10 Vault Stories That Should Be In The Amazon Prime Series

Amazon Prime’s Fallout series has not confirmed the direction of its plot. Fortunately, Fallout vaults contain some of the most sinister yet intriguing tales or stories to spruce up video games. Missing out on some of the most well-crafted lore in the world of Fallout seems like a potential missed opportunity.

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Vault-Tec seems to have saved many, but not without morbid experiences making their way to people’s salvation. While some of these residents survived the initial nuclear fallout, many of them never lived to speak of their so-called saviors for reasons beyond general understanding. Here are some great examples of safe traditions that would make a great TV.

Shelter 11

Fallout New Vegas Vault 11

Vault 11 in Fallout New Vegas housed a social experiment on human nature. The experience focused specifically on people’s ability to sacrifice themselves for others and on achieving this ideal when held above all else.

Sounds relatively positive, right? However, shortly after the vault doors closed, locals were made aware of the cost of this specific vault. Each year, one person must be selected and sacrificed, or the vault’s computer would kill all the inhabitants. The whole system has gone from voting at random, and ultimately to widespread refusal. After many sacrificial deaths, the locals held on – only to be commended for their bravery. They were given the moral weight of having sacrificed so many people for no reason.

Shelter 12

Top down view of Vault 12 layout via Fallout 1 and the pipboy perspective

The original Fallout’s Vault 12 housed a nuclear fallout radiation study. To observe this, the designers of the vault ensured that the vault door did not seal properly, allowing radiation to unknowingly seep in and radiate its inhabitants while they lived.

Many inhabitants of the vault left in 2083, six years after their initial date of arrival. Many died from radiation, but those who survived became ghouls due to a process aptly called ghouls. Those who remained formed the infamous ghoul utopia, Necropolis.

Shelter 19

Vault 19 Vault Door and Panel via Fallout New Vegas

Vault 19 in Fallout New Vegas was a test of segregation and paranoia. The vault was divided into two groups, red and blue. While chests usually have a single overseer, this one had two, one for each group.

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Throughout the experience, strange events were happening and rumors were spreading. In truth, every party was innocent except for their respective overseers, acting as Vault-Tec’s orders demanded. The overseers were spreading rumors and creating strange anomalies for the other group to cause paranoia and fear. Each side would blame the other and tensions would continue to grow.

Shelter 51

Vault 51 reception and blue welcome banner

The sole task of Fallout 76 Vault 51 was to find the vault overseer among the inhabitants after they entered. A supercomputer known as the ZAX unit was tasked with devising the means to do this with the dwellers of the vault. The ZAX unit had a maintenance member assigned to it, but beyond that it received no guidance on how to proceed.

After many unsuccessful applications failed, the ZAX unit decided that residents should fight to the death. After everyone fought for their lives, only one person remained and became the overseer of an empty vault.

Shelter 75

Vault 75 Atrium left ransacked and messy

Fallout 4’s Vault 75 focused on human genetics and its refinement for survival in the trash. This particular vault was intended for young students and their families. Yet, in a malicious trick, the families were separated from their children upon arrival and the parents were executed by the vault staff.

At the age of 18, subjects were either made to join the science team or “celebrated” and killed if they did not add enough acceptable genes to the pool. After several generations of testing and torture, the results were never conclusive and were ultimately destroyed.

Chest 87

Entrance to Vault 87 with warning sign and leading to via Fallout 3

Vault 87 in Fallout 3 was a FEV (or Forced Evolutionary Virus) research facility. The inhabitants of the vault were subjected to FEV and locked in cells. Scientists then observed the changes over several weeks.

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After a few weeks, Vault 87 introduced the first super mutants and other creatures to Capital Wasteland. Not even a year after testing began, the newly created super mutants knocked down understaffed security and escaped the vault. From there, the super mutants wandered around and became a basic threat in the Trash.

Shelter 95

Vault 95 entrance sign with player character via Fallout 4

Fallout 4’s Vault 95 was an addict resilience test. With the exception of a secret Vault-Tec employee, the vault was filled only with drug addicts. A supervisor would be assigned periodically at the discretion of residents and rehabilitation programs would ensue.

After five successful years of rehab practice, the undercover employee has revealed a hidden drug treasure. A few days later, there was only one inhabitant left, not only sober, but alive. Everyone gave in to addiction once again or killed other people in search of a solution.

Vault 106

Vault 106 white font with amata running towards shooting via Fallout 3

Fallout 3’s Vault 106 was an experiment centered around psychoactive drugs and the potential madness that comes with it. The vault’s air filtration system was filled with medicine ten days after residents entered. The hallucinations began quickly, and security officers were ordered to tell residents that everything was in order.

The safe was discovered in a large cave where drugs were still being pumped. Bodies littered the floor of the vault with mini-nuclear and other threatening objects strewn about, detailing the residents’ attempt to escape.

Chest 108

Vault 108 with Gary cloned filling the room via Fallout 3

Fallout 3’s Vault 108, or Gary’s Vault, was intended as a test of leadership. The designated vault overseer had terminal cancer and had 40 months to live. In addition, the safe was doomed to malfunction of the power supply after 240 months. It lacked conventional forms of entertainment but had an overloaded arsenal – an obvious recipe for disaster.

The vault’s science team leaned heavily on cloning experiments after management went wrong. The clones, all named Gary, repeatedly developed hostile and violent tendencies towards uncloned vault dwellers, even going so far as to injure a scientist. The clones were then programmed to be eliminated. This caused an uproar among them, and they eventually ran over and killed all of the uncloned inhabitants in the vault.

Chest 112

Vault 112 in simulation, clown mask character holding a knife

Fallout 3’s unique shelter 112 consisted of a main room. Each inhabitant was essentially placed in stasis and connected to a virtual reality world that promised to deliver perfect virtual life in perpetuity. The person in charge of the simulation, Dr Stanislaus Braun, got bored and used his simulation to torture the other inhabitants as he saw fit.

The original premise contained multiple worlds for the inhabitants, but Braun preferred one. The sim of choice was titled Tranquility Lane – a simulated version of an idyllic pre-war suburb.

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