Vault 101

"Because in Vault 101 no one ever enters and no one ever leaves"

Vault 101 is a Vault-Tec Vault located in the Capital Wasteland, near the ruins of Washington, DC, specifically in the ruins of Springvale.

Vault Experiment
The purpose of Vault 101 in the Vault Experiment was not only to test the results of indefinite isolation, but also had a greater purpose of testing the role of the Overseer. This Vault was sealed before the bombs ever even hit, and the residents were kept in the dark as to the true nature of the aftermath, receiving fake radio transmissions which painted a far bleaker picture than even the Wasteland offered. It was the Overseer's job to keep this secret and make sure the Vault stayed sealed, and the first Overseer was actually a trained Vault-Tec official. The second Overseer decided to let a select few of the adults in on the secret to help keep it from the children, and over the years each subsequent generation had more and more residents who knew the truth about the Vault. Also, the Overseer was able to communicate with, and even visit, the outside world by using the secret tunnel in the Overseer's office. However for all other intents and purposes, the vault's residents were sealed in: "It is here you were born, it is here you will die."

History
After the Great War, this Vault was sealed for 200 years, until one young Vault 101 Dweller (the player) discovered that the only family member he had - his father, suddenly disappeared from the Vault. The player was forced to flee and seek his/her father in the outside world for answers when the overseer's security forces were ordered to detain him/her for interrogation.

Upon meeting with Colin Moriarty, the Dweller learns that Vault 101 has previously been opened, as the player had in fact been born outside the Vault; Moriarty had met James (the player's father) when James left Rivet City to travel to Vault 101. James took his son/daughter with him into the Vault during the short period that the Overseer permitted exploration of the wastelands. After the death of several citizens, the Vault was once again sealed and those involved swore to never reveal it had ever been opened. Apparently, James was allowed entry because he was desperately needed as a replacement for the vault's doctor. The fiction was then maintained that the Vault was meant to stay locked permanently to prevent the next generation from wanting to leave.

Further investigation reveals more than just the father of the Vault 101 Dweller have escaped in the past. Numerous characters in Megaton recall people who have previously escaped. Moira Brown recalls a girl who escaped "10 or 12 years ago", while Colin Moriarty recalls someone escaping 5 years ago, who told him of the brainwashing that occured in the vault.

The town of Megaton was founded by people who were trying to get into this Vault, and some of the people who tried to get into the Vault still have signs and are skeletons outside of the Vault door.

The misleading concept of this vault is, if the occupants of Vault 101 had been there for many years beforehand, the recent arrival of your father should have raised questions among the many residents of this vault. Seeing someone rather new in a place where no one enters and no one ever leaves should, but has not arose trouble.

A Survey of the Vault Complex
Vault 101 had three divisions, named levels by the residents, which were the Upper Level/Atrium (with Admin as a sub-division), the Lower Level, and the Reactor Level. The levels were connected by stairways. In each floor of the complex, hydraulic hatches were employed to control the flow of traffic or to block access to stairways, corridors, or rooms. Certain hatches, known as special use hatches, blocked access to all, save a few authorized personnel, to a restricted area. An example of a restricted area is the Main Entrance. Levels and rooms are identified by signs. Entrance to the outside world is provided by two paths: a direct path from the Atrium and a hidden tunnel named the Overseer's Tunnel.

It is important to note that the levels are not directly stacked upon each other. They are staggered with each level moving progressively more westward the deeper the visitor probes into the complex.

Division A: Upper Level/Atrium
This division is located on the two topmost floors. For this survey, the floors are identified as Floor A and B. This identification doesn't exist in the game. Floor A is the uppermost level. It is named the Upper Level. From the Overseer's Tunnel, hidden beneath the Overseer's desk, a visitor enters the office of the chief governing official of the Vault. The Overseer's Tunnel is the path the Lone Wanderer took to escape to the outside world in 2277. Passing by a hatch to the north, the next room is the reception lounge. Just to the north of this room, resides the apartment of the Overseer and his family. Heading to the west, a visitor passes the Operations alcove on his left. Upon entering the north-south corridor of the Admin, or Administration, wing of the complex, a visitor will note the hatch to the Computer Room on his right. Heading south, the visitor will pass a west-east corridor which leads to a hatch for the Filter Room. Continuing south, there is a large room on the right, or the west, with large windows and a centrally located hatch. This is the security office with its attendant security cell.

Following a turn in the corridor, a visitor is heading east towards the Systems Room. This room bridges the Admin wing and the Atrium. When entering the Atrium, on the right, there is a window of an apartment. This apartment is the home of the Mack Family, a prominent family of the Vault. The hatch to the apartment is on the other side of the window. Through a opposite window, the visitor will see a north-south corridor.

Heading east on a balcony, the visitor will see a similar balcony to the north. This balcony and the one the visitor is walking on are connected by two walkways. Directly to the north, there is a hatch for the Utility Room. In the north-east corner, there is a hatch for the Equipment Room. From the balconies, the visitor can see onto the lower floor of the Atrium

After opening a hatch to the lower level, a visitor walks down a stairway to Floor B. To the left, there is a west-east corridor which leads to a special use hatch which blocks access to the Main Entrance. Beyond this corridor, there is the Main Entrance with its generators, supply rooms, and control booth. This is the direct path to Vault 101.

Across from the visitor, there is a workroom. Heading westward, on the left of the visitor, there are hatches to two Supply Rooms. Directly ahead, there is a hatch to the Cafeteria. Near to this hatch, affixed to the wall, is a video monitor with its attendant control panel.

The visitor will then walk to a stairway which leads to the next floor, and onto to the Lower Level.

Division B: The Lower Level
This division is located on the next two lower levels. For this survey, the floors are identified as Floor C and D. This identification doesn't exist in the game.

Upon entering onto Floor C, to the visitor's left, there is an another video monitor affixed to the wall with its attendant control panel. Directly west, in front of the Clinic, there are two screens which bisect this west-east corridor. The Clinic and its attendant room, the Doctor's Office, are directly north of the visitor. The Lone Wanderer's father, James, worked in this Clinic as the vault physician. Taking a turn to the north, past the clinic, the visitor sees a north-south corridor which leads to a water fountain. Above the fountain, there is a Text Messaging Device, or TMD. To the left of the fountain, there is a Classroom. The Lone Wanderer passed their achievement test, the GOAT, in this room in 2274.

Taking a turn to the south, the visitor walks down a stairway into Floor D. As the visitor heads to the Cafeteria, known locally as the Diner, on their left, they pass a west-east corridor which leads to a hatch. This door, which led to the Upper Level in 2268, had its directional sign removed prior to 2277. On the way to this door, on the right, the visitor will see a north-south corridor which leads to the Reactor Level.

Returning to the Cafeteria, the visitor will see a hatch in the Cafeteria to the Atrium. Behind this door, there is a stairway which ends in the lower floor of the Atrium. In the Cafeteria, the Lone Wanderer passed a milestone in life when their tenth birthday was celebrated in this room. Upon reaching this age, the Lone Wanderer began their working life.

Taking a turn to the east, past the Cafeteria, than a turn to the south, the visitor will walk a north-south corridor passing by Ellen DeLoria's Apartment on the right. On the left, there is the Ladies Restroom. Directly ahead, to the south, there is a hatch to more apartments.

Returning to the west-east corridor, which lies south of the Cafeteria, then turning east, the visitor will see two more screens which bisect this corridor. North of the screens, there are doors to the Cigar Lounge and Common Room. Past these doors, to the northeast, there is a third door to a Supply Room. To the south, located across from the Ladies Restroom, there is the Gentlemen's Restroom.

Across from the Supply Room, to the south-west, the visitor will see the window of an apartment. This is the Lone Wanderer's apartment. The Lone Wanderer lived in this apartment before their escape in 2277.

Returning to the door for the Reactor Level, the visitor walks down a stairway.

Division C: Reactor Level
This division is located on the lowermost floor. It is labeled Floor E. This identification doesn't exist in the game.

The first room the visitor enters is a generator room. Directly west, there is a door to the second Filter Room. Turning south, the visitor will walk down a north-south supply hallway. Passing by a door, on the right, which leads to the Reactor Room, the visitor will arrive at the spot where in 2268 the Lone Wanderer first killed a life form - a radroach.

This completes the survey of the Vault 101 complex.

Please note that there are rooms which are not accounted for in this survey. These include the location of the apartment James and his child were assigned to in 2259.

Appearances
Vault 101 appeared in Fallout 3 as the Vault where the main character was raised by his/her father until the age of 19. The quest Trouble on the Homefront allows you to re-enter Vault 101 after leaving.

Families
Almodovar family:
 * Alphonse Almodovar - the Overseer
 * Amata Almodovar - daughter of Alphonse

DeLoria family:
 * Butch DeLoria - Leader of the Tunnel Snakes
 * Ellen DeLoria - mother to Butch

Mack family:
 * Allen Mack - father to Wally and Steve
 * Gloria Mack - mother to Wally and Steve (Stanley's daughter)
 * Wally Mack and Steve Mack, brothers
 * Susie Mack daughter of Allen and Gloria
 * Grandpa Mack

Hannon family:
 * Paul Hannon Sr., Vault 101 security chief
 * Vikki Hannon, his wife
 * Paul Hannon Jr., his son

Gomez family:
 * Herman Gomez, Security officer, father of Freddie, and friend of James.
 * Pepper Gomez, his wife
 * Freddie Gomez, his son and member of the Tunnel Snakes

Kendall family:
 * John Kendall, Security guard, father of Christine and Monica
 * Mary Kendall, his wife (Stanley's daughter also)
 * Christine Kendall, classmate to the Lone Wanderer
 * Monica Kendall, younger sister to Christine. Never seen, only mentioned during Trouble on the Homefront

Holden family:
 * Tom Holden, vault dweller, killed by security during Escape!.
 * Mary Holden, his wife, killed immediately after him.

Palmer family:
 * Jonas Palmer, Scientist, friend to James, and son of Anne Palmer
 * Anne Palmer, Never seen. Leader of a scouting party that left the vault.
 * Lucy Palmer, mother to Anne and grandmother to Jonas.
 * Joe Palmer, deceased, Jukebox Technician

Armstrong family:
 * Stanley Armstrong - Engineer, friend to James. Father of Gloria Mack, Mary Kendall and Beatrice Armstrong.
 * Beatrice Armstrong - Slightly odd woman, poet and tarot reader.

Taylor family:
 * Officer Taylor - Older security guard, husband to "Grandma" Taylor.
 * Grandma Taylor - his wife.
 * Chip Taylor- Grandson to Officer Taylor and Grandma Taylor.

Other

 * James - the Lone Wanderer's father
 * Andy - a Mr. Handy type robot, reassigned (with horrific results) to doctor duties after Escape!
 * Edwin Brotch - Vault teacher and friend to the Vault Dweller.
 * Floyd Lewis - Engineer found dead in Escape!
 * Officer O'Brian - Security officer responsible for killing Tom and Mary Holden
 * Officer Richards - Security officer responsible for killing Tom and Mary Holden
 * Officer Wolfe - Security officer
 * Officer Park - Security officer
 * Officer Wilkins- hostile security officer during Trouble on the Homefront
 * Officer Armstrong- if Officer Gomez died during Escape!, he will greet you instead
 * Lone Wanderer
 * George (Vault 101 Technician)
 * Agnes
 * Lewis
 * Unnamed Overseer

Found dead during Trouble on the Homefront

 * Beatrice Armstrong
 * Jim Wilkins
 * Steve Armstrong
 * Chip Taylor

Radio
Vault 101 residents broadcast their own radio station, which can be reached only inside the Vault, or when standing in the entrance.

It apparently has a stronger emergency signal, which can be broadcast outside of the vault and in the general Megaton area. Although the signal's strength and range could have been strengthed purely in the hopes of the Lone Wanderer receiving it.

Related quests

 * Baby Steps
 * Growing Up Fast
 * Future Imperfect
 * Escape!
 * Trouble on the Homefront

Bobblehead
The Bobblehead - Medicine is in James', or more likely known as your Dad's office. You only have three chances to obtain this bobble head. When you're about to take the G.O.A.T., when you escape the vault you'll come through his office, or when you return in the "Trouble on the Homefront" quest.

Framed Quote
In what's left of James' office, the Framed Quote of Revelation 21:6 can be found. When activated, the player will need to pick the 'average' lock. Inside can be found Rock-It Launcher schematics, 300 caps and a Holodisk called 'Home Sweet Home'. When accessed in Notes, 'Home Sweet Home' depicts James' voice lamenting over the death of his wife Catherine, discussing his new responsibilities as a father and the Overseer, whom he describes as an 'overbearing bully'. You need to pick the lock, which requires 50% lockpick.

Random Encounters
At higher levels, four or five Deathclaws will sometimes spawn down the hill from Vault 101. Jump up on the rocks in front of the Vault entrance and they cannot reach you. Pick them off at your leisure. Unfortunately, if Dogmeat is waiting for you there, attacking the Deathclaws will mean certain death for the canine. If this happens, sneak, tell Dogmeat to follow you and back away from the Deathclaws.

Trivia
The Lone Wanderer can make this vault fail by killing all of the residents during the Trouble on the Homefront quest.

More likely, however, is the fact that the number stands for the most basic introduction to a subject. This comes from the United States, where colleges number courses starting at number 101. As the player learns the basics of the game in their own vault, it is likely that this is the reason for the number of the vault.

Andy the robot had taken over as the vault's doctor, although after his last "surgery" it seems he has been fired. He amputated Beatrice Armstrong's right leg, up to the knee, because she had sprained her left big toe. Unfortunately, Beatrice did not survive the amputation.

At the Vault Tech-HQ in the D.C Ruins, a replica of the Vault 101 Door is hanging over the lobby area with spot lights shone on to it.

Inconsistencies
While taking the G.O.A.T., the PC is joined by many other students. Since the G.O.A.T. is only taken after one's sixteenth birthday, it can be assumed that all of the fellow students are 16 (or 17, if it's only given once every two years, etc.). Statistically, it is very unlikely that all children in Vault 101 are of roughly the same age, especially in such a great quantity.

One explanation could be that the Overseer strictly schedules births (which fits with the overall theme of the vault), but this would not explain the PC being the same age as his/her peers (as the PC was not born in the Vault), unless the PC's age is a coincidence. Being able to jump at the age of one shows that it is possible that your age is not actually 19, but that your age was shifted by a year or two.

It is worth noting that there seems to be a few different age groups in the vault. You have the ones at the vault dwellers 'age', and there is a group in their 30s (who mainly comprise the vault's security guards), and you have the elderly group, who consist of old lady palmer, Stanley and the overseer.

Bugs
On the PC's tenth birthday, just after his/her party they will be prompt to leave to go and see Jonas, he will tell you to wait for your dad. When he finally arrives he gives you a BB Gun, if you attempt to shoot either your dad or Jonas the gun will do little damage, however if you continuously shoot Jonas (preferably in the head) he will be rendered unconscious, after that comes the shooting of the targets & the radroach. Jonas will eventually regain consciousness but will not take the picture of you and your dad(he just stands wherever you shot him). You can still interact with him, however, him not taking the picture means you cannot progress any further. On some PS3 versions, however, after Jonas regains conciousness, he won't take the picture. All you have to do is to stand next to your dad and your BB gun will automatically be holstered by the game and the screen will turn white as if he took the picture.