Contents • • • • • • • • • • • • • • • • • • Background [| ] Vault 3 is one of the four Vaults in the Mojave that contain living human inhabitants, the others being,, and. Nestled within the, Vault 3 was one of the seventeen control Vaults, resulting in it not having an experiment. All was going well in the Vault well until a water leak occurred sometime in the 23rd century, 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 of the Vault. For a couple of weeks, it went well and the inhabitants made a good living. However, this also brought the Vault to the attention of the. Exploiting the Vault dwellers' naivety and lack of security, the Fiends successfully conned themselves into the Vault, upon which they killed every single inhabitant and claimed the Vault for themselves. Using the vault as an impenetrable base of operations, the Fiends have grown steadily stronger since, becoming a serious threat to the people living on the outskirts of southwestern New Vegas as well as a constant nuisance to the command stationed. In many ways, Vault 3 was the ideal post-apocalyptic community. The Vault's isolation didn't affect the residents for generations, they maintained an orderly, democratic society, and, unlike other Vaults (in particular ), the overseer wasn't a dictator or megalomaniac. ![]() Layout [| ] Inside, the entrance is guarded by a female Fiend, who will question you about what you are doing there. If one enters using a check (64) or wearing armor, they are able to navigate the Vault without being attacked. Many of the Vault's walls are covered with graffiti, presumably done by the occupying Fiends. Recreation area [| ] Vault 3 seems to have a much larger recreational area than other vaults. The recreation area includes pool tables, a room with a holotape projector, and several storage rooms. Within the recreation area, there is a locked door leading to the maintenance wing. Living quarters [| ] On the main floor of the living quarters there is a cage holding three captives:, and. The cage also holds the body of the fourth captive,, who managed to escape to search the Vault for weapons before being caught and subsequently killed., the who holds the key to the cage, can be found in one of the southernmost rooms of the living quarters (see the unmarked quest ). ![]() Alternatively, the cage door can be picked without karma loss, and no Fiends will become hostile. Two of the rooms in the living quarters each have a deceased Fiend on a bed, surrounded by,, and. In the southern section of the living quarters is a bedroom containing a terminal with a user named 'Billy boy' and a function called 'Compose Automated Blast Message'. However, activating the function does nothing, stating that the system is offline. The overseer's area can be accessed either through a locked door in front of you as you enter the area, or through a locked door in the atrium. The flooded areas are long and difficult to swim through with enough time to return for air before taking drowning damage. It is strongly recommended to have the equipped when swimming through to loot these areas. Maintenance wing [| ], the leader of the Fiends, can be found in his throne room in the northernmost part of the maintenance wing along with his two guard dogs, and. ![]() The maintenance wing contains two storage rooms that can be accessed either by picking the locks or hacking the terminals next to the doors. Inhabitants [| ]. • • • • • • • • • Notable loot [| ] If the Fiends are non-hostile, looting will not make them hostile, nor will it cost karma. ![]() Experience all the sights and sounds of fabulous New Vegas, brought to you by Vault-Tec. Check out the official trailer for Fallout®: New Vegas™. For Fallout: New Vegas on the Xbox 360, a GameFAQs message board topic titled 'Vault 3 activated Elsewhere?' Recreation area [| ] • A in the southern part of the recreation area's second floor, behind a locked door (hard). In the room you can also find 2, 3 and 2. • In the middle of the recreation area is a room with and vending machines and a pool table covered in and. • Behind a very easy locked door connected to the main part of the recreation area is a room with a,, several 's, 20-30 and various other loot. • Nine 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 in one of the refrigerators. • 96 on a table in the room with. Some may be found in an ammunition box near the door. Living quarters [| ] • A 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 are three magazine:, and on a bedside nightstand. • A number of (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. • A on desk in a room next to a bottle of Sunset 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 is also in the locker here, and a on the bed. • 3 magazines -, Locksmith's Reader and - 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 is in the southeast flooded section in the shelf. • The overseer's office has a mounted by the observation window. • A pair of on the shelf next to the observation window in the overseer's office. Maintenance wing [| ] • A carried. • Behind the average locked door (with terminal) to your left as you enter the maintenance wing, a on the desk along with other stuff and four. • The for the quest can be found in a locker inside 's throne room. Related quests [| ] • • • • Notes [| ] • If you stand outside of the Vault door with as a companion, it triggers a point for. • If you enter the cafeteria area of this Vault with, she will comment about herself when she was a small girl and will reminisce about her first kiss. • If you kill Motor-Runner before finding the Ranger, you will meet him back. The dialogue will be the same as if you had met him in the vault. Appearances [| ] Vault 3 appears in only. Behind the scenes [| ] • Vault 3 was designed. • 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. 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 acts with an excess of caution in engaging the outside world (much to the chagrin of ), acts with an excess of recklessness (again, over the objections of ). In this way, Vault 3 functions to demonstrate how things in might have been, had things gone just a bit differently. The emotional force of this demonstration is enhanced by the '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. Bugs [| ] • PC PlayStation 3 Xbox 360 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. • PC PlayStation 3 Xbox 360 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. • PC Xbox 360 Sometimes, while in the Maintenance Wing, if you simply walk into the main corridor, the game will crash. • PC 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. Curtis he will talk to the player as if Anders had been rescued. • Xbox 360 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. This problem does not occur if you are connected to Live, and is resolved by connecting to Live. • Xbox 360 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. • Xbox 360 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. • 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. Gallery [| ] •. • ↑ The: 'Can you tell me what happened to the residents here?' : 'I guess it isn't a secret. Yeah, the residents of the Vault are all dead. We killed them. Funny thing is, they just let us in. We didn't have to force the doors or anything. () • The: 'What can you tell me about what happened here?' : 'The Fiends killed everyone living here, and now they are squatting in their home.' () • The: 'What is this place?' : 'This was Vault 3, but I'm sure you can tell that by all the 3s all over the damn place. Now it is a drug den for the goddamn Fiends.' () • Collector's Edition p.316-318: ' [2.24] Vault 3 Vault 3, which is now completely within South Vegas Ruins (AKA 'Fiend Territory') was once an ordinary, happy vault. It wasn't built above a sulfur cave, or to feature Vault-Tec 'experiments' that could drive dwellers mad. In fact, the place was functioning normally until a slight water leak turned the lower chambers soggy and forced the inhabitants out to the surface, in search of humanity on the topside. Instead, they met the Fiends.' () • The: 'What can you tell me about Vault 3?' : 'The inhabitants of the Vault were simple traders. They made a good living for themselves for a couple weeks. Then they caught the Fiends attention. I don't think they set up any kind of security, stupid fucks. They all got themselves killed. ' () • The: 'Who are the Fiends?' The Courier: 'The Fiends?' : ' As in chem fiends. Biggest gang of raiders I've ever seen. Nothing like addiction to swell your numbers. Psychotic, and completely unpredictable. They've set up shop in Vault 3 to the west. Every day they attack our positions and my men repel them. But every day there's more of them and less of us. I sent one of my rangers after their leader to try and destabilize them. He didn't return. Hell of a thing, losing a ranger. You come to depend on them. And they come through for you so often, you forget it can happen.' The Courier: 'I'll go to Vault 3 and see if I can find your ranger.' : 'That Vault is a hornet's nest. If you have second thoughts, no one would think less of you for it. But if you can get him home, it'd mean a lot. Watch for civilians, too. The Fiends have been kidnapping locals. They just walk right into people's homes in the middle of the day and take them. But the man you're looking for is Bryce Anders. Anders was trying to find the leader, Motor-runner. You hear something like a chainsaw, you've found Motor-runner. Put a bullet in his head, and you'll have some new friends around here.' () •: 'My, my, this reminds me of when I was a girl. Right over there would have been where your grandpa and I had our first kiss!'
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
February 2018
Categories |