Vaults (Fallout Supplement)

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List of Vaults[edit]

Designation Description/Fate Location Appearances
Los Angeles Vault The Vault-Tec demonstration vault. It was not part of the experiment, and was the Master's vault under the Cathedral in Fallout.[1] Southern California, near Los Angeles (Cathedral) Fallout
Vault 0 A special vault designed to "monitor and control" other vaults, maintain the geniuses of the pre-War United States in cryogenic stasis, and release them once the outside parameters return to normal.[2] Cheyenne Mountain (Colorado) Fallout Tactics
Vault 3 A control vault designed to open after 20 years, but kept closed longer due to the wishes of the vault inhabitants. However, an unplanned water leak forced the occupants to open in hopes of trading with the outside. Unfortunately, all of the vault's residents were massacred by a group of raiders known as the Fiends shortly after they opened the vault door.[3] Mojave Wasteland Fallout: New Vegas
Vault 8 A control vault, intended to open and recolonize the surface after 10 years with its GECK. Vault City is the result.[4][5] Northern Nevada
(Vault City)
Fallout 2
Vault 11 This vault was a social experiment designed to test obedience to authority and the ethics of a large group of people subjected to extraordinary circumstances. The dwellers were informed that a single person must sacrifice their life for the Vault, otherwise the master computer would shut down all life support. In reality, should the dwellers refuse, the Vault would open.[3] Mojave Wasteland Fallout: New Vegas
Vault 12 In order to study the effects of radiation on the selected population, the Vault door was designed not to close properly. This is the Necropolis vault and a large population of ghouls was the result.[1][5] Bakersfield
(Necropolis)
Fallout
Vault 13 Intended to stay closed for 200 years as a control group for the Vault experiment and simultaneously a study of prolonged isolation.[5] Southern California Fallout
Fallout 2
Vault 15 Intended to stay closed for 50 years and include people of radically diverse ideologies. Vault 15 is also the birthplace of three raider groups, the Khans, Jackals, and Vipers, and Shady Sands, which would become the New California Republic.[5] Southern California Fallout
Fallout 2
Vault 17 The Vault was raided in 2154 and its inhabitants taken prisoner by the Master's Army. The dwellers were subsequently turned into super mutants.[3] Unknown Fallout: New Vegas (mentioned-only)
Vault 19 The vault was segregated into two groups, 'Red' and 'Blue'. The groups lived in separate sections of the vault and was governed by 2 Overseers. Subliminal messages were routinely sent over to each other side causing mistrust among and the inhabitants and civil war between the 2 groups ending in complete collapse of the Vault. Candidates may have been chosen due to pre-existing paranoia or other psychological impairments.[3] Mojave Wasteland Fallout: New Vegas
Vault 21 Designed to study the evolution of a society where all conflict was resolved through pure chance, i.e. gambling. The Vault was taken over by Robert House after winning a game of blackjack where the wager was the entire Vault. It was subsequently filled with concrete and converted into a novelty hotel by Sarah Weintraub.[3] Las Vegas, Mojave Wasteland Fallout: New Vegas
Vault 22 Vault 22 was equipped with the latest in biological and agricultural technologies, with the objective of developing plants that could be readily cultivated in the absence of natural light. However, an experiment with a parasitic fungus has turned on the scientists, leading to the destruction of the Vault. Survivors of the outbreak abandoned the Vault and headed to Zion Valley, spreading the spore across the wastes.[3] Mojave Wasteland Fallout: New Vegas
Vault 27 Vault 27 was deliberately overcrowded with a total of 2000 people assigned to enter, double the total sustainable amount making hot bunking mandatory.[5] Unknown Fallout Bible only
Vault 29 No one in this vault was over the age of 15 when they entered. Parents were intentionally redirected to other vaults. Harold is believed to have come from this vault.[5] Colorado Fallout Bible (first mentioned)
Van Buren
Vault 34 The armory was deliberately provided with an overabundance of weapons and ammunition, in addition to not being provided with a proper locking mechanism. The presence of weapons as well as lack of population control measures led to failure in the 23rd centuries. Social unrest would do Vault 34 in with several groups demanding access to weapons. The Boomers came from this Vault, but not all vault dwellers would leave the vault as a riot damaged the power reactor and most had succumbed to radiation poisoning or ghoulification with only a handful of survivors still in the vault.[3][5] Mojave Wasteland Fallout Bible (first mentioned)
Fallout: New Vegas
Vault 36 Food extruders were designed to produce only a thin, watery gruel.[5] Unknown Fallout Bible only
Vault 42 No light bulbs of more than 40 watts were provided.[5] Unknown Fallout Bible only
Vault 43 Populated by twenty men, ten women, and one panther. Unknown One Man, and a Crate of Puppets[6]
Vault 53 Most of the equipment was designed to break down every few months. While repairable, the breakdowns were intended to stress the inhabitants unduly.[5] Unknown Fallout Bible and possibly on Vault-Tec east coast computers
Vault 55 All entertainment tapes were removed.[5] Unknown Fallout Bible only
Vault 56 All entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55.[5] Unknown Fallout Bible
Vault 68 Of the one thousand people who entered, there was only one woman.[5] Unknown Fallout Bible
Vault 69 Of the one thousand people who entered, there was only one man.[5] Unknown Fallout Bible (first mentioned)
One Man, and a Crate of Puppets
Van Buren concept art
Vault 70 All jumpsuit extruders fail after six months. Most of the inhabitants were Mormons (Church of Jesus Christ of Latter-Day Saints). The city of New Canaan was founded by the vault dwellers after they left the vault.[5] Salt Lake City, Utah Fallout Bible 0


Van Buren

Vault 76 This vault was designed as a control group for the vault experiment. Like Vault 8, it was intended to open and re-colonize the surface after 20 years.[7] Capital Wasteland Mentioned in Fallout 3
Vault 77 Populated by one man and a crate full of puppets. Unknown One Man and a Crate of Puppets. A Vault 77 jumpsuit is acquirable at Paradise Falls.
Vault 87 A Forced Evolutionary Virus research facility that was also provided with a Garden of Eden Creation Kit.[7][8] Capital Wasteland Fallout 3
Vault 92 Populated largely by renowned musicians, Vault 92 was a test bed for a white noise-based system for implanting combat-oriented posthypnotic suggestions.[7][8] Capital Wasteland, Old Olney Fallout 3
Vault 101 Test the role of an omnipotent Overseer in a community remaining in indefinite isolation from the outside world, and study the reactions of the dwellers, should the isolation be broken.[9] Capital Wasteland Fallout 3
Vault 106 Psychoactive drugs were released into the air filtration system 10 days after the door was sealed.[5][7][8] Capital Wasteland Fallout Bible (first mention)
Fallout 3
Vault 108 All initial positions were left unfilled, allowing the terminally ill Overseer (estimated to expire within 40 months of the Vault's sealing) to fill them in according to Vault protocols, creating an unique experimental situation.[7]

The Vault failed as a result of cloning experiments designed to replicate whole humans, but instead created Garies (Gary clone).[8]

Capital Wasteland Fallout 3
Vault 111 This Vault was built to test the effects of long term cryogenic freezing on humans. Boston Fallout 4
Vault 112 Vault 112 was set up as the personal Vault of Stanislaus Braun, utilizing virtual reality stasis pods (Visiontron).[8] Capital Wasteland Fallout 3
Unfinished Vault (Fake Vault 13) A fenced construction area in a small cave north of Vaults 13 and 15. It may have been the first location of Vault 13 before its relocation.[4] Northern California Fallout 2

Other installations using Vault-Tec technology[edit]

  • Securitron vault, built by Robert House to protect and conserve his Securitron army of damage of the Great War. Walls and reinforcements are modeled on Vault-Tec vaults.

Vaults outside the main continuity[edit]

The Vaults in the following list were created for games that were cancelled or eliminated from the main continuity of the series. It also includes Vaults that were released in official materials, but were not confirmed to form a part thereof.

Designation Description/Fate Location Appearances
Vault 6 The vault's original purpose in the Vault Experiment is unknown. Mount St. Helens, Washington Fallout Extreme[10]
Vault 24 Unknown, any information in existence is based on cut content for a vault suit. Unknown
(Mojave Wasteland?)
Fallout: New Vegas cut content
Vault 39 Unknown. Abilene, Texas Fallout: Brotherhood of Steel 2[10]
Vault 74 Experiment unknown. In the tutorial, it's a very small vault consisting only of the overseer's office, atrium, clinic, and quarters (blocked). Unknown
(Capital Wasteland?)
Fallout 3 modding tutorial[11]
Vault 100 Unknown Mentioned in Fallout 3 game files with a unused Vault 100 jumpsuit icon. Fallout 3 cut content
Secret Vault A secret vault dedicated to protect high-members of Vault-Tec Industries and used to research the latest technologies (like electrical laser weapons and instant regeneration) and the Forced Evolutionary Virus. Los Ybanez, Texas Fallout: Brotherhood of Steel
Vault Prototype A small Vault-Tec facility used as the base of operations by the Brotherhood of Steel Texas Fallout: Brotherhood of Steel
Burkittsville Vault An unnamed vault near Burkittsville mentioned in the Hamilton's Hideaway terminal entries. Outside of the vault, cannibals wait to ambush those seeking refuge in the vault. Burkittsville, Maryland Fallout 3 cut content

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  1. 1.0 1.1 Fallout events
  2. Fallout Tactics events.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Fallout: New Vegas events.
  4. 4.0 4.1 Fallout 2 events.
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 Fallout Bible 0 Vault list.
  6. Note that this comic, while official and created in cooperation with Emil Pagliarulo, has not been stated to be canon (nor non-canon).
  7. 7.0 7.1 7.2 7.3 7.4 Citadel Vault-Tec terminal
  8. 8.0 8.1 8.2 8.3 8.4 Fallout 3 events.
  9. Fallout 3 Official Game Guide Game of the Year Edition p.42: "Vault Dwellers
    Vault 101 was actually part of an unscrupulous social experiment. All of the other Vaults were intended to be opened at one point or another when the "all clear" signal was sent from Vault-Tec or the appropriate regulatory agency, and this indeed, did transpire, with almost universally horrific results. But Vault 101's secret plans were different: The doors were never scheduled to open. Ever. In fact, the Vault was supplied with just the type of equipment it would need to keep functioning indefinitely-like spare parts for the water processor. But this was just the beginning:
    The true experiment was even more devious and cunning. Although Vault 101 was about testing the human condition when a Vault never opened, this was only the first part of the plan. The "actual" experiment went far beyond that, and a select few knew the true nature; that this was to test the role of the Overseer. While the Overseer was able to interact (and even visit) the outside world via radio transmissions, and a secret tunnel from his sealed office, the rest of the inhabitants faced a much more dismal future: As far as they knew, Vault 101 was never sent an "all clear" signal, and faked radio transmissions described a nuclear-ravaged world gone mad, with absolutely no hope of existence outside of a Vault. The radio transmissions were actually recorded before the bombs even fell, and in many cases described a world even more horrible than the reality of the nuclear wasteland. The Vault 101 Overseer, like his counterparts in the other Vaults, was actually a planted Vault-Tec operative whose job it was to control the experiment from the inside.
    Aside from keeping up this ruse, the Overseer's other important role was to reinforce to the dwellers of Vault 101 that the outside world would never be habitable again, and that their only salvation was in the Vault. The Overseer prevented anyone from leaving the Vault, and made sure the Vault dwellers received their regular "transmission" from the outside world. People entered Vault 101 in 2077, just before the bombs fell.
    The Overseer died of natural causes 50 years later (in 2127), at the age of 84, after grooming a subordinate to continue the clandestine plan. The new Overseer led his people according to the same isolationist doctrine preached by his predecessor, but also attempted to garner as many senior Vault Dwellers to become complicit in this plan as possible. By 2277, the descendants of the Overseer had an entire generation of Vault Dwellers who were playing along with this plan, keeping the secrets from their children.
    The Overseer and his cronies continued to receive periodic information from the outside world, while those not in the know were told that things had gotten so bad that whoever was sending transmissions was no longer able to do so; reinforcing the thought that leaving the Vault was sheer suicide. The final piece of this grand experiment only truly began when the Vault Dwellers living in blissful ignorance finally realized the world outside could be accessed, and there was a possibility of life above ground. The experiment only really commenced when the Vault 101 door first opened, and a young dweller fled into the light."
    (Fallout 3 Official Game Guide faction profiles)
  10. 10.0 10.1 Canceled game
  11. Vault 74 tutorial(Bethsoft Tutorial Layout) in the GECK wiki. The location of this Vault and its layout is likely not canon.
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