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Vault 15

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Vault 15
Fo2 Vault 15 Good Ending
Icon vault
Site
map markerVault 15
part ofCore Region
Segments
sectionsSurface fo1Gametitle-FO1
Entrance
Living Quarters
Command Center
Eastern entrance fo2Gametitle-FO2
The Squat fo2Gametitle-FO2
New Khans encampment fo2Gametitle-FO2
People
factionsShady Sands villagers (formerly)
Khans (formerly)
Jackals (formerly)
Vipers (formerly)
Squatters (2241)
New Khans (2241 - 2242)
NCR (2242)
leadersVault 15 Overseer (before 2141)
Darion (2241)
Zeke (2241)
doctorsJones
Other
questsFallout:
Find the Water Chip
Fallout 2:
Complete Deal with NCR
Give Spy Holodisk to authority in NCR
Kill Darion
Rescue Chrissy
Technical
terminal entriesFallout 2:
Library terminal
Darion's terminal
Control center terminal
Security terminal
Power center terminal
map nameFallout:
VAULTENT.MAP (surface)
VAULTBUR.MAP (entrance, living quarters and command center)
Fallout 2:
V15ENT.map (The Squat)
V15SENT.map (Great Khans encampment)
VAULT15.MAP (entrance, living quarters, command center)
Maps
Fo1 Vault 15 Townmap
Fallout map
Fo2 Vault 15 Townmap
Fallout 2 map
 
Gametitle-FO1Gametitle-FO2Gametitle-FB
Gametitle-FO1Gametitle-FO2Gametitle-FB

Unfortunately, we were crowded and life was very bad. There was a schism, and many people left, taking with them the best equipment. Still, some of us tried to stay in the Vault. But then we were attacked. I was hurt, and I ended up here. Now I try to help people..."

Katrina of Shady Sands

Vault 15 is a location in the Core Region in 2241.

BackgroundEdit

Like many of the vaults, it was part of Vault-Tec's grand social experiment. The Fallout Bible (by Fallout 2/Van Buren) says the experiment in this vault entailed that it was to stay closed for fifty years, populated by vault dwellers of extremely diverse ideologies and cultures[1]. The situation caused by the experiment led to a great schism, during which four groups ultimately left the vault to brave the wastes during the spring of 2141. Three of these groups became roving gangs of raiders: the Jackals, the Vipers, and the Khans in the winter of the same year. The fourth group settled down a few miles west of the vault and founded the village of Shady Sands in the spring of 2142.[2]

While the three gangs harassed the village and each other over the years, Vault 15 itself gradually fell into disrepair. By the time the Vault Dweller came across it in his search for a replacement water chip for Vault 13, it was already ransacked and had also undergone complete power failure, several cave-ins, water damage, and other catastrophes. The intervening years has not done anything to improve the vault, but they have brought new occupants. When the Vault Dweller massacred the Khans in 2161 a sole survivor Darion was corrupt with guilt because he alone had survived when the rest of the tribe died. Darion then spent the next 8 decades of his life rebuilding his petty tribe to the once great gang that scoured the wastes, also out of revenge against Tandi and the Vault Dweller. The result was the New Khans. A small settlement of squatters has made its home at the entrance to Vault 15. The squatters forge a precarious existence there by the sufferance of the gang.[3]

Shortly after, the squatters allowed Darion and the rest of the Khans to move into the vault itself on the condition that they repair the vault's systems in order to help provide the squatters with food, water, and other amenities. At first, this setup was advantageous enough that the squatters rejected all efforts by the NCR to annex them or even gain simple access to the vault.

Then, the Chosen One came along. President Tandi hired the Chosen One to infiltrate Vault 15 - or at least get the squatters to allow NCR access - to retrieve computer parts and other equipment vital to the NCR's continued expansion. While accomplishing this quest, he discovered the truth behind Darion's operation; he and his men were actually a band of raiders calling themselves the New Khans, using the vault as a base of operations towards Darion's goal of revenge against Tandi and everything the Vault Dweller stood for. Also, the food and water that he had been providing the squatters with didn't come from the vault's systems after all, but the spoils from raids the New Khans had been running along the wastes between NCR and Vault City.

After Darion was killed by the descendant of the man he had sworn vengeance against nearly eighty years earlier, that very same man brokered a deal with the squatters, who accepted the NCR's assistance. With the support the Chosen One secured from the New California Republic, the Vault 15 squatters soon became self-sufficient and productive members of society. The Chosen One's help with Vault 15 launched the New California Republic's push to civilize its neighbors. Though there were many more obstacles to overcome, the NCR now had a foothold into the northern wastes.

Pre-war advertisingEdit

Transcript

Due east from Vault 13, construction on this Vault has gone extremely smoothly. Much work was done to reinforce the walls of the third level of this Vault, to make all the future Vault Dwellers more secure in the knowledge that in the event of even a major earthquake, the regulatory computers of the Vault would continue to function. Recent tours of the newly constructed Vault, have had many a potential Vault Dweller walking away with a new found awe of the improvements done to this already impressive Vault.

Source: Vault locations v34.129 holodisk

LayoutEdit

Surface (Fallout)Edit

Fo1 Vault 15 Surface

Just a shack in the middle of nowhere?

A small building sitting in the middle of an empty space. This entrance will be guarded by a radscorpion if you are unlucky.

The squat (Fallout 2)Edit

Main article: The Squat
Fo2 Vault 15 Squat

Some grumpy squatters for welcome

A grouping of tents, small buildings and some trees up against the side of a cliff. There are squatters wandering the area.

Eastern entrance (Fallout 2)Edit

Main article: New Khans encampment
FO2 Vault 15 Eastern Entrance

Lift & shack

Raiders built a lift to have an easy access to Vault bypassing the squat residents and built a shack for its protection. This shack is the place where Chrissy is kept.

Entrance (Fallout)Edit

Fo1 Vault 15 Entrance

Into rats' den

This area has the same layout as Vault 13's entrance. On the first corridor you will find a mole rat. At the end of this area you will need a rope to go further down into the vault.

Entrance (Fallout 2)Edit

Fo2 Vault 15 Entrance

Raiders' hole

This area has almost the same layout as Vault 13's entrance. You need to deal with a force field to proceed.

Living quarters (Fallout)Edit

Fo1 Vault 15 Living Quarters

Rats, rats and more rats!

This area has a layout much like Vault 13. Here most people will get their first armor. You will again need a rope to go down further at the end of this area. In the 3rd room counting from the left, you can find a locker with a rope in it.

Living quarters (Fallout 2)Edit

Fo2 Vault 15 LQ

"Hey, look -- the lights came on. What the..."

This area has no rubble. There is also (with a good repair skill and a tool) a generator that can be repaired, this turns on the lights and the console to activate the level 1 force field.

Command Center (Fallout)Edit

Fo1 Vault 15 Command Center

Chip ain't here...

Much of this level is buried under tons of rock and rubble, including the command and control center. The rest of the vault's equipment has been ruined or destroyed. There are many pig rats, rats and one mole rat.

Command Center (Fallout 2)Edit

Fo2 Vault 15 Command Center

Darion, a mean dog and a lot of guards

The command center is in control of Darion, the leader of New Khans. Though most of the computers have been destroyed, there are few of them that work... barely.

InhabitantsEdit

2161Edit

2241Edit

Related questsEdit

FalloutEdit

Fallout 2Edit

NotesEdit

  • Vault 15 can be found nine squares east of Vault 13 (Fallout 1) or six squares east (Fallout 2).
  • The in-game maps in the first two Fallout games give contradictory information about the locations of Vault 13, Shady Sands (later N.C.R.), and Vault 15. In the first game, Vault 15 is near the Nellis Air Force Base in Nevada. In the second game, it is considerably farther to the west, in the Sierra Nevada mountains of California.
  • Areas of Vault 15 which were blocked off by fallen rocks in Fallout are accessible in Fallout 2.
  • If you examine the Fallout eastern U.S.A. map carefully, you might recognize that Vault 15 is close enough to the Mojave Wasteland.
  • In the entry tunnel in Fallout 2, there is a ladder that leads straight to the exit grid in "The Squat." Through The Squat however, there is no way to enter the tunnel, until The Squat has joined the NCR. This ladder becomes accessible through Zeke's house.

AppearancesEdit

Vault 15 appears in Fallout and Fallout 2.

GalleryEdit

ReferencesEdit

  1. Fallout Bible 1
  2. Fallout Bible 3
  3. Fallout 2 Official Strategies & Secrets
Vault 15

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