Fallout: New Vegas locations project
Vault 22 Common Area
Vault 22 exterior.
Vault 22 is a Vault-Tec Vault constructed before the start of the Great War in 2077 in what became the Mojave Wasteland. The Vault door is opened, with various kinds of plants around the exterior and creatures such as giant mantises can be seen outside. It is located, and can be approached from, south-south-west of the Griffin Wares Sacked Caravan, east of Jacobstown and west from The Thorn. The entrance is at the bottom of the cliff.
Vault 22 was part of an agricultural experiment that was itself part of the larger Vault Experiment and involved the growing of genetically altered spores which eventually led to the mutation of the inhabitants of the Vault as well as the growth of dense vegetation. The mutagen was distributed through the Vault's ventilation system. There were reports of noises in the vents, which turned out to be praying mantises that had mutated over time into their giant forms. 
 Leaving the Vault
At some stage, likely after the mutagen began to infect other Vault dwellers, a group of around 118 Vault 22 dwellers evacuated the vault and made their way to Zion on an expedition to explore the region as a possible area to settle. Many of these Vault dwellers had already been infected by the mutagen which killed off most of Vault 22, leaving many of these Vault dwellers suffering similar symptoms, most notably, according to Randall Clark's terminal entries, the racking cough. Several of them met their ends at the hands of the experimental mutagen, which eventually turned them into spore carriers; those that survived were systematically wiped out by Randall Clark due to their allegedly cannibalistic ways - many terminal entries by Clark claim that the Vault dwellers captured, murdered and then ate the flesh of a number of survivors residing in Zion. Whether this cannibalism is actual fact or not is impossible to determine, as the terminal entries are only one side of the story.
After 11 months living in Zion, the remaining 34 Vault dwellers elected J. Hendricks to be the Overseer. His first order as Overseer was to move out of Zion Canyon. On February 2096, they all moved south-east out of Zion. What happened to the survivors is unknown, although a jumpsuit and a pip-boy from the vault ended up in the hands of a psycho-addicted scavenger named Ricky, who claimed that he had found them on a dead prospector from Zion.
A single member of the expedition left the group as they evacuated Zion, eventually being caught in one of Randall Clark's many traps. Clark found and almost finished the injured Vault dweller off, only to find himself feeling sorry for her. He rescued and nursed the survivor, calling herself Sylvie, back to health. They eventually procreated sometime within the next 3 years, and Sylvie carried Clark's child. Sadly, however, Sylvie and the unborn child died during childbirth.
 The Fall
By the time the adverse effects of the mutated plants were discovered, it was too late. Much of the Vault was already under the control of the spore-infected mutants. As a last resort, scientists attempted to rig the Vault's air circulation system to pump the air full of flammable gas and burn the infection out. However, pumping of the gas triggered retaliation from the mutated creatures, which attacked the scientists and tore them into bloody bits.
The vault lay dormant for years, until the NCR's Thomas Hildern took an interest. Perceiving it as an opportunity to further OSI's research into agricultural growth and secure himself a promotion, he hired several mercenaries to investigate the Vault and retrieve research samples. However, the underground bunker proved to be too dangerous for them and they all perished. The chance for real change came with Keely, a scientist mercenary, who managed to uncover the terrible secrets of the Vault...
The entrance of this vault is quite unusual. It is advertised with a sign that reads "Welcome to Vault 22" covered by "stay out! The plants kill!". The vault door leads directly outside, unlike most that have a natural rock formation or tunnel enclosing the entrance.
Once inside the Vault, the Courier will come to a door that leads to a room with an elevator and stairs. From here on out, the player will encounter spore carriers, spore plants, and giant mantises throughout the Vault. The vault is split into five levels, the different floors can be accessed by repairing the main elevator within the Vault (requires repair skill of 50) or accessed by perpendicular staircases.
 1st floor - Main Entrance
Immediately upon entering the vault, turn to the left to find a usable mattress, a duffle bag with some supplies, and one of Keely's terminals with entries 1 and 2. Next to the mattress hidden between two books is a Programmer's Digest.
 2nd floor - Oxygen Recycling
From the entrance of the lab take a right and continue to the room directly across the hall to find one of Keely's terminals with entries 3, 4, and 5 in the series.
 3rd floor - Food Production
The key card to access the tunnels is located in the Common Quarters (the floor below). Once inside, an average locked door must be opened on the lower level in the northwestern corner of the room. Once inside, the first room on the left, on a shelving unit will have the 'Vault 22 Cave Door Keycard'.
From the elevator, go down to the hallway and into the first room on the right to find one of Keely's terminals with entries 6 and 7 in the series.
 4th floor - Common Areas
From the entrance to the Commons, take a right over the little bridge and straight back to the billiard room for one of Keely's terminals with entries 8 and 9 in the series. The keycard that unlocks the door to the tunnels on the Food production level is found in the lower level of the Common Areas in the Quarters section on a shelf in the first room to the left. If the keycard cannot be found, check the floor near the shelf as it may have somehow fallen off. It is a darkish red/orange color.
 5th floor - Pest Control
This floor is filled with deadly "Savage" spore carriers. The large cavern contains many giant mantises and spore plants. Five mantis ootheca and Keely are located here.
 Original inhabitants
 Notable loot
- AER14 prototype - on the fifth floor; Pest Control, enter the stairway door to the Common Areas directly to your right which has a very easy lock. The AER14 is laying on the ground next to a scorched skeleton with some energy cells.
- Flamer - located in a room labeled "Utility Room" in the lower southern part of the 4th Floor Common Areas. A large supply of fuel is located in the same room.
- Laser pistol - on a table to your left as you enter the room with the flamer and decent amount of ammunition.
- Programmer's Digest Next to a mattress, under a book in the little camp set up at the Vault entrance.
- Tales of a Junktown Jerky Vendor - located on the 5th level "Vault 22 - Pest Control". If you take elevator to "Pest Control", then turn left and go up the stair to a large room with the door that leads to the caves Food Production, turn left and it is on the long table with bubbling vials or on floor in front of the long table.
- Frag grenades can be found in the second floor room where Keely briefs you on the plan to destroy the spores.
- Cave fungus on the floor in the bar on the 4th floor (Common Areas level).
- 6 HEPA 20 cartridge filters, used for Still in the Dark, located in a blocked-off section of 2nd level "Oxygen Recycling" which can only be accessed via the cave system surrounding the vault (the room and its cave entrance are visible through a window on the main part of the 2nd level). There are entrances to these caves on the 5th level "Pest Control", and on the 3rd level "Food Production", the terminal here will not open the door to the caves without the Cave Access keycard, which is found on 4th level "Common Area", downstairs on a shelf in the bedroom with the baby carriage. Once inside the destination room, the last locker on the left contains the HEPA filters.
- A Food additive meant for Cpl. William Farber in Camp McCarran. When exiting the elevator on the 3rd Floor-Food Production level, make your way down the main hallway and enter the last hallway on the left before the main hallway turns right. Enter the first room on the left and walk to the back where there is a small office-like room with spores growing in front of the desk. The food additive is sitting on the top of the desk, but can be knocked over into the corner by a spore carrier.
- Numerous Vault 22 jumpsuits - are located on 4th floor-common area.
 Related quests
- The vault door is slightly open and the entrance room is visible through the gap.
- The spores don't seem to be contagious at all, even though in There Stands the Grass Keely tasks the player with destroying the spores in the air by igniting gas in the air that both the player and Keely have been breathing.
- Ironically, given the clandestine nature of the vaults, there is a warning sign near the vault entrance that says "Vault 22".
- This is one of the only vaults in the Mojave Wasteland without an entry tunnel, the other being Vault 3. Furthermore, 22 is the only vault in the Mojave wasteland whose vault door would have opened directly to the outside world at the time of its construction, similar to many of the west coast vaults.
- If you have found and spoken to Keely, she remotely locks the entrance to Vault 22. You can get her to unlock it only after completing her quest. Alternatively, you can pickpocket her for her terminal password and use it to access her terminal on level 2 (where you met up after finding her in the caves) and unlock the door yourself.
- There is a hollowed-out rock directly across from the sign at the entrance.
- The rubble on the Fourth Floor blocking the stairs down near the elevator has gaps near the top, a grenade or incinerator through the cracks can kill the mantises at the bottom, which will keep followers from wandering around that hallway.
- The Vault dwellers are responsible for bringing spore plants and spore carriers to the Zion area.
- When examining the vault door closely, the door number actually reads Vault 92 instead of 22.
- The origins of the spore plants in Vault 22 are explained in a humorous ending of Old World Blues, in one of the endings for the biological research station he requests an entrance to the X-22 botanical garden (from which the spore plants originated from) who politely refuse saying they had prior commitments with a vault it had infected before the war.
- Unlike with most Vaults, experiments conducted in Vault 22 were not held secret from its inhabitants. Near vault entrance, there is a pre-war sign elaborating on "miraculous fertilizer" that is being developed in the Vault. That, combined with apparent unintentionality of mutagen development, indicate that Vault 22 was not intended to fail by Vault-Tec, and perhaps was one of the control Vaults.
Vault 22 appears only in Fallout: New Vegas.
 Behind the scenes
Vault 22 was designed by Jesse Farrell.
- The key card from quarters (needed to enter the cave) can, on rare occasions, never appear and cannot be found.
- With the PS3 system update 3.60, the "trigger" event to download the data from the terminal on Level 5 doesn't happen, preventing continuation of the storyline.
- Take caution if you are to take ED-E on to the fifth floor and trigger the flames. Make sure ED-E is in a room where it is protected from the flames as it can be "killed" even if you are not in Hardcore mode and never register as being dead (in fact you will still see a marker indicating that he is at Vault 22) thus robbing you of having a second follower for the rest of the game. If you don't want to have to worry about this, just have him wait at the entrance or at your Lucky 38 suite.
- When inside the Vault, the door has another texture problem. You can still see the 92 but it also shows a 101 and an overwrite sign from the doors (you need to use the console to see this).
- Many times while in Vault 22 your companions will sense enemies nearby, when in fact they are on another level of the Vault. This makes them run off to the corners of rooms, stairwells, etc. in search of their foe(s).
- HEPA 20 cartridge filters and talking to Keely she will not appear in her lab and the door to exit the Vault will need a key to unlock with the key and Keely will be impossible to find. Exiting the game and restarting from that point seems to fix this problem. If entering the Vault for the
- Sometimes, the giant mantises outside the Vault do not spawn. They are likely to spawn when you exit, though, so be prepared for five or so mantises on top of you if this happens.
- Leaving companions outside of Vault 22 and then entering the Vault will cause a glitch where your companions disappear. They are noted on your world map as being at Vault 22, but they are not there.
- There Stands the Grass before unlocking the door that leads to where Keely is and then rescue her, she will still attempt to have you do her portion of the quest which includes her locking the front door. Since you've already dealt with the data, you cannot do anything else for her after activating the gas on the 5th floor and remain locked in. (Killing Keely on the second floor, after being asked to activate gas, should generate a network key on her corpse for the computer. Click on terminal and unlock doors.) If you complete the Quest
- ED-E appears upon entering level five via the elevator even though he is told to wait elsewhere, even if told to wait outside outside of Vault 22.
- Fallout: New Vegas Official Game Guide: "Vault 22 was a "green" vault, filled with scientists dedicated to their experiment: keeping the entire population of the vault alive with plants grown with its confines. The experiment could be said to have exceeded all expectations, but with horrific side-effects. Many have attempted to locate the data the scientists left behind, but so far nobody has returned alive. The vault is open, but warning signs surround it from people lucky enough to survive their initial encounter with the vault's inhabitable. Don't forget to check the Hollowed-Out Rock on the right side of the gully, across from the "Keep Out!" sign."
- Keely: "That's a very good question! Actually, I didn't come up with it. The systems were already set up to pump the gas when I first arrived here. I believe the scientists were in the process of attempting to ignite the gas just as we're about to do. And by we, I mean you, of course."
- Keely: "Something prevented them from igniting the gas, obviously. I suppose it's possible that the gas triggered some kind of defensive reaction. Hordes of previously slumbering creatures may have awoken and entered a killing frenzy, ripping the hapless scientists into quivering, bloody chunks."