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Fallout 3 vault 101 mission
Fallout 3 vault 101 mission







You would then have to leave Vault 101 without anyone else knowing that you've visited this place. If you want to end this quest quickly, you can also ask the officer to keep your appearance a secret. You'll find out that rebels are raising against the Overseer.

fallout 3 vault 101 mission

You can ask him to guide you to certain areas of interest. You'll be stopped by an officer ( Armstrong or Gomez) in the next room. Kill a radroach and proceed to a door located in front of the entrance. Enter the vault and approach the control panel to open it. Choose Vault 101 from your personal map to fast travel to that location. It would be wise to comply to her request and to return to your place of birth as soon as possible. Click on it and listen to a transmission from Amata. You'll notice that Vault 101's emergency frequency (screen) has been added to the list. Open the Pip-Boy and choose radio from the menu. Once you've arrived you should notice that your Pip-Boy has caught an emergency transmission. Head over to the area where you've started the game (for example - to Megaton). Solution: The important thing for you to know about is that you'll only be allowed to participate in this assignment after leaving the Citadel (once you've completed Waters of life quest). Other than Vault 3 and 8, the only other one that has been explicitly named is Vault 76 (in the Mothership Zeta DLC), but it's never been actually depicted.Received from: automatically during exploration of Capitol Wasteland, but only if you're a few miles away from Vault 101 There are supposedly 17 control vaults in total. The residents of Vault 101 could have been released en mass generations earlier than they were, and the "we're born in the vault, we die in the vault" mantra of Vault 101 certainly doesn't suggest that Vault Tec had any intention of that happening.ĮDIT: I just looked it up. DC was worse off than most of the rest of the country, but the stated purpose of Project Safehouse (which is what a control vault would have followed) was to be a temporary shelter.

fallout 3 vault 101 mission

And Vault 101 certainly isn't it: a control vault wouldn't have stayed closed for 200 years. Even if there are more out there, I'd be surprised if the total number is beyond small single digits.

Fallout 3 vault 101 mission series#

We've only seen two in the whole series (3 and 8), and for all we know, they may be the only ones. The thing about control vaults is that there probably aren't that many of them. In context, it sounds like he's referring to "control" in the sense of the Enclave's "purify the wasteland" mission (within the vault, Vault 13 residents wouldn't have been exposed to the pervasive radiation and FEV contamination facing regular wasteland dwellers), and not in terms of Project Safehouse's control vaults. In Fallout 2, Enclave President Richardson calls Vault 13 a "control group," but he also says that it was meant to remain closed until its inhabitants were needed.

fallout 3 vault 101 mission

Chris Avellone has stated that it was intended to remain closed indefinitely. It's purpose is never explicitly stated in game, but the water chip problem was just a bureaucratic mix-up with shipping (the spare chips were sent to another vault) and not an actual experiment. However, the experiments can have a similar result to the control as that is what experiments are for. TLDR: Experiments cannot become a control during the course of the experiment. That is to say, although Vault 13 was an experimental vault not intended to survive long in the event of a nuclear attack, it succeeded in staying prosperous much like Vault 8 (which became Vault City) until the events of Fallout 2. Eventually they continued to live on peacefully without trouble until the events of Fallout 2. This is true for Vault 13, the vault from the original game where they did not have extra water chips so they required the Vault Dweller to get more. Vault 101 was never intended to become a control vault and in experiments, the roles for each of your experiments should be pre-determined and not ever change during the course of your experiment. A perfectly normal control vault can fail on the outside with raider attacks, wild animal hostility, unfriendly factions, etc. A control Vault is meant to be a vault with everything functioning normally and having a fixed time of when the vault should be opened.







Fallout 3 vault 101 mission