Vault 22

 is a Vault-Tec Vault made before the bombs fell in 2077. The Vault door is opened, and creatures such as mantises can be seen outside. It is located south of Griffin Wares Sacked Caravan, east of Jacobstown and west from the Thorn.

Background
Vault 22 was part of an agricultural experiment that involved the growing of spores which eventually led to the mutation of the inhabitants of the Vault as well as dense vegetation. The mutation was distributed through the ventilation system. There were reports of noises in the vents, which turned out to be praying mantises that have mutated over time. Due to the intense growth of plants the vault has been dubbed the "Jungle Vault". NCR soldiers have mentioned stories about the Vault throughout New Vegas. The Courier has the choice of completing the quest There Stands the Grass in which you explore Vault 22 to retrieve scientific data and research.


 * You will have to visit this vault as part of the quest Still in the Dark.

Location
Vault 22 can be found by traveling directly southwest from Horowitz Farmstead. The entrance is located in 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).

Traveling through the Vault
Once inside the Vault, the player will encounter spore carriers, spore plants, and Giant mantis nymphs. 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 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.

Notable Loot
Weapons:
 * 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 (Fallout: New Vegas) A wealthy supply with the Flamer.

Quest-related Items:
 * HEPA 20 cartridge filters x6 (used for Still in the Dark) First, obtain the Cave Access Key-card from the Crew Quarters or if you have repair 50 then repair the elevator and go to floor 5 pest control you can gain access to the cave from there.if you went through pest control look for the door that says key required. Take your first right up to the second level and follow the pathway into the room. The filters are found in the last locker on the left against the far right wall.
 * 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:
 * 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 (In the lab room in the area "Pest Control", but on the "Food Production" level. Its on / near (it can get knocked off easily) the table with the bubbling vials. If you took the caves to get to Pest Control, its the first room. If you took the elevator, turn right and go up the stairs and go straight.

Aid-related Items:
 * Doctor's Bag
 * Super Stimpak

Enemies

 * Giant mantis nymph
 * Spore carrier
 * Spore carrier savage
 * Spore plants

Bugs
Valid on the following:
 * The Vault Door Itself Has a Texture Error it is number 92 instead of 22, Providing the possibly that the vault had a different number at one time in development.
 * 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.
 * 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.

Appearances
appears in Fallout: New Vegas.