Fallout New Vegas Vault Girl

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Contents.Background Vault 3 is one of the four Vaults in the Mojave that contain living human inhabitants, the others being,. Nestled within the, Vault 3 was one of the seventeen control Vaults, resulting in it not having an experiment.

Fallout New Vegas Vault Girl

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.

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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 at.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:,. 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,.

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,. 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.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. ↑ 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.' .

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Collector's Edition p.316-318: ' 2.24 Vault 3Vault 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.' .

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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.

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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.

Fallout New Vegas Vault 21

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!'