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Fallout’s Most Unforgettable Vaults: The Franchise’s Darkest Experiments

Fallout’s Most Unforgettable Vaults: The Franchise’s Darkest Experiments
Image credit: Legion-Media

From Amazon’s Fallout series to the classic games, discover the most fascinating and disturbing vaults ever created by Vault-Tec, each with its own twisted story and legacy.

Amazon’s adaptation of the Fallout universe has brought to life some of the most memorable underground shelters from the games, each one a testament to Vault-Tec’s peculiar vision of survival. These subterranean communities, designed as much for experimentation as for protection, have become iconic for their bizarre and often grim fates. The television series continues to explore these vaults, offering a fresh perspective on the chilling social and scientific trials that defined them.

Vault-Tec’s approach was never simply about safety. Each shelter was a unique experiment, with variables ranging from architectural quirks to psychological stress tests. Some vaults were little more than laboratories for human behaviour, where residents faced challenges both physical and mental. The outcomes were rarely positive, but for viewers and players alike, the stories that emerged are endlessly compelling.

The Vaults That Shaped Fallout’s World

Vault 4 stands out in the first series, shattering Lucy’s illusions of a harmonious underground life. Originally a scientific outpost, its test subjects eventually overthrew their overseers, establishing a community that, beneath its welcoming surface, harbours a distinctly cultish atmosphere. Their uneasy hospitality and eccentric customs make this vault particularly striking.

Vault 8, the foundation of Vault City, is a rare example of a successful experiment. Featured in Fallout 2, it demonstrates that Vault-Tec was occasionally capable of creating a functioning society. By the time the events of the show unfold, it serves as little more than a communal cellar, but its legacy as the birthplace of a thriving, medically advanced city secures its place in Fallout lore.

Vault 111, the starting point for Fallout 4, is unforgettable for its use of cryogenic technology. Awakening from suspended animation to discover a missing child, players are thrust into a narrative of loss and survival. The series has already hinted at similar technology, suggesting that this vault’s story may yet be explored on screen.

Experiments in Human Nature

Vault 29 is known only through passing references, but its reputation precedes it. Populated by privileged youths, it remains a tantalising blank slate for future stories. The prospect of main characters relying on its pampered residents offers plenty of narrative potential.

Vault 75, revealed in Fallout 4, delves into the dark territory of eugenics. Here, the aim was to breed super-soldiers, enhancing strength and aggression in a confined environment. The results were predictably disastrous, raising uncomfortable questions about what other projects Vault-Tec may have pursued in secret.

Vault 87, infamous for its role in the creation of Super Mutants, is among the most disturbing. Human experimentation in the aftermath of nuclear catastrophe is a recurring theme, but few vaults are as haunting. Its appearance in Fallout 3 left a lasting impression, and its potential inclusion in the series promises a proper dose of horror.

Legacies of Ruin and Survival

Vault 94, hidden beneath the Mire’s radioactive swamps, was home to pacifists who refused to arm themselves. Their idealism proved fatal when raiders invaded, and a subsequent meltdown contaminated the region. The vault’s tragic end is a bleak reminder of the dangers lurking beneath the surface.

Vault 12’s failed experiment with radiation exposure led to the creation of Necropolis, a city of ghouls. The vault’s unsealed door allowed radiation to seep in, transforming its inhabitants. This grim scenario would be a fitting addition to the series, especially for those with a fondness for the undead.

Vault 109, originating from Fallout: The Board Game, catered to the wealthy, offering luxury in the post-apocalyptic world. Its abundance of high-end goods made it a target for the desperate, and the idea of the privileged facing the consequences of their isolation is rather satisfying.

Unrealised Concepts and Chaotic Designs

Vault 70, a concept from a cancelled project, was to feature a community of Mormons coping with a shortage of clean jumpsuits. The scarcity of basic comforts and the unique social makeup would have made for an intriguing setting, one that still holds promise for future adaptations.

Vault 108 is a powder keg of dysfunction. With systems designed to fail after two decades, an excess of weaponry, and overseers suffering from terminal illnesses, chaos was inevitable. The presence of a cloning machine producing endless copies of a single individual named Gary adds a surreal twist, making it a prime candidate for a memorable episode should the series ever visit.