Room placement Bully r.g mechanics kickass download full. in Fallout Shelter is one of the most important decisions you'll likely make in the game. Mirroring games like XCOM, it's all about maximising the space whilst getting the utmost out of adjacency bonuses and extensions, whilst making it easy for your disaster-fighting dwellers to get around.
Here on this page, we'll be taking you through the best place to build rooms, and the specific function each room carries out so you know what each room does, and can plan your Shelter to the height of efficiency.
Where's the best place to build rooms?
The most important factor to bear in mind for room placement is space. Each room - Barbershop and Elevator aside - can be upgraded up to three times, and most expanded up to a maximum of three spaces along by placing copies of a certain room adjacent to one another. Doing so earns you additional storage and resource yields, and also allows means a single dweller can work a room thrice the size of what they would have before the expansion, making it the most efficient way of laying out.
You can also only demolish a room if it doesn't connect one to the next, meaning that once you've placed a few down, rearranging your Vault can quickly become a costly exercise. With that in mind, on starting out you should aim to leave space for at least three of each major resource-earning room - the Diner, Water Treatment, and Power Generator - wherever possible.
What's more, each room has a particular SPECIAL stat assigned to it, meaning some Dwellers are going to be more effective in working there than others.
Rummaging through the pitch drawers.
Other Fallout Shelter guides:
Looking for more guides on Fallout Shelter? Take a look at our main Fallout Shelter guide and tips page, our guide to room functions and room placement, advice on dwellers, SPECIALS, happiness and breeding, explainations of Legendary Characters, Pets, Weapons and other collectibles, how to unlock and use Mr Handy, plus how to earn Bottle Caps and Lunchboxes with Objectives, and our page on Quests, combat, and Daily Quests in Fallout Shelter, too.
List of Fallout Shelter rooms and what they do:
Room | SPECIAL | Dweller Population required | Purpose |
---|---|---|---|
Vault Door | - | - | Initial defence against attackers which can house guards |
Elevator | - | - | Allows movement between floors and vertical expansion of the Vault |
Living Quarters | Charisma | - | AT Grants additional max population Allows for breeding |
Power Generator | Strength | - | Produces Power |
Water Treatment | Perception | - | Produces Water |
Diner | Agility | - | Produces Food |
Storage Room | Endurance | 12 | Increases storage capacity for weapons and outfits not in use |
Medbay | Intelligence | 14 | Produces Stimpaks |
Science Lab | Intelligence | 16 | Produces RadAway |
Radio Studio | Charisma | 20 | Attracts Dwellers to the Vault from the Wasteland |
Nuclear Reactor | Strength | 60 | Produces Power |
Garden | Agility | 70 | Produces Food |
Water Purification | Perception | 80 | Produces Water |
Nuka-Cola Bottler | Endurance | 100 | Provides both Food and Water |
Weight Room | Strength | 24 | Trains occupying Dwellers' Strength |
Athletics Room | Agility | 26 | Trains occupying Dwellers' Agility |
Armory | Perception | 28 | Trains occupying Dwellers' Perception |
Classroom | Intelligence | 30 | Trains occupying Dwellers' Intelligence |
Fitness Room | Endurance | 35 | Trains occupying Dwellers' Endurance |
Lounge | Charisma | 40 | Trains occupying Dwellers' Charisma |
Game Room | Luck | 45 | Trains occupying Dwellers' Luck |
Barbershop | Charisma | 50 | Allows customization to Dwellers' hair and facial hair |
Overseer's Office | - | 18 | Makes Quests available for out-of-Vault exploration |
Weapon Workshop | - | 22 | Crafting weapons |
Outfit Workshop | - | 32 | Crafting outfits |
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A vault is a hardened subterranean installation designed by Vault-Tec Corporation on commission from the U.S. government to protect a selected fragment of the United States population from nuclear holocaust in a secure underground bunker, so that America could be repopulated. Installations built as part of the Vault-Tec Societal Preservation Program commonly claimed to have a chance to fail equal to 1,763,497 to 1; however, reality was a far cry from this bold claim.[1]
For a list of known Vaults, please see this article.
- 1Description
- 2Layout
- 3History
- 5Gallery
- 5.2Concept art
Description
Construction
Vault 88's primary construction site, demonstrating typical late model construction efforts: Railway deliveries, heavy equipment, prefabricated elements, and large caverns shored up to withstand intense construction.
A typical Vault is built deep underground in a geologically stable area (typical choices include mountain ranges[2] and remote areas away from population centers),[3] but Vaults have also been built below the foundations of modern cities.[4] in order to survive the effects of a nuclear blast.[5] Vault-Tec method was patented as the Triple-S Technology (Safety, Survivability and Sanitation),[6] to provide a maximum of comfort to the inhabitants without compromising their safety. Vaults were typically built using reinforced concrete and solid metal sheeting to ensure durability and longevity of the shelter construction.[7] The primary protection came in the sheer amount of earth covering: Vault 13 was shielded by 3,200,000 tons of soil, at 200 feet (60m) of thickness,[8] while Vault 88 was sheltered by granite deposits common to Quincy.[9]
Entrance into the Vault was controlled by a Vault blast door and an airlock.[10] The Vault doors had a projected 2% failure rate in case of a direct hit by a nuclear missile.[11] The only known vault to have been hit by a nuclear weapon is Vault 87 and the blast damaged the door beyond repair.[12] Some Vaults featured additional protective measures, such as an additional external blast door and reinforced access corridor, like Vault 8, or were accessed vertically through an elevator inside a protective dome that caused to blast wave to sweep over the dome and leave the Vault door intact, as is the case with Vault 111. Regardless of the presence of these measures, all entry points into a Vault were overpressurized to keep contaminants out.[13]
The precise method of constructing Vaults evolved greatly as Vault-Tec accumulated experience in constructing these vast underground shelters. The first Vaults were built using current-generation technologies, combining prefabricated elements with poured concrete and modular machines and electronics. The demonstration Vault built in Los Angeles set the standard for this first generation of Vaults built in California, which used the same kind of technology used for military and industrial construction, such as nuclear reactors, military bunkers, or corporate research facilities.[14] Vault-Tec quickly started implementing its own, purpose-built technologies. Vaults started becoming more and more modular, using entire prefabricated sections built to spec on the factory floor and assembled on site. Many second-generation Vaults exhibited a combination of both old and new technologies, with the only fully next-generation Vaults built on the East Coast, in Boston and West Virginia.[15] These Vaults were built entirely using prefabricated sections complete with all the necessary infrastructure, fixtures, and fittings, greatly reducing construction times.[16]
By 2077, Vault-Tec could rapidly construct Vaults, especially in areas where natural or artificial features such as stable cave networks or underground tunnels permitted it. For example, the stability of Quincy's granite quarries and the ground allowed extensive excavation operations, creating a network of natural and artificial caves. After reinforcement, these caves were connected to a temporary railroad that rapidly delivered all the necessary prefabricates, construction equipment, and other necessities to the Vault.[17]
Infrastructure
A Vault corridor: Concrete, steel reinforcements, and SimuSun lighting.
Infrastructure is designed for durability, but also for convenience. Critical elements are usually hidden behind wall panels so as to keep them out of harms way.
In order to power the entire installation, Vaults were provided with a variety of power sources, depending on local geology and the actual size of the Vault (with the average being ~220 dwellers).[18] The largest of them, like Vault 13, required nearly 3.98 MWh/day for continued operations for its 1000 occupants (housed in a hot-bunking system). In order to meet the demand, the Vault used a geothermal power plant as primary source, with General Atomics nuclear power as backup.[8]
This was the usual go-to solution was geothermal power, in areas where it was practical. If not, the usual fallback option was the aforementioned General Atomics nuclear power plant, often used as the primary power source due to its reliability and scalability.
Vault | Number of occupants Vaults can hold double the number of occupants under a hot bunking system; Vaults known to use the system are listed | Primary power supply | Secondary power supply |
---|---|---|---|
Vault 8 | Unknown, estimated at 100-200[19] | Nuclear reactor[20] | None |
Vault 13[8] | 500 (1000 with hot bunking) | Geothermal | General Atomics nuclear power |
Vault 75[21] | 88 | ||
Vault 76[22] | 500, later reduced to 88[23] | LightLife geothermal | General Atomics nuclear power |
Vault 81[24] | 96 (plus unknown number of researchers) | Nuclear reactor | None |
Vault 87[25] | Unknown | General Atomics nuclear power | Versicorps fusion power |
Vault 88 | Construction unfinished, none given | None | |
Vault 92[26] | 245 | General Atomics nuclear power | None |
Vault 95[27] | 72 | ||
Vault 106[28] | 107 | Rok-Solid Brand geothermal | General Atomics nuclear power |
Vault 108[29] | 475 | General Atomics nuclear power (designed to fail after 240 months or 20 years) | Steam Whistle mini geothermal |
Vault 112[30] | 85 | Sure Power geothermal | X-Tra Sure Power geothermal |
Vault 114[31] | 120 |
All of that power was necessary to power the facilities necessary to sustain the people living within. Apart from air filtration systems required to keep the air breathable, Vaults also included hydro-agricultural farms and food synthesizers to provide sustenance,[32] water purification systems (able to take even sewer waste and convert it into up to 15,000 gallons of drinkable water each day with no loss of output for 250,000 hours of operation),[33] and other necessary amenities, like a Vault-wide intranet allowing instant access to any entertainment, social, and educational files from any terminal in the Vault.[34] Vaults were also equipped with incinerators for disposal of the dead and likely other waste products.[35] Security was provided by heavy duty doors (which could be sealed by security in case of disturbances) and an extensive network of Eye-On-You surveillance cameras.[36] The entire Vault was typically managed by a single, centralized computer system, the most advanced of which being the ZAX series of supercomputers, currently known to have only been used in Vault 51.[37] The most common brands were Brainpower and Think Machine.[38][8]
Allegedly, all of the systems were rated to function without failure for nearly 900 years,[39] though the uneven quality of components would prove this claim untrue. For example, the water chips were manufactured by a low-bid contractor, resulting in poor quality and a high failure rate. Such was the case with Vault 13 in 2161, exacerbated by the fact that the process was too complicated for a workaround system.[40] For resettlement of the surface, Vaults held complete construction equipment[8] and preselected installations received one or two G.E.C.K.s, intended to help the inhabitants create a viable civilization in the post-nuclear world after the All Clear signal is sent.[41][42]
- Vents provide breathable air throughout the Vault
- A typical technical and maintenance tunnel in a Vault
- A storage room, the thick bulletproof windows are obscured with folding blinders
Vault dwellers
A typical living room in a Vault.
The total number of inhabitants could be as high as 500 (1000 with hot bunking)[43] in installations like Vault 13[8] and Vault 76[22] and as low as 100.[28] As the government only commissioned 122 Vaults as part of Project Safehouse, only a fraction of the U.S.' 400 million citizens would actually be accepted into the Vaults.[44] The duration for which the Vaults were sealed varied. Some were only intended to stay sealed for ten years (Vault 13, though this directive was overridden),[45] while others were designed for 38 years and more, like Vault 108.[29]
It is important to note that the Enclave never intended for the Vaults to save anyone. They used Project Safehouse and the Vault-Tec Corporation' network of shelters for a grand social experiment, to test the occupants in unique circumstances.[32] However, the Enclave eventually abandoned their goal of settling on another planet, and decided to resettle the one they already had. Vault monitoring and research continued as the Vault Behavioral Project. In order to monitor the populations being experimented upon, the Enclave's oil rig possessed a great deal of equipment that allowed them to observe and control the vaults. For example, the Enclave sent the all clear signal to Vault 8 shortly after the War, prompting them to leave their Vault and build their city. These monitoring tools also let the Enclave see that the population of Vault 13 was largely intact, although this wouldn't become important until much later.[46][47]
Pre-selected segments of the population accepted into the Vault would enjoy a very high quality of life, though it would be completely different from the free market capitalist consumerism experienced on the surface - a planned socialist utopia underground (giving China the last laugh). As a closed system, the Vaults were designed to recycle and reuse[48][49] as much as possible and implement a completely planned economy that would maintain the system for the planned duration of the Vault. Every inhabitant would be registered with a unique 11 digit Vault Identification number (or VID)[50] and provided with clothing, bedding, and other accommodations necessary for their life within the Vault.[51]
The only exception was food and water, as these could only be procured with the proper ration coupons (at least in some Vaults).[52] Luxury, non-essential goods were available for purchase in exchange for work credits, a form of currency earned through performing work for the Vault. The aforementioned ration coupons would sometimes also be used as a form of currency.[53] Nourishment would be provided by a combination of food grown in hydroponic farms, like in Vault 13, or food synthesizers, capable of creating a variety of foodstuffs. Water would be provided by purifying liquid drawn from the local water table.[8]
It is important to note that Vault dwellers would be unable to use their own clothing in the long term. While dwellers could arrange to have their belongings sent to their Vault quarters in advance, there was a strict policy disallowing bringing baggage into the Vault in case of an emergency entrance.[51] The uniform Vault jumpsuit would replace regular clothes. Manufactured inside the Vault, it was designed for utility and comfort. Enterprising Vault dwellers could, however, customize theirs to add a bit of individuality to the generally conformist design.[54] Planning and conformity also extended to other areas. For example, trash disposal would only be permitted in designated receptacles on pre-set trash burning days. These receptacles would also be used for the disposal of corpses, as there was no space for proper burial in the confined environment of the Vault.[55] Children would also be assigned their first work duties starting with the day after their tenth birthday,[56]
In exchange for these sacrifices in life style, Vault dwellers would receive private quarters provided with the latest in home appliances, including Floorsuck Autocleaner Systems to minimize sweeping,[57]Culinator 3000 Kitchen Systems for cooking,[58] and access to complete libraries of social and entertainment files[8] together with the public Entertainotron Room.[59] A standardized education would be received by all Vault dwellers, including schooling in arithmetic, chemistry, biology, history, and other sciences.[60] Tertiary education would also be provided and Vault-trained specialists would be highly sought after the apocalypse and count on a stable career in their chosen field, like Dr. Mitchell from Vault 21, who opened a practice in Goodsprings after the Vault was opened.[61]
Their health would be assured by well educated doctors with the access to the latest in medical technologies. Auto-Docs capable of performing a broad variety of procedures and manufacturing medical drugs[62] were standard issue of the Emergency Medical Labs (which were equipped well enough to rival clinics).[63] Some Vaults were also equipped with facilities for cloning replacement tissue and organs[64] To avoid the development of medical problems, Vaults were lit using a SimuSun Lighting simulating natural sunlight.[65] It was estimated that living in a properly maintained Vault would result in an average lifespan of 92.3 years.[66] Of course, prolonged isolation, even in generations born inside the Vault, took its toll. Vault Depressive Syndrome was a common problem, manifesting as intense depression that could be debilitating. The usual recourse was to prescribe and treat it with anti-anxiety medication.[67] Furthermore, those who exited successful vaults seem to have a heightened chance of suffering from xenophobia (fear of strangers) and/or agoraphobia (fear of open places).[68]
Security inside the Vault was provided by its dedicated security force, usually hand-picked by the Overseer. A typical Vault was provided with enough firearms and armor to arm ten men.[8] Surface monitors and communications systems were designed to facilitate connecting with other Vaults,[8] though this functionality was either never implemented or failed soon afterwards.[45][69]
Layout
A schematic of a common Vault design used in mountainous areas.
1 - Natural bedrock
2 - Reinforced concrete that creates the outer shell of a Vault
3 - Entrance area
4 - Living quarters
5 - Command center
1 - Natural bedrock
2 - Reinforced concrete that creates the outer shell of a Vault
3 - Entrance area
4 - Living quarters
5 - Command center
Due to the nature of the Project, Vaults were provided with standardized facilities and layouts. Some Vaults were built according to an uniform design plan (like Vaults 8, 12, 13, and 15), while others had to be adapted to local geological features. The following section attempts to summarize the most common design features.
Entrance
A standard entrance level layout.
Main article: Vault door
A Vault was designed to provide the best possible protection from nuclear fallout, indirect blast effects, and any unrest that might occur following a global thermonuclear war. Protected by a massive Vault blast door available in several different variants, from the basic Seal-N-Safe Model No. 343[70], through fortified doors, all the way to the high tech fortified Vault entrances, the entrance area would double as an overpressurized airlock. There future dwellers would undergo decontamination and processing by Vault-Tec personnel, then change into Vault jumpsuits provided in sealed packages before entering the Vault.[71] Vault doors would be operated either remotely[72] or from control pods located near the door (both outside and inside the Vault). Specific access codes would be necessary to operate the door.[73] Some Vaults were provided with an external blast door, providing additional protection against the blast.[74]
Several layouts were developed for entrance areas. The earliest Vault designs, derived from the demonstration Vault,[75] had a simple airlock, terminating in a security door fitted with additional armored plating to deter attackers and protect against radiation. This airlock would typically contain a status terminal and a locker for emergency supplies.[76]
Later, more advanced layouts greatly expanded the airlock into a fully featured processing and decontamination station. Advanced Vault doors and airlocks would funnel prospective Vault dwellers into a decontamination shower and then to a separate area for disrobing and changing into jumpsuits (which would later double as staging area for excursions), before allowing them to enter the Vault. A separate room to the side would be used for monitoring purposes.[77]
The latest, fortified airlocks seen only in high-tech areas such as the Commonwealth further iterate on the system. The Vault door connects to a retractable catwalk leading into the Vault, monitored by Vault security and personnel during processing. The entrance area, painted in warm colors with a reassuring corporate slogan prominently displayed (Welcome Home), would typically include a security station and an array of radiation scanners that would analyze people entering the Vault proper.[78]
- The mighty Vault door
- An entrance hall
- The airlock and decontamination area
- Control station for the airlock
- Entrance to the airlock area
- Vault door seen from the inside
- Processing area
- Rad scanners flanking the entrance deeper into the Vault
Living quarters
Standard living quarters layout.
An example Vault apartment from the Commonwealth (Vault 81).
Living quarters were typically located deeper into the Vault and their design varied from installation from installation. A standard level had 20,000 square feet of usable area.[79][80] The standard approach was to provide discrete apartments to Vault couples, provided with a private sanitary compartment, terminal, and a bed, on top of any additional amenities they may require.[81]
However, different philosophies were implemented depending on the designer and the purpose of the Vault. Some did away with apartments in favor of separate dormitories for genders,[82] where multiple dwellers would occupy the same room, or for apartment blocks composed of a bedroom (with one or two beds, the former typically utilized under hot bunking) and a living space, with common lavatories accessible in the corridors.[83]
Other facilities typically located in living quarters include diners, classrooms, and even cigar lounges.[83]
- A public lavatory
- Entrance to the cigar lounge
- A diner
- A typical apartment
- A typical living room
- Another shot
- Another shot
- Another shot
- A classroom, prepared for the G.O.A.T.
Emergency Medical Lab
Typically found on the entrance level, the EML is one of the most important places in the Vault. Despite its name, a typical EML is a fully featured medical clinic allowing Vault dwellers to undergo medical procedures in a safe and sterile environment. A medic is expected to be present on site 24 hours a day, to respond to any emergencies immediately.[84] The EML typically varies in size from Vault to Vault. Some installations abandon the moniker entirely and simply refer to it as the Clinic.
- A Vault clinic
- Likewise
- The doctor's office
Command center
The Vault 101 atrium
A standard command center design.
The command center is the nexus of Vault activity, where all the computers necessary to maintain the Vault's various functions. Centered around the Overseer's office, it typically incorporates the security station, armory, computer core, meeting room, and library, although many variations of the layout have been developed.[85]
The oldest Vault designs usually dedicated an entire floor of the Vault for these purposes, owing to the multiple functions it was supposed to fulfill. One wing of the level would incorporate the Overseer's office, a vaulted chamber with a command post equipped with a pair of CZ-53 5mm miniguns designed to defend the Overseer, connected to the main processing computers (including the water purification controls)[86] and the security post with the Vault's main armory. A Vault security guard would be posted in the area on watch around the clock.[87]
Later designs would forgo the inclusion of a discrete command post and hall, in favor of a more modest office. The workplace of the Overseer would typically be located in an area overlooking the atrium - the center of activity within the Vault, where dwellers would spend their leisure time, socialize, and even engage in sports.[88] The office would typically connect to necessary administrative and security facilities, such as the computer core, security station and armory, laboratories, and the personal quarters of the Overseer and their family.[89]
- Command post
- Overseer's office
- Aforementioned escape tunnel
- A typical Vault screen in the office
- Overseer's quarters
- Auxiliary quarters of the overseer
- Living room
- Entry corridor
- Operations
- Security station
- Interior of the security station
- Security station jail
- Systems room
- Overseer's office reception area
- Late model office
- Late model personal quartersof the Overseer
History
Vault construction timetable | ||
---|---|---|
Number | Construction begins | Construction ends |
Vault 13 | August 2063 | March 2069 |
Vault 76 | 2065 | 2069 (planned) 2076 (actual) |
Vault 87 | May 2066 | May 2071 |
Vault 92 | May 2062 | May 2068 |
Vault 106 | May 2064 | December 2069 |
Vault 108 | March 2061 | December 2069 |
Vault 112 | November 2068 | June 2074 |
The origins of the Vault network date back to early 2050s, when the Euro-Middle Eastern War, the New Plague, and the collapse of the United Nations resulted in a nation-wide scare. In response, the government set Project Safehouse in motion in 2054. This massive national defense endeavor was intended to create shelters that would protect the population in the event of a nuclear war or plague. Breakthroughs in construction technology allow for these gargantuan bunkers to be constructed at a rapid pace.[90] The impoverished government is forced to finance the project with junk bonds and even then, only commissions 122 of these shelters nationwide, allowing less than 0.1% of the population to save their life in the event of the holocaust.[44] The sheer costs of a single Vault are staggering: The intended budget for Vault 13 was $400 billion dollars, and by the end of its construction the total costs reached $645 billion, well over 150% of the initial figure.[8] As a crucial element of national defense, much of the project was classified and protected under the New Amended Espionage Act, encouraging embezzlement and corruption.[91]
Following the success of Vault-Tec Corporation' demonstration Vault built near their headquarters in Los Angeles at the time,[92] the company won the bid for construction the shelters. The building of the shelters proceeds rapidly and most are completed by 2063. The construction of several Vaults is delayed, particularly Vault 13 (which only started construction in August 2063) and the network surrounding Washington, D.C.[93] Some are delayed due to work stoppage.[29] Ongoing drills in completed Vaults slowly create a Cry Wolf effect: Turnouts for the drills fall as the years go on, further limiting the Vaults' role in ensuring the survival of humanity.[93]
Additional problems are caused by the consistent mismanagement, corruption, and embezzlement that seemed to define Project Safehouse before the war. Yet for all these problems, Vault-Tec was able to create a number of miracle technologies and develop shelters that really protected the inhabitants.. As long as they worked properly.[94] Vault-Tec even advertised Vaults in newly annexed Canada, though these were in the early stages of completion.[95] Of course, it was also a tremendous success for the company, allowing it to relocate its headquarters to Washington, D.C.[92][96] and even sponsor a large exposition at the Museum of Technology in the capital, designed to promote their shelters and explain their functionality.[97] Promotional tours and awarding of prizes like the Pressed Vault Suit Award were also used to promote a positive image of the company, regardless of the numerous problems associated with it.[98]
True purpose
The real problem with the Vaults is that the conspiracy never intended for them to be shelters for preserving humanity.[99] After it established control over Project Safehouse, it subverted it for its own ends. Rather than act to save humanity, Vaults were built to test their population as part of the Societal Preservation Program.[100][101] Only 17 of the Vaults were designed to work properly as control Vaults.[22] The 105 other Vaults were featured a variety of scenarios, ranging from annoying to downright lethal, to gauge how humans acted in these scenarios for their own, nefarious purposes.[102] Some were not provided with enough food synthesizers for their population, others had only men in them, or were designed to open prematurely. The purpose of this experiment was to gather data for the Enclave's own projects, the exact purpose of which is unclear.[103]
Additionally, Vault-Tec had its own plans for Vaults, using them as test environments to create technologies that could be used to redefine society. For this purpose, an entire Vault was set aside to act as proving grounds intended to test a variety of prototype devices with the aim of rolling them out through the rest of the Vaults. Once Vault 88 was fully operational, the company expected to roll out new devices every fiscal quarter. Unlike other Vaults, Vault-Tec would send test subjects before any disaster scenario, starting in early 2078. Human lives were considered irrelevant, with quick iteration time given a priority.[104] The prototypes were meant to convert 'useless' exercise into a socially-useful activity, manipulate the moods of the dwellers, or even develop crude forms of mind control.[105] Ethical concerns were dismissed as counter-productive and close-minded.[106]
The Great War
On October 23, 2077, the Great War came. The Vault-Tec air raid sirens blare, but the Cry Wolf effect results in few people going into the Vaults. They are sealed and the experiments enter their decisive phase. The control Vaults function as intended and protect their populations. Others.. Are not so lucky.[107][108]
Within the next few decades, many Vaults would fail as a result of their experiments. The few that did survive would often prosper. In 2091, after receiving the all-clear signal, Vault 8 opened and Vault City was founded.[109] A year later, the demonstration Vault in the ruins of LA opened. The inhabitants founded Adytum in what became known as the Boneyard.[110] Almost thirty years later, in the spring of 2121, Vault 15 opened.[111][112] While a large portion of the Vault inhabitants that left the overcrowded Vault would band into raider tribes as the winter of 2121 came (marking the beginning of the Khans, Vipers, and Jackals),[113] the remaining vault dwellers would found Shady Sands in the spring of 2122. The town used its G.E.C.K. well.[114] No one expected that these humble beginning would eventually culminate in the formation of the mighty New California Republic.[115]
However, there would be a darker side to the Vaults. As protective as they were, they would also ensure that the population within would be kept put for whatever purpose someone with less-than-stellar intentions might have for them. Such was the case in 2155, when the Master's forces captured a caravan of vault dwellers from the L.A. Vault. He learned the location of the Vault and moved his base of operations there. Learning of other Vaults in the area, he realized their occupants were perfect subjects for dipping. The super mutants began to scour the region for the Vaults, boosting the output of the Mariposa vats tremendously.[116][117]
Eighty years later, Vaults would serve another nefarious purpose, as the Enclave, the architects of the original experimentation program, raided Vault 13 on March 16, 2242; the Vault's inhabitants were taken to the oil rig, so that the inoculation rendering humans immune to the FEV-based toxin could be tested.[118][119]
By 2287, almost no functional Vaults remain. The only Vault that continues to function in its intended capacity (at least, as far as the dwellers are concerned) is Vault 81. However, after two centuries of use, the Vault is in a state of advanced disrepair in spite of the maintenance efforts by its inhabitants.[120]
Behind the scenes
“We (Jason, Tim and I) were the ones who came up with that idea when we were designing the story for FO2, and we liked how they added another layer to the dichotomy between the reality the government was selling the people through propaganda and reality itself. So we obviously approved of it as an idea. The ones we designed all had a dark edge to them, as if they could conceivably be twisted psychological experiments. The wacky ones came after we had left..
”— Leonard Boyarsky, RPG Codex interview- The Vault experiment was an idea created by Tim Cain and Leonard Boyarsky during the initial stages of Fallout 2 development.[102][121]
- The developers intended for the player to first encounter information about the Vault Experiment as they read the Vault 8 records in Fallout 2. They could discover a classified file (opened with a successful Science skill roll) explaining the purpose of Vault 8 was to be a 'control Vault,' designed to hold 1000 people and open at a designated time. This file was intended to foreshadow the discovery of the true and sinister purpose of the Vaults.
- The player was also intended to apply his Science skill to the central computer in Vault 13 to obtain a history of Vault 13, the Overseer's involvement in the Vault Dweller's expulsion, and even worse, the true purposes of the Vaults. The Overseer was conscious of the true purpose of the Vaults as social experiments on a grand scale, and consequently drove out the Vault Dweller because of fear he would ruin the experiment.. or uncover it.[122]
Gallery
- Vault-Tec advertisement showing the internal layout of Vault 13
- Overseer's command chair
- A Vault-Tec elevator console
Propaganda
Concept art
Fallout
Fallout 3
- A pre-War Vault-Tec advert for the Vaults
- Another pre-War advert
- A Vault-Tec promotional poster
- Fallout 3 concept art
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
- Concept art by Adam Adamowicz
Appearances
- Vaults 12, 13, 15 and the Los Angeles Vault appear in Fallout.
- Vaults 8, 13, 15 and the Unfinished Vault appear in Fallout 2.
- Vaults 87, 92, 101, 106, 108 and 112 appear in Fallout 3. Vault 76 is mentioned in a Citadel terminal and a Vault 77 jumpsuit can be found in Paradise Falls, but these Vaults don't appear in-game.
- Vaults 3, 11, 19, 21, 22 and 34 appear in Fallout: New Vegas. Vault 17 was mentioned by Lily Bowen.
- Vaults 75, 81, 95, 111 and 114 appear in Fallout 4. Vault 118 appears in its Far Harboradd-on.
- Vaults 51, 63, 76, 94, and 96 appear in Fallout 76.
- Vault 0 appears in Fallout Tactics.
- The Secret Vault and the Vault Prototype appear in Fallout: Brotherhood of Steel.
- Vault 29 and Vault 70 were to appear in Van Buren, the canceled Fallout 3 project by Black Isle. A Vault 69 advertisement appeared in the Van Buren concept art.
- Other Vaults present in this article were mentioned in Chris Avellone's Fallout Bible, Penny Arcade's comic strips, in cut content, or other (canceled) Fallout games.
References
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Retrieved from 'https://fallout.gamepedia.com/index.php?title=Vault&oldid=2139610'
Since Fallout 4 launched back in 2015, the community has been very busy indeed, and not just with surviving the apocalypse. No, the community has been busy creating some of the most impressive and best Fallout 4 settlements we've ever seen. Whole communities of builders have been taking to the various social media platforms to show off what they've made. Designs are growing ever more inspired and elaborate, and thanks to user-created mods, and Bethesda’s own extensive DLC releases, apocalypse architects have more options at their disposal than ever.
We’ve picked out some of the very best Fallout 4 settlements around for you to admire. Perhaps you’ll even want to recreate them in your own Commonwealth - though you’ll need to set aside more than a few evenings, we reckon…
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Castle Walls
Let's start simple, as lots of people have spent lots of time simply trying to turn back the nuclear clocks by recreating what once stood. The most obvious (and popular) candidate is the Castle, once known as Fort Independence. As TornadoATP here demonstrates, using the concrete foundation blocks (found, improbably, in the wood section of the settlements menu) is the way forward, and fills the gaps rather nicely. In fact, concrete foundations are probably the most important settlement element going as they're one of the few objects that are allowed to clip into the ground, meaning you can use them to even out gaps caused by undulating terrain.
The Castle Complex
And here's what happens when you fill in the rest of the Castle. Jakenburch has made a fortress of the fort, reinstating the artillery, setting up enough turrets to cut through a Raider army and making the whole place self-sufficient. Best of all, see that little balcony inside the tower built around the radio mast? That houses a fully-stocked bar (that no Settler will use because the boring denizens of the Wasteland never take time off). Speaking of radio masts, they usually signal how high you can build, meaning settlements with extra-large antennas can be built taller than others - it's worth looking out for before you start spending scrap on some doomed skyscraper. Outpost Zimonja is a good place to start for those with lofty ambitions.
Spectacle Island Pier
Spectacle Island comes with the game's largest building area and, apparently, its highest built limit, meaning it's one of the most versatile locations going. Exonar has gone outwards instead of upwards, building a seaside shanty town complete with a nostalgic, no doubt toxic, high-rad pier. Spectacle Island is one of the tougher settlements to unlock (and don't read on if you consider the explanation a spoiler). You have to travel to a sunken ship, flip a switch, then either fight an onslaught of Mirelurks (including a Queen and, possibly, a Legendary Deep King) or run to the nearby radio tower and activate a pulse that scares them off. Worth it, though.
Jamaica Plain Market
Sometimes, you just want a bit of Old World charm, which is why _atsu turned Jamaica Plain into a lovely little urban town centre, hustling and bustling like you'd hope for. It's a properly planned town, rather than a loose collection of shacks huddled around a big phallic symbol made of light panels like everyone else makes. For me, the triumph here are those strings of light bulbs, lending the whole place a Christmassy feel. The creator agrees - apparently getting the notoriously fickle placement right took about three hours per four wires worth of bulbs. I won't be doing that, then.
Red Rocket Bar and Grill
Some of my favourite builds are where players have just committed to an idea, rather than trying to make as much as possible. Where I saw a floating impossi-town, Time_for_Stories saw a homely restaurant, and made a genuinely inviting place of the early game gas station. It's the attention to detail I love here - al fresco and interior dining areas, the Mutfruit plants used to give it a garden feel, the statue on the stairs. I would eat here, if I didn't know it was definitely selling Bloatfly tartare and staffed by people whose arm might fall off into my sandwich.
Power Armour Hanger
Another in the series I like to call, People Who Had My Idea But Way Better, Thanatos- also saw the Red Rocket roof as the perfect place to store power armour. Except I built a sort of pokey bunker, and they made an enormous, multi-level showroom with space for 58 separate suits. It's sort of disgusting how well thought-out this is, from the circular metal pieces giving each station an escape pod vibe, to the toolboxes next to each one letting you store broken parts. Be right back, I'm just burning my settlement down.
Comic Book Store
RockKincaid went to the trouble of finding every single stat-boosting comic book in the game, and it's only right that they honour the rags of yesteryear with an appropriate resting place. In classic nerd fashion, the shop has every magazine stored by title, which I appreciate. It's also got a pop culture memorabilia section, with bobblehead storage, plus the Silver Shroud and Grognak costumes on display, making this the new prime destination for thieves and people with ponytails.
Taffington Boathouse
The delightfully-named Taffington Boathouse by digigur is just so idyllic, a slice of coastal charm in the wasteland. Half farm, half riverside boardwalk, it features a yacht and a huge, paddle steamer-inspired houseboat. Threat of raider attacks aside, Taffington's adorable wooden cabins look like something you'd rent out for a peaceful summer holiday
Flag Waving
It takes an unfathomably large amount of power to use the lightpads, not to mention some very specific resources, and even then you have to connect to terminals to get it to work as you want it to. What I'm saying is that making something like 4chan_r9k's tribute to the land of the free takes an enormous amount of incredibly tedious work. So, you know, kudos. Nice treehouse in the background there, too.
In the Dog(meat) House
How selfish that we all think of how best to make settlements for our own gain? I know my Sole Survivor is committed to creating a better world for all of the Commonwealth's nicest people, so why haven't I followed Hookatore's lead? I stuck Dogmeat out in the Sanctuary rain, while they went all in and made the little guy a home for his house (which looks better appointed than my actual bedroom, by the way). This is by far my favourite of the lot. Magic.
Hidden Vault 2
Doright36’s underground lair deters unwanted visitors with fake radioactive waste, deadly automated defences, and hidden doors. Inside, however, the spacious settlement within is a dream, fully kitted out and ready to cater to every need of its inhabitants. The attention to detail is incredible - with its armory, workshop, pantry, mess hall, bathrooms, living quarters, and even showers, it’s completely believable as the home of an entire wasteland army. Even if there are a few conspicuous Marvel movie references thrown in around the place…
Howl's (Un)Moving Castle
The hermit crab-esque movement of Howl's Moving Castle might not have quite made the move to Fallout 4, but there's no doubt that Imgur user MichaelMartin has captured its essence. Built from a variety of different pieces of Fallout gubbins, it still manages to have all the strange turrets, lighthouse and ship parts jutting out from its hull.
Mire Port
Jordandrenglish’s colourful city, built at the Spectacle Island settlement site, is absolutely huge, featuring a business district, main square, shops and bars, apartments, a power plant, and more, all bathed in pleasing neon glows. The scale is incredible - and the creator admits they only stopped expanding because their PS4 could no longer keep up. Framerate dips seem a small price to pay to get to explore this metropolis.
Fallout 4 Vault Layouts Free
Sanctuary City
In an attempt to beat all other settlers, NexusMods user grod4L has casually built an entire city as his Fallout 4 settlement. Known as Sanctuary City, grod4L used a plethora of mods to create the stunning settlement, and put them all together using the in-game editor. Impressive. Take a little tour around Sanctuary City on imgur and get ready to catch your dropped jaw.
Scrap the magic Dragon
Towering above Downtown Boston, this Scrap Dragon is a seriously awesome work of scrap. Player kavkavkav created the metallic beast using rusty cars and motorbikes (check out his claws), scaffolding, pylons and other post-apocalyptic metal sources. Just don't try and sleep in this settlement, it doesn't like it.
Fallout 4 Vault 88 Layout
Columbia from BioShock Infinite
When you can create, why not create an homage to one game inside of another? Well, that's exactly what Fallout gamer GPG Shepard has done in Fallout 4, with the settlement based on BioShock Infinite's floating city of Columbia. And it's utterly perfect, from the statues to the lurid colour scheme. Plus, it's actually built above Boston's lighthouse, just kind of floating there.
Ummm there's an AT-AT behind you
Not only is this a life-size AT-AT, it's also a hotel. Snuggle up to the walls of this Star Wars Imperial walking tank, made entirely by Ops_Specialist, which is actually filled with more home comforts than you'd expect. George Lucas would think it needs more lasers though. Take a look:
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