List of known Vaults

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Gametitle-FO1.pngGametitle-FO2.pngGametitle-FO3.pngGametitle-FOT.pngGametitle-FNV.pngGametitle-FO4.png
Gametitle-FO1.pngGametitle-FO2.pngGametitle-FO3.pngGametitle-FOT.pngGametitle-FNV.pngGametitle-FO4.png
An entrance to a Vault.

This article lists all known Vault-Tec Corporation Vaults. If you would like to know more about the Vaults, please check out this article.

List[edit | edit source]

Designation Description/Fate Location Appearances
Los Angeles Vault Constructed as a demonstration/proof of concept Vault for the United States government.[1] Although fully functional, it was not part of any experiment and thus its inhabitants survived the Great War unscathed. In 2155, it was taken over as the Unity's headquarters by the Master.[2] In 2162, it was destroyed in a nuclear explosion.[3] Los Angeles, California
(Cathedral)
Fallout
Fallout Bible
Vault 3 A control Vault that stayed closed due to the wishes of its inhabitants.[4] Sometime in the 23rd century, an unexpected water leak forced the Vault dwellers to open in hopes of trading with the outside.[5][6] A couple of weeks after opening the Vault, the residents were massacred by a group of raiders known as the Fiends.[7][8] Las Vegas, Nevada Fallout: New Vegas
Vault 8 A control Vault that was intended to open and recolonize the surface after 10 years.[9] Upon opening early after receiving the all-clear signal in 2079,[10] the residents established Vault City with the help of their GECK.[11][12] Northern Nevada
(Vault City)
Fallout 2
Fallout Bible
Vault 11 Designed to test obedience to authority and the ethics of a large group of people subjected to extraordinary circumstances. The Vault dwellers were informed that a single person must sacrifice their life each year for the Vault, otherwise the master computer would shut down all life support. In reality, should the dwellers refuse, the Vault would open.[13][14] 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 resulted in Necropolis and its large population of ghouls.[3][9] Bakersfield, California
(Necropolis)
Fallout
Fallout Bible
Vault 13 Intended to stay closed for 200 years as a study of prolonged isolation,[9] or until the Vault's residents were needed by the Enclave.[15] The Vault Dweller emerged from here in 2161, in search of a replacement water chip for the Vault.[3][16] Southern California Fallout
Fallout 2
Fallout Bible
Fallout: Brotherhood of Steel (mentioned-only)
Fallout: New Vegas (mentioned-only)
Vault 15 Intended to stay closed for 50 years and include people of radically diverse ideologies.[9] Its residents emerged in 2097,[17] eventually forming three raider groups: the Khans, Jackals, and Vipers,[18] and Shady Sands, which would become the New California Republic.[19] Southern California Fallout
Fallout 2
Fallout Bible
Vault 17 Raided by the Unity in 2155, its inhabitants were taken prisoner, and subsequently turned into super mutants.[20] Unknown Fallout: New Vegas (mentioned-only)
Vault 19 Segregated into two groups, 'Red' and 'Blue'. The groups lived in separate sections of the Vault and were governed by two overseers. Subliminal messages were routinely sent over to each side, causing mistrust among the inhabitants,[21] and eventually a civil war between the two groups ended up in the complete collapse of the Vault.[22] 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 run by Sarah Weintraub.[23][24][25] Las Vegas, Nevada Fallout: New Vegas
Vault 22 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 turned on the scientists, leading to the destruction of the Vault.[26] Survivors of the outbreak abandoned the Vault and headed to Zion Valley, spreading the spores across the wastes.[27] Mojave Wasteland Fallout: New Vegas
Vault 27 Deliberately overcrowded with a total of 2000 people assigned to enter (double the total sustainable amount).[9] Unknown Fallout Bible
Vault 29 No one 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.[9] Unknown Fallout (mentioned-only)
Fallout Bible
Van Buren
Fallout: Brotherhood of Steel (mentioned-only)
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.[9] The presence of weapons as well as lack of population control measures led to failure in the 23rd century. Social unrest would do the Vault in with several groups demanding access to weapons. A group that became the Boomers left the Vault several decades before its failure.[28][29] Eventually, a riot damaged the Vault's reactor, leading to flooding and radiation that caused ghoulification for many dwellers.[30][31] By 2281, only a handful of the Vault's residents remained.[32][22] Mojave Wasteland Fallout Bible
Fallout: New Vegas
Vault 36 Food extruders were designed to produce only a thin, watery gruel.[9] Unknown Fallout Bible
Vault 42 No light bulbs of more than 40 watts were provided.[9] Unknown Fallout Bible
Vault 43 Populated by twenty men, ten women, and one panther.[33] Unknown One Man, and a Crate of Puppets
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.[9] Unknown Fallout Bible
Fallout 3 concept art
Vault 55 All entertainment tapes were removed.[9] Unknown Fallout Bible
Vault 56 All entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55.[9] Unknown Fallout Bible
Vault 63 West Virginia Fallout 76
Vault 68 Of the one thousand people who entered, there was only one woman.[9] Unknown Fallout Bible
Vault 69 Of the one thousand people who entered, there was only one man.[9] Unknown Fallout Bible
Van Buren concept art
One Man, and a Crate of Puppets
Vault 70 All jumpsuit extruders failed after six months.[9] Unknown Fallout Bible
Van Buren
Vault 75 Human genome improvement through a combination of selective breeding, hormonal treatments, genetic modification, and an accelerated generational cycle. Researchers and science staff were isolated from test subjects, who were disposed of at 18 years of age unless recruited to replenish research staff due to a combination of excellent ratings.[34] Malden, Massachusetts Fallout 4
Vault 76 A control Vault that was intended to open and recolonize the surface after 20 years.[35] It was designated as the Official Vault of the Tricentennial by Vault-Tec, under the tagline "Vault-Tec Salutes America".[36] Despite being designed to open 20 years after the War, the Vault instead opened after 25 years, in 2102.[37] West Virginia Fallout 3 (mentioned-only)
Mothership Zeta (mentioned-only)
Fallout 4 (mentioned-only)

Fallout 76

Vault 77 Populated by one man and a crate of puppets.[33] Unknown One Man, and a Crate of Puppets
Fallout 3 (mentioned-only)
Vault 81 Dedicated to researching diseases and antibodies, with an emphasis on potential mutations in heavy radiation. The Vault's residents were isolated from the sealed scientific section of the Vault and used as guinea pigs in Stage III clinical trials of the science staff. The Vault was not to be evacuated unless by a direct order from Vault-Tec. Residents were considered expendable and their incineration through pre-installed flame nozzles was at the discretion of the overseer.[38] Commonwealth Fallout 4
Vault 87 A Forced Evolutionary Virus research facility that was also provided with a GECK. This Vault is the source of the super mutants in the Capital Wasteland.[35][39] Capital Wasteland Fallout 3
Fallout 4 (mentioned-only)
Vault 88 An unfinished Vault that was designed to test a variety of prototype devices with the aim of rolling them out through the rest of the Vaults. The prototype devices included a soda fountain that dispensed appetite-reducing drugs, electricity-generating exercise bicycles, subliminal messaging integrated in optometrist equipment, and others.[40] Quincy, Massachusetts Vault-Tec Workshop
Vault 92 Populated largely by renowned musicians, the Vault was a test bed for a white noise-based system for implanting combat-oriented posthypnotic suggestions.[35][39] Old Olney, Maryland Fallout 3
Vault 95 Filled with drug abuse victims, it was used by Vault-Tec for monitoring the effects of drug abuse in an isolated setting.[41] Commonwealth Fallout 4
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 residents, should the isolation be broken.[42] The Lone Wanderer emerged from here in 2277, in search of their father, James.[39] Springvale, Virginia Fallout 3
Fallout 4 (mentioned-only)
Vault 106 Psychoactive drugs were released into the air filtration system 10 days after the door was sealed.[9][35][39] Capital Wasteland Fallout Bible
Fallout 3
Vault 108 All initial positions were left unfilled, allowing the terminally ill overseer, Brody Jones (estimated to expire within 40 months of the Vault's sealing), to fill them in according to Vault protocols, creating a unique experimental situation.[35] The Vault failed as a result of cloning experiments designed to replicate whole humans, instead creating Garys.[39] Capital Wasteland Fallout 3
Vault 111 A portion of the occupants were cryonically frozen (made up of citizens), while another portion remained unfrozen (made up of scientists, security and other staff to keep the cryo pods operational). The experiment was to observe the long-term effects of suspended animation on an unaware human subjects; however, a revolt led by the security personnel caused the failure of the Vault in 2078.[43] The Sole Survivor emerged from here 210 years after the Vault sealed, in 2287.[44] Concord, Massachusetts Fallout 4
Vault 112 Set up as the personal Vault of Dr. Stanislaus Braun, utilizing virtual reality stasis pods.[39] Capital Wasteland Fallout 3
Vault 114 The inhabitants were described as "high ranking local and state government, local luminaries, business people, and their families", however, the luxury living conditions were exaggerated to the inhabitants, and when they arrived at the Vault, random families were chosen to occupy one room apartments and share minimal dining and bathing facilities. In addition, the Overseer was selected from the local public outside the Vault, and the interview process favored those with no leadership or governmental experience and a strong anti-authority bias. Vault-Tec staff were asked not to undermine the authority of the new overseer "even (and especially) if it may cause physical discomfort, embarrassment or harm to the inhabitants".[45] Boston, Massachusetts Fallout 4
Vault 118 Intended to test the interactions between two groups: a small ultra-wealthy group that would be placed socially and legally above a much larger population that was to be kept in uncomfortable quarters. Instead of a classic bourgeois-worker experiment, funding ran out when only the ultra wealthy were in the Vault. They implanted their brains into robobrains to outlast the Great War, leaving the overseer as the only human in the Vault.[46] Mount Desert Island, Maine Far Harbor
Unfinished Vault A construction site in a cave north of Vault 13 and Vault 15.[47] Northern California Fallout 2

Other installations using Vault-Tec technology[edit | edit source]

Vaults outside the main continuity[edit | edit source]

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
Fallout TacticsGametitle-FOT.png 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.[49] Cheyenne Mountain (Colorado) Fallout Tactics
Vault 6 Unknown Mount St. Helens, Washington Fallout Extreme[50]
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[50]
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[51]
Vault 100 Unknown Mentioned in Fallout 3 game files with a unused Vault 100 jumpsuit icon. Fallout 3 cut content
Vault 113 Unknown Mentioned in Fallout 4 game files with a unused Vault 113 'Welcome Home' texture. Fallout 4 cut content
Vault 177 Fallout Shelter
Vault 199 Fallout Shelter
Vault 314 Fallout Shelter
Vault 333 Fallout Shelter
Vault 525 Fallout Shelter
Vault 730 Unknown Appears in the Fallout Shelter quest The Path of Paula Plumbkin. Fallout Shelter
Vault 813 Fallout Shelter
Vault 899 Fallout Shelter
Vault 909 Fallout Shelter
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 terminals. Outside of the vault, cannibals wait to ambush those seeking refuge in the vault. Burkittsville, Maryland Fallout 3 cut content

References

  1. Fallout Bible 0 Questions, questions: "3. The boss (richard grey or someone) in f1 was in the vault, which vault is it? - Deadlus
    The Vault "Grey" (originally Moreau) started out in before his mutation into the Master was Vault 8 and the Vault you find him in in Fallout 1 was a test/demonstration Vault constructed by Vault-Tec and has no number (according to Chris Taylor - thanks to Nick Garrott for letting me know about Vault 13's stash on this stuff). Relevant quote:
    Saint_Proverbius: Which vault number was the Master's base?
    Chris Taylor: The Master was in the Vault-Tec private vault. This was the demonstration model built for the federal government, it was also very close to the Vault-Tec headquarters"
  2. Fallout Bible 0 Timeline repair: Second strike: "2155-2156 After capturing a caravan of strange-garbed travelers (vault dwellers), Master learns the location of the Boneyard Vault, the future site of the Cathedral. He conquers the inhabitants and sets up operations there, and the human cultists begin to use the Vault as their powerbase. Within the Vault, the Master learns of other Vaults, and realizing their human occupants are ripe for transformation, begins to send out patrols to Vault locations in search of these other Vaults."
  3. 3.0 3.1 3.2 Fallout events
  4. Fallout: New Vegas Official Game Guide Collector's Edition p.316-318: "[2.24] Vault 3
    Vault 3, which is now completely within South Vegas Ruins (AKA "Fiend Territory") was once an ordinary, happy vault. It wasn't built above a sulfur cave, or to feature Vault-Tec "experiments" that could drive dwellers mad. In fact, the place was functioning normally until a slight water leak turned the lower chambers soggy and forced the inhabitants out to the surface, in search of humanity on the topside. Instead, they met the Fiends."
    (Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)
  5. Vault 3 terminals; Terminal, The Water Situation
  6. Vault 3 terminals; Overseer's Terminal, Thank You!
  7. The Courier: "Can you tell me what happened to the residents here?"
    Motor-Runner: "I guess it isn't a secret. Yeah, the residents of the Vault are all dead. We killed them. Funny thing is, they just let us in. We didn't have to force the doors or anything."
    (Motor-Runner's dialogue)
  8. The Courier: "What can you tell me about Vault 3?"
    Bryce Anders: "The inhabitants of the Vault were simple traders. They made a good living for themselves for a couple weeks. Then they caught the Fiends attention. I don't think they set up any kind of security, stupid fucks. They all got themselves killed. "
    (Bryce Anders' dialogue)
  9. 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 9.14 9.15 Fallout Bible 0 Vault list.
  10. The Chosen One: "{205}{}{How did you know when to leave the vault? I heard the vaults were isolated from the outside world.}"
    Joanne Lynette: "{216}{lyn020}{What you heard was incorrect. Our archives are quite clear: our vault received the all-clear signal two years after being sealed.}"
    (Vclynett.msg)
  11. The Chosen One: "{273}{}{Speaking of the GECK, do you have another one that I could have?}"
    Joanne Lynette: "{314}{lyn039}{I'm sorry, but we used ours to start Vault City. I do not believe there were any spares, but you could check the Acquisitions Office. It is located by the entrance to our vault.}"
    (Vclynett.msg)
  12. Vault City central computer: "{172}{}{Search archives for any mention of the Garden of Eden Creation Kit.}"
    "{238}{}{According to the archives, there is no GECK currently in stock at Vault City's Amenities Office. The people of Vault City seem to have used the only one they had to help establish the place when they came to the surface.}"
    (VICENCOM.MSG)
  13. Fallout: New Vegas Official Game Guide Collector's Edition p.397-399: "[5.04] Vault 11
    Vault 11 was a social experiment vault to see if the residents would periodically select and kill a fellow vault dweller to avoid the threat of total vault extermination. Each year, the vault computer informed the residents that one currently living member of the vault had to be placed in a special chamber, where they would be "terminated" for the good of the vault. Failure to comply, the computer said, would result in a total and irrevocable shutdown of the vault's life support. The vault dwellers followed the instructions for decades, picking victims through numerous methods. But eventually, something changed...

    An old wooden door, in close proximity to a Hollowed-Out Rock, greets those who dare enter this rocky tomb."
    (Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)
  14. Automated solution response: "Congratulations, citizens of Vault 11! You have made the decision not to sacrifice one of your own. You can walk with your head held high knowing that your commitment to human life is a shining example to us all. And to make that feeling of pride even sweeter, I have some exciting news. Despite what you were led to believe, the population of Vault 11 is not going to be exterminated for its disobedience. Instead, the mechanism to open the main vault door has now been enabled, and you can come and go at your leisure. But not so fast! Be sure to check with your overseer to find out if it's safe to leave. Here at Vault-Tec, your safety is our number one priority."
  15. The Chosen One: "{227}{}{What about Vault 13? What was it's purpose?}"
    Dick Richardson: "{228}{prs37}{Ahh. Vault 13 was a special case. It was supposed to remain closed until the subjects were needed. Vault 13 was, in scientific parlance, a control group.}"
    (Qhprzrch.msg)
  16. Fallout Bible 0 Timeline repair: Second strike: "2161 Dec 5 Fallout 1 Begins: Vault Dweller is kicked out of Vault 13 to find a replacement water chip."
  17. Fallout Bible 0 Timeline repair: Second strike: "2141 Spring Vault 15 opened."
    Note: The date presented by Chris Avellone in the timeline draft is incorrect. Shady Sands is specifically stated to have been founded by Aradesh's ancestor in the game. If it was founded in 2141, then Aradesh would be the founder. There is also no mention of the people of Shady Sands coming out of a Vault, which is inconsistent with the relatively recent founding date. Finally, as the Vipers, Jackals, and Khans emerged out of Vault 15 together, it's impossible for them to raid the Hub in 2125, sixteen years before their emergence. The date is based on the Vipers design document, which states the following: "64 years ago [in 2097], a man named Jonathan Faust led his group of about 200 people from the overcrowded Vault into the wastes of the outside. It was there that his small band came to a small oasis in the middle of the desert. In the middle of this oasis was a large pit, almost like a crater. While resting and setting up camp, Faust decided to look into the pit. Darkness greeted him.
    When a member of the band called out to him, Faust turned, startled, and slipped into the Pit. He slid down twenty feet and then fell another 20 and broke his leg in the process. As he lay there dazed, a half dozen gigantic Pit Vipers slithered toward him. Not knowing what these things were, Faust was terrified. The group above heard one loud scream and then nothing. Three others went to look for him, but never came out.
    The small band, leaderless and stuck in the desert with no food and water, decided to stay at the oasis, at least for a little while. They covered the pit with a tarp and nailed spikes around it to keep whatever horror lived there encased there. They then set up their camp as far from the Pit as possible. Whatever was down in the Pit never bothered them. Days passed. The more influential of the group argued about what they were to do. There was talk of joining up with others from the Vault. There was talk about going back to the Vault."
  18. Fallout Bible 6: "In some ancient design documentation that I think was written by Scott Campbell, one of the original designers (I'm still checking if it was him, so I may need to print a retraction on the credits), there was actually supposed to be three groups of raiders: The Jackals, the Khans, and the Vipers. Not only did they raid local towns and caravans, but they also preyed on each other - as you'll see from the descriptions below, their behavior and habits in F1 dictated (or were dictated by) their name choice.
    The Jackals: The first clan, the Jackals, is your typical group of crazies. They have no morals except one: survival. They use group tactics to overmatch their enemies. They are craven cowards, though, and will not attack unless they know they can win. They band together in their hideaway and fight over the spoils.
    The Vipers: The second clan, the Vipers, are mysterious followers of an ancient religion (or so they claim). They usually only come out at night to hunt for food or to conduct raids. They are very ruthless when it comes to combat. They prefer stealth to strength. They usually carry bone knives dipped in Pit Viper venom. This poison, when in the blood stream, paralyzes the victim. Most victims captured in this way are taken back to their hideout.
    The Khans: The last group, the Khans, is probably the most dangerous. They live the lifestyles of Mongol warriors, raiding towns, burning what they cannot take and capturing the survivors for use as slaves. They usually travel in small scouting bands, but sometimes they roam as full war parties. The Khans above all else respect strength. They are eager in combat to prove their worthiness to the clan by engaging in hand to hand combat with fists or clubs. The Khans carry very few firearms (since they are for cowards). Anyone showing superior strength is worthy of their respect. The leader of the Khans is so because no one has beaten him in combat.
    One interesting thing listed in the original documentation is that all raider bands were supposedly all from Vault 15 after it opened, but they all splintered off into different groups from the overpopulated Vault.
    All of these raider groups officially exist in the Fallout universe, though only the Khans are in southern California at the start of Fallout 1. The handful of Vipers that survived Rhombus' campaign of extermination in 2155 fled North and East, following the same path the Jackals took after they had their asses handed to them by the Khans thirty years before."
  19. The Chosen One: "{156}{}{What can you tell me about vault 15?}"
    Tandi: "{166}{tand8}{It's just east of here, an underground shelter from the war. Most families in NCR came from it, so it's rightfully ours.}"
  20. The Courier: "Where did you come from?"
    Lily Bowen: "I grew up in Vault 17. I never even saw the sun until I was 75 years old - that was when Super mutants raided the Vault and carried a lot of us off. {Aside}Yes, Leo, I'm getting to that part! {Back to player}They made me one of them, and they put me to work in an army that was going to conquer California."
    (Lily Bowen's dialogue)
  21. Vault 19 terminals
  22. 22.0 22.1 Fallout: New Vegas events.
  23. Vault 21 terminals; Vault 21 Guest Terminal, History of Vault 21
  24. The Courier: "What does Mr. House have to do with Vault 21?"
    Sarah Weintraub: "Mr. House has everything to do with Vault 21. He tried to get us out before he filled it with concrete. I almost went ape! So, we convinced him - okay, Sheldon and I, right? We convinced him to leave the top level mostly intact!"
    (Sarah Weintraub's dialogue)
  25. The Courier: "Are you the owner of this hotel and shop?"
    Sarah Weintraub: "Well... it is my vault, all right. I mean, yeah. That is, no. I take care of it but I suppose you could say that it belongs to Mr. House."
    (Sarah Weintraub's dialogue)
  26. Vault 22 terminals
  27. Randall Clark's journal; Terminal, Year 2096 I.
  28. The Courier: "Why did your ancestors leave the safety of a vault?"
    Pete: "So you know about the vaults! Yes, we lived in one of those. Ours was numbered 34. In our vault, everyone had guns - but the overseer wouldn't let you fire off any of the really fun ones. I guess all the little pops and bangs at the firing ranges just got boring after a while!"
    (Pete's dialogue (Fallout: New Vegas))
  29. The Courier: "Tell me about the Boomers."
    Robert House: "They occupied Nellis Air Force Base a little over 50 years ago. One of my Securitrons got some video of their arrival - and then... exploded. Odds are they were Vault dwellers. That's everything I know about them, really."
    (Robert House's dialogue)
  30. Vault 34 terminals; Terminal, Overseer's Journal
  31. Vault 34 terminals; Terminal, Warning: Reactor
  32. Vault 34 terminals; Terminal, SOS
  33. 33.0 33.1 One Man, and a Crate of Puppets
  34. Vault 75 terminals; Chief Scientist's Terminal, EXPERIMENTAL ABSTRACT: "Vault 75 represents an unprecedented opportunity to test our hypothesis that the human genome can be improved at a rapid rate through the combination of selective breeding, hormonal treatments, genetic modification, and an accelerated generational cycle.
    The experimental objectives of Vault 75 are detailed in the handbooks which have been provided to you already. This experiment is intended to be carried out over multiple generations. As such, there may be unanticipated research opportunities that present themselves. Such diversions from provisional protocol are permitted at the discretion of the Chief Scientist.
    - V.Schlett, I.Lambe, S.Braun"
  35. 35.0 35.1 35.2 35.3 35.4 Citadel terminals; Vault-Tec Terminal, Equipment Issuances
  36. Fallout 76 teaser
  37. Fallout 76
  38. Vault 81 terminals; Old Overseers Terminal, Prime Directive
  39. 39.0 39.1 39.2 39.3 39.4 39.5 Fallout 3 events.
  40. Vault 88 terminals; Vault 88 Overseer's Desk, Prime Directive
  41. The Sole Survivor: "Tell me how we can clean you up."
    Cait: "Well... there might be a way, but it's not gonna be easy. There's supposed to be a vault somewhere out here... a place called Vault 95. I've heard that Vault-Tec used it for some kinda social experiment... stuck a bunch of junkies inside to poke and prod. Well, they supposedly had some special method to clean up those blokes in there... some kind of a machine or somethin'. If we could get inside, maybe that machine could help me."
    (Cait's dialogue)
  42. 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)
  43. Vault 111 terminals; Security Terminal
  44. Fallout 4 events.
  45. Vault 114 terminals; Vault-Tec Terminal, PRIVATE: Science Staff Only
  46. Vault 118 terminals; Overseer's Terminal
  47. Cite error: Invalid <ref> tag; no text was provided for refs named FO2E
  48. Nuka-Town USA terminalsLab Report - XMB Fuel Mixture 01
  49. Fallout Tactics events.
  50. 50.0 50.1 Canceled game
  51. Vault 74 tutorial in the GECK wiki. The location of this Vault and its layout is likely not canon.
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