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Vault 120 - Fallout's Cut Underwater Vault

Mar 31, 2024
Foreign forest development Bethesda had big plans for an entirely new type of Vault that had never been seen before, however, at some point in production, the entire area was removed and almost lost forever. This is the untold story of falling

underwater

. Thank you, there is a cut. class called 20 Leagues Under the Sea and would have taken place primarily in the cut-off Vault 120. His name is a reference to the novel 20,000 Leagues Under the Sea by Jules Fern, a science fiction classic or a marine biologist hunts a mysterious sea creature that turns out to be a highly advanced submarine called the Nautilus after being captured by the ship's captain. .
vault 120   fallout s cut underwater vault
The biologist joins the submarine crew in Many Adventures, notably being attacked by a group of giant squid in a Reddit post. Todd Howard revealed this cut. Vault also featured a similar creature indicating an unfortunate content cut Bioshock-style Vault with a huge sentient octopus living outside of it, textures of this huge sentient octopus can still be found and while it's unclear exactly what it would have looked like, it certainly would have looked like would have been one of the most impressive abominations these games have ever featured. The animated icon for this quest also exists, but very little else remains in the Fallout 4 game files, as Bethesda was quite careful in removing unused content.
vault 120   fallout s cut underwater vault

More Interesting Facts About,

vault 120 fallout s cut underwater vault...

Surprisingly, the sales cut for Vault 120 ended up appearing in Fallout 76. . It is literally called Unused Cut Vault and is probably present because 76 was created from the files of its predecessor. Many thanks to Modern Ladle Wade for supporting these files. This would not have been possible without them and they alone made it possible. solve one of the biggest mysteries in the history of the series, thank you very much my friend, the katsals were never completed and a lot is missing, including all the dialogue and script of the main quest, but by combining unused content from both games and quotes from the developers, we have a pretty clear solution.
vault 120   fallout s cut underwater vault
I have an idea of ​​how the mission would have played out, so Chinese Navy Captain Isaiah, the young 31. This gentian, the summary of my beautiful ship internally 20 Leagues Under the Sea, is called ms03 and looks like it would have had place directly after completing the quest here. There are monsters called ms02 during that side quest. The player helps Sal repair the Yangtze submarine in the final game. Zal mentions that he will sail back to China after completing the mission, but it seems that originally the pointer would have joined. with him later, it's possible Monsters Here was only created after Vault 120 was cut and the shared assets were simply recycled, but evidence suggests the two missions were interconnected; however, the Pointer and Zao would likely sink to the depths of Massachusetts Bay. searching for the Vault and triggering an

underwater

battle sequence shortly after submerging, enemy dots would begin to appear on ships or radar, these dots represented unmanned underwater vehicles, shortened to uuv in the code.
vault 120   fallout s cut underwater vault
I suspect these might have been military defenses used before the war. in case of a communist invasion, but perhaps they were related to the

vault

's defense system, the main mission script has an interesting note that comments on sonar ping 1 sonar ping 2 go to stealth mode weeds to torpedo in case the uuvs will begin firing torpedoes at you and there is a timer set for evasive maneuvers, as well as code for the player to alter the submarines' heading and pitch, suggesting that you could somehow dodge or perhaps lessen the effect of uuv attacks avoiding a direct hit.
There are some animations linked for this, but it's not clear. what would have seemed like a note mentions that the torpedoes will eventually kill the ship if the UVS are not destroyed, which would presumably have resulted in the player dying and needing to reload their previous save when a torpedo landed in front of the submarine. Different degrees of camera movement and controller rumble depending on head strength, from weak, medium or strong animated. The torpedoes would damage the Yangtze in several ways and appear to hit the ship at intervals of time. There is a quest stage to repair the rudder and it appears that the player had to repair both the rudder and three phases of leaks to prevent the submarine from being destroyed.
There are some leftover unused markers for flooding the mess hall and crew quarters along with the cut water that would have filled them. The code suggests that the water level. would rise and fall depending on the pointer's actions accompanied by sounds to represent whether the water was draining or rising apparently this code was copied from Skyrim most likely from the Thieves Guild quest where you get trapped inside a chamber of rising water, still there are some unused terminals that would have been used to pump the water out of the flood rooms would have read the Yangtze class submarine systems interface alert status flood alert major engineering officer safety protocol 1173 bulkhead lock in effect some bulkhead doors would be inaccessible due to flooding and there would be a yellow light nearby to represent the door being closed, the player would have to pump the water through a submenu of the terminal and once the water had completely drained, the light would change to green, representing the doors open, the bulkhead cutting.
The subsystem menu would have read pumping in progress. Wait until the sector has been cleared for entry. The bulkhead was lowered due to flooding in the sector. The main pump is currently offline due to insufficient reactor output. The secondary pump is located in the reactor room. Another submenu would show how much flooding had occurred in the ballistic launch tubes, engine room turbines, and the Ford machine shop. There is also a code for the player to load the torpedoes into the torpedo tubes and fire them. The uuvs needed to be destroyed by the player from their own torpedoes and take two. hit each one to kill the first shot you made, you cannot miss as a note mentions the torpedo launched by the player, the first shot is always ahead each hit reduces the chance of the next shot being ahead when the UVS is hit on The submarine's radar will play the white flash firing animation to indicate that a target has been hit, the exact order in which all of this would have taken place is unknown, but perhaps the pointer had to alternate between repairing the ship and fighting enemies after successfully completing these objectives and killing your opponents, there would be a false failure sequence in which the ship crashed into Vault 120.
This accident could have been caused by an underwater mine, as the code requires a explosion sound for an oh knuckle just after the fire affected all of mine. My Genting barely arrived here at the port, especially Zao mentions. The vassal was initially damaged by an underwater mine and this could have been a foreshadowing of this moment. Interestingly, part of the code also checks to see if Zallus died, implying that he would not have been an essential NPC; It is unknown how he could have done it. Although perhaps he died from torpedoes or drowning due to water levels, but there is nothing left to suggest what the cause would have been, regardless of the exact reason for the accident, the submarine would now get stuck in the Shelter's underwater docking bear. 120 during the scene the player controls. would be disabled and the impact would be enhanced by strong movement of the camera and the Rumble controller after crashing the player into Zhao, presumably only if he survived, would he move to a missing marker called dn158, wake up, suggesting that you were knocked out by the impact of the accident this marker no longer exists, but I suspect that the two of you would have woken up inside the now demolished submarine, potentially to the sounds of the alarm and water leaking into the Torpedo Room.
Then, the two of you would escape the submarine through one of the boats. torpedo tubes and enter the Docking Bay, which is partially flooded by the crash markers, as there are still called Yangtze emergency 120 to exit and miss the player's home marker 120 the torpedo tube is represented by a cover of Placeholder sewer, a common occurrence in all of these cells due to the location being scrapped just after work on unique assets began, in particular, this would have been the first time the player had a good view of the submarine, as which never fully surfaces in the final game and is usually obscured by a blurry underwater wall blocking the submarine.
The placement is still very early, as parts of it are passing through the walls of the Vault. After arriving at the Docking Bay, the pointer and Zhao would abandon the submarine by moving through a trigger box that advanced the mission stage and would then pass through the first of many airlocks. It would lead to a large room with machinery and from here you would climb a flight of stairs to reach the entrance to the

vault

that overlooks the accident site. Upon approaching the entrance, the player would pass through another trigger that would advance the quest stage once again. suggests that the pointer needed to use a terminal to open the vault door, which would in turn advance the quest stage to five.
This implies that everything that had happened up to this point was part of the quest Here Be Monsters and the 20 Royals. Leagues Under the Sea Quest would start when you opened the vault door, the vault door itself is from Vault 111 and the adjacent detection area uses resources from Vault 114. In particular, there is a textureless and untextured vault door. use that was apparently going to appear somewhere inside the Vault. but was never placed, this asset would eventually be finished with an android cycle for the doors to the nuclear missile silo and 76. the door that leaves the control area and goes further into the vault is called ms03 for a store and after passing through it leads to a smaller room decorated with lockers, the path would now branch and the player could travel to a room overlooking the submarine bay or further into the facility, if they chose the former they would be ambushed by a raider who appears to be the first of several drop skaters that would have reinforced his Bioshock inspiration after defeating the robot or avoiding it, you would reach a staircase leading to a security room containing lockers, 10 millimeter bullets, a security baton and a safe, a destroyed hole in the wall of it.
The room leads to a small maintenance room which, as if we had contained various loot, from here you would go down another level to a residential area full of rooms for the vault dwellers. You would first arrive at a nursery area filled with cribs in a small play area. Beyond that are several rooms for the vault's population, complete with all the amenities you would expect, although the door leading further into the vault is locked, which would have had you travel through a series of residential rooms, many of the rooms here are devastated while some entrances are blocked and there may have been a malfunction with the vault's automated security that caused these defense systems to fail.
They will attack the inhabitants of the vault. The general condition of the vault suggests that it was fully operational until recently and this catastrophe could have occurred just before the Pointer's arrival. After navigating the Labyrinth of Bedrooms and Showers, the sole survivor would reach a large unfinished cave that could having been submerged in water. Here are two incomplete buildings of unknown purpose. The cave also contains a marker called ms03 temp 0-2, but its purpose is a mystery. well it looks like after entering this area a message called ms03 Hydroponics message will be displayed, this is linked to a cut entry called institute terminal message which reads routine diagnostic access log notes in thicker designation x6- 88 all nominal functions plus programming work in new AI software update prototype testing of neural network updates this is the first time the institute's involvement is hinted at, but we will return to this idea several times throughout the video this cavern incomplete leads to a small room where the player went through a trigger to advance the mission scenario and would then be Force created by an unknown NPC within this room.
You didn't counter at least one character, although there may be several survivors here. A marker in the same room implies that the character who created the Force for you was named James Whipper Talia. is fairly close to where this mission ends, suggesting that James Wire, a former Minutemen turned leader of a gang of Raiders, could be the James mentioned on the Vault 120 markers; for anotherOn the other hand, James Wire's internal identification implies that he was never intended to be more than a Raider. The boss and I suspect that James from Vault 120 was a completely different character, a vault dweller who managed to survive the vault's security system gone crazy.
It's possible that he was even one of the vault scientists who are somehow related to the Institute, but there's nothing left to support that theory. There are some chairs and two bed rolls here, suggesting that James likely would have had an AI routine in which he moved around the room using furniture and sleeping. There is another marker here called the James Return marker, which implies that the player had to complete some kind of objective before returning here. Again, after talking to James, you would return to the cavern and then head to the right to travel further into the Vault.
Here you would pass through two handles that probably contained Aquatic Life and reach a door that has a marker next to it called ms03 first. The ID scanner marker 001 probably represents a terminal that verified your identity or security clearance, maybe you had to find the idea that a dead high-ranking scientist hacked the door or maybe James would have opened it for you, the name The marker implies that there would have been other ID Scanners throughout the Vault, but no others are present. This path would lead to a kitchen that connects to the Vault Atrium, adorned by some communal dining tables.
One of the doors leads to a walkway that extends along the ocean floor and connects to another section of the Vault. Vault, but it appears that it would have initially been inaccessible. A staircase leading to the next level would funnel you into an ambush attack by the Robot of the Century. What might have been intended as a scare After defeating the Robot of the Century, you would climb another flight of stairs and reach what appears to be the office of a supervisor, although as we will see later in the video, the actual supervisor did not use This office, Zao, would lean against one of the walls here, as there is still an unused marker called ms03 Zao Walling.
It is also number 03, implying that it had been leaning against other walls before this point, but the other markers are missing a door outside the supervisor's office. It was barely implemented, but it probably would have given you a first look at the research facilities on the other side of the plateau. From here, turn around. Exit the supervisor's office and go down a flight of stairs which will take you to an elevator called Vault 120 0. 1 0 4. The elevator would take you to the ground floor and emerge into a substantial cavern filled with several large generators that would likely power everything. the fold that the cavern connects to a room that has a set of T-51 power armor proudly displayed on the level.
Scaled versions of the T-51 power armor generated for players between levels 14 and 20. Suggesting that the mission was intended for relatively low level players, it is also possible that this was simply a placeholder model and has no bearing on how difficult which would have been the official version. The guide chose the Institute's unique set of power armor that appears to have been designed to withstand the intense pressure of the ocean floor. Its design is reminiscent of Big Daddy and Bioshock's armor and could have been designed to be an homage to them either way. d equip it and move into an airlock that leads to the bottom of the ocean through a door called Vault 120 0-2 to dive, the player would now be transported to the stellwagon pumpkin cell named after the real world Stellwagon Bank , a giant underwater plateau in Massachusetts Bay. which has waters that are up to 600 feet deep, would now exit the airlock and walk across the sea floor and power armor.
C4 is completely unfinished, but the remaining fittings suggest that it would have been covered in various rocks, algae and man-made structures after passing through. Using several generators, the player would have their first view of the vaults research station and the hallway that extends through The Gorge to the residential area where it initially crashed, just beyond, the wreckage of the Yangtze submarine would be revealed in all its glory, perhaps so it is. It would have been partially destroyed by torpedoes and underwater mines. It's a shame that the model is never shown normally because it is very well done and this would have been an incredible moment, perhaps one of the most memorable in the entire game.
The player would now go through a series. of underwater structures that are so incomplete it's hard to speculate on their purpose, perhaps they would have contained fusion cores so the player could avoid drowning or maybe even diving supplies like harpoons, speaking of wedge, there's a harpoon cut off in the game base and its interior. The name also ties it to this mission, the Harpoon Gun would later appear in the Far Harbor DLC, but it uses a completely different model than the cut model in the base game and looks very different, perhaps this would have been the only weapon that it would have worked.
Well, underwater it is unknown what enemies you would have fought while underwater, however, perhaps the unmanned underwater vehicles that attacked the Miralax submarine or perhaps the little squid, the animated icon also shows a boy from the vault hiding from a mutated dolphin, so they could have appeared here as well. This was a really cool idea and it could have been awesome to fight mutated sea creatures while going underwater and underwater combat in power armor is a notoriously difficult form of gameplay to get right, and this may be part of the reason why which the Vault was created.
You never saw daylight after searching these structures, you would pass through the ruins of a collapsed staircase that once led to the research station before finally reaching a cave system. The cave tunnel would initially be a narrow and winding path but would lead towards a larger underground chamber that might have housed some hostile marine life, the path would become narrow again then would then curve bringing you closer to the irradiated ruins of the Yangtze, the battle and the subsequent crash should apparently damage the ship's reactor and the player would have to quickly pass under it to avoid dying, as there is a strong radiation hazard placed around them.
The player would then continue through C4 before reaching the research facility, the final cell of the mission, after passing through another airlock, they would reach a small room containing a destroyed terminal connected to a cavern that led to a steep Siracusa, another staircase would pass by some windows that showed the residential area of ​​the vault, this would lead to a larger room that would contain a bubble turret and three possible paths to choose from to climb the stairs would lead to a small office with windows showing the residential area once again, the door below leads to the walkway that extends across The Gorge and connects back to the Vault Atrium you explored earlier, perhaps James and Zao would have waited in the atrium for the player to walk through. around the ocean floor to unlock this entrance, you can see the crash submarine from this walkway and amusingly it uses a giant industrial silo as a placeholder that was probably placed before the yangtzees model was completed.
The door on the opposite side of the room would open towards the conclusion of the mission, this door would lead to a long hallway filled with Machinery posters, pipes, and debris. The next door leads to a staircase that descends to a partially flooded area. Ruth Mist hangs just above the water's surface. Most doors on this level lead. to bunk beds, showers or bathrooms that probably housed the vaults. The researchers' code shows that the mission age would be Advanced twice, which would likely have been achieved by accessing terminals and different areas of the research station which in turn would have displayed messages from the supervisor. called ms03 temporary supervisor message 1 and 2.
Unfortunately, both messages are missing, but they would probably have been expanded in the vault experiments or living conditions. I also needed to recover a password as another script would advance the search stage to 600 and display a message called ms03 temporary password message which is also missing some of the potential routes that would lead to the main investigation area where apparently they were carried out. some experiments with fish. The room is decorated with terminals, desks, picnic tables and, above all, more defensive barricades. It is possible that the pieces depicted The Investigator's Last Stand against the attacking robots and the room would likely have contained more enemies to fight.
An adjacent room contains a small kitchen that has nothing notable inside. Two doors in the main research area lead to the highest level of the Vault, but one has been locked while the other would have apparently been locked as there is a terminal placed on the other side, this would have forced the player to travel through. From a hole in the nearby wall, several additional holes and walls would contain a tank of mutated dolphins. were being experimented on, but the tank somehow exploded, flooding this entire section of the research facility. The next level contains a maintenance room, more destruction terminals, barricades, mysterious empty rooms that could have featured looting enemies in the autopsy room, and a large cavern with poles to experiment with. in dolphins it is particularly interesting that they were experimenting with dolphins as a terminal input discovered that the Institute reads the submitted citation Zoological Initiative Phase 2 development Magazine initial thoughts what to create we have designed creatures that inhabit the sky and the earth the next logical step is a creature of the sea, the biggest challenge remains data collection, accurate measurements, behavioral data, life cycle, habitat, etc., it may not be hot, have something useful, a note to request that we assign a team of scavengers to that area, so aquatic creatures are a good candidate, start with the sides, nothing too. large nothing too small most promising candidates Gina stelfinis genus carcarinus habitat on site will be a logistical challenge expansion of bioscience likely necessary including a large water tank many logistical challenges to implement facilities division likely opposed to this has We have to present this as the first step in a broader Plan What more can be done in the aquatic habitat?
Can we grow food there? What other experiments could we do? Could we develop models of underwater synthesizers to carry out seafloor salvage operations? It's probably implausible that we need to work on this more. We will leave this magazine aside. For now, I'm focusing on other priorities until I can find more beneficial reasons. The aquatic habitat can still collect data in the meantime. Without quotes, this note is one of the last remnants of the mission in the game and further reinforces the institute's involvement. Here it is possible that the Institute was behind all the destruction found throughout the Vault and that they attacked the inhabitants of the Vault to take control of the research facility.
Perhaps the Institute would have been one of the main enemies during the mission. It is also possible that these strange mutated seas. The life found around the world was the result of the Institute's experiments on dolphins and sharks, although they may also simply be the result of radiation. You would now approach the end of the mission and reach a door guarded by a couple of bubble turrets and potentially other enemies as well, beyond the turrets there is a marker called James ketchup which suggests that James would have reappeared at this point, perhaps After you killed all the enemies, thanks for the help bro, Zao would have apparently also been transported to this location, although he possibly acted as a short-lived companion and helped you fight your way to this point.
Eventually, the player Zao and James would reach a large chamber that houses the sentient giant squid. Todd Howard hinted that the model for this team was never completed and is represented by a placeholder model, the window that would show it is one of the only unique assets made for the vault that was actually placed called the Vault Squid Window. , the squid played a huge role as character artist Christian Meister revealed that there was an underwater vault where this giant octopus squid was supposed to be the overseer. The model was still in the creation kit, so some people found it and used it.
I think I made the carousel horses in Fallout 76. You'll notice that one of them is a hippocampus with a giant. squid eating the seahorse the revenge of the squid looking backto the squid texture we can see some type of white augmentation on his brain the second squid texture is tantalizingly called machines and appears to show some type of armor he would have had or perhaps cybernetic enhancements that would have allowed him to control the Vault, suggesting that he could have been some kind of mechanical squid overseer, perhaps Vault-tec's nefarious experiments revolved around him ruling the population here and it's even possible that he was the one who turned the robot hostile. the inhabitants of the wall while walking towards the squid, you would pass through a trigger which would advance the search stage two markers ms03 James valid supervisor implies that the two would have been standing right behind you while you were talking to the squid, in particular there are also three mysterious markers towards the chamber entrance that are unnamed and completely unknown what they were intended for.
There is an unused code that apparently suggests that the player could free the squid on Cedar from confinement, perhaps advancing the quest stage once again. You had to choose between freeing the squid or keeping it trapped inside its tank. This is nothing more than speculation, but perhaps Zhao and James would have represented either option and each presented the pros and cons of your decision. This all reminds me of a mission in Mass Effect that Sinners revolves around a very similar decision, it seems that at some point during this confrontation the temporary terminal message ms03 would be displayed if the pointer had recovered the password mentioned above, it could have been related with freeing or killing the squid supervisor. but this message was also removed or never made after the conclusion of the class, the player would enter another room containing three escape pods that would return the zal pointer and James to the surface.
Here is a marker called a capsule marker and a code that would advance the quest stage again, probably completing the quest and specifically mentioning the word Escape. These escape pod placeholders are actually shrunken industrial silos floating in the air, notably there are some cat pieces disconnected from the main area along with another of these escape pods. and this appears to be a more complete version of how they would have actually been shown. The room here also contains a ladder that descends into the water and perhaps the player could dive in and explore a bit after entering the escape pods, they would shoot out a tube. in the ocean, spawning in the Wasteland World space and causing them to respawn at an unused marker called the ms03 respawn marker.
This marker is placed between Yangtze Shamrock Tap House and the Harbor Master Hotel. This is almost definitely a placeholder that was nowhere near the vault. actual location as the water is extremely shallow here and it's right near town, which wouldn't have made a very discreet hideaway. I suspect that you would actually resurface in the water south of Nahant and arrive at an unnamed cell not far from Nordhagen Beach. As there are some disabled escape pods, there are three escape pods inside Vault 120, but interestingly only two of them were placed on the beach and in the Wasteland World space, it is possible that only Zao or James returned depending on your choices or perhaps they would have added a third escape pod once the scene was completed, unlike the vast majority of locations in the game, apparently he wouldn't have had the option to return to Vault 120 as the Yangtze submarine was left inoperable, it seems Vault 120 was likely located somewhere south of Nahant, as Nahanas also mentioned in the Institute terminal message we saw earlier, Nahat's location is linked to a group of pre-war civilians dedicated to preserving aquatic life and found it at the Caliente Oceanological Society.
I suspect this location was involved in some way as well, even if that had been limited to some terminal entry foreshadowing, but there's nothing tying them together, so that's just the assumption that it's possible that the townspeople were the inhabitants. originals of the rift brought to Vault 120 when the Great War occurred. The notes mentioned that they were already researching the long-term effects of radiation on aquatic life, which would have made them perfect candidates for the Vault 120 projects supporting this theory. There is a building right outside the oceanological society that has a water tower and a pipe runs far underwater to the south and connects to several strange structures that could have been related to Vault 120.
The pipes lead to an area where lies the gorge of the real world. also further supports this theory, but despite that we don't have any concrete information and this is all speculation, it is almost certain that the player would have been able to take out the unique set of power armor from the Vault Institute and it would be a waste if it was only useful In one place, there are countless props placed in underwater areas in the Wasteland, but very few of them contain reasons that actually justify exploring them. The Ocean 4 section of Vault 120 suggests that some underwater locations could be explored with a degree of visibility and perhaps they originally planned to include additional points of interest in these regions.
This would have been an amazing addition that would have fleshed out the world map and added another layer of exploration at the end. I can't say I'm surprised. This quest was removed because it is easily one of the most ambitious in the entire game and easily more complex than any aspect of the main questline. Underwater combat, an intricate underwater battle sequence, and an animated giant squid supervisor would all have been challenging and time-consuming. implement well, there are markers called ms03 playtest 6 14 and 17. implying that the area was significantly tested and just didn't work for one reason or another.
Unfortunately, some elements of the quest will probably remain a mystery unless there is another leak or an interview with one of the level request designers, in many ways it reminds me of the Outcast questline cut from Fallout 3, as that we have a significant amount of information, but enough is missing that it almost leaves you with more questions than answers, regardless of why it was cut and what remains unknown. 20 Weeks Under the Sea was a truly fascinating idea and would have undoubtedly been one of the most memorable missions in franchise history. These changes would have made Fallout 4 an even better game, although this was all left on the floor of The Cutting Room.

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