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 opened, and creatures such as Giant Mantises can be seen outside. It is located south-south-west of the Griffin Wares Sacked Caravan, east of Jacobstown and west from the Thorn.

Background
Vault 22 was part of an agricultural experiment that was itself part of the larger Vault Experiment and involved the growing of genetically altered spores which eventually led to the mutation of the inhabitants of the Vault as well as the growth of dense vegetation. The mutagen was distributed through the Vault's ventilation system. There were reports of noises in the vents, which turned out to be praying mantises that had mutated over time into their giant forms. NCR soldiers have mentioned stories about the Vault throughout the New Vegas region. The Courier has the choice of completing the quest There Stands the Grass in which they explore Vault 22 to retrieve scientific data and research.


 * You might visit this Vault as part of the quest Still in the Dark depending on what questpath you choose.

Location
Vault 22 can be found by traveling directly southwest from Horowitz Farmstead. The entrance is located within a valley against the east face of the mountains, contrary to where it is located on the map (that being perhaps where the Vault is centered), watch out for Cazadores, as a few of them may be encountered if you travel from the north.

Traveling through the Vault
Once inside the Vault, the Courier will encounter spore carriers, spore plants, and giant mantises. The vault has five floors, as follows: The different floors can be accessed by repairing the main elevator within the Vault (requires repair skill of 50) or accessed by perpendicular staircases.
 * 1) 1st floor - Main Entrance
 * 2) 2nd floor - Oxygen Recycling
 * 3) 3rd floor - Food Production
 * 4) 4th floor - Common Area
 * 5) 5th floor - Pest Control

The key card to access the tunnels on the third floor is located in the Crew Quarters (lower level of the 4th floor) in the first bedroom on the left side on a shelf just inside the door. GLITCH: Sometimes the Key Card will not visibly appear. Try removing items and looking around and there may be an option to pick it up, although you may not be able to see it.

Access to the Crew Quarters is given via the Overseer's Terminal.

Weapons
thumb|300px|right|Exploring the Vault: The AER14 Prototype unique Laser Rifle and the HEPA 20 Cartridge Filter Locations.
 * AER14 Prototype unique laser rifle. To obtain it, go through the fifth floor; Pest Control, and enter the stairway door to the common area which has a very easy lock. The AER14 is laying on the ground next to a scorched skeleton.
 * Flamer (Inside the room labeled Utility) 4th floor common areas.
 * Flamer fuel A large supply of fuel with the Flamer.

Quest-related Items

 * 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 here will not open the door to the caves without the Cave Access keycard, which is found on 4th level (Crew Quarters), downstairs on a shelf in the bedroom with the baby carriage.  Once inside the destination room, the last locker on the left contains the HEPA filters.


 * A food additive meant for Cpl. William Farber in Camp McCarran. When exiting the elevator on the Food Production level, make your way down the main hallway and enter the last hallway on the left before the main hallway turns right. Enter the first room on the left and walk to the back where there is a small office-like room with spores growing in front of the desk. The food additive is sitting on the top of the desk.

Stat-related Items
2 Copies of Fixin' Things in a locker on the fifth floor, right before you enter the cave.
 * Programmer's Digest Next to a mattress, under a book in the little camp set up at the Vault entrance.
 * Tales of a Junktown Jerky Vendor "Vault 22 - Pest Control". If you take elevator to "Pest Control", then turn left and go up stair to a large room, watch left long table, it has a bubbling vials.

Medical Items

 * Doctor's Bag
 * Super Stimpak

Related quests

 * Still in The Dark
 * There Stands the Grass
 * Bleed Me Dry
 * I Could Make You Care

Enemies

 * Giant mantis nymph
 * Giant mantis
 * Giant mantis female
 * Spore carrier runt
 * Spore carrier
 * Spore carrier savage
 * Spore carrier brute
 * Spore plants

Bugs
Valid on the following: Valid on the following: Companion bug
 * The vault door itself has a texture error - it says number 92 instead of 22.
 * 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).
 * If you have a companion set to wait and you use the elevator, the companion will spawn next to you when you leave the elevator. This can be useful if any companions disappear, or if you've forgotten where you left them. Video: http://www.youtube.com/watch?v=oSTuymsqDXU
 * Despite Keely telling the player she will unlock the room with the research for the quest There Stands the Grass. The door will not unlock and stay at a 'hard' lockpick level.
 * Some of the numberless doors in the crew quarters have a very faint "101" on them. This is also seen in Fallout 3's Vault 87.
 * The HEPA 20 cartridge filters do not appear in the locker. The locker indicates that it is not empty, but no items appear within its inventory or are available to be taken.
 * In the Common Areas cafeteria filled with red benches, the bench immediately to the left when entering is invisible on most angels. However the option to sit is still available. Sitting on this bench will cause the player to drift inside the wall. When the player attempts to stand up they will become trapped inside the wall.
 * Despite Keely telling the player she will unlock the room with the research for the quest There Stands the Grass. The door will not unlock and stay at a 'hard' lockpick level.
 * 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).

One rough version of a fix is to ask the companion in question to move back, which has been found to break them from their lock with their target for a moment, in order to follow you. Then, lead yourself to a new level and hope they follow you. Otherwise, scour the level until you find the enemy they are locked onto, and kill it.


 * It is possible to find yourself trapped in the vault, blocked by the locked door through the Entrance Hall. This is particularly noticeable in the case of players who complete There Stands the Grass before coming back to help Keely. With the data already downloaded and handed in to Dr. Hildern, Keely will not confront you to delete it - however, it is her who has locked the entrance door. Either kill or pickpocket Keely to get her password, then use it to activate her terminal in the level 2 labs from which you will be able to unlock the entrance hall door.


 * If you go to Vault 22 before receiving the quest and then access the computer that you are supposed to use to download the information then you will be unable to finish the quest since you can't re-download the information during the quest.

Appearances
appears in Fallout: New Vegas.