Vault 34

Vault 34 is one of the Vault-Tec Vaults located in the Mojave Wasteland.

Background
As part of the Vault Experiment, the armory was overstocked with weapons and ammo. It was also equipped with a great number of recreational facilities, including a full-sized swimming pool, at the cost of living space. By 2281, it still has people living in it, although most have become Feral ghouls. They are, however, still able to speak with some level of intelligence. There are still a few non-ghoulified Vault dwellers remaining, trapped somewhere within the ruins.

According to various sources inside the vault, the vault became overpopulated. Foreseeing problems the Overseer had a remote link to the armory lock installed on his terminal, denying access. A group of residents demanded access to the armory, stating the right to defend themselves, which the Overseer denied. Rioting broke out soon after, and the group who had demanded access to the armory stormed the exit and left the vault.

Additionally according to the Boomers historian Pete, the Boomers used to occupy Vault 34, but they got sick of not being allowed to use their weapons so they left and started a community at Nellis.

The main exit was then sealed and guards posted to prevent anyone else from leaving. Shortly after another group unsuccessfully stormed the armory. With most guards at the main exit or armory there was little to stop the damage that was done to other areas in the vault, most importantly the reactor cooling vents, main computer systems, and other infrastructure. Consequently, undetected radioactive gases began venting throughout the vault; after this was discovered, panic set in. Whether by accident or design, the main exit could not be opened again, trapping the residents inside, their only hope being an automated unsealing of the vault in the near future or external intervention before they died from radiation poisoning.

Layout
Vault 34 is unique among the vaults of the Mojave, having a much longer access tunnel, as well as a radically different layout. Outside of the entrance tunnel several Golden geckos may spawn.

1st floor
This section is comprised of the vault's long entrance tunnel, blast door, atrium, clinic, and a few apartments. Although this Vault can feel a little like a labyrinth, it is mostly symmetrical in layout, although some halls have collapsed or been barricaded, forcing alternative routes to be taken. A flooded area along the western side contains a dead Glowing Ghoul which is named as 'Vault Technician' under a desk, who holds the Vault 34 Security Terminal password. The entry room is completely devoid of items, but an Overseer's journal fragment can be found in the control booth. Most loot in this section is either in lockers or dressers, although first aid boxes are scattered about, as are 10mm pistols and 10mm submachine guns. There is a terminal (science 100) on the lower level, located in the Utility room, through the clinic, which can pump the water out of one of the flooded areas. To activate it without 100 science, backtrack a small amount to the flooded area which will be on your right when facing the armory door. Straight down at the bottom is another dead Glowing Ghoul 'Vault Technician' under another desk with the Vault 34 Utility Terminal password. Use this on the computer in the Utility room to drain the water from that same flooded area and gain access to the Security Room. This level has access to the Armory and the Overseer's office.

Reactor
This section has higher radiation than the rest, excluding the armory, as it contains the damaged reactor of the vault. At the end of the main hallway is a door to the flooded areas of the vault, which is inaccessible, and a small room containing a few security guards and a True Police Stories on the floor. The Overseer is in his office, standing on his raised desk with two turrets mounted underneath it. Be warned that upon entering the room, more ghouls will break through the inaccessible door labelled "Operations" and attack. Under the stairs is the lightly flooded engineering level, ending in the reactor chamber itself. The terminal next to the door is used to open it, and the terminal inside the reactor itself is required for the quest Hard Luck Blues. The Overseer's window overlooks an inaccessible copy of the armory.

Armory
This is a small area that begins at a staircase and ends at a hallway. One way goes to a small common room with a reloading bench and a copy Guns and Bullets by a couch. The other way goes to the armory, with a door that needs to be unlocked through the overseer's terminal before it can be entered. The armory is a small, two level room, with weapons and ammunition scattered around on the floor, tables and shelves. The unique weapon, All-American, is found on a table. The upper gantry is inaccessible.

Security Station A
The door to this small area is underwater, but can easily be accessed when the water is pumped out. It contains a few security guards and a set of security armor. An Overseer's journal fragment is found on the desk, next to the terminal needed to unlock the overseer's quarters.

Notable loot

 * The unique marksman carbine, named the All-American, on an overturned table in the armory.
 * Note: Some companions will pick up the All-American and equip it if they are in your party.
 * In the armory you will also find a large stash of ammunition and weapons, such as sniper rifles, a Missile launcher, a Minigun, some C4, two Assault carbines, one Marksman carbine and various 10mm weapons plus a Riot shotgun.
 * Pulse Gun - in a locked gun case (very hard) on the floor next to a table in the armory, unless you have the key from Veronica's Quest at Nellis AFB. The key can be taken from the filing cabinets immediately to the right when you first walk into Pearl's barracks from the north.
 * Detonator - located in the armory.
 * A Patriot's Cookbook - 1st floor, next to the entrance to the armory.
 * 7 10mm SMGs. - scattered throughout the 1st floor.
 * 10 10mm pistol - scattered throughout the 1st floor.
 * Guns and Bullets - On the small metal table between the sofas by the pool table, in the armory common room.
 * Fixin' Things - inside "inaccessible" room in NW corner of 1st floor that is opened after obtaining Vault 34 Security Terminal Password from the adjacent flood room.
 * True Police Stories - in a small room located in the reactor level.
 * 2 Milsurp Reviews - One is on a desk in a room with two ghouls in the overseers quarters
 * 2 Today's Physicians in a locker located on the first floor.
 * 7 Vault 34 security armor and 6 helmets. A few can be found lying in the armory. One is also found in the room on the left, right after the 2nd flooded staircase, lying on a chair in a pile of rubble.
 * 2 Random skill magazines located in a locker in the submerged section on the 1st floor. Near a dead vault tech who carries a terminal password.
 * Four Overseer's journal fragment entries can be found throughout the vault.
 * Combat armor and combat helmet - on the back table in the armory

Appearances
Vault 34 was first mentioned in the Fallout Bible and appears in Fallout: New Vegas.

Behind the scenes

 * On the way into Vault 34 there is a skeleton with a 10mm pistol and ammo - a reference to Ed from Fallout and Fallout 2.
 * Vault 34 was designed by Sydney Wolfram.

Bugs

 * with Rex as a companion (but told to Wait in the Novac Hotel room) Rex will appear upon entering the Armory area from the Vault 34 1st floor area. When spoken to Rex will still be following the previous Wait command given in the Novac hotel room and will not follow the player out of the Armory area.  Rex will also continue to be in a Wait state at the Novac hotel room if the player returns there without changing the command to Follow while in the Armory area.  If Rex dies in the armory during this bug a second dead Rex will be found in the Novac hotel room.
 * Saving inside the Overseer's office or entering the Armory may result in a corrupted game save.
 * Companions that have been told to wait outside the Vault, may re-appear inside the Vault. This can be resolved by talking to your companions and dismissing them.
 * Dismissing ED-E may result ED-E's companion quest failing upon exiting the Vault.
 * You may fall outside of the map while walking up the stairs on the 3rd floor.
 * While in The Armory Great Khans may appear and can make your character zoom in and freeze or slow down the game considerably. Two of the Great Khans will appear at the door to the Armory and one at the top of the stairs toward the armory.
 * The Grenade Launcher you get in the Armory can be repaired with the Minigun you get in the armory.
 * Occasionally exiting through doors on lower levels may cause player to return to cave entrance after loading screen.
 * Some clipping issues that may stick the PC while swimming in the room with the glowing one with the Vault 34 Security Terminal Password. Directly above the roll top desk your head can lodge in the ceiling and you become unable to continue onward. Switching camera perspective over and over may un-stick a player.
 * Upon leaving the vault, some companions may have vanished and/or their markers moved outside of the map.
 * Be Very careful not to tell companions to wait at the top of flooded stairs in this area. Once you activate the pump system they can become permanently stuck between doorways. Possible solution, go into third person and rotate until you can see the option to talk to them and dismiss them
 * Upon entering one of the submerged hallways, a vault dweller may be seen stuck in a walking position underwater. It cannot attack you or be talked to.
 * Sometimes the entrance will show as Vault 34, Cloning Cells.
 * The broken and jammed door leading to the overseers office may be glitched after opening the reactor room and leaving and returning through a loading door. Instead of the locker holding the door open there will be a floating metal box with random loot jamming it instead and a waste barrel in front of the door.

Accessing the Armory
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