Last Update -
April 16, 2025 2:38 PM
⚡ Geek Bytes
  • Fallout’s Vaults weren’t built to save humanity—they were designed to test it in the most brutal ways possible.
  • From Vault 101’s eternal lockdown to Vault 108’s deranged Gary clones, every Vault tells a story of betrayal, science, and survival.
  • This guide breaks down every known Fallout Vault and the twisted Vault-Tec experiments behind them.

Every Vault in Fallout Explained In-Depth: The Dark, Twisted Experiments of Vault-Tec

If there’s one thing that defines Fallout’s world outside of the nukes, mutants, and bottle caps, it’s the Vaults. On the surface, Vault-Tec sold them as futuristic underground shelters meant to save humanity from nuclear annihilation. But behind the scenes? These bunkers were less about survival and more about twisted social experiments, corporate greed, and some of the most unethical science projects imaginable.

From mind-bending hallucination tests to endless time loops of torture, here’s every Vault in Fallout explained in-depth—what they were designed for, what really happened inside, and how their sinister experiments shaped the Wasteland forever.

Vault 101 – The Vault That Was Never Supposed to Open

Vault 101 is one of the most iconic vaults in the Fallout universe, serving as the starting location for Fallout 3. It was designed with a simple yet terrifying premise: it was never supposed to open. Unlike other vaults that had experimental conditions or exit plans, Vault 101 was meant to be permanently sealed, isolating its residents from the outside world for eternity.

The Experiment: A Society Cut Off Forever

Vault-Tec wanted to study how humans would survive under a completely closed system. Without external threats like radiation, raiders, or super mutants, the real challenge came from the vault's social structure and how its residents would handle being trapped indefinitely. The overseer, an all-powerful figure in the vault, had complete control over the population, enforcing strict rules and preventing any knowledge of the outside world.

The first overseer ensured the vault’s doors remained sealed and used fake pre-recorded radio broadcasts to convince residents that the outside world was a toxic wasteland with no hope of survival. Over generations, this belief became law, reinforced by the vault’s mantra:

"We are born in the Vault, we live in the Vault, and we will die in the Vault."

Breaking the Rules

Despite the original plan, Vault 101’s residents did make contact with the outside world on multiple occasions. These breaches began when a survey team, led by Anne Palmer, was sent into the Wasteland to study mutations. Eventually, two vault dwellers—Lewis and Agnes Taylor—chose to stay outside, proving that the vault wasn't as necessary as its leaders claimed.

In 2258, James—the father of the Fallout 3 protagonist, the Lone Wanderer—arrived at Vault 101 with his infant child. The overseer allowed them to stay, as James was a doctor who could provide valuable medical expertise. However, after years of secretly researching water purification, James escaped the vault in 2277, leaving behind a chaotic situation.

The Rebellion and the Lone Wanderer's Role

After James’ escape, the overseer doubled down on oppression, leading to a rebellion led by Amata, his own daughter. This group of young vault dwellers wanted to open the vault permanently, make contact with the outside world, and even establish limited trade. But the overseer refused, clinging to Vault-Tec’s original mission.

This is where the Lone Wanderer comes back into play. Depending on the player’s choices, they can either help the rebels overthrow the overseer, force Vault 101 to remain closed, or even become the new overseer themselves.

Legacy of Vault 101

Ultimately, the experiment failed—Vault 101 did not remain sealed forever as intended. Instead, the pressure of control and curiosity about the outside world led to inevitable cracks in the system. The vault, once a symbol of security, became a prison of lies that its residents could no longer sustain.

Vault 106 – The Hallucination Nightmare Vault

If you ever wondered what it would be like to live in a never-ending fever dream, Vault 106 is your answer. Unlike most vaults that at least pretended to care about survival, Vault 106 was built with one of the cruelest experiments of them all. Just 10 days after it was sealed, Vault-Tec pumped psychoactive drugs into the air supply, trapping the residents in a state of madness.

The Experiment: Forced Hallucinations and Mental Collapse

Vault 106 was never about survival—it was a social experiment designed to study the effects of long-term hallucinogenic exposure. The vault dwellers weren’t given a choice. They went in thinking they were safe from nuclear war, only to be slowly driven insane by chemicals hidden in the ventilation system.

At first, the effects were mild—dizziness, confusion, and occasional paranoia. But over time, the hallucinations became more intense and horrifying. Some dwellers began seeing phantom figures, while others were convinced they were trapped in nightmares.

As reality blurred, violence erupted. Friends turned on each other, families were torn apart, and soon, the vault became a death trap of endless delusions. The few who didn’t succumb to the madness were hunted by those who did.

The Aftermath: A Vault That Became a Trap

By the time the Lone Wanderer visits Vault 106 in Fallout 3, everyone inside is dead or insane. The halls are filled with deranged survivors, many of whom attack on sight—not because they’re hostile, but because they don’t know what’s real anymore.

As you explore the vault, you experience hallucinations yourself. The Lone Wanderer sees ghostly visions of their father, James, and their childhood friend, Amata. But when you try to talk to them? They disappear. These scripted hallucinations show that even after 200 years, the vault’s chemicals still linger in the air.

There’s no clear answer as to why Vault 106 was created. Some theories suggest Vault-Tec wanted to test mind control methods, while others believe it was an experiment in psychological warfare. Either way, it ended in complete disaster.

Key Findings in Vault 106

  • The Vault's terminals confirm that the overseer knew about the gas but tried to maintain order despite the chaos.
  • The security team was aware of the experiment but were told to “keep the peace” while people lost their minds.
  • There are no records of anyone escaping. Everyone inside either died, went insane, or wandered the halls for eternity.

Vault 106's Lasting Impact

Unlike some vaults that had survivors or managed to establish outposts, Vault 106 is completely abandoned, left as a haunted ruin of human suffering. The experiment achieved nothing—except proving how far Vault-Tec was willing to go.

If you ever needed proof that Vault-Tec didn’t care about people, Vault 106 is exhibit A.

Vault 108 – The Gary Cloning Experiment Gone Wrong

Vault 108, located in the Capital Wasteland, is one of the strangest vaults in Fallout 3. Unlike some vaults designed for survival, this one was doomed from the start thanks to a combination of poor planning, a genetic experiment gone wrong, and one of the most bizarre Vault-Tec social tests ever conducted.

The Experiment: Cloning a Single Person (Over and Over Again)

Vault 108's main experiment was to test human cloning—but with a terrifying flaw. The vault’s scientists repeatedly cloned a single man named Gary, but each new version of Gary became increasingly hostile toward non-clones.

By the time the experiment was in full swing, every single clone was mindlessly aggressive, capable of saying little more than their own name:

💀 "Gary?"
💀 "GAAARY!"
💀 "GARY!" (usually before attacking you with a knife)

This meant that Vault 108 quickly turned into a bloodbath, as the Gary clones wiped out every other human in the vault.

The Design Flaws That Doomed Vault 108

Aside from the insane cloning experiment, Vault 108 had two major design flaws:

  1. The power was set to fail after 20 years. The scientists knew this, meaning the vault was never meant to last long-term.
  2. The overseer, Brody Jones, had terminal cancer and was expected to die within three years of the vault's activation. This left no real leadership in place once things started going wrong.

As a result, once the Gary clones started turning violent, there was no one left to stop them.

The Aftermath: A Vault Full of Garys

By the time the Fallout 3 protagonist, the Lone Wanderer, discovers Vault 108, the only inhabitants left are Gary clones.

The vault is in complete disrepair, with rusted walls, flickering lights, and a general sense of abandonment. But the Gary clones still remain, wandering the halls, occasionally ambushing intruders.

Some clones wield knives and pipes, while others just run at you in a frenzy. If you remain hidden, you can even hear them having conversations—but they still only say "Gary."

Theories About the Gary Clones

One of the most unsettling details about Vault 108 is that some Gary clones seem smarter than others. While most of them just grunt their own name, others have different tones of voice, suggesting they might have some level of individual thought.

Some players even believe the Gary clones retain memories of the original Gary, and that over time, they could have evolved their own society if left undisturbed.

The only known Gary clone to leave the vault, Gary 23, was abducted by the Brotherhood of Steel Outcasts, who wanted to experiment on his Pip-Boy. However, since Pip-Boys are designed to only work on the person they were assigned to, the Outcasts tried to remove it by amputating Gary 23's arm. He bled to death before they could even use the device.

Legacy of Vault 108

Vault 108 is one of the most infamous vaults in Fallout history, not just for its failed experiment, but for how darkly humorous it is. The vault represents the absurdity of Vault-Tec’s twisted experiments—even when they were testing something useful (cloning), they managed to turn it into a complete disaster.

If you're ever wandering the Capital Wasteland and hear "Gary?" from the shadows, you better be ready for a fight.

Vault 109 – The Vault That Became a Radioactive Tomb

Vault 109 is a mysterious and largely abandoned vault found in Fallout: The Board Game. Unlike other vaults, which suffered from social experiments gone wrong, Vault 109 was completely overtaken by radiation, turning it into a death trap for anyone who enters.

The Experiment: A High-Class Vault… With a Dark Secret

Vault 109 was originally designed as a luxury vault, meant to house wealthy residents who wanted to escape the horrors of nuclear war in comfort. The vault was filled with high-end brands, including:

  • Mary May – A pre-war cosmetics company, suggesting the vault catered to wealthy socialites.
  • Ticknor and Fields – A 19th-century publisher, indicating that expensive literature and culture were valued inside.
  • Fallon’s – One of Massachusetts’ largest luxury retailers, known for selling high-end jewelry and designer clothing.

This wasn’t just a survival vault—it was a country club for the elite.

The Disaster: Radiation Takes Over

Despite its extravagant setup, something went horribly wrong inside Vault 109. At some point, the entire vault was flooded with deadly radiation. The source of the contamination is unknown, but theories include:

  • A nuclear reactor leak, which slowly poisoned the vault over time.
  • A deliberate Vault-Tec experiment, exposing residents to radiation to see if they could survive.
  • A compromised vault door, allowing outside radiation to seep in.

Whatever the cause, everyone inside the vault perished. By the time scavengers arrived, the vault was sealed off and considered too dangerous to explore.

The Connection to Vault 84

Before the disaster, Vault 109 had a trade relationship with Vault 84, another vault that still had survivors. This suggests that the radiation contamination was a sudden event rather than a slow decay. Vault 84 might have even sent people to investigate Vault 109—only for them to never return.

What Remains Inside Vault 109?

Despite being abandoned, Vault 109 still contains valuable loot, including:

  • A set of T-60 Power Armor – One of the strongest pre-war power armor suits, hidden within the vault’s remains.
  • A Fat Man launcher – Indicating that Vault 109 had access to mini-nukes, possibly as a last resort.
  • Luxury goods – Expensive jewelry, clothes, and high-end collectibles from before the Great War.

However, all of this is guarded by deadly radiation, making it one of the most dangerous vaults to enter.

Legacy of Vault 109

Vault 109 is a reminder that even wealth and privilege couldn't guarantee survival. Designed as a sanctuary for the rich, it ultimately became a radioactive coffin. Unlike other vaults where survivors managed to escape, no one made it out of Vault 109.

For wastelanders, it serves as a chilling reminder that no matter how much money you had before the bombs fell—death doesn’t care.

Vault 111 – The Cryogenic Experiment That Went Horribly Wrong

Vault 111, located near Sanctuary Hills in the Commonwealth, is one of the most significant vaults in the Fallout universe—it’s where the protagonist of Fallout 4 begins their journey. However, rather than being a safe haven, Vault 111 was the site of a horrific cryogenic experiment that left almost everyone inside dead.

The Experiment: Freezing People Without Their Knowledge

Vault 111 was not designed to be a long-term survival bunker like other vaults. Instead, its purpose was to test the effects of long-term cryogenic stasis on human beings.

  • Unlike standard vaults, Vault 111 was extremely small, with only a few dozen pods for selected families.
  • Residents were never told they would be frozen. Instead, they were lured in under the promise of a standard fallout shelter experience.
  • Once inside, they were led to cryogenic pods under the false pretense that they were being “decontaminated.”
  • The vault's staff—scientists and security personnel—were aware of the experiment, but they were expected to maintain the facility for only 180 days before being evacuated.

The Day the Bombs Fell (October 23, 2077)

On the morning of the Great War, Vault-Tec activated its pre-selected candidates—families from Sanctuary Hills, including the protagonist, their spouse, and their infant son, Shaun.

They barely made it inside as a nuclear explosion struck the area. Once they were sealed in, they were directed into cryo pods, believing it was a standard decontamination process. The moment they stepped inside—the doors sealed, and the freezing process began.

What Happened Next? (The Great Betrayal)

For 210 years, the residents of Vault 111 remained in stasis, completely unaware of what had happened. However, Vault-Tec never reopened the vault, and the support staff abandoned the facility, leaving the frozen residents to their fate.

Everything inside the vault remained untouched—except for one tragic event:

  • Sometime between 2227 and 2229, a team from The Institute (a secret organization developing advanced technology) broke into Vault 111.
  • Their goal was to kidnap Shaun, the only infant in the vault, because his DNA was uncontaminated by radiation.
  • The Institute’s agent, Conrad Kellogg, murdered the protagonist’s spouse to take Shaun. The protagonist—still frozen—was left alive for unknown reasons.

The Protagonist Wakes Up (The Sole Survivor’s Escape, 2287)

  • Due to a mysterious system failure, the protagonist (the Sole Survivor) was released from cryogenic sleep.
  • Every other vault resident had perished due to pod malfunctions, leaving them as mummified corpses inside their frozen capsules.
  • Now alone in the vault, the Sole Survivor finds a way to escape and emerges into the ruined world of the Commonwealth for the first time.

The State of Vault 111 (Post-War)

By the time the player exits Vault 111, it’s clear the facility is in a state of complete disrepair:

  • Frozen bodies are still inside the pods, long dead.
  • Radroaches infest the vault, feeding off whatever remains they can find.
  • The facility’s systems have deteriorated, though some still function.

Despite this, the vault remains mostly intact, making it one of the few vaults that isn’t completely destroyed.

Legacy of Vault 111

Vault 111 is a chilling reminder of Vault-Tec’s cruelty. The idea of waking up alone, decades or centuries after your loved ones have died, is one of the darkest opening sequences in gaming history.

It also set the stage for the story of Fallout 4, as the Sole Survivor ventures into the wasteland to uncover the truth about their kidnapped son.

Vault 112 – The Virtual Reality Nightmare

Vault 112 is one of the most disturbing vaults in the Fallout universe. Instead of protecting its inhabitants from nuclear war, it became a personal playground for a sadistic scientist who turned the vault into a permanent virtual prison.

The Experiment: Trapping People in a Never-Ending Simulation

Vault 112 was built much later than other vaults, finished just before the Great War. Instead of traditional survival methods, it housed Tranquility Loungersvirtual reality pods that allowed residents to live inside a simulated paradise indefinitely.

The experiment was designed and controlled by Dr. Stanislaus Braun, one of Vault-Tec’s lead scientists. However, Braun abused his power to turn Vault 112 into his own personal twisted playground.

Vault 112's Unique Design

Unlike most vaults, Vault 112 had:

  • Only 85 residents, making it one of the smallest vaults ever built.
  • A massive central room, where all 85 residents were permanently trapped in VR pods.
  • Robo-brain caretakers, who maintained the vault without any human staff.

Since the entire vault was maintained by robots, it remained perfectly preserved for over 200 years, even after the bombs fell.

The Horrors of Tranquility Lane

At first, Vault 112’s simulation was a paradise, where residents could live perfect, carefree lives. But Braun—who was the only one with admin control—quickly grew bored.

He started tormenting the inhabitants, forcing them to relive endless nightmares:

  • One scenario, Tranquility Lane, was a 1950s suburban neighborhood where Braun took the form of a little girl named Betty.
  • He forced residents to play out horrific situations, like murdering their loved ones, breaking up families, or committing horrific acts of violencejust for his amusement.
  • Each time he grew bored, he erased their memories and restarted the cycle.

James (The Lone Wanderer’s Father) Falls into the Trap

Vault 112 plays a major role in Fallout 3, as the Lone Wanderer arrives here looking for their father, James.

  • James entered Vault 112 looking for pre-war technology (the GECK) but was immediately trapped inside a Tranquility Lounger.
  • When the Lone Wanderer arrives, they are forced to enter the simulation and interact with Braun to free their father.

The Sole Survivor’s Choice: End the Nightmare or Play Along

Once inside Tranquility Lane, the player has two options:

  1. Follow Braun’s twisted commands, including murdering residents inside the simulation.
  2. Activate the “Failsafe Program”, which kills all the trapped residents in real life, but finally frees them from Braun’s torture.

Either way, the Lone Wanderer manages to escape with James, but the fate of Braun (and Vault 112) is left unknown.

Legacy of Vault 112

Vault 112 is one of the most disturbing vaults ever created. Rather than a nuclear disaster wiping it out, it became a psychological horror show, where residents were trapped in an endless cycle of nightmares.

Even worse—Braun is still alive inside the simulation. If you don’t activate the fail-safe, he remains there, torturing his victims forever.

Vault 114 – The Fake Luxury Vault That Never Happened

Vault 114 is one of the weirdest vaults in Fallout, mainly because its experiment never even got the chance to start. Located beneath Park Street Station in downtown Boston, Vault 114 was designed to be an exclusive, high-class vault for Boston’s wealthiest residents. But, as with most things Vault-Tec, there was a catch.

The Experiment: Destroying the Wealthy’s Sense of Power

Unlike other vaults, which experimented with human psychology, survival, or isolation, Vault 114 had one clear purpose: to see how rich people would react when stripped of their privilege.

The ultra-wealthy were promised an extravagant underground paradise, but in reality, Vault-Tec planned to make their lives a nightmare by:

  • Cramping multiple families into tiny, single-room apartments instead of the luxurious suites they were promised.
  • Forcing them to share communal bathrooms, dining areas, and living spaces to remove their sense of exclusivity.
  • Placing an inexperienced, anti-authority overseer in charge, someone with zero leadership skills to create constant chaos.

Vault-Tec’s scientists believed that by removing the rich’s status and comfort, they would break down and either revolt or adapt.

The Overseer: Soup Can Harry – The Worst Leader Possible

Vault-Tec conducted 87 interviews to find the least qualified person possible for the overseer role. They eventually chose "Soup Can" Harry, a homeless conspiracy theorist who believed:

  • The government was controlling people’s minds with numbers and taxes.
  • Refused to provide his real name, claiming it was just a “government brand.”
  • Once ate a box of Abraxo Cleaner because he didn’t want to be told what he could or couldn’t eat.

Despite his clearly unhinged views, Vault-Tec immediately hired him as overseer, knowing he would cause as much chaos as possible.

The Great War: Vault 114 is Abandoned

Construction of Vault 114 was never fully completed. When the bombs fell in 2077, the vault was never officially occupied.

  • The residents never arrived because funding ran out, and Vault-Tec never finished the lower living areas.
  • With no inhabitants, the vault sat empty and untouched for over 200 years.
  • That is, until a gang of post-war mobsters took it over…

The Vault 114 Mafia – Skinny Malone & His Gang

By 2287, Skinny Malone, a powerful gangster, and his crew of triggermen turned Vault 114 into their personal hideout.

  • They moved in and started running their crime operations from inside.
  • The vault’s unfinished, broken-down state made it easy to defend but also kind of depressing.
  • Nick Valentine, the famous synth detective, was kidnapped and held inside during the Fallout 4 quest "Unlikely Valentine".

Exploring Vault 114 in Fallout 4

If you visit Vault 114 in Fallout 4, you’ll find:

  • Rusty, unfinished walls that make it look half-built.
  • Gangsters guarding the halls, all dressed in classic 1940s-style pinstripe suits.
  • A skeleton in the overseer's office, likely one of the pre-war construction workers who got trapped inside.
  • The Vault entrance is still functional, meaning Vault-Tec never planned to actually use it.

The Legacy of Vault 114

Vault 114 is a prime example of Vault-Tec’s deception. They sold people on a lie, promising them luxury and safety, while secretly planning to ruin their lives for an experiment.

Ironically, none of the rich ever made it inside, and instead, the vault was taken over by a bunch of gangsters who probably would have fit in better anyway.

Vault 118 – The Robo-Brain Murder Mystery

Vault 118, found beneath the Cliff’s Edge Hotel on Mount Desert Island (Fallout 4: Far Harbor DLC), was intended to be an exclusive, ultra-luxurious vault for the richest, most elite individuals in society. However, just like Vault 114, the experiment took a very dark turn.

The Experiment: Rich People vs. The Working Class

Vault 118 was supposed to house two groups of people:

  1. Group A – The Wealthy Elite
    • These were high-status celebrities, scientists, and politicians who would live in unimaginable luxury.
    • They would have personal robotic servants, gourmet meals, and extravagant rooms to make them feel superior.
  2. Group B – The Working Class
    • These were average citizens, forced to live in overcrowded, uncomfortable conditions with barely any resources.
    • They would be ruled over by Group A, who could punish them however they saw fit.

The Great Betrayal: The Rich Take Over & Kill the Experiment

However, before the vault was even fully completed, the wealthy residents decided to change the plan:

  • Instead of living with the lower class, they cut funding for the second half of the vault and locked themselves inside the luxurious section.
  • They used advanced robotics technology to transfer their brains into Robo-Brain bodies, making themselves immortal.
  • The overseer (the only normal human left) was trapped inside with them—slowly losing his mind as he realized he was now the test subject.

The Robo-Brain Society & The Murder Mystery

For 200 years, the rich Robo-Brains lived in their vault, completely isolated from the outside world. However, one day, a murder occurred, and they had no idea how to handle it.

When the Sole Survivor arrives in Fallout 4: Far Harbor, they are asked to solve the first murder in Vault 118’s history.

  • The victim? Ezra Parker, a well-known con artist who had scammed the other vault residents before the war.
  • The suspects? A bunch of unhinged, centuries-old Robo-Brains, each with their own secrets.

The Investigation: Who Killed Ezra Parker?

As you investigate, you start to uncover:

  • A massive financial scam—Ezra stole money from the other vault residents before the war.
  • A love triangle between the vault’s rich residents, leading to jealousy and betrayal.
  • The shocking twistEzra Parker is still alive. He faked his death by killing another resident and taking their identity.

The Fate of Vault 118

Depending on your choices, you can either:

  1. Expose Ezra and have him executed by the other Robo-Brains.
  2. Let him escape in exchange for a bribe.
  3. Leave the vault and let them all continue their weird, immortal Robo-Brain society.

The Legacy of Vault 118

Vault 118 is one of the most unique vaults in Fallout because:

  • It was never actually used for its intended experiment—the rich hijacked it and made it their own.
  • It’s one of the few vaults still fully intact, meaning its Robo-Brain inhabitants will likely live forever.
  • It’s the only vault in the series that plays out like a detective noir story, making it one of Fallout 4’s most memorable quests.

Vault 108 – The Gary Cloning Disaster

Vault 108 is one of the strangest vaults in the entire Fallout series, famous for one thing: GARY.

Located in the Capital Wasteland, Vault 108 was designed to run a cloning experiment, but things quickly spiraled out of control, leading to a vault completely overrun by violent clones of a single man.

The Experiment: Cloning Gone Horribly Wrong

Vault 108’s experiment had three major components:

  1. A dysfunctional leadership structure
    • The overseer was given a terminal illness and was expected to die within three years of the vault’s activation.
    • No successor was planned, meaning the vault would have to govern itself with no real leadership.
  2. A deliberate power failure
    • The vault’s primary power source was designed to fail after 20 years, throwing everything into chaos.
  3. A human cloning program
    • The vault’s scientists were ordered to conduct cloning experiments, creating multiple copies of a single person—Gary.

The Gary Incident: When Clones Turn Violent

At first, the cloning process worked as expected—the scientists successfully created copies of a single resident named Gary. However, something went horribly wrong:

  • Each new Gary clone became increasingly violent, attacking anyone who wasn’t another Gary.
  • The clones lost the ability to speak properly, only saying their own name—"Gary!"
  • By the time the 54th clone was created, the vault was overrun with hostile Garys.
  • The original scientists and vault residents were completely wiped out as the Garys took over.

Exploring Vault 108 in Fallout 3

By the time the Lone Wanderer arrives in Fallout 3, Vault 108 is abandoned—except for the Garys.

  • As soon as you step inside, you start hearing echoes of the name "Gary" from the shadows.
  • The clones attack on sight, some wielding knives and lead pipes, others charging at you unarmed while screaming their own name.
  • There are dozens of logs scattered around the vault, revealing how the scientists slowly lost control of the experiment.
  • One of the last holotapes suggests that the final Garys deliberately sabotaged the cloning machines so that no more would be created.

Theories: Were the Gary Clones Smarter Than We Thought?

While the Gary clones seem insane, there are hints that they might have been more intelligent than they let on:

  • Some logs suggest that they learned to use weapons, even though early clones were unarmed.
  • A cut holotape implies that a Gary was once interrogated by wastelanders but refused to cooperate, leading to his death.
  • The Brotherhood of Steel found a Gary clone and attempted to use his Pip-Boy, but it was locked and useless without a living Gary.

This has led to speculation that Garys weren’t just mindless clones—they were deliberately working together to keep outsiders from understanding them.

The Legacy of Vault 108

Vault 108 is a fan-favorite vault because it’s one of the most bizarre experiments in the entire Fallout universe.

  • The idea that dozens of identical men all named Gary wiped out an entire vault is both hilarious and terrifying.
  • Even 200 years later, the Garys are still alive, proving that Vault-Tec’s cloning experiment actually worked—just not the way they expected.

Vault 108 might not be as horrifying as Vault 106, but it remains one of the strangest, most unsettling places in Fallout 3—and a vault that no one will ever truly understand.

Vault 92 – The Musician Vault That Became a Nightmare

Vault 92 was one of Vault-Tec’s most ambitious experiments, originally designed as a sanctuary for the world’s greatest musicians. But, like every other vault in Fallout, things took a dark turn—turning this supposed artistic haven into a place of madness and death.

The Purpose: Creating Super Soldiers with Music

Vault 92 was built with a secret military goal in mind:

  1. Recruit the most talented musicians in the world, making them believe they were being preserved to keep the arts alive.
  2. Use subliminal messages hidden in white noise to brainwash the residents.
  3. Turn them into mindless super soldiers, ready to follow any command.

The idea was simple: Music affects the brain, and Vault-Tec—along with the U.S. government—wanted to test if they could use sound waves to create the perfect warriors.

The Experiment: When the Brainwashing Went Too Far

Once the vault was sealed, scientists began experimenting on the musicians, exposing them to white noise infused with hidden messages.

At first, the effects were subtle:

  • People felt slightly more aggressive during conversations.
  • A few residents had nightmares and difficulty sleeping.

But over time, the experiment spiraled out of control:

  • The subliminal messages became too intense, causing extreme paranoia, hallucinations, and violent outbursts.
  • Some residents attacked each other, thinking they were being hunted.
  • A complete mental breakdown occurred, and within months, the vault was abandoned, filled only with the dead.

Exploring Vault 92 in Fallout 3

By the time the Lone Wanderer discovers Vault 92 in Fallout 3, it’s a ghost town.

  • The vault is in complete disrepair, with bodies scattered around, untouched for over 200 years.
  • Giant mirelurks have taken over parts of the vault, feeding on whatever remains.
  • Audio logs left behind by researchers reveal the horrifying truth—musicians were literally driven insane by sound waves.
  • The final recordings show the last few survivors losing their grip on reality, as they realize the vault was never meant to save them—it was designed to destroy them.

The Legacy of Vault 92

Vault 92 is a chilling example of how Vault-Tec treated human lives as disposable.

  • Instead of preserving art and culture, they turned musicians into unwilling test subjects.
  • The vault failed completely, as the experiment resulted in total collapse rather than the creation of super soldiers.
  • Even centuries later, the vault remains haunted, with its eerie silence serving as a reminder of what was lost.

It’s ironic—a vault meant to keep music alive became a place of deathly silence.

Vault 95 – The Addiction Vault That Became a Death Trap

Vault 95 was designed to house people struggling with addiction—but rather than helping them, Vault-Tec used them for a twisted experiment. Instead of rehabilitation, the vault was designed to break them completely.

The Experiment: Forcing Addicts into Cold Turkey

Before the Great War, Vault-Tec invited individuals with severe substance abuse problems to live in Vault 95. They were promised a safe space, a community of recovery, and a chance to rebuild their lives.

For the first five years, everything went perfectly:

  • The residents worked together, forming a tight-knit recovery group.
  • There was no access to drugs or alcohol, and many became stronger, healthier, and more hopeful.
  • It seemed like Vault 95 was one of the rare vaults that actually worked.

But then, Vault-Tec activated the next phase of their experiment.

The Betrayal: The Vault’s Secret Drug Stash

After five years of sobriety, an unknown vault resident was revealed to be a Vault-Tec plant—an undercover operative whose true purpose was to trigger the final phase of the experiment.

This operative unlocked a hidden stash of drugs, exposing the entire vault to temptation they hadn’t faced in years.

  • Some residents tried to resist, desperate to hold onto their recovery.
  • Others relapsed immediately, falling back into self-destruction and addiction.
  • The resulting chaos turned deadly, as former addicts fought, killed, and destroyed their own community.
  • Within days, the vault was filled with bodies—the experiment was a complete success for Vault-Tec, but a tragedy for the people inside.

Exploring Vault 95 in Fallout 4

By the time the Sole Survivor enters Vault 95 in Fallout 4, it’s long abandoned, but its tragic past is still visible:

  • Dead bodies are found throughout the vault, many clutching syringes or bottles.
  • The hidden drug stash can still be found, proving how Vault-Tec set them up to fail.
  • The last audio logs detail the horror of the relapse, as people begged for their lives before being killed by their own friends.
  • The Gunners, a mercenary faction, have taken over the vault, completely ignorant of its dark history.

The Legacy of Vault 95

Vault 95 is one of the most depressing experiments in Fallout history, because:

  • It could have actually helped people—but instead, it was designed to watch them suffer.
  • Vault-Tec didn’t just study addiction, they actively destroyed lives just to see what would happen.
  • The vault wasn’t destroyed by nuclear war—it was destroyed by Vault-Tec’s cruelty.

Vault 95 wasn’t a rehab center—it was a death sentence.

Vault 75 – The Child Soldier Experiment (Fallout 4)

Vault 75, located beneath Malden Middle School, is one of the most disturbing vaults in Fallout 4. Unlike other vaults designed to study social behaviors or physical endurance, Vault 75 had a singular, horrifying purpose: to create genetically superior super-soldiers from children.

The Experiment: Raising the Ultimate Soldiers

Vault-Tec’s plan for Vault 75 was brutal and straightforward. When the bombs dropped, parents and children were ushered into the vault under the guise of safety. However, the parents were immediately separated and executed, leaving only the children behind. The vault’s scientists then took full control, raising and training the children in an environment designed to enhance their physical and mental abilities.

Education, fitness, and combat training were prioritized. The goal was to breed the most intelligent and physically capable individuals to be used as future soldiers. Those who showed exceptional promise were kept alive for further training, while those deemed "unfit" were killed.

The Outcome: A Vault in Ruins

By the time Fallout 4’s protagonist, the Sole Survivor, arrives, the vault has long since collapsed. The scientists who ran the program were killed, and the vault itself has been overrun by Gunners, a mercenary group that now occupies the area. However, evidence of the horrific experiments can still be found in the form of training logs, medical records, and the ruined remains of the facility.

Vault 75 remains one of the most chilling examples of Vault-Tec’s inhumanity—proving they saw people not as survivors, but as test subjects for their twisted experiments.

Vault 79 – The Hidden Gold Reserve (Fallout 76)

Unlike most vaults, which were built for social experiments, Vault 79 had a different purpose: safeguarding the entirety of the U.S. gold reserves. The government, aware of the impending nuclear war, needed a secure location to store its wealth, and Vault 79 became that location.

The Experiment: The Ultimate Secure Vault

Vault 79 was built with top-tier security, designed to protect the nation’s gold reserves. Unlike other vaults, this one wasn’t meant for long-term human habitation. Instead, it was manned by a small group of military personnel who were responsible for guarding the gold. The vault featured automated defenses, security robots, and state-of-the-art vault doors to prevent unauthorized entry.

The Fate of Vault 79

By the time Fallout 76’s Wastelanders update takes place, Vault 79 has been abandoned, but its riches remain untouched. The player has the opportunity to break into the vault with the help of the Settlers or the Raiders, choosing who gets control over the wealth inside.

Vault 79’s existence is one of the biggest secrets of the Fallout universe, proving that even in the apocalypse, some people were more focused on hoarding wealth than ensuring humanity’s survival.

Vault 81 – The Medical Experiment Vault That Went Wrong (Fallout 4)

Vault 81, located near Boston in Fallout 4, was supposed to be another cruel Vault-Tec experiment. However, thanks to an act of rebellion, it ended up becoming one of the few vaults that actually functioned as a proper shelter.

The Experiment: Infecting the Population with Diseases

Vault 81’s original plan was to secretly expose its inhabitants to various diseases so that scientists could observe their effects and attempt to develop cures. The researchers were given their own sealed-off section of the vault where they could monitor the residents without being affected.

The Rebellion: A Vault That Broke the Cycle

However, things didn’t go as planned. At some point, the residents discovered the truth about the experiment and revolted against the scientists. Instead of allowing themselves to be used as test subjects, they took control of the vault and cut off the researchers' section permanently. The scientists eventually died off, leaving their area of the vault abandoned.

The Aftermath: A Functioning Vault

By the time the Sole Survivor arrives, Vault 81 is still intact and operational. Unlike most vaults, it is a functioning community, with people living normal lives. The vault even has trade relations with the outside world, proving that not every Vault-Tec experiment ended in total disaster.

Vault 81 is one of the rare cases where humanity fought back against Vault-Tec’s cruelty—and won.

Vault 13 – The Original Vault (Fallout 1)

Vault 13 is where it all began. It was the home of the Vault Dweller, the protagonist of Fallout 1, and one of the most legendary vaults in the series.

The Experiment: Testing Long-Term Isolation

Vault 13 was designed to remain sealed for 200 years, with no contact with the outside world. The goal was to observe how long-term isolation affected human psychology and whether a closed society could sustain itself indefinitely.

The Water Chip Failure and the Vault Dweller

Unfortunately, the vault’s water purification chip failed in 2161, forcing the overseer to send the Vault Dweller into the Wasteland to find a replacement. This mission set the entire Fallout series into motion, as the Vault Dweller ultimately discovered the growing threat of the Super Mutants and the sinister plans of the Master, the main antagonist of Fallout 1.

The Legacy of Vault 13

While Vault 13’s experiment was disrupted, it served as a pivotal location in Fallout’s history. After the events of Fallout 1, its inhabitants either integrated into the Wasteland or disappeared, leaving its future uncertain.

Vault 15 – The Failed Mixed-Society Experiment

Vault 15 was designed to test whether people from vastly different backgrounds could live together in a confined space without falling into chaos. Unsurprisingly, it failed spectacularly.

The Experiment: A Social Melting Pot

Vault 15 was populated by people of different cultures, ideologies, and backgrounds. The idea was to see whether such diversity would lead to cooperation or conflict.

The Result: The Birth of Wasteland Factions

Instead of uniting, the vault dwellers split into four rival groups, each with different views on how the vault should be run. Eventually, violence erupted, and the vault’s residents abandoned it altogether. These exiles went on to form some of the most influential factions in Fallout history:

  • The Khans – A brutal raider gang.
  • The Jackals & Vipers – Two separate, violent raider groups.
  • The Founders of the NCR – The people who would later establish the New California Republic, one of the most powerful post-war governments.

Legacy of Vault 15

Vault 15’s failure directly shaped the Wasteland, proving that human conflict didn’t die with civilization—it simply evolved into something new.

Vault 19 – The Paranoia Experiment

Vault 19 was an experiment in division and distrust. Its residents were split into two groups: Red and Blue.

The Experiment: Encouraging Paranoia

  • The two groups were separated and given different information about the other.
  • False rumors and manipulation tactics were used to fuel paranoia.
  • The overseers monitored whether they would turn against each other.

The Result: Self-Destruction

Over time, distrust between the two groups grew. Many believed that the other side was out to get them, and hostility escalated. While it’s unclear exactly how the vault met its end, by the time Fallout: New Vegas takes place, it has been abandoned—suggesting that the vault dwellers either killed each other or fled.

Vault 19 stands as proof that even when given shelter, people will find ways to turn against each other if manipulated into doing so.

-

Whether it's the isolation of Vault 13, the hallucinations of Vault 106, or the tragic relapse engineered in Vault 95, one thing is clear—Vault-Tec never intended to save humanity. These bunkers were cruel psychological labs wrapped in a lie of survival, designed to observe, manipulate, and break people in the name of "progress." Every experiment was a reminder that even after the bombs dropped, the real apocalypse was corporate ambition unchecked by morality.

What’s wild is how each vault reflects a different facet of human fear—addiction, conformity, madness, loss of identity—and how these twisted social Petri dishes still echo across the Wasteland decades later. Some gave rise to factions. Others gave us villains, legends, and broken people trying to make sense of it all.

Exploring these vaults is like walking through the haunted history of humanity’s worst instincts—sealed away, yet never truly forgotten.

Keep your Pip-Boy close, your stimpaks loaded, and stay tuned for more Fallout deep dives right here at Land of Geek Magazine—because the Wasteland still has secrets waiting to be unearthed.

#FalloutLore #VaultTec #FalloutVaults #PostApocalyptic #GamingExplained

Posted 
Apr 16, 2025
 in 
Geek Culture
 category