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As with anybody, I laughed aloud when taking the SAFE Test to get into Covenant. It was a funny shoutout to Fallout 3, and it felt like taking the GOAT again.
However, from a lore standpoint, how does a standardized test designed to be given to vault residents not only make it out of said vault, but is appropriated into a test to see if one is a synth?
I get that the joke is that the 'test' for synths is supposed to be arbitrary and inaccurate (just like the GOAT), but how does such a thing happen?
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This page contains the Locations of and loot found in the 5 Vaults in Fallout 4's Commonwealth, as well as related Quests. Vaults are bunkers built before the Great War to house communities that could survive the onslaught of a nuclear war. Many vaults were built across the Unites States and were hidden in all kinds of areas. Vault-Tec, the makers of these safehouses, often secretly installed psychological or social experiments within the vaults without the inhabitants knowledge.
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These experiments included vaults with specific ratios of genders or specific types of inhabitants. At times purposely faulty equipment, food amounts, cloning technology, and more were implemented to influence results of the experiment. Kotori diclonius free download torrent.
List of Vault Locations
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The following is a list of every single known Vault that can be accessed in the Commonwealth of Fallout 4. Vaults hold precious loot and tidbits of the lore about the Commonwealth and the world of Fallout 4. Click on the Vaults below for the full Walkthrough pages for each.
Vault 111 Entrance.jpg
For a detailed look at the layouts of each individual Vault, as well as a walkthrough of Quests, collectibles like Bobbleheads and Books & Magazines, click the link on their names or visit the Locations page of this guide.
![Fallout 4 Fail Safe Test Fallout 4 Fail Safe Test](/uploads/1/2/3/7/123703572/611396716.jpg)
Vault 111
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Vault 111 is the first vault you visit in Fallout 4, where the game's protaganist begins their journey. The sole survivoris sent to this vault and put in a cryogenic sleep state for 200 years.
After the events of the Great War, Vault 111 is one of few locations to remain relatively untouched by both nuclear fallout and the surviving populace above. Vault 111 had a secret experiment done to inhabitants who sought refuge on the day the bombs fell.
Vault 111 Suit (Left) and pre-war entrance into Vault 111 (Right)
Dwellers were placed in what they thought were sterilizing pods to prepare them to move further into the Vault, but were actually frozen in cryogenic stasis for Vault-Tec to study the effects of cryogenic hibernation on humans.
Notable Loot
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- Vault 111 Jumpsuit
Vault 114
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Vault 114 was built for housing high ranking members of the government, local luminaries, and their families as part of a social experiment. The aim for the experiment was to find someone with no supervisory or government experience, and a strong anti-authority bias. Members of the Vault were made aware that they would live only with others of Boston's upper class. This sense of luxuary changed over time as inhabitants shared living quarters and share amenities.
Vault 114 Main Pic.jpg
The Vault 114 staff personnel were instructed by Vault-Tech to disobey the instructions of the chosen Overseer during the duration of the experiment, even encouraged to push things to the point of discomfort and embarrassment to residents.
Notable Loot
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Vault 75
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Vault 75 was intended to be a safe place for children at Malden Middle School school to take cover in the event of a nuclear event. At the start of the Great War, children along with their families and teachers entered the Vault and were separated.
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Vault 75 Main Pic.jpg
While the children were escorted to the atrium section, all of the adults were killed by the Vault 75 security. The goal of this action was to enhance the gene pool of the residences and create stronger, more intelligent people. The mission for those assigned to the Vault was the refinement of human genetics, where everyone deemed useless was killed before reaching the age of 18.
Vault 75 also serves as a stronghold for groups of Gunners during the events of Fallout 4. The original residents were emptied some time beforehand, due to a possible revolt by the residents inside.
Notable Loot
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Vault 81
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The true purpose in the creation of Vault 81 was the development of a universal cure for every sickness known to humanity. Residents of Vault 81 were regularly used as human test subjects for experiements in achieving this goal. The Vault itself could hold up to 96 residents inside, but an additional section of the Vault was made in secret for Vault-Tech scientist to observe inhabitants inside.
Vault 81.jpg
Vault-Tech scientist would expose various diseases to Vault 81 inhabitants, as well as cures to observe and record their effects. During the Great War, only four scientist were sealed inside with the residents and planned to continue with their experiment. However the Overseer of the Vault, Dr. Olivette, decided to deactivate the disease/cure distribution system and sealed off the secret section of the Vault, trapping the scientist inside and sealed away from the residents of Vault 81.
The scientist continued their experiements on mole rats instead of humans while trapped inside. Eventually the scientist died of old age within the secret section of the Vault, while the residents of Vault 81 continued living their daily lives until Vault 81 was finally opened again. Before this time however, one scientist sealed in the secret section had modified a Mr. Handy robot and created Curie.
Notable Loot
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Vault 95
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Vault 95 was designed to house individuals who were addicted to drugs. The Vault would offer addicts a chance to be rehabilitated and sheltered from nuclear fallout. Isolating and not providing drugs to residents was used to help eliminate chances of relapse and being self destructive.
Vault 95.jpg
Some terminal logs imply that this part of the experiment was a success and eventually the residents were able to overcome their addictions. According to terminal logs, one resident of Vault 95 claims the Vault fell into chaos after a stash of drugs was found hidden within the Vault. The fighting and killing was severe enough that is caused the residents to revert back to their former addictions.
All of the residents soon after died in the aftermath of these events, leaving the Vault itself abandoned. During the events that unfold of Fallout 4, Vault 95 is inhabited by Gunners that take refuge inside.
Notable Loot[edit]
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So you’re looking for love in the Wasteland? Out of the 13 companions in Fallout 4, only 6 of them are available to romance. You can romance these companions no matter what gender you chose to play as in Fallout 4. Check out the list below for romanceable characters in our Fallout 4 romance guide.
Paladin Danse
- Location: Cambridge Police Station
- Associated Quest: Call to Arms
- Romance: Yes
- Perk: Know Your Enemy
Piper
- Location: Diamond City
- Associated Quest: Location Quest: Story of the Century
- Romance: Yes
- Perk: Gift of Gab
Preston Garvey
- Location: Museum of Freedom
- Associated Quest: None
- Romance: Yes
- Perk: United We Stand
Cait
- Location: Combat Zone
- Associated Quest: Side Quest (Companion): Benign Intervention
- Romance: Yes
- Perk: Trigger Rush
Hancock
- Location: Goodneighbor
- Associated Quest: Miscellaneous: Recruiting Hancock
- Romance: Yes
- Perk: Isodoped
MacCready
- Location: The Third Rail (Goodneighbor)
- Associated Quest: Side Quest (Companion): Long Road Ahead
- Romance: Yes
- Perk: Killshot
You’ll need to develop your friendship with your companion if you want them to fall in love with you. This is where having high Charisma stats will be beneficial. The more time you spend with the companion, the more options you’ll have to flirt with them.
Romancing each companion will be different depending on their personality. You’ll have to do things to get on their good side. For example, Garvey likes it when you help people out, but hates you if you ask them for money for doing them a favor. Piper likes it when you pick locks, but dislikes it when you give chems to junkies.
The game will tell you if your companion approves of your actions. You’ll be able to romance your companion once you’ve reached the highest level in relationship. Another benefit of catering to your companion’s likes is at the highest level you’ll unlock their Perk.
The other benefit you get from being in a romantic relationship is the “Lover’s Embrace” from going to sleep with your companion. You’ll earn a 15 percent XP bonus for a limited time once you wake up.
However, there isn’t really a big romance scene once your companion admits their feelings to you. They don’t kiss or hug or show any physical affection. There are no sex scenes in Fallout 4, but you can “sleep” with a lounge singer named Magnolia. You can’t get married in Fallout 4, but you can attend Curie’s wedding if you help her out.
Learn more about the companions in Fallout 4here.
This page will be updated as we learn more about romances in Fallout 4
In the Fallout series, the vaults were built to protect human life from atomic bombs, providing safe underground shelter for years until the surface world was once again safe to be inhabited. At least that's what the Vault-Tec Corporation told everyone. In truth, most vaults were built to perform sinister, cruel, and occasionally funny experiments on the unsuspecting inhabitants.
There are a lot of vaults in the Fallout series. In this list, I'm only including actual vaults you can visit in the existing Fallout games on PC, and disregarding vaults only referenced in passing or those deemed non-canon by Bethesda (such as in Fallout: Tactics).
Considering the amount of evil and suffering involved in Vault-Tec's vaults, it's hard to say what makes one vault 'better' than another. I mostly based these rankings on how interesting they are to visit, how memorable they are to explore, and how interesting the lore surrounding them is. Here are the vaults from the Fallout series, ranked from worst to best.
Vault 88 (Fallout 4: Vault-Tec Workshop)
Vault 88 was never completed, but that's where you come in. Added with Fallout 4's Vault-Tec Workshop DLC, it's ostensibly a chance to let you become Overseer and perform your own experiments.
Unfortunately, it winds up essentially being just another settlement, albeit one with vault-themed building options and a lot of room to build. The experiments, however, are a bit on the tame side and don't leave much of an impression, letting you be a bit mean to your dwellers but not truly evil as you have them power generators by riding stationary bikes or by serving them tainted cola. It's not the Overseer experience I've always dreamed up.
Vault 111 (Fallout 4)
Cryogenics doesn't sound like a bad idea at all for surviving an atomic war underground, but only if you actually inform the vault residents about it first. Naturally, Vault-Tec didn't, instead saying the pods were for decontamination. Surprise! You're an ice cube.
Due to a short-sighted lack of supplies, the non-frozen staff eventually staged a mutiny. Over 200 years later, one frozen resident (you) awoke long enough to witness their spouse being murdered and infant son abducted. Another quick 60 or so years passed, and the resident awakened again to find themselves the sole survivor of the cryogenic experiment. Other than the kick-off to the main quest, though, there's not much reason to hang around the somewhat dull Vault 111: not when there's the settlement of Sanctuary Hills just outside.
Vault 95 (Fallout 4)
Vault-Tec set up Vault 95 as a rehab center for drug addicts, and did an admirable job carefully and thoughtfully treating its residents' addictions. Nice! Then, five years later, it popped open a secret hatch filled with a bunch of drugs just to see what would happen. Not nice!
Many of the addicts relapsed, others fought and killed one another (the Vault-Tec jerk who opened the drug hatch was killed too, at least), and it eventually became a Gunner hideout. Apart from clearing out Gunners, you can also use Vault 95 to cure your companion Cait of her Psycho addiction. Nice!
Vault 3 (Fallout: New Vegas)
Vault 3 was a control vault, scheduled to open just 20 years after the bombs fell. The residents, however, weren't eager to expose themselves to the dangers of the outside world and quite sensibly kept it locked longer than was planned. They even managed to stay indoors without everyone killing each other. Weird!
There wasn't even a sinister experiment (as far as we know) taking place within the Vault, which therefore makes it one of the more successful yet least interesting vaults in the series. After a malfunction in the vault's water system, however, the people of Vault 3 opened its door and were promptly slaughtered by a collection of drug-addled Raiders called Fiends. When you visit you'll get to exact revenge by wiping out the Fiends and freeing some of their prisoners.
Vault 34 (Fallout: New Vegas)
Vault 34 was spare on living quarters which eventually became an issue due to massive over-population. Also, Vault-Tec filled it with a ridiculous amount of weapons—and an armory door that couldn't be locked. Do you see where this is going? Riots broke out in attempt to plunder the armory, leading to damage to the vault computers, a radiation leak, and a whole lot of inhabitants being turned into ghouls. Whoops!
In addition to learning the story of the vault, there's plenty of weapons and ammo still left, making it a worthwhile visit.
Vault 19 (Fallout: New Vegas)
Red vs Blue: a war as old as time. Vault 19 was separated into red and blue sections accessible only to those with the correct color keycards, most likely as an experiment to see how the different colored teams might interact with (turn on) each other.
Unfortunately, a sulfur leak from caverns below the vault caused the inhabitants to abandon it before they could completely devolve into the violence and murder that seems to be the desired outcome of many of Vault-Tec's experiments. The vault was partially occupied later by Powder Gangers. Make nice with them and they're be perfectly friendly, or you can blow the whole place up with C-4. As with so much of Fallout: New Vegas, it's entirely your choice.
Vault 92 (Fallout 3)
Vault-Tec invited the world's most talented musicians to Vault 92, hoping not just to preserve the human race but also its musical culture and history. Ha ha! No, they really invited them to use them as unwitting test subjects for white noise experiments in an attempt to create a legion of obedient super soldiers.
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Hold on to your eyebrows, because they're about to shoot up in surprise: it all went horribly, horribly wrong. The white noise eventually drove the test subjects into fits of extreme rage, which isn't a terrible side-effect if you're building super soldiers. Not so useful is the fact that they couldn't be controlled. There was eventually a mass slaughter in the vault, compounded by the collapse of a portion of the vault walls, which allowed a swarm of mirelurks to enter. Mirelurks are gross and their clicking and clawing isn't music to anyone's ears.
Vault 75 (Fallout 4)
Vault-Tec may have topped themselves for sheer evil with Vault 75. Supposedly built as a safe place for schoolchildren, the kids who took refuge there were separated from their parents upon entering, and the parents were quickly executed an incinerated. Children were tortured and tested to determine which had the 'best' genes, and at age 18 those genes were 'harvested' for the next generation in a revolting attempt to create a master race, if you will. Those not up to snuff were snuffed out like their parents.
At some point the subjects of the tests learned what was happening and rebelled, killing the scientists and escaping. Wherever those kids wound up, it's gotta be a better place than Vault 75. The vault is now inhabited by Gunners, though the Brotherhood or Institute may show up, and while you're too late to help the long-departed children of Vault 75, you get the satisfaction of making sure the 'research' conducted here never falls into the wrong hands.
Vault 22 (Fallout: New Vegas)
Seemingly a decent vault with an admirable goal, 22 was staffed with scientists who would undertake agricultural studies and subsist on the plant life grown inside. Unfortunately, as sometimes happens with videogame scientists, they made an oopsie and a fungus meant to control pests wound up becoming pests.
The spores of the fungus infected the human population, turning them into horrible plant monsters. Failed unable to write vmx file. It's a deadly and harrowing battle through the vault as you fight these lightning-fast creatures along with giant Venus Flytraps and mantises. At least you get to blow the entire lab up to make sure they don't escape to the surface world.
Vault 15 (Fallout, Fallout 2)
One of the few vaults you can visit in two different games, Vault 15 was an experiment to see how a population comprised of a variety of cultures and backgrounds would get along when crammed into a confined space together for decades. In short: they didn't, and when the vault opened 50 years later, the dwellers split into several warring factions of raiders, plus one group that eventually form the NCR.
Though the vault has been stripped and pillaged, it's still being fought over by a few different factions. At the very least, you can bring a little peace to the contested vault by dealing with the raiders who have been kidnapping people living at the entrance, and brokering a deal between the locals and the NCR.
Vault 81 (Fallout 4)
Entering this vault is an absolute shock because it's filled with… normal, well-adjusted people living their lives.
Vault 81 was intended to find the cures for all known diseases by secretly experimenting on its inhabitants—by infecting them with those diseases. However, in a surprising twist, the Overseer of Vault 81 wasn't actually an evil prick and prevented most of the medical scientists from ever entering the vault. She then sealed off the rest of the scientists from the population permanently. The scientists were pretty good sports about it, honestly, and carried on studying diseases for the rest of their lives, and not on unwilling human subjects. Best of all, they created Curie, a very nice robot with a French accent who can accompany you on your travels.
Vault 118 (Fallout 4: Far Harbor)
Up for a murder mystery? Built under a hotel, Vault 118 was never completed and its experiment (to house Hollywood hotshots in the lap of luxury and working class stiffs in cramped quarters) was never realized. There's still plenty of drama. A robobrain has been murdered, and when you arrive you get to play detective, question the suspects, and finally, make an accusation. It's fun, and there's some great loot to be acquired, too.
This vault and quest is a contentious one in the Fallout community, though—it bears a lot in common with a mod called Autumn Leaves for Fallout: New Vegas, which also contains a robot-themed murder mystery and a few other details that feel suspiciously similar. The modder didn't seem too bothered either way, but would like at least to be credited. As for Bethesda, it's denied copying the mod altogether.
Vault 114 (Fallout 4)
Leave it to Vault-Tec to drop the ball on their one good idea. Vault 114 was advertised to rich politicians and the wealthy elite, who would arrive to find themselves crammed into tiny apartments with shared bathrooms and at the mercy of a deranged, pantsless, Abraxo-eating Overseer named Soup Can Harry.
Unfortunately, the vault was never completed and it appears no one ever moved in. On the plus side, this is the vault where you first meet Fallout 4's best companion, robotic gumshoe Nick Valentine, and face off against gangster Skinny Malone. Plus, you get to listen to Soup Can Harry being interviewed on holotape—a definite bonus.
Vault 106 (Fallout 3)
This is pretty a unimaginative experiment by Vault-Tec standards: 10 days after the vault was sealed, psychoactive drugs were pumped into the air supply. Everyone went crazy and killed just about everyone else. So, uh, yeah. Crazy drugs make people crazy. Good work, everyone!
It's also a creepy and disturbing place to visit. While exploring you'll inhale some of the drugs still in the air and trip balls, your vision flipping between a pristine and populated vault and a rusting and ruined one. You'll imagine your father, Butch, and other residents of Vault 111 are present as well. While they're attacking you (and then vanishing when engaged) you're also being attacked by real deranged residents of Vault 106. It's a jarring and memorable experience.
Vault 12 (Fallout)
Radiation: how does it work? Vault-Tec decided to find out by herding a thousand people into Vault 12 and then making sure the door wouldn't close when the bombs fell. Sorry-not-sorry, citizens!
The results of the experiment: radiation is pretty bad for humans, as it turns out. Citizens were transformed into disfigured ghouls and glowing ones, which largely populate the vault when you arrive. The true revelation of Vault 12, however, is that not all ghouls are simply monsters. Ghouls can be good people, and despite their tragic circumstances they carry on with their lives, a tradition that has carried through the rest of the Fallout series. Many of the ghouls from Vault 12 went to the surface and eventually founded a ghoul-town on the called Necropolis.
Vault 11 (Fallout: New Vegas)
The social experiment in Vault 11 was a damn grim one. Residents were told that every year, they would have to sacrifice one resident or they would all die. You even get to visit the sacrifice chamber, where a filmstrip is shown to the unlucky lamb stressing how important their sacrifice was for the greater good—after which the walls slide open and a score of robots and turrets open fire. The actual sad truth of Vault 11 was that if the citizens had chosen to stand together and refuse the annual sacrifice, nothing bad would have happened to them.
But these are human beings we're talking about, so naturally they went with the sacrifice option, which led to other bouts of infighting, plotting, back-stabbing, and murder. In the end, only five inhabitants were left, and discovering that all the killing had been done for nothing, they considered the only 'logical' option: killing themselves. They didn't, though, because one of the five shot the other four dead. What a great group of people, huh? Of all the vaults, this one sounds like human nature was pretty accurately depicted.
Vault 8 (Fallout 2)
Vault 8 contained nearly 1,000 inhabitants and was intended to remain locked for 10 years, after which its residents would attempt to rebuild society on the surface. What went wrong? Well, nothing, really. In fact, Vault 8 was a smashing success, which shows just what can be accomplished when you don't perform a bunch of horrifying secret experiments on a bunch of people trapped underground.
Vault 8 eventually formed the foundation for Vault City, a sprawling community that was also highly successful, though its isolationist habits eventually led to its downfall. The vault itself remained mostly in good shape, however, housing an excellent medical center, plus a host of quests and characters.
Vault 101 (Fallout 3)
It's hard not to have a few fond memories of Vault 101: in Fallout 3, it's where you're born and grow up in a series of scenes that constitute the tutorial. There were so many good times: shooting your first radroach with a BB gun, watching a robot cut a cake with a buzzsaw on your birthday, passing your GOAT test, bludgeoning that asshole Butch to death with a baseball bat.. and, oh yeah, realizing your shitty dad lied to you for years and then abandoned you to almost certain death. So many memories!
The ghastly truth of Vault 101 was that it was supposed to remain closed forever. It didn't, making it another of Vault-Tec's expensive failures. But the experience of beginning the game here, from the very moment of your birth to your eventual violent and dramatic escape, makes this one of the most memorable vaults in the series.
Vault 13 (Fallout, Fallout 2)
What we know about the true purpose of the vaults—the secret and diabolical social and science experiments they were constructed for—begins with Vault 13. Its purpose was to remain closed for 200 years, not to protect the inhabitants from the dangers of the surface world but to study the effects of prolonged isolation upon its residents.
When an element of its water purification system failed, Vault 13's Overseer began sending explorers out to locate a replacement. When the Vault Dweller returned the Overseer hailed him as hero but then exiled him, worried that other vault dwellers would want to leave the vault and join the outside world. The experiment in Vault 13 was to be protected even if it meant banishing its savior. The theme of hiding the truth from those who inhabit the vaults, and denying them free will under the guise of protecting them is carried on from Vault 13 through the rest of the Fallout series.
Vault 112 (Fallout 3)
A great way to pass the time underground is with your body in cryostasis and your mind plugged into a virtual reality simulation that creates an idyllic utopia you can happily inhabit forever. Unfortunately, this is Vault-Tec, so under the tree lined streets and white picket fences of Tranquility Lane lies a torturous and unending Hell. The Overseer, Stanislaus Braun, is a sadistic madman who uses the simulation he created to stalk and virtually murder the vault's inhabitants. Then he wipes their memories and murders them again. Repeat roughly forever.
You get to take part in the trippy simulation while being directed by Braun to torture the other residents both psychologically and physically, from making a little kid cry to straight-up stabbing everyone to death while dressed as an adolescent slasher. Freeing everyone from Braun's endless torture, though, requires killing them in the real world: ultimately an act of mercy.
Vault 21 (Fallout: New Vegas)
What happens in a tin can underneath Vegas stays in a tin can underneath Vegas, except in the case of Vault 21. Vault-Tec, in its infinite wisdom, decided to fill a vault completely with compulsive gamblers. Surprisingly, the gamblers-only society seemed to have done fairly well, all things considered, with games of chance being used to settle differences. Eventually, Robert House set his sights on a takeover of Vault 21 and did a bit of remodeling.
Vault 21 was turned into a casino and hotel, which is a far better fate than most vaults experience. The door was even appropriated into a sign for the hotel, and it's refreshing to visit a vault with actual life in it instead of just a rotting tin can of death like so many others. You can even acquire a personal and permanent hotel room there.
Vault 108 (Fallout 3)
When Fallout fans discuss the various vaults, it's never without a mention of Gary. And I'd really hoped to come find a vault that was better than Gary's, just to shake things up a little. But I'm with everyone else on this. Gary. Gary? Gary!
Vault 108 was an experiment to determine how people function in a crisis with a lack of leadership and an overabundance of weapons. The vault was assigned an Overseer who would die of terminal cancer within months, outfitted with a heavily stocked armory, and given a malfunctioning power supply. What would happen in the vacuum of leadership when the lights went out and guns were everywhere?
We don't really know, honestly, because oddly enough a cloning chamber was included in Vault 108. That doesn't really fit in with the leadership experiment in any way that I can tell, but it does bring us to Gary. (It brings us to several Garys, actually.) Gary was a resident of 108 who was cloned multiple times, with each resulting Gary only able to speak the word 'Gary' and each Gary more violent than the last Gary—at least to any non-Garys. Gary was cloned over 50 times, which was a few too many, as ultimately the only survivors of the Vault are a handful of variously numbered Garys—and they are not at all happy to meet you.
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It's certainly one of the more memorable locations and encountering Gary after angry Gary is a surreal experience. Vault 108 isn't the only place Gary appears, either. Interestingly, Gary 23 somehow escaped and was found by the Brotherhood in the Operation: Anchorage expansion. They cut off his arm to remove his Pip-Boy after growing frustrated by his inability to say anything but his own name. Another Vault in Fallout 4 has a number of alphabet blocks that spell out Gary—perhaps one escaped Gary had children?
Fallout 4 Fail Safe Test Kit
Vault 76?
Fallout 4 Can You Fail The Safe Test
We don't know much about Fallout 76 yet—while we're learning more about Fallout 76 every week, it's unclear what part the vault itself will play: as a location to collect quests, as part of a base, or even if it has its own insidious story to tell. We'll find out sometime this year: Fallout 76 will release this November with a beta period at some point prior to that.