Vault 15 is a location in Fallout and Fallout 2. Vault 15 can be found nine squares east of Vault 13 in Fallout or six squares east in Fallout 2.
Background[edit]
This large underground shelter is one of the few vaults whose construction went smoothly and without delays, despite additional work poured into reinforcing the third level of the Vault to ensure protection against earthquakes.[1] When the Great War came on October 23, 2077, the dwellers reported to the Vault and entered it. The shelter was sealed. Contact with other Vaults was lost.[2]
There was a schism among the dwellers and the vault opened. Most of the dwellers marched out, stripping the shelter of the best equipment, including the Garden of Eden Creation Kit. A small group stayed behind, trying to continue living in the now gutted vault.[3] The dwellers that left the vault formed the village of Shady Sands, created with Vault 15's GECK.[4] The vault itself continued along until it was invaded.[5]
After the NCR abandoned Vault 15 following another excavation operation a few years before 2241, their old base was claimed by a group of wastelanders with nowhere to go, who formed a squat on the surface. When the NCR tried to reclaim the Vault and the vital computer parts within, they were stopped by the squatters.[6][7] The squatters refuse, as it is the only home they know.[8] They are covering for a group of raiders, the New Khans under Darion. Darion promised the squatters that the Vault was being repaired by his men, to provide them with shelter, food, and water. However, in reality, all food and water were coming from Khan raids on caravans.[9] Darion also managed to plant a spy in the NCR congress, giving him near-perfect intel on the NCR.[10]
Layout[edit]
Surface
A small building sitting in the middle of empty space. This entrance will be guarded by a radscorpion if one is unlucky.
Entrance
This area has the same layout as Vault 13's entrance. In the first corridor, the player character will find a Mole Rat. At the end of this area, they will need a rope to go further down into the Vault.
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Living quarters
This area has a layout much like Vault 13. Here most people will get their first armor. The player character will again need a rope to go down further at the end of this area. In the third room counting from the left, one can find a locker with a rope in it.
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Command Center
Much of this level is buried under tons of rock and rubble, including the command and control center. The rest of the Vault's equipment has been ruined or destroyed. There are a lot of pig rats, rats and one Mole Rat.
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The Squat
A grouping of tents, small buildings and some trees up against the side of a cliff. There are squatters wandering the area.
Eastern entrance
Raiders built a lift to have an easy access to the Vault, bypassing the squatter residents and built a shack for its protection. This shack is the place where Chrissy is kept.
Entrance
This area has almost the same layout as Vault 12's entrance, except that the outside section is a cavern instead of a sewer, and the main entrance elevator with a tunnel leading to it is present. This is completely different from what the Vault Dweller saw there in 2162. After the player character repairs the power generator on level 2, they need to deal with a force field to proceed.
Living quarters
This area has no rubble. There is also (with a good repair skill and a tool) a generator that can be repaired, this turns on the lights and the console to activate the level 1 force field. All three levels are connected by a single elevator, which is different than the two shafts seen in Fallout. The presence of a wall locker in one of the rooms bears a resemblance to Vault 12.
| Loot in the top, left most room |
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Command center
The command center is in control of Darion, the leader of the New Khans. Though most of the computers have been destroyed, there are a few of them that work, barely.
| Loot in Storage room |
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| Loot in Command Center |
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Inhabitants[edit]
Fallout[edit]
Fallout 2[edit]
Related Quests[edit]
Fallout[edit]
Fallout 2[edit]
Notes[edit]
The Vault-Tec elevator decal is spelled "Vaul Tek."
Appearances[edit]
Vault 15 appears in Fallout and Fallout 2.
Behind the Scenes[edit]
- Areas of Vault 15 which were blocked off by fallen rocks in Fallout are accessible in Fallout 2.
- In the entry tunnel in Fallout 2, there is a ladder that leads straight to the exit grid in "The Squat." Though the Squat does not grant access to the tunnel until they have joined the NCR. This ladder becomes accessible through Zeke's house.
- The location is mentioned in the Fallout Bible and the Fallout: The Roleplaying Game Core Rulebook.[Dev 1][Dev 2][Pub 1][Dev 3]
- The location is mentioned in the Fallout 2 Manual.[Pub 2]
- For Fallout 2, Chris Holland and John Deiley are credited with working on Vault 15.[Pub 3]
Bugs[edit]
- Fallout may sometimes crash if one chooses to travel to the location.
- Certain raiders in the Vault are bugged. Some have incorrect ammo or ammo in their item slots which confuses the AI and prevents them from using their weapons correctly. Darion will not use his flamer and will run away from the player character once combat has started.
Gallery[edit]
References[edit]
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- ↑ Fallout: The Roleplaying Game Core Rulebook p.57: "VAULT DWELLER"
"Whether through design or poor planning, many of the vaults were not well stocked or prepared for the long wait until nuclear fallout had reached safe levels outside, and many fell into disrepair or out of supplies. Due to these shortcomings, many vault dwellers sought help from the surface, and many vaults opened in order to allow supplies to reach them. By opening their vault doors, the isolated societies inside opened themselves up to mixing with the survivors above, and established a permanent connection with the surface—the most notable example being the residents of Vault 15, who split up and went on to establish the settlement Shady Sands, as well as the raiding gangs of the Jackals, Vipers, and Khans when their vault opened." - ↑ Fallout 2 Manual Vault Dweller's memoirs p.9: "Life on the Outside"
"With their knowledge, and the help of a man called Ian, I continued on my way to Vault-15. The ruins of Vault-15, to be more specific. Ravaged by the elements, scavengers, and time itself, Vault-15 was no help for my people. The control room that contained their water-chip was buried under tons of fallen rock, and I had to move on." - ↑ Fallout 2 Official Strategies & Secrets, p. 337-338
- ↑ Fallout Bible p.26: "2141 Spring: Vault 15 opened."
- ↑ Fallout Bible p.11: "Vault 15: Intended to stay closed for 50 years and include people of radically diverse ideologies. Gathered from what you hear from Aradesh in Fallout 1, he has quite a bit of multicultural flavoring to his speech."
- ↑ Fallout Bible p.80: "RAIDERS IN GENERAL"
"One interesting thing listed in the original documentation is that all raider bands were supposedly all from Vault 15 after it opened, but they all splintered off into different groups from the overpopulated Vault.
All of these raider groups officially exist in the Fallout universe, though only the Khans are in southern California at the start of Fallout 1. The handful of Vipers that survived Rhombus' campaign of extermination in 2155 fled North and East, following the same path the Jackals took after they had their asses handed to them by the Khans thirty years before."
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