Overview
Vaults are self-sustaining subterranean complexes meant to house up to 1,000 people in the event of a nuclear holocaust or global pandemic. The vaults were designed by Vault-Tec Corporation and constructed in collaboration with RobCo Industries. The ulterior purpose of many of the vaults was to conduct human experiments as contracted in secret by the Enclave.
Notable Vaults
Los Angeles Vault
Location: Los Angeles, California
Created before the official start of the vault project, the Los Angeles Vault was Vault-Tec's demonstration to prove the functionality of the vaults. It's success lead to the beginning of Vault-Tec's Project Safehouse. The vault became the main base for The Master and his Unity project.
Appears in Fallout.
Vault 0
Location: Cheyenne Mountain, Colorado
Designed to be the nucleus of the Vault network, Vault 0 houses the geniuses of the pre-war United States who are kept in cryogenic stasis.
Appears in Fallout Tactics.
Vault 3
Location: Mojave Wasteland
One of the few control vaults built by Vault-Tec that was not designed for human experimentation. A water pipe failure eventually lead to the vault being opened and later taken over by the Fiends.
Appears in Fallout: New Vegas.
Vault 11
Location: Las Vegas, Nevada
A social experiment testing human nature. More specifically, the ability to sacrifice oneself for others, and the ability to place ideals above one's own life.
Appears in Fallout: New Vegas.
Vault 12
Location: Bakersfield, California
To study the effects of radiation on a controlled population, the vault door to Vault 12 was designed to not close properly. As a resut, a large population of ghouls escaped into the Wasteland.
Appears in Fallout.
Vault 13
Location: Mt. Whitney, California
Designed as a study of prologned isolation, Vault 13 was intended to stay closed for 200 years. However, a broken water chip forced the Overseer to send out the Vault Dweller into the Wasteland to retrieve a new chip.
Appears in Fallout and Fallout 2.
Vault 15
Location: Southern California
Intended to stay closed for 50 years and included people of radically different ideologies.
Appears in Fallout and Fallout 2.
Vault 17
Location: Unknown
The original purpose of the vault's experiment is unknown. The vault was raided in 2154 by the Master's Army, with its inhabitants taken prisoner and turned into super mutants.
Mentioned in Fallout: New Vegas
Vault 19
Location: Red Rock Canyon, Nevada
The vault was segregated into two groups, Red and Blue. The groups lived in separate sections of the vault and the inhabitants may have been chosen due to pre-existing paranoia.
Appears in Fallout: New Vegas.
Vault 21
Location: Las Vegas, Nevada
The purpose of this vault is to study gambling, having only compulsive gamblers selected as residents. All conflicts withing the vault have to be resolved by gambling. Vault 21 is one of the few non-control vaults that didn't end in failure. When it's vault door opened, the residents successfully integrated into the nearby outside societies.
Appears in Fallout: New Vegas.
Vault 22
Location: Las Vegas, Nevada
The vault was designed to develop advanced agricultural technologies. Successes lead to creations of plants able to grow under artificial light. However, an experiment on pest control lead to a genetically-manufactures spore, either killing the inhabitants or hideously transforming them.
Appears in Fallout: New Vegas.
Vault 29
Location: Colorado
Designed to study experiments on children, none of the original inhabitants of the vault were above the age of 15 years old. Instead of a human Overseer, Vault 29 was controlled by a ZAX supercomputer.
Mentioned in Fallout.
Vault 34
Location: Las Vegas, Nevada
Vault 34, as part of it's experiment, was designed with an overstocked armory and a great number of recreational facilities, sacrificing normal living space. By 2281, there were still people living inside of the vault.
Appears in Fallout: New Vegas.
Vault 69
Location: Unknown
As part of its experiment, Vault 69 was populated by 1 man and 999 women.
Vault 75
Location: Boston, Massachusetts
Excluding the official vault staff, all residents were under the age of 18. All parents were secretly separated from the children, later executed by the vault security staff.
Vault 76
Location: West Virginia
Like Vault 3 and Vault 8, Vault 76 was intended to open and re-colonize the surface after 20 years. The vault was unveiled by Vault-Tec in 2076 to celebrate the United States' 300th anniversary.
Appears in Fallout 76.
Vault 77
Location: Unknown
As a study of the human condition in near-complete isolation, Vault 77 was populated with just one man and a crate full of puppets, labeled "P13X U.S. GOVERNMENT ISSUE PUPPET RATION".
Mentioned in Fallout 3.
Vault 81
Location: Boston, Massachusetts
Constructed as a science laboratory to try to develop a single cure for all human diseases. To do this, the vault had to sections: the vault residents living in one section, and the Vault-Tec scientists working and observing the residents in the other.
Appears in Fallout 4.
Vault 87
Location: Washington, D.C.
Location of the experiment of the Forced Evolutionary Virus (FEV), giving birth to the Super Mutants and Centaurs in the Capital Wasteland.
Appears in Fallout 3.
Vault 92
Location: Washington, D.C.
Populated by renowned musicians, Vault 92 was the site of an experiment testing a white-noise system designed to combat-oriented suggestions.
Appears in Fallout 3.
Vault 95
Location: Boston, Massachusetts
Populated only by drug addicts and an undercover Vault-Tec employee. The vault residents would elect an overseer and hold self-contained therapy sessions. After 5 years, a hidden drug stash was unlocked, resulting in all residents falling back into addiction and killing each other
Appears in Fallout 4.
Vault 101
Location: Washington, D.C.
Designed as a study of an omnipotent, dictatorial overseer in a closed community. Unlike other vaults, Vault 101 was never intended to ever reopen.
Appears in Fallout 3.
Vault 106
Location: Washington, D.C.
Ten days after the vault door was sealed, psychoactive drugs were released into the air filtration system
Appears in Fallout 3.
Vault 108
Location: Washington, D.C.
Constructed with a human cloning lab. All current residents, as of 2281, are clones of one man, named Gary.
Appears in Fallout 3.
Vault 111
Location: Boston, Massachusetts
Housing cryo chambers to test the long term effects of cryogenic suspension on unaware persons. The plan was to observe the residents and protect the vault for 180 days, but dwindling supplies lead to a mutiny of the security staff against the scientists. After 210 years, the deteriorating systems malfunctioned, resulting in the killing of all residents, with the exception of the Sole Survivor.
Appears in Fallout 4.
Vault 112
Location: Washington, D.C.
All residents were placed in cryogenic stasis connected to a virtual reality simulator. Designed to live in a "perfect" virtual life, the creator of the simulator, Dr. Stanislaus Braun, held absolute control and used the simulator to torture the residents for his personal pleasure.
Appears in Fallout 3.
Vault 114
Location: Boston, Massachusetts
Housing politicians and Boston's elite class, Vault 114 was designed to test the stress of living in impoverished conditions on people who have be accustomed to extreme wealth.
Appears in Fallout 4.
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