10 Wildest Vaults We Want To See In Fallout Season 2
Summary Amazon's Fallout introduces bizarre Vaults to a new audience, replicating eerie experiments from game series.
Lore changes reveals Vault-Tec's capitalistic motives behind experiments, setting stage for twisted vault discoveries in season 2.
Vaults like Vault 11, 12, and 21 offer tragic and twisted tales, paving way for potential exploration in Fallout series.
Warning! Spoilers for Amazon's Fallout TV series, as well as the games and promotional materials of the franchise.
Amazon's Fallout introduced the bizarre Vaults of the franchise to a wider audience than any before, with plenty of ghoulish surprises still waiting in the wings for season 2's collection of vaults. The series did a fantastic job at replicating the feel of the original games, with multiple scenes in which the cast of Fallout discover eerie vaults, each with their own sinister experiments. Whether exploring the derelict, decrepit Vault 32 or navigating the strange society of Vault 4, the series only gave a taste of the most twisted Vault experiments the games had to offer.
One of the biggest lore changes made by Amazon's Fallout was the revelation that Vault-Tec's experiments were done in the name of capitalistic competition, allowing major corporations to seed their own vision for the future of the world. Previously, the explanation for Vault-Tec's insidious experimentation was to test the limits of humanity in sustaining a population on multi-generational starships, using each vault as a scenario to prepare for. Regardless of the reason, the Fallout series offers no shortage of wild vaults the show could explore in season 2.
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10 Vault 11
Fallout: New Vegas
The story of Vault 11 is one of the most tragic and twisted tales in the entirety of Fallout. Upon entering the vault, the inhabitants of Vault 11 were given a choice -- Choose a single person to sacrifice to an automated execution system once a year, or have the entire population be wiped out at once. Not willing to risk the entire group, the denizens eventually came up with a morbid incentive for sacrifice. Each year, an election would be held for Overseer, who would be given up for execution at the end of their term.
Eventually, this system denigrated into brutal infighting, with various political leaders attempting to cheat the system or leverage their year of power in horrific ways. In the end, there were only five survivors who just wanted the carnage to end, refusing to nominate a sacrifice and agreeing to allow the vault's systems to kill them all. This decision was met with a sickening revelation, as the vault congratulated the survivors for refusing to nominate, revealing that if the vault's population had just refused to nominate a sacrifice from the beginning, no one would've had to die.
9 Vault 12
Fallout
One of the key locations of the original Fallout game, Vault 12 would be the perfect location for a bit of environmental storytelling Lucy and The Ghoul could travel to. Once a relatively standard control vault, the true purpose of Vault 12's experiment didn't manifest until years after the doors were sealed. Meant to study the long-term effects of gradual radiation exposure, the vault's blast door intentionally leaked radiation into the populace, slowly but surely turning each of the residents into a ghoul.
Amazingly, this didn't keep Vault 12 from being one of the most successful vaults of the entire program. The ghouls of Vault 12 went on to create an entire ghoul city using the vault as a foundation, thenceforth known as Necropolis. Seeing Walton Goggins' The Ghoul react to an entire city populated by his kind, including pre-war ghouls he might've even known before the bombs fell, would be a perfect opportunity to check in on what Necropolis has been up to in the years following Fallout. Its West coast location makes this a very likely possibility, as well.
8 Vault 21
Fallout: New Vegas
Thematically appropriate to Fallout: New Vegas, the name of the game for Vault 21's experiment was gambling. Nestled directly underneath the strip of New Vegas itself, Vault 21 was intentionally populated with mostly gamblers, using games of chance to resolve all major disputes. This social experiment seemed to explore the power of the luck of the draw on a society, creating one of the most surprisingly peaceful, egalitarian vaults in the entire series.
Fittingly enough, Vault 21 was eventually won by Robert House himself in a high-stakes game of Blackjack, officially opening its doors to the outside wastelands for the first time in 200 years. Ever the capitalist, House soon turned the vault into a high-class luxury resort that New Vegas travelers could book a stay at for the right price, offering a watered-down vault experience to anyone with enough caps. With New Vegas skyline looming in the distance over Hank MacLean in the Fallout season 1 finale, Vault 21 could be one of the most likely vaults from the games to appear.
7 Vault 22
Fallout: New Vegas
Despite only being a direct neighbor in designation to Vault 21, the results of Vault 22's experiment were far more disastrous. Hidden deep within the Mojave wasteland, Vault 22 was meant to study the long-term effects of genetically modified agriculture, tasking its residents with maintaining massive gardens of biologically-engineered plant life. The idea of a plentiful paradise of plant-based options is a tempting prospect for any wasteland survivor, but the reality of Vault 22's situation by Fallout: New Vegas's place in the Fallout timeline is far different.
Not housing a civilian population, the scientists residing in Vault 22 eventually were overcome by a deadly fungal strain, Beauveria mordicana. Similar to the cordyceps virus of The Last of Us fame, this mutated strain wound up taking over the plant and human life residing in Vault 22, resulting in horrific new creatures like spore plants and spore carriers that quickly spread through the Mojave wasteland. The overgrown vault would be a colorful pit stop for Lucy and The Ghoul to explore on their way to New Vegas.
6 Vault 43
One Man, and a Crate of Puppets
Some of the wildest experiments to come out of Vault-Tec's vaults are courtesy of the canon mini-comic, One Man, and a Crate of Puppets. Released alongside the premiere of Fallout 3 on the game's official website in 2008, the comic was penned by none other than the minds behind the famed gamer webcomic Penny Arcade, working alongside Fallout 3's main designer. Though the comic focuses on the story of the sole survivor of Vault 77, it offers a few brief glimpses of other vaults.
Vault 43 is one of the most hilariously out-there experiments for the company to ever try to make sense of. Seeded with a low number of inhabitants, the vault was populated by 20 men, 10 women, and one live panther. Living with such a dangerous creature in close proximity Life of Pi-style may have been the basis for the experiment, but what information Vault-Tec could've hoped to glean from the vault is a total mystery. If season 2 were to include Vault 43, it would go a long way to officially canonizing the promotional content.
5 Vault 69
One Man, and a Crate of Puppets
Another Vault briefly mentioned by One Man, and a Crate of Puppets, the childish humor of Vault 69's number designation seems to be a tongue-in-cheek reference to its grand experiment. The vault was designed to test the ability of a single male to repopulate a waning society, with 999 women and just a single man. It's unknown what became of the vault after the time of the webcomic, and while following up on a nearly 20-year-old promotion isn't high on Fallout season 2's list of priorities, even a subtle mention of the vault would go a long way.
It's worth mentioning that Vault 69 also had an inverted counterpart, Vault 68. This vault was instead populated by 999 men and a single woman, pointing to a much darker outcome. However, Vault 68 is only mentioned in the Fallout Bible, a collection of scrapped documents and lore ideas that never made it into the games, presented in an informative book. The ideas presented in the Fallout Bible have been confirmed as not canon by author Chris Avellone.
4 Vault 77
One Man, and a Crate of Puppets
The primary vault of One Man, and a Crate of Puppets, Vault 77 was meant to test the human spirit's ability to endure psychosis when deprived of real human interaction. Seeded with only a single resident, the only companions the lone dweller of Vault 77 had were a crate of puppets. Eventually, the isolation drove Vault 77's Puppet Man mad, developing personalities for each of the puppets. The Puppet Man would go on to find a way to escape his isolation and set out into the wasteland on his own, puppets in tow.
In Fallout 3, it's implied that Vault 77's Puppet Man became something of a mythical figure, his jumpsuit treated with extreme reverence as if it were a holy object. The slavers in possession of the Vault 77 suit seem to fear the original owner's return, implying that the Puppet Man, or at least someone wearing his clothes, was a force to be reckoned with. The empty halls of Vault 77 could make for an interesting refuge for Lucy and The Ghoul in season 2, as the vault's precise location is never specified.
3 Vault 108
Fallout 3
Few vaults were presented with as harsh conditions as Vault 108. Designed to test the effects of conflicts in leadership, the Overseer of Vault 108 was a terminally ill man. As if that weren't enough, the vault was stripped of any entertainment devices, had its power systems designed to purposefully fail after 20 years, and provided the residents with triple the amount of standard weaponry. Somehow, the aftermath of this powder keg of volatile variables resulted in one of the strangest outcomes for any vault.
Alongside the numerous weaponry provided to Vault 108 was a cloning device, capable of generating copies of a human being. In the inevitable chaos that resulted from Vault 108's experiment, a single resident known as Gary gained access to the device, cloning himself multiple times. The result was a society of feral Gary clones that attacked any non-Gary beings on sight by the time of Fallout 3, only capable of saying their own name. The Vault's East coast location might lock it out of Fallout season 2, but a stray Gary finding his way out West wouldn't go unappreciated.
2 Vault 106
Fallout 3
Vault 106 gets the rare distinction of being one of the few vault experiments to be directly alluded to on Amazon's Fallout show. During Vault-Tec's clandestine meeting, Frederick Sinclair, the owner of the Sierra Madre casino and big-shot executive at defense contractor Big MT, floats the idea of a vault in which psychotropic drugs are pumped through the air supply. This ended up developing into a real vault players could explore in Fallout 3, its experiment having disastrous consequences on its citizens.
Immediately upon entering the vault, the player character of Fallout 3 has their vision flooded with blue lights and hallucinations of their childhood, manifesting as enemies that can deal very real damage. The scant survivors of the vault's population also infest the area, having long since gone insane due to long-term exposure to the psychoactive mists. Another East coast location, Vault 106 could still appear via flashback in the second season of Fallout, having already been all-but name-dropped by Sinclair himself.
1 Vault 112
Fallout 3
Rather than waste time away in the real world, the mad overseer of Vault 112, Dr. Stanislaus Braun, had more digital plans for his vault experiment. The residents of Vault 112 were kept in a state of suspended animation, their brains uploaded into an idyllic virtual re-creation of a pre-war American suburb known as tranquility lane. The experiment's practical applications were slim, being more of a pet project for the deranged Dr. Braun.
In Fallout 3, Vault 112 ends up being a critical stop in the main story, the player character's father being trapped in Tranquility Lane after stumbling upon the experiment. Once again, the locale of the Capital wasteland puts Vault 112 a long distance away from the West coast location of Fallout. But thanks to the nature of the vault's virtual reality, there's a chance Lucy, The Ghoul, or Maximums could "enter" the vault over some kind of long-distance hack in season 2 of Fallout.

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