Vault 12 Twisted Radiation Experiment Explained

To fallThe post-apocalyptic wasteland of is home to many safes, and that’s true in the very first entry in the series. Vault 12 is one of several vaults the player will need to explore in their quest to find the elusive Water Chip. Like every safe, this one has a story.

Chest 12 of To fall is accessible via the post-war settlement of the necropolis. It is carefully hidden, so the player will have to dig to find the way to the highly irradiated Vault 12.


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Vault-Tec Malicious Radiation Experiment

Before the Great War To fall, Vault 12 was built under the city of Bakersfield in Southern California. It was considered a technological marvel, equipped with every conceivable convenience for potential vault residents. This included the Vault Water Purification System, a device capable of converting Bakersfield’s sewage into pure drinking water. The system could supposedly provide more than 15,000 gallons of drinking water every day – more than enough water for a hundred people.

Unfortunately, no amount of drinking water or amenities could save the inhabitants of Vault 12. Vault-Tec’s To fall had apparently rigged the safe door so that it wouldn’t close. Indeed, the organization wanted to study the long-term effects of radiation on human beings. With Vault 12 unsealed, nuclear radiation would seep into the living space of the Vault residents, forcing them to suffer the medical consequences.

The City of Necropolis in Fallout

Many residents probably died from radiation poisoning. Others, however, survived as they had become ghouls in To fall. Years after the bombs fell, the remaining survivors of Vault 12 would venture into the world above ground and establish the necropolis. It would become a colony for ghouls – wild and sentient.

Much later, a ghoul named Set took over the city, driving out the original overseer of To fallit is Vault 12. He was a rude and ill-mannered character, but Set intended to make the Necropolis a safe haven for ghouls – or at least, for those who answered him. Unfortunately, not everyone liked Set’s leadership style, so they walked away. A specific group of ghouls retreated to the underground sewers, and Set allowed them to live there, even providing them with enough resources to get by. The underground ghouls claim it’s because he’s afraid there won’t be anyone to defend the necropolis if the ghouls keep leaving.

The peace, however, did not last. Years after Set took over Necropolis, super mutant invaders invaded the city in search of Vault 12. In the end, Set managed to make a deal with the super mutants of To fall, allowing them to establish a base at Necropolis as long as they don’t harm the ghouls. That said, Set isn’t happy with the uneasy alliance.

When the Vault Dweller To fall arrives in Necropolis to acquire a Water Chip, the covenant is still in effect. If the player talks to Set without angering him, he will try to recruit the player for an attack on the super mutants stationed in Necropolis. Alternatively, the player can simply ignore his proposal. This will lead to the super mutants eventually wiping out Set and the rest of the ghouls.

There is also an issue of leaving ghouls with a viable water source after taking the water flea. If the Vault Dweller removes the Water Chip from Vault 12, the Ghouls will lose their water source. Thus, the player can choose to help repair the water pump in the necropolis. This could potentially lead to the good ending of Necropolis. Neglecting to repair the water pump leads to the bad end of the colony.

To fall Vault-Tec’s cruel experiment on the inhabitants of Vault 12 led to the creation of the Necropolis, which could be considered a haven for desert ghouls. Still, one can’t help but wonder if things would have been better had Vault-Tec sealed the door to Vault 12.

To fall is now available on PC.

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