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Memory-beta

Up to date as of February 02, 2010
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Memory Beta, the wiki for licensed Star Trek content.

The Vault was a hidden laboratory complex on Starbase 47 created to uncover the mystery of the Taurus Reach. (VGD novel: Summon the Thunder)

Personnel


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This article uses material from the "Vault" article on the Memory-beta wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

DC Comics

Up to date as of February 01, 2010
(Redirected to Vault (New Earth) article)

From DC Database

Character Template Character Template
Vault

Vault (New Earth)
Gallery
Real Name
Current Alias

Identity

Alignment

Affiliation

Universe

Base Of Operations
Mobile

Characteristics
Gender

Status
Marital Status

Occupation


First appearance

Contents

History

Vault was one of several members of the mercenary team known as Dark Nemesis. Vault was a massive man who wore a special suit which facilitated the use of his powers. Vault and his colleagues were hired by Pylon of the Veil to stage a terrorist attack at the Mall of the Universe in Minneapolis, Minnesota in order to bait the Teen Titans into a trap. It was Pylon's intent to have Dark Nemesis capture the Titans and outfit them with special bracelets that would record and transmit vital biological information about them back to the Veil.

Vault erected a force field around the entire mall, trapping everyone inside. When the Titans arrived, they were able to gain access, but Vault used his powers to determine the most efficient way of combating each team member and trapped each of them inside a containment cube designed to negate their powers.

The Atom arrived and shrunk himself small enough so that he could enter the electrical system of Vault's armor and short circuit it. Unable to function, Vault was incapacitated.

Powers and Abilities

Powers

  • Force Field: Vault was able to generate an impenetrable force field of massive size. He used this field to cover an entire shopping mall. It's withstood the force of large amounts of physical damage as well as bursts and blasts from a large number of sources, all without failure.
  • Super Strength: Vault has been able to show he can hold up an entire force field without a problem, the weight of this field would've been immense. He's also been able to knock large opponents off of himself such as Cyborg.
  • Energy Coils: Vault as well as the energy used in his force fields can focus this energy in the form of short-wave coils that work to drain and withhold objects and people. He's used these coils to stop Donna Troy from moving.
  • Weakness Detection: Vault could analyze an opponent, determine their weakness, and automatically devise the most efficient means of combating them within the course of a few seconds. He could change his plans to fit the situation accordingly and just as fast as the first input of oppositional information.

Notes

  • It is unclear whether Vault's powers originate from his body, from his suit, or possibly a combination of the two.
  • Vault's true identity is unknown, but he appears to be of Asian descent.
  • Vault appears to have been romantically linked to team leader Axis.
  • Vault is mute.

See Also

Links and References

  • None.

Footnotes

Titans Villain(s)

This character is or was primarily an enemy of the Teen Titans, the Titans, or any of the other various Titans incarnations. This template will categorize articles that include it into the "Titans Villains" category.


This article uses material from the "Vault (New Earth)" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010

From The Vault

Vault-Tec advert and in-game town map of Vault 13
Inside Vault 101

A Vault is a type of a subterranean installation designed by Vault-Tec. Officially, they were designed for the sole purpose of sheltering up to one thousand dwellers from a nuclear holocaust. But, they were actually used as an experiment for the government. It has impenetrable walls protecting it from the disasters of the post-apocalyptic world.

Contents

History

Commissioned by the United States government as part of Project Safehouse, Vault-Tec built 122 such Vaults over the country. However, when the storm of nuclear war came in 2077, the Vaults were sealed without many of their dwellers due to the Cry Wolf effect training drills had on the populace.

The first Vault was built in Los Angeles, intended to demonstrate the viability of such a facility. The demonstration Vault was built beneath the city, within its limits and unlike other Vaults, wasn't part of the experiment. Most Vaults were completed by 2063, except for Vault 13, which was the last one to be completed.

True purpose

Officially, the Vaults were nuclear shelters designed to protect the American population from nuclear holocaust. However, with a population of almost 400 million by 2077, the U.S. would need nearly 400,000 Vaults the size of Vault 13, while Vault-Tec was commissioned to build only 122 such Vaults. The real reason for the existence of these Vaults was to study pre-selected segments of the population to see how they react to the stresses of isolation and how successfully they re-colonize Earth after the Vault opens.

The shadow government, the Enclave, responsible for the experiment (officially known as the "Societal Preservation Program"), have considered themselves prime candidates for recolonizing the world after a nuclear holocaust and to this end commissioned the construction of their own shelters, isolated from the Vault network. The purpose of the Vault experiments was to help prepare the Enclave for either re-colonizing Earth or colonizing another planet if Earth turned out to be uninhabitable by unmutated humans.

The total number of vaults is a government secret and has been lost; there were the aforementioned "public" vaults, which numbered 122 and an undisclosed number of "private" vaults. Information on whether Vault-Tec was an international corporation and were there vaults made by them in other parts of the world, or were they strictly U.S. based, cannot be released due to Vault-Tec and US Government regulations[1]

Of the 122 Vaults, only 17 were control, meaning that only 17 were made to public expectations, all others were designed to include a social experiment, sometimes with a select few of the inhabitants observing the occupants.

The few Vaults that survived intact for more than 80 years came to serve another, unanticipated purpose: they were an excellent source of pure human stock, uncontaminated by the mutated airborne strain of FEV and prime candidates for conversion into Super Mutants.

Known Vaults

Designation Description Location Appearances
LA Vault The Vault-Tec demonstration Vault. It was not part of the experiment, and was the Master's Vault under the Cathedral in Fallout. Southern California, near Los Angeles (Cathedral) Fallout
Vault 6 Unknown Mount St. Helens, Washington Fallout Extreme'[2]
Vault 8 A control Vault, intended to open and re-colonize the surface after 10 years. Vault City is the result. Northern California
(Vault City)
Fallout 2
Vault 12 In order to study the effects of radiation on the selected population, the Vault Door was designed not to close. This is the Necropolis Vault... and the ghouls were the result. Bakersfield
(Necropolis)
Fallout
Vault 13 Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced the Overseer to improvise and use the Vault Dweller as a pawn. Later study of the Vault 13 records by the Enclave led them to their current plan to end the war. Northern California Fallout
Fallout 2
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 flavouring to his speech. The birthplace of three Raider groups and Shady Sands. Northern California Fallout
Fallout 2
Vault 27 This Vault would be overcrowded deliberately. 2000 people would be assigned to enter, double the total sustainable amount. Unknown Fallout Bible only
Vault 29 No one in this Vault was over the age of 15 when they entered. Parents were redirected to other Vaults on purpose. Harold is believed to have come from this Vault. Colorado Fallout Bible (first mention)
Van Buren
Vault 34 The armory was overstocked with weapons and ammo and not provided with a lock. Unknown Fallout Bible only
Vault 36 The food extruders were designed to produce only a thin, watery gruel. Unknown Fallout Bible only
Vault 39 Original purpose unknown. Abilene, Texas Fallout: Brotherhood of Steel 2[3]
Vault 42 No light bulbs of more than 40 watts were provided. Unknown Fallout Bible only
Vault 43 Populated by twenty men, ten women, and one panther. Unknown Penny Arcade[4]
Vault 53 Most of the equipment was designed to break down every few months. While repairable, the breakdowns were intended to stress the inhabitants unduly. Unknown Fallout Bible and Possibly in Vault-tec east coast computers
Vault 55 All entertainment tapes were removed. Unknown Fallout Bible only
Vault 56 All entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55. Unknown Fallout Bible only
Vault 68 Of the one thousand people who entered, there was only one woman. Unknown Fallout Bible
and possibly in conversation with President Richardson.
Vault 69 Of the one thousand people who entered, there was only one man. Unknown Fallout Bible (first mention)
Penny Arcade
Van Buren concept art
and possibly in conversation with President Richardson.
Vault 70 All jumpsuit extruders fail after 6 months. Most of the inhabitants were Mormons. Salt Lake City, Utah Fallout Bible 0
Van Buren
Vault 74 A very small vault consisting only of the Overseer's office, atrium, clinic, and quarters (blocked). Capital Wasteland Fallout 3 modding tutorial[5]
Vault 76 This Vault was designed as a control group for the vault experiment like Vault 8, intended to open and re-colonize the surface after 20 years. Unknown
(Capital Wasteland?)
Fallout 3
Vault 77 Stated in comic to be populated by one man and a crate full of puppets, in Fallout 3 a Jumpsuit is acquirable at Paradise Falls. Unknown Penny Arcade
Vault 87 A Forced Evolutionary Virus research facility Capital Wasteland Fallout 3
Vault 92 Populated largely by renowned musicians, this vault was a test bed for a white noise-based system for implanting combat-oriented posthypnotic suggestions. Capital Wasteland Fallout 3
Vault 101 Evaluation of performance of an omnipotent Overseer in an indefinitely closed community Capital Wasteland Fallout 3
Vault 106 Psychoactive drugs were released into the air filtration system 10 days after the Door was sealed. Capital Wasteland Fallout Bible (first mention)
Fallout 3
Vault 108 The vault houses a cloning lab and all (surviving) residents are clones of one man called Gary. Capital Wasteland Fallout 3
Vault 112 Home of Tranquility Lane virtual reality simulator. Capital Wasteland Fallout 3
Unfinished Vault A fenced construction place in a small cave north from Vaults 13 and 15. Northern California Fallout 2
Vault 0 A special Vault designed to "monitor and control" other Vaults. Mount Cheyenne (Colorado) Fallout Tactics[6]
Secret Vault A secret Vault dedicated to protect high-members of Vault-Tec and used to research the latest technologies and the Forced Evolutionary Virus. Los Fallout: Brotherhood of Steel[7]
Vault Prototype A small Vault-Tec facility used as the base of operations by the Texas Brotherhood of Steel Texas Fallout: Brotherhood of Steel[7]

Overview

The Vaults were one of the most expensive shelters in the pre-War world, as according to the Vault Dweller's Survival Guide for Vault 13 (otherwise known as the Fallout manual), the intended budget for that particular installation was 400 billion dollars, and by the end of its construction reached 645 billion. The Vaults were located in various locations, and little information is available as to why those particular sites were chosen. For example, Vaults 13 and 15 were located in rather remote locations, far from population centers, while Vaults 12 and 101 lay near or in cities themselves.

Each Vault was designed to hold one thousand occupants at any given time, although hot bunking was required at maximum capacity, and equipped with all facilities and supplies needed by them to survive in isolation for the designated time. The facilities and supplies included complete construction equipment, hydro-agricultural farms, a water purification system, defensive weaponry to equip 10 men, communication systems and surface monitors, social and entertainment files (for total duration) as well as one or two G.E.C.K.s, intended to help the inhabitants repopulate the post-nuclear world after the All Clear signal is sent following the conclusion of the social experiment.

Different types of power sources were utilized for the Vaults. Vault 13 relied primarily on geothermal energy, with backup power available from a General Atomics Nuclear Power generator, and could sustain one thousand inhabitants for two hundred years. Vault 8 on the other hand, relied on an unspecified type of reactor, which, while enough for Vault City to emerge, could only support a relatively small, highly advanced settlement, and in 2241 was nearing its capacity, after which further growth would be impossible.

All Vault Dwellers wore blue-and-yellow jumpsuits, although the design varied between different Vaults. An average Vault Dweller living in a properly maintained Vault could expect to live at least 92.3 years[8].

It should be noted that due to scaling, the size of Vaults in games shouldn't be taken at face value - none of the Vaults which can be entered in the series have enough space or facilities to actually house 1000 people (or rather 500, as hot bunking system is in effect at maximum capacity).

Realistically speaking, many of the Vaults are flawed. The powerful shockwaves caused by nuclear weapons would likely cause the entrance shaft (which has no internal support) to collapse entirely. This would block the blast door, causing the inhabitants to be entombed by the above building(s) and or rocks. This may have happened to Vault 87, which suffered a direct nuclear blast outside its door that still produced high levels of radiation 200 years after the fact. These shockwaves are mostly caused by ground-burst detonations, however, and Vault-Tec may have assumed that they only had to plan for air-bursts (usually favored for maximum dispersal and minimum blockage of the blast by terrain). It is also possible that the designers believed that the Vaults would not be primary targets in a war, and so only constructed them to protect against radiation and distant nuclear explosions. Also, some of the Vaults, such as Vault 112, have a reinforced steel entrance shaft and would probably be able to withstand even a nearby surface detonation. However, the entrance to the building above Vault 112 was nearly buried by rubble.

Entrance

The entrance houses the Vault's only connection to the outside world - the airlock. (With the exception of Vault 87)

A Vault computer

Closed from the inside by a reinforced high-security door and from the outside by a massive, gear-shaped four yard thick vault door (which Three Dog claimed "weighs, like, thirteen tons"), it's the only means of entering or leaving the Vault, although secondary entrances or exits may have existed in some Vaults.Vault 87 had two additional entrances reachable through Lamplight Caverns. Security codes are required to both leave and enter the Vault, and they are usually only known to a handful of people within the facility. East Coast Vaults did not seem to require codes, but instead they had a console located on both sides of the entrance, which opened the Vault door via a lever.

The automated narrator of the the Vault-Tec vault demonstration in Washington DC's Museum of Technology states that the doors had a projected 2% failure rate in case of a direct hit by a nuclear missile. So far, the only known vault to have been hit directly (or very nearly) by a nuclear weapon is Vault 87. According to the terminal of Vault 87's overseer, the blast caused the vault's main door to completely and utterly fail, apparently damaging it "beyond repair." Though this could be considered unfortunate and ironic happenstance, it is more likely an indicator that Vault-Tec's failure rates were completely fabricated.

Most Vaults use a Seal-N-Safe Vault Door Model No. 343[9] to secure the airlock, however, some older Vaults (such as Vault 101) use a different, more crude blast door model. Vault 8, the control Vault, had also a second, much larger, blast door built, that secured the entry hallway leading to the entrance to the Vault.

In addition, the Entrance level also houses the Emergency Medical Lab complete with an AutoDoc. A Vault medic was required to be present at the EML 24 hours a day. The lab had the equipment to treat nearly all injuries and illnesses, ranging from simple bruises to irradiation.

Living Quarters

Standard pre-War design of the living quarters was that of a single room with a sanitary annex. Vault 13 had one hundred living quarters, and at maximum capacity, ten people would be assigned to a single living quarter, in a hot bunking system. A standard level had 20,000 square feet of usable area.

The lights used in the Vaults used SimuSun technology, making it feel just like the outdoors, with only a fraction of a sunburn risk. The lights in Vault 101 were kept on all the time to prevent a Radroach infestation.

New Entertainertrons were used to play holotapes, and used as a slide projector in the classroom of Vault 101.

Command Center

Vault 13 Overseer Command Post
A Secret Vault Command Post

Heart of the Vault, the command center was where the Overseer's seat was located. The operations center, apart from the seat of power, included the computer lab, where the water purification system was located, and an armory, where the Vault's arms were stockpiled. A security guard was posted in the command center at all times, to ensure that the armaments are properly secured, and handed out only to people possessing the proper clearance from the Overseer.

Apart from that, the level also contained the computer core (with the Vault's AI monitoring the shelter 24/7), housing data processing units, a library playing an important role in educating Vault Dwellers and information, a meeting room for the dwellers and the primary store room, where the most important supplies would be stored.

The Overseer is also able to see anyone inside the Vault with the Eye-on-you cameras.

Equipped with dual 5mm miniguns in some Vaults, the Overseer's command post can be considered the last line of defense in case the Vault security is breached.

In Secret Vault, There are several command post for the various location. It mainly contains buttons to regulate locking doors and other things, as the activation of laser protection.

Differences

  • Vault 29 (Van Buren) was outfitted with a ZAX AI, which replaced the Overseer.
  • Vault 12 had its Overseer's room sealed due to the fact that the main door of the vault was doomed never to close.
  • East Coast Vaults (87, 92, 101, 106, 108, 112) use a different, older door mechanism (as evidenced by extensive rusting and meager safety precautions). The East Coast Vault opening mechanisms are contained entirely within the Vault itself, pulling the door inwards and simply rolling it to one side. The doors seen on West Coast Vaults, however, pull the seal outwards and use an external clamp to slide it aside.
  • East Coast Vaults lack storage rooms in the Overseer's office; they are instead located near the Atrium.
  • The Vault-Tec Secret Vault had an entirely different layout than other vaults.

Results

In terms of providing safety and security for their inhabitants, most of the Vaults were complete failures. However, as noted in the Penny Arcade Comic, the Vaults were never really intended to save anyone. There was simply not enough time, money or resources to build enough shelters to house more than a fraction of the population. While the "control vaults" did function as advertised and open on schedule, most were actually intended to explore and observe how societies adapt (or, more often, fail to adapt) to various challenges and restrictions. These social experiments were performed on live and mostly unaware subjects, monitored by Vault-Tec researchers in separate facilities, and undertaken at the behest of what would become the Enclave as part of a massive feasibility study of how to best re-colonize a barren Earth or, if necessary, other planets.

Most of the Vaults seen in the games were non-viable 200 or even a mere 80 years after the War. While Vault 13 might have lasted until its scheduled opening date of 2277, the unplanned failure of the Water Chip forced the Overseer's hand and set subsequent events in motion. If Vault 101 was truly intended to stay closed "forever", its failure was inevitable; the only question was how long, and what form the change or disaster would take. Many other Vaults were abandoned because of unlivable conditions, or saw the residents driven violently insane by the procedures inflicted on them. Some of these continue to pose a hazard to the unwary who wander in from outside, looking for loot or a place of safety.

Despite all of this, the experiment may be considered a success in terms of the data collected... data that was much more important to the Vault-Tec and Enclave scientists than a few hundred thousand lives, most of whom would have died anyway if not for the Vaults.

Appearances

  • Vault 12, Vault 13, Vault 15 and the LA Vault appeared in Fallout
  • Vault 8, Vault 13 and Vault 15 appeared in Fallout 2
  • Some Vaults were mentioned by President Richardson - some of them had not enough food synthesizers, others had only men in them, yet others were designed to open after only 6 months[10].
  • A malfunctioning Vault with unknown number and location appeared in the Van Buren tech demo
  • A Vault 69 advertisement appeared in the Van Buren concept art.
  • Vault 29 and Vault 70 were to appear in Van Buren, the cancelled Fallout 3 project by Black Isle (year 2253).
  • Vault 101 appears in Fallout 3 alongside Vault 87, Vault 92, Vault 106, Vault 108, Vault 112, and the DC demo Vault (year 2277). Vault 76 is mentioned in a Pentagon terminal, but it doesn't exist in the current game. A Vault 77 jumpsuit can also be found in Paradise Falls but the Vault does not exist in the game.
  • Vault 0 appeared in Fallout Tactics, is designed to "monitor and control" other Vaults, maintain the geniuses of the pre-War United States in cryogenic stasis and improve Wasteland conditions with a robot army.
  • Secret Vault appeared in Fallout: Brotherhood of Steel, it was designed to protect high-members of Vault-Tec and used to research the latest technologies and the Forced Evolutionary Virus.
  • The other Vaults present in this article were mentioned in Chris Avellone's Fallout Bible or Penny Arcade's comic strips.

Behind the scenes

The vault experiment was an idea created by Tim Cain during the initial stages of Fallout 2 development.

Cut content

Vault control room

The developers intended for the player to first encounter information about the Vault Experiment as they read the Vault 8 records in Fallout 2. They could discover a classified file (opened with a successful Science skill roll) explaining the purpose of Vault 8 was to be a "control Vault," designed to hold 1000 people and open at a designated time. This file was intended to foreshadow the discovery of the true and sinister purpose of the Vaults.

The player was also intended[11] to apply his Science skill to the central computer in Vault 13 to obtain a history of Vault 13, the Overseer's involvement in the Vault Dweller's expulsion, and even worse, the true purposes of the Vaults. The Overseer was conscious of the true purpose of the Vaults as social experiments on a grand scale, and consequently drove out the Vault Dweller because of fear he would ruin the experiment... or uncover it.

Notes

In the Vault-Tec Headquarters, a gear-shaped Vault door can be seen hanging from the ceiling to the right of the lobby. It is a copy of the Vault 101 door, right down the number on the centre.

There is another vault exhibit in Washington DC inside the Museum of Technology. The number on the door is 106. This one however, though containing the same materials for walls and lighting is only one corridor with vault doors at either side always kept open for the museum visitors to take the tour. Just like Vaults 87, 92, 106, and 108 the metal walls have rusted over time. It's safe to say this "vault" did not work as halfway through the corridor, a charcoaled skeleton of a janitor can be seen on the floor showing that they were killed by the bombs.

Sources

Most of the above comes from:

References

  1. Interview with Chris Taylor at Vault 13.net
  2. The canceled Fallout Extreme is non-canon.
  3. The canceled Fallout: Brotherhood of Steel 2 is non-canon.
  4. Note that this comic, while official and created in cooperation with Emil Pagliarulo, has not been stated to be canon (nor non-canon).
  5. Vault 74 tutorial in the GECK wiki. This Vault is likely not canon, but is included on the list as the tutorial is official and made by a Bethesda designer.
  6. Fallout Tactics is not considered to be entirely canon and Vault 0 is not entirely consistent with the Vault Experiment, although there are possible explanations for the apparent inconsistency.
  7. 7.0 7.1 Fallout: Brotherhood of Steel is not canon.
  8. Vault 101 Announcement system: "Did you know - the average life expectancy of a resident in a properly maintained vault is 92.3 years?"
  9. Vault 15 townmap from Fallout
  10. similar, but not the same descriptions as at Fallout Bible
  11. Fallout Bible 0
Vault-Tec Vaults

This article uses material from the "Vault" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010
(Redirected to Vault Box article)

From GuildWiki

A Vault Box with tabs I – IV, 4th Anniversary Storage, and Material Storage

The Vault Box, more commonly referred to as "Storage" by players, is a magical storage service offered by the Xunlai guild that is shared between all characters on the same account. The Vault Box can be used both to store items and to transfer items between characters.

In order to gain access to the account's Vault Box, each roleplaying character must pay a fee of 50Gold to any Xunlai Agent. PvP characters automatically have access to the Vault Box. Characters can access the Vault Box by interacting with the Xunlai Chest NPCs or through the Xunlai Agent's dialogue options.

Contents

Storage options

Money

Maximum gold storage

The Vault Box can be used to store in-game money (gold and platinum). The maximum amount that can be stored is 1,000Platinum.

The total amount of gold and platinum currently in the Vault Box is shown at the top of the window. Right below it are the buttons used to deposit and withdraw money. Any character may deposit and withdraw money. The "Deposit Funds" button will be disabled if the character has no money to deposit or if the maximum amount is already stored; the "Withdraw Funds" button will be disabled if there are no funds available to withdraw or if the character is already carrying the per-character maximum of 100Platinum.

Items

The Material Storage tab

The Vault Box has 9 item tabs, labeled I–VIII and 4th Anniversary Storage, each of which 20 storage slots. In terms of item stacking, the Vault Box functions identically to standard character inventory.

  • Tabs I and II are the default tabs available on any account.
  • Tabs III and IV are made available when additional campaigns or the Eye of the North expansion is added to the account, one tab per campaign/expansion. For example, an account with one campaign and the expansion would have 3 tabs. An account with all three campaigns would have access to all four tabs; adding the expansion to this account will not add another storage tab.
  • Tabs V–VIII can be purchased through the Guild Wars In-Game Store or the NCsoft store.
  • The 4th Anniversary Storage tab was only available through a special promotion that ran from April 23 to June 30, 2009.

Material Storage

The Material Storage tab is an optional upgrade to the Vault Box that costs 50Gold. Once it has been purchased by any character on an account, all current and future PvP characters on that account will have access, but all roleplaying characters must pay this fee individually.

Material Storage has slots for every type of common and rare crafting material, with each slot able to hold a single stack (up to 250) of that material.

Notes

  • Unlike most other NPC merchant/trader windows, the Vault Box window will remain open and fully functional even if you move away from the Xunlai Chest.
Historical note: The Material Storage tab was introduced on July 13th, 2006. It was originally available only to accounts with the Factions campaign. When Nightfall was released, it was made available to all accounts.
Historical note: Originally, only a single tab of item storage was available in the Vault Box. As reported by The Scribe, the April 5th, 2007 game update increased this to four tabs, one of which would be unlocked for each campaign/expansion on the account. This was further modified by the April 23rd, 2009 game update, which resulted in the current unlock scheme described above.
Facts about Vault BoxRDF feed

This article uses material from the "Vault Box" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Lostpedia

Up to date as of February 07, 2010
(Redirected to The Orchid article)

From Lostpedia

The Orchid
{{{Title}}}
Last seen
Constructed by
{{{Constructed}}}
Controlled by
{{{Controlled}}}
Connection
{{{Connection}}}
Number
6 of 6
Purpose
Exotic matter study
Experiments in space and time
Disguised as a botanical research station
Status
Abandoned
Discovered by
Locke & Hurley (Day 100)

The Temple

[[:Category:{{{Images}}}|Images]]


The Orchid is the name given to a DHARMA Initiative station dedicated to time travel research, under the guise of being a botanical research station. The true station is located in an underground chamber beneath a greenhouse, and draws energy for its experiments from the same anomalous energy source as the frozen wheel. The Orchid is located several hours north or northwest of the survivors' camp, and is found fairly close to the remnants of the statue of Taweret.

Contents

History

Early civilization

The site the Orchid was built upon appears to have had special significance throughout the early history of the Island. The existence of the well and wheel chamber suggest that the Island's early inhabitants were aware of the energy pocket's existence and had figured out a way to tap into it. The Orchid was later built over this location, although it is unclear what, if anything, DHARMA knew of these older structures. ("There's No Place Like Home, Parts 2 & 3")  ("This Place Is Death")

DHARMA Initiative

The construction of the Orchid. ("Because You Left")

The DHARMA Initiative somehow detected the pocket of anomalous energy beneath this sector of the Island and began construction of the station sometime before 1977. From the outset, the Orchid's purpose was to find a way to tap into the energy pocket as a means of allowing the Initiative to manipulate time. By 1977, the Orchid was largely taking shape: the general framework for the greenhouse, the elevator and the initial part of the tunnel system had all been developed.

Dr. Chang was in charge of overseeing construction at the Orchid. He immediately dropped everything he was doing to visit the station after a drilling accident was reported. Upon arriving at the station, Dr. Chang found that one of the workers had collapsed while drilling into the rock according to his specs. The drill itself had melted. Chang ordered the workers to cease drilling immediately -- as drilling any further into the chamber inside could release the "limitless" energy beyond. He appeared highly concerned that the release this energy would have serious consequences. ("Because You Left")  ("The Variable")

Previous to the drilling accident, Miles and Hurley visited the station, bringing the corpse of a dead DHARMA worker to Dr. Chang at Horace's request from the Swan site. The body was unloaded upon arrival and taken inside the station. Exactly why the workman's body was brought here under such secrecy or what was done with it afterwards are unclear. ("Some Like It Hoth")

The Others

The Others likely gained control of the Orchid after the Purge although likely left it in an abandoned state. Ben clearly was familiar with the operation of the station, although viewed the experiments being carried on here by DHARMA as "silly." Per Ben's actions, it appears the Others likely knew of the existence and function of the wheel chamber. ("There's No Place Like Home, Parts 2 & 3")

Recent events

The Orchid was briefly inhabited by Keamy and his men ("There's No Place Like Home, Part 1") in an attempt to capture Ben. The station was last seen on December 30, 2004 from Ben's perspective as he turned the giant frozen wheel beneath the station to "move" the Island. On turning the wheel, a bright white light surged outwards across the entirety of the Island and a humming (similar to that of the discharge) was heard. ("There's No Place Like Home, Parts 2 & 3")

Orientation videos

Introduction and presentation

Outtakes from the Orchid's orientation film were introduced by producers Damon Lindelof and Carlton Cuse as a teaser for Season 4 at the Lost panel at the 2007 San Diego Comic-Con and later on the Region 1 Season 3 DVD release. The video is presented by Edgar Halliwax. According to the video, the Orchid, or "Station 6", is a fake botanical station that houses many numbered white rabbits. It seems to have an alarm system with elements similar to that of the Swan. The subject of the Orchid's research is described as "highly volatile and potentially dangerous", and reference is made to the Casimir effect.

Before the video played, Lindelof and Cuse recounted a story in which the film was sent to them after being found in a building in Narvik, Norway that was set to be demolished (possibly the Hanso Foundation headquarters). The film was then purportedly spliced together and restored by the writers.

Implications of the film

  • In the film, Edgar Halliwax specifically mentions the Island's creation of a "Casimir effect". The appearance of such a pointed reference implies that the Orchid plays a specific role in the unique space/time properties of the Island (see wormholes).
  • The mention of 'negatively charged exotic matter' is something of a misnomer, more likely referring to 'negative density' exotic matter, like the oft-referenced theoretical particle known as the tachyon. These theoretical particles possess a 'negative energy density' or more appropriately, a negative mass, and are necessary to stabilize the event horizon of a wormhole enough for an object to pass through it. That the Casimir effect is also mentioned is significant insofar as the Casimir effect can lead to areas of space possessing negative mass density, and thus areas of space-time that could support the event horizon of a wormhole.
  • Hidden messages in the film:
  1. 0:40 - The Lab in the video
  2. 0:49 - A tower block which is also seen in the Swan Orientation film
  3. 1:09 - "God loves you as he loved Jacob" (as seen in the Room 23 video)
  4. 1:42 - Video of a bicycle which is also seen in the Barracks video

The station

Orchid well

The well ("This Place Is Death")

Before DHARMA's arrival on the Island, a stone well was constructed near the site. The well was composed of stone blocks with a rope descending into the depths providing access to the wheel chamber. ("This Place Is Death") The well's exact origins remain unknown. When Sawyer's group time flashed to before the well was built, the statue of Taweret was visible from the future site of the well. ("LaFleur")

The well, albeit in a collapsed state and no longer providing access to the wheel chamber, continued to exist into the 1970s. ("LaFleur") Charlotte was also familiar with it from her childhood. ("This Place Is Death") Likely the collapsed well still exists close to the Orchid in 2007.

Greenhouse

The Orchid's greenhouse ("There's No Place Like Home, Part 1")

From the outside, the Orchid appears to be a large greenhouse containing a wide variety of plants growing on various trellises. About twenty-seven years after its construction, the station appears to be completely abandoned, having sustained substantial damage and been overgrown by the jungle. Vines climb up the exterior frame, stairs and support beams. ("There's No Place Like Home, Parts 2 & 3")

Greenhouse station concept art [source needed]

Inside an alcove near the north wall of the station is a hidden switch that activates an elevator providing access to the true station deep underground. Ben told Locke:

You're going to go into that greenhouse through that hole there. Once inside, you're going to turn left. Go about 20 paces until you see a patch of anthuriums on your left. They're in an alcove against the north wall. Face that wall, reach down with your left hand, you'll find a switch that activates the elevator. The elevator takes you down to the actual Orchid station.

("There's No Place Like Home, Part 1")

Hidden laboratory

Inside the actual station ("There's No Place Like Home, Part 1")

At the bottom of the elevator shaft is a short corridor with several adjacent rooms, and a large area containing electronic equipment, a number of desks, and rabbit cages. Among the electronic equipment is a television and VCR which Locke used to watch the station's orientation video. A heavy parka belonging to "Dr. Halliwax" was found nearby in a locker. ("There's No Place Like Home, Parts 2 & 3")

Issue #19 of Lost: The Official Magazine shows some production stills of various locations within the Orchid. The stills show:

  • A testing laboratory with beakers
  • A machine labeled 'MAGNETRON TRANSMITTER'
  • An office-space
  • A chalkboard on which a maintenance schedule is written:
    • Monday: Emergency Lighting(?)
    • Tuesday: Water Pumps
    • Wednesday: Electronic Generators(?)
    • Thursday: Air Conditioning
    • Friday: Oil Pumps
    • Saturday: Backup Systems
    • Sunday: Station wide PA
  • Folders labelled 'VTS4 Procedures'

Vault

Adjacent to the main room is an oval-shaped chamber with an unusual shielded door known as "the vault", where the Initiative conducted space-time experiments. In the orientation video, Dr. Edgar Halliwax states that the experiment will displace a rabbit in time by 100 milliseconds, and that no metallic objects are to be placed within the vault. A set of controls in the main room appear to tap somehow into the energy pocket.

Judging by the original video, which was said by the writers to be "out-takes" of the real video, the equipment does indeed function, but often has unpredictable results.

Wheel chamber

Main article: Frozen wheel

To gain access to the wheel chamber, Ben piled everything metallic he could find into the vault and activated the controls. The resulting explosion blew a hole through the back wall of the vault into a previously hidden tunnel. It is unclear where the tunnel originates, but the architecture suggests it may have been built about the same time as the Temple and tunnels beneath the Barracks. At the end of the tunnel, an old ladder leads down to the entrance of the wheel chamber, sealed by ice.

Breaking through, one emerges into the wheel chamber: a small icy cavern with hieroglyphs carved into several surfaces. A small lantern hangs on one wall. One entire wall is taken up by a large stone wheel set into a rock wall and encased in ice. Turning the wheel appears to somehow activate the energy pocket resulting in a movement of the entire Island in space and time. Movement also sets off a reaction similar to the discharge.

Notable visitors

Picture Name First visit Last visit Reason for Visit
Pierre Chang "There's No Place Like Home, Parts 2 & 3" "The Variable" Was seen in the station's orientation film. Also came to the station under construction to inspect a problem.
Keamy "There's No Place Like Home, Part 1" "There's No Place Like Home, Parts 2 & 3" Led the mercenaries to the greenhouse to ambush Ben; later followed him to the hidden section, where Ben killed him
Omar "There's No Place Like Home, Part 1" "There's No Place Like Home, Parts 2 & 3" Traveled there with the mercenary team
Ben "There's No Place Like Home, Part 1" "There's No Place Like Home, Parts 2 & 3" Used the frozen wheel to move the Island and was transported to Tunisia in 2005
Locke "There's No Place Like Home, Part 1" "This Place Is Death" Traveled with Ben to move the Island and said goodbye to him and returned during the time flashes to stop the Island's moving
Hurley "There's No Place Like Home, Part 1" "Some Like It Hoth" Traveled there with Ben and Locke
Jack "There's No Place Like Home, Parts 2 & 3" "There's No Place Like Home, Parts 2 & 3" Went to find Hurley, and argued with Locke
Sawyer "There's No Place Like Home, Parts 2 & 3" "This Place Is Death" Accompanied Jack to find Hurley and returned with Locke during the time flashes to stop the Island's moving
Daniel "Because You Left" "The Variable" Visited The Orchid after returning from Dharma headquarters in Ann Arbor.
Jin "This Place Is Death" "This Place Is Death" Followed Locke during the time flashes to stop the Island's moving
Miles "This Place Is Death" "The Variable" Followed Locke during the time flashes to stop the Island's moving
Juliet "This Place Is Death" "This Place Is Death" Followed Locke during the time flashes to stop the Island's moving

Trivia

Unanswered questions

Unanswered questions
  1. Do not answer the questions here.
  2. Keep the questions open-ended and neutral: do not suggest an answer.
More details...
For fan theories about these unanswered questions, see: The Orchid/Theories
  • Who constructed the well and wheel chamber?
    • When were they built?
    • What happened to the well?
  • Was the DHARMA Initiative aware of the ancient structures at the site?
  • Why did DHARMA feel the need to conceal the true purpose of the Orchid?
  • Why was Alvarez brought to the Orchid, and what was done with his body?

External links

  • The Orchid Orientation Video - This version lacks the profanity and countdown alarm sound.
  • The Orchid Orientation Video from Comic Con audience - This version includes the profanity and countdown alarm sound, as well as the reactions of the audience.
  • Lost Panel Video
  • Casimir effect (Wikipedia)
  • Exotic matter (Wikipedia)
  • TheTailSection - video of Lost Panel at Comic Con 2007, including short statement about the Orchid video. (may contain other spoilers)

This article uses material from the "The Orchid" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Marvel Database

Up to date as of February 09, 2010

From Marvel Database

This is the Vault disambiguation page.

A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes

Disambig Template Help


This article uses material from the "Vault" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to Vault Reserve article)

From City of Heroes Wiki

The Vault Reserve provides a place to store a limited amount of Invention Salvage, freeing up space in your personal inventory. Vault Reserves are located throughout the City and Isles, as well as at Pocket D. The Vault Reserve system stores the default amount of Inventions Salvage based on your level. The increases granted awarded as part of the crafting badges do not increase the Vault Reserve amount, only the personal capacity.

Aside from the Pocket D locations, the Vault Reserves are always in a zone that also contains a Wentworth's Fine Consignments or a Black Market.

Supergroups may also install a Personal Storage Vault in their base that allows members to access to the Vault Reserve system.

Vault Storage Capacity

Level Range Capacity
1 3
2 4
3 8
4 15
5 – 35 30
36 32
37 34
38 36
39 38
40 – 44 40
45 – 50 50

Heroes

Atlas Park 
West and a bit north of the entrance to the Sewer Network. Coordinates: (-182.5, 0.0, 794.4).
Kings Row 
South of Wentworths; also east of the Base Portal. Coordinates: (-1316.0, 0.0, 1799.5).
Steel Canyon 
Southwest of the Yellow Line. Coordinates: (-4234.7, 0.0, 2427.5).
Talos Island 
Due north of Wentworths. Coordinates: (-646.0, 160.0, 6646.5).
Pocket D 
Located on the hero side, downstairs. Coordinates: (17.2, 0.0, -1340.0).

Villains

Cap au Diable
East of the Base Portal, or north of the Black Market. Coordinates: (386.0, 15.4, -1504.0).
Mercy Isle
East of the Black Market. Coordinates: (-2265.2, 239.0, 996.2).
Sharkhead Isle 
Southeast of the entrance to Pocket D. Coordinates: (386.5, 32.0, -772.5).
St. Martial
West of the Hospital. Coordinates: (-1593.9, 16.0, 409.6).
Pocket D 
Located in the villain side, downstairs. Coordinates: (-220.3, 0.0, -798.1).

This article uses material from the "Vault Reserve" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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