Every Fallout Vault Explained - Ranked From Least To Most Insane

FranklyGaming2 minutes read

The Fallout game and TV series showcase various creatures and scenarios, with a focus on vaults as sites of human experimentation. Positive behaviors in places like Vault 84 lead to well-behaved communities, while unethical experiments persist due to twisted overseers like Dr. Olette in Vault 81.

Insights

  • Vaults like Vault 84 showcase positive outcomes through community-driven decisions, leading to a safe and harmonious society.
  • Ethical choices by individuals like Dr. Olette in Vault 81 can have significant impacts, saving lives and fostering positive outcomes within the vaults.
  • The dark side of Vault-Tec's experiments is revealed through twisted scenarios like Vault 6's daily radiation exposure turning inhabitants into feral ghouls.
  • The Fallout series delves into the themes of control, immortality, and power through the sinister experiments conducted by Vault-Tec and the government.
  • The Fallout universe's vaults present a spectrum of horrors, from psychological experiments inducing madness to violent mutations and societal breakdowns, highlighting the depths of human depravity and resilience.

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Recent questions

  • What is the purpose of the vaults in Fallout?

    The vaults in Fallout serve as sites for extreme human experimentation and suffering, with some focused on twisted experiments, monetizing human death, and subjecting inhabitants to unethical research. These vaults were constructed by Vault-Tec, a mega Corporation, to explore the effects of various scenarios on human behavior and survival in post-apocalyptic settings.

  • How do the vaults in Fallout impact society?

    The vaults in Fallout inspire positive behaviors like community events, helping others, and discouraging disorderly conduct, leading to safe and harmonious societies within the vaults. Despite the dark experiments and suffering, some vaults showcase the potential for ethical decisions and heroic actions to shape the outcomes and save lives.

  • What are some notable vaults in the Fallout series?

    Some notable vaults in the Fallout series include Vault 84, known for its unique annual vote to exile the most dangerous inhabitant, resulting in a well-behaved community. Vaults like Vault 8 and Vault 13 serve as control vaults for experiments, while others like Vault 111 and Vault 101 feature cryogenic experiments and societal control through isolation.

  • How do the vaults in Fallout contribute to the game's narrative?

    The vaults in Fallout play a crucial role in shaping the game's narrative by providing settings for quests, character development, and moral choices. These vaults showcase the consequences of unethical experiments, the impact of individual actions on society, and the dark side of scientific progress in a post-apocalyptic world.

  • What themes are explored through the vaults in Fallout?

    The vaults in Fallout explore themes of power, control, ethical decision-making, survival, and the consequences of unchecked scientific progress. These themes are reflected in the experiments conducted within the vaults, the societal structures that emerge, and the moral dilemmas faced by players as they navigate the dark and twisted stories hidden within the vaults.

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Summary

00:00

Vaults: Experiments, Exile, and Ethical Choices

  • Fallout is a renowned game and television series featuring various creatures and scenarios, but the focus is on the vaults, which are sites of extreme human experimentation and suffering.
  • There are 122 individual containment facilities constructed by a mega Corporation for twisted experiments, monetizing human death and suffering for their own gain.
  • Vault 84 is a unique vault where a vote is held annually to exile the most dangerous inhabitant, leading to a well-behaved community and a safe environment.
  • The vault inspired positive behaviors like community events, helping others, and discouraging disorderly conduct, resulting in a safe and harmonious society.
  • Vault 84's history is mostly positive, except for a tragic incident involving nearby Vault 109, which suffered a catastrophic failure due to a radiation leak.
  • Vault overseers were often handpicked by Vault-Tec for their willingness to subject fellow humans to twisted experiments, ensuring the experiments continued.
  • In Vault 81, overseer Dr. Olette stood up against heinous experiments on human subjects, leading to a plan to lock away scientists conducting unethical research.
  • The robotic assistant, Miss Nancy, continued the research after the scientists' deaths, eventually creating a universal cure for humanity, which remained a secret for decades.
  • Vault 81's story involves a harrowing choice for the player, highlighting the impact of one heroic person in saving lives and the positive outcomes of ethical decisions.
  • Control vaults like Vault 8 in Fallout 2 serve as normal places to validate experiments elsewhere, with Vault 8 opening to help rebuild the world with advanced technology and medicine.
  • Vault 13, where the player starts their journey in Fallout 1 and 2, faces a water chip failure crisis, leading to a quest to find solutions and encountering the antagonist, the Master.

14:58

Vault 76: Early Opening, Happy Beginnings, Appalachia

  • Vault 76 is where the journey in Fallout 76 begins, initially plagued with bugs and issues but improved over time with large patches.
  • Vault 76 was one of 17 control vaults for Vault-Tec, housing top students and a former White House chief of staff.
  • Vault 76 opened its doors early, 20 years post the Great War, making it one of the earliest to do so in the Fallout timeline.
  • The game's setting in forested Appalachia contributes to its less destroyed appearance compared to other Fallout games.
  • Radiation's impact on fauna explains the lush landscape in non-heavily targeted areas like Appalachia.
  • Vault 76 offers a happy and tame story, with facilities for fun, meals, and socializing, set in a beautiful location.
  • Vault 111 in Fallout 4 serves as a starting point, with a cryogenic experiment leading to the player's journey to find their missing son.
  • The Vault's history unfolds 150 years later when The Institute retrieves the player character's baby for research purposes.
  • Vault 101 in Fallout 3 is an experiment where the door must always remain shut, leading to a society that never sees sunlight.
  • The Vault's overseer creates mass hysteria about the outside world, resulting in chaos and the player character's escape to the wasteland.

29:31

"Dark Secrets of Fallout Vaults Revealed"

  • Vault 70 housed up to 120 dwellers and stored gold secretly transferred from Fort Knox, with a history of power struggles and wealth-seeking actors.
  • In Vault 70, jumpsuit extruders were set to fail after 6 months, prompting dwellers to leave, impacting the canceled Fallout van Beren project.
  • Vault 70 was home to three Garden of Eden creation kits and would have been the origin of New Jerusalem, a Wasteland Metropolis.
  • Vault 44 had a secret section where scientists conducted dangerous experiments on creatures, leading to a power drain, escapes, and the vault's demise.
  • Vault 27 was deliberately overcrowded with 2,000 people, leading to fights, riots, gang formation, and a brutal hierarchy for resources.
  • Vault 17 was invaded by the Master in 2154 to obtain nonradiated human specimens, including Lily, a nightkin super mutant from Fallout New Vegas.
  • Vault 6 exposed inhabitants to daily radiation, turning them into feral ghouls, with remaining humans facing brutal deaths.
  • Vaults 68 and 69, from the non-canon Fallout Bible, featured extreme experiments with 999 men and one woman in Vault 68, and vice versa in Vault 69.
  • Vault 120, a canceled underwater Vault in Fallout 4, would have featured a submarine captain, glass walls, and a gargantuan squid overseer.
  • Vault 4 from The Fallout TV show involved genetic experiments, mutations, and a rebellion against scientists, showcasing the dark side of unbridled scientific progress.

44:08

Vault Experiments: Power, Clones, and Survival

  • Vault Tech dropping bombs as implied in season 1 of the show, The Enclave using the vault for experiments for long-form space travel.
  • Vault Zero provides insight into the twisted minds behind the vaults, driven by power and domination.
  • Vault 108, known as the Gary Vault, features gruesome scenes of blood and decay, with multiple clones of a man named Gary turning aggressive.
  • Vault 108 was designed to fail, with power supply issues and an experiment in human cloning leading to the Gary clones rebelling and taking over the vault.
  • Vault 43 housed a small population with a hungry panther, leading to chaos and potential fights for survival among the residents.
  • Vault 51, led by an artificial intelligence named Zach, conducted experiments on residents to select an overseer, resulting in the death of all but one person.
  • Vault 118 was an experiment of higher and lower classes, with wealthy residents having their brains implanted into Robo Brains for extended lifespans.
  • Vault 118 in Fallout 4 features a murder mystery among the Robo Brain human hybrids, showcasing the dark secrets of the vault's past.
  • Vault 21 in Fallout New Vegas was centered around gambling, with disputes settled through games of chance and a final Blackjack battle to decide the fate of the vault.
  • Vault 21's unique societal structure based on chance led to debates on leaving the vault, ultimately resulting in a compromise with Mr. House to preserve part of the vault.

58:19

Vault-Tec's Dark Experiments in Fallout Vaults

  • The Fallout TV show on Amazon was a massive success with over 65 million viewers in a few weeks, staying true to the series' essence.
  • Vaults 31 through 33 were built next to each other for a Vault-Tec Secret, with Vault 31 housing cryogenic pods for loyal employees to repopulate the Wasteland.
  • Vault 32 and 33 were breeding pools for genetically superior humans to aid Vault-Tec's population, with rigged elections ensuring lineage continuation.
  • Lucy discovers the truth about the outside world from her mother, leading to a conflict with Vault management and the New California Republic.
  • Hank, a Vault 31 overseer, launches a nuclear bomb at Shady Sands to eliminate competition, showcasing Vault-Tec's ruthless pursuit of power.
  • Vault 34 in Fallout New Vegas had an Armory experiment leading to riots and chaos, ultimately resulting in the transformation of residents into feral Ghouls.
  • Vault 114 in Fallout 4 had an incompetent overseer, Soup Can Harry, who led to discontent among residents and was overthrown by mobsters.
  • Vault 96 in Fallout 76 housed animals for repopulation but turned into a site of cruel experimentation on both animals and humans by scientists.
  • Vault 22 in Fallout New Vegas was meant for crop research but led to a deadly fungus outbreak, creating Spore Crawlers that terrorized survivors.
  • Vault 106 conducted an experiment causing mental anguish on residents, showcasing the dark and twisted outcomes of Vault-Tec's experiments.

01:12:55

Vault Experiments: Control, Chaos, and Betrayal

  • In Fallout 3, a Vault was used to test psychoactive drugs on its inhabitants, causing mass hysteria and hallucinations.
  • The experiment was supposed to last for 30 minutes, but the effects persisted for over 200 years, turning some into enraged beings.
  • The purpose of the psychoactive drugs and the ongoing testing remained a mystery until the Vault was revisited in Fallout 3.
  • Dead bodies and torture scenes were found in the Vault, with survivors still alive, including a family fending for their lives.
  • The presence of an evil scientist in the Vault raised questions about the true purpose of the experiment and the potential for immortality.
  • Vault experiments like these hinted at Vault-Tec's or the government's goals of control or immortality through testing on unsuspecting dwellers.
  • In Vault 19 from Fallout New Vegas, residents were subjected to subtle subliminal messaging to induce paranoia and madness.
  • Patient records revealed extreme psychosis and anger among residents, but the fate of the Vault remained unknown after it was abandoned.
  • Vault 3 from Fallout New Vegas, initially a control Vault, fell to ruthless Raiders called the Fiends who slaughtered the inhabitants.
  • The Fiends retained control of Vault 3, using it strategically, showcasing how even seemingly peaceful Vaults could turn into brutal nightmares in the Fallout world.

01:27:26

Vault Experiments: Chaos, Violence, and Survival

  • Catherine, abused and taken advantage of, was faced with the Justice block voting for Nathan as the next overseer despite her suffering.
  • In a fit of rage, Catherine murdered multiple Justice block members, causing chaos and mass killing in the Vault.
  • Catherine was swiftly voted as the next overseer, changing the rules to random chance for selecting sacrifices.
  • The Vault dwellers panicked, leading to riots and an all-out war resulting in the deaths of almost everyone.
  • Only five survivors remained, deciding not to sacrifice anyone for the first time, leading to the Vault's computer ending the experiment.
  • The survivors, overwhelmed with guilt, took their own lives, leaving one survivor to live in agony.
  • Vault 92, meant to preserve musical talent, secretly experimented with White Noise Mind Suggestion Combat Experimentation, leading to chaos and violence.
  • The White Noise experiment caused residents to turn violent and self-destructive, with the Vault eventually flooded to contain the horrors.
  • Vault 75 conducted experiments on children, refining human genetics, leading to torture, organ harvesting, and gruesome displays.
  • Vault 77 subjected a lone dweller to isolation, leading to madness and puppet interactions, culminating in a violent escape and massacre.

01:42:12

Vault Experiments: FEV, Super Mutants, Horror

  • Vault 87 was taken over by the US government and biotechnical firms for research on the Forced Evolutionary Virus (FEV) to genetically enhance US citizens as a countermeasure to China's bioweapons program.
  • FEV testing in Vault 87 resulted in subjects developing increased strength, tougher skin, elevated anxiety and aggression, and harrowing mutations, leading to the creation of super mutants.
  • Super mutants from Vault 87 kidnapped more people to transform into super mutants using FEV, with some being experimented on with a specific strain called EEP, making them more dumb and confused.
  • Vault 112 housed an experiment using Tranquility Lane, a virtual reality simulation where innocent Vault dwellers were endlessly subjected to horror and murder by Dr. Braun for his pleasure.
  • Vault 112's inhabitants were unaware of the repeated simulations where they were killed and tortured, trapped in a cycle of fear and pain without memory of the previous horrors.
  • Vault 63 in Fallout 76, though unreleased at the time of writing, is highlighted for the fear of the unknown it represents, emphasizing the series' essence of uncovering wild experiments and sadistic stories within the vaults.
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