Vault 22

Vault 22 is a Vault-Tec Vault in 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-southwest of the Griffin Wares Sacked Caravan, east of Jacobstown and west from the Thorn.

Background
Before the war, the vault contained scientists working to improve crop production to combat global hunger. Projects underway within included those aimed at developing advanced fertilizers as well as those focused on increasing crops' resistance to insects, drought, and disease.

After the war, the scientists within the Vault continued agricultural-based initiatives, with the goal of sustaining the vault population with plants grown within its confines. Designed as a green Vault, people selected for populating it were dedicated to goals surrounding plant life and crop expansion. One of the experiments revolved around Beauveria mordicana, a fungus designed for pest control. The vault scientists began experimentation, it became airborne. Fungal spores gradually spread through the vault, infecting the population, turning them into Spore carriers.

After several inhabitants became sick with a pronounced cough, scientists were confused and attempted to pinpoint the cause. The first confirmed infection and fatality was Dr. Harrison Peters. The subsequent reanimation of his corpse frightened and bewildered the scientists, who attempted to contain those who were ill. When exposed to B. Mordicana spores, the host is slowly overtaken by the fungus. The affliction kills within 10 to 20 days, but the pathogen within continues to thrive, causing reanimation to occur. In response to the outbreak, the remaining scientists attempted to eradicate those who had reanimated by releasing and then igniting gas in the lower levels of the Vault. This triggered a defensive reaction from the carriers, who attacked the scientists.

In 2096, Randall Clark described a party of 118 former inhabitants of the vault that had arrived in Zion Canyon, heavily armed, organized, and wearing Vault 22 jumpsuits. He nicknamed the group "Coughers" as a result of their loud and incessant coughing. Shortly after their arrival, the Vault 22 group attacked, captured, and cannibalized the current inhabitants of the canyon. Clark retaliated, killing most of the group and driving the rest out of the canyon.

The Vault itself fell into disrepair over the years, overrun by the plants and wildlife. In 2281, Thomas Hildern, director of the NCR's Office of Science and Industry sought data from the location to assist NCR in staving off projected famine. Keely, a scientist from the office, has likewise gone missing. The Courier mentions that the vault has not been inhabited for 150 years when inquiring about fellow caravan hand Ricky's damaged Pip-Boy and Vault jumpsuits are found and worn by wastelanders.

Layout
The entrance of this Vault is advertised with a sign that reads "Welcome to Vault 22" covered by graffiti that says "Stay out! The plants kill!" There is a hollowed-out rock directly across from the sign at the entrance. Under the graffiti, the original sign reads:

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 character will encounter spore carriers, spore plants and giant mantises throughout the Vault. The Vault is split into five levels, and the different floors can be accessed by repairing the main elevator within the Vault (requires Repair skill of 50) or accessed by perpendicular staircases.

Immediately upon entering the Vault, to the left, there is 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. On the second floor, the oxygen recycling lab contains another terminal with Keely's entries 3, 4 and 5.

The third floor consists of the food production section of the vault. 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 progress to the overseer's office, and use 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. 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, down the hallway, the first room on the right has a terminal with entries 6 and 7 in the series. For the quest Bleed Me Dry, the pile of giant mantis egg(s) will spawn in the caverns down a side tunnel guarded by a giant mantis female and several giant mantis nymphs. The commons area is on the fourth floor. From the entrance, over the bridge, and forward to the billiard room are Keely's terminals entries 8 and 9. 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 stairs between this level and the fifth level are 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 reanimation. The last floor is inhabited by 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.

Loot

 * AER14 Prototype - On the stairs between the fourth and fifth floor, the door to the stairway from pest control has a Very Easy lock. The AER14 is lying on the ground next to a scorched skeleton with a couple of energy cells.
 * Tales of a Junktown Jerky Vendor - Located on the 5th level, in the pest control section. Take the elevator to pest control and turn left to 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.
 * Six HEPA 20 cartridge filters - Needed for the Still in the Dark quest, in a blocked-off section of 2nd level oxygen recycling area 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 areas, 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 and on 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.

Appearances
Vault 22 appears in Fallout: New Vegas and is mentioned in its add-on Honest Hearts.

Behind the scenes

 * Vault 22 was designed by Jesse Farrell.
 * According to Joshua Sawyer in an interview with PC Gamer, Vault 22 was partially based off a location that was meant to appear in Van Buren.

Bugs

 * On the top floor of the common areas, 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 booth they will glitch into the wall and upon getting up will be stuck inside the wall.
 * The key card from quarters (needed to enter the cave) can, on rare occasions, never appear and cannot be found.
 * With the PS3 system update 3.60, the "trigger" event to download the data from the terminal on Level 5 doesn't happen, preventing the continuation of the storyline.
 * 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 or stairwells.
 * 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.
 * 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.
 * 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.
 * 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.
 * Occasionally all of the spore carriers will be found lying on the ground near their plant patches rather than crouching within them. They will still jump up to attack when you approach. Their animations may also glitch, allowing them to advance and attack invisibly while their body stays frozen on the floor, the frozen model still takes damage when shot rather than the invisible carrier attacking.