A Vault is a type of subterranean installation designed by Vault-Tec. Officially, they were designed for the sole purpose of sheltering up to one thousand dwellers from a nuclear holocaust. But in reality, they were used as a secret experiment for the government.
Contents |
Background
Commissioned by the United States government as part of "Project Safehouse", Vault-Tec built 122[1] vaults across the country. However, when the storm of nuclear war came in 2077, the vaults were sealed without many of their dwellers due to the "Cry Wolf" effect training drills had on the populace.
The first vault was built in Los Angeles, intended to demonstrate the viability of such a facility. The demonstration vault was built beneath the city, within its limits. Unlike other vaults, it wasn't part of the experiment. Most vaults were completed by 2063, except for Vault 13 and Vault 112. Vault 112 was the last Vault to be completed, in June 2074.
The vaults were one of the most expensive shelters in the pre-War world. According to the Vault Dweller's Survival Guide for Vault 13, the intended budget for that particular installation was $400 billion dollars, and by the end of its construction reached $645 billion. The vaults were located in various locations, and little information is available as to why those particular sites were chosen.
All vault dwellers were issued standardized blue-and-yellow jumpsuits. The typical vault dweller living in a properly maintained vault could expect to live an average of 92.3 years.[2] Interestingly, those who exited successful vaults seem to have a heightened chance of suffering from xenophobia (fear of strangers) and/or agoraphobia (fear of open places)[3]
Overview
The Vaults constructed by Vault-Tec base on their patented Triple-S Technology (Triple-S stands for Safety, Survivability and Sanitation)[4] Generaly, Vaults were designed to hold one thousand occupants at any given time, although hot-bunking was required at maximum capacity.[5] The inhabitants would be provided with facilities and supplies necessary to live in isolation for the designated time. For instance, the life support system was designed to work up to 900 years without failure in favourable conditions,[6] and included hydro-agricultural farms and a water purification system.[7] To prevent the development of psychological problems, the entire Vault was lit using a SimuSun Lighting simulating natural sunlight[8] and offered social, and complete libraries of entertainment files[9] together with the public Entertainotron Room.[10] Other amenities provided in each Vault included the Floorsuck Autocleaner System,[11] Culinator 3000 Kitchen Systems,[12] and incinerator receptacles for burning waste and corpse disposal.[13]
Security was also a priority, as each Vault came with communication systems and surface monitors,[14], defensive weaponry to equip 10 men[15] and a complete internal surveillance system through a network of Eye-On-You cameras.[16] For resettlement of the surface, Vault held complete construction equipment[17] and preselected installations vaults received one or two G.E.C.K.s, intended to help the inhabitants create a viable civilization in the post-nuclear world after the All Clear signal is sent.[18][19][20]
To supply the entire installation with electricity, different types of power sources were utilized. Vault 13 relied primarily on geothermal energy, with backup power available from a General Atomics nuclear power generator, enough to sustain the vault for two hundred years.[21] Vault 8 on the other hand, relied on an inefficient nuclear reactor,[22] which, while enough for Vault City to emerge, could only support a relatively small, highly advanced settlement, and in 2241 was nearing its capacity, after which further growth would be impossible.
It should be noted that due to scaling, the size of vaults in games shouldn't be taken at face value. None of the explorable vaults in the games have enough space or facilities to actually house 1000 people (or rather 500, as hot-bunking is used at maximum capacity).
Entrance
The entrance houses the Vault's primary connection to the outside world - the airlock. It is closed from the inside by a reinforced high-security door and from the outside by a massive, gear-shaped, four-foot thick vault door. For most vaults this is the only apparent means of entering or leaving (Only Vault 87 and Vault 19 are confirmed to have alternate entrances.) Most vaults have control pods located on both the inside and outside, either of which requires a security code to open the outer door. These codes are usually only known to a handful of people within the facility so as to prevent unauthorized exits.
The vault doors had a projected 2% failure rate in case of a direct hit by a nuclear missile.[23] The only known vault to have been hit by a nuclear weapon is Vault 87, and according to the logs of its overseer, that blast damaged the door beyond repair.
Most vaults use a Seal-N-Safe Vault Door Model No. 343[24] to secure the airlock. Some older vaults (such as Vault 101) use a different, cruder blast door model. Vault 8, the control vault, had also a second, much larger, blast door built, securing the entry hallway leading to the entrance to the vault.
The entrance level also houses the Emergency Medical Lab complete with an Auto-Doc. A vault medic was required to be present at the EML 24 hours a day.[25] The lab had the equipment to treat nearly all injuries and illnesses, ranging from simple bruises to irradiation.
Living Quarters
Standard pre-War design of the living quarters was that of a single room with a sanitary annex. Vault 13 had one hundred living quarters, and at maximum capacity, ten people would be assigned to a single living quarter, in a hot- bunking system. A standard level had 20,000 square feet of usable area.
The lights in the vaults used Simu-Sun technology, making it feel just like the outdoors, with only a fraction of a sunburn risk. The lights in Vault 101 were kept on all the time to prevent a radroach infestation.
New Entertainertrons were used to play holotapes, and used as a slide projector in the classroom of Vault 101.
Command Center
Heart of the vault, the command center was where the overseer's seat was located. The operations center, apart from the seat of power, included the computer lab, where the water purification system was located, and an armory, where the vault's weapons, ammunitions and armor were stockpiled. A security guard was posted in the command center at all times, to ensure that the armaments were properly secured and handed out only to people possessing the proper clearance from the overseer.
Apart from that, the level also contained the computer core (with the Vault's central computer monitoring the installation 24/7), housing data processing units, a library playing an important role in educating vault dwellers, a common meeting room, and the primary store room, where the most important supplies would be stored. The overseer is also able to see anyone inside the vault with the Eye-on-You cameras.
Equipped with dual 5mm miniguns in some vaults, the overseer's command post can be considered the last line of defense in case vault security is breached.
In the Secret Vault, there are several command posts for the various sections. The command posts mainly contain buttons to control things like locking of doors and laser protection.
Differences
- East Coast vaults and Mojave vaults (3, 11, 19, 21, 22, 34, 87, 92, 101, 106, 108, 112) use a different, older door mechanism (as evidenced by extensive rusting and meager safety precautions). These vaults employ an opening mechanism that is contained entirely within the vault itself, pulling the door inwards and simply rolling it to one side. The doors seen on West Coast vaults, however, pull the seal outwards and use an external clamp to slide it aside.
- East Coast and Mojave vaults lack storage rooms in the overseer's office; they are instead located near the Atrium.
- Vault 12 had its Overseer's room sealed due to the fact that the main door of the vault was doomed never to close.
| The following is based on Fallout Tactics and some details might contradict canon. |
- Vault 0 had an entirely different layout than other vaults.
| End of information based on Fallout Tactics. |
| The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources. |
- The Secret Vault also had an entirely different layout than other vaults.
| End of information based on Fallout: Brotherhood of Steel. |
| The following is based on Van Buren and has not been confirmed by canon sources. |
| End of information based on Van Buren. |
True purpose
Officially, the vaults were nuclear shelters designed to protect the American population from nuclear holocaust. However, with a population of almost 400 million by 2077, the U.S. would need nearly 400,000 vaults the size of Vault 13, while Vault-Tec was commissioned to build only 122 such vaults. The government, and Vault-Tec, never really believed an actual nuclear war would occur; the real reason for the existence of these vaults was to run social experiments on pre-selected segments of the population to see how they react to the stresses of isolation and how successfully they recolonize Earth after the vault opens.
The Enclave, responsible for the experiment (officially known as the "Societal Preservation Program"), considered themselves prime candidates for recolonizing the world after a nuclear holocaust and to this end commissioned the construction of their own shelters, isolated from the vault network. The purpose of the vault experiments was to help prepare the Enclave for colonizing another planet.[26]
The total number of vaults is a government secret and has been lost; there were the aforementioned "public" vaults, which numbered 122 and an undisclosed number of "private" vaults. Information on whether Vault-Tec was an international corporation and were there vaults made by them in other parts of the world, or were they strictly U.S. based, cannot be released due to Vault-Tec and US Government regulations[27] That said, Vault-Tec seem to have constructed some vaults in Canada. In a letter sent to a rejected D.C citizen the company offered to provide a list of "Vault-Tec facilities with available accommodations, in exciting locales such as Oklahoma and newly-annexed Canada."
Of the 122 known public vaults, only 17 were control, meaning that only 17 were made to public expectations. All others were designed to include a social experiment, sometimes with a select few of the inhabitants observing the occupants. The Secret Vault, the Vault-Tec private vault, was kept secret from the Enclave by Vault-Tec and so was not part of the experiment project.
The few vaults that survived intact for more than 80 years came to serve another, unanticipated purpose: they were an excellent source of pure human stock, uncontaminated by the mutated airborne strain of FEV and prime candidates for conversion into super mutants.
Results
In terms of providing safety and security for their inhabitants, most of the vaults were complete failures. However, as noted in the Penny Arcade Comic, the vaults were never really intended to save anyone. There was simply not enough time, money or resources to build enough shelters to house more than a fraction of the population. While the "control vaults" did function as advertised and open on schedule, most were actually intended to explore and observe how societies adapt (or fail to adapt) to various challenges and restrictions. These social experiments were performed on live and mostly unaware subjects, monitored by Vault-Tec researchers in separate facilities, and undertaken at the behest of what would become the Enclave as part of a massive feasibility study of how to best re-colonize a barren Earth or, if necessary, other planets.
Most of the vaults seen in the games were non-viable 200 or even a mere 80 years after the War. While Vault 13 might have lasted until its scheduled opening date of 2277, the unplanned failure of the Water Chip forced the Overseer's hand and set subsequent events in motion. If Vault 101 was truly intended to stay closed "forever", its failure was inevitable; the only question was how long, and what form the change or disaster would take. Many other vaults were abandoned because of unlivable conditions, or saw the residents driven violently insane by the procedures inflicted on them. Some of these continue to pose a hazard to the unwary who wander in from outside, looking for loot or a place of safety.
Despite all of this, the experiment may be considered a success in terms of the data collected - data that was much more important to the Vault-Tec and Enclave scientists than a few hundred thousand lives, most of whom would have died anyway if not for the vaults.
List of known Vaults
| Designation | Description/Fate | Location | Appearances |
|---|---|---|---|
| LA Vault | The Vault-Tec demonstration vault. It was not part of the experiment, and was the Master's vault under the Cathedral in Fallout. | Southern California, near Los Angeles (Cathedral) | Fallout |
| 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. | Mojave Wasteland | Fallout: New Vegas |
| Vault 6 | The vault's original purpose in the Vault Experiment was that it allowed small doses of radiation to leak into the vault once a day, it resulted in the population to be turn into an aggressive pack of extremely irradiated feral ghouls. | Mount St. Helens, Washington | Fallout Extreme |
| Vault 8 | A control vault, intended to open and recolonize the surface after 10 years with its GECK. Vault City is the result. | Northern Nevada (Vault City) |
Fallout 2 |
| Vault 11 | This vault was a social experiment testing human nature - most specifically the ability to sacrifice oneself for others, and the ability to place ideals above one's own life. | 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. | Bakersfield (Necropolis) |
Fallout |
| Vault 13 | Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced the Overseer to improvise and use the Vault Dweller as a pawn. Later study of the Vault 13 records by the Enclave led them to their current plan to end the war. | Southern California | Fallout Fallout 2 |
| Vault 15 | Intended to stay closed for 50 years and include people of radically diverse ideologies. Gathered from what can be heard from offspring on vault dwellers from 15, like Aradesh in Fallout, have a bit of multicultural flavoring to their speech. 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. | 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. | 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. | Mojave Wasteland | Fallout: New Vegas |
| Vault 21 | Vault 21's purpose was the study of gambling as a controlling factor in society, reinforced by having only compulsive gamblers admitted as vault residents and with all conflicts within the vault to be resolved through gambling. It is one of the few non-control vaults that didn't end in failure, but was emptied and mostly filled with concrete by Mr. House through winning a game for control of the vault. Was later turned into a tourist spot with the top floors acting as a hotel. | Las Vegas, Mojave Wasteland | Fallout: New Vegas |
| Vault 22 | Vault 22 was designed to develop advanced agricultural technologies by being mostly staffed by botanists. Successful experiments were executed, creating strains of plants that could grow under artificial light. However, an experiment on pest control involving a genetically-manufactured spore annihilated or transformed the vault's inhabitants into Spore carriers. The survivors of the spore outbreak evacuated the Vault and headed to Zion Canyon; however, unbeknownst to them, they were already infected with spores and introduced spores to Zion. | Mojave Wasteland | Fallout: New Vegas |
| 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 27 | Vault 27 was deliberately overcrowded with a total of 2000 people assigned to enter, double the total sustainable amount making hot bunking mandatory. | 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. | Colorado | Fallout Bible (first mentioned) Van Buren |
| Vault 34 | Vault 34 armory was overstocked with weapons and ammunition and not provided with a proper lock. Vault 34 was also overcrowded with living space spent on frivolous things such as an recreational pool. The Boomers, the weapon-crazy inhabitants of Nellis Air Force Base, descend from the inhabitants of this vault. | Mojave Wasteland | Fallout Bible (first mentioned) Fallout: New Vegas |
| Vault 36 | The food extruders were designed to produce only a thin, watery gruel. | Unknown | Fallout Bible only |
| Vault 39 | Unknown. | Abilene, Texas | Fallout: Brotherhood of Steel 2 |
| Vault 42 | No light bulbs of more than 40 watts were provided. | Unknown | Fallout Bible only |
| Vault 43 | Populated by twenty men, ten women, and one panther. | Unknown | Penny Arcade |
| 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. | Unknown | Fallout Bible and possibly on Vault-Tec east coast computers |
| Vault 55 | All entertainment tapes were removed. | 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. | Unknown | Fallout Bible |
| Vault 68 | Of the one thousand people who entered, there was only one woman. | Unknown | Fallout Bible |
| Vault 69 | Of the one thousand people who entered, there was only one man. | Unknown | Fallout Bible (first mentioned) Penny Arcade Van Buren concept art |
| Vault 70 | All jumpsuit extruders fail after 6 months. Most of the inhabitants were Mormons. The city of New Canaan was founded by the vault dwellers after they left the vault. | Salt Lake City, Utah | Fallout Bible 0 |
| 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[30] |
| 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. | Unknown (Capital Wasteland?) |
Mentioned in Fallout 3 |
| Vault 77 | Populated by one man and a crate full of puppets. In Fallout 3 a Vault 77 jumpsuit is acquirable at Paradise Falls. | Unknown | One Man and a Crate of Puppets |
| Vault 87 | A Forced Evolutionary Virus research facility that was also provided with a Garden of Eden Creation Kit. | 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. | Capital Wasteland, Old Olney | Fallout 3 |
| Vault 100 | Unknown | Mentioned in Fallout 3 game files with a unused Vault 100 jumpsuit icon. | Fallout 3 cut content |
| 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.[31] | Capital Wasteland | Fallout 3 |
| Vault 106 | Psychoactive drugs were released into the air filtration system 10 days after the door was sealed. | Capital Wasteland | Fallout Bible (first mention) Fallout 3 |
| Vault 108 | The vault houses a cloning lab and all (surviving) residents are clones of one man called Gary. | Capital Wasteland | Fallout 3 |
| Vault 112 | Vault 112 was to test the successfulness of keeping inhabitants in a Virtual Reality stasis pods. | Capital Wasteland | Fallout 3 |
| Unfinished Vault | 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. | Northern California | Fallout 2 |
| 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 improve the future Wasteland conditions with a robot army. | Cheyenne Mountain (Colorado) | Fallout Tactics |
| Secret Vault | A secret vault dedicated to protect high-members of Vault-Tec 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 |
Other installations using Vault-Tec technology
- Securitron vault, built by Robert House to protect and conserve its Securitron army of damage of the Great War. Walls and reinforcement modeled on Vault-Tec vaults.
Notes
In the Vault-Tec Headquarters, a vault door can be seen hanging from the ceiling to the right of the lobby. It is a copy of the Vault 101 door, right down to the number on the center.
There is another vault exhibit in Washington D.C. inside the Museum of Technology. The number on the door is 106. This one however, though containing the same materials for walls and lighting is only one corridor with vault doors at either side always kept open for the museum visitors to take the tour. Just like Vaults 87, 92, 106, and 108 the metal walls have rusted over time. It's safe to say this "vault" did not work as halfway through the corridor, a burnt skeleton of a janitor can be seen on the floor showing that they were killed by the bombs.
Appearances
- Vault 12, Vault 13, Vault 15 and the Los Angeles Vault appear in Fallout.
- Vault 8, Vault 13, Vault 15 and the Unfinished Vault appear in Fallout 2. Some Vaults were also mentioned by President Dick Richardson - some of them had not enough food synthesizers, others had only men in them, yet others were designed to open after only 6 months.[32]
- Vault 87, Vault 92, Vault 101, Vault 106, Vault 108 and Vault 112 appear in Fallout 3. Vault 76 is mentioned in a Pentagon terminal and a Vault 77 jumpsuit can also be found in Paradise Falls, but these Vaults don't appear in the game.
- Vault 3, Vault 11, Vault 19, Vault 21, Vault 22 and Vault 34 appear in Fallout: New Vegas. Vault 17 was mentioned by Lillian Marie Bowen.
- Vault 0 appeared in Fallout Tactics.
- The Secret Vault and the Vault Prototype appeared in Fallout: Brotherhood of Steel.
- A malfunctioning Vault with unknown number and location appeared in the Van Buren tech demo.
- Vault 29 and Vault 70 were to appear in Van Buren, the canceled Fallout 3 project by Black Isle.
- A Vault 69 advertisement appeared in the Van Buren concept art.
- Vault 74 appears only in the Fallout 3 modding Vault 74 tutorial in the GECK wiki, so the location of this Vault and its layout are likely not canon.
- Other Vaults present in this article were mentioned in Chris Avellone's Fallout Bible, Penny Arcade's comic strips, in cut content, or other (canceled) Fallout games.
Behind the scenes
The vault experiment was an idea created by Tim Cain during the initial stages of Fallout 2 development.
| The following is based on Fallout 2 cut content and has not been confirmed by canon sources. |
The developers intended for the player to first encounter information about the Vault Experiment as they read the Vault 8 records in Fallout 2. They could discover a classified file (opened with a successful Science skill roll) explaining the purpose of Vault 8 was to be a "control Vault," designed to hold 1000 people and open at a designated time. This file was intended to foreshadow the discovery of the true and sinister purpose of the Vaults.
The player was also intended[1] to apply his Science skill to the central computer in Vault 13 to obtain a history of Vault 13, the Overseer's involvement in the Vault Dweller's expulsion, and even worse, the true purposes of the Vaults. The Overseer was conscious of the true purpose of the Vaults as social experiments on a grand scale, and consequently drove out the Vault Dweller because of fear he would ruin the experiment... or uncover it.
| End of information based on Fallout 2 cut content. |
Gallery
- Error creating thumbnail: Invalid thumbnail parameters
A Vault-Tec promotional poster
- Error creating thumbnail: Invalid thumbnail parameters
Concept art by Adam Adamowicz
Sources
Most of the above comes from:
References
- ↑ 1.0 1.1 Fallout Bible 0
- ↑ Vault 101 Announcement system: "Did you know - the average life expectancy of a resident in a properly maintained vault is 92.3 years?"
- ↑ Examples would be Michael Angelo, who doesn't dare leave the Strip even for inspiration, the Boomers who shoot artillery at anything that comes close to them, and the Vault 101 citizens, who still don't exit the vault even after the Lone Wanderer opens its door.
- ↑ MQ02MuseumVault02: Triple-S Technology is Vault-Tec's convergence of the three most important parts of apocalyptic endurance: Safety, Survivability and Sanitation!
- ↑ Fallout manual
- ↑ Vault 101 PA System
- ↑ Fallout manual
- ↑ MQ02MuseumVault04: "Being underground got you down? Smile! Our SimuSun Lighting mimics the feeling of being outside with only a fraction of the sunburn potential."
- ↑ Fallout manual
- ↑ MQ02MuseumVault07: "Bored? Don't be! Step into our Entertainotron Room and watch the latest holotapes or perhaps listen to a symphony. Another Vault-Tec innovation!"
- ↑ MQ02MuseumVault05: "The living sections make use of our revolutionary Floorsuck Autocleaner System for those darned messy kids. Never sweep again!"
- ↑ MQ02MuseumVault06: "Moms will love how our Culinator 3000 Kitchen System makes cooking a breeze. Mmmmm, I can smell the muffins baking now!"
- ↑ Vault 101 PA System
- ↑ Fallout manual
- ↑ Fallout manual
- ↑ MQ02MuseumVault08: "Concerns about security? Our Eye-On-You Cameras enable the Vault's leader to watch your every move. You'll never be alone again!"
- ↑ Fallout manual
- ↑ Fallout 2
- ↑ Vault 101 terminal entries
- ↑ Vault 87 terminal entries#Vault 87 Overseer's terminal under:Congratulations!
- ↑ Fallout manual
- ↑ Dialogue with Liz, the Tap House bartender, who mentions that Vault City gets the uranium for their reactor from Broken Hills
- ↑ MQ02MuseumVault03: "Sleep in quiet comfort knowing that our impenetrable vault doors can withstand a direct hit by an atomic bomb with only a projected 2% failure rate."
- ↑ Fallout, Vault 15 townmap
- ↑ Fallout, upon entering the Vault 13 EML for the first time
- ↑ Paweł "Ausir" Dembowski as being the original purpose of the Vault experiment in Fallout 2 design documents. Also mentioned in the Bloomfield Space Center design document for Van Buren:“
In November, 2076, the Enclave seized control of Bloomfield Space Center. They knew nuclear war was just around the corner, so they tried to refit the Hermes-13 and convert it into a vehicle that would take selected personnel (mainly themselves) off-planet, destination yet to be determined.
” - ↑ Interview with Chris Taylor at Vault 13.net
- ↑ 28.0 28.1 Canceled game
- ↑ Note that this comic, while official and created in cooperation with Emil Pagliarulo, has not been stated to be canon (nor non-canon).
- ↑ Vault 74 tutorial in the GECK wiki. The location of this Vault and its layout is likely not canon.
- ↑ Fallout 3 Official Game Guide, Game of the Year Edition p. 42: "[....] 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. [....] 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."
- ↑ Similar, but not the same descriptions as at Fallout Bible
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