All known shelters in the Fallout universe. Fallout Vaults Ranked Worst to Best Blackrock Radio

: Z- Ages 18 and up only
ESRB: M - Mature
PEGI: 18
USK: USK 18[d]

Creators Composer
  • Zur, Inon
Technical data Platforms Windows, PlayStation 3, Xbox 360 Game engine Gamebryo Game mode single-user Carriers Blu-ray Disc, DVD, digital distribution Control keyboard and mouse, gamepad Official site Media files on Wikimedia Commons
System requirements
Recommendations
Windows
operating system Windows XP/Vista/7
CPU Dual Core 2 GHz
RAM capacity 2 GB
Hard drive capacity 7 GB
Video card NVIDIA/ATI 1300XT

Fallout: New Vegas (lit. "New Vegas") is an open-world computer role-playing game developed by American company Obsidian Entertainment and published by Bethesda Softworks in 2010 for Microsoft Windows, PlayStation 3 and Xbox 360. In Russia, the game was released by 1C. The game is part of the Fallout series. In 2010-2012, a number of re-releases and downloadable add-ons were released.

The game takes place in the year 2281 in post-apocalyptic America, two hundred years after a global nuclear war and shortly after the events of the game Fallout 3. The player character, known simply as the Courier, is hired to deliver a valuable package to the city of New Vegas (formerly Las Vegas), but the Courier becomes a victim of a robbery and almost dies, and throughout the rest of the game he tries to return the package and take revenge on his offenders. The game provides the player with the opportunity to freely explore New Vegas and its surroundings, independently find tasks for themselves and participate in the confrontation between several parties fighting for power over the city and the Hoover Dam.

Although the game uses the same game engine as the previous game in the series - Fallout 3, similar gameplay and a number of borrowed game assets, it is not a direct sequel to Fallout 3, instead using themes, world elements and some characters from Fallout 2 And Van Buren, a canceled project from Black Isle Studios. New Vegas received high praise from critics, who noted the game's closeness to the series' roots and the sheer amount of content available to the player, but pointed out the large number of software bugs and technical problems. At the end of 2010, the game had sold over 5 million copies.

Plot

The game takes place in 2281, 4 years after the events of Fallout 3 in the former Las Vegas, which managed to safely survive the Great War and the subsequent Dark Ages, better preserved than other regions. In the game there is a conflict between the mysterious ruler of New Vegas - Mr. House, the New California Republic, Caesar's slave-owning Legion, where each side is trying to take over the Hoover Dam - a giant hydroelectric dam on the Colorado River that supplies electricity to the entire region.

The main character is a courier (the player chooses and customizes his gender and appearance independently), working for the Mojave Express company and having nothing to do with the Vaults, delivering the next package (a platinum chip for the casino), he is ambushed by an unknown gang and is left without a package die in a shallow grave. There he is found and dug up by the securitron robot Victor, after which he takes the hero to the town of Goodsprings to the local doctor Mitchell. Doc heals the hero, conducts a couple of interviews and tests (including a Rorschach test), gives him a Pip-Boy, returns his equipment and weapons, and sends him to the Wasteland. One of the main character's primary tasks is to find out what this platinum chip is for and who tried to kill him.

Gameplay

Reputation and dialogues

The number of factions in the game prompted the developers to bring back the reputation system, which is missing in Fallout 3. Reputation affects the degree of loyalty of each faction towards the player. Each choice affects the behavior of NPCs and situations in the game world. The highest level of faction loyalty gives the player access to a special shelter and a small bonus. The lowest degree of loyalty is manifested in a squad of assassins sent to eliminate the hero.

Options for continuing the dialogue depend on karma and reputation. Skills can also open up new dialogue options. For successful suggestion, you need a developed skill of eloquence to a certain extent (unlike Fallout 3, where a successful suggestion had a fixed probability for different cues, and success or failure was chosen randomly).

Partners

The behavior of partners is controlled using a special interface (“Satellite Circle”), which allows you to give basic commands without using text dialogue as in Fallout 3(although it is possible to use a text dialog). Each partner has a personal quest. You can only take one human, mutant or ghoul and one robot or dog as partners. The character's charisma affects the strength of his partners. Also, each of the companions adds special abilities to the Courier, which are valid only as long as there is a partner nearby.

Partners

  1. Lilian Marie Bowen is a super mutant shadow. Before her transformation, she was a 75-year-old woman who lived in the Vault.
  2. Craig Boone is a former sniper of the NKR 1st Reconnaissance Battalion.
  3. ED-E - duraframe robot eye.
  4. Raul Alfonso Tejada is a ghoul mechanic who is being held captive by super mutants.
  5. Rex is a cyberdog. The favorite of the leader of the Kings gang.
  6. Arcade Israel Gannon is a scientist, one of the Followers of the Apocalypse.
  7. Veronica Renata Santangelo is a scribe for the Brotherhood of Steel.
  8. Rose Sharon Cassidy - owner of Cassidy's Caravans
  • In normal mode, when the partners' health reaches zero, they only lose consciousness, and after a while they are back in action.
  • In the “Hardcore” mode, you need to monitor the health of your partners no less than your own, because in this mode your partners will die, and not lose consciousness.

Weapon

IN Fallout: New Vegas new types of weapons and a system for their modification are presented. The weapon modification system allows you to install (and permanently) optical sights, change the rate of fire and magazine capacity, weight, as well as the damage caused by the weapon. As in the previous game, there are unique types of weapons that have been upgraded in advance.

Hardcore mode

IN Fallout: New Vegas A particularly difficult “hardcore” mode is available, designed to make the game closer to reality and the character’s adventures more intense. Although the game also contains a “normal” high level of difficulty, the “hardcore” mode differs from it by introducing new mechanics into the game or changing old ones: for example, in this mode, all items in the character’s backpack, even such small ones as individual cartridges, have a non-zero weight; the character must eat, drink, and sleep regularly to avoid dying of hunger or thirst, and many of the game's water sources are radioactive. Broken limbs cannot be healed on your own, without the help of a doctor, and healing items - stimulants - restore health gradually, and not immediately. As Bethesda spokesman Jason Bergman put it, adding a hardcore mode to the game "isn't so much about difficulty as it is about making every decision you make, the way you play the game, that much more meaningful." Game development director Josh Sawyer noted that the hardcore mode appeared in the game thanks to feedback from the community of players in Fallout 3- the game seemed too simple to many players, and modifications that further complicated the game were popular among them. Hardcore mode can be turned on and off at any time. A player who completes the entire game in this mode receives a special achievement.

Mini games

Add-ons

A characteristic feature Fallout: New Vegas from its predecessor is that all four official DLCs are, to one degree or another, united by a common plot motif associated with Ulysses, the Mojave Express courier, who refused to fulfill the very order that later went to the main character of the game. Ulysses is mentioned in both the original game and all expansions, and appears in person only in Lonesome Road. In addition, none of the DLC will allow you to continue the game after completing the main storyline, as it did Broken Steel For Fallout 3.

Dead Money

Release Dead Money, the first official expansion, took place on December 21, 2010 for Xbox Live and February 22, 2011 for PS3 and PC. According to the plot, following a radio signal, the hero falls into the trap of a man named Elijah (former elder of the Brotherhood of Steel chapter in Mojave), who, with the help of the hero and three other characters, tries to penetrate the Sierra Madre casino. According to legend, there is a huge treasure in the casino vault. First, the main character needs to find 3 more prisoners of Elijah:

  1. Dog/God is a super mutant shadow, suffering from a split personality. One of his personalities is a reasonable and slightly arrogant God, the second is a stupid and submissive Dog. At the end, the player can help the super mutant by combining his personalities. Dog and God cannot control the body at the same time; you can wake up either Dog or God, and they give different abilities. The basis for a split personality is the long-term wearing of a stealth boy, a temporary invisibility device that has a proven negative effect on the psyche.
  2. Dean Domino is a ghoul, in pre-war times he was a famous singer, an arrogant and self-confident boor. During the game, the protagonist learns that Dean tried to steal the treasure 200 years ago, but due to nuclear warheads he did not have time to complete his plan. Interesting: His pre-war posters are often found in the Mojave. Abilities: Toxic addict.
  3. Christine Royce is a mysterious girl whom the protagonist finds locked in a medical autodoc. Her face is disfigured by terrible scars, and she herself is partially amnesiac. At the beginning he cannot speak and points with gestures, but after that he gains the ability to speak, but in a “strange” voice. It is later revealed that Christine is a scribe for the Brotherhood of Steel who wanted to kill Elijah for past grievances. It also turns out that Dean Domino, with the help of an autodoc, gave Christine a voice transplant from the pre-war singer Vera, whose voice is the key to unlocking the treasure of the Sierra Madre, which explains her first appearance.

Up to a certain point, any of them can be the protagonist's partner.

Honest Hearts

The expansion takes place in Zion National Park, Utah. In it, the player becomes an unwitting participant in a war between local tribes of savages, provoked by the desire of one of them to join Caesar's Legion. New enemies, abilities and weapons appear in it, and the plot directly involves the legendary and mysterious Joshua Graham, better known as Ravenpaw, a former legate and comrade-in-arms of Caesar and a native of the Mormon city of New Canaan, located off the shores of the Great Salt Lake.

Old World Blues

IN Old World Blues The player learns about the origins of some Mojave mutants, becoming a test subject in a scientific experiment that does not go so smoothly... He will have to search the pre-war research center Big Mountain in search of technologies that will help resist the captors, or team up with them in the face of an even greater threat.

Lonesome Road

This addition takes us back to where it all began. Our hero was not the only one who was given the task of delivering the platinum chip; there were several couriers. The story of this addition brings us together with Ulysses, another courier who must answer the questions that interest us. To do this, the player goes to the Wasteland region, completely destroyed by meteorological experiments of Big Mountain scientists and ICBM explosions - to the Divide. Interestingly, in one of the places in the game without add-ons you can find a stone with the inscription “Lonesome Road”.

Gun Runners' Arsenal

Gun Runners Arsenal adds to the game 27 new types of ammunition, 38 new types of weapons, 40 modifications for existing or new types of weapons, one new ability. In addition, 21 challenges and 5 achievements are added.

Ultimate Edition

On November 3, 2011, Bethesda announced a special edition Fallout: New Vegas - Ultimate Edition, which will include a copy of the game and all downloadable content. It was scheduled to go on sale on February 7, 2012 in North America and February 10 in Europe for PlayStation 3 and Xbox 360. The release in Russia was postponed several times: spring 2012, July 13. The publication was officially released on August 24, 2012 and is an English version of the supplement with Russian subtitles. Edition Ultimate Edition available for residents of Russia in the digital distribution service Steam (including in Russian).

Courier's Stash

This add-on provides access to things that were given when you pre-ordered the game. The addition includes 4 sets: Caravan Pack, Classic Pack, Mercenary Pack, Tribal Pack. Each pack contains equipment, weapons and medicine that will help the player at the beginning of the game.

Development

Development of the game began in February 2009. New Vegas from the very beginning it was conceived as an independent game, a spin-off, and not a continuation of some previous game in the series and not a new “numbered” part - Josh Sawyer preferred to compare New Vegas With Grand Theft Auto: Vice City. By agreement of Bethesda and Obsidian, the game was moved to the western United States compared to Fallout 3, which made it possible to bring into the game ideas and characters from Fallout 2 and canceled Van Buren, continuing the story of the former western states and the rise of the New California Republic shown in these games. Bethesda representatives did not approve the proposal to place the action Fallout: New Vegas during the time period between Fallout And Fallout 2- making the game a prequel rather than a sequel Fallout 3; however, they agreed to set the game in a post-apocalyptic version of Las Vegas. Fallout: New Vegas was announced in April 2009. The original three-page concept document for the game during negotiations with Bethesda was titled Fallout: Sin City; this name was later changed to Fallout:Vegas and finally Fallout: New Vegas. One of Obsidian's initial plans was for the player to have a choice between three "races" when creating a character - humans, super mutants and ghouls, but this idea was abandoned due to possible problems associated with the game engine.

Development of the game took a year and a half - a relatively short period of time for a game of this scale. Like Fallout 3, New Vegas uses the Gamebryo game engine; At the same time, the developers tried to improve the program code of the previous game, improve the graphics, in particular, the lighting - for example, this made it possible to show the Las Vegas Strip with its neon signs in the game. Obsidian has also improved the game mechanics associated with shooting from firearms - for example, New Vegas weapons now have mechanical sights, which allows the player to fight without resorting to the V.A.T.S. system, whereas in Fallout 3 the player was forced to use V.A.T.S. whenever to aim at a distant enemy. The developers closely monitored the community of creators of modifications to Fallout 3 and how the authors of such modifications overcame the limitations of the game engine, even without access to the source code. Obsidian implemented in New Vegas the experience gained in this way - this concerned, in particular, the appearance in the game of a weapon modification system, character treatment and game difficulty modes. Although the studio did not hire any of the creators of modifications for Fallout 3, in early 2010, Obsidian hired Jorge Salgado, the creator of the modification Oscuro's Oblivion Overhaul For The Elder Scrolls IV: Oblivion- his experience turned out to be very valuable for the development team.

The Windows version of the game allows the use of various modifications, including those created by the users themselves. To create custom game modifications Fallout: New Vegas a previously released game editor can be used Fallout 3, which goes by the name G.E.C.K. (Garden of Eden Creation Kit) and its update to version 1.5. However, the best results using all the innovations in the game Fallout: New Vegas, can only be obtained using the constructor - Fallout New Vegas - Garden of Eden Creation Kit v1.6, available for download on the official Bethesda website.

Fallout: New Vegas was announced in April 2009. The first teaser video appeared on the Internet in early February 2010. The two-minute video, in addition to a view of New Vegas, contains the phrase “War. "War never changes" spoken by Ron Perlman. The latest addition to Fallout New Vegas was released on September 20, 2011.

Voice acting

The game's voice actors included: Ron Perlman, Matthew Perry, Wayne Newton, William Sadler, Zachary Levi, Felicia Day, Michael Dorn, Kris Kristofferson, Danny Trajo, John Doman, Rene Auberjonois, Steven Bloom.

Game series fan dressed as a Nevada Ranger

Radio New Vegas

  1. Dean Martin - "Ain't That a Kick in the Head"
  2. Frank Sinatra - "Blue Moon"
  3. Marty Robbins - "Big Iron"
  4. Kay Kyser - "Jingle, Jangle, Jingle"
  5. The Ink Spots - "It's a Sin to Tell a Lie"
  6. Nat King Cole - "Love Me As Though There Were No Tomorrow"
  7. Helen Forrest - "Mad About the Boy"
  8. Bing Crosby - "Something's Gotta Give"
  9. Peggy Lee - "Why Don't You Do Right?"

Radio Black Mountain

  1. Marty Robbins - "Big Iron"
  2. Hank Thompson - "Hangover Heart"
  3. Guy Mitchell - "Heartaches by the Number"
  4. Eddie Arnold - "It's a Sin"
  5. Peggy Lee - "Johnny Guitar"
  6. Johnny Bond - "Stars of the Midnight Rangers"

A television

is another game in the Fallout universe. New Vegas does not belong to the third part of the game, as many people think, it is a completely independent game, although made on the same engine, and therefore the gameplay of the games is practically indistinguishable. Most likely, this fact confuses many players who attribute New Vegas to Fallout 3.

The plot of Fallout New Vegas

Fallout New Vegas begins 4 years in-game time after the events of Fallout 3. All events take place in Las Vegas, which not only successfully survived a nuclear war, but was also not subject to the subsequent chaos. The central element of the plot is the confrontation between 3 factions that are trying to take control of the main electrical vein of the region - the Hoover Dam. This giant dam is located on the Colorado River and without its help, Las Vegas would literally be in dark times.

The fight is between slave traders from Caesar's Legion, the ruler of the city of New Vegas named Mr. House and the new California Republic. The main character of the game is a courier who works for the Mojave Express company. One fine day, this courier delivers another package, but on the way he is attacked by unknown people and, having taken the package, they leave him to die in a roadside ditch. But to the delight of the main character, he is found by a robot named Victor. The robot cannot leave the man to die and takes him to the doctor in a nearby town called Goodsprings.

After the doctor cures the main character, it turns out that he has amnesia, and naturally the main character decides to find out everything about his past and who robbed him and tried to kill him.

Main locations of Fallout New Vegas

  • Village of Goodsprings - a very small village where the robot Victor brings the mortally wounded protagonist and from where his investigation begins. The village of Goodsprings is located in the west of the Wasteland and is a kind of oasis in the desert; travelers can always rest here and replenish their supplies of drinking water and food;
  • Mojave Wasteland - it is essentially a huge desert in which New Vegas is located. The Great War spared this desert, so there are few areas with high background radiation. It is in the Mojave Wasteland, or simply the Wasteland, that the main action of the game takes place;

  • Nellis AFB - on these ruins of a military airbase, Bombers, aggressive towards all inhabitants of the Wasteland, settled. The territory of the base is simply huge, so the bombers live very well here, especially under the cover of the guns that they found at the base and restored. A large number of quests, including plot ones, are associated with this location;
  • Camp McCarran - is a former airport where the soldiers and command of the New California Republic freely settled down;
  • New Vegas - the main city of the Wasteland, one might say its capital. Located in what is now Las Vegas, and as a new era came with the great war, the city was renamed New Vegas;
  • Fort - an excellent place for a base, well protected on all sides. That is why it is the base of Caesar's Legion, a paramilitary organization of slave traders;
  • Hidden Valley - in this location the fighters and command of the Brotherhood of Steel were located, their choice is more than understandable, because the Hidden Valley location is a military bunker built before the war;
  • HELIOS One - at first glance, this is an ordinary pre-war power plant, but as soon as you start to learn more about this station, it becomes clear that it is not what it seems and in fact it is not a power plant, but a super secret weapon;
  • Hoover Dam - this gigantic structure, for unknown reasons, not only was not destroyed by the war, but continues to work, providing electricity to the entire Mojave Desert. It is impossible to pass the Hoover Dam, since the main actions of Fallout New Vegas will be connected with it;

  • Jacobstown - this resort for skiers was made their home by super mutants from the first generation. The commander of all these super mutants is Marcus;
  • Mount Black - if super mutants from the first generation settled at a ski resort, then their brothers from the second generation chose this mountain. Commands the second generation of super mutants - Tabitha.

Differences between New Vegas and Fallout 3

Although the gameplay of the games is very similar, because they are still created on the same engine, there are many differences in Fallout New Vegas, here are the main ones:

  • A very difficult game mode appeared, which was called “Hardcore”, this mode was transferred to Fallout 4, only they called it “Survival”;
  • How a character or mutant, or any other creature dies, directly depends on the weapon with which it is killed;
  • Huge selection of weapons;
  • It is now possible to improve weapons; the following parameters can be improved:
    • Firing speed (can be increased);
    • Magazine capacity (can be increased);
    • Weapon wear (can be reduced);
    • Damage dealt (can be increased);
    • Weapon weight (can be reduced);
    • Scatter when shooting (can be reduced);
    • Reloading weapons (you can reduce the speed);
    • Silencers, target designators and optics can be added to weapons;
    • And there are many other things you can do with weapons;
  • the perks of heavy and light weapons were combined into one and at the same time a new perk “Survival” was added;
  • Reputation with organizations has been added, that is, any action changes, for better or worse, your character’s reputation with each faction;
  • You can create ammunition;
  • Food crafting has appeared;
  • In any mode except Hardcore mode, the protagonist's companions are immortal;
  • After the end of the storyline, you won’t be able to play yet, the game will end.

  • In the image of the head of New Vegas, Mr. House, his prototype, Howard Hughes, is very clearly visible;
  • Fallout New Vegas has very interesting quest names; if you pay attention to this and search a little for these names on the Internet, it will become clear that these are the names of famous compositions of the 40s and 50s of the 20th century.

This is all the information we have collected

From white noise experiments to psychoactive drugs, from virtual reality to numerous Gary clones.

In the Fallout series, shelters were intended to protect people from the effects of nuclear bombs; it was here that survivors could wait a few years and then return to the surface when it was safe again. At least that's what representatives of Vault-Tec Corporation claimed. In fact, shelters were built to conduct sinister, cruel, and sometimes hilarious experiments on unsuspecting inhabitants.

Throughout the history of Fallout, we've seen a lot of shelters. In this list, I decided to include only those shelters that can be visited in the Fallout PC games, so you will not see bunkers that are simply mentioned in the games or are not considered canon by Bethesda (for example, the shelter from Fallout: Tactics).

Considering how sinister the Vault-Tec vaults are, it's hard to say which ones are better than the others. My criteria are how interesting a particular shelter turned out to be, how memorable the visits to these bunkers were, and how creatively the backstory of each of them was written. So, I present to you a list of shelters from the Fallout series in order from worst to best.

Vault 88 was never completed, but that was the main idea. It appeared in the DLC for Fallout 4 called Vault-Tec Workshop, in which everyone had the opportunity to become Overseers and conduct their own experiments.

Unfortunately, this shelter is, in fact, just another settlement, which differs from others only in the thematic setting and the ability to add many rooms. The experiments are not particularly impressive; The worst thing you can condemn the inhabitants of the bunker to is extracting energy using bicycles and drinking modified cola. I somehow imagined the experiences of the Overseers differently.

Cryogenic freezing is not a bad idea, especially when there is a natural nuclear war in the yard, but Vault-Tec decided not to warn the inhabitants of the bunkers about the freezing, assuring them that the capsules were intended for disinfection. Surprise! A couple of seconds in the capsule, and you are already turning into a block of ice.

And due to interruptions in the supply of supplies, the shelter staff staged a mutiny. Some 200 years later, one of the frozen inhabitants (that's you) briefly awakens to see his other half being murdered and their infant son kidnapped. After another 60 years, he woke up again, realizing that he was the only survivor of this cryogenic experiment.

However, Vault 111 itself only plays the role of a starting point for the quest, and it cannot be called an interesting bunker. Much more interesting is the settlement on the Sanctuary Hills, located not far from the shelter.

Vault-Tec built Vault 95 as a drug rehab center and initially helped residents recover from their addictions. Very good! And then, five years later, the company decided to hide a batch of drugs in the bunker, just to see where it would lead. Not the most humane experience!

Of course, chaos began in the Vault, and many of the inhabitants killed each other (it’s good that this fate also befell the Vault-Tec representative who hid the drugs), and the bunker itself turned into a base for the Shooters. Interestingly, in Vault 95 you can not only shoot all representatives of the Shooters faction, but also cure your companion Kate of her addiction. Very good!

Vault 3 was one of the main bunkers, and it was supposed to open 20 years after the bombs fell. Its inhabitants, however, were reluctant to face the dangers of the outside world, and therefore kept the bunker locked for longer than planned. And for some reason this led to them killing each other. Very strange!

Some kind of sinister experiment was carried out on the territory of the shelter (as far as we know), but the location itself is one of the least interesting in the series. Due to problems with the water purification system, the inhabitants of Vault 3 eventually opened its doors and immediately became victims of a group of Raiders who called themselves Devils. And we can pay the Devils a return visit, destroying them all and freeing all the surviving prisoners.

Vault 34 was severely short of living space, which over time became a huge problem for its inhabitants. Vault-Tec also decided that storing guns in a room with an unlocked door was a good idea. It's not hard to imagine what this led to. There was a riot in the bunker, which ended in a shootout, due to which a radiation leak occurred, and the inhabitants themselves turned into ghouls. It didn't work out well!

It's worth visiting the bunker not so much because of its backstory, but for the opportunity to collect the remaining weapons and ammunition, which are in abundance there.

Red versus blue: the eternal conflict. Vault 19 was divided into red and blue sections, which could be accessed by residents with key cards of the corresponding colors. Apparently, this was an experiment to observe how people from different sections would react to each other.

Unfortunately, a sulfur leak occurred in the bunker, causing residents to urgently evacuate, and an experiment from Vault-Tec, which was supposed to lead to mass deaths, did not succeed. experiments. After this, Demolitionists settled in the territory, with whom you can establish friendly relations or blow everyone up using C-4 explosives. Here everything depends only on you, in the best traditions.

Vault-Tec settled 92 of the most gifted musicians in Vault, but not in order to preserve the musical culture of humanity. In fact, they all became unwitting participants in a white noise experiment that was supposed to turn them into obedient super-soldiers.

And, as you probably already guessed, the experiment did not go completely according to plan. Because of the white noise, all the inhabitants of the shelter began to fall into a state of uncontrollable rage, and everything would have been fine, but it was simply impossible to control such soldiers. It ended with massacres, destruction of walls and the penetration of hordes of swampers into the bunker. And the sounds made by swamp dwellers, as you know, can hardly be called music.

Perhaps Vault-Tec surpassed all its previous atrocities by building Vault 75. The bunker, conceived as a shelter for schoolchildren, eventually turned into a children's prison, and parents who brought their offspring here were instantly killed and burned.

Torture and inhumane experiments were practiced here, the purpose of which was to search for the “best” genes. And when the owner of these genes turned 18 years old, the genes were “extracted” and passed on to a new generation, which, in theory, should have led to the creation of a dominant race. Those who refused to participate in the experiments were simply killed, like their parents.

At some point, the inhabitants of the bunker realized what was really happening and started a riot, killing the scientists and leaving the shelter. Wherever these children are now, they clearly have a better life than in Vault 75. At the moment, the Shooters have settled on the territory of the bunker, fighting off members of the Brotherhood and the Institute. And although you can no longer help the 75 children who escaped from the Vault, you have the opportunity to collect all the results of the “experiments” and make sure that they do not fall into the wrong hands.

Fungal spores have infected the shelter's inhabitants, turning them into horrifying plant-like monsters. In this bunker you will have an exhausting and long battle with these monsters of all shapes and sizes. Fortunately, you can eventually blow up the entire laboratory so that the former scientists cannot get out of it.

One of several bunkers that can be visited in two different games, Vault 15 was built with the purpose of conducting another experiment, the purpose of which was to observe how representatives of different cultures and faiths would get along. In short: very bad. After 50 years, all the inhabitants had already divided into several militant factions, and one of these groups subsequently formed the New California Republic.

Despite the fact that there are practically no resources left on the territory of the bunker, battles for it are still ongoing. You can make life much easier for its inhabitants by dealing with the raiders who are kidnapping people living at the entrance, and offering to conclude a truce between the inhabitants of Vault 15 and the NKR.

A real shock awaits you in this bunker, if only because it is inhabited by... ordinary people without mutations or the desire to kill.

Vault 81 was built with the goal of finding cures for all known diseases, for which experiments were secretly conducted on its inhabitants (in other words, they were infected with these diseases). However, the local Overseer turned out to be a rather pleasant person and decided to simply not let the scientists into the bunker. Then the shelter was blocked for many years, during which the inhabitants of the bunker managed not only to create medicine, but also a medical robot with a French accent named Curie, who can accompany you on your adventures.

How about a murder investigation? Vault 118, located under the hotel, was never completed, and the experiment carried out there (housing Hollywood stars in luxury and the working class in cramped rooms) did not take place. But there was still room for dramatic events. Someone destroyed the robotic brain, and you have to play detective, interview the suspects and find the culprit. Quite a fun quest, during which you can find a lot of useful things.

However, this quest is perceived very ambiguously by Fallout fans - it is very similar to the task from the Autumn Leaves mod for Fallout: New Vegas, which also had an almost similar murder. The modder himself did not make any claims, but noted that he would be grateful if the studio at least mentioned him in the credits. But Bethesda strongly denies the mod's connection with Vault 118.

If anyone can ruin their own good idea, it's Vault-Tec. Vault 114 was intended for wealthy politicians and other members of the elite, who were forced to move into cramped rooms with shared toilets and follow the orders of the insane Overseer, nicknamed Can Harry, who preferred to go without pants.

Unfortunately, the bunker was not completed, and therefore no one moved into it. On the other hand, it is here that you first meet the best of Fallout 4's companions - the robot Nick Valentine, and also enter into battle with the gangster Leaning Malone. As a bonus, there is a recording of an interview with Canning Harry.

Not the most inventive experiment by Vault-Tec standards: 10 days after the bunker doors were sealed, psychoactive drugs were sprayed into the ventilation system. Of course, everyone went crazy and started killing each other. Nothing unusual. Powerful drugs lead to powerful madness.

And this is a pretty creepy place in the game. Once in the bunker, you involuntarily inhale drug fumes, which causes you to hallucinate - before your eyes, the shelter becomes lively. You see your father, Butch and the other residents of Vault 101. They all attack you (and instantly disappear), and with them you are attacked by the last survivors of Vault 106. A very unforgettable experience.

Radiation: how does it work? Vault-Tec decided to find out by populating the Vault with 12 thousand people and making sure that its doors could not be closed after the bombs exploded. Excuse us, citizens!

What did the results of the experiment show? Radiation has a bad effect on people, what a surprise! The inhabitants of the shelter have turned into ugly glowing ghouls, which you will see on your first visit to the bunker. The main discovery associated with Vault 12 is that not all ghouls are ordinary monsters.

They can also be good guys, despite the tragedy that happened to them - a similar technique is actively used throughout the Fallout series. Most of the ghouls from Vault 12 made it to the surface and founded an entire city called Necropolis.

The social experiment taking place in Vault 11 was particularly grim. The inhabitants of the bunker were told that every year they would have to sacrifice one person, otherwise everyone would die. They will even give you a look into the very room where the victims were killed, after showing a video assuring that all this is for the benefit of society. And after the video, turrets appeared from the walls, opening fire on the person. The sad thing is that if the inhabitants of Vault 11 decided to refuse annual sacrifices, nothing would have happened to them.

But that’s how people are made, and therefore they obeyed the rules of the game, as a result of which almost all the inhabitants of the bunker died. At the end there were only five left; and when they found out that all these killings did not make any sense, they chose the most “logical” option available: commit suicide.

By the way, they couldn’t do it right either: one of them simply shot the remaining four. Wonderful group of people, isn't it? Of all the shelters presented in the series, this was the one that most clearly showed the essence of human nature.

Vault 8 was home to about 1,000 people, and the bunker was supposed to be sealed for 10 years, after which its inhabitants were supposed to begin to revive civilization on the surface of the planet. But surely something had to go wrong? Not really. Vault 8 turned out to be one of the most successful and demonstrated that if you do not conduct experiments on people in underground bunkers, you can build a completely healthy society.

As a result, the inhabitants of Vault 8 founded Vault City, which flourished for a certain time, but over time, people's habit of staying isolated led to its fall. The bunker itself was practically undamaged - there is a functioning medical center on its territory and a lot of characters live who give out quests.

It's hard not to love Vault 101 from Fallout 3, where the main character is born and grows up, as shown in the opening scenes that serve as a tutorial level. So many fond memories: the first radroach killed with a BB gun, the robot cutting the cake with a circular saw on your birthday, the GOAT exam, killing Butch with a baseball bat... and, of course, realizing that your father lied to you for years and left you you to almost certain death. So many memories!

The dark truth of Vault 101 was meant to remain hidden forever. But the result was that the bunker became yet another failed Vault-Tec experiment. However, it is one of the most memorable hideouts in the game, if only because you spend the first years of your life in it and then escape from it in very dramatic events.

Everything we know about the true purpose of vaults (that they are usually a site for diabolical scientific and social experiments) begins with Vault 13. It was supposed to be sealed for 200 years, and not to protect the inhabitants from dangers the surrounding world, but in order to observe how long-term isolation will affect people.

When the water purification system fails, the Overseer of Vault 13 sends people in search of the necessary parts. And when the main character returns to the bunker, the Overseer calls him a hero, but expels him, fearing that other residents of the shelter will want to leave him. Thus, the Vault 13 experiment continued, and the very idea that the truth was hidden from the inhabitants of the bunkers was developed in other games in the Fallout series.

How can you pass the time in an underground bunker? It’s enough just to plunge into suspended animation, while connecting to virtual reality, in which an idyllic utopia awaits you. Unfortunately, we're talking about a Vault-Tec simulation, so behind the perfect streets and neat houses of Tranquility Lane lies a real hell. Warden Stanislas Bron is a madman with sadistic tendencies who uses simulation to virtually murder the inhabitants of the shelter. After each murder, he erases the victim's memory and starts over. And so on ad infinitum.

You also find yourself in this simulation, where, following Bron's orders, you will have to torture the residents both physically and psychologically. And there is only one way to free the inhabitants of the shelter from endless torture - by killing them in the real world. This can be considered an act of mercy.

What happens in the bunker under Vegas stays in the bunker under Vegas. However, Vault 21 can be called an exception to the rule. This time, Vault-Tec decided to populate the shelter with compulsive gamblers. Surprisingly, a society consisting only of them turned out to be not the most peaceful. As a result, Robert House set his sights on Vault 21 and decided to slightly change the bunker’s decor.

After this, Vault 21 turned into a casino with a hotel, which, by the way, is much better than what happens to the average shelters in the series. It's quite nice to visit a shelter that is really full of life, unlike many others. You can even stay in one of the hotel rooms.

When Fallout fans discuss hideouts, they always think about Gary. And I would really like to find a better shelter, but alas. This is simply impossible. Gary. Gary? Gary!

An experiment was conducted in Vault 108, the purpose of which was to study the behavior of people in a crisis in the absence of a leader and with an excess of weapons. The bunker was run by a Caretaker with terminal cancer who was expected to die within a couple of months, and the shelter was experiencing electrical problems. So what happens if the lights suddenly go out in a bunker full of weapons and the people are without a leader?

To be honest, we don’t know, because for some reason Vault 108 decided to build a cloning room. This didn’t really fit into the concept of the experiment, but it gave us Gary (and more than one). Gary is a bunker resident who was cloned several times, with each clone only able to speak the word "Gary" and turning out to be more cruel than the previous clone. In the end, Gary cloned himself 50 times, and therefore the only survivors in the shelter were Gary - and they are not very happy to see you.

This is definitely one of the most memorable locations in the game; seeing one Gary after another is quite a unique experience. But Garys don't only appear in Vault 108. Interestingly, Gary 23 somehow escaped and was found by members of the Brotherhood in the Operation: Anchorage expansion. They cut off his hand to remove the Pip-Boy, expressing obvious dissatisfaction with the fact that Gary only spoke his name. In another Fallout 4 hideout you can find cubes that add up to Gary's name. Perhaps one of the escapees, Gary, started a family?

We don't know much about Fallout 76 yet - news about the game arrives every week, but it is not yet very clear what role the shelter itself will play: whether it will be a location for issuing quests, part of the base, or another place for sinister experiments. We will know about this by the end of the year: the official release of Fallout 76 will take place in November, and beta testing of the project should take place a couple of months before that.

On the eve of the release of the already sensational Fallout 4, the developers decided to brighten up fans' expectations with a new free one. The game is an economic simulator in which users create and develop their own Vault-Tec Vault. However, the application gained such wild popularity that the developers soon released an update.

Unfortunately, there are some deviations from the canon in the game. For example, according to the history of the game Fallout, such Shelters were immediately filled with the necessary things and 1000 people, when, as in the game, you need to start from scratch, gradually building new rooms and expanding the population. However, the game had another interesting feature - the player independently sets the number for his Vault.

In this regard, we decided to review all the Vaults known from the original Fallout games. Maybe some users of the game will be able to find out the fate of their already created bunker with the corresponding number, or remember how they visited this shelter while playing previous parts of Fallout.

At the moment, in general, the following can be said about shelters: a total of 122 Vaults have been created in the United States, as well as an unknown number of private and test ones that were not intended for direct use. Despite the fact that the bunkers were supposed to save people from nuclear war, in fact, Vault-Tec management prepared for each of them its role in experiments in various fields of science - most often sociology and psychology.

Each Vault had its own instructions and purpose, which was most often secret even to the Overseer. Often such experiments were inhumane and inhumane. As a rule, it was because of them that most Vaults came to crisis and death of the population. You could be convinced of this by playing games in the Fallout series and reading notes in the few working computers of the dead Vaults.

Each shelter was designed for 1000 people and had systems for reproducing water, food, clothing, and various materials. For each such bunker, a Caretaker was appointed, after whose death a new person took over this position. The method of selecting a candidate varied from case to case - some Vaults had regular elections, some the position was hereditary, and so on.

Demonstration Shelter

Presence: Fallout

Vault 0

Presence: Fallout Tactics: Brotherhood of Steel

A shelter that is not considered canonical by the gaming community. The main bunker, which was supposed to accommodate the most significant persons of the country, as well as a huge number of people from all existing specialties. It was designed for 100,000 people. The bunker had a powerful supercomputer, which operated with the help of real human brains, which controlled the Vault itself, as well as an army of various robots. It was planned that this particular bunker would be rebuilt by the United States after the war was over. Unfortunately, the management skimped on protective measures to please the wishes of the aristocrats, who wanted more entertainment facilities, so the supercomputer eventually destroyed all the people, after which it led the robots to exterminate all life on the surface.

Vault 3

Vault-Tec was interested in educating people based on positive feelings - compassion, friendliness, and so on. More precisely, the leadership was interested in how adapted people raised in this way would be for subsequent life on the surface. As a result, the population of the bunker itself flourished, but was quickly destroyed by raiders after the Overseer decided to open the doors. Excessively peace-loving and trusting people were not prepared for the attack of robbers. Subsequently, the raiders occupied the empty bunker, making it their Vault.

Vault 8

Presence: Fallout 2.

It was supposed to be one of the key command Shelters, which, unlike many others, were supposed to begin restoring the civilization that died in a nuclear fire only 10 years after the war. As a result, the immigrants, with the help of the GEKK, created a totalitarian city with a large population around the bunker.

Vault 11

Presence: Fallout: New Vegas.

The Vault-Tec program involved a social experiment in which people had to prove their courage and unity. The point was that the computer system blocked the doors of the bunker and began to demand that one victim be chosen annually from among the residents, who would be killed by robots. Failure to comply with the order would result in the killing of all people. In fact, the program would shut down if it was denied a victim, and would also open the doors of the Vault. Unfortunately, the residents reached this point only when only a few remained alive.

Vault 12

Presence: Fallout.

It was planned to conduct a study of the effects of radiation, which affects people in non-lethal doses for a long time. As a result, the entire population of the bunker became ghouls, who founded a ghoul city called Necropolis.

Vault 13

Presence: Fallout.

The Vault-Tec experiment involved studying the effects on the psyche and physical characteristics of people during prolonged isolation. However, the program was not completed due to the fact that the water chip broke, without which the residents would have died. For this reason, the door was opened so that the Overseer could send someone to find his replacement. This is where the Fallout storyline starts.

Nameless Vault

Presence: Fallout 2.

Many players mistook this bunker for Vault 13, since even its map is very similar. In fact, there is no exact data about this place. Most likely, this Shelter simply did not have time to be completed. There is no information about his number anywhere.

Vault 15

Presence: Fallout 2.

The main purpose was to conduct a social experiment that would show what a society consisting of people with completely different cultural and personal values ​​would come to. As a result, the bunker opened as planned after 50 years, and the entire population left it, forming 4 main groups. Three of them became various large raiding bands, and one founded a small settlement nearby.

Vault 17

Presence: Mentioned in Fallout: New Vegas

What is known is that the entire population of the bunker was enslaved by the Creator's army to be transformed into super mutants. In the game you can meet a witness to those events from the inhabitants of the Vault.

Vault 19

Presence: Fallout: New Vegas.

Vault-Tec was planning a study on paranoia. The entire bunker was divided into three zones: two general and one technical, and the former did not know about the existence of the latter, and vice versa. The two common areas had two different Overseers, and the residents in them were brought to a state of deep paranoia through special substances injected into the ventilation systems and other means. It is unknown what such a program would have ultimately led to if mutants had not broken through from the caves into the technical zone and destroyed the entire population. After this, the bunker was occupied by raiders, who also began to be exposed to the program for the development of paranoia.

Vault 21

Presence: Fallout: New Vegas.

The task was to study the social system, according to which residents had to resolve absolutely all disputes and feuds through gambling. Oddly enough, this is one of the few Vaults that ultimately survived and successfully settled on the surface in New Vegas. The bunker became a hotel.

Vault 22

Presence: Fallout: New Vegas.

Vault-Tec's calculations assumed that a nuclear war would destroy much of the vegetation. Therefore, the population of this bunker worked in the field of botany, creating plant species that could quickly fill the devastated land of the continent. This vegetation was supposed to cleanse water, land and air from radiation as quickly as possible. Unfortunately, in the end, the results obtained led to the fact that the residents themselves became infected with a fungus that turned them into living plants. Those who managed to survive left the Vault and disappeared in the direction of Salt Lake City. The bunker itself became a breeding ground for wild vegetation and mutated insects.

Vault 27

Vault-Tec management intended to conduct a study of the impact of significant overpopulation on the social and psychological state of society. As a result, the bunker had 2 times more population than calculated - 2000 people instead of 1000. There is no information regarding the fate of the Vault.

Vault 29

Presence: Planned for Van Buren (Fallout 3).

It was intended to look at the development of a population consisting exclusively of minor adolescents. The fate of the bunker is unknown.

Vault 34

Presence: Fallout: New Vegas.

The Vault-Tec program planned to study the impact of gun ownership in the face of other benefits. As a result, the bunker was structurally different from its analogues - it was more spacious and well-appointed, but it had an arsenal with a huge number of firearms. As would be expected, the presence of a huge number of benefits had no effect compared to the fact that the Overseer prohibited the free possession of weapons. As a result, the Vault was rocked by a series of armed uprisings, which damaged the nuclear reactor. Those who were unable to leave the bunker eventually turned into wild ghouls.

Vault 36

Presence: Mentioned in the Fallout Bible.

The goal was to study the impact of limited food choice on the population. The food synthesizers working in the Vault could produce only one type of food, and that was a thick liquid without any taste. The fate of the bunker is unknown.

Vault 42

Presence: Mentioned in the Fallout Bible.

An experiment was planned to test the effect on the community of conditions in which there was a strong lack of light. All lamps in the Vault were equal in power to 40 W. The fate of the shelter is unknown

Vault 43

Presence: Mentioned in One Man, and a Crate of Puppets.

The bunker was inhabited by 30 people and 1 panther. There is no information about the future of the shelter, nor what purpose was set for this shelter in the experiment.

Vault 53

Presence: Mentioned in the Fallout Bible.

Vault-Tec set out to test the impact of regular stress on society. Absolutely all the equipment in the bunker was designed to fail at certain intervals, but at the same time be repairable. As a result, residents were constantly in circumstances where something broke every day. The fate of the shelter is unknown.

Vaults 55 and 56

Presence: Mentioned in the Fallout Bible.

Vault-Tec was interested in comparing the performance of two Vaults - 55 and 56. In the first case, there were no video or audio recordings in the bunker that could accompany the entertainment of the residents. At the same time, in the second there was only one entertainment entry. Psychologists and sociologists assumed that the crisis would come much faster in Vault 56.

Vaults 68 and 69

Presence: Mentioned in the Fallout Bible.

A social study of a large group of people was planned, which was unevenly divided by gender in quantitative terms. In this bunker there was only one woman for every 999 men. The opposite Vault 69 served as a comparison point - there was one man for every 999 women. The company was interested in which bunker would last the longest.

Vault 70

Presence: Mentioned in the Fallout Bible, should have appeared in Van Buren (Fallout 3).

The experiment implied a social study of the confrontation between principles and circumstances. The bunker was inhabited by Mormons with a serious Puritan upbringing that dictated a strict moral framework. At the same time, the equipment for the production of clothing was soon to fail beyond repair. This was supposed to demonstrate the reaction of people - whether they would submit to circumstances against their upbringing and principles, or it would end in rebellion. The Vault was known to be located in Salt Lake City, Utah. People from the bunker founded the city of New Jerusalem, which allows us to conclude that for more than 100 years of isolation without clothing, the religious morals of the inhabitants have not been shaken.

Vault 76

Presence: Mentioned in Fallout 3.

Control shelter located in Virginia. We only know what was supposed to open in 20 years - there is no other information.

Vault 77

Presence: Mentioned in Fallout 3 and the comic "One Man, and a Crate of Puppets".

It can be considered the most expensive undertaking of the Vault-Tec company - a full-fledged bunker was inhabited by only one person. All entertainment records were deleted, the only thing that was available was a box with glove dolls. As a result, the resident went crazy, believing that the dolls were really talking to him, and left the Vault, hiding in an unknown direction.

Vault 87

Presence: Fallout 3.

Vault-Tec hoped to conduct research there on the FEV virus, which was discovered literally a year before the war. To do this, scientists abducted residents at night and conducted experiments on them in closed rooms of the bunker. As a result, the Vault was destroyed by an accident due to which the virus entered the ventilation. Most of the residents turned into super mutants who left the bunker.

Vault 92

Presence: Fallout 3.

The Vault-Tec program planned to test means of influencing the psyche of people using sound. For this purpose, the shelter was inhabited by outstanding musicians. As a result, some people lost their minds because of the sound (about a third of all living people), which led to a large-scale massacre.

Vault 101

Presence: Fallout 3.

It was intended to keep this shelter closed forever in order to preserve unchanged people with pure genes. Unfortunately, the leadership did not take into account that for endless isolation the residents simply would not have enough gene reserve (at one point the entire population would be related to each other, so offspring could be born with pathologies). In addition, the Overseer himself violated the order and opened the bunker for unknown purposes. What is known is that the bunker was replenished with people from the surface. This is where the story of the main character of Fallout 3 begins.

Vault 106

Presence: Fallout 3.

The purpose of the experiment was to test special drugs distributed by air. The substance began to be supplied to the ventilation system automatically shortly after the hopper was closed. It had a different effect - from pleasure to insanity. The result was a large-scale massacre, only a few crazy residents remained inside.

Vault 108

Presence: Fallout 3.

Created to monitor an uncontrolled society. Therefore, a man was appointed Overseer, who soon inevitably died due to cancer. The population would be left without leadership and left to their own devices. For unknown purposes, the Vault was equipped with a cloning system. It is unknown how events developed after the death of the Caretaker, but the hero of Fallout 3 discovers a shelter inhabited exclusively by clones of a certain Gary, who were hostile and armed with melee weapons. The bunker is de-energized and destroyed.

Vault 111

Presence: Fallout 4.

It is known that, unlike other bunkers, the entrance here is not horizontal, but vertical. According to the plot, the main character of the game comes to his senses after cryogenic sleep, 200 years after the end of the nuclear war. What happened and why only he survived, which will be released on November 10 this year. There is no other data yet.

Vault 112

Presence: Fallout 3.

Last known Vault. The Vault-Tec program involved the development and testing of virtual reality systems, which included all residents without exception. The bunker itself was automated and simply maintained the functionality of the systems. The caretaker, who was the author of virtual reality, soon went crazy and introduced a totalitarian regime in the created world.

The new, fourth part will most likely demonstrate new Vaults with new unusual stories. For now, we can only wait and guess.

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