Fallout 4 vault 75 walkthrough

Fallout 4 vault 75 walkthrough
Fallout 4 vault 75 walkthrough
At the hideout of the mayor of Boston

Location in the Commonwealth. Inside you can find useful bonuses and equipment. Once in the bunker, you will find a sea of ​​corpses. The upper levels are protected by turrets, while there are no enemies at all below. Search the rooms on the lower level for valuable items.

On one of the tables is a "Guard's Message" holotape that tells the story of the place. In another room is the My Brain and Me magazine, which increases HP recovery per minute by one.

Nearby you can also find the key to the mayor's toilet, and his bathroom, in person, the remains. On the toilet is a holotape "Mayor's Farewell", from which it becomes clear that the official was a fierce corrupt official. Enraged taxpayers laid siege to his house, so he had to commit suicide.

Going even lower, into a room with basketball hoops, you will meet synthetics. Aggressive synths will attack you all the way to the exit. In the same gym, there is a door to the generator room, where a nuclear battery and a holotape "Where are you?" lie.

Finally, the gym also has a tunnel leading to the deathclaw's lair. In the nest itself, you can take the Fat Man cannon.

Have refuge 75

One of the few available Wasteland Vaults with a unique quest and useful items. The quest is activated as soon as you enter the building.

Go to Tuffington's boatman's house. Above it you will find the city of Malden, in the north of which there is a school. She is the Refuge.

Find the lattice fence and go down to the basement. The door to the Sanctuary will be open, as the marauders and the Brotherhood have already managed to get here. It is possible that along the way you will meet both those and those.

All that is required of you is to explore the premises and listen to holotapes to learn about the history of this place. Soon you will come across closed doors leading to the laboratory. It is necessary to find an access code, a card with which one of the shooters will certainly find it.

Once in the laboratory, look through the terminals and go further until you see a mini-copy of the city.

In one of his buildings you will find the code for access to the administrative rooms and the science bobblehead. Soon you will find the Overseer's office with a terminal.

It turns out that once experiments were done here on children, trying to bring out a more perfect human genome. This gave rise to the discontent of some residents, and then led to a fatal riot.

Have refuge 81

The only Vault still in operation. Located south of the Sanctuary Hills, a little further from the river. You can learn more about the location from the wandering merchant dressed in the form of Vault 81.

Before heading out, make sure you have a high Charisma skill or three extra nuclear batteries in your bosom, otherwise you won't be let through. Having reached the location, go down to the entrance and press the button.

Inside, talk to the guards and either talk them out or donate nuclear blocks to enter peacefully. After that, find the Overseer and start a conversation.

Vault 81 is quite a large location and has additional quests: "Nook", "Dependence", "Kitty-kitty" and "Stories".

3 acupuncture

The quest is issued in Vault 81, after you complete the tasks "Stories" and "Kitty-kitty". To get started, look into the medical block and talk to the female doctor. She wants to cure the sick boy Austin, which is opposed by the head physician Forsyth.

When the argument is over, talk to the woman. Bobby's worker will then tell you about the Vault's secret room with the terminal. It talks about strange experiments on mole rats, from the bite of which our boy Austin fell ill. After that, you will be sent to find an antidote.

Put on your power armor before you go, as mole rats can infect you too (-10HP won't please anyone). Follow Bobby into the reactor room. Inside, you will single-handedly bypass the secret passage and start fighting the mole rats.

Soon you will find a terminal with a very complex lock, which can be opened both manually and with a key, which is on the table in the next room.

Indoors, you will see a robot behind glass in another room. The white medical unit strongly resembles Codsworth, but, however, is not distinguished by the same politeness. In a conversation with you, Curie will insist that you are a Vault-Tec security guard. If you agree, she will open the door. Then Curie will tell that 83 years ago she managed to create an antidote against the infection of mole rats. Alas, there is only one flask, and it will not be able to create more.

Before returning to the Vault, explore the room and take the Medicine Bobblehead. By the way, Curie can become your partner.

Addiction

The quest becomes available only after the completion of the task "The Nest". Handed by the girl Tina De Luca, in the generator room of Vault 81.

You must find her brother Bobby De Luca, who is somewhere in the living quarters, and convince him to start treatment for drug addiction.

Vault 75 in Fallout 4 is one of the Vaults that Vault-Tec built and experimented on the inhabitants without their consent. Visiting Vault 75 is not required to complete Fallout 4.

For convenience, use summary:

History of Vault 75 in Fallout 4

In Vault 75, no matter how scary it sounds, the Vault-Tec company conducted experiments on children. The company's policy regarding this shelter was built in such a way that as many children as possible would be in it. Subsequently, experiments were carried out on children, they were aimed at improving a person at the gene level, that is, work was carried out on the genome.

Children constantly studied, trained, developed, hormone therapy was carried out and a fairly large selection work was carried out. While it doesn't sound very scary, the horrors are coming next. In Vault 75, there was a tradition for pupils who were 18 years old to have a "Graduation Day", it was officially said that they were released into the outside world, but in fact they were killed. The best graduates were disassembled into atoms, their genes were studied in the most thorough way and introduced into the next generation of children, those who did not fit the criteria of "Best Graduate", but had a high intellect, got a chance to join the ranks of researchers in the role of a secret observer. All the rest were cremated.

It is not known how long this would have continued until a pupil was found who was able to break this vicious circle, destroying all the data on the experiment and most of the researchers.

In our time, the Arrow group lodges in shelter 75.

For a complete list of Commonwealth hideouts, see this article: All Fallout 4 Shelters.

How to find Vault 75 in Fallout 4?

Finding this shelter is not difficult, for this the main character needs to get to the town of Malden, find a high school building there, it is in the basement of this building that the entrance to shelter 75 is located.

What can be found in Vault 75?

In Vault 75, you can find many useful items, such as a pair of pistols, a hunting carbine, a large number of different drugs, a couple of stimulants, a large number of different ammunition. But the main items worth visiting Vault 75 for are the science doll and the Grognak the Barbarian magazine.

To find the magazine, the main character will need to visit the caretaker's office, that's where this magazine lies on the bed.

In order to find the "Science" baby doll, the main character needs to visit the laboratory zone of Vault 75, where it is necessary to find a glass room, which is located above the combat stimulation zone. In this room on the table is the Nauka baby doll.




  • Armament and ammunition +++
  • Armament and ammunition: crate
  • Lids
  • Collectible: Bobblehead: Science
  • Collectible: Journal: Grognak the Barbarian
  • Crafting: chem lab
  • Danger: Arc Tesla!
  • Danger: Turrets!
  • Faction: Riflemen
  • Faction: Brotherhood of Steel
  • Faction: Institute
  • Medications or chem. drugs +
  • Quest Start: Vault 75
Map Vault 75


According to some unconfirmed reports, the US military commissioned Vault-Tec to experiment with training children into super-soldiers who would obey orders without hesitation. The experiment ended in failure. The Riflemen occupied what was left of Vault 75.

If you are currently allied with the Brotherhood of Steel or the Institute, expect to encounter allied troops fighting archers at this location.

Vault 75 (side quest)
  1. Explore Vault 75
  2. Go to the lab
  3. Explore the laboratory
  4. Find an access card to the Overseer's Office
  5. Explore the Overseer's Office
The interior of the Vault is a rabbit hole of corridors. Find two different access cards: The gunnery commander, who can be found in the simulation area, has an access card to the laboratory with him. One of the shooters who are located on the top floor of the laboratory section is the owner of an access card to the Vault Overseer's office. The key to the safe under the Overseer's bed can be found on the blue crate next to the toolbox.

Fans of the series are discussing other Vault-Tec bunkers that they have already visited. Here is a list of the ten scariest and creepiest hideouts in the Fallout world.

Vault 11

This Fallout: New Vegas hideout was the site of a social experiment by Vault-Tec. Once a year, the inhabitants had to choose one person as a victim by voting. He must go down to a special room under the Overseer's room, where robots and turrets shoot him. If there is no victim, the computer will destroy all the inhabitants.

The ultimatum was only announced to the people after the doors of Vault 11 closed. The angry residents chose the Overseers as the first victim, mistakenly believing that he was in cahoots with the creators of the Vault. From that moment on, every year there were elections for a new Overseer, who became the next victim, retaining full power for this period. The caretaker always became a resident guilty of something. Life in the Sanctuary turned into an endless election race, in which each participant tried to avoid his election.

This went on for many years until a civil war broke out. Several political blocs fought for power, but eventually destroyed each other. Only five people survived. Then they announced to the computer that they would not choose a victim and would rather die together. Then the door to the Vault opened.

It turns out that the experiment tested people for humanism. They should have refused to willingly kill one of their own. Shocked by the discovery, the survivors decided to commit mass suicide. Four shot themselves, but the fifth failed and left Vault 11. His fate is unknown.

Vault 12

Vault 12 was one of the locations in the original Fallout. Here, Vault-Tec conducted an experiment not social, but medical. Cynical scientists wanted to find out how constant exposure to radiation affects the human body. To do this, the gear door of the Vault was damaged. It could not be closed, and the inhabitants had nowhere to go.

Living in the radioactive Vault has turned its inhabitants into ghouls. It is believed that this is the cradle of all the ghouls of the Pacific coast. In addition, the inhabitants of Vault 12 left their abode and moved to the war-torn city of Bakersfield, which has since been called "Necropolis".

Vault 22

Vault 22 was featured in Fallout: New Vegas and was mentioned in two add-ons for the game. This time, Vault-Tec did not experiment on people, but on plants. It was not planned to kill the inhabitants, but everything turned out completely wrong.

As a result of the experiments, giant praying mantises, killer plants and spore-bearing plants were created to destroy pests. Ordinary plants became more fruitful and spread their seeds faster and more actively than ordinary ones. But all experiments due to an accident in ventilation led to the creation of a terribly disease. The infected died very quickly, and after death they turned into aggressive spore-bearing organisms. The passage of Vault 22 in Fallout: New Vegas turns the game into a horror game, as spore-bearing spores skillfully disguise themselves in a completely overgrown bunker.

In additions, it becomes known that some of the inhabitants, along with the Overseer, left the Vault and set off on a long journey. Having survived the uprising of the dead and the terrible path, they lost their morality. They behaved rudely and aggressively with strangers, raped their own women and even practiced cannibalism. Because of this, they were hunted down by a former military man known as Survivor. He killed many, but they turned into spore-bearers and populated some regions. The 34 survivors of the shelter escaped from the Survivor in an unknown direction.

Vault 75

In Fallout 4, the main character can visit Vault 75, located under the school. When the war started, teachers, parents and schoolchildren went to the bunker. The children were sent to the Vault, and the adults were taken for reorientation. In fact, all adults were simply executed.

Experiments were conducted with children on the development of physical and intellectual abilities with the help of hormones, chemistry and enhanced training. Upon reaching the age of 18, physically strong children were allowed to leave Vault 75. But even here there was a deception. "Graduates" were killed, their bodies were studied to adjust the experiments on the next generations of children. The most intelligent were offered not to leave the Vault, but to join a secret organization of observers, the existence of which the inhabitants of the bunker did not know. If they refused, they were also executed. Those who did not show the desired result in physical or intellectual abilities were simply killed.

It all ended, as usual, with an uprising. Research data was destroyed, but the fate of the inhabitants is unknown.

Vault 87

Vault 87 is famous for its super mutants. Here they were created with the help of the Man-Made Evolution Virus. In Fallout 3, you can meet a potential companion there - the smart super mutant Fox. But he is the only intelligent mutant in this Vault.

Everyone else was scary and aggressive. Of course, there was also an uprising here. The Supermutes attacked the humans and wiped out the entire staff of the Vault. They turned the bunker into their home. To expand their ranks, they kidnapped the inhabitants of the Capital Wasteland and turned them into their brothers with the help of the FEV. Not all people turned into super mutants. Some died in agony or became ugly creatures.

Vault 92

Another sinister experiment was carried out in Vault 92, which can be visited in Fallout. Talented musicians were gathered in this bunker, but in parallel, tests were carried out on the effects of white noise on humans. The Overseer once decided to secretly connect a noise generator to the Vault's public address system. With the help of noise, he was able to create an army of soldiers who unquestioningly obeyed any orders, could endure impossible pain and acted at the limit of their strength.

The experiment did not go according to plan. Violent "zombies" at some point ceased to obey orders, consisting of pre-programmed words. They began to kill the inhabitants of the Vault. The scientist responsible for creating white noise has risen in rebellion against the Overseer. Most of the inhabitants eventually died, but some managed to survive and leave the Vault.

Vault 95

Vault-Tec combined a medical and social experiment in Vault 95. It is found in Fallout 4. Initially, 72 people settled in the Vault, one of which was a dummy agent of the company. All but him were former drug addicts. Vault 95 was like a drug rehab center.

The fake agent is the only person who knew about the existence of a secret warehouse full of alcohol and all kinds of drugs. The experiment was conducted to find out how a group of former drug addicts would behave if they had a chance to try drugs again. It turned out that most of the inhabitants did not resist the temptation. Later, a drug fight broke out, which led to gunfights. The further fate of the inhabitants is unknown.

Vault 106

One of the strangest experiments was carried out in Vault 106. 10 days after the bunker door was closed, a psychotropic gas was released into the ventilation. Under its influence, the inhabitants gradually went crazy. What Vault-Tec scientists were trying to find out is unknown. One of them was the Overseer and knew from the very beginning what was happening. He documented everything that happened to him and other participants in the experiment. His fate is unknown. He either died at the hands of madmen, or he himself became one of them.

When the protagonist of Fallout 3 arrives at Vault 106, he is greeted by only 16 lunatics. Some of them are armed with cold weapons. The gas is still flowing into the Vault, so the hero is hallucinating. In addition, in the Vault you can meet one "normal" inhabitant, but he is hostile and does not give a chance to talk, communicating for some reason as a raider. He has an increased supply of health, is able to control hallucinations, and can even deceive the hero's mind, becoming invisible. Perhaps the creation of such a superman was planned in this experiment.

Vault 111

Everyone who played Fallout 4 is familiar with Vault 111. It is from here that the main character comes out at the beginning of his journey. Here the experiment consisted in conducting an experiment on cryogenic freezing of people. A group of scientists had to study experimental subjects in cryochambers for several months. An evacuation order from Vault-Tec was later expected. 180 days after the start of the experiment, the Overseer could call for an evacuation if the order was never received.

Food supplies were calculated for only 180 days. The residents of the Vault did not wait for the order, and the food was over. The caretaker blocked the exit as he knew there was still deadly levels of radiation outside. The inhabitants lost their nerves from hunger, and a riot began. The fate of the participants in the experiment is unknown.

Vault 112

As soon as the inhabitants of Vault 112 arrived, they were invited to sit in special high-tech deck chairs. They didn't know they were in for a trap. Residents have entered the virtual reality of Tranquility Lane. People did not understand that this world is unreal, so they just lived. Food was provided through tubes connected to the bodies. The simulation was run by a scientist from Vault-Tec. He could release residents from virtual reality and even from the Vault (food and weapons were prepared for this), but he was distraught.

The doctor created for himself the image of a little girl in a virtual world. The madman amused himself by inflicting physical or moral pain on the inhabitants, and then killing them. After that, the participants of the experiment were cleared of memory, and they resurrected again in this semblance of the "Matrix".

When the protagonist of Fallout 3 gets into virtual reality, the mad scientist promises to release him with his father if he completes several of his tasks: bring the boy to tears, destroy the marriage, set up the death of a woman, and then kill all the inhabitants of Tranquility Lane. The hero, of course, has an alternative escape option.

Vault 75 Fallout 4 is a bunker intended for children under 17 years old, located under Malden High School, in the basement. It was created specifically for the execution of a breeding program to breed more advanced human specimens. Died under unexplained circumstances. At the time of the events of Fallout 4, it is inhabited by Strelka.

Description of Vault 75

The bunker is located in the basement of Malden High School. For him, they decided not to look for another suitable cave and not to dig it too deep. The entrance is located on the same level with the basement and is closed by a conventional gear door. Inside - a vestibule-reception and an elevator leading down to the main premises.

Vault 75 itself in Fallout 4 is a four-level complex, divided into two parts. The first is the main area where the subjects and some scientists were located, with whom the children could communicate. The second - sections hidden from the eyes of residents with opaque glasses from the side of the common area. Entrances to hidden rooms are closed with doors with key cards (you can find them with the Shooters).

The main zone contained everything necessary for the education and development of ideal soldiers - living areas, canteens, medical facilities. The pride of the complex was training sections with many simulators and even a whole platform for simulating combat in the city. By the way, the simulation platform works even at the beginning of Fallout 4 - you can test it and measure your own results compared to those who lived a long time ago.

Inhabitants of Vault 75

Initially, the location of Fallout 4 was inhabited by the children of the town of Malden. They were enrolled in the bunker by their parents, often with social subsidies and discounts. Apart from the research team of scientists, there were no other adults in the Vault. Residents were no more than 17 years old. Residents over 18 years old (with the exception of scientists) were eliminated from the location, instead of them, new generations were bred using laboratory methods using the genome of the best graduates. After some time, Vault 75 fell. It happened under unexplained circumstances.

By the start of Fallout 4, the Vault is inhabited by Gunmen mercenaries. It is not known exactly how they ended up in the location. Probably, the Strelki came to the already empty bunker and decided to establish a base here. There is a theory that this group was first organized from Vault 75 graduates who were able to survive after the riot and became professional paramilitary mercenaries in the Commonwealth. But it is not confirmed by anything and nowhere.

In addition to the Shooters, the Knights of the Brotherhood of Steel or Synths of the Institute can come to the location if the corresponding factions were destroyed in Fallout 4. The remnants of the organizations will try to find a place for a new base. And they will start a fight with the Strelka, having successfully killed the latter.

Social experiment in the Vault

Presumably, by order of the US Government, it was decided to grow an ideal biological weapon from Malden's children. Places for the families of the city were provided on subsidies, and there was an active social advertising. Therefore, it turned out to provide a good influx of children for the first experiments.

All residents who entered the Vault were under the age of 17. They were subjected to severe trials, trained to the limit. Scientists sought to develop the physical, mental and social skills of the subjects by any means. Moreover, they were taught to fight, shoot and kill. At the same time, each child was rated according to their abilities.

Upon reaching the resident of 18 years old, he had to leave Vault 75 and, supposedly, go to the dangerous Surface and help the people above survive. But in reality, everything was much sadder, and the inhabitants were completely unaware of this. Graduates were divided into three categories:

  1. "Ideal Soldiers" Children who received "Excellent" or "Excellent" grades in all three activities and showed their abilities to the fullest. The best of the best. They were euthanized and their genetic material used to create a new generation of test subjects to create superhumans.
  2. "Scientists". Children who have shown excellent intellectual abilities and are distinguished by obedience. They could be selected as scientists who oversaw the course of the experiment. In case of refusal, graduates were burned.
  3. "Waste". All other residents who are not distinguished by any abilities. They were cremated without exception.

It was assumed that with each generation of test subjects, more and more intelligent, strong and resilient people would be obtained. Of these, one could make ideal soldiers. However, the experiment in training super-soldiers was not destined to end.

One of the new watchers, a young man named Washington, probably caused the fall of Vault 75. He didn't like the bunker's politics. But the circumstances of the fall of the Vault are not specified. First, there was a fire in the document storage. Then it became known about several teenagers who were going to take over the bunker. Later, these teenagers made their way into the research group. But nothing is known about further events in Vault 75. At the start of the game, it is captured by the Gunmen.

Secrets of Vault 75

Unfortunately, this bunker is not involved in the Fallout 4 storyline in any way and exists only to create an atmosphere. It contains a unique history of experiments on children. But even this part of the Vault is unfinished - it is not known what exactly happened in the bunker and where all the residents went before the Arrows came to the location.