Every Fallout Vault Ranked From WORST To BEST

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In October 1997, a small team at Interplay  introduced the world to their very strange,   deeply engaging, and instantly classic  new role-playing game: Fallout.  It was a post-apocalyptic, bleak, and darkly  humorous experience, but its most memorable   aspect was its world. The Fallout universe  is dotted with unique iconography that has   since recurred throughout the series, such as Nuka  Cola, The Brotherhood of Steel, enormous bugs…no,   not those. Well, yes, okay, those too, but…right,  perfect. And, of course, there were the Vaults.  Built by Vault-Tec with the stated goal of  saving mankind from Armageddon, the truth was   far less noble. After all, there were only 122  Vaults built across the entire United States;   hardly enough to save a significant percentage  of the population. This meant thatVault-Tec   would get to decide exactly which segments  of humanity would come to an abrupt stop.   Vault-Tec calling? More like Vault-Tec culling! Oh, and instead of being bomb shelters,   they were actually a front for hideous social,  biological, and psychological experiments   on the occupants. Tiny little ant farms for the  mad scientists to shake up however they saw fit.  Still, though, it must be nice to hear the bombs  falling rather than feel them landing, right? And   with the end of the world drawing nearer every  day, we’ve been reflecting on the series’ Vaults,   trying to decide where we’d like to reserve  our spots. So let’s go through them all,   and rank them from worst to best. For the purposes of this list,   we’ll be judging the Vaults based on how  much we’d like to occupy them. That, in turn,   is based on the experiment performed on the  occupants, the demeanors of our fellow residents,   the number of environmental storytelling  skeletons strewn around…you know. The usual.  We will not be considering any of the unnumbered  Vaults or related Vault-Tec installations,   such as the demonstration Vault under Vault-Tec  University or Bradburton’s private Vault   underneath Nuka World. Nor will we be considering  Vaults that make non-canonical appearances, such   as those in Fallout Shelter or the tabletop games. Spoilers throughout, by the way, as we will be   discussing the lore behind each one. If you’d  rather experience the lore for yourself,   you’ve been warned. And we understand! After  all, once it’s spoiled for you, that’s it.   Because lore…lore never changes. Let’s rank ‘em.  I’m Benand I’m Peter from TripleJump, and this  is Every Fallout Vault Ranked from Worst to Best. #32: The Nine Fallout Bible Vaults The Fallout Bible  Some of you will know exactly what we’re  talking about, so feel free to heat up some   iguana bits while we explain it for everyone else. The Fallout Bible is a set of design documents   created between the development of Fallout and  Fallout 2. They were released to the public by   former employees of Interplay and they make  for interesting reading, not least because   you’ll read about many ideas that were eventually  built upon by Wasteland 2, Wasteland 3, Fallout:   New Vegas, and, yes, even Bethesda’s Fallout  games. Most relevant to this list is the fact   that they contain information on nine Vaults that  – so far – have not been featured in any games.  These are Vaults 27, 36, 42, 53, 55, 56, 68,  69 (nice), and 70. We know little about their   experiments and nothing about how any of them  turned out. We can lump Vault 29 in with these,   as it’s suggested Harold lived  there, but we know nothing else.  If you’d like some footage of inside  these Vaults, I’m afraid you’ll have to   use your imagination. Or don’t do that,  because it was probably quite horrible. #31: Appalachia’s sealed Vaults Fallout 76  Oh, come on, another catchall entry at the  bottom of this list? Yes, and this time we can   thank Fallout 76: the grift that keeps on giving. Unlike the conceptual Vaults in the Fallout Bible,   these Vaults do exist. You can visit them in  the game and walk around the outside, posing   for photos, wondering why they’re here without  providing any content to the game whatsoever.  At Vault 63, a terminal will tell you that  only authorized personnel are permitted.   At Vault 96, a terminal will tell you that  it’s “currently operating within normal   parameters.” That’s all we’ve got for now. It is worth noting that Vault 94 was another   sealed Vault that eventually opened  to the public, so it’s possible these   areas will be added as well. Being as the  Nuclear Winter mode was added in June 2019   and is still in beta, however, I’m  not sure we should hold our breath. #30: Vault 12 Fallout  Vault 12 was home to one of the simplest  experiments, but also perhaps the most cruel:   the door was prevented from sealing, allowing  Vault-Tec to obtain data on how the human body   was affected by radiation. It turned out that  the radiation produced by the Great War turned   the Vault-dwellers – and much of humanity – into  Ghouls. On the bright side, this made them much   more resilient and granted them a longer life. On  the less-bright side…well…they looked like this.  Sure enough, that’s what happened to  the occupants of Vault 12, and the high   concentration of Ghouls in one place gave rise  to the post-apocalyptic town of Necropolis.  Like everywhere else in the Wasteland, the  population here is split between feral ghouls and   those who have retained their mental faculties.  Though even those ghouls aren’t too happy about   the whole “being an apocalyptic guinea pig” thing.  The Great War was ages ago, guys, just move on! #29: Vault 11 Fallout: New Vegas  The good news: Vault 11 chooses its  overseer by democratic election.   The bad news: Literally everything else. In one  of the most heinous experiments in the entire   series – which is saying something – this Vault  was designed to cease life-support functions   if one of its residents weren’t sacrificed  each year. The original overseer was the   first sacrifice and it became a tradition to  elect a new one annually, who would then be   sacrificed to keep life support operational. It led to residents being nominated out of   spite or revenge, as well as factions forming and  voting as blocs to keep their own members safe.   That’s why you see such…confusing election  propaganda when you explore the Vault.  Of course, the real experiment was to see how  quickly the residents refused to sacrifice anyone.   Unfortunately, the occupants didn’t see  through the ruse until only five of them   remained. Ah well. Live and learn, right? Or,  in this case, don’t do either of those things. #28: Vault 87 Fallout 3  Fans of Fallout and Fallout 2 might have  been a bit puzzled by the appearance of Super   Mutants in Fallout 3, which takes place decades  later and on the other side of the continent.   While it might be fun to picture them on a  riotous cross-country roadtrip, the fact is   that the Super Mutants in Fallout 3 originate  in Vault 87. The experiment there involved the   Forced Evolutionary Virus, which was meant to  help humans adapt to post-nuclear conditions.   In one way, it was a rousing success!  In only one very, very specific way.  Vault 87’s different FEV strain explains why  these Super Mutants are less intelligent and   more vicious, though there are some  notable exceptions, such as Fawkes,   who you meet in the Vault and fall  in love with mere moments later.  In case there was any confusion, no, we do  not wish to live in the Vault in which human   beings are chemically transformed into Shrek.  We’ll be in the puss in boots one. Sorry. #27: Vault 75 Fallout 4  We can all agree that any experiment involving  “selective breeding” is going to be appalling,   right? Right. Vault 75, built beneath Malden  Middle School, was advertised as a way for   families to survive the apocalypse. In reality,  everybody over the age of 17 was disposed of, and   the children were subjected to constant, rigorous  – and sometimes fatal – physical training.  The idea was to improve the resilience and  heartiness of humanity, allegedly so that the   occupants could return to the surface and retake  the Wasteland. That…never happened. Each year, the   most successful subjects were dissected and their  organs harvested. The least successful subjects   were incinerated. Those who performed poorly in  a physical sense but well intellectually were   recruited to the research team…so that they could  dissect and incinerate their old schoolmates.  And you thought you had a  tough time in middle school! #26: Vault 17 Fallout: New Vegas  We know very little about Vault 17, and what we  do know comes from a mentally unstable source:   Lily the Super Mutant. It could have been a  control vault, or it could have housed a truly   repugnant experiment. Either way, it doesn’t  quite matter, because the Wasteland claimed it   in the year 2154. It was raided by Super Mutants,  with its occupants either dying in the struggle   or being taken to Mariposa Military Base to  be exposed to the Forced Evolutionary Virus.   This happened when Lily was 75 years old,  seeing the sun for the first time on her   way to be turned into a Super Mutant herself. The experience was understandably traumatic.   She carries with her a holotape  of her grandchildren’s voices,   and developed an alternate personality to further  shield herself from the horrors of her situation.  Bet you feel bad for laughing at the  big purple grandma now, don’t you? #25: Vault 112 Fallout 3  If you have to be trapped underground for years  on end and experimented on, you’d think Vault   112 would be the best possible situation.  After all, the experiment involved letting   occupants live in a virtual world that could be  reprogrammed endlessly to keep them entertained.   What could possibly go wrong? Well, the same thing  that always goes wrong in Fallout games: people.  Overseer Stanislaus Braun is positively out  of his gourd by the time you meet him here,   in a simulation called Tranquility Lane, within  which he acts as a little girl named Betty who   delights in tormenting the vault dwellers. Braun  has been virtually torturing and murdering the   occupants of Vault 112 for two centuries. Of course, the fact that you have the option   of putting the residents out of their misery  and trapping Braun forever in a Hell of his   own making does mean that this experiment is  one of very few that may have a happy ending. #24: Vault 95 Fallout 4  Many of Vault-Tec’s experiments are comically  evil, which is part of the fun of uncovering them.   In the case of Vault 95, however, there’s nothing  comical about it. The Vault was designed to house   recovering drug addicts and alcoholics. Here,  they had no choice but to recover from their   addictions. It was a painful process, full  of agonizing withdrawal symptoms. They did,   at least, have support meetings during which  they helped each other and offered support.  Eventually, it actually worked. The residents  moved past their addictions. They were reborn.  And then, after five years, an undercover  Vault-Tec operative opened a massive stash   of drugs and alcohol. The experiment was to see  how quickly the residents would relapse. Even   the overseer was unaware of this and unprepared  for the binges and anger to follow, let alone   the violence from the residents who felt rightly  betrayed. If you ever want to point to a singular   example of man being the real monster in Fallout,  look squarely at the researchers behind Vault 95. #23: Vault 43 “One Man, and a Crate of Puppets”  In many cases with these Vaults, players are  required to use their imaginations. Sometimes   they can piece the story and its outcome  together by checking terminals, reading notes,   and soaking in the environmental storytelling  that both Interplay and Bethesda handle very well.   Other times…well, other times we have Vault 43. Vault 43 is canonical and we even catch a glimpse   of the experiment in the official “One  Man, and a Crate of Puppets” comic. Not   that it tells us much. In fact, it tells  us only that it was inhabited by 20 men,   10 women, and one panther. The humans don’t look  especially thrilled by the experiment. Then again,   the panther doesn’t seem to mind, so  at least one of the residents is happy.  Could 20 men and 10 women  take down a panther? Possibly.   Would 20 men and 10 women take down a panther?  Possibly not. That’s all we know, though,   and I’m grateful that I have no personal  experience to add to the discussion. #22: Vault 106 Fallout 3  Vault 106 was one of the original Vault  experiments dreamed up in the Fallout Bible, with   this being the only information: “Psychoactive  drugs were released into the air filtration system   10 days after the Door was sealed.” Bethesda  took that single sentence and gave us one of   the most memorable Vaults in the series. It was expected that the gas would   render occupants docile. And it did! Of  course, it also rendered other occupants   paranoid and homicidal. 50% success, at least. Residual gas in the Vault has an effect on you,   the player character, as well. As you explore  the destroyed, present-day version of Vault 106,   you hallucinate a much cleaner, pre-crisis  version, complete with terminals eerily   suggesting you “relax” and “breathe deep in the  blue.” You’ll also hallucinate encounters with   your old friends from Vault 101, including your  father. What’s more, the Vault concludes with   you murdering the only non-insane occupant of  Vault 106. Now that’s what I call a bad trip. #21: Vault 22 Fallout: New Vegas  When entering Vault 22 for the first time,   you see clearly that the experiment had  something to do with botany. Your mind runs wild.   What will you find? What was the outcome? What  could…it’s plant monsters. You and I both know   it’s plant monsters. You can’t mix Vault-Tec  and botany without getting plant monsters.  Vault 22 is one of the more tedious Vaults to  explore, and its story isn’t especially great,   either. The experiment was meant to develop hardy  crops that could revegetate the post-nuclear   landscape. The problem came in the form of  an experimental fungus, which released spores   that turned the researchers into plant monsters.  That’s…pretty much it. It’s a disappointingly dull   Vault and, obviously, we wouldn’t want  to live there. Becoming a plant monster   or being mauled by a plant monster are  two ends I’ve always hoped to avoid.  You can learn what happened to the Vault  22 survivors in the Honest Hearts DLC.   But while that story is at least interesting, it also unfolds off-camera. #20: Vault 51 Fallout 76  It’s the Fortnite Vault. Vault 51 is the  Fortnite Vault. That’s all you need to hear,   right? It’s the result of a struggling  Fallout 76 trying to tempt players back.   It exists so people who enjoyed Fortnite could  play it in Fallout 76 instead of in…Fortnite.  Surprisingly, there’s a good bit of lore  to be found in Vault 51, assuming you play   enough of the mode to unlock access to all of  it. Vault-Tec’s experiment here was to put   a computer in charge of selecting an overseer,  which it would do after studying the residents.  Ultimately – and we are skipping a lot of  lore here, believe it or not – the computer   decided the 52 residents could simply fight  to the death for the position. Presumably the   winner would have really enjoyed ruling  over 51 smoking corpses. And, I imagine,   flossing. So yes, it’s the Fortnite  Vault. But whichever writers were in   charge of the backstory did their  best with what little they had. #19: Vault 3 Fallout: New Vegas  Vault 3 was one of Vault-Tec’s “control vaults,”  but that doesn’t mean the residents didn’t have   their own pivotal conflict to resolve. Honestly,  it’s to Vault-Tec’s credit that incidental   tragedy is sometimes indistinguishable  from their orchestrated tragedies.  Several generations after the Great  War, Vault 3 struggled with a water   leak that continued to get worse until their  access to drinkable water was threatened.   Vault 3 decided to use this complication as  an excuse to extend a friendly hand into the   Wasteland and attempt to establish relationships  with whoever or whatever was out there.  And it worked! For a couple of weeks, anyway.  A heavily fortified underground base full of   people unprepared for the post-apocalypse was of  understandable appeal to raiders. It’s raiders   that you meet in the Vault in New Vegas, with  the original occupants long since…actually,   let’s not think too much about what  happened to the original occupants, okay? #18: Vault 15 Fallout  Vault 15 is a hollowed, looted shell  when you explore it in Fallout,   but you will meet a good number of its former  residents throughout the game. In fact, many   of them will try to kill you! What a wonderful  experiment they must have been subjected to.  Actually, the experiment really wasn’t so bad. The  residents of Vault 15 were intentionally selected   from different ideologies and cultures to see  how they’d interact. Unfortunately, the occupants   did not achieve harmony and were frequently at  odds, with the Vault opening three decades early   just so they could get away from each other. The  occupants went in two very different directions,   socially speaking; some of them founded the  quiet town of Shady Sands and the rest became   raiders. But even the raiders couldn’t get along,  with three separate factions forming among them.  The experiment was a failure, in the sense of everyone learning to get along, but it did at least succeed in proving  that dickheads come from all walks of life. #17: Vault 114 Fallout 4  Vault 114 was ostensibly designed to  house the Commonwealth’s upper crust   in the lap of luxury. In truth, the Vault was  significantly less secure than most others,   as it used parts of Boston’s existing subway  system to save money. But that’s not even the   experiment; that’s just Vault-Tec cutting corners. The experiment was to install an overseer who,   in Vault-Tec’s own words, had “no  supervisory or government experience,   and hopefully with a strong anti-authority bias.”  They settled on a homeless man named Soup-Can   Harry…but the Vault was not completed  before the war and we have no idea how   Soup-Can Harry would have handled the trials  and tribulations of Vault overseership.  That’s especially disappointing because  the experiment represents some of the   most fun writing in all of Fallout 4, but  by the time we get here it’s just overtaken   by gangsters with no particular connection to  the environment. So close, Bethesda. So close. #16: Vault 77 “One Man, and a Crate of Puppets”  The experiment in Vault 77 was…oh, come on.  It’s right there in the name, people. There   was only one occupant of Vault 77. At least,  only one who had innards. This man discovers   that his only companions to guide him through  the apocalypse are A Crate of Puppets. Somehow,   he doesn’t discover this until he’s been locked  in Vault 77 for over one year. Maybe it’s a big   Vault. Maybe he was doing a low-intelligence  playthrough. It’s impossible to know.  His mind soon breaks, and he finds that the  Vault Boy puppet is especially talkative.   And daring. And violent. He eventually  leaves the Vault and…well…some of the   people he met may have survived the encounter. You can find his Vault 77 jumpsuit in Fallout 3,   alongside a recording of a slaver who hopes he  never has to see him – or his puppet – ever again.   If the experiment were intended to create  someone who could survive in the Wasteland,   Vault 77 was a success. But, y’know,  forgive me for settling down elsewhere. #15: Vault 94 Fallout 76  The residents of Vault 94 were a congregation  of agrarian pacifists, and their pastor was   appointed their overseer. The experiment, as far  as the occupants knew, involved them reintroducing   vegetation to the world after nuclear war. A noble  goal, and they were provided with a rare Garden of   Eden Creation Kit to get the job done, as well  as a complete seedbank, greenhouses, and more.  The real experiment, which a Vault-Tec operative  was there to make sure was carried out,   was to find out whether the pacifists  would change their ways, or die the   moment they opened the Vault door and faced  the post-nuclear horrors that awaited them.  The Vault-Tec operative grew to be  very fond of the occupants, however,   and pleaded with them not to open the Vault to  outsiders. They refused to listen, believing   the Appalachian survivors would welcome them and  their crops with open arms. I’m assuming I don’t   need to tell you what happened after that, but I  will at least say it only lasted a few minutes. #14: Vault 88 Fallout 4: Vault-Tec Workshop  Boy, Fallout 4’s DLCs really run the  gamut of quality, don’t they? On one side,   you’ve got Far Harbor, which is great, and  Nuka World, which is fun and interesting.   On the other side, you’ve got…extra crap you can  build for your settlements. F in the chat for   anyone who shelled out for the season pass. Vault-Tec Workshop is one of the latter,   adding a number of Vault components that you can  construct at your leisure. You know, instead of   doing something pointless such as tracking down  your kidnapped child. It’s here that you are   tasked with completing the unfinished Vault 88,  which ceased construction when the world ended.   These builders and their excuses, I tell you. You work with the ghoulified overseer to finish   Vault 88 and even conduct some experiments  on new residents, but none of it is anywhere   near as fun or creative as it sounds. Another  huge, missed opportunity in a game full of them. #13: Vault 108 Fallout 3  Anyone who has been swarmed by clones in what’s  usually called The Gary Vault will be willing   to believe that Vault-Tec implemented  one very strange experiment indeed.  And, well, they did! But it had  nothing to do with anyone named Gary.   Instead, Vault-Tec selected an overseer suffering  with serious cancer and programmed the main power   supply to fail in 20 years. They wanted to study  the conflict that would arise when desperate   people were faced with a leadership vacuum. Only…uh…none of that ever came to pass, because   some of the occupants passed the time by cloning  Gary – whoever he was – many times over. Each clone   got less coherent and more violent, until the  Garys were incapable of saying anything other   than their name. The Garys, each shouting “Gary,”  massacred the other residents and destroyed the   Vault. In this case, Vault-Tec, your victims  did a better job of conjuring up a nightmare   than you did. I think the residents of Vault 108  deserve a lovely gold star for that, don’t you? #12: Vault 92 Fallout 3  The stated purpose of Vault 92 was to house  accomplished and promising musicians so   that musical knowledge and talent would  not perish with the rest of humanity.   Uncommonly noble of Vault-Tec, so of course it  was really meant to test the effectiveness of   brainwashing its residents with white noise. The experiment succeeded…in the sense that the   occupants of Vault 92 were indeed brainwashed  into becoming bloodthirsty killers. (Success is   very relative in these games.) The experiment did  genuinely have one positive impact on the world:   Vault 92 preserved a number of musical  instruments that would have otherwise been lost,   including the rare Soil Stradivarius. You can retrieve this instrument from the   Vault for Agatha, one of the rare truly gentle  souls you’ll meet in Fallout 3. In return, she   will play her music for the entire Wasteland on a  dedicated radio station. It’s an example of true   beauty blooming from ugliness. And, ultimately,  isn’t that what Fallout is really all about? No. #11: Vault 34 Fallout: New Vegas  An overstocked armory represents quite a tame  experiment for Vault-Tec, but Vault 34 still   managed to give them a show. Its overseer was  not convinced of the wisdom of allowing universal   access to firearms in an enclosed bunker, and  locked them up tight. A number of residents   bristled at this, believing their right to bear arms to be more important than anyone else’s right to   stay alive. Thank God this is fiction, eh? The disgruntled group left the Vault.Those who   stayed behind were spared the dangers of stray  gunfire, but overpopulation gradually became   the more urgent concern. Even worse,  the Vault door refused to open again   after the deserters left. Desperate riots  ensued, damaging a reactor, and turning nearly   all of the remaining occupants into feral ghouls. I’m going to end the entry here because I fear I’m   dangerously close to making a joke that goes “Ghouls Just Wanna Have Guns”. Oh I've just done it. Sorry about that #10: Vault 79 Fallout 76  Vault 79 was designed to house America’s  gold reserve, or at least as much of it   as could be transported there before the  bombs fell. The intention was to rebuild   the country’s economy after the Great  War. As such, and understandably, Vault   79 would not house any of the general population. A handful of secret service agents were assigned   to the Vault in order to protect the gold, which  overall seems like a pretty cozy assignment.   Sadly, they were unprepared for the effects  of prolonged isolation, and many of them died   from suicide and conflict within the Vault. A  few are still alive by the time of Fallout 76,   though, so the Vault didn’t entirely fail. Then again, Fallout 76 is chronologically the   earliest Fallout game, and the fact that bottle  caps continue to be the main currency throughout   the series suggests that it didn’t succeed  in preserving the old-world economy. Still,   it was worth a try. It’s not like they would  have worked this hard to save…y’know…more people. #9: Vault 111 Fallout 4  Ice, ice, baby. Actually, I probably shouldn’t  mention the baby; sore subject, I think. Anyway,   Vault 111 was designed to study the effects of  long-term cryopreservation on humans. A bit of   a disappointment for residents who prefer warmer  climes but, hey, it could be worse! You could end   up dead! Actually, that does happen to the other  subjects. Hmm…well, at least there’s a chance   you’ll be unfrozen at some point! Actually…oh.  Right. Yeah, that doesn’t go too well, either.  Okay, fine, well, not all of the Vault’s  residents were test subjects. There were   scientists and security guards who got  to stay warm and go about their daily   routines of research and Vault maintenance.  Actually, nevermind; there was a violent clash   as supplies dwindled and they were forced to  leave the Vault before it was safe to do so.  Boy, Vault 111 was just a disaster all  around. No wonder Shawn grew up to be so…cold. #8: Vault 19 Fallout: New Vegas  Vault 19 was split into two sections: red and  blue. There were a few common areas in the Vault,   but the occupants of Vault 19 spent most of  their time with others of the same color.  Vault-Tec likely wished to study how the two  groups would behave toward each other. If so,   they got a wealth of data from Vault 19.  Paranoia between the groups was rife. When   there was a seemingly legitimate problem with the  water purifier, each group suspected the other of   sabotage. If a vent kicked on unexpectedly in  the night, people assumed the other group was   trying to gas them in their sleep. If a light was  flickering, people assumed the other group was   sending messages in morse code to each other. Definitely one of the more interesting   experiments in the series, if only  because of how minor and subtle the   stimulus was. This Vault collapsed into chaos, and  there weren’t even any plant monsters! Weaklings. #7: Vault 76 Fallout 76  Vault 76 was technically a control vault,  as it had no real experiment attached to it,   but the intention was to pack it full of  America’s best and brightest so that they   could rebuild and repopulate Appalachia 25  years after the bombs fell. Unfortunately,   something went horribly wrong, and the  only occupants of the Vault turned out   to be those who liked to yell obscenities  at each other through their headset mics.  We don’t learn much about Vault 76; it’s a brief  tutorial area that’s sealed off after we leave.   Evidently, though, things went well. The Vault  opened on time, there were no serious conflicts,   and the overseer did a good job of keeping  spirits high and egos in check. All in all,   we can’t imagine much that could have gone better  for the occupants, and we’re happy for them.  So why wouldn’t we choose to be in this Vault?  Well, because we’d end up in Fallout 76 #6: Vault 118 Fallout 4: Far Harbor  It’s not at all surprising that one of the  best Vaults in Fallout 4 is where most of the   best stuff in Fallout 4 is: Far Harbor. Vault  118 was designed to be a powder keg, housing   10 extremely rich individuals who would have  their every whim catered to by robot servants,   and 300 lower-class residents who  would be confined to a single,   cramped wing with limited rations. We’d give this Vault experiment roughly…twelve   minutes before the bloodbath, but we can’t  know for sure; Vault 118 was never completed.   When the bombs fell, there was  only room for the upper class.  All fine and good, right? Well, actually, yes,  though one resident convinced the others that they   could ride out the entire war and its aftermath  by implanting themselves into Robobrains.   For those unfamiliar with the series, Robo means  robot, and brain means brain. That’s about it,   but you do get to solve a robot murder mystery.  And it’s not every day you can say you did that. #5: Vault 13 Fallout  The very first Vault in the series is  also one of more desirable ones. Or,   it would have been if not for a shipping  error. Vault-Tec accidentally sent the   Vault’s allotted supply of water chips  to Vault 8. Perhaps surprisingly,   this was not part of the Vault’s experiment; it  was just genuine, old-fashioned incompetence.  The failure of the water chip sets into  motion the events of the entire series, so,   okay, we’re grateful for it on that count. But it  also throws Vault 13 into turmoil. The peaceful   community is thrown into discord by the fact  that their supply of drinkable water is dwindling,   and everyone who leaves the Vault becomes  a lootable skeleton for the next guy.  If it weren’t for that damn water chip, though,  Vault 13 might have been the best of the   batch. Such a near miss. When you visit Vault 8 in  Fallout 2, you find that they not only have Vault   13’s water chip, but so many others that the game  considers them to be junk items. Way to rub it in… #4: Vault 8 Fallout 2  The easiest way to understand Vault 8 is to  understand Vault City. Vault 8’s 100 occupants   genuinely experienced the safety and security they  were promised by Vault-Tec. Good for them, but it   leaves us without much info on what happened. What we do know is that the occupants used   the Vault’s GECK to found Vault City, one of  the most advanced and successful settlements   in post-war America. And the population of  that city is…103. Not much more than went into   Vault 8 in the first place. That’s because  Vault City is both very insular – bigoted,   if we’re feeling less charitable – and quick  to exile or enslave those they don’t like.  In short, Vault 8 and everything about it  functioned perfectly. But when you bring humans   into the post-apocalypse, you’re going to bring  all of their rotten qualities as well. Does that   mean you’re better off dead? Probably not, but  you’d better make sure not to upset the neighbors. #3: Vault 21 Fallout: New Vegas  Fitting for a Vault constructed on the Las Vegas  Strip, Vault 21’s experiment revolved entirely   around gambling, with every decision made and  conflict resolved through games of chance. This   ensured that no particular occupant  had an advantage over any other.   Brains didn’t matter, brawn didn’t  matter, attractiveness didn’t matter,   wealth didn’t matter; everything was settled  with a sometimes-literal roll of the dice.  The experiment seemed to work extremely well, and  they lived in harmony for 197 years. The Vault   only opened when Mr. House asked the occupants  to join him in New Vegas. Some were in favor of   this and some were opposed, so it was settled  like everything else, this time with a game of   blackjack. The House supporters won. Vault 21 was  decommissioned and remodeled as a small hotel. Far   from the worst way for a Vault experiment to end. Also notable is the fact that the first character   you meet in Fallout: New Vegas  is a previous occupant of Vault   21. The one with the spinny head. Oh God... #2: Vault 101 Fallout 3  Vault 101’s experiment was to remain  closed for all eternity. The overseers   through the years achieved this nefarious  goal by…convincing the residents to keep   the Vault closed for all eternity. Some of  Fallout’s more trustworthy leaders, I guess.  Of course, this wasn’t entirely the case; the  overseer of Vault 101 had the authority to create   survey teams to explore the Wasteland, performing  research and bringing back samples of the new   ecology to study. And, in one notable case, an  overseer in need of scientific expertise let   Dr. Liam Neeson into the Vault with  his newborn baby. Good thing he did,   too, or Fallout 3 would have been very short. Overall, Vault 101 really isn’t such a bad place.   Granted, the residents aren’t ever supposed to get  out, but that might be a good thing. Have you seen   what’s out there? Wall to wall spookums. I’ll stay  in my underground metal tube, thank you very much. #1: Vault 81 Fallout 4  Vault 81 was intended to conduct one of the  cruelest experiments. The bunker was divided   between a team of scientists and a group  of residents. They were each sealed into   their own sections, with only the overseer having  communication with both sides. The intention was   for the scientists to introduce various diseases  to the residents through a series of valves,   and then experiment on them to find a cure. The overseer felt this was just a bit beyond   the pale, and prevented the research team  from being notified that the Vault was being   activated. A few scientists showed up  anyway, so the overseer sealed them away   and sabotaged the valves that were meant to  have introduced disease to the residents.  Because of the overseer’s work – work of which  the residents were never aware – Vault 81 went   from being one of the most potentially nightmarish  Vaults to one of the safest and most comfortable.   More than 200 years later, the society here is  still fully functional. They’re even confident   enough to have opened their doors to the  Wasteland, with the freedom to come and go   as they please. Being safe in Vault 81, for the  only time in the series, doesn’t also mean being   isolated. That’s quite an accomplishment. Yeah. I think I’m gonna like it here…
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Channel: TripleJump
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Keywords: every fallout vault, every vault in fallout, fallout vaults, fallout vault lore, fallout vault experiments, fallout vault experiments list, every fallout vault ranked, every fallout vault ranked from worst to best, best fallout vaults, worst fallout vaults, best fallout vault, worst fallout vault, fallout vaults ranked, fallout vaults explained, fallout bible, fallout bible vaults, fallout vault 1, fallout vault, fallout vault 81, fallout vault 101, fallout vault 21, list
Id: nwuljfcNeNw
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Length: 36min 6sec (2166 seconds)
Published: Sun May 23 2021
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