Vault 22 is a Vault-Tec Vault in the Mojave Wasteland in 2281. The Vault door is open, with various kinds of plants around the exterior and creatures such as giant mantises. It is located and can be approached from south-southwest of the Griffin Wares sacked caravan, east of Jacobstown and west from the Thorn.
Before the war, the Vault contained scientists working to improve crop production to combat global hunger. Projects underway within included those aimed at developing advanced fertilizers as well as those focused on increasing crops' resistance to insects, drought, and disease.
After the war, the scientists within the Vault continued agricultural-based initiatives, with the goal of sustaining the Vault population with plants grown within its confines.[Non-canon 1] Designed as a green Vault, people selected for populating it were dedicated to goals surrounding plant life and crop expansion. One of the experiments revolved around Beauveria mordicana, a fungus designed for pest control. The Vault scientists began experimentation, it became airborne. Fungal spores gradually spread through the Vault, infecting the population.
After several inhabitants became sick with a pronounced cough, scientists were confused and attempted to pinpoint the cause. The first confirmed infection and fatality was Dr. Harrison Peters. The subsequent reanimation of his corpse frightened and bewildered the scientists, who attempted to contain those who were ill. When exposed to B. Mordicana spores, the host is slowly overtaken by the fungus. The affliction kills within 10 to 20 days, but the pathogen within continues to thrive, causing reanimation to occur. In response to the outbreak, the remaining scientists attempted to eradicate those who had reanimated by releasing and then igniting gas in the lower levels of the Vault. This triggered a defensive reaction from the carriers, who attacked the scientists.
In 2096, Randall Clark described a party of 100 former inhabitants of the vault that had arrived in Zion Canyon, heavily armed, organized, and wearing Vault 22 jumpsuits. He nicknamed the group "Coughers" as a result of their loud and incessant coughing. Shortly after their arrival, the Vault 22 group attacked, captured, and cannibalized the current inhabitants of the canyon. Clark retaliated, killing most of the group and driving the rest out of the canyon.
The Vault itself fell into disrepair over the years, overrun by the plants and wildlife. In 2281, Thomas Hildern, director of the NCR's Office of Science and Industry sought data from the location to assist NCR in staving off projected famine. Keely, a scientist from the office, has likewise gone missing. The Courier mentions that the vault has not been inhabited for 150 years when inquiring about fellow caravan hand Ricky's damaged Pip-Boy and Vault jumpsuits are found and worn by wastelanders.
The entrance of this Vault is advertised with a sign that reads "Welcome to Vault 22" covered by graffiti that says "Stay out! The plants kill!" There is a hollowed-out rock directly across from the sign at the entrance. Under the graffiti, the original sign reads:
Once inside the Vault, the Courier will come to a door that leads to a room with an elevator and stairs. From here on out, the player character will encounter spore carriers, spore plants and giant mantises throughout the Vault. The Vault is split into five levels, and the different floors can be accessed by repairing the main elevator within the Vault (requires Repair skill of 50) or accessed by perpendicular staircases.
Immediately upon entering the Vault, to the left, there is a usable mattress, a duffle bag with some supplies, and one of Keely's terminals with entries 1 and 2. Next to the mattress, hidden between two books, is a Programmer's Digest. On the second floor, the oxygen recycling lab contains another terminal with Keely's entries 3, 4 and 5
The third floor consists of the food production section of the vault. The keycard to access the cave tunnels on level 4 is located in the common quarters (the floor below). Once inside, an Average locked door must be opened on the lower level in the northwestern corner of the room or progress to the overseer's office, and use the terminal and disengage the lock. Once inside, the first room on the left, on a shelving unit will have the Vault 22 cave door keycard. The keycard does not open the cave door on level 3 directly, it instructs the terminal next to the cave door to unlock the door.
From the elevator, down the hallway, the first room on the right has a terminal with entries 6 and 7 in the series. For the quest Bleed Me Dry, the pile of giant mantis egg(s) will spawn in the caverns down a side tunnel guarded by a giant mantis female and several giant mantis nymphs. The commons area is on the fourth floor. From the entrance, over the bridge, and forward to the billiard room are Keely's terminals entries 8 and 9. The keycard that unlocks the door to the tunnels on the food production level is found in the lower level of the common areas in the quarters' section on a shelf in the first room to the left.
If the keycard cannot be found, check the floor near the shelf, as it may have somehow fallen off. It is a darkish red/orange color. The stairs between this level and the fifth level are blocked by debris. The tunnels on the third level or the elevator can be used to bypass it. A flamer and several cans of fuel can be found in the room across from the room with the terminal that talks about Dr. Peter's reanimation. The last floor is inhabited by savage spore carriers. The large cavern contains many giant mantises and spore plants. Five mantis ootheca and Keely are located here, in an alcove on the far end of the cavern.
- AER14 prototype - On the stairs between the fourth and fifth floor, the door to the stairway from pest control has a Very Easy lock. The AER14 is lying on the ground next to a scorched skeleton with a couple of energy cells.
- Tales of a Junktown Jerky Vendor - Located on the 5th level, in the pest control section. Take the elevator to pest control and turn left to go upstairs to a large room with a door that leads to the food production caves. Turn left and the book is on a long table with bubbling vials or on the floor in front of the long table.
- Six HEPA 20 cartridge filters - Needed for the Still in the Dark quest, in a blocked-off section of 2nd level oxygen recycling area which can only be accessed via the cave system surrounding the Vault (the room and its cave entrance are visible through a window on the main part of the 2nd level). There are entrances to these caves on the 5th level, pest control, and on the 3rd level, food production. The terminal on the 3rd level will not open the door to the caves without the cave access keycard, which is found in the common areas, downstairs on a shelf in the bedroom with the baby carriage. To locate the HEPA filters, go to the third floor. Open the metal door to the cave, then turn right at the fork. Follow the cave to find another wooden door labeled oxygen recycling. The HEPA filters are located in a locker in the upper right corner of the room.
- A food additive meant for Cpl. William Farber in Camp McCarran - When exiting the elevator on the 3rd Floor - food production level, go forward through the vegetation and turn left down a hallway, enter the door on the left. This room has a long railed-off area of undeveloped maize. Turn right (northwest) and walk to the far end of the room where there is a small office. There are spores growing around and on the desk. The food additive is sitting on the corner of the desk but can be knocked off onto the floor by a spore carrier.
- The background music is "The Vault of the Future," which was originally used for Vault 13 in Fallout.
- The Vault door is slightly open and the entrance room is visible through the gap.
- The player suffers no adverse effects from exposure to the air in the Vault, even in the lower levels where the concentration of spores is the highest.
- This is one of the only Vaults in the Mojave Wasteland without an entry tunnel, the other being Vault 3.
- If the Courier has found and spoken to Keely, she remotely locks the entrance to Vault 22. They can get her to unlock it only after completing her quest. Alternatively, the player can pickpocket her for her terminal password and use it to access her terminal on level 2 (where they met up after finding her in the caves) and unlock the door themselves.
- The outer Vault door reads "92" instead of "22."
- The first interior door to the staircase very faintly reads "101."
- The elevator is scripted to move companions to be near the player whenever they use its service, even if they tell them to wait outside the Vault.
Behind the scenes
- Vault 22 was designed by Jesse Farrell.
- According to Joshua Sawyer in an interview with PC Gamer, Vault 22 was partially based off a location that was meant to appear in Van Buren.[Non-canon 2]
|The following is based on Fallout: New Vegas cut content.|
- There are two cut robot NPCs associated with Vault 22, Koch and Bohr, both named after real world scientists.
|End of information based on Fallout: New Vegas cut content.|
- Fallout: New Vegas Official Game Guide Collectors Edition pp. 292-294: "[1.09] Vault 22"
"Vault 22 was a "green" vault, filled with scientists dedicated to their experiment: keeping the entire population of the vault alive with plants grown with its confines. The experiment could be said to have exceeded all expectations, but with horrific side-effects. Many have attempted to locate the data the scientists left behind, but so far nobody has returned alive. The vault is open, but warning signs surround it from people lucky enough to survive their initial encounter with the vault's inhabitable. Don't forget to check the Hollowed-Out Rock on the right side of the gully, across from the "Keep Out!" sign."
(Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)
- PCGamer Interview with JE Sawyer: "[...]Vault 22 was based on some of the old ideas of the Diana Vault that we have in the Van Buren design doc's, but yeah it was pretty much a brand new story, it's just, every once and awhile, we were all like, "Ah, you know what?- we did design something cool before, let's see if we can bring it back in this title."