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Vault 34 is one of the Vault-Tec vaults, located southwest of Nellis Air Force Base in the Mojave Wasteland in Fallout: New Vegas.
Background[edit]
As part of the vault social experiment, the armory was overstocked with weapons and ammunition which shaped its culture.[1] It was also equipped with recreational facilities, including a full-sized swimming pool, at the cost of living space.[2]
The overcrowded conditions led to conflict, leading the overseer to have a remote link to the armory lock installed on their terminal. A group of residents demanded access to the armory, stating the right to defend themselves, which the overseer denied. Rioting broke out soon after, and the group who had demanded access to the armory stormed the exit and left the vault, while another group took advantage of vault security being distracted to ambush the armory.[3] After the group left, the main exit was sealed and guards posted to prevent anyone else from leaving.
To address the ongoing overpopulation problem, the overseer proposed population control measures instead, which resulted in inhabitants attempting to overthrow the leader. They unsuccessfully stormed the armory, damaging areas of the vault in the process, such as the reactor cooling vents and main computer systems. A bomb was detonated in the pool.[4] The damaged reactor began leaking radiation throughout the vault, and attempts to repair the reactor by the engineering team failed. The main exit could not be opened again, trapping them inside, their only hope being future external intervention to unseal the vault.
Those who left in the initial uprising subsequently referred to themselves as the Boomers, having settled at Nellis over 50 years ago.[5] The group's historian Pete tells the Courier that the Boomers used to occupy Vault 34, but they grew tired of not being allowed to use their weapons so they left and started a community at Nellis.[6] Their leader Pearl still possesses a key to a gun case located in the vault.
Publications[edit]
Climb the hills to the east of the East Pump Station [2.21] for a commanding view of New Vegas, and a drop-in entrance on the vault itself. The exterior of the vault is a large hill with roving Golden Geckos, and a couple of parked military trucks with radioactive barrels on them close to the other entrance. To the northeast of the vault entrances is a dead NCR Trooper with a Radiation Suit you can don for the interior investigation. Otherwise, be sure to bring Rad-X, RadAway, or obtain the Lead Belly Perk to prevent Radiation sickness.”— Tour of the Mojave Wasteland
Layout[edit]
Outside, just in front of the entrance, is a U.S. Army truck with radioactive barrels in the back and several Golden Geckos will spawn. The interior is accessed by a cave tunnel, and the entire location is irradiated.
First floor[edit]
The first floor consists of a long entrance tunnel, blast door, atrium, clinic, and residential space. Some halls have collapsed or been barricaded, forcing alternative routes to be taken. A flooded area along the western side contains the corpse of a vault technician glowing one under a desk, which holds the Vault 34 security terminal password.
An overseer's journal fragment can be found in the control booth. Most of the loot found in this section is located in lockers or dressers, although first aid boxes are scattered around, as well as 10mm Pistols and 10mm Submachine Guns. Several doors move up and down indefinitely due to rubble blocking the entryways, but cannot be otherwise interacted with. All doors in the vault feature a gold stripe instead of a vault number.
A medical center includes a broken Mark III Auto-Doc. It cannot be repaired by the player character, but its diagnostic module can be used as one of the solutions for the quest Et Tumor, Brute?. There is a terminal (Science 100) on this level, located in the utility room, through the clinic, which can pump water out of one of the flooded areas.
To activate the terminal without hacking, backtrack a small amount to the flooded area which will be on the right when facing the armory door. Straight down at the bottom of the pool is another dead glowing vault technician under a desk with the Vault 34 utility terminal password. This can be used on the terminal in the utility room in order to drain the water from that same flooded area and gain access to the security room. Opposite of the utility room is another overseer's journal fragment. This level also provides access to the armory and the overseer's office.
Reactor[edit]
This section has higher radiation than the rest, excluding the armory, as it contains the damaged reactor of the vault. At the end of the main hallway is a door to the inaccessible flooded areas, and a small room containing security guards and a True Police Stories on the floor. One of the overseer's journal fragments is also found in this room.
More ghouls may break through the inaccessible door labeled "operations" and attack. Under the stairs is a partially flooded engineering level, ending in the reactor chamber itself. The terminal next to the door is used to open it, and the terminal inside the reactor itself is required for the quest Hard Luck Blues. The overseer's window overlooks an inaccessible part of the armory.
Armory[edit]
This is a small area that begins at a staircase and ends in a hallway. One way goes to a small common room with a reloading bench and a copy of Guns and Bullets by a couch. The other way goes to the armory through a door that needs to be unlocked with the overseer's terminal before it can be entered.
To access the armory, two passwords from two ghoul engineers that are in submerged areas must be found. Then a terminal must be used to pump water out of a flooded area and a second terminal will be used to unlock the overseer's door. The overseer is a Feral Ghoul Reaver, who is directly assisted in defense by two turrets.
Once neutralized, the armory password is found on the corpse, which allows the terminal to be hacked and armory accessed by progressing through the clinic. The armory is a small, two-level room, with weapons and ammunition scattered around on the floor, tables, and shelves. The unique weapon All-American is found on an overturned table to the right side of the armory, and in a Very Hard locked Footlocker, is the Pulse Gun. Most of the weapons in the armory are in very poor condition. The upper gantry is inaccessible.
A security station door is underwater, but can easily be accessed once the water is pumped out. It contains security guards and a set of security armor. An overseer's journal fragment is found on the desk, next to the terminal which unlocks the overseer's quarters.
Loot[edit]
- All-American - A unique Marksman Carbine, on an overturned table in the armory.
- In the armory, there is a large stash of ammunition and weapons, including two Sniper Rifles, a Missile Launcher, a Minigun, three blocks of C-4, two Assault Carbines, two Grenade Launchers, one Marksman Carbine and a Riot Shotgun.
- Pulse Gun - In a Very Hard locked gun case on the floor next to a table in the armory. Aside from being picked, the lock can also be opened with Col. Blackwell's key from Nellis Air Force Base.
- Detonator - Located in the armory.
- Guns and Bullets - On the small metal table between the sofas by the pool table, in the armory common room.
- Seven Vault 34 Security Armors and seven Helmets - Five sets can be found lying in the armory. One is also found in the room on the left, right after the 2nd flooded staircase, lying on a chair in a pile of rubble. Another one is located in security station A.
- Four overseer's journal fragments can be found throughout the Vault.
- Vault 34 Utility Terminal Password and Vault 34 Security Terminal Password - On Vault 34 technicians in flooded sections of the first floor.
Related Quests[edit]
Notes[edit]
- The background music is "Industrial Junk," which was previously used for Junktown in Fallout and Gecko in Fallout 2.
- Chris Haversam was born in Vault 34, where he maintained the reactor.[7]
- The majority of the vault dwellers are not wearing Vault 34 Jumpsuits. Instead, they wear the normal clothing of a feral ghoul. The exceptions are vault security, who wear the remains of security armor. They do, however, occasionally carry the item.
- When in the overseer's office, the armory is visible through the window. However, it is a separate area from the actual armory the player character can access. There are feral ghouls within, the only door into it leads nowhere, and if the player character enters the room with console commands, the ammunition crates cannot be interacted with. However, the weapons on the tables can be looted.
- There is an alternate entrance to the Vault 34 cavern to the northwest of the usual entryway, on top of the rocky hill. The opening is near some radioactive waste barrels, and a golden gecko may be present. Jumping into the pit doesn't result in access to the cave, instead falling a few feet on top of a black void with dialogue to enter if looking down. The pit can not be escaped by normal means, requiring fast travel to exit.
- The main vault door is out of its track, making it inoperable.
- If the overseer is somehow knocked off of the pedestal (with Ranger Takedown, Miss Fortune, etc.), they may be flung back to their original position when getting back up.
- Due to the use of scripted sequences that spawn more ghouls, companions are more vulnerable in this vault than they are elsewhere. Since companions can see (but not kill) the hostile ghouls, they are treated as still being in combat, and thus won't autoheal until all the ghouls are dead. This can be remedied by going into a vacant section to allow them to recover.
- When the player talks to Boone while in the vault, he will say "Let's get out of this first" but it will still open up the normal conversation menu.
- ED-E may have trouble following the player character throughout the vault, due to the door frames being slightly lower than its flying height.
- The door to "operations" will not open upon arrival to the overseer's office if the two Vault 34 terminal passwords have not yet been found. Collecting the passwords will result in the door's immediate opening upon approach.
- Using console commands to clip through the wall to see the vault door will reveal the door does not feature the number 34. Instead, it is blank.
Appearances[edit]
Vault 34 appears in Fallout: New Vegas.
Behind the Scenes[edit]
- Sydney Wolfram was responsible for the concept and implementation of Vault 34.[Dev 1]
- Vault 34 was mentioned in the Fallout Bible and was described as "The armory was overstocked with weapons and ammo and not provided with a lock."[Dev 2]
Bugs[edit]
- Just outside of the Vault's entrance, the golden geckos may become stuck inside of the U.S. Army truck.
- Upon discovery of Vault 34, the related challenge of discovering the Vault is shown as "Find Vault 34 0/0".
- Saving anywhere inside the overseer's office or the armory may result in a corrupted game save.
- While in the armory, Great Khans may appear and can make the camera zoom in and freeze or slow down the game considerably. Two of the Great Khans will appear at the door to the armory and one at the top of the stairs toward the armory.
- Occasionally exiting through doors on lower levels may cause the player character to return to the cave entrance after a loading screen.
- Some clipping issues that may stick the player character while swimming in the room with the glowing one with the Vault 34 security terminal password. Directly above the roll-top desk, the player character may become stuck in the ceiling and will become unable to continue onward. Switching camera perspective repetitively may result in a fix.
- Upon leaving the Vault, some companions may have vanished and/or their markers moved outside of the map.
- If companions are told to wait at the top of flooded stairs in this area, they can become permanently stuck between doorways once the pump system is activated. A potential solution involves going into the third person and rotating until the option to talk to them and dismiss them comes up.
- Sometimes the entrance will show as Vault 34, cloning cells.
- Upon entering the armory, any companions that had disappeared without a trace may suddenly join the party (confirmed Rex, ED-E, Veronica and Lily).
- There is an inaccessible room containing three ghouls. Companions may somehow enter this room and become trapped.
- In the overseer's office next to the monitor there is a chance to "fall in" the water and become stuck "in limbo" off the map or between floors in the water. A save must be reloaded.
Gallery[edit]
Guns and Bullets located on the small metal table, in the armory common room
The All-American inside the armory
Vault 34 as depicted on the left side of the mural at the Nellis Boomer Museum
Card from MTG
References[edit]
- ↑ Chris Haversam: "I was human once, you know. Grew up in Vault 34, northeast of here. Nice upbringing, if you like assault rifles and target practice. But oh, you prefer machines that don't shoot people? Not so nice then."
(Chris Haversam's dialogue) - ↑ Vault 34 Terminal Entries: "Welcome to Vault 34! This vault features a state of the art fitness facility (including a full sized pool)."
- ↑ Overseer's journal fragments, Page 66
- ↑ Vault 34 Terminal Entries: "If there's anyone still alive out there we need help. Someone planted a bomb in the pool, when the lower level flooded all the doors were automatically sealed. My family and a few others are trapped behind those doors. If someone could transfer control to the backup terminal I could get us all out. Please help us. "
- ↑ Courier: "Tell me about the Boomers."
Mr. House: "They occupied Nellis Air Force Base a little over 50 years ago. One of my Securitrons got some video of their arrival - and then... exploded. Odds are they were Vault dwellers. That's everything I know about them, really."
(Mr. House's dialogue) - ↑ Courier: "Why did your ancestors leave the safety of a vault?"
Pete: "So you know about the vaults! Yes, we lived in one of those. Ours was numbered 34. In our vault, everyone had guns - but the overseer wouldn't let you fire off any of the really fun ones. I guess all the little pops and bangs at the firing ranges just got boring after a while!"
(Pete's dialogue) - ↑ Chris Haversam: "I was human once, you know. Grew up in Vault 34, northeast of here. Nice upbringing, if you like assault rifles and target practice. But oh, you prefer machines that don't shoot people? Not so nice then .Who should maintain the Vault's reactor? Houser? Mitchell? No - make it Haversam. He likes machines!"
(Chris Haversam/Dialogue)
- ↑ Question: "Who in particular comes up with the indivual stories for each vault? Chris Avellone? The whole team? Obviously some have movie inspirations. But others seem just.. Fucked up and bizarre :/"
Joshua Sawyer: "I wrote the basic concepts for F:NV's vaults but individual designers fully fleshed the concepts out and implemented them. Vault 3: Akil Hooper, Vault 11: Eric Fenstermaker, Vault 19: Sydney Wolfram. Vault 21: Jorge Salgado. Vault 22: Jesse Farrell, Vault 34: Sydney Wolfram."
(Fallout: New Vegas Developer Statements; Joshua Sawyer Formspring posts, 6 March 2011) - ↑ Fallout Bible 0; Vault System, Vault 34
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