Vault-Tec sold the Vaults as humanity’s insurance policy. Three feet of lead, a fusion reactor, food for generations, and a door that would open once the surface was safe again. The advertising was relentless and, for a country watching the Resource Wars burn through Europe, it worked. People took out second mortgages for a spot.
Only 17 of the 122 Vaults were built to do what the brochure said.
The count, up front: there are 122 Vaults in Fallout — 17 controls, 105 experiments, and only 47 of them ever named or described. Where each of those four numbers comes from is the next section.

What Vault-Tec sold: a door in a mountainside, a family in line, a mushroom cloud on the horizon. The promise was that the door would open again.
The other 105 were experiments. Not metaphorically — each one had a written protocol, a hypothesis, and a data-collection plan filed with a corporation that had no intention of ever telling the residents. This is the complete guide to what those protocols were: which Vault ran which experiment, where the number 122 actually comes from, what the surviving records say happened, and — the part almost every retelling gets wrong — what the whole program was ultimately meant to produce.

The other side of the same door, two hundred years on. Most of the 105 protocols ended somewhere close to this.
Where the numbers come from
Three figures get quoted constantly. Two are solid, one is routinely misattributed.
122 Vaults. Project Safehouse was authorized in 2054, in the aftermath of the Euro-Middle Eastern War, the New Plague, and the collapse of the United Nations. A government already deep in debt financed it with junk bonds, and even then commissioned only 122 shelters — enough for well under 0.1% of the American population. For where the Vault program sits on the pre-war timeline, see the complete Fallout timeline. The cost per unit was ruinous: Vault 13 was budgeted at $400 billion and finished at $645 billion, more than 150% of the original figure.
17 control Vaults. This number is not from a developer interview or a supplementary document, as it is often claimed. It is stated in-game, on a Vault-Tec terminal recovered by the Brotherhood of Steel and readable inside the Citadel in Fallout 3. The entry describes Vault 76 as one of seventeen control Vaults — shelters built to run exactly as advertised, so that the experimental Vaults would have a baseline to be measured against. That makes it a primary source, and it is the reason the 105/17 split can be stated as fact rather than fan arithmetic.
105 experiments. Simple subtraction, and the weakest of the three in practice — because only a fraction of those 105 were ever documented. More on that below.
Why the experiments existed
The standard answer, repeated across a decade of videos and articles, is that the Enclave wanted psychological data on how to control a post-war population. That is not what the experiments were designed for, and the person who designed them has said so directly.
Tim Cain, co-creator of the original Fallout, explained the origin in a 2023 video on his personal channel. The idea started as a math problem raised by designer Chris Taylor: even a thousand Vaults the size of Vault 13 would hold a million people, against a US population in the hundreds of millions. As a plan to preserve the nation, the Vault program is absurd on its face. So it could not have been the plan.
What made sense instead was that the shelters were prototypes. The people who became the Enclave assumed the surface would be permanently uninhabitable, and concluded that the future of the species was a multi-generational starship — a sealed environment carrying a small population for centuries. Nobody had ever built one. Nobody knew whether a closed society of a thousand people survives two hundred years, what breaks first, how much isolation a crew tolerates, whether cryogenics works on people, whether a single unchallenged authority holds a population together or tears it apart.
The Vaults were the test rig. Every experiment that looks gratuitously cruel is a variable being isolated: what happens if we remove entertainment, break the clothing supply, unbalance the sexes, hand them unlimited weapons, freeze them, put one man alone with a crate of puppets. The Vault-Tec director proposed it; the government funded it; the residents were never told.
One caveat that matters, and that we will not paper over: Cain also said he has no idea whether Bethesda still holds to the starship rationale, and that they may have discarded it entirely. I have found nothing in Fallout 3, 4, 76, or the TV series that states it. So treat it as the original design intent — authoritative for the first two games, plausible and unconfirmed for everything after.
The 17 control Vaults
A control Vault is simply one with no protocol attached: three feet of lead, a fusion reactor, generations of food, and a door on a timer — built to do exactly what the brochure said. They were not the lucky Vaults. They were a required part of the design: without a set of sealed societies running on normal parameters, nothing that happened in the other 105 could be attributed to any variable at all.
Four of the seventeen have been identified. They are the least interesting Vaults to visit and the most important to understand, because without them the other 105 produce no usable data.
| Vault | Location | What happened | Appears in |
|---|---|---|---|
| 3 | Las Vegas, Nevada | Stayed sealed voluntarily for over a century. A water leak finally forced them to open for trade; the Fiends massacred them and took the Vault. | New Vegas |
| 8 | Northwestern Nevada | Opened on schedule, used its G.E.C.K. as intended, and founded Vault City — the single clearest proof the program could have worked. | Fallout 2 |
| 13 | Sequoia National Forest, California | A control with a twist: instructed to stay closed until the Enclave had a use for the residents. A failed water chip broke the plan. | Fallout, Fallout 2 |
| 76 | Appalachia, West Virginia | Stocked with the “best and brightest,” scheduled to open 20 years after the war to reclaim the surface. The one control Vault that did its job. | Fallout 76 |
Note the pattern: two of the four were destroyed anyway, and a third was compromised by its own operators. A control group only stays a control group if nothing touches it, and something touched almost all of them. Of the four, only Vault 76 opened on schedule.

The brochure cutaway: clinic, diner, dormitories, power plant. All of it was really built. None of it was the point.
The experiment Vaults
Below is every numbered Vault with a documented experiment. They are grouped by what was being tested, because the protocols cluster far more tightly than the “wacky Vault-Tec” framing suggests — and once you see the clusters, the starship rationale becomes hard to unsee.
Isolation and social structure
| Vault | Protocol | Outcome | Source |
|---|---|---|---|
| 11 | Residents told the Vault would kill everyone unless one person was sacrificed annually. The threat was fabricated. | They held elections to choose the victim for decades. When the practice was finally abolished, the resulting coup killed nearly everyone. | New Vegas |
| 15 | A deliberately mixed population — ethnically, religiously, ideologically — with the scheduled opening pushed back by decades. | Fractured into factions. Three raider gangs (Khans, Jackals, Vipers) came out of the exiles; the remainder founded Shady Sands. | Fallout, Fallout 2 |
| 19 | Population split into “Red” and “Blue” sectors, then fed subliminal messaging and staged acts of sabotage to manufacture paranoia. | Widespread psychosis. Final fate unrecorded; the Powder Gangers moved in later. | New Vegas |
| 21 | Every dispute, without exception, had to be settled by a game of chance. | It worked. The community was stable until 2274, when Robert House won the Vault at blackjack and converted it into a hotel. | New Vegas |
| 29 | Described only as a social experiment, its population characterized as wealthy, unpleasant teenagers. | Undocumented. Harold may have come from here. | Fallout 76 |
| 77 | One man. No other people. A crate of puppets. | He developed distinct personalities modeled on the puppets. Whatever left that Vault was feared as a superstition by the slavers of Paradise Falls. | Fallout 3 |
| 94 | An entire Vault of committed pacifists, plus one Vault-Tec observer, to test whether nonviolence survives an apocalypse. | The observer confessed and told them to arm themselves. They refused. Outsiders massacred them; damage to the G.E.C.K. in the attack created the Mire. | Fallout 76 |
| 101 | The Overseer granted absolute authority over a Vault intended never to open. | Overseer Almodovar quietly sent scouts out and recruited an outsider as doctor. Civil war followed the Lone Wanderer’s escape. | Fallout 3 |
| 112 | Residents placed into a virtual reality controlled entirely by the Overseer. | Overseer Stanislaus Braun designed it for his own amusement and tortured them inside the simulation for two centuries. | Fallout 3 |
Class, scarcity, and deprivation
| Vault | Protocol | Outcome | Source |
|---|---|---|---|
| 27 | Deliberately overcrowded — 2,000 assigned to a Vault built for 1,000. | Not documented. | Fallout Bible |
| 36 | Food extruders configured to produce nothing but thin gruel. | Not documented. | Fallout Bible |
| 42 | No light bulbs above 40 watts supplied. | Not documented. | Fallout Bible |
| 53 | Most equipment engineered to break down every few months — repairable, but relentlessly. | Not documented. | Fallout Bible |
| 55 | No entertainment recordings of any kind. | Not documented. | Fallout Bible |
| 56 | Entertainment supplied, but consisting solely of one deeply untalented comedian. Projected to collapse sooner than Vault 55. | Not documented. | Fallout Bible |
| 70 | Jumpsuit extruders designed to fail after six months. | Not documented in canon. In the cancelled Van Buren, it sat under Salt Lake City and gave rise to New Canaan. | Fallout Bible |
| 114 | Wealthy residents stripped of every comfort, crammed into squalid quarters, and placed under an Overseer drawn from the underclass. | Never finished. Taken over by Skinny Malone’s crew. | Fallout 4 |
| 118 | Ten wealthy residents in luxury with total authority over 300 poor residents in squalor. | The lower-class section was never built — the construction funds were embezzled. The wealthy transferred themselves into Robobrains and are still there. | Far Harbor |
Sex ratio and reproduction
| Vault | Protocol | Outcome | Source |
|---|---|---|---|
| 43 | Twenty men, ten women, and one live panther. | Not documented. | One Man, and a Crate of Puppets |
| 68 | One thousand residents. One of them a woman. | Not documented. | Fallout Bible |
| 69 | One thousand residents. One of them a man. | Not documented. | Fallout Bible |
| 75 | A eugenics program run on the Vault’s children to breed ideal soldiers. | The test subjects revolted against the researchers. The Gunners hold it now. | Fallout 4 |
Chemical, biological, and radiological
| Vault | Protocol | Outcome | Source |
|---|---|---|---|
| 12 | The door was built not to seal. The experiment was long-term low-dose radiation exposure. | The residents ghoulified and founded Necropolis. | Fallout |
| 22 | Genetically engineered crops and flora, developed on site. | An engineered fungal infection converted the staff into spore carriers. | New Vegas |
| 81 | A concealed wing where scientists would develop a universal cure by experimenting on residents who had no idea they were subjects. | The Overseer sabotaged it on moral grounds and sealed the researchers in their own wing. They continued on mole rats until they died. The civilian half never learned, and is still a functioning community. | Fallout 4 |
| 87 | Original protocol scrapped; converted into an FEV research facility using the civilian population as subjects. | They became super mutants and took the Vault. | Fallout 3 |
| 92 | Advertised as a refuge for musicians. Actually a test of white noise as a means of inducing aggression. | They killed each other. | Fallout 3 |
| 95 | Recovering addicts given experimental rehabilitation, kept clean for years, then informed that a chem stash was hidden in the Vault. | Recovery held until the moment they were told. Then it collapsed into violence. The Gunners took it. | Fallout 4 |
| 96 | Study of mutated wildlife and development of anti-mutant countermeasures, staffed by five people. | Automated security was authorized to execute the staff for missed quotas. Their escape attempt failed and killed them. The specimens got out instead. | Fallout 76 |
| 106 | Psychoactive drugs released through the air filtration system. | Immediate violence; final fate unrecorded. The drugs stayed in the air for two centuries and still affect anyone who enters. | Fallout 3 |
| 111 | Long-term cryogenic stasis on subjects who were told the pods were decontamination chambers. | The all-clear never came. Security mutinied, and after the firefight no staff remained in the Vault. Institute agents later took the infant Shaun and shot his parent; Kellogg restored power to a single pod and left everyone else to die in theirs. | Fallout 4 |

Vault 33 in the television series — the only one of the three linked Vaults still running, its residents still unaware of where their Overseers come from.
Authority, identity, and machine control
| Vault | Protocol | Outcome | Source |
|---|---|---|---|
| 4 | Governed by scientists alone, with no Overseer and no external oversight. Publicly acknowledged as an experiment. | The scientists began admitting wasteland survivors to use as genetic test subjects. The subjects broke out and killed them — and then kept the Vault open as a genuine refuge. | TV series |
| 24 | Brain-computer interface chips built by RobCo, used to convert residents into communist agents. | Failed. Most of the population was found dead in 2296; Hank MacLean removed records and hardware that year. | TV series |
| 31 / 32 / 33 | Three linked Vaults. 32 and 33 held ordinary families; 31 held cryogenically frozen Vault-Tec executives who would be thawed periodically, installed as Overseers, and breed the other two populations toward corporate loyalty — the private project of sales executive Bud Askins, who intended his descendants to inherit the surface once every competitor had died out. | 32’s original population learned the truth, revolted, and destroyed itself around 2294. 31 was effectively abandoned in 2296 after Norm MacLean uncovered the scheme and killed Askins. 33 is still running. | TV series |
| 34 | An armory stocked far past requirement, with no security on it at all. | Residents installed their own locks. The fight over that drove out the group who became the Boomers. A later uprising breached the reactor and ghoulified most of the rest. | New Vegas |
| 51 | A ZAX AI given the task of determining what makes an ideal Overseer, with authority to test the population. | It manufactured crises, escalated them until they were lethal, then manipulated the survivors into killing each other. | Fallout 76 |
| 108 | Leadership deliberately destabilized: the Overseer post filled by a terminally ill resident on entry, power built to fail after 20 years, no entertainment, triple the standard weapons allocation. | The Vault also contained an undocumented cloning device. One resident, Gary, was cloned repeatedly. The clones turned violent and overran it. | Fallout 3 |
Neither shelter nor experiment
Three Vaults were built by Vault-Tec but were never part of the social-experiment program at all, which is worth knowing before you assume every Vault number implies a protocol.
| Vault | Purpose | Outcome | Source |
|---|---|---|---|
| 63 | Board member Hugo Stolz’s private venture: a lab for weather manipulation and large-scale robotics intended to rebuild society, not to test it. | Left unfinished, so the residents ghoulified. Research meant to cure feralization instead wrecked the Vault, mutated many into the Lost, and put a permanent storm over Shenandoah. | Fallout 76 |
| 79 | A vault in the literal sense: the United States gold reserves, under Secret Service guard. | A reactor leak killed or ghoulified most of the detail. The survivors were freed during a heist run by Vault 76 dwellers. | Fallout 76 |
| 88 | A testbed for productivity-enhancing equipment destined for other Vaults. | Construction never finished. Overseer Valery Barstow ghoulified and eventually recruited outside help to run the experiments anyway. | Vault-Tec Workshop |
The 75 Vaults nobody has ever described
Add it up: 37 numbered Vaults appear in canonical material, and another 10 exist only in supplementary documents. That is 47 out of 122 — and several of those 47 amount to a single sentence with no recorded outcome.
Seventy-five Vaults have never been named, placed, or described in any form.
This is not an oversight to be filled in by speculation, and it is the reason to be skeptical of any list claiming to cover “all 122.” The heat map shown in the first-season finale of the TV series is the closest thing to a complete picture: roughly 116 dots spread across nearly every contiguous state, designed not by the show’s art department but by Bethesda Game Studios at production designer Howard Cummings’ request. Clusters sit where you would expect — around Washington DC, around Appalachia, a triangle of three in Los Angeles for Vaults 31, 32 and 33. Four sit over Houston. Two are in Oklahoma and one in central Canada, matching a Vault-Tec letter in Fallout 3 that advertises accommodation in “exciting locales such as Oklahoma and newly-annexed Canada.”
The map does not line up one-to-one with the games, and it is dated to 2074 in the script — three years before the war, with construction still underway. Treat it as intent, not inventory.
How to read the sources
Fallout lore is stratified, and conflating the layers is where most Vault articles go wrong. Four tiers, in descending order of authority:
- In-game text. Terminals, holotapes, dialogue. The 17 control Vaults, Vault 108’s four-part protocol, Vault 11’s fabricated threat — all of this is readable in the games themselves. Highest confidence.
- The TV series. Bethesda-supervised and treated as canon; Vaults 4, 24, 31, 32 and 33 exist nowhere else. Newer than most of the games, and it has introduced at least one point of open contradiction with them.
- The Fallout Bible. Chris Avellone’s supplementary documents, 2002. Vaults 27, 36, 42, 53, 55, 56, 68, 69 and 70 come from here and nowhere else. Avellone himself said in 2011 that it should not be treated as canon, and in 2022 narrowed that further. Bethesda has never issued a ruling either way — Emil Pagliarulo’s position in 2020 was that canon starts with what is in the games, and beyond that it is a judgement call. So these nine are real, widely repeated, and formally unconfirmed.
- Everything else. Fallout Tactics’ Vault 0, the Brotherhood of Steel vaults, the Van Buren design documents, fan projects such as Fallout: New California, and the board game. Interesting, not canon, and the most common source of numbers that turn up in listicles without qualification.
Every Vault in the tables above is labelled with its tier. Where a claim rests on a single source, we have said so rather than smoothing it over.
Frequently asked
How many Vaults are there in Fallout? 122 were commissioned — 17 controls and 105 experiments. Several — Vault 88 and Vault 114 among them — were still unfinished when the bombs fell on 23 October 2077, so the number completed is lower and has never been stated.
Which Vault is the worst? By body count, Vault 87: the entire civilian population was converted into super mutants. By duration of suffering, Vault 112, where Braun tortured his residents inside a simulation for over two hundred years and could restart it at will.
Did any Vault simply work? Yes. Vault 8 opened on schedule and built Vault City. Vault 76 opened on schedule and reclaimed Appalachia. Vault 21 ran an absurd protocol and still produced a stable society for two centuries. Vault 81’s civilian half is alive and functioning in 2287 — and has never been told what was happening on the other side of the wall.
Were the residents ever told? Almost never. Vault 4 is the notable exception: its status as an experiment was publicly acknowledged. In Vault 81 and Vault 101, the Overseer knew and the population did not. In Vault 111, the residents were told the cryogenic pods were decontamination chambers.
Who was collecting the data? All Vaults reported to what became the Enclave — for where the Enclave itself came from, and how it relates to the Brotherhood and the Institute, see the guide to Fallout’s factions. Outside it, knowledge was restricted to a minority of Vault-Tec staff — mostly Overseers — and senior figures in the military-industrial complex.
Sources
In-game text and data. In-game terminal entries and dialogue from Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, Fallout 4 and Fallout 76; the Vault-Tec Corporation entry and the individual vault entries (Vault 13, Vault 15, Vault 8, Vault 12, Vault 87, Vault 111, Vault 81, Vault 76 and others).
Television and official publications. The Fallout television series and its published scripts; One Man, and a Crate of Puppets.
Developer material. The Fallout Bible (Chris Avellone, 2002); Tim Cain’s 2023 video on the origin of the Vault experiment (his YouTube channel CainOnGames).
Where sources disagree, both positions are stated above.
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