Alternatively, the cage door can be picked without Karma loss, and no Fiends will become hostile regardless of detection.
Daniel, the Fiend who holds the key to the cage can be found in one of the southernmost rooms of the living quarters. The cage also holds the body of the fourth captive, Carter, who managed to escape to search the Vault for weapons before being caught and subsequently killed. On the main floor of the living quarters, there is a cage holding three captives, including Rick Lancer, Rachael and Dennis. The leader of the Fiends in the Vault, Motor-Runner, can be found in his throne room in the northern part of the maintenance wing along with his two guard dogs, BoneGnash and GhashBone. Within the recreation area, there is a locked door leading to the maintenance wing. There is a locked door containing multiple Nuka-Cola bottles, one Nuka-Cola Quartz, and one Nuka-Cola Victory. The recreation area also includes several pool tables and some minor loot. Vault 3 seems to have a much larger recreational area than the other Vaults. Overall, there are about five hackable terminals inside the Vault, which contain information about the Vault's history. It's an enlarged version of the one in Hidden Valley. In one of the toilets, there is graffiti on the wall of a stick man and woman. Much of the graffiti in the Vault is the same as that which can be found on the Brotherhood's bunkers in Hidden Valley. The walls of the Vault are covered with graffiti, presumably done by the occupying Fiends.
This guard levels with the Courier, and will have a high HP at higher levels, with a maximum of 260 HP at level 30. The Courier can remove the armor after the initial dialogue with the guard. If the Courier successfully passes a Speech check of 64 or if they are wearing Great Khan armor, they can navigate the Vault without being attacked. Inside the entrance is a Fiend guard, who will question the Courier on what they are doing there. This explains the lack of a door opening sequence. The Vault door, which is opened by the adjacent control panel, is connected directly to the South Vegas ruins and therefore provides no loading point for the Vault interior. Its location can be gained from the colonel at Camp McCarran after volunteering to help with the gang problem, from Elder McNamara of the Brotherhood of Steel during the quest Still in the Dark, from Diane during the quest Aba Daba Honeymoon or from Private Ortega in the barracks at the NCR sharecropper farms. The Vault is located under a building in the South Vegas ruins and is the base of operations for a gang known as the Fiends. The Vault's isolation did not affect the residents for generations, they maintained an orderly, democratic society and, unlike other Vaults (in particular Vault 101), the overseer was not a dictator or megalomaniac. In many ways, Vault 3 was the ideal post-apocalyptic community. Using the vault as an impenetrable base of operations, the Fiends have since grown steadily stronger, becoming a serious threat to the people living on the outskirts of southwestern New Vegas as well as a constant nuisance to the New California Republic Army command stationed at Camp McCarran. Įxploiting the Vault dwellers' naivety and lack of security, the Fiends successfully conned themselves into the Vault, upon which they killed the inhabitants and claimed the Vault for themselves. However, this also brought the Vault to the attention of the Fiends.
For a couple of weeks, it went well and the inhabitants made a good living. The original Vault 3 inhabitants opened their doors and began to trade with people outside of the Vault. All was going well in the Vault until a water leak occurred sometime in the 23rd century, forcing the residents to open the Vault to find help. Nestled within the South Vegas ruins, Vault 3 was one of the seventeen control Vaults, resulting in it not having an experiment. Vault 3 is one of four Vaults in the Mojave that contains living human inhabitants, the others being Vault 19, Vault 21, and Vault 34.