Vault 11

 is one of the Vault-Tec Vaults, located in the Mojave Wasteland. The entire Vault has been plastered with propaganda for an election for a new Overseer. The election seems to be unusual in that each candidate is expressing outrage at having been nominated and trying to point out not only their innocence but why the other candidates deserve to be Overseer for their sins. At the conclusion of the term of an Overseer, they are required to enter a chamber below the Overseer's Office to offer their own life, otherwise the computer controlling the Vault will execute the entire population. The computer does not require that the sacrifice should be the Overseer; of the original residents, only the Overseer entered the Vault cognizant of the regular sacrifices that would be required to provide life and shelter for the remainder of the Vault's residents. The residents of the vault, in their shock and anger at the discovery after having already been sealed inside the vault, demanded that the sacrifice be chosen democratically, and, further, chose the Overseer (who they viewed as having betrayed them) as the first sacrifice. This would marry the positions of Overseer and Sacrifice until the end.

In this Vault, several groups of voting blocs appeared to exercise power by means of their population and voting potential to exert force over other Vault residents. Prior to the final election, the most powerful of the voting blocs (the Justice Bloc) confronted Katherine Stone, threatening that, if she did not perform sexual favors for the members of their bloc, they would nominate her husband, Nathan Stone, for Overseer. Katherine, fearing for the fate of her husband, complied. Much to the shock of the Stone family, the Justice Bloc nominated Nathan for Overseer regardless, being the only Bloc to nominate him (it appears that it would be normal politics for several blocs to nominate a candidate due to the general moral outrage against a candidate).

Fearing for the fate of her husband, Katherine decided that she had to save him using the only method she felt left available to her: she began to stalk and kill the members of the Justice Bloc. Upon her capture, she confessed to her crimes immediately, explaining not only her plan but also her reasoning. She was asked if the voters would be so easily swayed, and explained she felt she would win because the voters had to make a choice "they could live with" the guilt of electing.

Katherine Stone's first act as Overseer, Overseer Order 745, dissolves the election process, instead decreeing that the position of Overseer will be chosen using the Vault's computer systems and a random number generator. The Justice Bloc, aghast that they were going to lose the ability to control Vault life by means of election threats, not only feared that one of their own members would be elected, but also worried that waiting for a member of their own Bloc to be randomly chosen as Overseer to be elected and thus be able to reverse the order may take so long that the dissolving Vault social structure would not place them on top when it re-formed. They decided to stage an armed coup to force Katherine to reverse Overseer Order 745.

Below the Overseer's Office is a long tunnel leading to a room with a projector and a chair. Pleasant scenes are shown while a voice reassures the sacrifice that they lived a good life and their next one will be better yet. The door locks as soon as the projection starts, and when it's done, the walls open up to reveal two side rooms containing one Security Droid, six Turrets (three on each side, various versions), and three Mister Gutsy. It is also possible for the hostiles to be two sentry bots, one robobrain, and six Turrets (three on each side, versions still varying). The hostiles are most likely determined by the player's level. If defeated, the player can then access a small room with the vault mainframe computer inside. This computer unlocks the door and reveals that there were only 5 survivors of the vault when they chose to stop sending sacrifices. There is also a recording that is likely played when they refuse. It states that by not sending a sacrifice, they are "a shining beacon to humanity" and they will not be killed. They are also informed that the vault door is then unlocked so they can come and go as they please but are urged to consult with their Overseer before they do so.

As is presented by the first audiolog upon entry to the Vault, the fate of the final survivors is to commit suicide as a means of punishing themselves for the events that happened in the vault. This is not apparent the first time the player listens to the tape as "I'll go first" is interpreted as referring to exiting the vault. In the audiolog, four gunshots are heard followed by the sound of a pistol dropping to the floor, which would mean the last man: "Voice 1" killed the other survivors and didn't commit suicide.

In conclusion, Vault 11, like every other part of the Vault Experiment, was nothing more than a social experiment testing human nature - most specifically the ability to sacrifice oneself for others, and the ability to place ideals above forcing that sacrifice on others. The Enclave was almost certainly pleased with the findings; the population immediately surrendered to the threat, eventually integrated it into their everyday lives, and even made sacrifices simply to preserve power cliques in the face of potentially positive change. Only when a handful were left did they refuse to submit - and afterward chose to die rather than live with the consequences of their actions. All useful information for a group devoted to global domination such as the Enclave.

Only one question remains; there were five survivors when the experiment ended, five people who entered the suicide pact - but only four skeletons in the Vault's entrance room. The one who fired the shots that killed the others did not commit suicide himself, but entered the wasteland. His fate is as yet unknown.

Location
South of 188 Trading Post, north, a little bit to the left of El Dorado Dry Lake (Filled with fire ants) and west of Boulder City. .

Vault 11
The entry tunnel is filled with mantises, and the open vault door leads to a larger entry room than Vaults on the East Coast. A working terminal near the door allows the Courier to access an audio log with some information about the fate of the Vault. Inside at the next junction is the clinic, a dead end hallway to the classroom on the left side and a hallway to the Living Quarters on the right.

Vault 11 Living Quarters
Stairs lead down to a large room and allow access to the dorms on both sides and access to the security office and lower level through the remaining door. The dorms are a long series of interconnected rooms, and the only place where Vault 11 jumpsuits can be found in the dressers. Another audio log can also be found on a locked terminal, with the password in a footlocker a few feet away. The security office has a decent stash of ammo but no weapons, and there is a door with a terminal, both Locked: Hard in the same hallway Mini nuke can be found within. At the bottom of the stairs opposite the Security office is the door to the Vault 11 Lower Level. There is a copy of Pugilism Illustrated in the Female dorm, second door on the right. There is a Stealth boy in the same room. A small cache of flamer and 5.56 ammunition is concealed under and behind a large immovable bucket in the male dorms as well.

Vault 11 Lower Level
This has a long hallway, and the Overseers office on one end. This has a locked terminal and some random loot scattered around the room. The main entrance to the Atrium is blocked. The courier must go down through the engineering level, which is flooded with radiated water. It is of course, advisable to pack some rad-away and rad-x when journeying to Vault 11. The totally flooded lower reactor level is the only way to proceed without 50 lockpick to open a door above the flooded level. There is only one air pocket in this area, so one must be careful about getting out of the flooded area alive. (It is recomended to open one or two doors then backtrack to the air pocket, and with one or no door unopened then you can proceed to the next set of stairs and forward). The Atrium can now be accessed, and the Overseer's terminal password can be gleaned from the terminal on the upper balcony. In addition to a tape on the podium below also containing the password. This level also features the Vault cafeteria, which has a large supply of food.

For the Quest "Still in the Dark" for the Brotherhood of Steel. The Differential Pressure Controller is in the middle room along the corridor of the irraditated Water in a locker.

Sacrificial Chamber
Accessing the overseer's terminal with the aforementioned terminal can open the chamber under the desk. This opens onto a long tunnel, which is totally intact, unlike the decay of the rest of the Vault. A preprogrammed voice speaks as the Courier approaches a door with what appears to be sunlight but is actually four tripod lamps. At the end of this room is another door opening onto an open door leading onto a room with a single chair in the center, along with a projector. At the conclusion of the presentation, hidden doors will open and a large number of robots and turrets will attempt to kill the player. thumb|300px|right|The amazing story of Vault 11 There are numerous reports of a glitch where going in this room may cause the "The House Always Wins" quest to fail even if you have not started the quest yet.

This occurs because the turrets in this room are a member of the Lucky 38 faction. This is likely an oversight by the developers.

There is a bug in the terminal that can be exploited to get infinite XP. Select the third option to gain 550 XP. This can be done as many times as you want as long as you don't leave the terminal.

Appearances
appears in Fallout: New Vegas.

Bugs
In the mainframe in the Sacrificial Chambers there is an infinite exp glitch. Keep pressing the third option without exiting and you will get 550+ exp every time you press it.

The timers for the doors and the spawning of the robots are different. The doors open as soon as the speech reaches a certain point, the robots spawn after a certain amount of time. This timer is paused, if you open the Pip-Boy, the speech continues. If you have problems with the fight, you can exploit that to first fight the turrets alone and later the robots.

The timers have been patched, everything now spawns at once even if you leave the Pip-Boy open during the speech.

Taking out the combat inhibitors of a Mr gutsy and a Sentry robot and letting them fight the other robots with you caused a game lockup.