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#shady sands
pach-inks · 2 days
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Lucy Maclean? Best vault-dweller turned girl boss imo. Just finished the series and omg, I just loved her, from being a badass to a cutie. Golden Rule motherf*cker
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cowboybabeop · 16 days
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Vault-Tec Vaults; Game Origin & Location
Hi I'm going to back to my "Fallout Blog" roots. Here is a summary of all of the vaults and experiments (starting with a timeline) because I'm insane ^_^ I had to add a weird break bc I literally hit the tumblr character limit, but I used it to section off the major spoilers for the TV series :)
Timeline
The Great War: October 23rd, 2077
Fallout Bible: Compendium of added lore by the creators.
Fallout 76: 2102
Fallout 1: 2161 
Fallout Tactics: 2197
Fallout: Brotherhood of Steel: 2208
Fallout 2: 2241
Fallout 3: 2277
Fallout: New Vegas: 2281
Fallout 4: 2287
Fallout TV Series: 2296
Corporate Vault - Fallout: Brotherhood of Steel - Texas 
A control group vault meant for Vault-Tec employees to continue research, primarily on FEV (Forced Evolutionary Virus) during the war.
Vault 0 - Fallout Tactics - Colorado 
A control group vault with geniuses kept in cryogenic stasis, with their minds interlinked into an entity called The Calculator.
Vault 3 - Fallout: New Vegas - Nevada 
A control vault. Residents ended up opening the vault doors when the lower levels flooded. Eventually the vault was overrun by Fiends.
Vault 4 - Fallout TV series - California 
A test vault that was filled with residents prior to the bombs dropping. Experimentation on human subjects led to most of the original residents being killed in a revolt. In 2296 the vault is still thriving, while kidnapping surface survivors and continuing to experiment on them. The vault offered refuge for many inhabitants of Shady Sands.
Vault 8 (Vault City) - Fallout 2 - Nevada 
A control group vault that remained closed until 2241. Instead of receiving two G.E.C.K. (Garden of Eden Creation Kit) devices, Vault 8 received just one and a replacement water chip that was supposed to go to Vault 13.
Vault 11 - Fallout: New Vegas - Nevada 
Every year the residents were told to sacrifice a fellow resident, with the threat of everyone's death if they did not. In reality, the system would praise them for NOT sacrificing an individual and the vault door would be unlocked. This message finally played after only five residents remained.
Vault 12 - Fallout 1 - California 
A seemingly normal, safe vault with an ulterior motive to study the effects of radiation on the inhabitants. The door never fully sealed, and in 2083 the ghoul residents left to found Necropolis.
Vault 13 - Fallout 1 & Fallout 2- California 
Your home vault as the Vault Dweller. A rather normal vault, however due to a shipping mishap Vault 13 received an additional G.E.C.K. device (that was supposed to go to Vault 8) instead of a replacement water chip. Thus, leaving the Vault Dweller to leave the vault in search for a replacement when their only water chip breaks.
Vault 15 - Fallout 1 & Fallout 2 - California 
A vault that experimented with incredibly diverse ideologies and backgrounds. The vault became severely overpopulated in 2097 and the dwellers decided to open the door. Shady Sands was created using Vault 15's G.E.C.K. and the local raider gangs all have origins from this vault.
Vault 17 - Fallout: New Vegas - Mention Only 
Inhabitants were kidnapped and transformed into Super Mutants. Lily originates from this vault.
Vault 19 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
Paranoia was induced by noises, lights, and segregation. The vault was divided into two sections, Red and Blue, with a separate overseer for each sector.
Vault 21 - Fallout: New Vegas - Nevada 
An almost normal vault, with the exception of a culture and society built around gambling. All major decisions were made through gambling, with the decision to open the doors and become part of New Vegas being "won" in a game of Blackjack.
Vault 22 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
A vault dedicated to studying agriculture. A fungus designed to kill pests on plants became capable of infected human hosts. Vault 22 is curiously green on the outside by the time The Courier arrives at the location.
Vault 24 - Fallout: New Vegas - Mention Only 
Remnants of a Vault 24 jumpsuit are found in the FNV game files.
Vault 27 - Fallout Bible - Mention Only 
A vault designed to be deliberately overcrowded with not enough means to sustain the inhabitants.
Vault 29 - Fallout 76 - Mention Only 
Only children younger than 15 were allowed in this vault, with their parents being sent to other vaults. Harold is believed to originate from this vault.
//TV SHOW SPOILERS//
Vault 31 - Fallout TV Series - California 
Part of 3 interconnected vaults, serving as cryogenic home for the managers and higher ups of Vault-Tec.
Vault 32 - Fallout TV Series - California 
Part of 3 interconnected vaults, serving as a healthy breeding pool for Vault 31 and 33. Somewhere around 2294, Vault 32 failed and the residents resorted to murder, cannibalism, or suicide.
Vault 33 - Fallout TV Series - California 
Lucy MacLean's home vault. Part of 3 interconnected vaults, serving as a healthy breeding pool for Vault 31 and 32.
//END OF TV SHOW SPOILERS//
Vault 36 - Fallout Bible - Mention Only 
The only food in this vault consisted of thin, watery gruel.
Vault 34 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
The vault was purposefully overstocked with guns with the overseer being able to give/deny access to residents. This inevitably led to it's downfall, and those who revolted and raided the armory relocated above as The Boomers in 2231.
Vault 42 - Fallout Bible - Mention Only 
No lightbulbs over 40W were provided.
Vault 43 - Fallout Bible - Mention Only 
A vault containing 20 men, 10 women, and one panther.
Vault 51 - Fallout 76 - West Virginia 
A vault with a supercomputer as the overseer. Interference from the computer led to most of the residents being murdered by other residents.
Vault 53 - Fallout Bible - Mention Only  
Most equipment was designed to break down every few months in order to stress out inhabitants.
Vault 55 - Fallout Bible - Mention Only 
No entertainment tapes were provided.
Vault 56 - Fallout Bible - Mention Only 
The only entertainment tapes provided were of one terrible comedian.
Vault 63 - Fallout 76 - West Virginia 
The inside of the vault remains sealed, with the outside door being all that is accessible to the player character. Other parts of the vault are revealed through cut content.
Vault 65 - Fallout 76 - Mention Only 
Remnants of the vault remain in Fallout 76 cut content.
Vault 68 - Fallout Bible - Mention Only 
The vault contained 999 men and 1 woman.
Vault 69 - Fallout Bible - Mention Only 
The vault contained 999 women and 1 man.
Vault 75 - Fallout 4 - Massachusetts 
A secret experimenting in refining human genetics through selective breeding, genetic modification, and hormonal treatments. The vault's concept was made by Stanislaus Braun.
Vault 76 - Fallout 76 - West Virginia 
The home vault of the player character in 76. It was a control vault, set to open after 25 years. This is when the player character leaves the vault.
Vault 77 - Fallout 3 - Mention Only 
Mentioned by slavers in Paradise Falls, this vault was rumored to only contain one man and a box of puppets.
Vault 79 - Fallout 76 - West Virginia 
A vault dedicated to hoarding the country's gold reserves.
Vault 81 - Fallout 4 - Massachusetts 
Designed to develop a cure for every possible sickness or ailment. Residents were unknowingly sprayed with diseases by nozzles hidden in their rooms. The first vault overseer had thought this to be cruel, cut off the scientists from the rest of the vault and cut the nozzles from spraying residents before the experiments could begin.
Vault 87 - Fallout 3 - Somewhere in VA/PA/MD 
The original vault experiment for 87 was scrapped, and it became a research center for FEV, leaving the vault wildly radioactive and inhabited only by super mutants by the time you access it as the Lone Wanderer.
Vault 88 - Fallout 4 - Massachusetts 
An unfinished vault inhabited by ghouls.
Vault 92 - Fallout 3 - Somewhere in VA/PA/MD 
The best musicians were sent to this vault to "preserve musical talent", but truthfully residents were subjected to subliminal messages mixed into white noise. Eventually some of the musicians went into random, murderous, psychotic rages that led to the end of the experiment.
 Vault 94 - Fallout 76 - West Virginia 
A vault with non-violent faith-centric inhabitants. The vault opened one year later to search for survivors. The vault became overrun by wastelanders and raiders that destroyed their G.E.C.K. and their nuclear reactor. The vault was swarmed with radiation and is now overrun by mirelurks.
Vault 95 - Fallout 4 - Massachusetts 
A vault designed to get people clean and sober. After a successful 5 years, a Vault-Tec agent brought out a hidden stash of drugs for other residents to find.
Vault 96 - Fallout 76 - West Virginia 
A vault with a focus on agriculture, animals, genetics, and mutations. The original residents were killed in a failed escape attempt, and the vault was then used by West-Tek scientist Edgar Blackburn to continue research on FEV.
Vault 100 - Fallout 3 - Mention Only 
Remnants of Vault 100 can be found in game files and cut content.
Vault 101 - Fallout 3 - Somewhere in VA/PA/MD 
The home vault for the Lone Wanderer. This vault was meant to never open and Vault 101 did not receive a G.E.C.K. However, the overseer of the vault pretty quickly broke this rule and occasional survey teams were sent to the surface. Several residents of Megaton are the result of these survey teams. Daddy James found the vault after the birth of the Lone Wanderer and negotiated his doctoral services in exchange for shelter.
Vault 106 - Fallout 3 - Somewhere in VA/PA/MD 
Psychoactive drugs slowly released into the air of Vault 106, causing the vault to be filled with psychotic survivors by the time the Lone Wanderer visits.
Vault 108 - Fallout 3 - Somewhere in VA/PA/MD 
A slew of experiments occurred in this vault. The elected overseer was dying of cancer, the primary power supply of the vault was scheduled to fail after 20 years, the backup power supply would not be enough to power ALL of the vault, the vault was given three times the normal amount of weapons, and the vault was not given entertainment. With a majority of scientists, one of the inner experiments involved repeatedly cloning the same man... Gary.
Vault 111 - Fallout 4 - Massachusetts 
Your home vault as the Sole Survivor. All residents were meant to unknowingly stay in cryostasis, with scientists overlooking them. However, conflicts arose among those unfrozen, leading to the vault door eventually being opened.
Vault 112 - Fallout 3 - Somewhere in VA/PA/MD 
Residents lived in a virtual reality simulation to create their "perfect life" with their overseer, Stanislaus Braun, a scientist who proceeded to use the residents as playthings. Braun continuously murdered residents, then wiped their memories and reset the simulation.
Vault 114 - Fallout 4 - Massachusetts
 An unfinished vault meant for only the wealthy. Vault-Tec exaggerated the luxury of the vault, gave residents very small rooms, communal bathing and dining areas, and a homeless drug-addicted overseer named Soup Can Harry.
Vault 118 - Fallout 4 - Maine 
An Unfinished Vault meant to house both a handful of ultra-rich and hundreds of working class individuals to observe how they would interact within the same space.
Vault 120 - Fallout 4 & Fallout 76 - Mention Only 
The vault itself was meant to mimic the underwater atmosphere of Bioshock. The game was cut from Fallout 4, but remnants can be found in Fallout 76 game files.
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mj1343 · 19 days
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The Fallout Show, The NCR, Vegas, and Taking a Chill Pill
Fallout Show spoilers hi
i knew when i saw they were going to touch Shady Sands people would get angry regardless of what they did and i totally 100% understand being upset with the treatment of that location and the choices of writing that it took to get there but i genuinely do not understand the sentiment that Vegas is noncanon all of a sudden
Shady Sands is where the NCR formed and the first capital but they do not exclusively exist there. We know by New Vegas the NCR holds a lot of territory, and has territories they want to claim in the future:
'Hayes: "Sure can. The NCR was founded from the survivors of one of the great Vaults. We started as a small settlement called Shady Sands. We now consist of 5 states, that make up the greatest nation since the Great War."'
'NCR history holodisk: "Founded eighty years ago, the NCR is now comprised of the states of Shady, Los Angeles, Maxson, Hub, and Dayglow. Approximately 700,000 citizens are pleased to call NCR home."
In fact, we SEE a small sect of NCR remnants IN THE SHOW. I know a small group of people does not equate an entire nation but just the fact people are still fighting under the flag means they are not magically game ended forever and it is VERY overzealous to assume the ENTIRE NCR was housed in Shady Sands as late as 2277 when we know they were incorporating new territories before AND AFTER 2277
On the 'Vegas is a desolate nuked wasteland' front, i also genuinely do not understand it because, shockingly, locations IRL are larger than they are in the game!!!! The Strip in New Vegas is what, two cells? and one road with 4 casinos on it? The irl Strip is a 4 mile stretch of road that can have anywhere from 30 to 50+ casinos depending who you ask and over 100 casinos in all of Vegas easily. I understand they flash the Lucky 38 and the New Vegas sign to get excitement built but we have to look at scale a lot differently in the show than in the games. There are many scenes (which i have criticized) that are completely empty deserts for miles to see. Hell, the scale of the Vaults is different because they need to actually function as a building and not a location in a video game.
Yes. We see a few dead securitrons in the ending. You know where else you can find dead securitron? Littered about in the hit 2010 role playing game Fallout New Vegas. This is not a sign of desolation. This is a sign of some wasteland asshole killed a few. There are no people on the strip because this is supposed to drum up intrigue and tease a second season. We Do Not Know what has happened in Vegas. There could be hundreds of people on the strip and we just dont see them because they wanted a moody shot with no one in it. We have no idea. But you want to know what i can reasonably assume? it WASNT NUKED. because SHADY SANDS WAS NUKED AND ITS A CRATER AND YOU CAN STILL SEE EVERYTHING IN VEGAS STANDING. This is a post apocalypse franchise that, for better or worse (mostly worse) prides itself on Not Fixing Things from 200 years ago. A broken building or sign in New Vegas at the end of the show Does Not Mean New Vegas is completely removed from canon.
I know. I know you guys cannot be happy with anything Bethesda touches. I know you refuse to just take a breather for a moment. And i understand and entirely agree nuking a notable location from the original games is dirty. i am not giving Bethesda credit. There was some good in the show and some bad. I Understand. But this show has not decanonized New Vegas in any way and i truely do not understand the outrage from this point of view specifically. You can be angry about anything else. i know i cannot stop you if i wanted to. You will always find something to be mad about. But PLEASE think critically about this for a moment
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toffee32 · 5 months
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You see a cute, raven-haired girl with a winsome expression. She is gazing dreamily into the distance.
Comment I added on Twitter: NCR is not a thing until Tandi is ~30 years old but I wanted to add a flag just to imply all things much better. Also I like to imagine that she dreamed of the Republic for a long long time before! That's why I depicted an old world flag scribbled on top.
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skumpitt · 16 days
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vaulttechie · 11 days
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So I finished Fallout on Prime… spoilers below.
I saw what everyone was talking about with Shady Sands and it’s a bummer. After that I saw New Vegas was in shambles… I’ll admit I’m not happy that the whole schema of things has been squashed and any choices we made in game for our New Vegas playthroughs now feel overruled.
But you gotta admit, even if you hate it, you’ll be back for more just to know what happened.
I’m gonna look at this entire series as it is - great action, beautiful sets and graphical design, good dialogue, lovable characters, and a treat to watch after a long day at work. It was great to see the game I daydreamed about and wrote fanfiction about as a kid turn into a reality on the screen.
Yays:
Vault Tec was absolutely filthy about the end of the world - including Betty, Hank/Henry, Buds’ Buds, etc. and I loved it.
I loved all of the characters equally and how they all received a degree of interpersonal development throughout the game.
The set designs and graphical effects were amazing. I loved that all the weapons looked like in game weapons and they stayed true to the era/retro design that Fallout displays. I loved (and want) all of the Vault Tec propaganda and merchandise. The vaults looked great and very believable. I think the power armor was my favorite to see.
Nays:
Shady Sands, New Vegas, eventual ghoulification, eventually turning feral if not for drugs, Fiends being cannibals instead of drug junkies and other nuances that feel predetermined for the audience that wasn’t previously explored in the games.
Robert House does not sound like that…
Cooper Howard’s family fell off the plot map. If it hadn’t been renewed for season 2 to explain more, I’m content thinking his wife is in a cryopod somewhere and his daughter was evaporated by the initial blast or Cooper outlived her in the wastes because of his ghoulification. However, at the end of the show, he’s wondering where his family is so they’re definitely out there… somewhere…
Small itch: Did anyone else think this would’ve been a cool opportunity to introduce something completely new like a Post-War horse into the series? In the first episode, Cooper fled the bombings with his trusty steed… so how badass would it have been for Coop in all his western glory, outfitted in that ragged duster and Stetson, to march the wastes and run down his bounties atop a nasty ghoulified horse?
Overall the show was fun, action-packed, stayed true to the design and era of Fallout while introducing multiple storylines and wonderful characters across different factions and karma scales. I’ll be thinking of it as a love letter to the Fallout universe instead of definitive lore.
Let me know what you think of it in the comments below if you like!
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the-life-of-chook · 6 days
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Angry Moldaver 🔥 Now in full colour!
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It’s incredibly sad and funny that Lucy thinks living in a Vault is “rebuilding America” hun, half of y’all’s vaults have been destroyed and out of the ones still left only the people from Vault 15 (mostly) has tried to rebuild America.
Vault 81 and Vault 76 just kind of exist and it’s unclear if the people of 76 ever rebuilt anything.
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seththepotate · 18 days
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OH RIGHT I JUST REMEMBERED
The FIRST and I think ONLY time they played the MAIN FUCKING FALLOUT THEME was when Lucy unfurled the NCR flag.
But nooooo Bethesda hates the NCR!!!!!!
It's so painfully fully clear that the NCR is going to be a major player in season 2.
Alright yeah the fact that Shady Sands is nowhere near where it is supposed to be is at best a huge oversight and at worst total negligence but let's not pretend they're retconning anything.
I try to keep my presence online positive and just talk about things I like and why I like them but Jesus NV diehards are annoying. And I LOVE New Vegas. It was my first and most played Fallout game. I legit this weekend am going to start a brand new playthrough with the JSwayer director's cut mod.
Just be patient. It's not the end of the world
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carhenia · 13 days
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Kinda hilarious that Todd Howard had to come out and confirm that shady sands was nuked AFTER the events of FONV because new vegas ‘fan’boys are babies and couldn’t wait for season 2 to clear this up without constantly whining that their game was retconned
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thefalloutwiki · 1 year
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Pictured: An NCR $100 bill, featuring Tandi and her Dayglow incorporation address. She served as the NCR's president for 52 years and is considered to be the most popular president in NCR history.
Happy President's Day!
You can read more about Tandi here
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jedidajo-writes · 12 hours
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sedlex · 10 days
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thelogicallunatic · 14 days
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Just finished the new Fallout show!!!
Gotta say man holy SHIT the set design was phenomenal!!! Everything looked so good!! Absolutely loved The Ghoul, though he's a goddamn psychopath, fingers crossed in the next season he'll chill out a little lol, kinda bothered me just how mean he was to Lucy.
Really hope they don't fuck up the story if F:NV in the next franchise addition, either in a game or if they do another season lol. Still trying to rationalize that whole shady sands thing.
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delafiseaseses · 2 years
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So, did you know Ian says this when asked about Tandi:
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What do you mean, Ian? What home? You have some sort of partner and they’re in some kind of home? Where is this home? Literally none of the locations we visit could be this ‘home’. 
Also... just gonna assume this means Ian must be fairly young, like I don’t think he’s Tandi’s at the time age of 16, but maybe 18-20? 
That’d make sense, honestly. Maybe he left ‘home’ when he was still a teenager to try and make himself some money. Leading him to the Crimson Caravan Guard job that put him in Shady Sands. He’s stayed in Shady Sands for a while, he apparently sometimes goes back to The Hub and Junktown to trade for Shady Sands, he even calls it his ‘home now’ (Ian, what about this other home? Maybe he just said that because it’s his temporary home as he makes money or something)
Maybe if he survives Fallout 1 he heads to this ‘home’ (unless you say the Fallout 2 Manuel story where he’s kiled in Necropolis as the ‘true story’ of Fallout 1... that’d be a shame, but not an unsurprising outcome for a Wastelander).
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skumpitt · 1 year
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