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The Vault Dweller's Survival Guide is the game manual for Fallout.


Styled as a Vault-Tec publication issued to inhabitants of the company's flagship line of Vault-model fallout shelters that would be given to intended dwellers. After January 2077, the publication was publicly sold for approximately $299.95.

Table of contents

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The cover reads "ISSUED BY VAULT-TEC DOCUMENTATION DEPARTMENT, JANUARY, 2077" with the 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."

Several sections have been crossed off and additional comments added by the "overseer," stylized by way of a taped piece of paper obscuring the original text of the guide. Original comments will be stricken and the overseer's comments italicized below.

Section 1: Welcome to the Vault of the Future

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p. 1-1


Welcome to Vault 13, the latest in a series of public defense works from Vault-Tec, your contractor of choice when it comes to the best in nuclear shelters. Vault-Tec, America's Final Word in Homes. This document, VTB-001, the Vault Dwellers Survival Guide, is for the events following a worldwide nuclear war. In the case of a limited scale nuclear war, or other world ending catastrophe, please refer to the appropriate documentation (see also page 1-8):

End of World Cause Document # Title
Limited Scale Nuclear War VTB-002 Vault Dwellers Survival Guide (abridged version)
Disease VTD-001 Coping with Mr. Virus!
Starvation VTR-003 How to Eat Rat
Flooding VTF-100 Flotation Homes & Seaweed
Meteor VTM-020B How to Dodge Falling Rocks*
*Document not available at this time, will be available the 3rd quarter of 2078.

While we hope that peace will prevail and the need for such from the ground up to provide the best chance for a good life following nuclear armageddon. It is the duty of every American citizen to learn and use the skills necessary for a comfortable Vault life.

Don't let what could have happened bother you. We have enough problems to deal with in the here and now.
- overseer


The Vault series of survival shelters are designed from the ground up to provide the best chance for a good life following nuclear armageddon. It is the duty of every American citizen to learn and use the skills necessary for a comfortable Vault life. The best place to start is with a description of your new home.

Important Vault statistics

pp. 1-1 to 1-2


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)

Nuclear blast effects

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. The first thing bomb victims experience is the intense flux of photons from the blast, which releases around 50% of the bomb's energy. The effects go up to, and beyond, third degree thermal burns. Initial deaths are due to this effect.

The next phenomenon is the supersonic blast front. You see it before you hear it. The pressure front has the effect of blowing away anything in its path. After the front comes the overpressure phase. It would feel like being underwater a few hundred meters. (At a few thousand meters under the sea, pressurized hulls implode.) The pressure gradually dies off, and there is a negative overpressure phase, with a reversed blast wind. This reversal is due to air rushing back to fill the void left by the explosion. The air gradually returns to normal atmospheric pressure.

At this stage, fires caused by electrical destruction and ignited debris turn the place into a firestorm. Then come the middle term effects such as keloid formation and retinal blastoma. Genetic or hereditary damage can appear up to forty years after initial irradiation.

Atmospheric effects of blasts

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pp. 1-3 to 1-4


The Mushroom Cloud. The heat from fusion and fission instantaneously raises the surrounding air to 10 million degrees C. This superheated air plasma gives off so much light that it looks brighter than the sun, and is visible hundreds of kilometers (km) away. The resultant fireball quickly expands. It is made up of hot air, and hence rises at a rate of a few hundred meters per second. After a minute or so, the fireball has risen to a few kilometers, and has cooled off to the extent that it no longer radiates.

The surrounding cooler air exerts some drag on this rising air, which slows down the outer edges of the cloud. The unimpeded inner portion rises a bit quicker than the outer edges. A vacuum effect occurs when the outer portion occupies the vacuum left by the higher inner portion. The result is a smoke ring. The inner material gradually expands out into a mushroom cloud, due to convection. If the explosion is on the ground, dirt and radioactive debris get sucked up the stem, which sits below the fire-ball.

Collisions and ionization of the cloud particles result in lightning bolts flickering to the ground. Initially, the cloud is orange-red due to a chemical reaction when the air is heated. When the cloud cools to air temperature, the water vapor starts to condense. The cloud turns from red to white. In the final stages, the cloud can get about 100km across and 40km high, for a megaton class explosion.


Electromagnetic Pulse (EMP). A nuclear explosion gives off radiation at all wavelengths of light. Some is in the radio/radar portion of the spectrum - the EMP effect. The EMP effect increases the higher you go into the atmosphere. High altitude explosions can knock out electronics by inducing a current surge in closed circuit metallic objects - electronics, power lines, phone lines, TVs, radios, etc. The damage range can be over 1000km.

Overview of immediate effects

pp. 1-4 to 1-5


The three categories of immediate effects are: blast, thermal radiation (heat), and prompt ionizing or nuclear radiation. Their relative importance varies with the yield of the bomb. At low yields, all three can be significant sources of injury. With an explosive yield of about 2.5 kilotons (kT), the three effects are roughly equal. All are capable of inflicting fatal injuries at a range of 1km. The fraction of a bomb's yield emitted as thermal radiation, blast, and ionizing radiation is essentially constant for all yields, but the way the different forms of energy interact with air and target vary dramatically.

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Air is essentially transparent to thermal radiation. The thermal radiation affects exposed surfaces, producing damage by rapid heating. A bomb that is 100 times larger can produce equal thermal radiation intensities over areas 10 times larger. The area of an (imaginary) sphere centered on the explosion increases with the square of the radius. Thus the destructive radius increases with the square root of the yield (this is the familiar inverse square law of electro-magnetic radiation). Actually the rate of increase is somewhat less, partly due to the fact that larger bombs emit heat more slowly which reduces the damage produced by each calorie of heat. It is important to note that the area subjected to damage by thermal radiation increases almost linearly with yield.

Blast effect is a volume effect. The blast wave deposits energy in the material it passes through, including air. When the blast wave passes through solid material, the energy left behind causes damage. When it passes through air it simply grows weaker. The more matter the energy travels through, the smaller the effect. The amount of matter increases with the volume of the imaginary sphere centered on the explosion. Blast effects thus scale with the inverse cube law which relates radius to volume.

The intensity of nuclear radiation decreases with the inverse square law like thermal radiation. However nuclear radiation is also strongly absorbed by the air it travels through, which causes the intensity to drop off much more rapidly. These scaling laws show that the effects of thermal radiation grow rapidly with yield (relative to blast), while those of radiation rapidly decline.
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In a small nuclear attack (bomb yield approx. 15kT) casualties (including fatalities) would be seen from all three causes. Burns (including those caused by an ensuing fire storm) would be the most prevalent serious injury (two thirds of those who would die the first day would be burn victims), and occur at the greatest range. Blast and burn injuries would be found in 60-70% of all survivors. People close enough to suffer significant radiation illness would be well inside the lethal effects radius for blast and flash burns, as a result only 30% of injured survivors would show radiation illness. Many of those people would be sheltered from burns and blast and thus escape the main effects. Even so, most victims with radiation illness would also have blast injuries or burns as well.

With yields in the range of hundreds of kilotons or greater (typical for strategic warheads) immediate radiation injury becomes insignificant. Dangerous radiation levels only exist so close to the explosion that surviving the blast is impossible. On the other hand, fatal burns can be inflicted well beyond the range of substantial blast damage. A 20 megaton bomb can cause potentially fatal third degree burns at a range of 40km, where the blast can do little more than break windows and cause superficial cuts.

A convenient rule of thumb for estimating the short-term fatalities from all causes due to a nuclear attack is to count everyone inside the 5 psi blast overpressure contour around the hypocenter as a fatality. In reality, substantial numbers of people inside the contour will survive and substantial numbers outside the contour will die, but the assumption is that these two groups will be roughly equal in size and balance out. This completely ignores any possible fallout effects.

Overview of delayed effects

pp. 1-5 to 1-7


Radioactive Contamination. The chief delayed effect is the creation of huge amounts of radioactive material with long lifetimes (half-lifes ranging from days to millennia). The primary source of these products is the debris left from fission reactions. A potentially significant secondary source is neutron capture by non-radioactive isotopes both within the bomb and in the outside environment.

When atoms fission they can split in some 40 different ways, producing a mix of about 80 different isotopes. These isotopes vary widely in stability; some are completely stable while others undergo radioactive decay with half-lifes of fractions of a second. The decaying isotopes may themselves form stable or unstable daughter isotopes. The mixture thus quickly becomes even more complex, some 300 different isotopes of 36 elements have been identified in fission products.

Short-lived isotopes release their decay energy rapidly, creating intense radiation fields that also decline quickly. Long-lived isotopes release energy over long periods of time, creating radiation that is much less intense but more persistent. Fission products thus initially have a very high level of radiation that declines quickly, but as the intensity of radiation drops, so does the rate of decline.

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A useful rule-of-thumb is the "rule of sevens". This rule states that for every seven-fold increase in time following a fission detonation (starting at or after 1 hour), the radiation intensity decreases by a factor of 10. Thus after 7 hours, the residual fission radioactivity declines 90%, to one-tenth its level of 1 hour. After 7*7 hours (49 hours, approx. 2 days), the level drops again by 90%. After 7*2 days (2 weeks) it drops a further 90%; and so on for 14 weeks. The rule is accurate to 25% for the first two weeks, and is accurate to a factor of two for the first six months. After 6 months, the rate of decline becomes much more rapid. The rule of sevens corresponds to an approximate t^-1.2 scaling relationship. These radioactive products are most hazardous when they settle to the ground as "fallout". The rate at which fallout settles depends very strongly on the altitude at which the explosion occurs, and to a lesser extent on the size of the explosion.

If the explosion is a true air-burst (the fireball does not touch the ground), when the vaporized radioactive products cool enough to condense and solidify, they will do so to form microscopic particles. These particles are mostly lifted high into the atmosphere by the rising fireball, although significant amounts are deposited in the lower atmosphere by mixing that occurs due to convective circulation within the fireball. The larger the explosion, the higher and faster the fallout is lofted, and the smaller the proportion that is deposited in the lower atmosphere. For explosions with yields of 100kT or less, the fireball does not rise above the troposphere where precipitation occurs. All of this fallout will thus be brought to the ground by weather processes within months at most (usually much faster). In the megaton range, the fireball rises so high that it enters the stratosphere. The stratosphere is dry, and no weather processes exist there to bring fallout down quickly. Small fallout particles will descend over a period of months or years. Such long-delayed fallout has lost most of its hazard by the time it comes down, and will be distributed on a global scale. As yields increase above 100kT, progressively more and more of the total fallout is injected into the stratosphere.
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An explosion closer to the ground (close enough for the fireball to touch) sucks large amounts of dirt into the fireball. The dirt usually does not vaporize, and if it does, there is so much of it that it forms large particles. The radioactive isotopes are deposited on soil particles, which can fall quickly to earth. Fallout is deposited over a time span of minutes to days, creating down-wind contamination both nearby and thousands of kilometers away. The most intense radiation is created by nearby fallout, because it is more densely deposited, and because short-lived isotopes haven't decayed yet. Weather conditions can affect this considerably of course. In particular, rainfall can "rain out" fallout to create very intense localized concentrations. Both external exposure to penetrating radiation, and internal exposure (ingestion of radioactive material) pose serious health risks.

Explosions close to the ground that do not touch it can still generate substantial hazards immediately below the burst point by neutron-activation. Neutrons absorbed by the soil can generate considerable radiation for several hours.

The megaton class weapons have been largely retired, being replaced with much smaller yield warheads. The yield of a modern strategic warhead is, with few exceptions, now typically in the range of 200-750 kT. Recent work with sophisticated climate models has shown that this reduction in yield results in a much larger proportion of the fallout being deposited in the lower atmosphere, and a much faster and more intense deposition of fallout than had been assumed in studies made during the sixties and seventies. The reduction in aggregate strategic arsenal yield that occurred when high yield weapons were retired in favor of more numerous lower yield weapons has actually increased the fallout risk.

Section II: Simulation

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SimTek operations

pp. 2-1 to 2-6


The Vault-Tec Research Group has determined that after a long period of security, many Vault-Dwellers will feel "uncomfortable"? with the idea of returning to the outside world. The SimTek 5000 will provide a safe and reassuring return to life on the outside world. This chapter will give you a brief walk-through of the operation of the SimTek 5000.

Experienced Vault Dwellers may want to start with Character Creation, and skip this tutorial chapter. For beginning Vault Dwellers, this tutorial will prepare you for the outside world. After starting the Fallout process on your terminal, click on the NEW GAME button from the Main Menu. The character selection screen will appear. For now, keep the personnel record of Max Stone displayed and select TAKE. This will choose Max as your character. In the future, you may want to select another character, or even create your own character. The simulation will now start. After a briefing by the Vault Overseer as to your immediate task, you will appear outside the Vault Blast Door.

Your first action should be to equip yourself with armament. All Vault-Tec prepared Vaults come with the latest in offensive and defensive equipment. You will be supplied with the most lethal self-protective devices available. Click the INV button on the interface bar at the bottom of the screen. The hand cursor allows you to move items around in your inventory. Click and drag the pistol to the ITEM 1 slot. Release the mouse button. You are now armed! Move the brass knuckles to the ITEM 2 slot. Click on the DONE button. You will return to the main game view.

When you have explored enough of these caverns, go to the south and then to the west. The Automap, which can be accessed by clicking the MAP button or pressing the TAB key, will show your location in the caves. You are looking for a long tunnel in the southwest corner of the caverns. When you reach the edge of the tunnel, you will see natural light. Walk into the light. This will take you to the world map. The world map is how you get around the vast outdoors. Click on the Vault-15 button on the right-hand side of the screen. This will start walking you to your first destination.

The world is dark to start. As you explore, areas will be revealed. A green circle on the world map denotes an important area. Vault-13 has a green circle since it is so important. You should stop and explore any other important areas that you come across. Be careful exploring. If you spend too much time looking for new areas, you could find that the Vault has run out of water. Since your mission is to save the Vault from this terrible end, you should do everything you can do to avoid it.

Good luck!

Section III: Personnel

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p. 3-1 to 3-2


The key to a successful reintroduction of civilization following a massive scale nuclear war is people. Here at Vault-Tec, we are working to ensure that your fellow man (and woman) is up to the task of bringing America back from the dead.

Characters are people in the game world. A player character represents you in the game world. We will sometimes refer to a player character as personnel. The terms personnel and player character are interchangeable. Other types of characters are called non-player characters (NPCs), so that you won’t confuse them with you. NPCs can be other vault dwellers, people from the outside world, or even mutants.

Standard Personnel Records


Fallout comes equipped with three pre-made characters, for your use and enjoyment. These personnel are prepared for most conditions in the outside world.

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MAX - "Stone" to his friends, Maxwell is the largest person currently living in the Vault. He is known for his physical strength and stamina. He would make the ideal volunteer due to his tremendous size and strength. It is unfortunate that his intelligence was affected after birth when the labour bot dropped him on his head. He doesn't care that he might have to leave the Vault.

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NATALIA - Natalia is the grand-child of a Russian diplomat who worked at the Soviet Consulate in Los Angeles. She is a talented acrobat, with excellent coordination and reflexes. She is extremely intelligent and resourceful. Her only difficulty as a young child was understanding personal property laws. Natalia is very interested in leaving the Vault, and curious to explore the outside world.

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ALBERT - Albert is a charismatic leader of a small, vocal minority of the
Vault population that is considering life on the outside world. Dedicated to the role of a negotiator, he is often able to communicate efficiently between different parties. His professed occupation is closest to what was once known as a "lawyer." Albert is often able to convince others that his ideas are correct.


We appreciate the fact that you are reading the Vault Dwellers Survival Guide, but would prefer that you use the Fallout interface, so we have implemented a special way of viewing these personnel. From the character selection screen, select MODIFY. You can now examine these characters in detail, actually changing their statistics. But more importantly, you can view every item in their personnel record using the enclosed information card in the lower right-hand corner.

Creating a New Personnel Record

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For maximum enjoyment, a character creation system has been implemented. This will allow you to make a character of your own choice. The following instructions will guide you through the character creation process. Your character is a representative of you in the game world. Your character will follow your commands, and perform actions as you require. It is up to you to make the character that best suits you and suits your style of play. Fortunately, with the Fallout Survival Kit, your happiness is assured. Vault-Tec guarantees it!1

We will often refer to you and your character as the same person. That is the beauty of a role-playing game - you are your character. Your actions as the player will control the actions and consequences of the little character on the screen. Obviously, we don’t condone some of the actions performed in the game world as appropriate, or even legal, actions in the real world. Don’t confuse the two.

Characters are defined by various statistics and skills. During the character creation stage, you will adjust the primary statistics, and in turn, the statistics will determine your skills. If you want to see what a particular statistic or skill does, click on the item name with your mouse pointer, and the card in the lower right-hand corner of the screen will display the pertinent information.

1Guarantee not available in all states, or after any of the following: flooding, drought, famine, nuclear war, or other acts of God.

Section IV: Instrumentation

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pp. 4-1 to 4-38


When you start Fallout, you can press the space bar or ESC to bypass any movie. You should not do this unless you have previously viewed the movie. Important information is contained within the movie segments. The first thing you will see is the main menu.

Main Menu


The main menu is very simple. From here, you can start a new game, load a previously saved game, review the intro movie, see the credit list, or exit back to your normal operating system.

Once you have selected or created a character, the game will start. Press ESC to bypass the Overseer briefing, once you have seen it. You will start Fallout outside Vault- 13. Your first mission is to explore the nearby area and then head for Vault-15, to the east. You have to exit the caverns to do this. Using the Vault Instrumentation panel, or the Interface, as it is more commonly called, you will interact with the game world and control your character.

RobCo Pip-Boy 2000


To help Vault Dwellers record information (and information is extremely valuable, in fact, it might be the most valuable weapon we have against the end of civilization, so pay attention!), Vault-Tec has selected the RobCo Industries RobCo Pip-Boy 2000 as the Personal Information Processor of choice for its Vault Dwellers.

The RobCo Pip-Boy 2000 (hereafter called the Pip-Boy), is a handy device that you wear on your wrist. It's small, especially by today's standards, and it will store a godly amount of information for you. And using modern super-deluxe resolution graphics to boot! Use the buttons to select the various functions of the PIPBoy. Some of the function screens have text in the display window that can be selected as well. These text buttons will change brightness when you move the mouse over them.

Things to do!

The Pip-Boy 2000 can be used to keep track of important dates
and events. Use it to remember everyone's birthday's and anniversaries so that you...

We reprogrammed your Pip-Boy to keep track of the number of days remaining in the Vault water stores. This note is the only thing you should care about until we are safe and have a restored water processing chip. The note shows the number of days before we croak. If that happens, your adventures on the outside won't be worth a set of thermal underwear in Death Valley at high noon! We'll be dead. And we don't want that. Go to it!

... and it is a very useful tool for scheduling meetings and appointments. And your Pip-Boy has been programmed to properly handle all calendar dates, even after the turn of the century!1

1Your Pip-Boy 2000 has a three month limited warranty.

World Map

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The game view and automap are great for small areas, but the wasteland is a large place. To move from location to location, you need the world map. Walking into that dark area will automatically transport you to the world map. You can use this to escape from a hostile location, but don’t expect a happy welcome when you return.

As you start, most of the world will be dark. These are places that you have not yet explored. The immediate area around you has been slightly illuminated. You have seen it, but not yet been there. When you do walk into a new area of the world map, it is brightened and the squares around it have been marked as viewed from a distance.

Click on the world map to start traveling to that location. You can click into the darkness, in fact you need to do that to explore the unknown areas ahead of you. The date and time are shown in the upper right-hand corner. Time is a critical aspect of Fallout. Try to accomplish your goals in as little time as possible. Traveling across the world will be one of your largest wastes of time. Travel as carefully as possible. The people of the Vault are depending on you.

Important locations are marked with a green circle on the worldmap. Every important location is therefore a little easier to see. Once you have visited an important location, it will be added to the list on the right-hand side of the world map screen. To visit a previously explored location, all you have to do is click on the button next to the location name. You will start moving towards that location automatically.

When you reach your destination, via the location bar or by exploration, an upside down green triangle will appear. Click on the triangle to visit that location. You can always click on a new area to explore, if you want to continue on. If you are interrupted by a random encounter, you will see a flashing red lightning bolt. You will then automatically drop down to the terrain map and be involved in the encounter. Any items left on a random encounter map after you leave the map will be lost forever.



Some terrain is more difficult to travel than others. In Fallout, there are four different types of basic terrain: Mountain, Desert, City and Coastland. Mountain terrain is the most difficult to move over and will take the longest amount of time. Desert and Coastland terrain are normal. City terrain, even with the ruins, is easiest to travel and will take a shorter amount of time than normal.

Terrain will also determine what kind of encounters you may have. More people will be found closer to cities and spots of civilization. Monsters, and other bad things, are found farther away from these places of humanity. You are more likely to have a lot of random encounters in some areas than others. If you are being beat to death by random encounters, pull back and try a different area until you
gain experience, skills and equipment.

Some of the encounters may be hostile creatures, friendly traders, environmental concerns (like radiation hotspots) and other, more bizarre events. Not all random encounters are bad, but neither are they all good.

Section V: Conflict Resolution

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pp. 5-1 to 5-33


At some point during your adventure, diplomacy or stealth will fail. The last resort will be combat. Combat is defined when you have an attacker attempting to do damage to a defender. It requires two or more people to have a combat situation.

Combat in Fallout is turn-based. Generally, you will get a chance to act. After your action or actions, the next character involved in combat gets to go. When all of your opponents or allies involved in this combat have taken their actions, then you get another chance to act. This is called a new turn. This continues until all the combatants are dead, unconscious or fleeing.

Since the rest of the game is real-time (one minute of real world time equals one minute of game time, unless you perform an action that takes an extended amount of time, or use the PIPBoy alarm clock to rest), when combat starts you change modes to turn- based. You will know when this happens when the combat buttons in the lower right-hand corner of the interface bar are revealed.

When it is your turn the lights around the combat button will glow bright green. During your opponents turn, the lights are red. The action points above the active item button on the interface bar will also glow a bright green when it is your turn, red when it is your opponents turn, and dull green when you are not in combat. Each combat turn is roughly 5 seconds of game time. It may take longer in real time to finish, as you think about and then perform your actions for that turn.

Combat will often refer to hexes (short for hexagon, or a six- sided polygon). A hex is a way of dividing the area of the battle- field into small, manageable chunks. Each hex in Fallout is one meter from side to side. Someone two hexes away would be considered two meters away.



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 Vault-Tec 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. A reminder: You can only carry an amount of equipment equal to your carry weight. Anything over that amount must be left behind. You can get specific information about the items in your inventory by doing an Examine on a item in your inventory list. The information will be displayed in the inventory display window. If you equip armor and weapons, the character information in the display window will give you additional information.


pp. A-1 to A-10

Garden of Eden Creation Kit

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Future-Tec, a division of Vault-Tec, presents the following advertisement for your enjoyment!

When the All Clear sounds on your radio, you don't want to be caught without...


The kit includes:

  • Base Replicator Unit - replicates food and basic items needed for building your new world. Just add water! (powered by cold fusion)
  • Holodisc Reader with Library - includes selections from the Library of Congress, complete set of encyclopedias, and other life saving information, all contained on four-hundred and sixty handy holodiscs!1 and... A Miniature Pen Flashlight!2

4 out of 5 nuclear scientists recommend the Garden of Eden Creation Kit over the other leading survival kits!

1 A condensed version is available on three handy holodiscs

2 Not suitable for children under the age of three. A different toy is available for younger children.

Additional Publications

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Flotation Homes and Seaweed

A complete survival guide for the ocean bound. More tips, instructions, and plans than you could possibly ever use.



A Vault-Tec publication

Special Vault Dwellers Issue - July 2076

Houseboat Cruise Control! Coming Soon!

Coping With Mr. Virus!

An extended pamphlet for the whole family! Includes the popular How-To-Burn-Diseased-Bodies section.

Fifteenth Edition - December 2076

Featuring the latest Super Ebola Quarantine Techniques!


All references to the government sanctioned and controlled FEV virus are not allowed in this publication.

Vault Dweller's Survival Guide (abridged version)

A condensed version of the VDSG, containing just the important information you need!

Effective Date March, 2077

For Survivors of a Limited Scale Nuclear War

First Printing VTB-OO2-13

How to Eat Rat

Over 101 recipes, from basic meals to a complete set of dishes, all the way from snacks to desserts!

Second Edition

NEW FOR '77:

15 five-minute Recipes and the tasty Rodent a la King!

How to Escape Radiation

Seek immediate cover. Seal off all windows and cracks or flee to your local Vault-Tec shelter.

For more exclusive information on surviving radiation purchase New Addition
WAS 299.95 Now Only! (for a limited time) $100.00
copyright: Vault-tec Subscriber 'Inc.

2077 September Edition

Survival Recipes

Mushroom Clouds



(preheat oven to 200 degrees Fahrenheit)

  • 3-4 egg whites (at room temperature) cocoa
  • 1/4 tsp cream of tartar
  • 8 oz dark chocolate (bittersweet or semi-sweet)
  • 1 cup superfine sugar*

Beat the eggs and tartar with an electric mixer until soft peaks form. Add the sugar a little at a time while continuing to beat, until all the sugar is in and the mixture is glossy and stiff.

Using a piping bag with a no. 8 tip, pipe out an equal number of caps and stems onto an ungreased non-stick cookie sheet. The caps should be about the diameter of a quarter, and the stems should be about an inch high and the diameter of a soda straw. Sprinkle cocoa over the caps and stems, and then blow on them to spread out the cocoa more evenly. You may want to do this outside, as cocoa goes everywhere.

Bake for 2 hours at 200 degrees. Carefully remove the caps and stems from the cookie sheet. With a dull knife, snip the top of each stem so it has a flat top surface. Melt the chocolate (in a double boiler or microwave). Spread the chocolate on the base of each cap with a butter knife or spat- ula, and use it to glue a stem in place. Put the assembled mushrooms in the refrigerator for 20 minutes to harden the chocolate, then put them in an airtight container.

Makes 3-4 dozen.

*superfine sugar is NOT confectioner's sugar or 10X sugar. If you cannot find superfine sugar, it's easy to make. Just put granulated sugar in a blender or food processor, and blend for 1 minute.

Desert Salad

(Increase or reduce ingredient portions to taste)

  • 1 lb. extra lean ground beef (turkey may be substituted)
  • 6 oz. tortilla chips
  • 1 firm tomato
  • 1/2 head of iceberg lettuce, cut
  • 1 16oz. bottle of Catalina dressing
  • 3 oz. pinto beans dressing
  • 6 oz. sliced olives 1 avocado (optional)
  • 4 oz. cheddar cheese

Brown the meat, drain. In large bowl, mix lettuce, beans, and olives. Crush chips and add. Cut tomato into small chunks and add to bowl. Shred cheese and add. Slice avocado and add. Add meat. Toss with dressing. Serve.

Makes 4-6 portions.

Behind the scenes