{223}{}{Those damn vaults didn't work the way they were supposed to. A lot of people in them died.}"
    Dick Richardson: "{224}{prs36}{Actually, they worked almost exactly the way they were supposed to. You might call it a social experiment on a grand scale. }"
    The Chosen One: "{225}{}{An experiment?}"
    Dick Richardson: "{226}{prs36a}{The vaults were set up to test humanity. Some had not enough food synthesizers, others had only men in them, yet others were designed to open after only 6 months. They each had a unique set of circumstances designed to test the occupants.}"
    (Qhprzrch.msg)
  33. Vault locations v34.129: "Vault 12
    Under the sprawling metropolis of Bakersfield, lies the technological magnificence of Vault 12. Built with every amenity in mind for the prospective Vault Dweller, Vault 12 was given the "Pressed Vault Suit" award for attention to preparedness. Buried far underground, the protection that Vault Dwellers will receive will be unprecedented. Much like all other Vaults, Vault 12 has been fitted with the newest in Vault Water Purification Systems. Able to take even the waste located in the sewers of Bakersfield, this system is able to deliver over 15,000 gallons of pure, refreshing drinking water every day.
    Vault 13
    Located in a scenic mountainous region northwest of Vault 12, this Vault offers an endless supply of pure water to the inhabitants. The rumors that the water table in the area could easily be contaminated in the event of a Nuclear War have been found by the Department of Water and Power to be completely unfounded. In the event that the water in the area were to become tainted, remote even though it may be, Vault 13 has been fitted with the government approved Vault Water Purification System. Rated to work without significant loss of output for over 250,000 hours, prospective Vault Dwellers should have nothing to fear.
    Vault 15
    Due east from Vault 13, construction on this Vault has gone extremely smoothly. Much work was done to reinforce the walls of the third level of this Vault, to make all the future Vault Dwellers more secure in the knowledge that in the event of even a major earthquake, the regulatory computers of the Vault would continue to function. Recent tours of the newly constructed Vault, have had many a potential Vault Dweller walking away with a new found awe of the improvements done to this already impressive Vault."
  34. Vault networks are referred to in Fallout and other games.
  35. A birthday poem
  36. Museum of Technology vault system tour: "Concerns about security? Our Eye-On-You Cameras enable the Vault's leader to watch your every move. You'll never be alone again!"
    (Vault-Tec exhibit messages)
  37. See ZAX 1.3c for details.
  38. Citadel terminals; Vault-Tec Terminal
  39. Vault 101 PA System: ""Did you know - Vault-Tec water and life support systems can sustain a vault for over 900 years, without failure?""
  40. The Vault Dweller: "{105}{}{Do you have a water chip?}"
    Paul: "{134}{}{A Water Chip? The ones from the old Vault-Tec shelters?}"
    The Vault Dweller: "{135}{}{Yes!.. Do you have one?}"
    "{136}{}{No. Those things were junk, they were prone to failure. We don’t deal with purifying our own water here. We have water delivered by caravans from the Hub.}"
    (PAUL.MSG)
  41. Vault City central computer: "{238}{}{According to the archives, there is no GECK currently in stock at Vault City's Amenities Office. The people of Vault City seem to have used the only one they had to help establish the place when they came to the surface.}"
    "{239}{}{Scroll through the remaining information.}"
    "{240}{}{From what you can make out in the archives, two GECKs were part of every Vault's standard inventory package. Only one was shipped to Vault 8, however.}"
    "{241}{}{Cross-reference the GECK shipment information.}"
    "{244}{}{Due to a shipping error, it appears Vault 8 received a box of surplus water chips intended for another Vault. The other Vault most likely received Vault 8's second GECK.}"
    (VICENCOM.MSG)
  42. Vault 101 terminals; overseer's terminal, Letter from Doctor Stanislaus Braun
  43. It should be noted that due to scaling, the size of vaults in games shouldn't be taken at face value. None of the explorable vaults in the games have enough space or facilities to actually house 1000 people (or rather 500, as hot-bunking is used at maximum capacity).
  44. 44.0 44.1 Fallout Bible 0: "Basically, the Vaults were never intended to save the population of the United States. With a population of almost 400 million by 2077, the U.S. would need nearly 400,000 Vaults the size of Vault 13, and Vault-Tec was commissioned to build only 122 such Vaults. The real reason for these Vaults was to study pre-selected segments of the population to see how they react to the stresses of isolationism and how successfully they re-colonize after the Vault opens."
  45. 45.0 45.1 Vault Dweller's Survival Guide p.5–14: "EQUIPMENT
    Vault-13 comes prepared with the latest in survival equipment. The items in your storage containers will last 1,000 people over 10 years in comfortable and modern surroundings. When it is time to leave the Vault, and return to rebuild America, your friends at VaultTec have provided you with everything that you will need. We have ensured that all of your rebuilding needs will be covered"
    "Yeah, right. Who wrote this? What budget did they get? We already used most of the equipment on failed attempts to contact an outside civilization. And we’ve been in here a lot longer than ten years. We have little left to give you, but we will give you what we can."
    "undergone extensive testing to make sure the equipment is reliable."
  46. Fallout Bible 0: "Vault 13: Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced the Overseer to improvise and use the Vault Dweller as a pawn. Later study of the Vault 13 records by the Enclave led them to their current plan to end the war."
  47. PoseidoNet in Fallout 2 identifies the Oil Rig as "Control Station Enclave" along with many other sites named "Enclave".
  48. Vault 101 PA System: “Remember - Your Pip-Boy is not a toy. Proper cleaning and maintenance will ensure the device's operation for this, and future, generations.
  49. The Lone Wanderer: "It's all right. Seems kind of old, though."
    Stanley Armstrong: "Of course it is. Just like everybody else's. They don't make 'em any more now, do they? That one I've been saving just for you, though. The A series is a bit heavier than some of the fancier models, but it won't let you down. I bet you could drop a bomb on one and it would still work. As a matter of fact, I know you could."
    (Stanley Armstrong's dialogue)
  50. Vault Dweller's Survival Guide p.3–1-2
    Note: The character bios on the page.
  51. 51.0 51.1 Letter from Vault-Tec: “Vault-Tec provides all clothing, bedding, and accommodations for residents. Personal belongings must be reviewed and approved of by an authorized Vault-Tec hermetics technician before such belongings can be delivered to your reserved quarters within the Vault. In the event of an emergency entrance to the Vault, no personal belongings will be permitted beyond the main door of the facility.
  52. The Lone Wanderer: "You do look hungry. What, your mom drank up all the ration coupons again?"
    Butch DeLoria: "Don't you talk about my mom, you little punk!"
    (Butch DeLoria's dialogue)
  53. Vault 92 terminals; Supply Shop, Intra-Vault Mail 000482
  54. Vault suit appearances.
  55. Vault 101 PA System: "Remember - A clean vault is a healthy vault. Please place all trash into the appropriate incineration receptacle on your scheduled burning day."
  56. Alphonse Almodovar: "Congratulations, young man/lady! I don’t have to tell you how special this day is, do I? Down here in Vault 101, when you turn 10, well, you’re ready to take on your first official Vault responsibilities. So here you are. As Overseer, I hereby present to you your very own Pip-Boy 3000! Get used to it. You’ll be getting your first work assignment tomorrow. Ha ha ha ha ha!"
    (Alphonse Almodovar's dialogue)
  57. Museum of Technology automated vault system tour: "The living sections make use of our revolutionary Floorsuck Autocleaner System for those darned messy kids. Never sweep again!"
    (Vault-Tec exhibit messages)
  58. Museum of Technology vault system tour: "Moms will love how our Culinator 3000 Kitchen System makes cooking a breeze. Mmmmm, I can smell the muffins baking now!"
    (Vault-Tec exhibit messages)
  59. Museum of Technology automated vault system tour: "Bored? Don't be! Step into our Entertainotron Room and watch the latest holotapes or perhaps listen to a symphony. Another Vault-Tec innovation!"
    (Vault-Tec exhibit messages)
  60. Future Imperfect
  61. The Courier: "Tell me about yourself, Doc."
    Doc Mitchell: "Well, I already told you I came from a vault. After that, was a traveling doctor for a spell. Seemed like a good idea at the time. Most folks out here ain't educated, so people with medical knowhow are hard to come by. Found that I could help a lot of people with what I knew, and that was all right with me. Eventually, I went back and married my childhood sweetheart and that was the end of my traveling days. Didn't miss it none then. Still don't."
    (Doc Mitchell's dialogue)
  62. The Chosen One: "{209}{}{I think endorphine blockers could be used to neutralize Jet once it's in someone's system. I can't test it without some endorphine blockers, though.}"
    Troy: "{212}{}{We don't have endorphine blockers here, but I could program the Autodoc to manufacture some. Would you care to explain to me your theory?}"
    The Chosen One: "{213}{}{Well, you see Jet's chemical addiction is probably the hardest thing to shake, so I was thinking that if we introduced endorphine blockers into the body we could...}"
    (VCDRTROY.MSG)
  63. The Courier: "Where would I find a diagnostic scanning module?"
    Caesar: "It's been said that Auto-Docs were standard equipment in the underground Vaults where mankind survived when the bombs fell centuries ago. You can search the Vaults, but every Auto-Doc my Legion has run across has been stripped for parts long before we found it. Some of my scouts did report an abandoned Vault near Nellis Air Force Base. Overrun by ghouls, they said. Maybe the infestation has been there long enough to keep scavengers out. Why don't you go and see?"
    (Caesar's dialogue)
  64. The Chosen One: "{290}{}{You mentioned before you were a doctor... I'm something of a doctor myself.}"
    Troy: "{124}{}{You are? It's a pleasure to meet you. If you have the time, perhaps we could compare notes? It is not often that I get the chance to speak to another physician.}"
    The Chosen One: "{125}{}{Absolutely. I'd love to learn some of the medical techniques you Citizens use.}"
    Troy: "{128}{}{Excellent! Well, first, let me take you on a tour. Over here, we have the monitoring systems...}"
    "{130}{}{... and that is how we can clone cells to make replacement limbs. We have to be careful that the tissue cultures don't get contaminated, but... in any event, I think I've talked enough... hope it was informative.}"
    The Chosen One: "{132}{}{Thanks for the tour, Doctor Troy. It's been very educational.}"
    (VCDRTROY.MSG)
  65. Museum of Technology vault system tour: "Being underground got you down? Smile! Our SimuSun Lighting mimics the feeling of being outside with only a fraction of the sunburn potential."
    (Vault-Tec exhibit messages)
  66. Vault 101 PA System: "Did you know - the average life expectancy of a resident in a properly maintained vault is 92.3 years?"
  67. Vault 101 terminal entries; Vault 101 Medical Data System, Freddie Gomez
  68. Examples include Michael Angelo, who doesn't dare leave his workshop even for inspiration, the Boomers who shoot artillery at anything that comes close to them, and the Vault 101 security, who still don't exit the Vault even after the Lone Wanderer opens its door. (Escape!)
  69. Fallout Bible 4: "7. When thebombs dropped, all communication between the vaults where severed, so if their was no way to communicate with the vaults how did the Enclave send a massage to Vault 13 telling the people its time to go?"
    "Communication between Vaults was never in place (it might ruin the experiments), but communication with the government/Enclave/Vault-Tec was a different story... they needed some way of monitoring the vaults."
    "The Enclave, having access to the Vault-Tec construction plans (not too surprising, considering the fact that the Vaults were funded by the government) had a way of monitoring events taking place within the Vaults... not only could they access their computers and systems remotely, (including PIPBoys and the personal logs of the Vault Dwellers), but the early Overseers of most of the Vaults knew of the ties to the government, and it was part of their duties to download information on the citizens and the Vault into an computer archive that the government could easily access."
    "Their tie to the Vault computers also gave the Enclave the ability to override any Vault locking mechanism and send an "all-clear" signal to sealed Vaults, coaxing the inhabitants to come outside."
    "Again, almost no Vault Dwellers were ever aware of this. For some Fallout 2 relevant information on the matter, here's what the player says in Fallout 2, and here's what Lynette says in response:"

    Note: As evidenced below, keep in mind that Lynette's archives are suspect, and they should not be treated as

    truth.

    Player: "How did you know *when* to leave the vault? I heard the vaults were isolated from the outside world."

    Lynette: "What you heard was incorrect. Our archives are quite clear: our vault received the all-clear signal two

    years after being sealed."

    Player: "The "all-clear" signal? From where?"

    Lynette: (Confused) "Why... from surface monitors, I suppose. I am certain there were sensors monitoring the

    environment. How else would the Overseer have known when it was safe to leave?"

    Player: "So... the order to leave the vault came from the Overseer?"

    Lynette: "Yes..." (Thinking, uncertain) "...at least, that is what I remember from the archives. (Confidence

    returns) However, I am certain many Citizens were responsible for monitoring the surface sensors."

    Player: "Really? Do these monitors still exist? Can I see them?"

    Lynette: (Angry, not certain where the player is going with this, but doesn’t like it.) "Quite likely they were

    disassembled and used as upgrades for other systems."

    "And that's all she wrote - it is a dark foreshadowing to what was really going on in these cauldrons of evil."
    "In

    any event, I remember having a conversation with the designers about the Overseers roles in the Vaults, and the early

    Overseers were the ones tasked with supplying information to the government... although when the world blew up, there wasn't really anyone to supply it to anymore, since the Enclave took some time to get back up and running."
    "In any event, enough blather. Hope that helps."

  70. Fallout, Vault 15 townmap
  71. Vault 111 procedures, as depicted in Out of Time.
  72. Fallout, Fallout 3, Fallout: New Vegas, and Fallout 4 have remotely locked entrance doors.
  73. Fallout scenery description: "{17100}{}{Door Entry Computer}"
    "{17101}{}{This computer controls the large vault door. You have to enter a specific access code for the computer to work.}"
    (PRO SCEN.MSG (Fallout))
  74. Vault 8 and Vault 111
  75. The Los Angeles Vault contains a prototype Vault door and airlock combination, establishing it as the earliest variant.
  76. The pre-rendered cutscene after the overseer's briefing shows the interior of the airlock in detail.
  77. Appearance of airlocks in Fallout 3 and Fallout: New Vegas.
  78. Appearance of airlocks in Fallout 4.
  79. Fallout manual
  80. Vault 15 worldmap
  81. Fallout and Fallout 2 Vault design.
  82. Vault 11
  83. 83.0 83.1 Fallout 3 and Fallout: New Vegas Vault designs.
  84. Fallout, upon entering the Vault 13 EML for the first time
  85. Variations in Vault design across the series.
  86. Location of the water chip at Vault 12
  87. Vault appearances in Fallout and Fallout 2.
  88. Referenced in Fallout 3 and Fallout: New Vegas: Baseball, Catch the Mutant, and other games would be played in the Atrium.
  89. Vault appearances in Fallout 3, Fallout: New Vegas, and Fallout 4.
  90. Fallout Bible 0: "2054 In light of the Euro-Middle-Eastern conflict and the plague scare, the United States sets Project Safehouse in motion. The project, financed by junk bonds, is designed to create shelters, called Vaults, for the populace in the event of a nuclear war or deadly plague. Construction begins late in 2054 and proceeds rapidly due to advances in construction technology."
  91. Vault Dweller's Survival Guide title page: "NOTICE.––This document contains information affecting the national defense of the United States within the meaning of the New Amended Espionage Act, 50 U.S.C., 31 and 32. Its transmission or the revelation of its contents in any manner to an unauthorized person is prohibited by the law."
  92. 92.0 92.1 Chris Taylor interview for Vault13.net:
    Saint Proverbius (SP): "Which vault number was the Master's base?"
    Chris Taylor (CT): "The Master was in the Vault-Tec private vault. This was the demonstration model built for the federal government, it was also very close to the Vault-Tec headquarters."
  93. 93.0 93.1 Fallout Bible 0: "2063 August The construction of most Vaults completed, except for Vault 13, whose construction finally gets off the ground... heralding a development cycle that seems plagued with problems. Drills begin in the other cities with completed Vaults, but the increasing frequency of the drills has a "cry wolf" effect, and the turnouts for drills trickle off as the years go on."
  94. Fallout Bible 6:
    "1b. What may be suitable for planting in the present may not be suitable in 20 yrs. This is esp true I would think in theFO universe with its rather unstable ecosystem. I mean if one really wanted to be certain that what one was panting would grow the best thing to do would be to collect the seeds, spores etc from already growing food sources - these have a guaranteed fertilization rate. After all those corn seeds that were put in the GECK 50 yrs ago now have not sufficiently mutated to endure the new Wasteland (even in a "normal" ecosystem, the only strains of plant that survive are those that mutate)."
    "You're absolutely right. The GECK builders had no idea what the post-nuclear world would be like, and they had no real way to anticipate it, despite their "thorough tests" (it's doubtful they gave it much thought, to be honest, considering how badly organized the Safehouse project alone was, not to mention the experimental nature of the Vaults) - still, it seems as if the seeds present in the GECK were viable for Vault 8."
  95. Rejected letter from Vault-Tec: "For a full list of Vault-Tec facilities with available accommodations, in exciting locales such as Oklahoma and newly-annexed Canada, contact your local Vault-Tec representative!"
  96. Chronologically, the first Vault was constructed in L.A., near their headquarters, so they simply relocated to the capital afterwards.
  97. Museum of Technology vault tour
  98. Vault locations v34.129
  99. One Man, and a Crate of Puppets, panel 1: "The Vault
    Experiments were never designed to rescue the people that lived inside them. They were a vast social experiment designed to study pre-selected segments of the population."
  100. Bloomfield Space Center design document/1: "In November, 2076, the Enclave seized control of Bloomfield Space Center. They knew nuclear war was just around the corner, so they tried to refit the Hermes-13 and convert it into a vehicle that would take selected personnel (mainly themselves) off-planet, destination yet to be determined."
  101. Reactor Maintenance and Repair Robot control terminal: "{360}{}{Active PoseidoNet Stations: Atomic Powerplant #5, Navarro Refinery, Control Station ENCLAVE, ENCLAVE Vault-Research Control…AccessDenied}"
  102. 102.0 102.1 Fallout Bible 0:
    "I read the start thing of the bible thats on the net. One thing I don't agree with in the fallout universe is that the vaults were just a bunch of "social experiments". I mean why. Even though the enclave were a bunch of assholes, why would they want to purposely see their own country men die when the vaults were societys last chance at a good survivial. I like to think that lots of people died because the vaults just didn't work. Like in FOT there is a terminal that says that money had been diverted from much needed common sense things to an underground game hunting facility or whatever it was. experiments was a bit over the top, but corruption is far more believable. thats what i think anyhow. and Fallout 3, is it a possibility or not?"
    "Michael"
    "Answer: The vault experiments were an idea created by Tim Cain, and I don't really know the reason behind them, but I can offer some speculation."
    "First off, thematically, it's pretty creepy, and we all know that developers will pull all sorts of crazy shit to try and mess with players' heads. It's possible that Tim had just finished watching an X-Files episode and had conspiracy theories swimming around in his subconscious. As to your comment about the experiments being a bit over the top, well, yeah. We're guilty as charged."
    "Secondly, as proven time and again in Fallout 2, the Enclave isn't a particularly rational bunch of fellows. Thematically, they embrace a paranoid view of the world and a heightened sense of superiority over everyone else in Fallout."
    "Third, the federal government (or whatever branch of federal government was responsible - it was not necessarily the Enclave) may not have ever considered the Vaults as society's best chance for survival - the government may have considered themselves the best candidates for rebuilding the world and already had their asses covered in the event of a nuclear or biological war by relocating to other remote installations across the nation (and elsewhere) that weren't necessarily vaults. The Enclave certainly didn't seem to be devoting much effort to digging up any other vaults and trying to use the human stock there to rebuild civilization."
    "Fourth, a lot of people did die because the vaults didn't work. Some suffered worse fates."
    "Nonetheless, even members of the Enclave probably could not answer the question of who created the Vault experiments and their reasons, as many of the people responsible for the creation of the Vaults died long ago, and many records were lost in the great static of 2077. President Richardson was familiar with the purpose of the Vaults, but he never saw them as more than little test tubes of preserved humans he could mess with."
  103. Dick Richardson: "{220}{prs34}{Well, no. No... not quite. You see, we had planned ahead. We were ready. }"
    The Chosen One: "{221}{}{What do you mean?}"
    Dick Richardson: "{222}{prs35}{We had a number of sanctuaries that would enable the glorious American civilization to endure. These facilities - the vaults - were part of the great plan.}"
    The Chosen One: "{223}{}{Those damn vaults didn't work the way they were supposed to. A lot of people in them died.}"
    Dick Richardson: "{224}{prs36}{Actually, they worked almost exactly the way they were supposed to. You might call it a social experiment on a grand scale. }"
    The Chosen One: "{225}{}{An experiment?}"
    Dick Richardson: "{226}{prs36a}{The vaults were set up to test humanity. Some had not enough food synthesizers, others had only men in them, yet others were designed to open after only 6 months. They each had a unique set of circumstances designed to test the occupants.}"
    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.}"
    The Chosen One: "{229}{}{But they would all have died if my ancestor didn't get them a replacement water chip. That doesn't seem to fit in with your plan.}"
    Dick Richardson: "{230}{prs38}{An unfortunate, and unforeseen, accident. However, as it turns out, a rather fortuitous one.}"
    The Chosen One: "{231}{}{What do you mean?}"
    Dick Richardson: "{232}{prs39}{As it turns out we needed test subjects from untainted, pre-war, human stock - your ancestors in Vault 13 - and some freshly mutated stock - the villagers from Arroyo.}"
    The Chosen One: "{233}{}{Why?}"
    Dick Richardson: "{234}{prs39a}{For the Project. It's almost ready. Humanity's salvation is almost at hand and the United States of America will be the progenitor of that rebirth.}"
    The Chosen One: "{235}{}{Rebirth? What do you mean?}"
    (Qhprzrch.msg)
  104. Vault 88 terminals: "
    CONFIDENTIAL CONFIDENTIAL CONFIDENTIAL
    OVERSEER EYES ONLY | VIOLATION VTP-01011
    Vault 88 is designed to test a variety of prototype devices with the aim of rolling them out through the rest of the Vaults. Once Vault 88 is fully operational, we expect to roll out new devices every fiscal quarter. The initial prototypes are admittedly rough, so do the best you can with them.
    Unlike other Vaults, we'll send test subjects before any disaster scenario. Best estimate is early 2078 you'll have your first batch. Use each batch as long as feasible, but we are prepared to replace personnel if there are complications. Quick iteration time is a must.
    If the Vault goes on lock down, the urgency of the time table diminishes. So you'll have to keep the test subjects docile and in-line. We have every faith you're up for the task, Doctor Barstow."
  105. Valery Barstow: "Here we are. Here. Among these papers is my life's work. I'd like to share it with you. Doctor Braun tasked me with something vital. A series of prototypes and their related... well, experiments, that could redefine society. But as you can see things did not go according to plan."
    (Valery Barstow's dialogue)
  106. The Sole Survivor: "So these experiments can be run ethically?"
    Valery Barstow: "If you insist on hobbling the prototypes' potential, yes, you could abide by as many ethical standards you'd like. I suggest being more open-minded, but the choice will be ultimately yours."
    (Valery Barstow's dialogue)
  107. Fallout Bible 0: "2077 October 23 Great War: Bombs are launched; who struck first is unknown... and it is not even known if the bombs came from China or America. Air raid sirens sound, but very few people go into vaults, thinking it is a false alarm. The Vaults are sealed."
  108. Fallout 4 loading screen hints: "In the year 2077, the world was destroyed by nuclear fire. Very few managed to escape to the safety of the Vaults."
  109. Fallout Bible 0: "2091 Vault 8 opens, and they use their GECK to create fertile ground for their city. This eventually becomes Vault City."
  110. Fallout Bible 0: "2092 LA Vault opens, the Boneyard is founded and attracts survivors."
  111. Fallout Bible 0:
    Fallout Bible 3 Timeline repair: Second strike: "2141 Spring Vault 15 opened."
    Note: This date is incorrect and does not follow, as Shady Sands is specifically stated to have been founded by Aradesh's ancestor in the game. If it was founded in 2141, then Aradesh would be the founder. There is also no mention of the people of Shady Sands coming out of a Vault, which is inconsistent with the relatively recent founding date. Finally, as the Vipers, Jackals, and Khans emerged out of Vault 15 together, it's impossible for them to raid the Hub in 2125, sixteen years before their emergence. Given that Katrina specifically states the opening took place during her lifetime (and she's sixty years old), 2121 is the estimated moment of opening.
  112. The Vault Dweller: "{108}{}{Tell me a bit about the town.}"
    Jarvis: "{111}{}{Well, Shady Sands was founded by a great ancestor of our current leader, Aradesh. He could tell you more of the story. We have a well and irrigation, so we do well for ourselves.}"
    (JARVIS.MSG)
  113. Fallout Bible 0: "2141 Winter Raiders begin to form in the region as food supplies run low. The Khans and the Vipers begin terrorizing local settlements."
    Note: This date is incorrect and does not follow, as Shady Sands is specifically stated to have been founded by Aradesh's ancestor in the game. There is also no mention of the people of Shady Sands coming out of a Vault, which is inconsistent with the relatively recent founding. Finally, as the Vipers, Jackals, and Khans emerged out of Vault 15 together, it's impossible for them to raid the Hub in 2125, sixteen years before their emergence.
  114. The Chosen One: "{117}{}{Do you have a GECK?}"
    Mikey Frazier: "{119}{}{A GECK? Well, that's old history, so what the hell. You mean the old Garden of Eden Kit. We had one - I mean our grandparents had one. Used it when they came out of Vault 15. Got this place started, they say. It's all used up now.}"
    (Scmikey.msg)
  115. Fallout Bible 0: "2122 Spring Shady Sands founded, wall erected against the raiders."
    Note: This date is incorrect and does not follow, as Shady Sands is specifically stated to have been founded by Aradesh's ancestor in the game. If it was founded in 2141, then Aradesh would be the founder.. There is also no mention of the people of Shady Sands coming out of a Vault, which is inconsistent with the relatively recent founding date. Finally, as the Vipers, Jackals, and Khans emerged out of Vault 15 together, it's impossible for them to raid the Hub in 2125, sixteen years before their emergence. Given that Katrina specifically states the opening took place during her lifetime (and she's sixty years old), 2121 is the estimated moment of opening.
  116. Fallout Bible 0: "2155-2156 After capturing a caravan of strange-garbed travelers (vault dwellers), Master learns the location of the Boneyard Vault, the future site of the Cathedral. He conquers the inhabitants and sets up operations there, and the human cultists begin to use the Vault as their powerbase. Within the Vault, the Master learns of other Vaults, and realizing their human occupants are ripe for transformation, begins to send out patrols to Vault locations in search of these other Vaults."
  117. Fallout Bible 5: "2155-2156 After capturing a caravan of vault dwellers, Master learns the location of the Boneyard Vault, the future site of the Cathedral. He conquers the inhabitants and sets up operations there, and the human cultists begin to use the Vault as their powerbase. Within the Vault, the Master begins to send out patrols to Vault locations in search of these other Vaults."
  118. Fallout Bible 0: "2242 May 16 Less than a day later, Vault 13 is opened, only to be greeted by two Enclave verti-assault squads. The squads kill three of the citizens who were "resisting capture," and storm the Vault, kidnapping all the inhabitants."
  119. The Chosen One: "{141}{}{That sounds nasty. Why are they using your people for a test?}"
    Martin Frobisher: "{142}{}{They took us all from our vault because they wanted test subjects for the antidote. They needed people from outside the Enclave, and who were still pure-strain-humans. So they took us.}"
    (QCMARTIN.MSG)
  120. See Vault 81 for references.
  121. RPG Codex interview with Leonard Boyarsky
  122. Fallout Bible 0: "The player was also intended to apply his Science skill to the central computer in Vault 13 to obtain a history of Vault 13, the Overseer's involvement in the Vault Dweller's expulsion, and even worse, the true purposes of the Vaults. The Overseer was conscious of the true purpose of the Vaults as social experiments on a grand scale, and he drove out the Vault Dweller because he was afraid that he would ruin the experiment... or uncover it. Of course, the Overseer himself caused problems not long after this, according to Martin Frobisher, the leader of Vault 13 in Fallout 2:

    "There used to be an overseer, many years ago, but he did a bad thing and many of our people left the Vault. Only to die in the Wastes, I'm sure. He was tried and sentenced to death for his crime. We haven't used the title since."


    Martin did not see the Overseer executed, however... his information comes from the Vault 13 records passed down by his ancestors."
Vault-Tec Vaults