Most horrible/inhumane/scary vault in the Fallout universe.

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sErgEantaEgis
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05 Jul 2011, 7:15 pm

You can get a list of all of the known Vaults along with a basic description of them here: http://fallout.wikia.com/wiki/Vault

Personally my bet goes for Vault 11, Vault 22 and Vault 87.



GoonSquad
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05 Jul 2011, 8:05 pm

That's easy.

It's vault 13, those ungrateful bashtids...


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06 Jul 2011, 1:06 am

there was one vault that the reactor was built to fail. Then the other vaults that were built to do experiments on people.


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Ambivalence
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06 Jul 2011, 12:17 pm

Is any of the "ZOMG built to fail!11! Sinister plots!11" stuff actually Fallout (1) canon? It's been a while (not "awhile", of course) since I played but I remember only the one vault with the door that didn't close, and I don't think that was established as deliberate. *shrugs* The whole thing appears to be an excuse for the writers (and players) to get their jollies out of unpleasantness; it is voyeuristic, ghoulish and dull.


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zer0netgain
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07 Jul 2011, 8:05 am

Ambivalence wrote:
Is any of the "ZOMG built to fail!11! Sinister plots!11" stuff actually Fallout (1) canon? It's been a while (not "awhile", of course) since I played but I remember only the one vault with the door that didn't close, and I don't think that was established as deliberate. *shrugs* The whole thing appears to be an excuse for the writers (and players) to get their jollies out of unpleasantness; it is voyeuristic, ghoulish and dull.


Yes. It is canon. Even in Fallout 3, Vault 101 was a test...sealed...never to open. Even that one didn't adhere to it's program.

In Fallout, the Vault project was designed supposedly to save Americans in the event of a disaster, but the truth was that the Enclave (believing itself to represent "true Americans") secretly moved in and took over the project. They saw the Vaults as a way to do behavioral and biological experiments on their occupants. Vault 13 was a "control group" but that got messed up when their water chip failed and the spare they were supposed to have was never received.

In Fallout 2, the Enclave kidnapped the inhabitants of Vault 13 to test if their engineered FEV would destroy people with post-apocalypse mutation but spare "pure" humans. Unfortunately, by Vault 13 having its water chip failure in the first game, they were exposed to the post-apocalypse world and were to some degree affected by it.



Ambivalence
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07 Jul 2011, 2:38 pm

zer0netgain wrote:
Yes. It is canon. Even in Fallout 3, Vault 101 was a test...sealed...never to open. Even that one didn't adhere to it's program.

In Fallout, the Vault project was designed supposedly to save Americans in the event of a disaster, but the truth was that the Enclave (believing itself to represent "true Americans") secretly moved in and took over the project. They saw the Vaults as a way to do behavioral and biological experiments on their occupants. Vault 13 was a "control group" but that got messed up when their water chip failed and the spare they were supposed to have was never received.


To be clear, I'm not talking about Fallout 2 canon or later, I'm just talking about Fallout 1 canon. Because I don't remember anything about the Enclave or dubious Vault experiments being in Fallout 1. It seems to be that that whole plot was added in in Fallout 2 (woah... that's an unusual sentence, two double words) as a retcon, and if that's the case, I much prefer the original "they just didn't work very well" line.
I keep meaning to work up the energy to play F1 through again.


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sErgEantaEgis
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07 Jul 2011, 7:47 pm

zer0netgain wrote:
Ambivalence wrote:
Is any of the "ZOMG built to fail!11! Sinister plots!11" stuff actually Fallout (1) canon? It's been a while (not "awhile", of course) since I played but I remember only the one vault with the door that didn't close, and I don't think that was established as deliberate. *shrugs* The whole thing appears to be an excuse for the writers (and players) to get their jollies out of unpleasantness; it is voyeuristic, ghoulish and dull.


Yes. It is canon. Even in Fallout 3, Vault 101 was a test...sealed...never to open. Even that one didn't adhere to it's program.

In Fallout, the Vault project was designed supposedly to save Americans in the event of a disaster, but the truth was that the Enclave (believing itself to represent "true Americans") secretly moved in and took over the project. They saw the Vaults as a way to do behavioral and biological experiments on their occupants. Vault 13 was a "control group" but that got messed up when their water chip failed and the spare they were supposed to have was never received.

In Fallout 2, the Enclave kidnapped the inhabitants of Vault 13 to test if their engineered FEV would destroy people with post-apocalypse mutation but spare "pure" humans. Unfortunately, by Vault 13 having its water chip failure in the first game, they were exposed to the post-apocalypse world and were to some degree affected by it.


Actually Vault 13 isn't a control Vault. It was designed to monitor the effects of a 200 year old isolation a specific population. Vault 8 and Vault 3 were true control vaults, who were supposed to work just like as advertise. Vault 3 failed though because it was invaded by Fiends but this was not part of the plan. Vault 8 eventually openned and formed Vault City. Vault 101 was designed to never open to study the effect of infinite isolation under the rule of a dictator Overseer. Obviously the rules weren't followed because previous Overseers let people in and out many times in Vault 101 history.



sErgEantaEgis
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07 Jul 2011, 7:49 pm

Ambivalence wrote:
zer0netgain wrote:
Yes. It is canon. Even in Fallout 3, Vault 101 was a test...sealed...never to open. Even that one didn't adhere to it's program.

In Fallout, the Vault project was designed supposedly to save Americans in the event of a disaster, but the truth was that the Enclave (believing itself to represent "true Americans") secretly moved in and took over the project. They saw the Vaults as a way to do behavioral and biological experiments on their occupants. Vault 13 was a "control group" but that got messed up when their water chip failed and the spare they were supposed to have was never received.


To be clear, I'm not talking about Fallout 2 canon or later, I'm just talking about Fallout 1 canon. Because I don't remember anything about the Enclave or dubious Vault experiments being in Fallout 1. It seems to be that that whole plot was added in in Fallout 2 (woah... that's an unusual sentence, two double words) as a retcon, and if that's the case, I much prefer the original "they just didn't work very well" line.
I keep meaning to work up the energy to play F1 through again.


I like the experimental nature of vaults personally. It's cool to imagine ''what if'' scenarios on people (I know that sounds morbid, I don't wish it would happen in real life) and a specific vault experiment brings up different ideas of plots that can be built around it.



zer0netgain
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08 Jul 2011, 8:53 am

sErgEantaEgis wrote:
Actually Vault 13 isn't a control Vault. It was designed to monitor the effects of a 200 year old isolation a specific population. Vault 8 and Vault 3 were true control vaults, who were supposed to work just like as advertise. Vault 3 failed though because it was invaded by Fiends but this was not part of the plan. Vault 8 eventually openned and formed Vault City. Vault 101 was designed to never open to study the effect of infinite isolation under the rule of a dictator Overseer. Obviously the rules weren't followed because previous Overseers let people in and out many times in Vault 101 history.


I'd have to play the first game again to verify that. Certainly Fallout 2 expanded the story, but as Fallout 2 was made by the same group that made Fallout, I consider their additions canon on Fallout as a whole work.

In your case, though, you would be correct. Vault 13 would be used as a control group for the FEV test because they were supposed to have remained sealed away all the time...which didn't work out as planned.



xemnasfan
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08 Jul 2011, 10:42 am

i never played 1 or 2 and i don't plan on it.

so i have to say 112, as soon as i walked in that place i felt like something was wrong.

all those people being kept alive through life support over 200 years for some guy's sick obsession, that is messed up.

not even 87 bothered me that much i think by that point all the exprimentations, corpses, skeletons, slavers, and other inhumane and messed up s**t was normal to me so i expected 87 to be like that.



Ravenitrius
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08 Jul 2011, 8:18 pm

Definitely Vault 13. Jerks.



oldmantime
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18 Jul 2011, 8:09 pm

what about that one with the mutant rejects in it? the failures.



xemnasfan
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18 Jul 2011, 10:19 pm

oldmantime wrote:
what about that one with the mutant rejects in it? the failures.


after all other other things i saw in fallout 3 up untill that point i expected to find one with experiments.

what bothered me about 112 was it was the only other vault that was in good condition, i expected it to be like the other ones i ran into. when compared to the wasteland in general 112 does not seem like it's normal.



nikki191
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27 Jul 2011, 9:35 am

vault 101 for me..there is something very creepy and horrible about the enforced never changing life there with no future



Shishka
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27 Sep 2011, 9:47 pm

Vault 22 in New Vegas is my favourite vault because it makes me so nervous walking through it. I check what's around each corner slowly before i go around it and reading the computer terminals gives it a 'horror' backstory. I always have to have someone like Boone or Rex with me in that vault.



Kein_Mitleid
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28 Sep 2011, 12:00 am

I found Vault 68 hilarious. While not in the video games, it is mentioned in the Fallout Bible. It's a vault where there are 999 men and only one woman. I wonder how that turned out...