For a list of player characters, see character.
For the player characters in Fallout 76, see Vault Dweller (Fallout 76).

 
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None could stand in my way. I had a mission. I had a goal. I had a really large gun.Vault Dweller's memoirs

In a general sense, a Vault dweller is any person who lives in one of the Vault-Tec Vaults. When capitalized as a proper noun, the Vault Dweller is the player character in Fallout, and one of the most pivotal figures in wasteland history. The Vault Dweller is most famous for defeating the Master and his super mutant army, helping Shady Sands survive long enough to become the nucleus of the New California Republic, and eventually establishing Arroyo, where the Vault Dweller would eventually be venerated as a holy figure and the ancestor of the Chosen One.

Although the Vault Dweller is canonically male, the player can select their gender, age (between 16 and 35), and playthrough. The article is written in a gender-neutral manner to reflect this.

Background

Water chip

The Vault Dweller was one of hundreds of inhabitants of Vault 13. Born in 2141,[Non-game 1] they were raised by the community and robotic caretakers, leading an unremarkable life in the Vault. Their journey began when the water-purification chip the Vault relied on to create fresh water broke down. Without spare parts or the possibility of a workaround system, the overseer had to send an individual outside the Vault to seek a new one out. With no alternative, Overseer Jacoren gathered everyone between certain ages, healthy enough to venture out, and made them draw straws. The Vault Dweller pulled out the short one and was sent out to find a replacement chip.[Non-game 2] They left the Vault the next day, on December 5, 2161.[Non-game 3]

The Vault Dweller struggled for the first few days, fighting off rats and the elements. With only the location of Vault 15 to guide them, they started out eastwards. On their way, they happened upon the small settlement of Shady Sands. The Vault Dweller aided them and earned their trust. Tandi and Aradesh in turned helped them, sharing their knowledge. After hiring Ian, the Vault Dweller continued on to the buried Vault. Exploring the ruins, they realized that it would not help as the control room and the water chip were buried under tons of rock, so they moved on.[Non-game 4]

After fighting and saving Tandi from the Khans (inadvertently paving the way for the New California Republic's rise),[9] their travels took them to Junktown, where they met Dogmeat, the loyal mutt who would be their most trusted friend for the time they were together.[Non-game 5]

The Vault Dweller continued on to the Hub, the largest city in post-War California. Bigger than both Junktown and Shady Sands combined, it was the most prosperous place they had seen outside the Vault, yet they felt that the citizens of the metropolis had no life, leading a desolate existence under the shadow of the powerful merchant companies. These same companies would help the Vault Dweller, however, providing water to the Vault and extending the deadline for finding the water chip.

A clue they acquired in the city led him to the Necropolis, the city of ghouls. There, they fought the super mutants and the Vault Dweller was devastated to lose Ian, killed by a mutant's flamethrower, burning him to death. The memory of his burning flesh would forever be etched into their mind. However, Ian's sacrifice was not in vain, as the Vault Dweller found the water chip and returned with it to Vault 13.[Non-game 6]

Mutant threat

The happiness of their return was marred by the report they logged with the archives. The overseer ran calculations and determined that the mutations witnessed by the Vault Dweller at Necropolis were too regular to be the product of random chance. He also berated them for sending the water caravans to the Vault, in doing so, revealing the location of the shelter to the wasteland. Combined with his knowledge of the mutants, the overseer sent the Vault Dweller out again.

This time, they were tasked with wiping out the super mutant threat. In hindsight, the situation was revealed to be exploitative of the Vault Dweller, but at the time they soldiered on, loyal to the Vault.[Non-game 7] They picked up the trail, heading to the Hub. In the process of unearthing clues, they met Decker and discovered the shady Underground he led. Though they tried to manipulate the Vault Dweller, the hero of the Vault managed to turn the tables and use the criminals instead. In the process, the Vault Dweller also saved Brother Jonathan from Decker's goons in the city's old town.[Non-game 8]

After leaving the town, they journeyed to the Brotherhood of Steel. Figuring they would have the knowledge needed, the Vault Dweller tried to join them, only to be sent on a fool's errand to the Glow. Faced with the horror of the atomic devastation, they refused to break and recovered the ancient Brotherhood disk sought by the reclusive order. Shocked to see them returning alive and well, the Brotherhood shared their knowledge and technology with them. They proceeded with the information from the Brotherhood, onward to the Boneyard, making a short stop at Necropolis to visit old friends. As soon as they entered the city, they realized that something went wrong. The super mutants had attacked the city shortly after they left. A single ghoul survivor revealed that they were looking for the Vault Dweller, right before he died.[Non-game 9]

The ruins of Los Angeles stretched forever, skeletons of buildings baking in the hot desert sun. Within the city, they found many enemies and a few friends, learning more about the nature of the super mutants and the true foes. On March 3, 2162, they entered the Cathedral.[Non-game 10] Stealing the robes of one of the Master's servants, they penetrated the depth beneath the monumental building. In the old Vault, walking among the misshapen ones, they confronted the most terrifying sight yet: The Master. They killed him in open combat.[Non-game 11] All evidence of the Master and his plan was incinerated shortly afterward in nuclear fire.[Non-game 12]

Only one target remained, the vats. On April 20, 2162,[Non-game 13] The Vault Dweller invaded the Mariposa Military Base with support from the Brotherhood and Dogmeat, fighting their way to the heart of the facility. Though one of the forcefields claimed the life of Dogmeat, the Vault Dweller managed to trigger the self-destruct sequence, destroying the vats along with the facility. With their destruction and the fall of the Lieutenant, the Unity was no more and they could return to Vault 13 a hero.

Return to the Vault

On May 10, they returned, and the overseer met them outside the Vault door, thanking them for their service, but then exiling them indefinitely. The overseer claimed it was all in the name of protecting the Vault. Bitter and angry, the Vault Dweller turned their back on the Vault and never looked back. A group of Vault Dwellers, disgusted with the overseer's decision, also left, led by Lydia, Theresa and Lyle. They were never heard from again, leading the remaining dwellers to remove Jacoren from power and abolish the position of overseer.[Non-game 14][Non-game 15]

Exile

The exile

Stricken with grief, the Vault Dweller wandered the desert surrounding the Vault. They lashed out for a time, but slowly came to terms with the exile, admitting he may have made the right choice, but never forgave the overseer for his betrayal.[Non-game 16] They cut all ties to the Vault, removing their jumpsuit on May 12 and never wearing it again.[Non-game 17] Soon after, they came upon the group of dwellers that left Vault 13. The Vault Dweller helped them survive in the harsh wasteland, saving their lives in the process.[Non-game 18]

Arroyo

On July 10, the Vault Dweller and their group, which was now comprised of regular wastelanders that had joined along the way, headed north. In the inaccessible canyons of southwest Oregon, they founded a village. The Vault Dweller deliberately chose a location beyond a dry valley, surrounded by barren lands that would deter visitors.[Non-game 19] Scouts were sent at first towards the old Vault, but gradually, that stopped in favor of strengthening the village.[Non-game 20][Non-game 21]

On August 18, 2167, the village was completed and named Arroyo.[Non-game 22] The Vault Dweller, now the elder of a tribe, taught their followers the basics of hunting, farming, and other skills.[Non-game 23] They also taught them the basics of engineering and science, so that they could maintain their homes and craft more to survive. And in addition, they found love: Pat.[Non-game 24] On October 2, 2188, they were blessed with a daughter, the future village elder.[Non-game 25] Twenty years later, on January 16, 2208, the Vault Dweller left Arroyo, leaving behind their Vault suit, folded on the bed, and their memoirs.[Non-game 26]

Legacy

The Vault Dweller was 67 years old by the time they left the village. The villagers presumed their leader had perished, but others say they were "taken by the sky spirits," while others say that the Vault Dweller knew it was time to allow the new elders to come into their own.[Non-game 27]

Their legacy would live on in Arroyo and in the form of the New California Republic. President Tandi explains to the Chosen One that the statue is to honor the Vault Dweller for their role in scaring off nearby raiders, allowing the town to be properly established. She mentions that at the time, she did not believe their origins of Vault 13, and subsequently her father and friend died attempting to find it.[9]

Family

 
 
 
 
 
 
 
Vault Dweller
 
Pat
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Village elder
 
Unnamed man
 
 
 
 
 
 
 
 
 
Morlis
 
Unnamed man
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Chosen One
 
Leslie Anne Bishop OR Angela Bishop
 
Chosen One's sibling
 
Unnamed spouse
 
Nagor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Mr. Bishop
 
Unnamed woman
 
Feargus
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Mr. Bishop's daughter
 
 
 
 

Notes

Appearances

The Vault Dweller appears as the player character in Fallout, and is mentioned in Fallout 2, Fallout 3, and Fallout: New Vegas.

Behind the scenes

  • Tim Cain described the situation where the Vault dwellers drew straws to determine who had to search for the water chip as the overseer's idea. He explained that the overseer would demand everyone draw a straw in order to be truly fair. However, the overseer himself would be exempt from the process.[Non-game 28]
  • In the early stages of the development of Fallout 2, it was planned that the main character would again be the Vault Dweller. However, this idea was abandoned due to being difficult for developers to explain the loss of equipment and skills of the hero of the original game. The developers decided to create a new character, a descendant of the Vault Dweller.[Non-game 29]
  • In an interview, Leonard Boyarsky mentioned seeing promotional artwork of the Vault Dweller which was outsourced by Interplay's marketing team that dev team never approved of.[Non-game 30]
  • In Fallout Tactics, Latham references them in one of his journals.
  • The Vault Dweller makes an appearance as an unlockable player character in Fallout: Brotherhood of Steel.

Gallery

Concept art

References

  1. The Dipping
  2. Chosen One: "{141}{}{Where is Vault 13?}"
    Arroyo elder: "{149}{aeld12}{The holy Thirteen? I can not help you. Only the Vault Dweller knew. His tales have the sound of a perilous journey. }"
    (Arroyo elder's dialogue)
  3. Harold: "{242}{hld43}{Well. Now ya do. And what happened next? For a thank you, the damn high-and-mighty Vaulties booted the Vault Dweller out. I always wondered what happened after that.}"
    Chosen One: "{243}{}{I can tell you what happened.}"
    Harold: "{245}{hld44}{Well, I’d sure like to hear that.}"
    Chosen One: "{246}{}{The legend of the Vault Dweller starts with the Vault casting him out into the dry Wastes.... [You tell Harold the story of your ancestor]…and so that’s why I’m looking for Vault 13 now.}"
    (Harold's dialogue)
  4. The Chosen One: "{271}{}{Running?}"
    Lenny: "{280}{}{Yes, running. You see, we ghouls c’can’t run too much anymore. So, I knew it was an outsider when I saw them. They ran by so close I could have touched them. I wish that I had joined the Vault Dweller.…}"
    Chosen One: "{281}{}{You wanted to join my grandsire?}"
    (Lenny's dialogue) Note: Grandsire is an old term for a grandfather.
  5. Renesco: "{545}{}{(Renesco continues to glare at you as if he could somehow make you disappear just by imagining it hard enough.)}"
    Chosen One: "{546}{}{Did I mention Arroyo was founded by my ancestor, the holy Vault Dweller? He made a legendary journey from the south after defeating a great evil. (Puff up chest and stare proudly into the distance.) Now, *I* am the deliverer of my tribe, chosen to search for the holy GECK!}"
    (Renesco's dialogue)
  6. Vault Dweller statue appearance
  7. Vault Dweller statue placard: "{100}{}{There'a a plaque at the base. It reads, 'To the Stranger and Vault 13: What doesn't exist, we must sometimes dream and let our dreams inspier In-game spelling us to greater heights. So it was with the Stranger and his belief in the legend of Vault 13.}"
  8. Chosen One: "{180}{}{This suit has been in our village since the beginning. It belonged to the Vaultdweller, our founder.}"
    Tandi: "{181}{tand13}{You're serious aren't you? If we're talking about the same person, he saved my life. (snorts) Then vanished. When I start thinking it was only a dream, I go look at the statue out front.}"
    (Tandi's dialogue)
  9. 9.0 9.1 The Chosen One: "{182}{}{Statue?}"
    Tandi: "{183}{tand14a}{That's right. For scaring off raiders. They kept clear of Shady Sands afterwards we got time to get ourselves set up. We made him a hero... even if we didn't believe a word about him coming from Vault 13.}
    (Tandi's dialogue)
  10. Citadel terminal entries; Citadel A ring terminals, Maxson Archive terminal, Maxson Family Dossiers, John Maxson
  11. Courier: "Julie Farkas said you might know something about the Great Khans."
    Ezekiel: "Their original incarnation, much farther out west, was almost completely wiped out by one of those itinerant heroes so common in the post-War years. Then of course the 'New Khans' suffered a similar fate, some say at the hands of the same hero, though of course the dates are all wrong for that."
    (Ezekiel's dialogue)
Non-game
  1. Fallout Bible 0, page 22: "2141 Vault Dweller born. [This will vary according to your player character's age in Fallout 1.]"
  2. Vault Dweller's memoirs: "For several generations, your ancestors and mine lived within the Vault. As best as they could figure, it was too dangerous to try and leave the Vault. They grew their own food, recycled their waste, read, worked, slept, had families, and even purified the necessary water within the Vault. I was born in the creche, and was raised by the community (and a robot). It was a good life, but all good things come to an end. About three generations after the War, the water-purification chip the Vault relied on to create the fresh water broke down. All the spare parts were missing or busted, and without the water-chip the Vault was doomed. Something had to be done. The Overseer gathered the healthy of us between a certain age and made us draw straws. Guess what? I drew the short one. Wouldn't be much of story if I didn't, would it? I left the Vault the next day."
  3. Fallout Bible 0, page 22: "2161 Dec 5 Fallout 1 Begins: Vault Dweller is kicked out of Vault 13 to find a replacement water chip."
  4. Vault Dweller's memoirs: "My first few days were harrowing to say the least. I fought off some giant mutant rats that were more interested in eating me than they should have been. My only clue was the location of another Vault, number 15. I spent a couple of days stumbling through the desert before I came upon a small settlement. I stopped there for help, and encountered the little town called Shady Sands. I helped them, and they helped me. Understand that survival requires that you work together, even with people you may not trust. I did earn the trust, however, of two prominent citizens of Shady Sands - Tandy and her father, Aradesh.
    With their knowledge, and the help of a man called Ian, I continued on my way to Vault 15. The ruins of Vault 15, to be more specific. Ravaged by the elements, scavengers, and time itself, Vault 15 was no help for my people. The control room that contained their water-chip was buried under tons of fallen rock, and I had to move on."
  5. Vault Dweller's memoirs: "After a small problem with some raiders, who would continue for years to plague not only myself, but the Tribe, I found myself in Junktown. It was here that I learned the most important rule of all: doing a good thing sometimes means being a very bad person. My memories of Junktown are tainted, and I feel no remorse for my actions in that place. It was there that I came across a dog, who adopted me and was my faithful friend from there on. I miss Dogmeat to this day. While Junktown was a city of traders (and traitors), it did not have a water-chip. I was not desperate yet, as there was still time for me to recover the chip and return to my home, but I needed to move on. Fortunately, they pointed me in the direction of the Hub, the largest city in the wasteland."
  6. Vault Dweller's memoirs: "The Hub was a larger city than both Junktown and Shady Sands combined. You could drop the Vault in there, and you probably would not notice. But the people of the Hub had no life, and it was a desolate place just the same. It eased my mind, however, to hire some merchants to bring water to the Vault. Looking back, it was probably a mistake to do so, but I was still innocent of the evils that lurked through the ruins of civilization. A small clue led me to the city of the ghouls, the place they called Necropolis. It was there that I encountered large mutants, armed with weapons of an unknown origin. It is with heavy sadness that I say that Ian lost his life in the city of the dead. A super mutant burned him to death with a flamethrower. The passage of time is no proof against the memory of burning flesh. His sacrifice was not in vain, as I did find the water-chip buried beneath the city. It was with easier steps that I returned to Vault 13."
  7. Vault Dweller's memoirs: "While the Overseer was obviously happy to see me returned to the Vault, alive and with the necessary water-chip, he was distroughtIn-game spelling at my description of the super mutants. It is here that I realized the mistake I had made with the water-merchants. I had pointed them, and others, in the direction of our home. Without the protection of anonymity, the Vault could easily have been destroyed. The knowledge of the fate of Vault 15 did not help. The Overseer tasked me with a new mission. Find and destroy the danger of the super mutants. Once again, I left the Vault. This time, it was easier on my heart. Looking back now, I realize it was also the first time I should have seen the true hearts of the other vault dwellers and the Overseer."
  8. Vault Dweller's memoirs: "I returned to the Hub, looking for clues. Some time was spent there, and I discovered a shady underworld amongst the hustle and bustle of that large city. They thought they could manipulate me, but I proved them wrong and used the crooks instead. I did rescue a young man who belonged to the Brotherhood of Steel. A few trouble-makers tried to stop me, but I learned much about survival since leaving the Vault."
  9. Vault Dweller's memoirs: "It was in my best interest to leave town for a while. I journeyed to this Brotherhood. Thinking they would have the knowledge I sought, I tried to join them. They required me to go on a quest before they would let me in. Thinking it would be a short and easy quest, I agreed and set off for the place they called the Glow. The horror of atomic war was never so obvious to me until then. The Brotherhood was surprised to see me, and even more surprised to see that I had not only survived their quest, but succeeded. They gave me the information I required and some of their technology, and I set off in search of the Boneyard. On my way, I took a detour and stopped by Necropolis in order to see some old friends. Unfortunately, that place was now truly the city of the dead. All the ghouls had been slaughtered. Large mutants roamed the streets. I found one survivor who told me that the mutants had attacked shortly after I had left. Before he died, the ghoul told me that the mutants were looking for pure strain humans, and one in particular. The ghoul's description of the mutants' special target fit me perfectly. It was with a heavy heart and a cold burning on my soul that I continued on to Boneyard."
  10. Fallout Bible 0, page 23: "2162 March 3 Vault Dweller kicks the Master's ass."
  11. Vault Dweller's memoirs illustration depicts the dweller fighting the Master in open combat.
  12. Vault Dweller's memoirs: "The city of Los Angeles must have been the largest in the world before the War. The LA Boneyard stretched forever, the skeletons of buildings lying under the hot sun. Not even the wind entered this dead city. I found many enemies, and a few friends, in the Boneyard. I killed when necessary and learned more about the nature of my true foes. Deep under the ground, I found an evil that was behind the mutants and their army. Within a dark and forbidding Vault, where the walls dripped with human flesh, and the screaming of dying echoed through the halls, I found many evil creatures and mutants. Walking among the misshapen ones, I killed one of their servants and took his clothing. Hidden from casual searches, I made my way to the bottom of the Vault. The deeper into the Vault I went, the more gruesome the journey. More and more flesh was to be found, integrated into the very walls. The worst part of it was that the flesh was still alive, and even aware of my presence. After a while, I found myself in the presence of the most hideous sight yet. I still cannot bring myself to write of this discovery, but let it be known that when I left, the Beast was dead and the Master of the mutant army was no more."
  13. Fallout Bible 0: "2162 April 20 Vault Dweller destroys the Military Base. Dogmeat dies defending his master."
  14. Vault Dweller's memoirs: "My job was still not finished, for I still had one task remaining. The Master had literally built his army one mutant at a time. Humans, preferably with little radiation damage, were to be captured and sent to the Vats. There they were dipped in something called FEV, which transformed them into the large, grotesque mutants. I had to find these Vats, and put them out of action as well, lest another take the Master's place and continue to build the mutant army. Fortunately, my friends at the Brotherhood had a few clues, and helped me reach my goal. Invading the Vats, I came across more mutants and robots. None could stand in my way. I had a mission. I had a goal. I had a really large gun. It was here that Dogmeat fell, a victim of a powerful energy forcefield. I miss that dog. I destroyed the Vats that day, and with it, the mutant army. The last I heard, they splintered and disappeared into the desert.
    My Return to Vault 13
    I was not treated to a hero's welcome when I returned to Vault 13. The Overseer met me outside the massive Vault door, and told me point blank that while my services to the Vault will always be remembered, he could no longer trust me or what I had become. He said something along the lines that I had saved the Vault, and now I must leave. Bastard."
  15. Fallout Bible 0, page 23: "2162 May 10 Fallout 1 Ends: Vault Dweller returns to Vault 13, only to be told 'you're a hero, and you have to leave.' Some members of the Vault (led by Lydia, the head of the 'return to the surface' faction, and including her supporters, Theresa and Lyle) follow soon afterwards."
  16. Vault Dweller's memoirs: "So, I left. The days and weeks that followed were hard on me. I had met few true friends outside the Vault, and they had died following me. Now, my family had kicked me out and said that I could never return. I screamed. I cried. Slowly I came to realize that the Overseer may have been correct. I had changed. Life outside the Vault was different, and now I, too, was different. But I have never forgiven him for doing what he did to me. I wandered the desert, but never moved far from the mountains that shielded the Vault from the rest of the world. Perhaps I wanted to return, and force my way in, or plead for them to take me back. Fortunately, it did not come to that. I found a few wretched souls, a small group of Vault dwellers, who upon hearing of what happened to me, had decided to leave the Vault and join my side. They knew little of the outside world, and would have died if it were not for my assistance."
  17. Fallout Bible 0, page 23: "2165 May 12 Vault Dweller removes the Vault suit and from this day forward, never wears it again."
  18. Vault Dweller's memoirs: "So, I left. The days and weeks that followed were hard on me. I had met few true friends outside the Vault, and they had died following me. Now, my family had kicked me out and said that I could never return. I screamed. I cried. Slowly I came to realize that the Overseer may have been correct. I had changed. Life outside the Vault was different, and now I, too, was different. But I have never forgiven him for doing what he did to me. I wandered the desert, but never moved far from the mountains that shielded the Vault from the rest of the world. Perhaps I wanted to return, and force my way in, or plead for them to take me back. Fortunately, it did not come to that. I found a few wretched souls, a small group of Vault dwellers, who upon hearing of what happened to me, had decided to leave the Vault and join my side. They knew little of the outside world, and would have died if it were not for my assistance."
  19. Book of the Elders: "The Vault Dweller was the one who selected the location of our village, behind a large, dry valley. The surrounding lands are barren and of little interest to the casual traveler. Often, the best way to remain safe is to be in a place that excites little interest in the eyes of others."
  20. Fallout Bible 0, page 23: "2165 July 10 Vault Dweller heads North with a small group of Vault-dwellers and wastelanders and founds the small village of Arroyo."
  21. Vault Dweller's memoirs: "Together, our little group moved north, away from the Vault, and away from that old life. Slowly, I taught them what experience had taught me. And together we learned to thrive. The Tribe: Over time, our ragtag group turned into a tribe. I fell in love with one of them, and we raised a family, like all of our tribes people. We founded the Village, beyond the great cliff. It is a secure home thanks to our hard work. We would send scouts back towards the Vault, to help others who thought like ourselves, but that slowly came to an end. We no longer head in that direction. I often wonder what became of Vault 13, and the other Vaults, but I never had the time to go exploring again."
  22. Fallout Bible 0, page 23: "2167 August 18 Construction of Arroyo completed."
  23. Vault Dweller's memoirs: "Together, our little group moved north, away from the Vault, and away from that old life. Slowly, I taught them what experience had taught me. And together we learned to thrive. The Tribe: Over time, our ragtag group turned into a tribe. I fell in love with one of them, and we raised a family, like all of our tribes people. We founded the Village, beyond the great cliff. It is a secure home thanks to our hard work. We would send scouts back towards the Vault, to help others who thought like ourselves, but that slowly came to an end. We no longer head in that direction. I often wonder what became of Vault 13, and the other Vaults, but I never had the time to go exploring again."
  24. Vault Dweller's memoirs: "I taught the others the skills they would need to survive and grow strong. Hunting, farming and other skills to feed us. Engineering and science to build our homes. Fighting to protect what was ours. My love and I led the village and the Tribe. The Tribe grew, and grew strong with our help. But all things come to an end. Our sons and daughters are now the leaders. I'm sure that the Tribe will continue to grow strong under the leadership of our children. My love perished years ago, and not a day goes by that I do not think of Pat's face. I see it everytime I look at our children. This journal is our legacy to them, to their children, and to the rest of the Tribe. That is my story, and I am sticking to it."
  25. Fallout Bible 0, page 23: "2188 October 2 Vault Dweller has a daughter (who becomes the Elder in Fallout 2)."
  26. Fallout Bible 0, page 23: "2208 January 16 After writing the F2 manual memoirs, Vault Dweller vanishes from Arroyo and is presumed dead. The Vault Dweller leaves the Vault Suit behind, folded on the bed. Some say the Vault Dweller was taken by the sky spirits, others say that the Vault Dweller felt it was time to move on and leave the Elders to guide Arroyo to its destiny."
  27. Fallout Bible 0: "2208 January 16 After writing the F2 manual memoirs, Vault Dweller vanishes from Arroyo and is presumed dead. The Vault Dweller leaves the Vault Suit behind, folded on the bed. Some say the Vault Dweller was taken by the sky spirits, others say that the Vault Dweller felt it was time to move on and leave the Elders to guide Arroyo to its destiny."
  28. Tim Cain: "I always thought of Fallout's story of drawing straws was something the Overseer thought of. 'Look, someone has to go outside, and they may die out there, so let's draw straws'. Someone, probably not the Overseer since he wouldn't have gone outside no matter what, demanded that EVERYONE draw a straw in order to be truly fair. But to be honest, the vault dwellers were simply terrified of going outside, and terrified people do not always make the wisest decisions. Anyway, when big dumb Larry drew the straw, maybe the Overseer saw a way to rid their limited gene pool of some really bad alleles."
    (Duck and Cover: Lionheart chat log
  29. Game.Exe:"Здорово! А будут ли игры связаны друг с другом?" ("Great! Will the games be related to each other?")
    Feargus Urquhart: "Во второй части игры вы оказываетесь в том же самом мире. На этот раз вы будете потомком 'тот самый'."("In the second part of the game, you find yourself in the same world. This time you will be a descendant of the 'same one.'")
    (Interview to Russian gaming magazine Game.Exe)
  30. Leonard Boyarsky interview at RPG Codex
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