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Purpose of vault 101
Purpose of vault 101







purpose of vault 101

Vault 22: Apparently a vault designed to develop advanced agricultural technologies.It is one of the few non-control vaults that didn't end in failure. Vault 21: This vault's purpose was gambling, reinforced by having only compulsive gamblers admitted as vault residents, and with all conflicts within the vault to be resolved through gambling.The groups lived in separate sections of the vault and the inhabitants may have been chosen due to pre-existing paranoia. Vault 19: The vault was segregated into two groups, Red and Blue.They were subsequently turned into super mutants. Vault 17: The vault was raided in 2154 and its inhabitants taken prisoner by the Master's Army.

purpose of vault 101

Vault 15: Intended to stay closed for 50 years and include people of radically diverse ideologies.Later study of the Vault 13 records by the Enclave led them to their current plan to end the war. Vault 13: Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced the Overseer to improvise and use the Vault Dweller as a pawn.This is the Necropolis vault and a large population of ghouls was the result. Vault 12: In order to study the effects of radiation on the selected population, the vault door was designed not to close properly.Vault 11: This vault was a social experiment testing human nature - most specifically the ability to sacrifice oneself for others, and the ability to place ideals above one's own life.Vault 8: A control vault, intended to open and recolonize the surface after 10 years and is equipped with a GECK.Vault 6: The vault's original purpose in the Vault Experiment was that it allowed small doses of radiation to leak into the vault once a day, resulting in the population turning into an aggressive pack of extremely irradiated feral ghouls.Unfortunately, all of the vault's residents were massacred by a group of raiders known as the Fiends shortly after they opened the vault door. However, an unplanned water leak forced the occupants to open in hopes of trading with the outside. Vault 3: A control vault designed to open after 20 years, but kept closed longer due to the wishes of the vault inhabitants.That will get you around some of those guards, but not all of them - the two who show up when you open the Vault door are definitely hostile and seem unavoidable.Įdited by 7thsealord, 29 June 2012 - 11:44 AM.The Vaults of Fallout - A Social Experiment You could always use console commands to give yourself a Stealth Suit or some Stealth Boys. Aside from some odds'n'ends in a couple of places you have to visit anyhow, there really isn't much else worth grabbing. My own experience is that pretty much all of the "good" (as in high-value) loot to be grabbed at this time is security armor and weapons, so you have a big problem if you REALLY don't want to kill the people using them. Most guards seem to be placed so they cannot be avoided during the escape, and seem automatically hostile whatever the LW does on the way out.Īside from the Overseer (whom you simply avoid by sneaking past while he is grilling Amata), none of the other V101ers encountered at this stage (four in all, I think) are hostile, so that is not a problem. During the Escape quest, the only people directly dangerous to the LW are the security guards, none of whom are necessary for the later quest - or would have much to say or do even if they were there.









Purpose of vault 101