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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
Entrance
Living Quarters
Command Center
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
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.

Background

Like many of the vaults, it was part of Vault-Tec's grand social experiment. It was to stay closed for fifty years, was overcrowded, and contained occupants of extremely diverse ideologies and cultures. 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.[1]

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. Some of the leftovers from a nearby raider band, the Khans, have moved into the nearby empty caves where the vault once stood. 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.[2]

Shortly after, the squatters allowed a man named Darion and his men 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.

Layout

Surface (Fallout)

Fo1 Vault 15 Surface

A small building sitting in the middle of an empty space. This entrance is usually guarded by a radscorpion if you have a low luck.

The squat (Fallout 2)

Fo2 Vault 15 Squat

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

Entrance (Fallout)

Fo1 Vault 15 Entrance

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

Entrance (Fallout 2)

Fo2 Vault 15 Entrance
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Living quarters (Fallout)

Fo1 Vault 15 Living Quarters

This area has a layout much like Vault 13. Here most people will get their first armor. You will need a rope to go down further at the end of this area.

Living quarters (Fallout 2)

Fo2 Vault 15 LQ
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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)

Fo1 Vault 15 Command Center

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.

Command Center (Fallout 2)

Fo2 Vault 15 Command Center
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Inhabitants

2161

2241

Related quests

Fallout

Fallout 2

Notes

  • Vault 15 can be found nine squares east of Vault 13.
  • 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.

Appearances

Vault 15 appears in Fallout and Fallout 2.

Gallery

References

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

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