[Ed. note: This post contains spoilers for Fallout season 1, as well as information from the Fallout games.]
The Vault systems in the Fallout franchise are intended to be a utopia, a protection from the harsh apocalyptic wasteland and nuclear fire.
Of course, nothing is ever as it seems, and a little research (Lucy’s journey in Stand out Play season 1 or until the end Fallout 2) reveals that the Vault systems are actually a way to experiment on survivors. Some of the premises are so wild or impractical that they don’t seem like an experiment at all, and many have failed spectacularly. (According to series creator Tim Cain, The purpose was to test humanity’s ability to travel through spacebut that doesn’t appear in any of the games so far.)
In the Prime Video show we get to see two experiments: Vault 4 and the combined network of Vaults 31, 32 and 33. Something like Vault 4 is relatively simple: a society ruled by scientists. Unfortunately, the scientists’ experiments spiraled out of control, creating the monstrous Swallowers and necessitating a complete restructuring of their society.
Safes 31, 32 and 33 are a little more complex. These interconnected Vaults rely on each other, with members of 33 and 32 arranging marriages to diversify their populations. Early on it appeared that 32 fell victim to looters. However, Norm and Chet soon discover that the residents of 32 were dying due to a terrible famine long before raiders even arrived. As for Vault 31, we learn that Vault-Tec leaders are frozen here and will be thawed when a new overseer needs to be installed.
If you’re curious about the other Vaults scattered across Fallout’s vast canon, here’s a list of the monstrous experiments Vault-Tec conducted post-apocalypse.
Safe 4: Those poor, unfortunate scientists. Now populated with the survivors, along with refugees from Shady Sands. Chris Parnell plays the good-natured warden with a slightly strange single eye.
Safe 8: A control vault, meaning there was no active experiment taking place. After 10 years, the Vault was opened and used his Garden of Eden Creation Kit to create the large and successful Vault City.
Vault 11: In this vault there was a psychological test in which the residents had to vote for a human sacrifice every year or they would lose all life support. The cruel conclusion of the experiment is that if the Vault Dwellers refused to sacrifice any of them, the Vault could open and allow them to leave unharmed. Not surprisingly, this was not the case and the results were tragic.
Safe 12: What happens if the safe door is not properly sealed and radiation gets in? The answer is Necropolis, a community of ghouls.
Safe 13: The home of the original Stand outis the protagonist. Vault 13 was supposed to remain closed for 200 years, but a faulty water chip caused one of them to go out into the world in search of a solution.
Safe 15: This vault remained closed for 50 years and the population consisted of people from different walks of life and ideologies. A portion of this vault’s population later founded Shady Sands and eventually the New California Republic.
Safe 19: This vault housed two companies, one red and one blue, each with an overseer. What the residents didn’t know was that they were being flooded with subliminal messages to pit them against each other, eventually culminating in civil war.
Vault 21: What if all conflicts had to be resolved through gambling? The Vault was later purchased by Mr. House and converted into a pleasant, novel hotel for tourists in New Vegas.
Vault 22: At first glance, it is every botanist’s dream, which involves developing plant life in the vault using sophisticated and advanced equipment. A parasitic fungus turned against the researchers and consumed the vault.
Safe 27: Filled with twice the sustainable population.
Safe 29: The age limit for residents was 15 years.
Safes 31, 32 and 33: Lucy’s Vault (33) and the scene of much intrigue in season 1 of Stand out. The gist is that these three Vaults are interconnected and 32 and 33 often exchange their residents to diversify the gene pool and create new generations. Things go terribly wrong when the population of 32 is replaced by robbers who attack – triggering the events of the show. Lucy and the other Vault Dwellers are unaware that there is an experiment; They think this is the good life. And as mentioned above, Vault 31 is used to house frozen Vault-Tec personnel who can be moved to Vaults 32 and 33 if necessary.
Safe 34: The armory was filled with weapons and there was no proper locking mechanism on the door. Eventually failed due to a riot and reactor failure.
Safe 36: Instead of real food, the residents only received a thin, watery porridge.
Safe 42: No bulbs over 40 watts were provided, which likely meant this safe had a bleak future.
Safe 51: This vault was intended to test the limits of human tribalism, with an experimental AI running the show and selecting the overseer. Perhaps unsurprisingly, the AI ended up killing the vault’s occupants rather than subjecting them to a thorough examination.
Safe 53: The equipment was designed to continually suffer minor but repairable failures to study the effects of stress on the Vault’s inhabitants.
Safes 55 and 56: All entertainment cartridges have been removed from Vault 55. In Vault 56, they were all removed except for one really bad comedian. Truly a terrible fate.
Safes 68 and 69: In Vault 68 there was only one woman in the population. This ratio has been reversed for Vault 69. This is one of the Vaults that feels particularly disinterested in scientific curiosity in favor of cruelty; It’s hard to imagine a situation in which Vault 68 could thrive.
Safe 70: After six months, The Vault stopped producing overalls.
Safe 75: This experiment was about breeding the perfect human. In doing so, failures were burned and successes were linked to the scientific staff to try to improve the process for the next generation.
Safe 76: A control vault and the one where everyone comes from Fallout 76 Players show up.
Safe 81: A vault focused on disease and antibody research. Similar to Vault 75, the residents were openly used as guinea pigs.
Safe 87: Experiments on humans with the Forced Evolutionary Virus, resulting in super mutants appearing in the Capital Wasteland Fallout 3.
Safe 92: This vault was filled with talented musicians, and then they were exposed to white noise that subliminally implanted battle suggestions. The musicians all lost their minds and descended into murder and mayhem.
Safe 94: This Vault was filled to the brim with pacifists and laid-back people and was intended to demonstrate the innate goodness of humanity. A year after World War I, the doors opened and looters blew the whole thing up.
Safe 95: Each resident struggled with drug addiction, and this vault was designed to study their withdrawal and then re-expose them to an endless amount of chemicals. The safe collapsed shortly afterwards.
Safe 96: The vault was filled with embryos that were artificially grown to adulthood and then released into the wasteland with robotic companions and protectors.
Safe 101: A safe designed to remain completely isolated from the outside world – until events occur Fallout 3 The prelude begins and the lone hiker sets off in search of his father James. It’s a fun parallel to Lucy and her search for her father.
Safe 106: After the door was locked, psychoactive drugs were released into the air. We can only hope that the residents had a good trip.
Safe 108: The Vault was left without reliable leadership, and during its isolation from the world, the survivors accidentally cloned an entire flock of Gary. These clones stalk the vault and can only say one word: “Gary.”
Safe 111: The survivors in this vault were cryogenically frozen, with staff, security and scientists ensuring that their capsules remained operational. The vault failed in 2078 and 210 years later the sole survivor leaves his capsule to find her son Shaun.
Safe 112: Dr. Stanislaus Braun brought a much smaller population into this vault and connected them to virtual reality pods where they could experience a true utopia. Braun eventually became bored, and the experiment became even scarier as he hunted down each survivor in his virtual reality, killed them, erased their memories, and started over.
Safe 114: Members of higher social classes were welcomed into this vault, but found it to be overcrowded and minimally equipped. The overseer was chosen from outside the usual population, with the intention of finding the most unruly and anti-authority candidate possible.
Safe 118: This vault should be filled with the super rich and the working poor. But before the working poor could arrive, funds ran out. The rich residents would remove their brains and implant them into robots to survive forever.