Forum:When did the Vaults in Fallout 3 fail?

Like the title said, when did the Vaults in Fallout 3, excluding 101, fail? Some of them seemed like they failed "recently" (in fact, almost ALL of them sound like they failed recently) or is it just me?

It's most likely that they failed years before The Lone Wanderer is born. Some of the vaults contain the skeletal remains of the inhabitants. Only two vaults were still inhabited by living people. Vault 106 is inhabited by Insane survivors and Vault 108 is inhabited by Gary clones. But by and large all of the Vaults in the Capital Wasteland, except Vault 101, are in a serious state of disrepair.--Ryker6109:52, May 4, 2011 (UTC)~2:51am 5/4/2011

All the information you'd need on this is in the vaults themselves. If not there, the Wikia you're asking this on. Also, Ryker, Vault 87 was still functioning as well. I&#39;m the best at space!

^^^ I disagree with Vault 87, due to it's state, and the fact that it's current (and original, technically) occupants have semi-abandoned it and it's fully empty FEV vats. This being the current state and linked to it's original 'Project Safehouse' purpose(mutants); says to me it is failed in the sense of being 'expended.' Plus, the whole vault is in broken state and half of it is flooded to the gills with radiation from the never-used 'helpful' G.E.C.K. (Why does no one understand THIS is the reason for the lethal surface radiation at V87, because the 'rad scrubbers failed from being overwhelmed past spec' as the mechanic's terminal suggests? The G.E.C.K. being issued unstable and creating far more radiation than 'guesstimated' links back to being vault tec's vault, and not only ruined the vault, but it's purpose as well (caused failure of MOST FEV conversions; even east coast 'successful mutants' are failures as they are supposed to be smarter too because of the FEV and are not because of the radiation. Also all the failures in each of the V87 labs, and the original terminal failure reports). If you ask me, Vault 87 is 'failed' in 2277. >>> I think you can say, all the vaults failed in each case because of the Safehouse test variable applied. In almost each case, the point of the vaults teach us the pre-war Enclave incorporated test factors so horrific it almost exclusively killed, worse-than-killed (ghouls) mutated, drugged, manipulated, etc... the occupants in almost every case. The point is reinforced when post-war Enclave kidnap and horrifically experiment on the very few vaults that do succeed beyond chance. Or, worse, some of those that 'survive' were meant to stay shut for 200 years (my god) or FOREVER... which I think is almost as bad or worse, if it succeeded, which it does in almost every case, for awhile. The point is obvious in each case, that just like a 50's sci-fi comic or show, if there is a vault, something would have gone ghoulishly(in a few cases, literally) wrong. In Fallout 3 each reason is graphically obvious. This is a running commentary common to the entire Fallout series, and a huge part of really fulfilling the spirit of the genre. You really can't have a nuclear Armageddon game full of horrors without safe, clean, symmetrical survival vaults sponsored by the government, and if you have said vaults, it's pretty much unsaid and mandatory that each one has to really turn out to be vile, terrifying deathtraps for some reason unseen and unknown to the original 'survivors,' and eventually their untimely end. This even happens to Vault 101, a perma-shut experiment with a twist: Overseer overload. By the end of Fallout 3 everyone is dead or gone, and it's obvious throughout the game that the now over 200 year vault and it's dwindling population are out of supplies and all the equipment is on its last few revolutions. By the end of FO3 it is unavoidably ruined or half-ruined, and again, as in the case of all vaults, for a reason of either vault-tec's construction or the enclave's 'safehouse' experiment factor. In the case of V101, it is ONLY the latter reason, the safehouses' 'oh, trust the overseer, and we'll send the 'all clear' once it's safe' line. Once again, it's clear the original permitted vault survivors that showed up in time, were let in and 'saved,' all were let down completely of their promised expectations, and only 'just barely' 'at the last moment', horrifically, and because of some evil reason built-in to it's construction. Not that getting to leave to the wasteland springvale was all that great a fate.