Vault 3

Vault 3 is one of the Vault-Tec Vaults in the Mojave Wasteland. The Vault is still completely intact in 2281 and is occupied by the Fiends, who killed the Vault's original occupants.

Background
This Vault was one of the few control Vaults that had no experiment connected with it, and functioned exactly to the residents' expectations. While a control Vault was designed to open after 20 years, the residents kept it sealed far longer (This was not part of any experiment). All was going well in the Vault until an accidental water leak occurred, forcing the residents to open the vault to find help. The original Vault 3 inhabitants opened their doors and began to trade with people outside the vault. For a time, it went well and the inhabitants made a good living. However, this also brought the vault to the attention of the Fiends. The inhabitants hadn't set up any security, so the Fiends found little difficulty in raiding and taking the Vault.

Location
It is located under a building in the South Vegas Ruins and is the base of operations for a gang known as the Fiends. Its location can be gained from the colonel at Camp McCarran after volunteering to help with the gang problem, from Elder McNamara of the Brotherhood of Steel during the quest Still in the Dark, from Diane during the quest Aba Daba Honeymoon or from Private Ortega in the Barracks at NCR Sharecropper Farms.

Layout
Vault 3 consists of 3 areas:

Recreation area
The recreation area includes several pool tables and some minor loot. Within the recreation area one finds a locked door leading to the Maintenance Wing.

Living quarters
On the main floor of the Living Quarters there is a cage holding 3 captives: Rick Lancer, Rachael and Dennis. The cage also holds the body of the 4th captive, Carter, who managed to escape to search the vault for weapons before being caught and subsequently killed.

Daniel, the Fiend who holds the key to the cage can be found in one of the most southern rooms of the Living Quarters (see the unmarked quest I Love Bananas).

Maintenance wing
The leader of the fiends in the vault, Motor-Runner can be found in his throne room in the northern part of the Maintenance Wing along with his two guard dogs, BoneGnash and GhashBone

Recreation area

 * A Today's Physician in the southern part of the Recreation Area's second floor, behind a locked door (hard). In the room you can also find 2 doctor's bags, 3 RadAway and 2 Fixer.
 * In the middle of the Recreation Area is a room with Sunset Sarsaparilla and Nuka-Cola vending machines and a pool table covered in Med-X and stimpaks.
 * Behind a very easy locked door connected to the main part of the Recreation Area contains a room with a Nuka-Cola Quartz, Nuka-Cola Victory, several Nuka-Cola's, 20-30 Pool Cues and various other loot.
 * Past the entrance, go left down the stairs. Behind the first door to your left (easy locked) is a Fixin' Things magazine on a shelf and a first aid box containing 4 stimpaks and a Super stimpak.
 * 4 stimpaks and a doctors bag can be found up and around some ammunition boxes in (what appears to be) the G.O.A.T. test room, west of the main room.
 * Across the hallway, north of the cafeteria is an easy locked room which contains 8 pre-War money, a doctors bag and 5 stimpaks, divided over the stacked boxes and first aid box.
 * 9 bobby pins can be found in the cafeteria at the south door. This probably suggest the Fiends were trying to get the door open since it's locked (easy). There are also medical supplies lying around. Behind the door are more medical supplies, some fresh food and an Atomic Cocktail in one of the refrigerators.
 * 96 5.56mm rounds on a table in the room with Bryce Anders. Some frag mines may be found in an ammunition box near the door.

Living quarters

 * A Chinese Army: Special Ops Training Manual on the bookshelf, in the large, carpeted bedroom behind an average terminal locked door immediately opposite the entrance to the Living Quarters from the Recreation area. The book is on a shelf immediately to the right as you enter. Also in this room: 3 magazines - Locksmith's Reader, Meeting People and Today's Physician - on a bedside nightstand.
 * A number of Vault 3 utility jumpsuits (Lockpick +5, Repair +5) can be found here as well, in lockers throughout the south side of the Living Quarters right before the flooded area.
 * Sunset Sarsaparilla star bottle cap on desk in a room next to a bottle of Sarsaparilla in a south room of the Living Quarters one floor up from the flooded area. It's in the room across the hall from the room with a terminal that says "Hello Billy boy!" when you open it. A Vault 3 utility jumpsuit is also in the locker here, and a Locksmith's reader on the bed.
 * 3 magazines - Fixin' Things, Locksmith's Reader and Milsurp Review - in the Living Quarters' flooded area in the southwest. Also in this room: the two gun lockers mentioned on the Overseer's terminal.
 * A Locksmith's Reader in the flooded section in the shelf.
 * The Overseer's office has a hunting rifle mounted by the observation window.
 * A pair of binoculars on the shelf next to the observation window in the Overseer's office.

Maintenance wing

 * A Chainsaw carried by Motor-Runner.
 * Behind the average locked door (with terminal) to your left as you enter the maintenance wing, a Locksmith's Reader on the desk and 4 Vault 3 utility jumpsuits.
 * The Reverse Pulse Cleaner for the Brotherhood of Steel quest Still in the Dark can be found in a locker inside Motor-Runner's throne room.
 * 1 Fixin' Things in the east most room, which is average locked (with terminal)

Appearances
Vault 3 appears in Fallout: New Vegas.

Behind the scenes

 * Vault 3 was designed by Akil Hooper.
 * One of the rooms in the vault contains graffiti of the name "Germaine" crossed out with the name "Bret" written above. This may be a reference to the musical comedy act "The Flight of Conchords", whose band members' names are Bret and Jemaine.
 * Vault 3 is likely an allusion to Vault 13. In addition to the similarity of their numbers, both are indefinitely-sealed vaults that find themselves confronted by a malfunction of the vault water system. Water rationing is implemented, and, because no replacement parts are available, the Vault dwellers choose to open the door and engage with the outside world for the first time. Where the two narrative diverge is that, whereas Vault 13's overseer acts with an excess of caution in engaging the outside world (much to the chagrin of Vault 13's dissidents), Vault 3's overseer acts with an excess of recklessness (again, over the objections of Vault 3's dissidents). In this way, Vault 3 functions to demonstrate how things in Fallout 1 might have been, had things gone just a bit differently. The emotional force of this demonstration is enhanced by the Vault dweller's conviction (likely shared by the player), that Vault 13's overseer was too cautious... an assessment that the downfall of Vault 3 calls into question.
 * In many ways, Vault 3 was the ideal post- apocalyptic community that had all too often evaded Vault-Tec's many experiments. They had overseer elections after each term, (As stated in the Overseer's terminal) and, unlike other Vaults, (in particular Vault 101) the overseer wasn't a dictator or a megalomaniac. And the transition from isolation to re-joining the outside world seems to have gone without incident, unlike so many other Vaults. Once again though, as with so many other Vault-Tec designs, the Water Chips failed and it was by mere necessity that this Utopian community was forced into contact with the Mojave's savage peoples; ultimately their undoing...

Bugs

 * When entering the Vault the Fiend will talk to you. If you pass the speech check or are wearing Great Khan clothing, she will tell the other fiends not to attack . Regardless of that happening (even on previous visits) the fiends may still randomly become hostile and attack. This appears to be due to the companion code still highlighting some Fiends as enemies, and happens even if you tell them to wait outside the vault. Instead, send them back to the Lucky 38 and go on completely alone. Note that killing the attacking fiends in the vault does not always cause other fiends to attack you. Usually, the fiends in the entrance room of the vault will never attack if you passed the speech check and you don't attack them. Motor-Runner will also never become hostile unless you attack him.
 * While in V.A.T.S. mode, hostile Fiends can be seen in through walls and floors.
 * While walking down stairs near flooded areas player may simply fall into game limbo. At times player will be underwater and unable to escape. Fix by either loading an auto-save or by moving around until bug fixes it self.
 * The entry on the Overseer's terminal that unlocks the two submerged storerooms doesn't always work, and sometimes leaves both doors locked with a Hard lock.
 * Merely entering Vault 3 may corrupt your save and not allow you to load any save created within the vault or after exiting the vault.
 * Sometimes, while in the Maintenance Wing, if you simply walk into the main corridor, the game will crash.
 * If you go to the jail cells, look in the cell, and press 'sit bench' you will appear inside the locked cell. To get out either pick the lock or do the same thing on the bench outside the cell.
 * Sometimes the ghoul Dennis will spawn outside of his cell and move freely throughout the vault, or a Fiend will spawn inside the cell with the prisoners.
 * There is a terminal in a south-east bedroom of the Living Quarters with a working terminal on the desk. When activated, there will be no options to choose from, much like the broken terminals, but the message displayed when activated switches between "Michelle Dallian, Head of External Associations Committee" and "Daniel Raati, Headmaster", seemingly depending on where on the terminal you place your reticule.
 * After finding Bryce Anders' body and hacking the computer to open the door, Capt. Curtiss walks in the vault and starts talking to you as if you were still in camp.
 * If you pass the speech check to enter Vault 3 and immediately go to talk to Motor-Runner, sometimes if you go to look for Bryce Anders afterwards, he will not be there and the secret door will be open. If you return to Capt. Curtiss he will talk to the player as if Anders had been rescued.
 * Sometimes talking to Motor-Runner for the first time it will allow you to go to dialogue with him, but on subsequent attempts he will act like any of the normal fiends and this will render several quests unable to be finished.
 * If you can enter V.A.T.S. before the Fiend at the entrance starts the conversation, you can kill all the Fiends in the area, then wait (while staying hidden) and the rest of the Fiends should return to friendly (even without Great Khan clothes or the Speech check).
 * If you enter the vault peacefully and attack the Fiends in the Living Quarters near Daniel and the other prisoners, before freeing them, the game will freeze three to five seconds after combat started.
 * If you have a companion with you, other than ED-E when traversing Vault 3, many of the Fiends, including Motor-Runner will remark on them saying "That's a cool robot" or "A floating eyeball- how original". This seems like a mere audio oversight, as all of the remarks with the Fiends revolve around ED-E.

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