This talk page is only for discussing improvements to the page "Vault 34".
It is not the place for general discussion or sharing stories about the topic of this article. Please use the forums for these purposes.
- 1 Armoury Section
- 2 Origins
- 3 Enemies?
- 4 Locpick/Science 100?
- 5 Jesus
- 6 Glitch
- 7 ED-E bug
- 8 Alternative Walkthrough
- 9 Article Image
- 10 Screen turns blue.
- 11 All-American
- 12 Followers bug
- 13 Vault Door
- 14 GAAAH!
- 15 Companion Hell
- 16 avoid using so many chems
- 17 notable loot
- 18 Fixing the reactor makes Legion hostile?
- 19 Definetly the WORST vault ever made
- 20 This seems coincidental
- 21 Vandalism
- 22 Overseer's Office
- 23 Another glitch
- 24 Exiting
- 25 Doc Mitchell's Origins
- 26 New Layout
- 27 Guide to Armory
- 28 Radiation
- 29 Only 3 pages of Overseer's Journal?
- 30 so... what?
- 31 glitched password ghouls?
- 32 Broken Locker near Overseer's Office
- 33 Plotholes
- 34 Not much in the way of respawns
The armoury section needs to be rewritten under http://fallout.wikia.com/wiki/The_Vault:Editing_guideline#Perspective --Pratstercs 21:29, October 22, 2010 (UTC)
so let me guess some guy wont crazy and decided to get some guns and shoot the shit out of the vault people
This experiment reminds me of the United States; more guns than people and no sufficient gun control. I think this Vault might have failed due to civil war and invaded other Vaults for precious oil. --XterrorX 12:54, September 15, 2009 (UTC)
- This guy was trying to pitch an idea about where the Fallout guys got their ideas for the origin of this Vault. Give him a break and don't immediately assume he's talking about politics or whatever. All other input is welcome, please no slander or insults. Thebigschnoz 20:33, November 14, 2010 (UTC)
So there are human's in this Vault as well as Ghouls? Are they automatically hostile? Adam James Walker 20:56, October 20, 2010 (UTC)
No, there are only feral ghouls in the form of Vault Dwellers submitted to intense, prolonged radiation. thebigschnoz 23:32, October 21, 2010 (UTC)
Actually there is also human guys in the vault.
- The humans are not hostile and are never actually encountered. They're only conceptually there, and can be encountered elsewhere in the game if you use terminals to free them. --(talk|contribs) 05:24, 6 January 2013 (UTC)
Do u need lockpick and/or science skill on 100 to enter the armory???
- No, just follow the directions on the article. Bring lots of Rad-X and RadAway. And sign your posts --Pratstercs 22:03, October 23, 2010 (UTC)
- It helps to have 100 Lockpicking, so you can unlock the Very Hard container that holds the Pulse Gun in the armory. 100 Science is also useful for bypassing the need to search the technicians. --22.214.171.124 15:27, November 9, 2010 (UTC)
You can get a key to it by following Veronica's companion quest, the key is in Pearl's house at Nellis Air Force Base.
I feel like a blind man bumbling around down there. Can't see five feet in front of me, bunch of ghouls screaming at me, and all of my companions run off and can't get back to me. Oy. Whoever designed that level needs to be decked in the face. Yuri Kaslov 23:48, October 24, 2010 (UTC)
- It's not too bad once you get your bearings. It seems more confusing than it is - it's really mostly a straight shot with a few tiny branches. Once you get into the "main gallery" area there's really only one way to go, and iirc only the Clinic really branches off of it significantly. If you stick to the hallway, there's not really that much potential to get lost. That said, it took me about three hours to figure that out, and the use of "tfc" to look around to figure out where the &*#% I was supposed to go. Fanny Langlul 07:38, October 25, 2010 (UTC)
- Perhaps getting lost was their idea. If you've played any of Obsidian's other games, you'd know that the blind dungeon crawl is one of their specialties.- The Capulet 07:56, October 25, 2010 (UTC)
Caught a fun little glitch in here. Whenever I pick a lock or scope in on a rifle, a blank computer screen pops up over my screen. Restarting my Xbox seems to have fixed it. Picking a Very Hard lock blind is REAL fun....
More fun when you try to ironsite your gun and that anoying screen comes up.
I have expierenced this several times in random locations. this is not subject to ONLY vault 34.. not sure if this was fixed yet or not...126.96.36.199 04:06, July 19, 2011 (UTC)
ED-E's perk, Enhanced Sensors, seems to allow you to see ghouls that have yet to actually spawn. This caused me quite a bit of grief while trying to hunt down the little bastards, as one can see a dozen blips on their compass yet only have a handful of enemies actually spawned.
Or I could be pretty awful at navigating this Vault, as others seem to be. It'd be nice for someone to confirm this. Happened to me on 360.--188.8.131.52 17:40, October 26, 2010 (UTC)
If you were in the overseers it is possible you found this weird secret room under the floor because this was happening to me and I Noclipped and noticed that there was a secret room almost identical to the armory with about 5 ghouls in it. It had weapons that you could pick up but unopenable ammunition crates. Stewie1897
Nevermind just the overlook from the overseers office down onto the armory but the ghouls in it are considered hostile and will appear on your radar. Stewie1897
I found the current walkthrough in the article, and well as others in articles associated with quests inside Vault 34, to be confusing and inaccurate. So, I just marched through this sucker and took notes all the way down. I'm going to post an alternative description here and would like some feedback. Once it's done, maybe parts or all of it can replace what's currently in the article. Servius 23:11, October 26, 2010 (UTC)
First, Vault 34 has several map errors or oddities.
- There are two entrances on the World Map (one is a fence gate on the ground, another is a black pit on the top of the hill). Both seem to take you to the same spot inside the hill though.
- The main level is called "Vault 34 - 1st Floor". However, there will eventually appear an unmarked zone door that takes you to a previously-flooded portion of the 1st Floor, yet on the other side of that door, when you hover your cursor over it, it says it will take you to the 1st Floor. So, a door to the 1st Floor, that's on the 1st Floor...
- There's a zone door in the 1st Floor that takes you to the Reactor zone, but if you put your cursor over it, it says Overseer's Office.
Second, there are only 3 zones in Vault 34:
- Vault 34 - 1st Floor
Third, the 1st Floor zone actually has 4 floors (to avoid confusion, from here one I'll refer to them as "levels" instead).
Fourth, there are several doors (I've encountered 5 so far, though only 4 open I think) that, when you hover your cursor over them, they do not have a name and simply say [INACCESSABLE]. This is not technically true. At least 4 of those doors lead to rooms. 3 of them you unlock through interacting with computers, and 1 (Behind which are 3 trapped Ghouls) opens behind you after you pass a certain trigger.
Fifth, the walkthrough below assumes your reason for entering Vault 34 is to reach the armory.
Sixth, the whole area around the entrance and throughout the Vault is irradiated. The vast majority is light (only 1 Rad/Sec.). No matter what gear you wear or meds you take, you will not be able to get rid of that single rad/sec. However, once you reach the Armory zone (or the lower level of the Reactor zone), it ticks up to 3 Rads/Sec. That is when Rad-X and a radiation suit will come in handy, as each will knock off one of those rads/sec, returning you back to just 1 Rad/Sec. Since you can't avoid all of the radiation, RadAway is essential. Depending on how quickly you move through the vault and your medicine skill, you could easily blow through 20+ RadAways. Luckily, there is a Average-Lock safe mid-way through in the Clinic (see below) that has 14 Rad-X and 10 RadAways, so that will help, but you'll need to bring more Rad-Away with you before you enter.
Seventh, there are scripted events that spawn 2 Glowing Ones dressed as security guards behind you when you enter certain rooms. They scared the crap out of me (I hate irradiated vaults) so I'm just putting them here for likeminded folks. Those rooms are:
- Systems Room
- Overseer's Office
- There may have been 1-2 more
Eighth, this place wreaks havoc on your companion's pathfinding. First, if you have ED-E, he will get hung up on the archway of nearly every doorway in here. This seems to be especially true if you're sneaking. My solution was to tell him to wait just inside the vault entrance. I was able to get to the armory and back without ever losing his Enhanced Sensors perk and nothing spawned on him to kill him. Second, because "passive" doesn't really mean passive, your companions will often run off ahead of you to track down Ghouls that somehow hear you through several concrete walls. Sometimes these ghouls are behind INACCESSABLE doors. If those ghouls see you, your companion will be forever stuck in front of that door, or worse yet, will magically teleport inside, kill the Ghouls, but be unable to teleport out. If you want to bring one with you (and you will need at least 1 to haul everything out of the armory), then be a good sneaker, save often, and try to keep your companion on a very short leash. Hopefully, one day soon, a mod will come out that gives you a true "passive" setting so your companions will actually be passive and ignore enemies.
Ninth, if at all possible, bring the Rebreather from Nellis AFB. You're going to be swimming a bit and it helps take one more worry off your mind.
The vast majority of the action occurs in the zone called "Vault 34 - 1st Floor". That zone is comprised of 4 different levels.
1st Floor - Level 1
This is the level you enter from the cave inside the hill. After you pass through the the cog-like vault door, you're on the upper level of the standard Atrium. Across the gangway to your left is a room marked Office (not the Overseer's Office) with a computer that gives you some background on what happened but is not necessary to visit. To your right is a staircase that takes you down to Level 2.
1st Floor - Level 2
The only thing on this floor is the bottom of the Atrium and the Diner.
1st Floor - Level 3
- Systems Room
- Operations (where the 3 ghouls are trapped behind the INACCESSABLE door)
- Flooded staircase 1 (later becomes the way to Security Station A)
- Flooded staircase 2
- Door to Reactor zone (marked as Overseer's Office)
- Door to Armory zone
This is where most of the action takes place. This level is almost completely linear, meaning you can't go in circles. There's basically one windy path with rooms on it. You do have to double-back once or twice, but it's pretty straightforward. Here's the quick path to the Armory:
- Find the 1st flooded staircase, swim down, find a dead Glowing One stuck under a desk. Loot the corpse and get the Security password. While you're down there, you may notice an INACCESSBLE door. This will later become the door to Security Station A.
- I think the Clinic is ahead of you. In there is a Average safe with 14 Rad-X and 10 RadAway.
- Continue through the Clinic to a new hallway and find the 2nd flooded staircase, swim down, find a dead Glowing One stuck under a desk. Loot the corpse and get the Utility password.
- Continue on towards the door to the Armory. Just before that door, on your left, is the Utility room. Access the computer there and activate the pumps. This will drain the water from the 1st flooded staircase, and a zone door will appear just before that staircase. This is the door that, technically, just teleports you to another part of "Vault 34-1st Floor", but you do have to zone, and the door on the other side says "1st Floor". Anyway, Security Station A is now here.
- Backtrack to the formerly flooded 1st staircase, teleport to the super secret other part of 1st Floor, and now you can get through that formerly INACCESSABLE door. Continue on through Security Station A and find another computer. This one unlocks the Overseer's Office.
- Go back to the main 1st Floor zone, backtrack to the Clinic, and around the corner from one of the doors to the clinic is a zoning door that (eventually) leads to the Overseer's Office.
- You are now in the Reactor Zone. Just down the hall will be another INACCESSABLE door on your left that is labled Operations. To the right is the Overseer's Office. Straight on ahead is just some windy halls that lead to a room labled Security and some loot and Ghouls, nothing fancy.
- The Overseer's Room is odd. The desk has already been raised to expose the secret stairway. On the underside of that raised desk are 2 little (Mk I?) auto-turrets. The Overseer has been turned into an orange Glowing One and appears to be squating on the desk. When I looked inside, his little orange head was popping up just above the top of the desk, so I sniped it. Clear the room, deal with the 2 Glowing Ones that pop behind you in the hall you entered from, and access the computer. Use it to unlock the Armory.
CHOICE: At this point you can take a detour. If you go down the stairs under the Overseer's desk, you'll be taken to the actual Reactor room. Again, very linear, you can't get lost. If you didn't trigger it inside the East Pumping Station (a different map location outside but near Vault 34), fooling around down there will trigger a new sorta-quest. It does appear in your Quest sheet, but you don't get any XP for finishing it, nor loot or caps. One path will earn you some NCR rep though. In short, you can choose to kill the reactor, which will save the soil (and the farming efforts) outside McCarron, or you can transfer control to a little group of Vault 34 survivors holed up somewhere else in the vault. Killing the reactor earns you NCR rep. Saving the vault dwellers doesn't seem to do anything. They may be found later at the Aerotech slum but you get no rep or loot that I know of.
If you don't want to bother with that, just head back to the 1st Floor zone.
Vault 34 - 1st Floor (again)
Head back towards the Utility room, and just past it is the zone door to the Armory.
Wind your way through some hallways and maybe an Equipment room but eventually you get to the actual Armory door (which should now be unlocked). There are 3 Ghouls in there. Save before going in of course. I lost Veronica the first time. Once the room is cleared, so long as your companion survied, you're sitting pretty. There's one of nearly every kind of mid- to higher-level gun in here, plus several bits of Vault 34 Security Armor and ammo. There is a Minigun and Missile Launcher in there, and they're heavy, as is the ammo if you're playing Hardcore, which is why it's good to have a packmule, er companion, with you. Even if you don't use those big guns, they fetch a good price at market. Much higher value-to-weight ratio than in FO3. There's also the unique Marksman Carbine called the All-American in there. Now leave.
Vault 34 - 1st Floor
Be sure to grab ED-E on your way out if you told him to wait for you.
- This walkthrough and explanation of this creepy & crappy vault is much better than the one on the actual page. So I don't know why this one isn't on the page. So, first, I think the main page ought to be rewritten so people don't have to come to the talk page to figure out how to complete this quest...if the vault is frustrating, well so is the main page. Second I drained the stair case area (took me 2 hours to figure out how to do that). Then I went to Security Area A and found that far computer but it said SCI level 10 required. I've raped both engineers of their code cards, so I don't know what I am doing wrong. I may just start all over again since half my radiation poisoning is due to circling around and around (people who say level 1 is mostly linear are screwy (non-linear) if you ask me). Fortunately I was wearing a space suit in the vault so I haven't needed too many chems yet. I haven't had any problems with Boone; he's been pummeling ghouls with various equipment, the fire ax, the pushy, whatever. The 10mm SMG helps but I prefer my rapid fire cowboy rifle with HP bullets. Anyway, I still don't know what to do now, because the computer says level 10 needed and when I get all the way back to the door to the so-called overseer's office it says I need a key. AAAARGH! And here's my sig: Sp3lly 01:14, January 3, 2011 (UTC)
Thank you, this walkthrough is much better. As i know, if you save the vault people by not turning off the reactor, you get a perk and 150xp.(Magi123 13:55, April 10, 2011 (UTC))
Hardly seems the best way to illustrate this vault. Perhaps a shot of the outside door would be better? NukaNukaYay 03:07, October 27, 2010 (UTC)
I think that an image of the Vault door from the tunnel would be the best. It seems as ifthat is the most common for these articles.The Emporer 17:44, October 29, 2010 (UTC)
Screen turns blue.
After killing the overseer and his turrets my entire screen became shaded blue, much like one of the visions from a vault in F3. Was that supposed to happen for some reason?
Did not happen for me UraniYum 14:28, October 27, 2010 (UTC)
It seems to be a weird glitch that happens throughout different parts of the game. It happened to me in The Thorn when I shot at a some creatures that refused to fight each other.Wck604 06:46, November 6, 2010 (UTC)
This glitch makes it appear that you have taken a dose of Cateye. Just be grateful for the free drugs, it will go away eventually.
Is a bugger to find. I missed it first time round, in all the excitement. It's on an upended table, in the middle of the Armory. Does this deserve to be added in? Only to save poor bastards like me from having to go through this evil, evil maze twice.
The PS3 bug with Rex also occurs on the PC version but for me it was with Arcade Gannon upon entering the second level so it may not be specific to Rex.
Could someone with PC check the number on the door? Just curious, since they pushed up so far against the wall you can't see the thing. Might be funny if it has a Fallout 3 number like 22. The Emporer 16:20, October 28, 2010 (UTC)
Vault 22 wasn't in F3... JerichoRCDF 19:55, November 1, 2010 (UTC)
I actually meant that Vault 22 has the number 92 from Fallout 3 on it.The Emporer 04:26, November 2, 2010 (UTC)
Yeah, I thought it was amusing that vault 22 in New Wegas sported a 92 on the door as well!. Just checked on the door for 34, but it's completely unnumbered, just a plain worn metal surface instead. Maskedmustelid 07:55, November 2, 2010 (UTC)
I went through this place, nearly dies a dozen times, got to deadly rad poisoning levels, used most of my chems and food...and I didn't even complete two of the quests or get any the unique guns. Now I have to go back to that god-forsaken hole in the ground... This is definitely my least favorite vault of all time. Nathan Hale 00:42, October 31, 2010 (UTC)
- Also, I also had one of my greatest experiences here. I'd left Boone waiting at the Lucky 38, but at one point when I was pinned down in a hallway, he came slashing through a group of many Ferals with his machete (he'd glitched his rifle from his inventory) and blowing away more with a pistol he had scavenged somewhere. Absolutely awesome. Nathan Hale 16:28, October 31, 2010 (UTC)
I had to reload my save from before entering the vault due to my companions being retarded. (Boone and ED-E)
I know previous people have talked about the bugs, but my problem was really with boone. He just freaking runs off after ghouls (had him set to passive, engage only when I engage, and stay close) and gets himself killed. I spent alot of time trying to chase him down to tell him to F off and go back to lucky 38 and that got me killed.
ED-E, the only problem I had with him was if you tell him to wait, he doesn't. He "chased" a vault security officer under water (2nd set of steps you can go down, with the door that requires a key). The ghoul just ran around in circles under water and wouldn't come out.
Buggy as hell. Neither of my companions would stay put when told to... Going to leave them outside this time.
Ok... This is ridiculous. I told Boone and ED-E to stay outside. All is well. I go inside, I'm having fun killing the vault dwellers... AND BOONE SHOWS UP OUT OF NOWHERE! I ran all the way back outside, he follows me, and I tell him what an idiot he is and he should go to the lucky 38 to think about it. Hopefully he won't show up again.
- 2 things- One-read GAAAH!'s second part (above your post). Two- sign your posts with ~~~~ please! Nathan Hale 17:28, November 1, 2010 (UTC)
Ok, will do next time. My game crashed and I hadn't saved when I went outside to tell boone to go away, so I started back in the vault (I was still alone, as I had told boone / ed-e to stay outside). I activated the pumps and went to security station A. After I went in the actual door for sec. station a, boone showed up again. This time he seems to be acting more normal, so I'm going to have him follow and see what happens.
184.108.40.206 18:04, November 1, 2010 (UTC)Hyperion
FWIW, I'm on my second playthrough and just finished Vault 34 with ED-E and Boone and had no problems. In fact, it makes it a lot easier to have them around to do the heavy lifting both literally (with the loot) and figuratively, in taking care of a lot of the ghouls. 220.127.116.11 00:39, November 9, 2010 (UTC)
Another bug. Entered the armoury, and at the bottom of the stairs I had a dweller hit me so hard I went through the wall!
Boone is still doing okay. I think maybe having ED-E around at the same time really makes him go crazy.
18.104.22.168 18:48, November 1, 2010 (UTC)Hyperion
Made it through the rest just fine. Feeling a bit woozy from all the rads though. Good thing Boone was with me to the end, because I really needed help carrying out the loot. Gotta keep an eye on him though, he's got sickyfingers when it comes to the All-American rifle. 22.214.171.124 22:55, November 1, 2010 (UTC) Hyperion
I think the problem here is ED-E. I equipped Boone with T51-B Power Armor+Helmet, a Machete Gladius, the Gobi Campaign Sniper Rifle, and about 375 .308 rounds. He killed more people than I did, only using about 6 .308 rounds! I think it's wiser to bring Rex along instead of ED-E, as the fighting is very close range against unarmed opponents. Alternatively, scrap both Boone and ED-E and grab Rex and, depending on your Karma, Cass (Preferred, requires neutral or higher) or Raul (Equipped with a Lever-Action Shotgun) should make short work of the Ghouls.
Also, what level did you go through Vault 34? I went through at lvl 20, and I only had moderate difficulty in Hard/Hardcore. Charisma SPECIAL is 1, and I only risked a companion death once (Rex went down to about 75 HP, goddamn Armored Glowing Ones...) --126.96.36.199 15:40, November 9, 2010 (UTC)
ED-E also gets stuck on the malfunctioning doors because he hovers too high. He might make it through eventually or catch up when you hit a loading screen, but until then he's going solo against every spawning ghoul he can get his blood thirsty little targeting sensors on. Pretty minor compared to the other companion glitches, but just one more reason to leave your walking (or floating) pack mules at home. 188.8.131.52 06:00, November 12, 2010 (UTC)
avoid using so many chems
i read both these walk through and they both talk about piling up and using all these chems, and its really not needed if you dont mind adding a few minutes on to the run. just wear the rad suit or space suit and keep an eye on your rad bar, when you start getting over 800 rads start heading out, and quick travel to town, drop loot and junk off, and go pay the doctor 100 caps for rad removal which sets you back to 0. if you dont waste time you shouldnt have to leave more than 2 maybe 3 times and you will be done with the place.
considering these guides talk about using stacks and stacks of chems to make it through, its certainly a lot more cost effective to pay 100 caps a few times, though it will add the annoyance of having to run in and out and fast travel and all that. really though i dont see chems doing enough unless you invested heavily into medicine skill, and i know i was still working on getting the basic guns/lockpick/science/speech maxxed out at the point i went there... then again, i guess thats why they talk about using stacks and stacks of them.
all in all though, it was one of the most annoying places in the game in my opinion. the companion bug was really annoying because i usually keep 2 companions in my hotel room and just use them for the perks, i cant stand them getting in my way, so i had to tell them to leave altogether. then the radiation annoyance... at least once its done you dont have to go back.
Personally, I only had to use about 4 Rad-Xs and 8 RadAways. I gained RadAway and Rad-Xs from the safes in the Vault. I went through it in Reinforced Leather Armor, and no radiation-related perks. I came out of Vault 34 with around 300 Rads, then fasttraveled to Goodsprings and did my usual Doctor Visit (Healing, Radiation, drink from sink for H20 levels = 150 caps). The amount of chems is grossly exaggerated, except maybe in Beer/Buffout (I used 2 beers for the STR gain, so I could carry more items!).
Also, remember to sign off! --184.108.40.206 15:45, November 9, 2010 (UTC)
Hey Nitpicker, why are you forcing notable loot to a subsection? not all of that loot is inside the armory. Cixelsyd 00:45, November 7, 2010 (UTC)
Fixing the reactor makes Legion hostile?
I was siding with legion, and had fame up to 'liked'. Got to this vault to find the parts for Caesar's autodoc. While wandering about, I closed the vents to the reactor. Result: lots of faction fame completely gone! The Legion was not even in my fame list anymore, and they attacked on sight. Reloaded a savegame, didn't touch the reactor, and all was fine. Could be a bug. Please confirm. DanTheHitman 21:48, November 17, 2010 (UTC)
To above poster. I would imagine this would be bad for your legion fame for one very good reason. This helps the NCR by stopping radiation from destroying the sharecroppers farms. And good NCR Fame is bad Legion Fame.220.127.116.11 00:15, January 31, 2011 (UTC)
Definetly the WORST vault ever made
The doors are bugged, my companions go nuts in there (they dont holster their weapons because of the stupid ghouls that are 3 levels under me AND run off all the time).
many items clip through the ground or the whole surface in some rooms disappears.
It doesnt look like any vault ive been in before so its f'in hard to find your way. and i had to walk through the whole thing a million times to find the stupid passwords for everything....
And now at the end, theres this terminal, asking me what to do: save some vault dwellers (i havent even seen or talked with them AT ALL) or blowing the reactor up and helping this ncr farm. also my game is lagging in this vault (it doesnt lag anywhere else)....
Sign your posts please. And don't forget that they dumped barrels of nuclear waste outside it. They hid from a nuclear apocalypse inside, only to be forced to prolong and worsen the cataclysm they escaped by irradiating the outside EVEN MORE! TJbrena 16:36, December 2, 2010 (UTC)
This seems coincidental
So, the courier jut happens to get there a few weeks/days after everythings gone to hell? Out of 2 hundred years? Seems coincidental to the extreme.--18.104.22.168 12:09, November 21, 2010 (UTC)
- We don't know the timetable, we just know something happened within the past 50 years or so (because the Boomers left at least 50 years ago, having been established at Nellis for at least that long). --Kris 12:14, November 21, 2010 (UTC)
But there are living unmutated survivors. They would need vast amounts of stored food and water to last any longer than a year.22.214.171.124 17:39, November 21, 2010 (UTC)
- There's no evidence that they're still alive, nor that they're unmutated. They could be fifty years dead for all we know. --Kris 19:08, November 21, 2010 (UTC)
There is plenty of evidence. The largest being that you meet them at Aerotech park (i think that's what it is called) if you choose to destroy sharecropper farms by venting the radiation, therefore saving them and allowing them to leave the vault.--126.96.36.199 19:38, November 22, 2010 (UTC)
- I see no evidence of that. --Kris 18:11, November 25, 2010 (UTC)
Obviously, there was a riot caused by the citizens' dissatisfaction with the overcrowding and the reactor was damaged in the process. I had the impression that the Boomers were the inciters of this riot and left as a result of the damaged reactor. However, the overseer's logs imply that they lost a means to open the vault door and the rioters ceased hostilities in an effort to repair the reactor; so the Boomers probably left long before the reactor being damaged. This could have been a recent event (like Camp Searchlight). 188.8.131.52 19:25, November 24, 2010 (UTC)
It's written on the damn page Kris! "In short, you can choose to kill the reactor, which will save the soil (and the farming efforts) outside McCarran, or you can transfer control to a little group of Vault 34 survivors holed up somewhere else in the vault. Killing the reactor earns you NCR rep. After saving the vault dwellers they may be found later at the Aerotech slum. " I would have thought you'd read the page.184.108.40.206 18:18, November 26, 2010 (UTC)
Could someone fix the picture for the vault? Someone switched it to a Vault 69 image and added irrelevant text.I removed the text, but can't fix the image. (still new to the editing thing) Blazingsand 03:48, November 22, 2010 (UTC)
How do I get into the overseer's office? Because it needs a key to get in so do any of you know where the key is :(
- I already told you, Eric, it's at the air force base where the Boomers are! 220.127.116.11 18:45, December 9, 2010 (UTC)
- How do you know who I am? Are you Victor?
- Because I'm sitting right across from you -_- and try to put a signature after each message. 18.104.22.168 18:45, December 9, 2010 (UTC)
- How do you know who I am? Are you Victor?
I know that this vault is glitchy in general, but I just went through it on PC with the latest patch 1.2 and I think that I've found a couple that haven't been mentioned. First of all, while walking through the hallways, I was attacked by ghouls several times through the walls of rooms connecting to the hallway. (Only when they couldn't immediately find a way to me.) Also, after entering the armory for the first time and disposing of the ghouls there, several of the items were floating in mid-air; They were usually at about torso height.
--Webbman 16:44, December 16, 2010 (UTC)
Maybe I'm a complete idiot, but I got through Vault 34, used up most of my chems, and retraced my steps back to the cave... now I can't figure out where to go to leave the area. I've gone to the map marker for "Mojave Wasteland", but all I've found are some barrels... is there a quick way out of the vault from the Armory, and if not, what should I be looking for to get out of the vault?!
You need to go to the other Mojave Wasteland marker, at the end ofth tunnel. the one with the barrels is a one way entrace from the top of the cliffs.The Emporer 19:08, December 20, 2010 (UTC)
Doc Mitchell's Origins
Considering that Sarah Weintraub says that she knew Doc Mitchell from when she lived in Vault 21 (before it was filled with cement), isn't the statement below (found in the notes section) completely incorrect? And if it is, should it be removed?
"It's also possible that Doc Mitchell came from this Vault. When Chris is ranting on about how he became a ghoul he mentions how they didn't choose Mitchell to down to the reactor."
Crazyraider312 03:09, December 28, 2010 (UTC)
I changed the layout to help remove the cleanup tab. I thought I'd keep the walkthrough, so I'll post it here. Maybe there should be a quest page for getting through this Vault?
"Vault 34 is challenging in that, in addition to being irradiated, the vault's cramped interior is completely packed with Vault 34-themed Feral Ghouls. There are also points during the player's exploration where Ghouls are spawned behind the player or in previously cleared areas. Most of the exploration and combat occurs in the vault's 1st Floor, the first of four different levels.
1st Floor - Level 1Edit Upon entering Vault 34, the player will encounter several Golden Geckos in a winding cave that leads to the vault entrance. At the entrance to the cog-like vault door there will be a Feral Ghoul eating a dead Golden Gecko.
After the player passes through the the cog-like vault door, they're on the upper level of the standard Atrium. Across the gangway to the left is a room marked Office (not Overseer's Office), with a terminal that gives some background on what happened in the vault. To the right is a staircase that leads to Level 2. 1st Floor - Level 2Edit Cafeteria The only thing on this floor is the bottom of the Atrium and the Diner. Upon reaching the lower floor of the Atrium, turn right to see a automatic door that is pinned open though trying to close. Go through that door and right, down the stairs, to reach the lowest (3rd) level of the 1st Floor.
1st Floor - Level 3Edit Clinic Utility Systems Room Operations (where 3 ghouls are trapped behind the INACCESSIBLE door) Flooded staircase 1 (later becomes entrance to Security Station A) Flooded staircase 2 Door to Reactor zone (marked as Overseer's Office) Door to Armory zone This is where most of the action takes place. This level is almost completely linear, the player can't go in circles, but instead walks one windy path with rooms attached, perhaps doubling-back once or twice. Getting through the underwater areas is made easier by using the rebreather.
To reach the Armory quickly: Find the 1st flooded staircase, swim down, then find a dead Glowing One stuck under a desk. Search the corpse for the Vault 34 Security Terminal Password. The Clinic is ahead. Inside is an Average safe (lockpick 50) containing a random amount Rad-X and a random amount of RadAway and a handful of stimpacks. Continue through the Clinic to a new hallway and find the 2nd flooded staircase, swim down, find another dead Glowing One stuck under a desk. Search the corpse for the Vault 34 Utility Terminal Password. (While you're down there, you may notice an INACCESSIBLE door (it is marked "Open Door - Requires Key" after patch 1.02). This will later become the door to Security Station A.) Continue on towards the door to the Armory. Just before that door, on the left, is the Utility room. Access the terminal there to activate the pumps. This will drain the water from the 2nd flooded staircase. Backtrack to where the 2nd flooded staircase was and you will now find a unnamed door. Opening this door teleports you to a new instance of this area, one in which the formerly INACCESSIBLE door now leads to Security Station A. Continue on through Security Station A and find another computer. This one unlocks the Overseer's Office. Go back to the main 1st Floor zone, backtrack to the Clinic, and around the corner from one of the doors to the clinic is a zoning door that says 'Overseer's Office' but actually takes you to the Reactor zone, which houses the Overseer's Office (amongst other rooms). Also beware of overseer and turret as soon as you open the door to the Overseer's Office. ReactorEdit You are now in the Reactor Zone. Just down the hall will be another INACCESSIBLE door on your left that is labeled Operations. To the right is the Overseer's Office. Straight on ahead is just some windy halls that lead to a room labeled Security and some loot and Ghouls, nothing fancy. The Overseer's Room: The desk has already been raised to expose the secret stairway. On the underside of that raised desk are 2 "Vault-Tec Turrets". The Overseer has been turned into an feral ghoul and appears to be squatting on the desk. Clear the room, deal with the 2 Glowing Ones that appear behind you in the hall you entered from, and access the computer. (You need a science of 100 = very hard, to access the terminal and unlock the armory unless you have found the password.)(The Overseer has the password) Use it to unlock the Armory. CHOICE: At this point you can take a detour. If you go down the stairs under the Overseer's desk, you'll be taken to the actual Reactor room. Again, very linear, you can't get lost. If you didn't trigger it inside the East Pumping Station (a different map location outside but near Vault 34), fooling around down there will trigger a new quest, Hard Luck Blues. It does appear in your Quest sheet, and solving it you may get 150 Exp (at least for rescuing the survivors) and NCR reputation. In short, you can choose to kill the reactor, which will save the soil (and the farming efforts) outside McCarran, or you can transfer control to a little group of Vault 34 survivors holed up somewhere else in the vault. Killing the reactor earns you NCR rep. After saving the vault dwellers they may be found later at the Aerotech tent. ArmoryEdit The Vault 34 armory is located in the lower levels of the vault, and contains a large number of weapons and ammo (see Notable Loot). It is locked, and can only be unlocked via the terminal in the overseer's office. There are several Glowing ones located inside. It is best to draw them out of the room before engaging in combat, as their Radiation Blast attack can knock weapons into unreachable places." 22.214.171.124 23:14, January 18, 2011 (UTC)
I made this. Don't know why I got signed out.The Emporer 23:18, January 18, 2011 (UTC)
Guide to Armory
Since I'm guessing most people only go into this vault for the armory, could I add a video guide showing how to reach it? 0verlord Gouki 19:00, March 2, 2011 (UTC)
I think there needs to be a mention of the high (or constant) level of radiation in the vault. Being stubborn, I never saved going into the vault (last save upwards of 4 hours ago) and died due to the lack of Radaway going into the vault. I realize they give you plenty of Radaway and Rad-X throughout the vault, but if you're new going in or want to explore the vault, there's no way these will support you through the whole thing. And total bullshit because I died immediately coming out of the vault (autosave) at 1000 Rads.
- I made a round-trip to the armory after having previously cleared the vault, and with only 16% natural radiaton resist combined with another 40% from the space suit (and no drugs), I came out with only 71 rads. If you're having trouble with just drugs, then I'd recommend throwing rad resist gear into the mix as well. --(talk|contribs) 05:31, 6 January 2013 (UTC)
Only 3 pages of Overseer's Journal?
I didn't found forth page of Journal. And there is no any other site thats claiming there are 4. Maybe forth wasn't placed in game world? 126.96.36.199 20:25, May 25, 2011 (UTC)
(No, I definitely found four page journals.)
- I was unable to locate one of the pages when I went through there just now, I located the one in the entryway, Security Station A, and the Overseer's office (missing page 65 specifically). I thought it would have been in the Armory section but I didn't find it, if anyone could give me a general location to look it would be appreciated. Great Mara 04:41, June 25, 2011 (UTC)
If i save the people do i get to see them or claim a prize? i really don't care about karma totally useless in dis game anyhow
glitched password ghouls?
I am playing my second playthrough, and I do have a couple of mods installed (2 radio mods, conelrad and mojave music). The ghouls with the passwords are nowhere to be found, I searched like a dozen times, dug around everywhere, absolutely cannot find them. I guess it's just another bug. Has this happened to anyone else? I found them easily on my first playthrough (didn't have any mods installed)
Broken Locker near Overseer's Office
The article mentions that this is a bug, and that instead of a locker there is a floating Metal Box. However, the GECK is clearly showing that it is supposed to be a box, but there is a Toxic Barrel that is supposed to be under it. The real issue seems to be that the barrel is a Movable Static and somehow gets physics'd out of there; it may be related to how, as I am seeing it in-game, the barrel does not fit and was in front of the other unlocked door instead. Note that it is only movable with the Move key, not just walking into it. In conclusion, it's not an engine bug, just weird. I thought one of my mods was doing it, but now nobody else has to waste time doing the same. Positronic Spleen 01:11, October 23, 2011 (UTC)
I don't get it. How are Horowitz and the survivors alive if the riots occurred in 2231? How do they look young? They'd be at least in their seventies. But Mother Pearl says "I've been waiting a good five years." Can someone explain? 17:21, 11 May 2012 (UTC)
Not much in the way of respawns
I forgot that I had lockpicked to get the pulse gun and went back to look for it. Turns out that the ghouls don't respawn, nor does loot in most of the containers. The only place I found loot was in the vicinity of the common area on the first floor (the one with the hole in the floor). --(talk|contribs) 05:27, 6 January 2013 (UTC)