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, with various kinds of plants around the exterior 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.

At some stage a group of about 118 Vault 22 dwellers left from the vault and traveled to Zion on an expedition to explore the region as a possible area to settle. Several met their ends by the experimental mutagen which eventually caused them to turn into spore carriers, whilst others were killed by Randall Clark, who found them preying upon the inhabitants of Zion.

Layout
The entrance of this vault is quite unusual. It is advertised with a sign that reads "Welcome to Vault 22" covered by "stay out! The plants kill!". The vault door leads directly outside, unlike most that have a natural rock formation or tunnel enclosing the entrance.

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

1st floor - Main Entrance
Immediately upon entering the vault, turn to the left to find a usable mattress, a duffle bag with some supplies, and one of Keely's terminals with entries 1 and 2. Next to the mattress is a Programmer's Digest.

2nd floor - Oxygen Recycling
From the entrance of the lab take a right and continue to the room directly across the hall to find one of Keely's terminals with entries 3, 4, and 5 in the series.

3rd floor - Food Production
The key card to access the tunnels 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. Once inside, the first room on the left, on a shelving unit will have the 'Vault 22 Cave Door Keycard'.

From the elevator, go down to the hallway and into the first room on the right to find one of Keely's terminals with entries 6 and 7 in the series.

4th floor - Common Area
From the entrance to the Commons, take a left over the little bridge and straight back to the billiard room for one of Keely's terminals with entries 8 and 9 in the series. The keycard that unlocks the door to the tunnels on the Food production level is found in this area in the Quarters on a shelf.

5th floor - Pest Control
This floor is filled with deadly "Savage" Spore carriers.

Notable loot

 * AER14 Prototype - on the fifth floor; Pest Control, enter the stairway door to the Common Areas directly to your right which has a very easy lock. The AER14 is laying on the ground next to a scorched skeleton with some energy cells.
 * Flamer - located in a room labeled "Utility Room" in the lower southern part of the 4th Floor Common Areas. A large supply of fuel is located in the same room.
 * Laser pistol - on a table to your left as you enter the room with the Flamer.
 * 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 - located on the 5th level "Vault 22 - Pest Control". If you take elevator to "Pest Control", then turn left and go up the stair to a large room with the door that leads to the caves Food Production, turn left and it is on the long table with bubbling vials or on floor in front of the long table.
 * Frag grenades can be found in the second floor room where Keely briefs you on the plan to destroy the spores.
 * Cave Fungus on the floor in the bar on the 4th floor(Common Areas level).
 * 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 "Common Area", 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 3rd Floor-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.
 * Numerous Vault 22 Jumpsuits - are located on 4th floor-common area.

Behind the scenes
Vault 22 was designed by Jesse Farrell.

Appearances
appears only in Fallout: New Vegas.

Bugs

 * With the PS3 system update 3.60, the "trigger" event to download the data from the terminal on Level 5 doesn't happen, preventing continuation of the storyline.
 * Take caution if you are to take ED-E on to the fifth floor and trigger the flames. Make sure ED-E is in a room where it is protected from the flames as it can be "killed" even if you are not in Hardcore mode and never register as being dead (in fact you will still see a marker indicating that he is at Vault 22) thus robbing you of having a second follower for the rest of the game. If you don't want to have to worry about this, just have him wait at the entrance or at your Lucky 38 suite.
 * Keely and the unique AER14 Prototype laser rifle may not appear if you are not on the quest There Stands the Grass to the Vault. If you start the quest after exploring the Vault, Keely will appear as expected, however the laser rifle will not. If you previously did not unlock the very easy stairwell door to the common area, the laser rifle will still be there next to the skeleton.
 * 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. Also, if you clear out the room with grenades or any other explosives, the key card can sometimes be launched across the room. The key card was half glitched into the rooms ceiling.
 * 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).
 * 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).
 * Beware bringing ED-E with you, as it can get stuck in the ceiling, and freeze. However, this problem seems to be isolated to a single room in the 3rd floor "Food Production". In most cases, ED-E can be unstuck by telling it to stop following you, exit the companion menu, and ask it to follow you again.
 * If entering the Vault for the HEPA 20 cartridge filters and talking to Keely she will not appear in her lab and the door to exit the Vault will need a key to unlock with the key and Keely will be impossible to find. Exiting the game and restarting from that point fix this problem.
 * Looking into the vault without opening the door will allow you to see the mechanical arm that pulls the door in. You will notice that it is lying on the ground or close, however when you select the option to open the door and go in, the arm will be where it is supposed to be, hanging from the ceiling.
 * Sometimes, the Giant Mantises outside the Vault do not spawn. They are likely to spawn when you exit, though, so be prepared for five or so mantises on top of you if this happens.
 * 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. (Killing Keely on the second floor, after being asked to activate gas, should generate a network key on her corpse for the computer. Click on terminal and unlock doors.)
 * Sometimes, the gas Keely asks you to ignite is impossible to ignite.

Gallery
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