Vaults
Vault 11
Vault 11 was probably constructed along with the other Vault-Tec vaults in the mid 2060s to the early 2070s. As with the majority of other vaults, Vault 11 was a social experiment. In this experiment, the inhabitants of Vault 11 were told that they must sacrifice one of their fellow vault dwellers each year, and that, should they refuse, all the dwellers will be killed. In actuality, if the residents refused, an "Automated solution response" was supposed to be played. The message stated that by choosing not to select one of their own as a sacrifice, the dwellers are "a shining example to humanity" and that no one will be killed. They are also informed that the vault door is then unlocked so they can come and go as they please but are urged to consult with their Overseer before they do so. However, by the time Vault 11 inhabitants refused to continue sacrificing their residents, only five survivors remained.
Vault 11 was probably constructed along with the other Vault-Tec vaults in the mid 2060s to the early 2070s. As with the majority of other vaults, Vault 11 was a social experiment. In this experiment, the inhabitants of Vault 11 were told that they must sacrifice one of their fellow vault dwellers each year, and that, should they refuse, all the dwellers will be killed. In actuality, if the residents refused, an "Automated solution response" was supposed to be played. The message stated that by choosing not to select one of their own as a sacrifice, the dwellers are "a shining example to humanity" and that no one will be killed. They are also informed that the vault door is then unlocked so they can come and go as they please but are urged to consult with their Overseer before they do so. However, by the time Vault 11 inhabitants refused to continue sacrificing their residents, only five survivors remained.
Vault 112
Vault 112 was one of the last to be constructed. The construction started in November 2068, and finished in June 2074. It was intended for only 85 occupants, suspended in a virtual reality world for the indefinite duration of the vault's experiment. The vault was built to house and tend to the needs of itsoverseer, Dr. Stanislaus Braun, creator of the Garden of Eden Creation Kit. Within it, Braun installed a virtual reality simulator and cryogenics system, initially containing several simulated utopias, the last of which being the Tranquility Lane simulation. The system should have permitted a select few to live a 'perfect life' virtually, if not practically, forever.
What Vault 112's occupants didn't know was that once they entered the virtual reality pods, Braun would exercise complete control over the simulation; they had no means of leaving on their own. They became his playthings, completely at his mercy. Dr. Braun, after becoming bored of various simulated worlds, would proceed to virtually "kill" each one of them. Each time after killing them he would wipe their memory and resurrect them within the program.
Vault 112 was one of the last to be constructed. The construction started in November 2068, and finished in June 2074. It was intended for only 85 occupants, suspended in a virtual reality world for the indefinite duration of the vault's experiment. The vault was built to house and tend to the needs of itsoverseer, Dr. Stanislaus Braun, creator of the Garden of Eden Creation Kit. Within it, Braun installed a virtual reality simulator and cryogenics system, initially containing several simulated utopias, the last of which being the Tranquility Lane simulation. The system should have permitted a select few to live a 'perfect life' virtually, if not practically, forever.
What Vault 112's occupants didn't know was that once they entered the virtual reality pods, Braun would exercise complete control over the simulation; they had no means of leaving on their own. They became his playthings, completely at his mercy. Dr. Braun, after becoming bored of various simulated worlds, would proceed to virtually "kill" each one of them. Each time after killing them he would wipe their memory and resurrect them within the program.
Vault 12
A Vault-Tec nuclear shelter, Vault 12 was located under the town of Bakersfield, California, and designed to house a thousand people. Its goal was to study the effects of radiation on the selected population by not closing the door. This resulted in the ghoul-town of Necropolis.Under the sprawling metropolis of Bakersfield, lies the technological magnificence of Vault 12. Built with every amenity in mind for the prospective Vault Dweller, Vault 12 was given the "Pressed Vault Suit" award for attention to preparedness. Buried far underground, the protection that Vault Dwellers will receive will be unprecedented. Much like all other Vaults, Vault 12 has been fitted with the newest in Vault Water Purification Systems. Able to take even the waste located in the sewers of Bakersfield, this system is able to deliver over 15,000 gallons of pure, refreshing drinking water every day.
A Vault-Tec nuclear shelter, Vault 12 was located under the town of Bakersfield, California, and designed to house a thousand people. Its goal was to study the effects of radiation on the selected population by not closing the door. This resulted in the ghoul-town of Necropolis.Under the sprawling metropolis of Bakersfield, lies the technological magnificence of Vault 12. Built with every amenity in mind for the prospective Vault Dweller, Vault 12 was given the "Pressed Vault Suit" award for attention to preparedness. Buried far underground, the protection that Vault Dwellers will receive will be unprecedented. Much like all other Vaults, Vault 12 has been fitted with the newest in Vault Water Purification Systems. Able to take even the waste located in the sewers of Bakersfield, this system is able to deliver over 15,000 gallons of pure, refreshing drinking water every day.
Vault 13
Construction of Vault 13 started in August 2063 and was completed in March 2069, which was the last vault on the West Coast to be completed, covering 3,200,000 tons of soil at 200 feet. The total number of occupants (at maximum capacity) was 1,000 and it had one hundred living quarters. At maximum capacity, ten people would be assigned to a single living quarter, in a hot bunking system. For Vault 13, Vault-Tec chose the Pip-Boy 2000 as the personal information processor for Vault 13 dwellers over the Pip-Boy 3000. It was also equipped with a unique Solar Scorcher, a weapon with experimental photo-electric cells allowing sunlight as its energy source.
According to Chris Avellone, the purpose of Vault 13 in the vault experiments was at first to stay closed for 200 years, as a study of prolonged isolation. According to Dick Richardson, however, "It was supposed to remain closed until the subjects were needed" and as, "a control group.
The starting budget for Vault 13 was $400 billion, although it eventually reached $645 billion. It was equipped with a think machine supercomputer acting as a computer control system and powered primarily by geothermal energy, requiring 3.98 gigawatts per day to operate properly. The secondary power source was the General Atomics Nuclear Power backup systems. Vault 13 stored complete construction equipment, hydro-agricultural farms, water purification from an underground river, defensive weaponry to equip ten men, communication, social and entertainment files (for total duration). It was also supplied with an extra Garden of Eden Creation Kit (which, when added to the vault standard complement of two, makes three kits in total), instead of the extra water chips that made their way to Vault 8. Due to its late completion, the "cry wolf" effect that hurt the other vaults is not as pronounced in Vault 13.[2]
Construction of Vault 13 started in August 2063 and was completed in March 2069, which was the last vault on the West Coast to be completed, covering 3,200,000 tons of soil at 200 feet. The total number of occupants (at maximum capacity) was 1,000 and it had one hundred living quarters. At maximum capacity, ten people would be assigned to a single living quarter, in a hot bunking system. For Vault 13, Vault-Tec chose the Pip-Boy 2000 as the personal information processor for Vault 13 dwellers over the Pip-Boy 3000. It was also equipped with a unique Solar Scorcher, a weapon with experimental photo-electric cells allowing sunlight as its energy source.
According to Chris Avellone, the purpose of Vault 13 in the vault experiments was at first to stay closed for 200 years, as a study of prolonged isolation. According to Dick Richardson, however, "It was supposed to remain closed until the subjects were needed" and as, "a control group.
The starting budget for Vault 13 was $400 billion, although it eventually reached $645 billion. It was equipped with a think machine supercomputer acting as a computer control system and powered primarily by geothermal energy, requiring 3.98 gigawatts per day to operate properly. The secondary power source was the General Atomics Nuclear Power backup systems. Vault 13 stored complete construction equipment, hydro-agricultural farms, water purification from an underground river, defensive weaponry to equip ten men, communication, social and entertainment files (for total duration). It was also supplied with an extra Garden of Eden Creation Kit (which, when added to the vault standard complement of two, makes three kits in total), instead of the extra water chips that made their way to Vault 8. Due to its late completion, the "cry wolf" effect that hurt the other vaults is not as pronounced in Vault 13.[2]
Vault 15
Like many of the vaults, it was part of Vault-Tec's grand social experiment. The Fallout Bible (by Fallout 2/Van Buren) says the experiment in this vault entailed that it was to stay closed for fifty years, populated by vault dwellers of extremely diverse ideologies and cultures[1]. The situation caused by the experiment led to a great schism, during which four groups ultimately left the vault to brave the wastes during the spring of 2141. Three of these groups became roving gangs of raiders: the Jackals, the Vipers, and the Khans in the winter of the same year. The fourth group settled down a few miles west of the vault and founded the village of Shady Sands in the spring of 2142.
While the three gangs harassed the village and each other over the years, Vault 15 itself gradually fell into disrepair. By the time the Vault Dweller came across it in his search for a replacement water chip for Vault 13, it was already ransacked and had also undergone complete power failure, several cave-ins, water damage, and other catastrophes. The intervening years has not done anything to improve the vault, but they have brought new occupants. When the Vault Dweller massacred the Khans in 2161 a sole survivor Darion was corrupt with guilt because he alone had survived when the rest of the tribe died. Darion then spent the next 8 decades of his life rebuilding his petty tribe to the once great gang that scoured the wastes, also out of revenge against Tandiand the Vault Dweller. The result was the New Khans. A small settlement of squatters has made its home at the entrance to Vault 15. The squatters forge a precarious existence there by the sufferance of the gang.
Shortly after, the squatters allowed Darion and the rest of the Khans to move into the vault itself on the condition that they repair the vault's systems in order to help provide the squatters with food, water, and other amenities. At first, this setup was advantageous enough that the squatters rejected all efforts by theNCR to annex them or even gain simple access to the vault.
Then, the Chosen One came along. President Tandi hired the Chosen One to infiltrate Vault 15 - or at least get the squatters to allow NCR access - to retrieve computer parts and other equipment vital to the NCR's continued expansion. While accomplishing this quest, he discovered the truth behind Darion's operation; he and his men were actually a band of raiders calling themselves the New Khans, using the vault as a base of operations towards Darion's goal of revenge against Tandi and everything the Vault Dweller stood for. Also, the food and water that he had been providing the squatters with didn't come from the vault's systems after all, but the spoils from raids the New Khans had been running along the wastes between NCR and Vault City.
After Darion was killed by the descendant of the man he had sworn vengeance against nearly eighty years earlier, that very same man brokered a deal with the squatters, who accepted the NCR's assistance. With the support the Chosen One secured from the New California Republic, the Vault 15 squatters soon became self-sufficient and productive members of society. The Chosen One's help with Vault 15 launched the New California Republic's push to civilize its neighbors. Though there were many more obstacles to overcome, the NCR now had a foothold into the northern wastes.
Like many of the vaults, it was part of Vault-Tec's grand social experiment. The Fallout Bible (by Fallout 2/Van Buren) says the experiment in this vault entailed that it was to stay closed for fifty years, populated by vault dwellers of extremely diverse ideologies and cultures[1]. The situation caused by the experiment led to a great schism, during which four groups ultimately left the vault to brave the wastes during the spring of 2141. Three of these groups became roving gangs of raiders: the Jackals, the Vipers, and the Khans in the winter of the same year. The fourth group settled down a few miles west of the vault and founded the village of Shady Sands in the spring of 2142.
While the three gangs harassed the village and each other over the years, Vault 15 itself gradually fell into disrepair. By the time the Vault Dweller came across it in his search for a replacement water chip for Vault 13, it was already ransacked and had also undergone complete power failure, several cave-ins, water damage, and other catastrophes. The intervening years has not done anything to improve the vault, but they have brought new occupants. When the Vault Dweller massacred the Khans in 2161 a sole survivor Darion was corrupt with guilt because he alone had survived when the rest of the tribe died. Darion then spent the next 8 decades of his life rebuilding his petty tribe to the once great gang that scoured the wastes, also out of revenge against Tandiand the Vault Dweller. The result was the New Khans. A small settlement of squatters has made its home at the entrance to Vault 15. The squatters forge a precarious existence there by the sufferance of the gang.
Shortly after, the squatters allowed Darion and the rest of the Khans to move into the vault itself on the condition that they repair the vault's systems in order to help provide the squatters with food, water, and other amenities. At first, this setup was advantageous enough that the squatters rejected all efforts by theNCR to annex them or even gain simple access to the vault.
Then, the Chosen One came along. President Tandi hired the Chosen One to infiltrate Vault 15 - or at least get the squatters to allow NCR access - to retrieve computer parts and other equipment vital to the NCR's continued expansion. While accomplishing this quest, he discovered the truth behind Darion's operation; he and his men were actually a band of raiders calling themselves the New Khans, using the vault as a base of operations towards Darion's goal of revenge against Tandi and everything the Vault Dweller stood for. Also, the food and water that he had been providing the squatters with didn't come from the vault's systems after all, but the spoils from raids the New Khans had been running along the wastes between NCR and Vault City.
After Darion was killed by the descendant of the man he had sworn vengeance against nearly eighty years earlier, that very same man brokered a deal with the squatters, who accepted the NCR's assistance. With the support the Chosen One secured from the New California Republic, the Vault 15 squatters soon became self-sufficient and productive members of society. The Chosen One's help with Vault 15 launched the New California Republic's push to civilize its neighbors. Though there were many more obstacles to overcome, the NCR now had a foothold into the northern wastes.
Vault 17
Vault 17 is one of the Vault-Tec vaults. The vault's original purpose in the vault experiment is unknown. The vault is located somewhere in the Core Region, however, the exact location is also unknown.The vault was raided in 2154 by the Master's Army, and its inhabitants were taken prisoner and subsequently turned into super mutants.
Lillian Marie Bowen, Becky and Jimmy are the only known inhabitants of Vault 17. They lived in the Vault until Lily was 75 years old, at which time she was captured by the Master's Army and turned into a nightkin.
Vault 17 is one of the Vault-Tec vaults. The vault's original purpose in the vault experiment is unknown. The vault is located somewhere in the Core Region, however, the exact location is also unknown.The vault was raided in 2154 by the Master's Army, and its inhabitants were taken prisoner and subsequently turned into super mutants.
Lillian Marie Bowen, Becky and Jimmy are the only known inhabitants of Vault 17. They lived in the Vault until Lily was 75 years old, at which time she was captured by the Master's Army and turned into a nightkin.
Vault 19
Vault 19 is one of the Vault-Tec vaults in the Mojave Wasteland. By 2281 the vault has been abandoned by its original inhabitants, and is currently occupied by Powder Gangers founder Samuel Cooke and his escaped convict followers.Vault 19’s “social experiment” involved the segregation of the dwellers into two different colored sections, with minimal contact. After the sulfur from the cave system beneath the vault unexpectedly began to leak through the ventilation system, a sense of paranoia grew, and the vault became abandoned, although records are inconclusive. The Great Khans avoided the vault (as historically, they haven’t had the best of times squatting in vaults) as they moved north. No other group has been aggressive enough to attempt to displace the fire geckos from the vault. Powder Gangers, searching for a location to turn into a base, explored the upper floor of Vault 19 and found that it was “mostly clear.” Now they wait, with a fragmented leadership[1] conducting small scale raids on caravans passing the I-15.
Vault 19 is one of the Vault-Tec vaults in the Mojave Wasteland. By 2281 the vault has been abandoned by its original inhabitants, and is currently occupied by Powder Gangers founder Samuel Cooke and his escaped convict followers.Vault 19’s “social experiment” involved the segregation of the dwellers into two different colored sections, with minimal contact. After the sulfur from the cave system beneath the vault unexpectedly began to leak through the ventilation system, a sense of paranoia grew, and the vault became abandoned, although records are inconclusive. The Great Khans avoided the vault (as historically, they haven’t had the best of times squatting in vaults) as they moved north. No other group has been aggressive enough to attempt to displace the fire geckos from the vault. Powder Gangers, searching for a location to turn into a base, explored the upper floor of Vault 19 and found that it was “mostly clear.” Now they wait, with a fragmented leadership[1] conducting small scale raids on caravans passing the I-15.
Vault 21
Vault 21 is a Vault-Tec vault that was once hidden under Las Vegas, Nevada. It has since been converted into a hotel/casino and acts as one of many sources of income for Mr. House and his young New Vegas empire.
Located in downtown Las Vegas, Nevada, Vault 21 was a unique Vault experiment: everyone in the vault was equal, it was created with a perfectly symmetrical layout, and the dwellers settled their differences via games of chance. Reliance on luck to solve problems created what might be considered the perfect realization of anarchy: a society in which everyone is equal and no one has an advantage over the others. Vault-Tec ensured that every person admitted to the vault when it first sealed was a compulsive gambler, and were unable to decline when Vault-Tec personnel running the vault informed them that this was how the vault was to be run. The original dwellers then passed on their lifestyle to their children and so on.
However, as with all utopias, the peace was not lasting. Sometime between 2271 and 2281, Robert House planned an occupation of Vault 21. Resisting attempts to be assimilated into his empire, the inhabitants agreed on gambling to settle the issue. The game they played to settle the deal was blackjack and almost the entire vault was in attendance. In a risky bet, the supporters of House won against the opposition, and Vault 21's interior was stripped of its useful electronics and equipment and partially filled in with concrete, forcing the dwellers to resettle in the wasteland and on the Strip. At Sarah Weintraub's andMichael Angelo's (a.k.a. Sheldon Weintraub) insistence, House left the topmost level intact and allowed the Weintraubs to establish a hotel there, which became another source of income for his fledgling empire.
Vault 21 is one of the extremely rare experimental vaults which successfully protected its inhabitants while fulfilling the parameters of its experiment. The experiments in most other Vault-Tec vaults ended up killing or permanently altering their inhabitants. Although Vault 3 was a control vault, intended to recolonize the surface after an extended period of time, when its door was opened the Fiends slaughtered its residents and took over.
Vault 21 is a Vault-Tec vault that was once hidden under Las Vegas, Nevada. It has since been converted into a hotel/casino and acts as one of many sources of income for Mr. House and his young New Vegas empire.
Located in downtown Las Vegas, Nevada, Vault 21 was a unique Vault experiment: everyone in the vault was equal, it was created with a perfectly symmetrical layout, and the dwellers settled their differences via games of chance. Reliance on luck to solve problems created what might be considered the perfect realization of anarchy: a society in which everyone is equal and no one has an advantage over the others. Vault-Tec ensured that every person admitted to the vault when it first sealed was a compulsive gambler, and were unable to decline when Vault-Tec personnel running the vault informed them that this was how the vault was to be run. The original dwellers then passed on their lifestyle to their children and so on.
However, as with all utopias, the peace was not lasting. Sometime between 2271 and 2281, Robert House planned an occupation of Vault 21. Resisting attempts to be assimilated into his empire, the inhabitants agreed on gambling to settle the issue. The game they played to settle the deal was blackjack and almost the entire vault was in attendance. In a risky bet, the supporters of House won against the opposition, and Vault 21's interior was stripped of its useful electronics and equipment and partially filled in with concrete, forcing the dwellers to resettle in the wasteland and on the Strip. At Sarah Weintraub's andMichael Angelo's (a.k.a. Sheldon Weintraub) insistence, House left the topmost level intact and allowed the Weintraubs to establish a hotel there, which became another source of income for his fledgling empire.
Vault 21 is one of the extremely rare experimental vaults which successfully protected its inhabitants while fulfilling the parameters of its experiment. The experiments in most other Vault-Tec vaults ended up killing or permanently altering their inhabitants. Although Vault 3 was a control vault, intended to recolonize the surface after an extended period of time, when its door was opened the Fiends slaughtered its residents and took over.
Vault 22
Vault 22 is a Vault-Tec Vault constructed before the start of the Great War in 2077 in what became the Mojave Wasteland. The Vault door is open, with various kinds of plants around the exterior and creatures such as giant mantises. It is located, and can be approached from, south-south-west of the Griffin Wares sacked caravan, east of Jacobstown and west from The Thorn. The entrance is at the bottom of the cliff.Vault 22 was a “green” vault, filled with scientists dedicated to their experiment: keeping the entire population of the vault alive with plants grown within its confines. The experiment could be said to have exceeded all expectations, but with horrific side effects, which turned the vault's dwellers into spore carriers. Many have attempted to locate the data the scientists left behind, but so far nobody has returned alive. The vault is open, but warning signs surround it from people lucky enough to survive their initial encounter with the vault’s inhabitants.
Vault 22 is a Vault-Tec Vault constructed before the start of the Great War in 2077 in what became the Mojave Wasteland. The Vault door is open, with various kinds of plants around the exterior and creatures such as giant mantises. It is located, and can be approached from, south-south-west of the Griffin Wares sacked caravan, east of Jacobstown and west from The Thorn. The entrance is at the bottom of the cliff.Vault 22 was a “green” vault, filled with scientists dedicated to their experiment: keeping the entire population of the vault alive with plants grown within its confines. The experiment could be said to have exceeded all expectations, but with horrific side effects, which turned the vault's dwellers into spore carriers. Many have attempted to locate the data the scientists left behind, but so far nobody has returned alive. The vault is open, but warning signs surround it from people lucky enough to survive their initial encounter with the vault’s inhabitants.
Vault 24
The vault's original purpose in the vault experiment is unknown.Nothing else is known.
The vault's original purpose in the vault experiment is unknown.Nothing else is known.
Vault 27
As part of the vault experiment, this vault would be deliberately overcrowded. 2000 people would be assigned to enter, double the total sustainable amount. The location of this vault is unknown.
As part of the vault experiment, this vault would be deliberately overcrowded. 2000 people would be assigned to enter, double the total sustainable amount. The location of this vault is unknown.
Vault 29
Vault 29 is one of the vaults built by Vault-Tec. As part of the vault experiment, it was meant to be populated by young children.
Harold emerged from Vault 29 in 2090. [1]This vault's experiment was devised by scientific genius Derek Greenway. Most of the parents were either "accidentally" redirected to other vaults or were in the early stages of health conditions that would no doubt cause them to die soon after entering the vault. Instead of a human controller, Vault 29 would have a ZAX super-computer. The ZAX would be programmed to raise children with the aid of robotic helpers, educate them in a primitive culture, and upon their reaching maturity, release them into a controlled environment. They would then be free to rebuild society from the ground up.
At one point Greenway explained his plans for Vault 29 to Diana, the human brain connected to a powerful computer, to see what her opinion would be. He was quite surprised when Diana was appalled at the idea. She said that, although the idea had merit, she found it to be morally objectionable on several levels. She recommended that the plan be scrapped. When Derek refused to do so, Diana took it upon herself to become involved with the project without his knowledge.
When the Great War started and civilization began to fall apart, Diana appropriated control of a satellite dish and aimed it at Vault 29. She then transmitted a series of security codes to the vault's ZAX unit, and gained control. Over the years that followed, Diana was able to see to the upbringing of the children, who founded the village of Twin Mothers outside of the vault. Every year she ordered a worker robot to leave the vault under the pretext of checking conditions outside. In reality they were preparing an area to receive the vault populace when they were ready to leave. Lastly she had a series of projectors installed at strategic locations, ready to project her chosen image. Finally, when the vault doors were opened the inhabitants found Twin Mothers built. Everything was coming together, Diana was ready to play god.
By 2253, the vault itself has ceased working, but it's still a holy place to the inhabitants of Twin Mothers.
Vault 3
Vault 3 is one of the Vault-Tec vaults in the Mojave Wasteland. Except for some flooding in the lower levels, the vault is still mainly intact in 2281 and is now occupied by the Fiends, who killed the vault's original residents.Vault 3 is one of only three vaults in the Mojave with human inhabitants, the others being Vault 21 and Vault 19. This vault was one of the few control vaults that had no experiment connected with it, and it functioned almost exactly to the residents' expectations. Control vaults were designed to open after 20 years, but the residents of Vault 3 decided to keep it sealed far longer, out of concern for the possible dangers they might face outside the vault. All was going well until an accidental water leak occurred, forcing the residents to open the vault to find help. The original Vault 3 inhabitants opened their doors and began to trade with people outside the vault. For a time, it went well and the inhabitants made a good living. However, this also brought the vault to the attention of the Fiends. The inhabitants hadn't set up any security, so the Fiends found little difficulty in raiding and taking the vault.
In many ways, Vault 3 was the ideal post-apocalyptic community that had all too often evaded Vault-Tec's many experiments. The vault’s isolation didn’t affect the residents. They maintained an orderly, democratic society, and, unlike other vaults (Vault 101 in particular), the overseer wasn't a dictator or a megalomaniac. Once again though, as with so many other Vault-Tec designs, the water pipes failed, and by necessity the community was forced into contact with the Mojave's savage peoples which was ultimately their undoing.
Vault 3 is one of the Vault-Tec vaults in the Mojave Wasteland. Except for some flooding in the lower levels, the vault is still mainly intact in 2281 and is now occupied by the Fiends, who killed the vault's original residents.Vault 3 is one of only three vaults in the Mojave with human inhabitants, the others being Vault 21 and Vault 19. This vault was one of the few control vaults that had no experiment connected with it, and it functioned almost exactly to the residents' expectations. Control vaults were designed to open after 20 years, but the residents of Vault 3 decided to keep it sealed far longer, out of concern for the possible dangers they might face outside the vault. All was going well until an accidental water leak occurred, forcing the residents to open the vault to find help. The original Vault 3 inhabitants opened their doors and began to trade with people outside the vault. For a time, it went well and the inhabitants made a good living. However, this also brought the vault to the attention of the Fiends. The inhabitants hadn't set up any security, so the Fiends found little difficulty in raiding and taking the vault.
In many ways, Vault 3 was the ideal post-apocalyptic community that had all too often evaded Vault-Tec's many experiments. The vault’s isolation didn’t affect the residents. They maintained an orderly, democratic society, and, unlike other vaults (Vault 101 in particular), the overseer wasn't a dictator or a megalomaniac. Once again though, as with so many other Vault-Tec designs, the water pipes failed, and by necessity the community was forced into contact with the Mojave's savage peoples which was ultimately their undoing.
Vault 34
vault 34 is one of the Vault-Tec vaults located in the Mojave Wasteland.As part of the Vault experiment, the armory was overstocked with weapons and ammunition. It was also equipped with a great number of recreational facilities, including a full-sized swimming pool, at the cost of living space. By 2281, it still has people living in it[1], including Horowitz, although most of its residents have become feral ghouls and glowing ones. They are, however, still able to speak with some level of intelligence.
According to various sources inside the vault, the vault became overpopulated. Foreseeing problems, the overseer had a remote link to the armory lock installed on his terminal, denying access. A group of residents demanded access to the armory, stating the right to defend themselves, which the overseer denied. Rioting broke out soon after, and the group who had demanded access to the armory stormed the exit and left the vault.
Additionally, according to the Boomers historian Pete, the Boomers used to occupy Vault 34, but they got sick of not being allowed to use their weapons so they left and started a community at Nellis. The fact that Pearl possesses the key to a gun case located deep in Vault 34 contributes to the credibility of this story.
The main exit was then sealed and guards posted to prevent anyone else from leaving. Years later, another group unsuccessfully stormed the armory. With most guards at the main exit or armory, there was little to stop the damage that was done to other areas in the vault, most importantly the reactor cooling vents, main computer systems, and other infrastructure. Consequently, undetected radioactive gases began venting throughout the vault; after this was discovered, panic set in. Whether by accident or design, the main exit could not be opened again, trapping the residents inside, their only hope being an automated unsealing of the vault in the near future or external intervention before they died from radiation poisoning.
vault 34 is one of the Vault-Tec vaults located in the Mojave Wasteland.As part of the Vault experiment, the armory was overstocked with weapons and ammunition. It was also equipped with a great number of recreational facilities, including a full-sized swimming pool, at the cost of living space. By 2281, it still has people living in it[1], including Horowitz, although most of its residents have become feral ghouls and glowing ones. They are, however, still able to speak with some level of intelligence.
According to various sources inside the vault, the vault became overpopulated. Foreseeing problems, the overseer had a remote link to the armory lock installed on his terminal, denying access. A group of residents demanded access to the armory, stating the right to defend themselves, which the overseer denied. Rioting broke out soon after, and the group who had demanded access to the armory stormed the exit and left the vault.
Additionally, according to the Boomers historian Pete, the Boomers used to occupy Vault 34, but they got sick of not being allowed to use their weapons so they left and started a community at Nellis. The fact that Pearl possesses the key to a gun case located deep in Vault 34 contributes to the credibility of this story.
The main exit was then sealed and guards posted to prevent anyone else from leaving. Years later, another group unsuccessfully stormed the armory. With most guards at the main exit or armory, there was little to stop the damage that was done to other areas in the vault, most importantly the reactor cooling vents, main computer systems, and other infrastructure. Consequently, undetected radioactive gases began venting throughout the vault; after this was discovered, panic set in. Whether by accident or design, the main exit could not be opened again, trapping the residents inside, their only hope being an automated unsealing of the vault in the near future or external intervention before they died from radiation poisoning.
Vault 36
As part of the vault experiment, the food extruders were designed to produce only a thin, watery gruel
As part of the vault experiment, the food extruders were designed to produce only a thin, watery gruel
Vault 39
The Vault's original purpose in the Vault experiment is unknown. Recently, due to Reese's experiments in the Vault, it has become a veritable jungle with huge mutated plants that thrive there and will provide more than minor obstacles to overcome
The Vault's original purpose in the Vault experiment is unknown. Recently, due to Reese's experiments in the Vault, it has become a veritable jungle with huge mutated plants that thrive there and will provide more than minor obstacles to overcome
Vault 42
As part of the vault experiment, no light bulbs of more than 40 watts were provided.
As part of the vault experiment, no light bulbs of more than 40 watts were provided.
Vault 43
As part of the vault experiment. Only 20 men, 10 women and one panther entered this vault. Any other vault defects are unknown
As part of the vault experiment. Only 20 men, 10 women and one panther entered this vault. Any other vault defects are unknown
Vault 53
As part of the vault experiment, most of the equipment was designed to break down every few months. While repairable, the breakdowns were intended to stress the inhabitants unduly. The location and fate of this vault is unknown
As part of the vault experiment, most of the equipment was designed to break down every few months. While repairable, the breakdowns were intended to stress the inhabitants unduly. The location and fate of this vault is unknown
Vault 55
As part of the vault experiment, all entertainment tapes were removed. Sociologists predicted it would last longer than Vault 56
As part of the vault experiment, all entertainment tapes were removed. Sociologists predicted it would last longer than Vault 56
Vault 56
As part of the vault experiment, all entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55.
As part of the vault experiment, all entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55.
Vault 6
The original purpose of this Washington state vault in the vault experiment was that it allowed small doses of radiation to leak into the vault once a day, resulting in the population turning into an aggressive pack of extremely irradiated feral ghouls.
The original purpose of this Washington state vault in the vault experiment was that it allowed small doses of radiation to leak into the vault once a day, resulting in the population turning into an aggressive pack of extremely irradiated feral ghouls.
Vault 68
Vault 68 is one of the Vault-Tec vaults. It was designed to contain 999 men and 1 woman.As part of the vault experiment, of the one thousand people who entered, one was a woman and the rest were men.
Vault 68 is one of the Vault-Tec vaults. It was designed to contain 999 men and 1 woman.As part of the vault experiment, of the one thousand people who entered, one was a woman and the rest were men.
Vault 69
As part of the vault experiment, it is populated by 1 man and 999 women.
As part of the vault experiment, it is populated by 1 man and 999 women.
Vault 70
As part of the vault experiment, all jumpsuit extruders in this vault failed after 6 months. The eventual total lack of clothing combined with Mormon religious sensibilities resulted in the single largest block of social data collected during the vault program
As part of the vault experiment, all jumpsuit extruders in this vault failed after 6 months. The eventual total lack of clothing combined with Mormon religious sensibilities resulted in the single largest block of social data collected during the vault program
Vault 74
Vault 74 is one of the Vault-Tec vaults. The vault was not mentioned in any game and appears only in the game files of Fallout: New Vegas.
It was originally made by Bethesda Softworks developers for the official Fallout 3 G.E.C.K. tutorials. Despite not actually appearing in the game file of Fallout 3, it strangely appears as cut content in the game files of Fallout: New Vegas, although is only accessible through the use of the console commands.
Vault 74 is one of the Vault-Tec vaults. The vault was not mentioned in any game and appears only in the game files of Fallout: New Vegas.
It was originally made by Bethesda Softworks developers for the official Fallout 3 G.E.C.K. tutorials. Despite not actually appearing in the game file of Fallout 3, it strangely appears as cut content in the game files of Fallout: New Vegas, although is only accessible through the use of the console commands.
Vault 76
The Vault-Tec terminal in the Citadel lists Vault 76 as a "control" vault, with 500 occupants. The vault was designed to open after 20 years. It was among the seventeen known control vaults, meaning that it was used as a baseline to compare to experimental vaults. It is also mentioned in one of the alien captive recorded logs (no.13) recorded by Giles Wolstencroft, a Vault-Tec official who was abducted while inspecting the vault's construction site.
The Vault-Tec terminal in the Citadel lists Vault 76 as a "control" vault, with 500 occupants. The vault was designed to open after 20 years. It was among the seventeen known control vaults, meaning that it was used as a baseline to compare to experimental vaults. It is also mentioned in one of the alien captive recorded logs (no.13) recorded by Giles Wolstencroft, a Vault-Tec official who was abducted while inspecting the vault's construction site.
Vault 77
This vault was constructed in a small cave but it's not known when the construction of Vault 77 began. The purpose of Vault 77 in the vault experimentswas to be populated by only one man and a crate full of puppets labeled "P13X U.S. GOVERNMENT ISSUE PUPPET RATION", as a study of the human condition in near-complete isolation, with a crate of puppets modeled after living beings as sole company. The vault door was designed to close automatically when the only Vault 77 dweller entered, and only to reopen months later.
The Vault 77 dweller, later known as the Puppet Man, entered the vault on 23rd October, 2077 when the Great War began. At the one hour mark, he was pounding on the vault door and shouting to anyone who might be listening that they had forgotten all the other vault dwellers. By March 23rd, 2078, he had been reduced to sitting in front of the vault door and sobbing. On February 4th, 2079, he discovered and began to inspect the crate of puppets. By February 23, he had begun to act out simple scenes with these puppets, and by March 30th, 2079, he had created full roles and histories for them, the dog puppet being named "Reverend Hound" and serving as both sheriff and part-time reverend, and another grandmother puppet which he named "Grandma". He celebrated the birthday of the "King" with "Grandma" on this day.
But before going to bed, a Vault Boy puppet that he'd missed earlier began to talk to him (probably a side effect of his isolation and a descent into insanity), which the other puppets did not. One morning in 2079, the "King" was found dead, its head torn off in an act of "regicide." When the Puppet Man confronted the most likely suspect, the Vault Boy puppet told him that they had, in fact, done it together and must flee before "Reverend Hound" came for them. The Puppet Man, accompanied by the Vault Boy puppet, opened the vault door (which was no longer locked) only to find a giant radscorpion holding up a car in each claw. Faced with this, he decided to "sleep on it" before proceeding. By December 2079, the Puppet Man had managed to leave Vault 77 along with the Vault Boy puppet and a giant ant which he takes as a mount in the wasteland. Vault 77 was thereafter abandoned.
This vault was constructed in a small cave but it's not known when the construction of Vault 77 began. The purpose of Vault 77 in the vault experimentswas to be populated by only one man and a crate full of puppets labeled "P13X U.S. GOVERNMENT ISSUE PUPPET RATION", as a study of the human condition in near-complete isolation, with a crate of puppets modeled after living beings as sole company. The vault door was designed to close automatically when the only Vault 77 dweller entered, and only to reopen months later.
The Vault 77 dweller, later known as the Puppet Man, entered the vault on 23rd October, 2077 when the Great War began. At the one hour mark, he was pounding on the vault door and shouting to anyone who might be listening that they had forgotten all the other vault dwellers. By March 23rd, 2078, he had been reduced to sitting in front of the vault door and sobbing. On February 4th, 2079, he discovered and began to inspect the crate of puppets. By February 23, he had begun to act out simple scenes with these puppets, and by March 30th, 2079, he had created full roles and histories for them, the dog puppet being named "Reverend Hound" and serving as both sheriff and part-time reverend, and another grandmother puppet which he named "Grandma". He celebrated the birthday of the "King" with "Grandma" on this day.
But before going to bed, a Vault Boy puppet that he'd missed earlier began to talk to him (probably a side effect of his isolation and a descent into insanity), which the other puppets did not. One morning in 2079, the "King" was found dead, its head torn off in an act of "regicide." When the Puppet Man confronted the most likely suspect, the Vault Boy puppet told him that they had, in fact, done it together and must flee before "Reverend Hound" came for them. The Puppet Man, accompanied by the Vault Boy puppet, opened the vault door (which was no longer locked) only to find a giant radscorpion holding up a car in each claw. Faced with this, he decided to "sleep on it" before proceeding. By December 2079, the Puppet Man had managed to leave Vault 77 along with the Vault Boy puppet and a giant ant which he takes as a mount in the wasteland. Vault 77 was thereafter abandoned.
Vault 8
Vault 8 was designed to house a thousand or so dwellers. It opened as intended after receiving the all-clear signal, and its residents emerged to begin rebuilding civilization. Vault City was the result. Years after its residents emerged, the shelter was used primarily as a medical center (quite possibly the best one in the Wasteland, outside of the Enclave or the BoS) for citizens, a power source (although the nuclear power plant cannot sustain a large settlement indefinitely), an information hub (Central Computer and its servers) and a storage space for ore and other supplies essential to the well being of the city.
Inhabitants of the city rarely (if ever) venture into the lower levels. Servants are tasked with keeping the vault clean, but they are unable to prevent deterioration - most of the vault doors are stuck and cannot be opened, while foreign items rattle in the air ducts. There is only one permanent inhabitant on the lower levels - Martin, who is a stuttering loner tasked with looking after the equipment in the Command Center.
Vault 8 was designed to house a thousand or so dwellers. It opened as intended after receiving the all-clear signal, and its residents emerged to begin rebuilding civilization. Vault City was the result. Years after its residents emerged, the shelter was used primarily as a medical center (quite possibly the best one in the Wasteland, outside of the Enclave or the BoS) for citizens, a power source (although the nuclear power plant cannot sustain a large settlement indefinitely), an information hub (Central Computer and its servers) and a storage space for ore and other supplies essential to the well being of the city.
Inhabitants of the city rarely (if ever) venture into the lower levels. Servants are tasked with keeping the vault clean, but they are unable to prevent deterioration - most of the vault doors are stuck and cannot be opened, while foreign items rattle in the air ducts. There is only one permanent inhabitant on the lower levels - Martin, who is a stuttering loner tasked with looking after the equipment in the Command Center.
Vault 87
Vault 87 is one of the vault series of fallout shelters developed by Vault-Tec. It is located northwest of Little Lamplight and southwest of Broadcast tower KT8. It is the birthplace of the super mutants and centaurs in the Capital Wasteland.In 2078, the original inhabitants of Vault 87 were taken to airtight chambers and exposed to a concentrated form of Forced Evolutionary Virus (FEV).
Evidence suggests that the overseer and his security guards were not aware of the Forced Evolutionary Virus' true nature, but were simply following orders from Vault-Tec. When the first vault dwellers were turned into super mutants, they in turn forcibly mutated the others, until the remaining population were either mutated or killed.
The Vault 87 super mutants are obsessed with the preservation of their brand new species. Since they are all sterile, they kidnap humans from all over the Capital Wasteland and bring them to the Vault to be mutated. They had been doing so for nearly 200 years, until their source of FEV started to run out. Because of the shortage of the "green stuff," there are now super mutant bands searching all over the Capital Wasteland for a new source of the virus
Vault 87 is one of the vault series of fallout shelters developed by Vault-Tec. It is located northwest of Little Lamplight and southwest of Broadcast tower KT8. It is the birthplace of the super mutants and centaurs in the Capital Wasteland.In 2078, the original inhabitants of Vault 87 were taken to airtight chambers and exposed to a concentrated form of Forced Evolutionary Virus (FEV).
Evidence suggests that the overseer and his security guards were not aware of the Forced Evolutionary Virus' true nature, but were simply following orders from Vault-Tec. When the first vault dwellers were turned into super mutants, they in turn forcibly mutated the others, until the remaining population were either mutated or killed.
The Vault 87 super mutants are obsessed with the preservation of their brand new species. Since they are all sterile, they kidnap humans from all over the Capital Wasteland and bring them to the Vault to be mutated. They had been doing so for nearly 200 years, until their source of FEV started to run out. Because of the shortage of the "green stuff," there are now super mutant bands searching all over the Capital Wasteland for a new source of the virus
Vault 92
Vault 92 is one of the Vaults created by Vault-Tec as part of the Vault Experiments. The world's best musicians were invited to Vault 92 with the promise to "preserve artistic talent" during the Great War. However, in reality, this vault was geared specifically for experimenting with white noise generators that implanted subliminal messages into the minds of its resident population. It is located northwest of the deathclaw-infested ruins of Old Olney.The true purpose of Vault 92 was to act as a testing ground for the creation of "super soldiers" by way of "subliminal suggestion." By exposing the citizens of the Vault to white noise that contained hidden subconscious messages, the Vault Overseer hoped to create soldiers that could be controlled through a form of hypnosis, thus fulfilling his orders from Vault-Tec. This research was then to be used for a project to create super soldiers who would be completely obedient and fight far more ferociously than normal humans. The Vault's lead researcher Professor Malleus was initially unaware that the overseer intended to use the research team's work to create soldiers. He thought he was researching their musical talents, etc. This is made clear by a series of his recordings you can pick up throughout the Vault.
The recordings state that, although the experiment initially showed great promise, the most promising subject began exhibiting extreme, uncontrollable aggression and tore three people apart before the Vault's security team was forced to subdue him. It took 23 gunshots to finally take him down. Professor Malleus is horrified at this and cannot understand why a resident would act in such an extremely aggressive manner (as far as the doctor is concerned, the suggestions are limited to simple and harmless triggers like obsessive fixing of hair, constant ear scratching etc.). A later log on the Overseer's terminal shows that he intentionally placed a subliminal message in the resident to trigger a violent outburst, as a measure to see whether the command would be obeyed, how much damage he would do, and how much punishment he would be able to survive before Vault Security killed him. He expresses particular delight in the 20+ bullets required to stop the subject, stating that a whole army of soldiers implanted in such a fashion would be unstoppable.
This rage soon manifested in other subjects. One computer terminal contains the diary of one of the inhabitants, Zoe Hammerstein, who went mad because of the white noise. The diary shows her writing (specifically her spelling and grammar) degenerate, until her final entry, where she begs her friends for help in a sentence that is barely comprehensible.
Attempts by the Vault Overseer to contain the situation (such as by programming code words into the subjects' implants in order to stop them) only worked briefly. Professor Malleus, the expert in charge of the white noise experiment, soon lost hope in the project and attempted several times to convince the Overseer, Richard Rubin, to take the situation more seriously and even consider abandoning the Vault in light of the violent and savage behavior of the residents, not realizing what Rubin had done until it was too late. However it seems that Rubin had Professor Malleus killed, based on evidence from a log on his computer terminal.
More than one-half of the Vault's population (according to Professor Malleus's V92-05 audio log) eventually became violently unstable and began slaughtering the rest of their fellow residents. A note titled "Feedback Loop" explains that the survivors yet untouched by experiment made one last push for the escape, possibly explaining why the vault door was left open. The "normal" vault citizens made an attempt to stave off the crazed group, so there arefrag mines scattered around the Vault. Sadly, the skeletons of the presumed young lovers Hilda Egglebrecht and Parker Livingsteen can be found locked into the Recording Studio, a place where they once enjoyed accompanying each other greatly, according to notes left by Parker.
The heavy presence of the mirelurks is explained by a computer terminal in the lower, flooded parts of the Vault. Apparently, shortly before the "crazies" incident, there was an issue with one of the walls in that area, which had cracked because of some body of water nearby. The wall was repaired and given some minor reinforcements, but the Chief Engineer of the Vault, Carl Maynard, stated in this terminal that the repairs were only temporary and that a serious approach needed to be discussed. However nothing was done because of the mad inhabitants, and the wall there eventually broke, allowing the mirelurks to gain access to the Vault.
Vault 92 is one of the Vaults created by Vault-Tec as part of the Vault Experiments. The world's best musicians were invited to Vault 92 with the promise to "preserve artistic talent" during the Great War. However, in reality, this vault was geared specifically for experimenting with white noise generators that implanted subliminal messages into the minds of its resident population. It is located northwest of the deathclaw-infested ruins of Old Olney.The true purpose of Vault 92 was to act as a testing ground for the creation of "super soldiers" by way of "subliminal suggestion." By exposing the citizens of the Vault to white noise that contained hidden subconscious messages, the Vault Overseer hoped to create soldiers that could be controlled through a form of hypnosis, thus fulfilling his orders from Vault-Tec. This research was then to be used for a project to create super soldiers who would be completely obedient and fight far more ferociously than normal humans. The Vault's lead researcher Professor Malleus was initially unaware that the overseer intended to use the research team's work to create soldiers. He thought he was researching their musical talents, etc. This is made clear by a series of his recordings you can pick up throughout the Vault.
The recordings state that, although the experiment initially showed great promise, the most promising subject began exhibiting extreme, uncontrollable aggression and tore three people apart before the Vault's security team was forced to subdue him. It took 23 gunshots to finally take him down. Professor Malleus is horrified at this and cannot understand why a resident would act in such an extremely aggressive manner (as far as the doctor is concerned, the suggestions are limited to simple and harmless triggers like obsessive fixing of hair, constant ear scratching etc.). A later log on the Overseer's terminal shows that he intentionally placed a subliminal message in the resident to trigger a violent outburst, as a measure to see whether the command would be obeyed, how much damage he would do, and how much punishment he would be able to survive before Vault Security killed him. He expresses particular delight in the 20+ bullets required to stop the subject, stating that a whole army of soldiers implanted in such a fashion would be unstoppable.
This rage soon manifested in other subjects. One computer terminal contains the diary of one of the inhabitants, Zoe Hammerstein, who went mad because of the white noise. The diary shows her writing (specifically her spelling and grammar) degenerate, until her final entry, where she begs her friends for help in a sentence that is barely comprehensible.
Attempts by the Vault Overseer to contain the situation (such as by programming code words into the subjects' implants in order to stop them) only worked briefly. Professor Malleus, the expert in charge of the white noise experiment, soon lost hope in the project and attempted several times to convince the Overseer, Richard Rubin, to take the situation more seriously and even consider abandoning the Vault in light of the violent and savage behavior of the residents, not realizing what Rubin had done until it was too late. However it seems that Rubin had Professor Malleus killed, based on evidence from a log on his computer terminal.
More than one-half of the Vault's population (according to Professor Malleus's V92-05 audio log) eventually became violently unstable and began slaughtering the rest of their fellow residents. A note titled "Feedback Loop" explains that the survivors yet untouched by experiment made one last push for the escape, possibly explaining why the vault door was left open. The "normal" vault citizens made an attempt to stave off the crazed group, so there arefrag mines scattered around the Vault. Sadly, the skeletons of the presumed young lovers Hilda Egglebrecht and Parker Livingsteen can be found locked into the Recording Studio, a place where they once enjoyed accompanying each other greatly, according to notes left by Parker.
The heavy presence of the mirelurks is explained by a computer terminal in the lower, flooded parts of the Vault. Apparently, shortly before the "crazies" incident, there was an issue with one of the walls in that area, which had cracked because of some body of water nearby. The wall was repaired and given some minor reinforcements, but the Chief Engineer of the Vault, Carl Maynard, stated in this terminal that the repairs were only temporary and that a serious approach needed to be discussed. However nothing was done because of the mad inhabitants, and the wall there eventually broke, allowing the mirelurks to gain access to the Vault.
Vault 95
Nothing is known about this vault.
Nothing is known about this vault.
Vault city
Vault City sprang from a vault that opened, as planned, several decades after the bombs dropped. The inhabitants used their G.E.C.K. and soon it became a prosperous city. Unfortunately, the citizens have turned inwards and revel in ethnocentric elitism, rather than expanding their horizons. Vault City is like a well-crafted plastic apple - pretty to look at, but unchanging and hollow.
According to Chris Avellone, the Vault opened in 2091 after receiving its all-clear signal.[2] This is supported somewhat by dialogue with Joanne Lynettewhere the Chosen One claims Vault City opened 70 years before the Vault Dweller stopped the Master in 2162, or 2092.[3] Joanne Lynette herself claims Vault City received its signal 2 years after it was sealed, but opened 120 years before the events of Fallout 2 (2241-2242), within the years 2121-2122.
According to Lynette, surface sensors monitored by staff was the source of the all-clear.[4] Due to the lack of confirmation from dialogue with Vault 8's central computer that Lynette defers the Chosen One to, [5] it is entirely possible that the all-clear signal came from the Enclave[6]
The city was subsequently built around the Vault, using its fusion generator as a power source, as well as knowledge contained in the G.E.C.K to establish the first of their structures.
The city population in 2241 was 103 citizens, and an unknown number of non-citizen servants and courtyard residents.
Vault City sprang from a vault that opened, as planned, several decades after the bombs dropped. The inhabitants used their G.E.C.K. and soon it became a prosperous city. Unfortunately, the citizens have turned inwards and revel in ethnocentric elitism, rather than expanding their horizons. Vault City is like a well-crafted plastic apple - pretty to look at, but unchanging and hollow.
According to Chris Avellone, the Vault opened in 2091 after receiving its all-clear signal.[2] This is supported somewhat by dialogue with Joanne Lynettewhere the Chosen One claims Vault City opened 70 years before the Vault Dweller stopped the Master in 2162, or 2092.[3] Joanne Lynette herself claims Vault City received its signal 2 years after it was sealed, but opened 120 years before the events of Fallout 2 (2241-2242), within the years 2121-2122.
According to Lynette, surface sensors monitored by staff was the source of the all-clear.[4] Due to the lack of confirmation from dialogue with Vault 8's central computer that Lynette defers the Chosen One to, [5] it is entirely possible that the all-clear signal came from the Enclave[6]
The city was subsequently built around the Vault, using its fusion generator as a power source, as well as knowledge contained in the G.E.C.K to establish the first of their structures.
The city population in 2241 was 103 citizens, and an unknown number of non-citizen servants and courtyard residents.
Vault depressive syndrome
The Vault depressive syndrome, or VDS, is a mental health ailment. VDS was first diagnosed in the mid-21st century by Vault-Tec vault physicians. The physicians' notes and treatment methods were recorded and codified in the Vault-Tec medical protocols. The physicians listed some of the symptoms of this ailment as lethargy, anxiety, and low self-esteem. Some residents who have these symptoms can sometimes act out their insecurities and low self-esteem by bullying other residents. If a resident exhibits these symptoms, the physicians write that the afflicted person should be encouraged to see a vault physician for diagnosis. If diagnosed with VDS, the afflicted person is prescribed an anti-anxiety medication.
The Vault depressive syndrome, or VDS, is a mental health ailment. VDS was first diagnosed in the mid-21st century by Vault-Tec vault physicians. The physicians' notes and treatment methods were recorded and codified in the Vault-Tec medical protocols. The physicians listed some of the symptoms of this ailment as lethargy, anxiety, and low self-esteem. Some residents who have these symptoms can sometimes act out their insecurities and low self-esteem by bullying other residents. If a resident exhibits these symptoms, the physicians write that the afflicted person should be encouraged to see a vault physician for diagnosis. If diagnosed with VDS, the afflicted person is prescribed an anti-anxiety medication.