Accessed via a small cave beneath Quincy Quarries, this Vault was intended to test various prototype devices with the aim of distributing them to the rest of the Vaults, this Vault was never finished, with only the main entrance, security, and reactor rooms completed when the bombs dropped and the work stopped.
When the Sole Survivor approaches this Vault for the first time, a group of raiders will be trying to force their way in - the event that triggered the emergency broadcast calling for help - and Overseer Barstow will inform the raiders that their efforts are futile.
Once the raiders are dealt with, the Sole Survivor can activate the control panel using their own Pip-Boy to open the Vault door. After that, they can use the control panels inside or outside to open and close the Vault door. When inside, the overseer will ask the Sole Survivor to find the Vault-Tec control board in the reactor room to reactivate the workshop and free her from behind a caved-in corridor.
More building space can be unlocked by finding other control boards, one for each sector of the Vault. Once all of the sectors have been unlocked, the Vault becomes a seamless and expansive workspace, with the only borders being at the Vault's door itself, the subway exterior entrance, and the pharmacy exterior entrance.
Vault 88 consists of a number of chambers and passageways. In the initial stage of the related questline, the Vault entrance and reactor room are accessible and occupied by a number of leveled feral ghouls, one being Security Chief Andersen. Once the main area's workshop has been unlocked, the player character may then access the main cavern of the Vault, which is an expansive space filled with construction machinery, destroyed trains, and piles of debris. All of these can be scrapped for open space. There are several feral ghouls in the area, as well as a glowing one. One of these feral ghouls is named Julian.
Huge debris piles and limestone walls are in tunnels to the north and east off the main room. Each of these seals off one of the three remaining sectors of the Vault (north, northeast, and east), and once scrapped in workshop mode, will initially reveal a border beyond which the workshop cannot yet access.
After unlocking all three workshops during Explore Vault 88, it will be possible to link each of the three passages by clearing limestone walls between them. Sneak carries over when entering workshop mode, but cannot be activated while already in workshop mode, and it is possible to be rushed and overwhelmed by the enemies that wait beyond as soon as the walls have been cleared.
Starting from the main chamber, the north tunnel passes a mole rat infestation to reach a ruined subway platform area where the north sector control board and several feral ghouls may be found. Through another cave tunnel farther along the platform is the north sector workshop. After activating the workshop, just to the east is a limestone wall that may be scrapped to clear the way to a small cave occupied by a leveled legendary deathclaw. Another limestone wall on the far side of this cave opens near the start of the north tunnel and the main chamber. Throughout the north tunnel and deathclaw cave on the ground, walls, and ceiling are eleven uranium veins providing 61 nuclear material when scrapped, as well as several scrappable uranium barrels in the subway area. The subway platform also includes a wooden barricade at the end; when this is scrapped, access to the manhole entrance near Milton General Hospital will become available. An open tunnel northeast of the north sector workshop connects to the northeast sector and the nearby northeast sector workshop, with a limestone wall blocking further passage to the left.
Starting from the main chamber, the northeast tunnel descends sets of metal stairs and continues past construction supplies and equipment through another area occupied by mole rats. Natural cave passages studded with more uranium veins eventually give way to an area built of brick and concrete hosting several feral ghouls and the northeast sector control board. Through a hole in the wall is another cave passage that soon descends a natural slope to the area with the northeast sector workshop. After activating the workshop, a limestone wall on the northern side of the passage a short distance past the initial metal stairs may be cleared to reveal a nest of seven radscorpions. Another limestone wall past the nest is the wall next to the northeast sector workshop described above. Returning to the brick and concrete area, scrapping the wooden barricade up the stairs will free the feral ghouls beyond it and unlock the University Point Pharmacy entrance. Finally, a limestone wall up a rock face directly east of the initial metal stairs connects to the flooded room with the east sector workshop, the Vault-Tec water pump, and a group of resident mirelurks.
Starting from the main chamber, the east tunnel descends a subway tunnel to a small room at the end on the right with some feral ghouls and the east sector control board. Crossing to the parallel tunnel to the north and continuing to descend to the east leads to the room with the east sector workshop. After activating the workshop, a hole in the southern wall of the control board room opens to a small natural cavern space with three uranium veins and a limestone wall. Beyond the limestone wall is more uranium and another limestone wall. Through the second limestone wall is a large cavern with many uranium veins and radscorpions. Two more limestone walls flank this large cave: the wall to the east hides a family of mole rats, and the wall to the west reveals a leveled sentry bot, while both areas feature more uranium.
- Vault-Tec control board - Held by Security Chief Andersen in the reactor room.
- Three other control boards - One for each sector that can be unlocked (east, north, and northeast). They're found in those sector.
- A Vault 88 trunk - To the right of the entrance. Contains 10 Vault 88 jumpsuits and 10 Pip-Boys, with an eleventh jumpsuit on top of the trunk. The contents of the trunk are reset as soon as the Vault is exited.
- Legend of Vault 88 - Given by Overseer Barstow after completing all of the experiments.
|Icon||Name||Location(s)||Given by||Reward||Form ID||Editor ID|
|Vault-Tec Calling||Quincy Quarries
|Vault 88 radio beacon||Location of Vault 88
|Better Living Underground||Vault 88||Overseer Barstow||Vault 88 as a settlement
|A Model Citizen||Vault 88||Overseer Barstow||350+ XP||004840||DLC06MQ03|
|Explore Vault 88||Vault 88||Overseer Barstow||300+ XP||004F65||DLC06MQ04|
|Power to the People||Vault 88||Overseer Barstow||350+ XP
Power Cycle 1000 as a settlement object
|The Watering Hole||Vault 88
|Overseer Barstow||350+ XP
Soda fountain as a settlement object
|Vision of the Future||Vault 88||Overseer Barstow||350+ XP
Phoropter as a settlement object
|Lady Luck||Vault 88||Overseer Barstow||400+ XP
Slot machine as a settlement object
Legend of Vault 88
|Overseer's Most Wanted||Any settlement||Vault-Tec Population Management System||Location of companions||003DE1||DLC06CompanionTracker|
- The Vault 88 map marker replaces the Quincy Quarries marker after listening to the Vault 88 radio beacon and approaching the entrance when the Vault-Tec Workshop add-on is installed.
- Provisioners that run supply lines to this Vault will stop just outside of Quincy Quarries and never venture inside. However, trade caravans from Bunker Hill will enter the interior if a trading post is established there.
- It is possible for super mutants and other enemies to attack the settlement. Due to the spacious interior, it can be difficult to track down the assailants. Since the enemies have AI that isn't normally meant for attacking an indoor settlement, they will often loiter or wander aimlessly instead of actively attack resources or settlers.
- After activating the corresponding workshop, there are two back entrances usable: one near Milton General Hospital, and the other near University Point. See alternative exits.
- If the wooden walls blocking the two back entrances are not scrapped, enemies will only spawn at the main entrance, eliminating the need to search the Vault for enemies during an attack.
- The two back entrance areas can be accessed from the outside once Vault-Tec Calling has started, but cannot be used to enter or exit the Vault until their respective obstacles have been scrapped from the inside by the player character.
- The leveled sentry bot and some radscorpions have permanent corpses, and the former cannot be carried elsewhere due to its extreme weight (unless the sentry bot is hacked to self-destruct, which will allow its body to disappear). On PC this can be solved by opening the console, clicking on the corpse, and using the command disable followed by markfordelete.
- The layout of this Vault is specifically designed for building a settlement. The floor is set to the proper heights for each sector, making the "snap and build" process easier.
- When dismissing a settler, they will walk towards the exit if in the main cavern, but will not register the additional highlighted but immovable segment of the Vault hallway, making them unable to leave until the player character "waits" or fast travels somewhere else.
- Settlers living in Vault 88 will say the same lines as Fallout Shelter Vault dwellers (e.g. "I want to draw a picture later, any requests?").
- Vault 88 has a higher settler limit than other settlements. It can house 10 more settlers than normal settlements with the same value of Charisma of the player character.
- Vault 88 is by far the largest settlement in terms of build space, with Spectacle Island being the second largest.
- When fast traveling to Vault 88, the player character will spawn inside the Vault, which is unique to this location.