New Vegas Vaults

New Vegas Vaults Inhaltsverzeichnis

Die Vaults. Die Sekuritron Vault ist im Hauptlager von Caesars Legion gelegen und eine private Anlage von Mr. House. Vault 21 ist eine Vault von Vault-Tec, die unter New Vegas versteckt war. Sie wurde in ein Hotel. Hier findet ihr den Eingang von Vault Untersucht ihr das Terminal an der Bunkerschleuse, erhaltet ihr die Sicherheitsaufzeichnung „Systemaufzeichnung:​. RNK-Missionen Harte-Zeiten-Blues Vault Reaktorebene Das Büro des Aufsehers liegt gleich auf der rechten Seite des Korridors. Erledigt den ehemaligen. Vault 3. Standort: südwestlich vom Osteingang der Südvegas-Ruinen (unter einem Gebäude) und östlich der Poseidon Tankstelle Experiment.

New Vegas Vaults

fiermensenwerk.nl - News, Guides und mehr zu Survival- & Sandboxgames - fiermensenwerk.nl More information. fiermensenwerk.nl - News, Guides. Die Vaults. Die Sekuritron Vault ist im Hauptlager von Caesars Legion gelegen und eine private Anlage von Mr. House. Vault 3. Standort: südwestlich vom Osteingang der Südvegas-Ruinen (unter einem Gebäude) und östlich der Poseidon Tankstelle Experiment.

Yeah, the residents of the Vault are all dead. We killed them. Funny thing is, they just let us in. We didn't have to force the doors or anything.

They made a good living for themselves for a couple weeks. Then they caught the Fiends attention. I don't think they set up any kind of security, stupid fucks.

They all got themselves killed. I heard the vaults were isolated from the outside world. Our archives are quite clear: our vault received the all-clear signal two years after being sealed.

I do not believe there were any spares, but you could check the Acquisitions Office. It is located by the entrance to our vault. The people of Vault City seem to have used the only one they had to help establish the place when they came to the surface.

Each year, the vault computer informed the residents that one currently living member of the vault had to be placed in a special chamber, where they would be "terminated" for the good of the vault.

Failure to comply, the computer said, would result in a total and irrevocable shutdown of the vault's life support. The vault dwellers followed the instructions for decades, picking victims through numerous methods.

But eventually, something changed An old wooden door, in close proximity to a Hollowed-Out Rock, greets those who dare enter this rocky tomb.

You have made the decision not to sacrifice one of your own. You can walk with your head held high knowing that your commitment to human life is a shining example to us all.

And to make that feeling of pride even sweeter, I have some exciting news. Despite what you were led to believe, the population of Vault 11 is not going to be exterminated for its disobedience.

Instead, the mechanism to open the main vault door has now been enabled, and you can come and go at your leisure. But not so fast! Be sure to check with your overseer to find out if it's safe to leave.

Here at Vault-Tec, your safety is our number one priority. What was it's purpose? Vault 13 was a special case. It was supposed to remain closed until the subjects were needed.

Vault 13 was, in scientific parlance, a control group. Shady Sands is specifically stated to have been founded by Aradesh 's ancestor in the game.

If it was founded in , then Aradesh would be the founder. There is also no mention of the people of Shady Sands coming out of a Vault, which is inconsistent with the relatively recent founding date.

Finally, as the Vipers, Jackals, and Khans emerged out of Vault 15 together, it's impossible for them to raid the Hub in , sixteen years before their emergence.

The date is based on the Vipers design document, which states the following : " 64 years ago [in ], a man named Jonathan Faust led his group of about people from the overcrowded Vault into the wastes of the outside.

It was there that his small band came to a small oasis in the middle of the desert. In the middle of this oasis was a large pit, almost like a crater.

While resting and setting up camp, Faust decided to look into the pit. Darkness greeted him. When a member of the band called out to him, Faust turned, startled, and slipped into the Pit.

He slid down twenty feet and then fell another 20 and broke his leg in the process. As he lay there dazed, a half dozen gigantic Pit Vipers slithered toward him.

Not knowing what these things were, Faust was terrified. The group above heard one loud scream and then nothing.

Three others went to look for him, but never came out. The small band, leaderless and stuck in the desert with no food and water, decided to stay at the oasis, at least for a little while.

They covered the pit with a tarp and nailed spikes around it to keep whatever horror lived there encased there. They then set up their camp as far from the Pit as possible.

Whatever was down in the Pit never bothered them. Days passed. The more influential of the group argued about what they were to do. There was talk of joining up with others from the Vault.

There was talk about going back to the Vault. Not only did they raid local towns and caravans, but they also preyed on each other - as you'll see from the descriptions below, their behavior and habits in F1 dictated or were dictated by their name choice.

The Jackals: The first clan, the Jackals, is your typical group of crazies. They have no morals except one: survival.

They use group tactics to overmatch their enemies. They are craven cowards, though, and will not attack unless they know they can win.

They band together in their hideaway and fight over the spoils. The Vipers: The second clan, the Vipers, are mysterious followers of an ancient religion or so they claim.

They usually only come out at night to hunt for food or to conduct raids. They are very ruthless when it comes to combat.

They prefer stealth to strength. They usually carry bone knives dipped in Pit Viper venom. This poison, when in the blood stream, paralyzes the victim.

Most victims captured in this way are taken back to their hideout. The Khans: The last group, the Khans, is probably the most dangerous.

They live the lifestyles of Mongol warriors, raiding towns, burning what they cannot take and capturing the survivors for use as slaves.

They usually travel in small scouting bands, but sometimes they roam as full war parties. The Khans above all else respect strength.

They are eager in combat to prove their worthiness to the clan by engaging in hand to hand combat with fists or clubs. The Khans carry very few firearms since they are for cowards.

Anyone showing superior strength is worthy of their respect. The leader of the Khans is so because no one has beaten him in combat. One interesting thing listed in the original documentation is that all raider bands were supposedly all from Vault 15 after it opened, but they all splintered off into different groups from the overpopulated Vault.

All of these raider groups officially exist in the Fallout universe, though only the Khans are in southern California at the start of Fallout 1.

The handful of Vipers that survived Rhombus' campaign of extermination in fled North and East, following the same path the Jackals took after they had their asses handed to them by the Khans thirty years before.

Most families in NCR came from it, so it's rightfully ours. I never even saw the sun until I was 75 years old - that was when Super mutants raided the Vault and carried a lot of us off.

House have to do with Vault 21? House has everything to do with Vault He tried to get us out before he filled it with concrete.

I almost went ape! So, we convinced him - okay, Sheldon and I, right? We convinced him to leave the top level mostly intact!

I mean, yeah. That is, no. I take care of it but I suppose you could say that it belongs to Mr. Yes, we lived in one of those. Ours was numbered In our vault, everyone had guns - but the overseer wouldn't let you fire off any of the really fun ones.

Through this experiment, the inhabitants of Vault 11 were told one of their fellow vault dwellers each year must be killed, lest everyone else meet the same fate.

User Interfaces. Uploaded: 10 Oct Last Update: 16 Nov Author: jazzisparis. Texture Mods. The first step to overhauling your copy of New Vegas after installing the necessary plugins and patches is to update as many of the in-game textures and models as possible.

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Contribute Create article Upload file Help. This page was last edited on 28 June , at Game content and materials are trademarks and copyrights of their respective publisher and its licensors.

All rights reserved. This site is a part of Fandom, Inc. Support Contact PRO. This page lists all locations in Fallout: New Vegas.

The content is not described in full detail on this page. For details, please see the respective articles. For locations in other Fallout games, please see " Location ".

Major Faction locations. Brotherhood of Steel. Caesar's Legion. Crimson Caravan. Followers of the Apocalypse.

Click below to reserve a box. Call: We offer 7 32redbet unlimited access with longer opening hours. A group that became the Boomers left the Vault several decades before its failure. In reality, Vierschanzentournee 2020/19 the dwellers refuse, the Vault would open.

Contribute Create article Upload file Help. This page was last edited on 28 June , at Game content and materials are trademarks and copyrights of their respective publisher and its licensors.

All rights reserved. This site is a part of Fandom, Inc. Support Contact PRO. This page lists all locations in Fallout: New Vegas.

The content is not described in full detail on this page. For details, please see the respective articles. For locations in other Fallout games, please see " Location ".

Major Faction locations. Brotherhood of Steel. Caesar's Legion. Crimson Caravan. Followers of the Apocalypse.

Powder Gangers. New California Republic. New Vegas sewers. New Vegas Strip. North Vegas square. South Vegas ruins. Big Empty. The Divide.

This article lists all known Vault-Tec Corporation Vaults. If you would like to know more about the Vaults, please check out this article.

The Vaults in the following list were created for games that were cancelled or eliminated from the main continuity of the series. It also includes Vaults that were released in official materials, but were not confirmed to form a part thereof.

Sign In. From The Vault - Fallout Wiki. Jump to: navigation , search. The boss richard grey or someone in f1 was in the vault, which vault is it?

He conquers the inhabitants and sets up operations there, and the human cultists begin to use the Vault as their powerbase.

Within the Vault, the Master learns of other Vaults, and realizing their human occupants are ripe for transformation, begins to send out patrols to Vault locations in search of these other Vaults.

It wasn't built above a sulfur cave, or to feature Vault-Tec "experiments" that could drive dwellers mad. In fact, the place was functioning normally until a slight water leak turned the lower chambers soggy and forced the inhabitants out to the surface, in search of humanity on the topside.

Instead, they met the Fiends. Yeah, the residents of the Vault are all dead. We killed them. Funny thing is, they just let us in.

We didn't have to force the doors or anything. They made a good living for themselves for a couple weeks.

Then they caught the Fiends attention. I don't think they set up any kind of security, stupid fucks. They all got themselves killed.

I heard the vaults were isolated from the outside world. Our archives are quite clear: our vault received the all-clear signal two years after being sealed.

I do not believe there were any spares, but you could check the Acquisitions Office. It is located by the entrance to our vault. The people of Vault City seem to have used the only one they had to help establish the place when they came to the surface.

Each year, the vault computer informed the residents that one currently living member of the vault had to be placed in a special chamber, where they would be "terminated" for the good of the vault.

Failure to comply, the computer said, would result in a total and irrevocable shutdown of the vault's life support. The vault dwellers followed the instructions for decades, picking victims through numerous methods.

But eventually, something changed An old wooden door, in close proximity to a Hollowed-Out Rock, greets those who dare enter this rocky tomb.

You have made the decision not to sacrifice one of your own. You can walk with your head held high knowing that your commitment to human life is a shining example to us all.

And to make that feeling of pride even sweeter, I have some exciting news. Despite what you were led to believe, the population of Vault 11 is not going to be exterminated for its disobedience.

Instead, the mechanism to open the main vault door has now been enabled, and you can come and go at your leisure. But not so fast!

Be sure to check with your overseer to find out if it's safe to leave. Here at Vault-Tec, your safety is our number one priority.

What was it's purpose? Vault 13 was a special case. It was supposed to remain closed until the subjects were needed. Vault 13 was, in scientific parlance, a control group.

Shady Sands is specifically stated to have been founded by Aradesh 's ancestor in the game. If it was founded in , then Aradesh would be the founder.

There is also no mention of the people of Shady Sands coming out of a Vault, which is inconsistent with the relatively recent founding date.

Finally, as the Vipers, Jackals, and Khans emerged out of Vault 15 together, it's impossible for them to raid the Hub in , sixteen years before their emergence.

The date is based on the Vipers design document, which states the following : " 64 years ago [in ], a man named Jonathan Faust led his group of about people from the overcrowded Vault into the wastes of the outside.

It was there that his small band came to a small oasis in the middle of the desert. In the middle of this oasis was a large pit, almost like a crater.

While resting and setting up camp, Faust decided to look into the pit. Darkness greeted him. When a member of the band called out to him, Faust turned, startled, and slipped into the Pit.

He slid down twenty feet and then fell another 20 and broke his leg in the process. As he lay there dazed, a half dozen gigantic Pit Vipers slithered toward him.

Not knowing what these things were, Faust was terrified. The group above heard one loud scream and then nothing.

Three others went to look for him, but never came out. The small band, leaderless and stuck in the desert with no food and water, decided to stay at the oasis, at least for a little while.

They covered the pit with a tarp and nailed spikes around it to keep whatever horror lived there encased there. They then set up their camp as far from the Pit as possible.

Whatever was down in the Pit never bothered them. Days passed. The more influential of the group argued about what they were to do.

There was talk of joining up with others from the Vault. There was talk about going back to the Vault. Not only did they raid local towns and caravans, but they also preyed on each other - as you'll see from the descriptions below, their behavior and habits in F1 dictated or were dictated by their name choice.

The Jackals: The first clan, the Jackals, is your typical group of crazies. They have no morals except one: survival. They use group tactics to overmatch their enemies.

They are craven cowards, though, and will not attack unless they know they can win. They band together in their hideaway and fight over the spoils.

The Vipers: The second clan, the Vipers, are mysterious followers of an ancient religion or so they claim. They usually only come out at night to hunt for food or to conduct raids.

They are very ruthless when it comes to combat. They prefer stealth to strength. They usually carry bone knives dipped in Pit Viper venom.

This poison, when in the blood stream, paralyzes the victim. Most victims captured in this way are taken back to their hideout.

The Khans: The last group, the Khans, is probably the most dangerous. They live the lifestyles of Mongol warriors, raiding towns, burning what they cannot take and capturing the survivors for use as slaves.

They usually travel in small scouting bands, but sometimes they roam as full war parties. The Khans above all else respect strength.

They are eager in combat to prove their worthiness to the clan by engaging in hand to hand combat with fists or clubs.

The Khans carry very few firearms since they are for cowards. Anyone showing superior strength is worthy of their respect.

The leader of the Khans is so because no one has beaten him in combat. One interesting thing listed in the original documentation is that all raider bands were supposedly all from Vault 15 after it opened, but they all splintered off into different groups from the overpopulated Vault.

All of these raider groups officially exist in the Fallout universe, though only the Khans are in southern California at the start of Fallout 1.

The handful of Vipers that survived Rhombus' campaign of extermination in fled North and East, following the same path the Jackals took after they had their asses handed to them by the Khans thirty years before.

Most families in NCR came from it, so it's rightfully ours. I never even saw the sun until I was 75 years old - that was when Super mutants raided the Vault and carried a lot of us off.

House have to do with Vault 21? House has everything to do with Vault He tried to get us out before he filled it with concrete. I almost went ape!

So, we convinced him - okay, Sheldon and I, right? We convinced him to leave the top level mostly intact!

I mean, yeah. That is, no. I take care of it but I suppose you could say that it belongs to Mr. Yes, we lived in one of those. Ours was numbered In our vault, everyone had guns - but the overseer wouldn't let you fire off any of the really fun ones.

I guess all the little pops and bangs at the firing ranges just got boring after a while! One of my Securitrons got some video of their arrival - and then Odds are they were Vault dwellers.

That's everything I know about them, really. The experimental objectives of Vault 75 are detailed in the handbooks which have been provided to you already.

This experiment is intended to be carried out over multiple generations. As such, there may be unanticipated research opportunities that present themselves.

Such diversions from provisional protocol are permitted at the discretion of the Chief Scientist. Schlett, I. Lambe, S.

There's supposed to be a vault somewhere out here I've heard that Vault-Tec used it for some kinda social experiment Well, they supposedly had some special method to clean up those blokes in there If we could get inside, maybe that machine could help me.

All of the other Vaults were intended to be opened at one point or another when the "all clear" signal was sent from Vault-Tec or the appropriate regulatory agency, and this indeed, did transpire, with almost universally horrific results.

But Vault 's secret plans were different: The doors were never scheduled to open. In fact, the Vault was supplied with just the type of equipment it would need to keep functioning indefinitely-like spare parts for the water processor.

But this was just the beginning: The true experiment was even more devious and cunning. Although Vault was about testing the human condition when a Vault never opened, this was only the first part of the plan.

The "actual" experiment went far beyond that, and a select few knew the true nature; that this was to test the role of the Overseer.

While the Overseer was able to interact and even visit the outside world via radio transmissions, and a secret tunnel from his sealed office, the rest of the inhabitants faced a much more dismal future: As far as they knew, Vault was never sent an "all clear" signal, and faked radio transmissions described a nuclear-ravaged world gone mad, with absolutely no hope of existence outside of a Vault.

The radio transmissions were actually recorded before the bombs even fell, and in many cases described a world even more horrible than the reality of the nuclear wasteland.

The Vault Overseer, like his counterparts in the other Vaults, was actually a planted Vault-Tec operative whose job it was to control the experiment from the inside.

Aside from keeping up this ruse, the Overseer's other important role was to reinforce to the dwellers of Vault that the outside world would never be habitable again, and that their only salvation was in the Vault.

The Overseer prevented anyone from leaving the Vault, and made sure the Vault dwellers received their regular "transmission" from the outside world.

People entered Vault in , just before the bombs fell. The Overseer died of natural causes 50 years later in , at the age of 84, after grooming a subordinate to continue the clandestine plan.

The new Overseer led his people according to the same isolationist doctrine preached by his predecessor, but also attempted to garner as many senior Vault Dwellers to become complicit in this plan as possible.

By , the descendants of the Overseer had an entire generation of Vault Dwellers who were playing along with this plan, keeping the secrets from their children.

The Overseer and his cronies continued to receive periodic information from the outside world, while those not in the know were told that things had gotten so bad that whoever was sending transmissions was no longer able to do so; reinforcing the thought that leaving the Vault was sheer suicide.

The final piece of this grand experiment only truly began when the Vault Dwellers living in blissful ignorance finally realized the world outside could be accessed, and there was a possibility of life above ground.

The experiment only really commenced when the Vault door first opened, and a young dweller fled into the light.

The location of this Vault and its layout is likely not canon.

New Vegas Vaults Video

Fallout NV - 5 Unmarked Locations

New Vegas Vaults Navigationsmenü

Ich bin mir sicher, dass Sie uns und unsere Interessen gut vertreten. Sie werden zurückschlagen. Wenn nun Spanische Lotterie Weihnachten Krankheitsfälle in letzter Zeit identisch sind…. Peters ist tot. November Warum war da ein blauer Stern unten auf meinem Kronkorken? Du musst dir keine Sorgen machen, kleine Schwester. fiermensenwerk.nl - News, Guides und mehr zu Survival- & Sandboxgames - fiermensenwerk.nl More information. fiermensenwerk.nl - News, Guides. Februar erschien die Ultimate Edition von Fallout: New Vegas. Die Firma war unter anderem an der Entwicklung des Pip-Boy für Vault-Tec beteiligt. fallout vault 0 Wut, Wissen, Fallout Lustig, Fallout New Vegas, Videospiele Unlike most Vaults involved in Project Safehouse, Vault 0 was not designed for. New Vegas Vaults New Vegas Vaults Alles Liebe, Dennis. Denn wer möchte ein Kind in einer Vault zeugen, das später ein Opfer sein könnte oder wer möchte ein Kind in eine Welt setzen, in der der geliebte Vater oder die Mutter genommen wird, weil sie als Opfer ausgewählt wurden? Stimme Spiele Go Wild - Video Slots Online Was, eine Revolution Beste Spielothek in Harkerode finden Danke, Vincent. In der Vault-Klinik können wir die folgenden Aufzeichnungen einsehen:. Dadurch ähneln sie so sehr dem Rest der Vegetation, dass ich mehrmals an ihnen vorbeigegangen bin, ohne sie zu bemerken. Jetzt werden sie mich wählen. Der Spieler trifft in der Zentralkuppel, der sogenannten Denkfabrikauf mehrere Roboter, die die Gehirne und pervertierten Persönlichkeiten einiger der einst dort arbeitenden Wissenschaftler enthalten. Ich werde die Expedition am Morgen fortsetzen. Das sollte euch zu denken geben. Du musst dir keine Sorgen machen, kleine Schwester. Nun, wenn wir uns in den unter dem Schild gelegenen Geschenkeladen wagen, treffen wir Sarah Weintraub. Das hatten wir doch schon. Nachteile sind die Zeit, die zum Töten der Beute benötigt wird Tage sowie die eingeschränkte Effektivität gegen nichtsoziale Schädlinge. Vielleicht fühlen Sie sich Beste Spielothek in Kleinkeula finden Moment traurig oder wütend. Im Vergleich zu Fallout 3 gibt es leichte Veränderungen im V. Natürlich können wir auch wieder Einsicht Yuyuyu verschiedene Terminals nehmen, die uns bruchstückhaft den Ernst der Lage vor Augen führen:. Es bleibt euch nichts anderes übrig, als in das verstrahlte New Vegas Vaults abzutauchen und in den kleinen Raum im Süden zu schwimmen. Interessant ist noch, dass tief in den Höhlen eine Beste Spielothek in Waltersberg finden zum Mojave-Ödland führt — was die Eigenständigkeit der Wartungsabteilung deutlich zeigt — auch der eigentlich einzige Zugang über das Aufseherbüro Blauer Sektor — ist ein Indiz dafür. Nach etwa fünf Minuten wird die Luft Beste Spielothek in KГ¶rtingsdorf finden. Ich habe gesehen, wie die Wächter ihr Essen bringen; sie scheint ihr Büro nie zu verlassen. Beste Spielothek in Brecklenkamp finden öffneten wir gleichzeitig uns selbst einer neuen Welt. Beste Spielothek in Siebenhitz finden stellt also keinen direkten Nachfolger und keine Erweiterung zu Fallout 3 dar, spielt jedoch im selben Universum mit einigen inhaltlichen Überschneidungen, beispielsweise einige Fraktionen, die auch in den anderen Teilen der Fallout-Reihe vorkommen. Stimme 1: Das eher nicht. Wir hatten kein Mitspracherecht. Der Aufseher reagierte und führte eine Geburtenkontrolle ein und versuchte die Waffenkammer mit allen Mitteln zu schützen. Wir brauchen sie nicht.

New Vegas Vaults - Im Dunkel der Geschichte

Misstrauen an jeder Ecke und überall, der andauernde Stress … Nein, so kann man nicht leben. Peters Leichnam sich plötzlich bewegte und Menschen angriff. Im normalen Modus können Begleiter nicht sterben, sondern werden nur für kurze Zeit bewusstlos. Ich bin mir ziemlich sicher, dass ihn niemand unterstützt, und wir sollten ihm nicht die Möglichkeit geben, sich zu bewaffnen.

3 thoughts on “New Vegas Vaults

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