Vault 22 exterior
A traveler that passed through here not long ago told everyone he met that there's some kind of plant paradise to the west where food is abundant. All the people foolish enough to listen to him and head out that way never came back.”— Rotface
Vault 22 is a Vault-Tec Vault constructed before the start of the Great War in 2077 in what became the Mojave Wasteland. The Vault door is open, with various kinds of plants around the exterior and creatures such as giant mantises. It is located, and can be approached from, south-south-west of the Griffin Wares sacked caravan, east of Jacobstown and west from The Thorn. The entrance is at the bottom of the cliff.
Vault 22 was a “green” vault, filled with scientists dedicated to their experiment: keeping the entire population of the vault alive with plants grown within its confines. The experiment could be said to have exceeded all expectations, but with horrific side effects, which turned the vault's dwellers into spore carriers. Many have attempted to locate the data the scientists left behind, but so far nobody has returned alive. The vault is open, but warning signs surround it from people lucky enough to survive their initial encounter with the vault’s inhabitants.
Leaving the VaultEdit
At some stage after the mutagen began to infect other Vault dwellers, prior to 2096, a group of around 118 Vault 22 dwellers evacuated the vault and made their way to Zion Canyon on an expedition to explore the region as a possible area to settle. Many of these Vault dwellers had already been infected by the mutagen which killed off most of Vault 22, leaving many of these Vault dwellers suffering similar symptoms, most notably, according to Randall Clark's terminal entries, the racking cough. Several of them met their ends at the hands of the experimental mutagen, which eventually turned them into spore carriers; those that survived were systematically wiped out by Randall Clark due to their allegedly cannibalistic ways - many terminal entries by Clark claim that the Vault dwellers captured, murdered and then ate the flesh of a number of survivors residing in Zion.
After 11 months living in Zion, the remaining 34 Vault 22 dwellers elected J. Hendricks to be the Overseer. His first order as Overseer was to move out of Zion Canyon. On February 2096, they all moved south-east out of Zion. What happened to the survivors is unknown.
A single member of the expedition left the group as they evacuated Zion, eventually being caught in one of Randall Clark's many traps. Clark found and almost finished the injured Vault dweller off, only to find himself feeling sorry for her. He rescued and nursed the survivor, calling herself Sylvie, back to health. They eventually procreated sometime within the next 3 years, and Sylvie carried Clark's child. Sadly, however, Sylvie and the unborn child died during childbirth.
The entrance of this vault is quite unusual. It is advertised with a sign that reads "Welcome to Vault 22" covered by graffiti which says "Stay out! The plants kill!" The vault door leads directly outside, unlike most that have a natural rock formation or tunnel enclosing the entrance.
Once inside the Vault, the Courier will come to a door that leads to a room with an elevator and stairs. From here on out, the player will encounter spore carriers, spore plants, and giant mantises throughout the Vault. The vault is split into five levels, the different floors can be accessed by repairing the main elevator within the Vault (requires Repair skill of 50) or accessed by perpendicular staircases.
1st floor - Entrance HallEdit
Immediately upon entering the vault, turn to the left to find a usable mattress, a duffle bag with some supplies, and one of Keely's terminals with entries 1 and 2. Next to the mattress, hidden between two books, is a Programmer's Digest.
2nd floor - Oxygen RecyclingEdit
From the entrance of the lab take a right and continue to the room directly across the hall to find one of Keely's terminals with entries 3, 4, and 5 in the series.
3rd floor - Food ProductionEdit
The keycard to access the cave tunnels on level 4 is located in the Common Quarters (the floor below). Once inside, an average locked door must be opened on the lower level in the northwestern corner of the room or you can go to the overseer's office, go onto the terminal and disengage the lock. Once inside, the first room on the left, on a shelving unit will have the Vault 22 cave door keycard. Note that the keycard does not open the cave door on level 3 directly, it instructs the terminal next to the cave door to unlock the door.
From the elevator, go down to the hallway and into the first room on the right to find one of Keely's terminals with entries 6 and 7 in the series.
4th floor - Common AreasEdit
From the entrance to the Commons, take a right over the little bridge and straight back to the billiard room for one of Keely's terminals with entries 8 and 9 in the series. The keycard that unlocks the door to the tunnels on the Food production level is found in the lower level of the Common Areas in the Quarters section on a shelf in the first room to the left. If the keycard cannot be found, check the floor near the shelf, as it may have somehow fallen off. It is a darkish red/orange color. The stair between this level and the fifth level is blocked by debris. The tunnels on the third level or the elevator can be used to bypass it. A flamer and several cans of fuel can be found in the room across from the room with the terminal that talks about Dr.Peter's re-animation.
5th floor - Pest ControlEdit
This floor is filled with deadly "Savage" spore carriers. The large cavern contains many giant mantises and spore plants. Five mantis ootheca and Keely are located here, in an alcove on the far end of the cavern.
- AER14 prototype - on the fifth floor; Pest Control, enter the stairway door to the Common Areas directly to your right which has a very easy lock. The AER14 is lying on the ground next to a scorched skeleton with some energy cells.
- Tales of a Junktown Jerky Vendor - located on the 5th level, in the Pest Control section. If you take the elevator to Pest Control, then turn left and go upstairs to a large room with a door that leads to the Food Production caves. Turn left and the book is on a long table with bubbling vials or on the floor in front of the long table.
- 6 HEPA 20 cartridge filters, used for Still in the Dark, located in a blocked-off section of 2nd level Oxygen Recycling which can only be accessed via the cave system surrounding the vault (the room and its cave entrance are visible through a window on the main part of the 2nd level). There are entrances to these caves on the 5th level, Pest Control, and on the 3rd level, Food Production. The terminal on the 3rd level will not open the door to the caves without the cave access keycard, which is found in the Common Area, downstairs on a shelf in the bedroom with the baby carriage. To locate the HEPA filters, go to the third floor. Open the metal door to the cave, then turn right at the fork. Follow the cave to find another wooden door labeled Oxygen Recycling. The HEPA filters are located in a locker in the upper right corner of the room.
- A food additive meant for Cpl. William Farber in Camp McCarran. When exiting the elevator on the 3rd Floor - Food Production level, go forward through the vegetation and turn left down a hallway, enter the door on the left. This room has a long railed off area of undeveloped maize. Turn right (northwest) and walk to the far end of the room where there is a small office. There are spores growing around the desk. The food additive is sitting on the corner of the desk, but can be knocked off onto the floor by a spore carrier.
- Still in the Dark
- There Stands the Grass
- Bleed Me Dry
- I Could Make You Care
- Poor Meat Never Makes Good Soup
- Suits You, Sarah
- The background music is "The Vault of the Future," which has been originally used for Vault 13 in Fallout.
- The vault door is slightly open and the entrance room is visible through the gap.
- Despite Keely's claims that the spores are contagious, the player suffers no ill effects from continued exposure to the air in the Vault, even in the lower levels where the concentration is the highest.
- Oddly, given the clandestine nature of the vaults, there is a warning sign near the vault entrance that says "Welcome to Vault 22."
- This is one of the only vaults in the Mojave Wasteland without an entry tunnel, the other being Vault 3. Furthermore, 22 is the only vault in the Mojave Wasteland whose vault door would have opened directly to the outside world at the time of its construction, similar to many of the west coast vaults.
- If you have found and spoken to Keely, she remotely locks the entrance to Vault 22. You can get her to unlock it only after completing her quest. Alternatively, you can pickpocket her for her terminal password and use it to access her terminal on level 2 (where you met up after finding her in the caves) and unlock the door yourself.
- There is a hollowed-out rock directly across from the sign at the entrance.
- The rubble on the Fourth Floor blocking the stairs down near the elevator has gaps near the top, a grenade or incinerator through the cracks can kill the mantises at the bottom, which will keep followers from wandering around that hallway.
- The Vault dwellers are responsible for bringing spore plants and spore carriers to the Zion area.
- When examining the outer vault door closely, the door number actually reads "92" instead of "22."
- The first interior door to the staircase very faintly reads "101" under the grime.
- The origins of the spore plants in Vault 22 are explained in a humorous ending of Old World Blues, in one of the endings for the biological research station he requests an entrance to the X-22 botanical garden (from which the spore plants originated from) who politely refuse saying they had prior commitments with a vault it had infected before the war.
- Ricky claims to have lived in Vault 22, but if you have been to the Vault, you can challenge him on that claim.
- The elevator is scripted to move your companions to be near you whenever you use its service, even if you tell them to wait outside the vault.
- Ricky wears a Vault 22 jumpsuit that he says he found on a dead prospector.
- Strange voices and typing sounds can be heard throughout the vault. These are actually part of the aforementioned background music.
Behind the scenesEdit
- Vault 22 was designed by Jesse Farrell.
- According to Joshua Sawyer in an interview with PC Gamer, Vault 22 was partially based off the Nursery that was meant to appear in Van Buren.
- pc ps3 xbox360 In the top floor of the Commons Area, one of the rooms has a booth seat placed close to a wall that is only visible from certain angles, if the player sits in this boot they will glitch into the wall and upon getting up will be stuck inside the wall.[verified]
- pc The key card from quarters (needed to enter the cave) can, on rare occasions, never appear and cannot be found.[verified]
- ps3 With the PS3 system update 3.60, the "trigger" event to download the data from the terminal on Level 5 doesn't happen, preventing continuation of the storyline.[verified]
- pc xbox360 ps3 Take caution if you are to take ED-E on to the fifth floor and trigger the flames. Make sure ED-E is in a room where it is protected from the flames as it can be "killed" even if you are not in Hardcore mode and never register as being dead (in fact you will still see a marker indicating that he is at Vault 22) thus robbing you of having a second follower for the rest of the game. If you don't want to have to worry about this, just have him wait at the entrance or at your Lucky 38 suite.[verified]
- pc ps3 xbox360 When inside the Vault, the door has another texture problem. You can still see the 92 but it also shows a 101 and an overwrite sign from the doors (you need to use the console to see this).[verified]
- pc ps3 xbox360 Many times while in Vault 22 your companions will sense enemies nearby, when in fact they are on another level of the Vault. This makes them run off to the corners of rooms, stairwells, etc. in search of their foe(s).[verified]
- xbox360 If entering the Vault for the HEPA 20 cartridge filters and obtaining them after first talking to Keely in the cave she may not appear in her lab and the door to exit the Vault will need her key to unlock it. Exiting the game and restarting from that point seems to fix this problem, however if the problem still persists she may be found stuck in a wall in Oxygen Recycling (identified by a non-hostile line on your radar). Use explosives on the wall where she is trapped; if she is damaged she will turn hostile and spawn again in the corridor. If you want to pursue the quest as usual, go to a different floor and wait an hour. When you return to Oxygen Recycling she will be found non-hostile in her correct place so the quest can be finished. To avoid this bug entirely, get the cartridges before you speak to her for the first time.[verified]
- xbox360 ps3 Sometimes, the giant mantises outside the Vault do not spawn. They are likely to spawn when you exit, though, so be prepared for five or so mantises on top of you if this happens.[verified]
- xbox360 ps3 Leaving companions outside of Vault 22 and then entering the Vault will cause a glitch where your companions disappear. They are noted on your world map as being at Vault 22, but they are not there.[verified]
- xbox360 ps3 If you complete the Quest There Stands the Grass before unlocking the door that leads to where Keely is and then rescue her, she will still attempt to have you do her portion of the quest which includes her locking the front door. Since you've already dealt with the data, you cannot do anything else for her after activating the gas on the 5th floor and remain locked in. (To get the code to unlock the doors, either pickpocket, or kill Keely after being asked to activate the gas. Once you have the password, use the terminal in the same room Keely is in to unlock doors.) Should you return to Williams, and did not kill Keely to get the password, she'll pay you, and you will also gain XP for saving Keely as well.[verified]
- xbox360 ED-E appears upon entering level five via the elevator even though he is told to wait elsewhere, even if told to wait outside outside of Vault 22.[verified]
- xbox360 If you have a companion while looking for the AER14 Prototype,The companion might pick the gun up (to get the gun from a companion just go into their inventory).[verified]
- xbox360 If you have ED-E as a companion, and try to fix the broken elevator inside the Vault, the game will freeze and the last auto-save will corrupt, therefore you will have to restart the console and load from another saved game.[verified]
- ↑ Fallout: New Vegas Official Game Guide
- ↑ PCGamer Interview with JE Sawyer: "[...] like, Vault 22 was based on some of the old ideas of the Diana Vault that we have in the Van Buren design doc's, but yeah it was pretty much a brand new story, it's just, every once and awhile, we were all like, "Ah, you know what?- we did design something cool before, let's see if we can bring it back in this title."