This page is about the player character(s) in Fallout 76. For the player character in Fallout, see Vault Dweller. For an overview of player characters in the Fallout series, see character. |
The Vault Dweller, as a group referred to as Vault Dwellers[1] and Seventy-Sixers,[2] and individually as Seven-Six,[3] among other designations, such as Ressies, Vault Residents (or simply Residents)[4][5] and Vaulters[6] are the former residents of Vault 76 and the player characters in Fallout 76.
On October 23, 2102, 25 years to the day since the Great War, they emerged from the safety of their Vault in the event they called "Reclamation Day," when they would restore civilization to the post-apocalyptic wasteland. Consisting of some of pre-War America's most intelligent minds and talents, their skill sets were specially selected to aid them in their task of exploring and recolonizing Appalachia in West Virginia, developing medicine, homes and technology to fight against wasteland threats, including the Scorched. One Dweller emerged from the Vault a year after Reclamation Day,[7] when the Vault's remaining supplies were nearly depleted.[8]
Background[]
Inside Vault 76[]
Individuals from Appalachia and various parts of the United States with different ethnicities, religions, and sets of unique skills. Those individuals who were selected to enter Vault 76 represented the "cream of the crop" of the United States' citizens. Compared to the other inhabitants of America, they were highly accomplished and intelligent and possessed competitive personalities. Each was chosen for their unique skills and temperament, making them the "country's best and brightest." This included aerospace engineers and nuclear engineers, Nobel Prize winners, university lecturers, lawyers and professors, physicists, war veterans, businessmen and women, high donor graduates, mathematicians, and athletes. This made managing them a challenge for the Vault's staff.[9]
As an incentive to maintain order in their unique living accommodations, several awards were given in the Vault, evident by the display case in the quarters for various achievements. These include volunteering for the canned mystery meat experiment when no one else would eat it, the isolation program, the Vault hall monitor award, Best Hair award, and Vault dweller of the year award. They also trained for when they would emerge using the educational Vault films such as Let's Work With Others, The Power of the Atom, Laying the Cornerstones and Atomics for Peace. As part of their wasteland survival, they learned to use the C.A.M.P. They spent their lives in the Vault using their skills for the "betterment of the Vault." Many were also golf and instrument players, as well as avid readers, board game players, and skiers. Their overseer taught them about skills they would need to survive, such as how to use their Pip-Boy 2000 Mark VI.
Exploring Appalachia[]
After 25 years in Vault 76, the overseer would receive the activation notice to open the Vault and all inhabitants would enter Appalachia as part of Reclamation Day. Before release, these individuals would be equipped and trained in the operation of the C.A.M.P. device for settling uninhabited areas. Given a map to explore their surroundings accurately and allowed to leave with their Pip-Boys.[10] As per procedure (and against the wishes of the security team), they would not be armed and only lightly provisioned exiting Vault 76. Besides the equipment given to them to settle Appalachia, they would need to procure weapons and other resources from scavenging.[11][12] During this time, the individuals came to learn of the stories of the factions who had previously inhabited the region, eventually going on to take down the scorchbeast queen, responsible for the Scorched Plague that had afflicted the region.[13]
Nuclear armament[]
Throughout their journey in Appalachia, the individuals helped Rose, a robot with various tasks. Eventually, their search led them to an Enclave-controlled facility in which they met an AI, MODUS. With MODUS' assistance, the individuals learned how to launch nuclear weapons throughout Appalachia, a method that would help lure the Scorchbeast queen from its underground hive so it could be defeated.
Curing the Scorched Plague[]
By 2103, these individuals reunited with their former overseer in her house in Sutton. With her advice, they took part in assisting both the Settlers and the Raiders that had come back to Appalachia in reclaiming the region by making a vaccine to the Scorched Plague by using a sample of their blood.[14] After assisting the overseer at the Kanawha Nuka-Cola plant, they helped to distribute a vaccine to Meg Groberg at the Crater and Paige at Foundation.
Breaking into Vault 79[]
The individuals learned from their Overseer about the true rumored fortune hidden somewhere in the region: the country's gold reserves stored within Vault 79. According to the Overseer, some former Vault 76 residents went into the Savage Divide to investigate the mystery and discovered Vault 79 themselves.[15][16] After learning about both the Raiders and the Settlers, the individuals broke into Vault 79 with one of the two factions and found the gold in order to help revitalize Appalachia using a new currency.
Assisting the Brotherhood[]
By 2104, these individuals found themselves helping the Brotherhood First Expeditionary Force in deciding their future mission objective after further conflict arose between Paladin Rahmani and Knight Shin over whether to protect the people of Appalachia or continue to recover and protect pre-War technology.
Expedition to the Pitt[]
In 2104, a group of new Responders took over The Whitespring Resort. The Dwellers learned about a situation at The Pitt in which a group called the Union was being assaulted by the Fanatics. With the help of a pilot Lennox, the Dwellers flew to the Pitt to help the Union.
Expedition to Atlantic City[]
In 2105, the Vault Dwellers begin flying to Atlantic City, becoming involved in with three factions there: the The Showmen, the Atlantic City Municipal Government and the Lombardi Family.
In Appalachia, the dwellers also began assisting the Russo family who moved into a manor, aiding Abbie Russo with her family drama.
List of Vault Dwellers[]
Notes[]
- Fallout 76 players are allowed to create up to a maximum of 5 Vault Dwellers to explore Appalachia with. Due to this, the Vault Dwellers are considered a group of protagonists in contrast to previous entries that focused on a single protagonist character.
- In the Whitespring bunker, one can take a membership quiz in which they can choose their former occupation and belief system.
- Along with the Sole Survivor from Fallout 4, the Vault Dwellers are the second protagonist(s) in the Fallout series to have potentially lived before the Great War.
- Due to character customization and many residents of Vault 76 having children during the 25 years within it, it is possible for said protagonists to be born inside the Vault yet old enough to be considered as an adult.
- Some individuals in Appalachia refer to the player character as a youth, though many examples are from elderly characters or ghouls who lived before the Great War.[17][18][19]
- The player character can claim to have attended a pre-War high school in conversation with the enthusiastic collector.[20] Alternatively, one can say that they have simply explored some in the wasteland.[21]
- Vault Dwellers with high Intelligence can prove to be proficient in various fields, such as:
- Ability to cite and name tactical leaders like Napoleon, Genghis Khan and George Washington.[22]
- Familiarity with the history of soil science and its founder, Dokuchaev.[23]
- Ability to discern a human's personality based solely on visual inspection of their brain.[24]
- Ability to recover information deleted from a terminal.[25]
- Familiarity with short-wave radio broadcasting and signal jamming.[26]
- Knowledge of the Settler forager being an author.[27]
- A contextual understanding of the Irish language and related etymology.[28]
- Citing quotes from thinkers such as Benjamin Franklin[29] and William Blake.[30]
- The Vault Dwellers can live at their CAMP with an ally and potentially have a relationship with some of them (Beckett and Sofia Daguerre).
Appearances[]
The Vault Dwellers of Vault 76 appear only in Fallout 76.
Gallery[]
Other games[]
References[]
- ↑ The Core terminal entries; The Arena
- ↑ Settler wanderer: "You Seventy-Sixers. You guys are something else."
(Settler wanderer's dialogue) - ↑ By Meg Groberg
- ↑ Vault 76 terminal entries; Security terminal; Security Logs
- ↑ Fallout 76 trailer; Transcripts
- ↑ Patron: "Life's real hard out here, Vaulter. Need to be... creative to make a living these days."
(Patron's dialogue) - ↑ Vault 76 dweller: "I just left Vault 76. Any advice?"
Vault 76 overseer: "You just what? Seriously? What were you doing in Vault 76 all these months? *deep breath* All right, everyone was supposed to leave at Reclamation Day. My advice -- start pulling your weight and catch up. And maybe invest in an alarm clock."
(Vault 76 overseer's dialogue) - ↑ Mister Handy: "Sir/Mum, ahhh... you've stayed so long past Reclamation Day, our stores are nearly depleted!"
[verification needed] - ↑ Vault 76 terminal entries; overseer's terminal, Day to Day Duties
- ↑ Fallout 76 intro
- ↑ Vault 76 terminal entries; security terminal, Final entry
- ↑ Vault 76 terminal entries; overseer's terminal, Survival First
- ↑ Vault 76 dweller: "I defeated the Scorchbeast Queen. With a few friends, of course."
Oliver Fields: "Those things have Queens? I'm glad you dealt with her, but I can't imagine that's the last of it. We saw one of those Scorchbeasts take out a whole group of raiders in one go. Barfed some kind of goo all over them and they started changing, dying."
(Oliver Fields' dialogue) - ↑ Vault 76 dweller: "Have you gotten the inoculation to the Scorched Plague?"
Solomon Hardy: "You mean that ingenious use of America's finest soft drink? Of course! I haven't had the chance to thank your Overseer -- or the Vault Dweller that provided the sample -- but we owe them our lives. That look on your face... You're not telling me... that was you?"
(Solomon Hardy's dialogue) - ↑ Events of Wastelanders.
- ↑ Vault 76 dweller: "No. I've been out of the loop."
Vault 76 overseer: "A few other people from 76 made the trek into the mountains to find this "treasure" we keep hearing about. It's a Vault. Vault 79. Sealed tight with no obvious way in. The rumor mill about what's inside is running wild."
(Vault 76 overseer's dialogue) - ↑ Vault 76 dweller: "I'm not a kid, old man."
Munch: "Scrappy, ain't ya? Didn't anyone ever tell you, "Respect your elders, or get a bullet in the brain?" This "old man" survived the war, endured the aftermath, and is still standing. And I didn't need no cozy vault to do it. Given all that, I'd say I got the right to call you whatever I want, kid. And seeing as how I'm in a good mood, I'll leave your skull intact."
(Munch's dialogue) - ↑ Settler forager: "Kid, talk to me so I can take a nap already, will ya?"
(Settler forager's dialogue) - ↑ Vault 76 dweller: "You had your reasons for leaving. If nothing's changed, don't go back."
Eugenie: "You're right. And I'm my own ghoul now. Thanks kid."
(Eugenie's dialogue) - ↑ Vault 76 dweller: "High school?"
Enthusiastic collector: "It was this amazing pre-war place where kids read books, went to detentions, and competed for social rank! So cool right?"
Vault 76 dweller: "I actually attended one."
(Enthusiastic collector's dialogue) - ↑ Vault 76 dweller: "I've explored a few out here."
Enthusiastic collector: "Wow! It must be so special to explore. Just think of the history... from nerds getting stuffed in lockers to students getting sick from Mystery Meat!"
(Enthusiastic collector's dialogue) - ↑ Vault 76 dweller: "[Intelligence 4+] Napoleon, Genghis Kahn,
Roper: "Well, you certainly sound confident about it. So, put it to use for me. That big brain knows about Crane's treasure, right? Find it for me, I'll give you a cut."
(Roper's dialogue) George Washington? Morons. You are looking at a tactical genius." - ↑ Vault 76 deller: "[Intelligence 8+] I'm slightly familiar with Dokuchaev's work, the father of soil science isn't he?"
Dr. Mangano: "Yes! Indeed he's been credited as such. His work on geographical variation and his soil classification system brought much needed order to the field."
(Bethy Mangano's dialogue) - ↑ Intelligence 8+ descriptions of Doctor Dias's brain, Gina's brain, and Greg's brain.
- ↑ Big Bend Tunnel terminal entries; Vinny Costa's terminal, [Intelligence 10+] Recover Deleted Entries
- ↑ Vault 76 dweller: "[Intelligence 8+] If they get the radio working, we could drastically decrease their signal-to-noise ratio using a burst jammer."
Beckett: "Uh... yeah. I'm sure everything you just said made perfect sense to you, but all I heard was "blah, blah, blibbidy-blah."
(Beckett's dialogue) - ↑ Vault 76 dweller: "[Intelligence 8+] Oh! You're that author! I saw your book cover!"
Settler forager: "Bingo! We have a winner here, kids! Will you look at that. Someone knows me! I knew it would happen."
(Settler forager's dialogue) - ↑ Vault 76 dweller: "[Intelligence 8+] Malone is from the Irish "Mael Eoin," meaning a disciple of Saint John."
Maul: "Hm...if Malone his doing, this John, Maul think he no saint."
(Maul's dialogue) - ↑ Vault 76 dweller: "[Intelligence 8+] As Benjamin Franklin once said, an investment in knowledge pays the best interest."
Gilbert Hopson: "Well said! Well said, indeed! It's so good to meet a fellow devotee of the humanities. I don't mind saying that enlightened minds such as yours and mine are in desperately short supply of late."
(Gilbert Hopson's dialogue) - ↑ Vault 76 dweller: "[Intelligence 12+] To quote Blake, 'Ah, to see a world in a grain of sand and a heaven in a wildflower.'"
Bethy Mangano: "I couldn't agree more. The structure and complexity is a source of never-ending wonder for those with the capacity to see it. 'Wake and listen! Verily, the earth shall yet be a source of recovery. Remain faithful to the earth, with the power of your virtue.' Nietzsche saw it. And you see it too, I can tell."
(Bethy Mangano's dialogue)
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