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Vault 8: Misc



Up to date as of February 01, 2010

From The Vault

Vault 8

The blast door
inside: Vault City
sections: Entrance
Living Quarters
Command Center
quests: Deliver a sample of jet to Dr. Troy
Find some endorphin blockers to make a cure for Jet
See Phyllis

A Vault-Tec nuclear shelter, Vault 8 was located in West Nevada, designed to house a hundred or so dwellers. It was a control Vault, designed to release their occupants after receiving the all-clear signal, so that they can emerge. Vault City is the result. Years after emergence, the shelter is used primarily as a medical center (quite possibly the best one in the Wasteland, outside the Enclave or the BoS) for citizens, power source (although the nuclear power plant cannot sustain a large settlement indefinitely), information hub (Central Computer and its servers) and storage space for ore and other supplies essential to the well being of the city.

Inhabitants of the city rarely (if ever) venture into the lower levels. Servants are tasked with keeping the Vault clean, but they are unable to prevent deterioration - most of the Vault doors are stuck and cannot be opened, while foreign items rattle in the air ducts. There is only one permanent inhabitant on the lower levels - Martin, who is a stuttering loner tasked with looking after the equipment in the Command Center.




Level One

The entry and EML

Beyond the massive outer blast doors and a long steel corridor lies a standard Seal'N'Safe Model 343 Vault door, together with a typical airlock and security door. As in all Vaults, a standard excursion locker is located on the wall, containing emergency supplies for those venturing outside. The Vault's layout is quite typical, with the EML to the right of the entrance and the elevator hall to the left as well as the ventilation hub for the level. In Fallout 2, the EML houses the city's premier medical facilities, including even cloning vats for replacement limbs and chemical synthesizers.

It is manned by Doctor Troy, a fine physician, who can treat anything from crippled limbs through poisoning to radiation. He is a key figure in two quests, delivering a sample of Jet to him and making an antidote for Jet. Should the Chosen One become a Captain of the Guard, Marcus can be treated by Doctor Troy and all the ammunition stuck in his body removed.

Assisting Doctor Troy is a young nurse, Phyllis (originally called Nancy), who can provide some insight into how Vault City functions. Male characters can choose to date her, donate sperm to Vault City (experience reward depends on their intelligence) and convince her to see the outside world. Female characters can only do the latter, though. Someone lucky enough to posess the Magic 8-Ball can access the Emergency Medical dispenser in the hall, for a Super Stimpak and two regular Stimpaks.

Level Two

Standard design for living quarters before the war, level two is currently used only as storage. The rooms are filled with crates and abandoned equipment, though most doors have stuck power couplings or are locked. Vault City stores its supply of uranium ore for their nuclear power plant, as well as any other goods they trade with the outside. In an ironic twist, many crates contain spare 420 water chips, originally intended for Vault 13.

To open the doors high strength is needed, Buffout and a crowbar help a great deal. Exploration is worth it, as a great deal of valuable items can be found and the citizens don't seem to mind all that much.

A small reward also waits for the repairman who opts to repair the rattling vent, as a Micro Fusion Cell has found its way inside.

Level Three

The heart of the Vault, the third level is home to its most vital facilities, divided into two distinct halves by a red security door. For regular Vault Dwellers, the most important is the meeting room, where they can watch movies together or chat about vital shelter matters, followed by the library, where on high resolution monochromatic screens they can read all the great works stored in the databanks of the Vault mainframe. Technicians, however, will be more interested in the computer core, located between the library and corridor leading to the elevator, where all the operations of the underground facility are monitored and vital functions controlled. At the intersection lies the Vault's storeroom, where all the vault's basic supplies are kept in lockers. A well supplied storeroom is a sign of a healthy vault, even if it's not used anymore by its inhabitants.

The second part, the actual command center, is separated by a security door with a bright red light, beyond which lies the security station (where an armed security guard is supposed to be 24 hours a day) with the Vault's armory, which can only be accessed with clearance from the Overseer (at least technically). Just beyond is the main control room, where the Thinking Machine and mainframe, the primary control stations for the vault lie together with the water processing computer. Last is the Overseer's chamber, where his hydraulic pedestal and control seat lie and the vault's leader oversees its functions.

In Fallout 2 only Martin, a stuttering man inhabits these halls, watching over the computers as ordered by the city authorities. To pass time, he sings to himself (Maybe by The Ink Spots - the intro and credits theme of Fallout) and the Chosen One can compliment him on his singing for a small karma bonus or deride him for the opposite.

Locations in Fallout 2
Vault-Tec Vaults
Vault City

This article uses material from the "Vault 8" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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