Vault 111 – Unisex T-Shirt – Fallout 4, Vault-Tec and Wasteland Gaming
VAULT: 111.
DOOR: SEALED.
WORLD: SLIGHTLY PROBLEMATIC.
WELCOME TO THE WASTELAND.
The Vault 111 Unisex T-Shirt features a detailed vault door stamped with the unmistakable number 111, bringing one of Fallout 4’s most recognizable locations straight out of the Commonwealth and into your wardrobe.
Perfect for Fallout fans, Vault-Tec enthusiasts, wasteland wanderers, RPG gamers, retro-futurism lovers, scavengers, settlement builders, power-armor collectors, and anyone who has ever picked up seventeen completely useless objects because:
They might contain screws.
Vault 111 wasn’t exactly the peaceful underground sanctuary its residents expected.
But then again…
This is Vault-Tec we’re talking about.
Why You’ll Love It:
- Iconic Vault 111 Design – Features the famous numbered vault associated with the opening of Fallout 4.
- Made for Fallout Fans – A recognizable nod to Vault-Tec, the Commonwealth, and the post-nuclear world of Fallout 4.
- Retro-Futuristic Style – Perfect for fans of Fallout’s distinctive blend of 1950s-inspired Americana, atomic-age optimism, and post-apocalyptic decay.
- Wasteland Gamer Approved – Great for RPG players, explorers, scavengers, settlement builders, and dedicated loot collectors.
- Instant Gaming Conversation Starter – Fellow Fallout fans will recognize that 111 immediately.
- Perfect for Game Nights & Conventions – Bring some Commonwealth energy to gaming sessions, conventions, arcades, casual outings, or your next completely unnecessary supply run.
- Great Fallout Fan Gift – A fun choice for birthdays, holidays, gamers, collectors, sci-fi fans, and anyone who’s spent far too much time wandering the Commonwealth.
Vault 111
Congratulations!
You have been selected for admission to:
Vault 111.
Sounds safe.
Sounds secure.
Sounds significantly better than nuclear apocalypse.
There’s probably no catch.
Narrator:
There was catch.
Vault-Tec
Marketing:
Safety.
Security.
Future.
Reality:
Maybe read fine print.
The Vault
Massive steel door.
Underground facility.
Emergency supplies.
Advanced technology.
Suspiciously cheerful corporate branding.
What could possibly go wrong?
The Number
Three digits.
One unforgettable vault.
The Vault Door
Huge.
Heavy.
Industrial.
Probably not something you’re opening because you forgot keys.
The Entrance
Outside:
Nuclear apocalypse.
Inside:
Vault-Tec.
Difficult choice.
The Morning
Coffee.
Breakfast.
Television.
Doorbell.
Vault-Tec representative.
Day deteriorates rapidly.
The Vault-Tec Rep
Shows up unexpectedly.
Starts asking questions.
Somehow becomes important.
The Sales Pitch
Vault-Tec:
Would you like survive nuclear war?
Resident:
Obviously.
Vault-Tec:
Great.
Please don’t ask follow-up questions.
Sanctuary Hills
Before:
Quiet suburban neighborhood.
After:
Slight fixer-upper.
The House
Kitchen.
Living room.
Nursery.
Robot butler.
Nuclear apocalypse approaching.
Real-estate listing omits final detail.
Codsworth
Still there.
After everything.
Employee retention:
Remarkable.
The Alarm
Sirens begin.
Everyone:
Oh.
The Sprint
Nothing motivates cardio like incoming nuclear detonation.
The Vault Entrance
People running.
Soldiers shouting.
Platform descending.
Vacation officially canceled.
The Blast
Definitely not ideal neighborhood event.
Underground
Safe?
Technically.
For moment.
The Cryogenic Chamber
Vault resident:
So this is decontamination?
Vault-Tec:
Sure.
Let’s call it that.
Cryogenic Suspension
Nap level:
Extreme.
The Wake-Up
You know when you sleep too long and don’t know what day it is?
Multiply that.
The Alarm Clock
Normal:
Beep.
Vault 111:
Post-apocalyptic catastrophe.
The Morning After
Except morning is roughly two centuries later.
That will disrupt calendar.
The Sole Survivor
Wake up.
Leave vault.
Discover world ended.
Still somehow immediately begins collecting desk fans.
Priorities.
The First Steps
Vault opens.
Sunlight.
Ruins.
Commonwealth.
You:
Well.
The Commonwealth
Welcome to Massachusetts.
Things have changed.
Boston
Historic city.
Distinct neighborhoods.
Fenway-inspired settlement.
Mutants.
Robots.
Raiders.
Traffic somehow no longer biggest problem.
The Wasteland
Ruined highways.
Abandoned buildings.
Radiation.
Hostile wildlife.
Suspicious strangers.
Excellent looting opportunities.
The Quest
Main objective:
Extremely important.
Player objective:
Check that toolbox.
The Toolbox
Duct tape.
Wrench.
Random junk.
Jackpot.
The Desk Fan
Normal person:
Trash.
Fallout player:
SCREWS.
The Desk Fan Problem
You already have six.
You see seventh.
Take.
The Typewriter
Heavy.
Useful components.
Inventory:
Please stop.
The Telephone
Pre-war junk.
Wasteland treasure.
The Clipboard
Player:
Do I need this?
Probably not.
Takes anyway.
The Coffee Pot
Everything becomes crafting material eventually.
The Toaster
Post-apocalyptic economy:
Complex.
The Junk Drawer
Fallout player enters abandoned house.
Sees junk.
Brain:
Resources.
The Inventory
Weapons.
Armor.
Food.
Medicine.
Ammo.
Forty-three pounds of office supplies.
Carry Weight
The true final boss.
Overencumbered
You are carrying too much.
Player:
But I need these aluminum cans.
The Walk
Can’t fast travel.
Can’t sprint.
Still refuse to drop desk fan.
Principles.
The Companion
Companion:
Carrying your weapons.
Armor.
Junk.
Emotional burden.
The Trade Menu
“Hold this.”
Companion:
Again?
Dogmeat
Good dog.
Excellent companion.
Professional wasteland morale department.
The Dog
Sees danger.
Runs toward danger.
You:
DOGMEAT NO.
Companion AI
Doorway.
Companion stands directly in doorway.
Ancient gaming tradition continues.
The Pip-Boy
Map.
Inventory.
Stats.
Radio.
Quest log.
Radiation monitoring.
Basically smartwatch for apocalypse.
The Wrist
Fashion accessory:
No.
Essential wasteland computer:
Yes.
The Map Marker
Main quest:
That direction.
You:
What’s this unexplored building?
Main quest:
Please.
The Side Quest
Just one.
Then another.
Then another.
Three hours later:
Main story untouched.
The Quest Log
Active quests:
Too many.
The Marker
You intended one mission.
Map now resembles constellation.
Exploration
See building.
Enter building.
Find terminal.
Read terminal.
Discover sad pre-war story.
Forget why you came.
Classic Fallout.
The Terminal
Password:
Unknown.
Hacking minigame:
Activated.
The Password
Four attempts.
Stress increases.
The Brackets
Fallout veterans:
You know.
The Locked Door
Novice.
Advanced.
Expert.
Master.
You:
Where’s Nick?
The Bobby Pin
Tiny piece of metal.
Responsible for access to half Commonwealth.
Lockpicking
Almost.
Almost.
Snap.
Fine.
We have 47 more.
The Safe
Inside:
Bottle caps.
Ammo.
Pipe pistol.
Silver fork.
Worth it?
Obviously.
Bottle Caps
Before apocalypse:
Trash.
After apocalypse:
Currency.
Invest accordingly.
Actually don’t.
The Economy
Wallet:
Bottle caps.
Perfectly reasonable.
The Merchant
“That’ll be 300 caps.”
You:
Offers twelve pipe pistols and toaster.
Bartering
Modern economy:
Credit cards.
Wasteland economy:
Have you considered purified water?
The Caps Stash
Sound effect:
Instant happiness.
Nuka-Cola
Refreshing pre-war branding.
Post-war currency-adjacent treasure.
The Vending Machine
Still standing.
After nuclear war.
Built different.
Nuka-Cola Quantum
Glowing blue beverage.
That should probably raise questions.
Radiation
Fallout rule:
If glowing…
Maybe don’t lick it.
The Geiger Counter
Click.
Click.
Clickclickclickclick.
Player:
Time to leave.
RadAway
Inventory staple.
Rad-X
Preparation.
The Glowing Sea
Name alone should be enough warning.
The Radiation Storm
Sky turns strange.
Geiger counter begins clicking.
You:
Inside.
Now.
The Radroach
Cockroach survived apocalypse.
Of course it did.
The Giant Insect
Nuclear wasteland rule:
Everything got bigger.
Unfortunately.
The Mole Rat
Cute?
From distance.
The Mirelurk
Seafood fights back.
The Deathclaw
Name:
Very informative.
The First Deathclaw
Player:
What’s that?
Game:
Learning opportunity.
The Deathclaw Encounter
Plan A:
Shoot.
Plan B:
Run.
Plan C:
Why didn’t we choose B first?
Power Armor
Step inside.
Suddenly:
Confidence.
The Power Armor Entrance
Normal walking:
Fine.
Power armor walking:
THUNK. THUNK. THUNK.
The Suit
Huge.
Heavy.
Armored.
Requires fusion core.
Because apocalypse apparently still has subscription model.
Fusion Core
Power armor:
Ready.
Fusion core:
37%.
Anxiety:
63%.
The Last Fusion Core
Do I use it now?
Save it?
What if I need it later?
You finish game with twelve.
The Minigun
Subtle?
No.
The Weapon Inventory
Pistol.
Rifle.
Shotgun.
Laser weapon.
Something improvised from plumbing supplies.
Fallout.
The Pipe Weapon
Someone looked at pile of hardware-store scraps and said:
Firearm.
Weapon Modding
Receiver.
Barrel.
Stock.
Scope.
Magazine.
You came to shoot mutants.
Now you’re gunsmith.
The Workbench
Welcome to second game hidden inside first game.
Settlement Building
Main quest:
Find family.
Player:
Hold on.
This wall is crooked.
The Settlement
One bed.
Two settlers.
No water.
No defense.
But decorative rug looks fantastic.
Sanctuary
You return home.
Start rebuilding.
Five hours later:
Architectural career.
The Workshop
Scrap.
Build.
Move.
Rotate.
Why won’t it snap?
The Wall
Almost aligned.
Almost.
Almost.
No.
The Roof
Why won’t roof attach?
Apocalypse was easier.
The Fence
Gap.
Tiny gap.
Cannot unsee.
The Settlement Builder
Enemy attack:
Later.
We need finish patio.
The Generator
Power:
Needed.
Wires:
Everywhere.
The Lightbulb
Post-apocalyptic electrical engineering.
The Water Purifier
Suddenly you’re utility company.
The Crops
Food production:
Important.
The Settler
Arrives.
Immediately needs bed.
Another Settler
Also needs bed.
Preston Garvey
You see him approaching.
You know.
Another Settlement
Yes.
There’s probably one that needs help.
The Map Marker
Again?
Preston
Player:
I just got back.
Preston:
Interesting.
Anyway—
The Settlement Quest
Go there.
Help them.
Return.
Receive another.
Wasteland job security.
The Minutemen
Community defense.
Organization rebuilding.
And apparently endless administrative workload.
The Flare Gun
Need help?
Signal.
Diamond City
Welcome to Great Green Jewel.
The Stadium
Baseball stadium becomes city.
Honestly efficient reuse.
Diamond City Market
Food.
Weapons.
Armor.
Supplies.
Rumors.
Public paranoia.
Typical downtown.
The Green Monster
Now:
Wall.
The Baseball Bat
Commonwealth:
Still finding uses.
Moe Cronin
Baseball history:
Possibly interpreted creatively.
The Dugout Inn
After long wasteland day:
Reasonable stop.
Nick Valentine
Detective.
Synth.
Trench coat.
Noir energy.
Excellent character entrance.
The Detective Agency
Missing persons.
Mysteries.
Android detective.
Boston got weird.
The Case
You wanted answer.
Now conspiracy.
The Synth
Human?
Machine?
Something more complicated?
Fallout 4 spends substantial time exploring those questions through its story and factions.
The Institute
Mysterious.
Advanced.
Underground.
People have opinions.
Many opinions.
The Railroad
Secretive organization.
Hidden routes.
Codes.
You know:
Railroad things.
The Brotherhood of Steel
Airship arrives.
Subtlety leaves Commonwealth.
The Prydwen
You look up.
That’s difficult to miss.
The Factions
Minutemen.
Brotherhood.
Railroad.
Institute.
Player:
This is going to become complicated, isn’t it?
The Decision
Game:
Choose.
Player:
Can I just keep building settlement?
The Moral Choice
Fallout:
Here’s complicated situation.
You:
Can I quicksave first?
Quicksave
The greatest superpower in wasteland.
Before Conversation
Quicksave.
Before Picking Lock
Quicksave.
Before Jumping Off Roof
Definitely quicksave.
The Dialogue
Option A.
Option B.
Option C.
Option D.
You:
Which one means what I actually want to say?
Charisma
Real-world problem:
Difficult conversation.
Fallout solution:
Put on different hat.
The Outfit
Need persuasion boost?
Change clothes.
Perfectly normal.
The Hat
+Charisma.
Fashion finally quantified.
SPECIAL
Strength.
Perception.
Endurance.
Charisma.
Intelligence.
Agility.
Luck.
Character creation:
Where existential crisis begins.
Strength
Carry more desk fans.
Clearly important.
Perception
Notice danger.
Also useful.
Endurance
Wasteland.
Enough said.
Charisma
Talk your way out.
Maybe.
Intelligence
More knowledge.
Agility
Move.
Sneak.
Survive.
Luck
Sometimes best plan.
Character Creation
Player:
I’ll make this quick.
Two hours later:
Still adjusting nose.
The Mirror
Apocalypse waits.
Character creator does not.
The Name
Easy?
Never.
The Build
First playthrough:
Balanced.
Second:
Sniper.
Third:
Melee.
Fourth:
Some bizarre charisma-luck experiment.
The Perk Chart
You:
Just one point.
Twenty minutes later:
Still deciding.
V.A.T.S.
Enemy:
Moving.
You:
Not anymore.
Targeting
Head.
Torso.
Arm.
Leg.
Percentages everywhere.
The 95% Shot
Misses.
Player:
Excuse me?
The 20% Shot
Hits.
Player:
I always believed.
Critical Hit
Saved.
Saved.
Saved.
Forget to use.
Sneaking
HIDDEN
Good.
CAUTION
Uh-oh.
DANGER
Well.
The Stealth Build
Crouch everywhere.
Entire Commonwealth traversed at knee height.
The Raider
Sees nothing.
You:
Excellent.
The Super Mutant
Subtlety sometimes ends.
The Ghoul
You hear movement.
Turn.
Too late.
Feral Ghouls
Fast.
Very fast.
Unnecessarily fast.
The Subway
Abandoned station.
Dark tunnel.
Feral ghouls.
Boston public transit had difficult century.
The Building
Looks abandoned.
Probably isn’t.
The Elevator
Still works.
Suspicious.
The Rooftop
Loot.
View.
Potential deathclaw.
The Commonwealth Weather
Sunny.
Cloudy.
Radiation.
Pack accordingly.
The Radio
Wasteland outside.
Old-time music playing.
Fallout atmosphere:
Activated.
Diamond City Radio
You’re fighting mutants.
Music remains cheerful.
Beautiful contrast.
The Song
1950s optimism.
Nuclear devastation.
That’s Fallout.
Retro-Futurism
Fallout’s visual world draws heavily on stylized mid-20th-century American ideas of atomic-age technology and imagined futures, contrasted with ruined post-nuclear landscapes.
Tomorrow!
As imagined yesterday.
After everything went terribly wrong.
The Robot
Floating household robot.
Retro styling.
Buzz saw.
Normal appliance.
Mr. Handy
Household assistance:
With flamethrower.
The Computer
Huge terminal.
Green text.
Future technology imagined through older design language.
That’s part of charm.
The Television
Bulky.
Rounded.
Retro.
The Car
Atomic styling.
Do not shoot it.
The Car Explosion
You shot it.
The Chain Reaction
One car.
Then another.
Then you.
Lesson learned.
The Wasteland Car
Decorative object with hidden countdown.
The Gas Station
Red Rocket.
Dogmeat.
Workshop.
Suddenly:
Home.
Red Rocket
Player:
I’ll just stop here.
Five hours later:
Fully developed base.
The Armor Rack
Collection begins.
Power Armor Collection
One suit.
Two suits.
Three suits.
Why?
Because.
The Garage
More power armor than vehicles.
Correct.
The Bobblehead
See it.
Must take it.
The Collection
Bobbleheads.
Magazines.
Weapons.
Armor.
Holotapes.
Random junk.
Completionist suffering.
The Magazine
Permanent benefit?
Yes please.
The Comic
Post-apocalyptic reading material.
Grognak
Barbarian energy.
The Holotape
You find recording.
Listen.
Now sad.
Fallout does this often.
The Terminal Entry
You came for loot.
Now reading someone’s final office emails.
Environmental Storytelling
Skeleton.
Coffee cup.
Terminal.
Locked room.
Suddenly entire tragedy.
The Skeleton
Player:
Oof.
Also:
Anything useful nearby?
Wasteland changes priorities.
The Safe Again
Lockpick.
Loot.
Repeat.
The Filing Cabinet
Why am I searching filing cabinet after nuclear apocalypse?
Because ammo might be inside.
Game logic.
The Trash Can
Search.
The Mailbox
Search.
The Desk
Search.
The Corpse
Search.
Wasteland etiquette:
Complicated.
The Refrigerator
Search.
The Bathroom
Search.
Why?
Stimpaks hide everywhere.
The Stimpak
Medical science:
Video-game edition.
Healing
Inject.
Continue fighting.
Convenient.
The Food
200-year-old packaged snack?
Apparently still edible.
Questions discouraged.
Fancy Lads Snack Cakes
Expiration date:
Conceptual.
Cram
Wasteland cuisine.
Purified Water
Suddenly valuable.
Dirty Water
Name communicates issue.
The Cooking Station
Radroach?
Mirelurk?
Mutant hound?
Wasteland cookbook is adventurous.
The Chef
What ingredients?
Whatever stopped moving.
Survival Mode
Suddenly:
Food matters.
Water matters.
Sleep matters.
Fast travel?
Goodbye.
The Bed
You have never appreciated mattress this much.
The Save
Sleep becomes gameplay mechanic.
Now every mattress is treasure.
The Disease
Survival mode:
Adds problems you didn’t know you needed.
The Long Walk
No fast travel.
You learn Commonwealth geography intimately.
The Vertibird
Transportation upgrade.
The Brotherhood Arrival
You:
What’s that sound?
Sky:
Plot development.
The Glowing Sea Again
Power armor.
Rad protection.
Supplies.
Confidence.
Still creepy.
The Storm
Green sky.
Lightning.
Radiation.
Not picnic weather.
The Institute Again
Clean.
Advanced.
Almost suspiciously clean.
After wasteland:
Carpet itself feels futuristic.
The Wasteland Bathroom
You learn to lower standards.
The Clean Bathroom
Suddenly luxury.
Vault-Tec Architecture
Blue.
Yellow.
Steel.
Optimism.
Secrets.
Another Vault
Fallout player sees vault number.
Immediate thought:
What happened here?
Vault Exploration
Door opens.
Player:
This will probably be terrible.
Enters anyway.
The Vault Experiment
At this point:
Expect weird.
The Overseer
Job title that never sounds comforting.
The Terminal
Read everything.
Because Vault-Tec absolutely buried something in notes.
The Vault Dweller
New player:
Vaults protect people.
Veteran Fallout player:
Sure.
The Blue and Yellow
Instant Fallout recognition.
Vault 111 Again
Beginning.
Mystery.
Cryogenic chambers.
The moment your suburban life becomes wasteland RPG.
The Exit
Elevator rises.
World opens.
Game says:
Go.
The Horizon
Ruins.
Smoke.
Unknown locations.
Map markers waiting.
The First Detour
Main quest marker:
One direction.
Interesting building:
Other direction.
You already know what happens.
The Gamer
“I’ll play for an hour.”
Three Hours Later
Settlement has walls.
Main quest hasn’t moved.
Five Hours Later
You own 63 desk fans.
Midnight
One more quest.
1 AM
One more building.
2 AM
Inventory management.
The Save File
Hours played:
We don’t discuss that.
The Mod List
Just a few mods.
Narrator:
It was not a few mods.
The Modding Rabbit Hole
Install mod.
Install dependency.
Install compatibility patch.
Spend entire evening configuring game.
Never actually play.
The Load Order
New final boss.
The Crash
Fallout experience occasionally becomes:
Desktop.
The Gamer Response
Sigh.
Restart.
Continue.
The Convention
Vault suit.
Pip-Boy.
Power armor cosplay.
Bottle caps.
Vault 111 shirt.
You found people.
The Cosplayer
Built full power armor.
You:
Respect.
The Pip-Boy Prop
Someone asks:
“Does it work?”
Cosplayer:
Begins demonstration.
Twenty minutes later:
Still impressed.
The Gaming Room
Console.
PC.
Controller.
Collectibles.
Vault 111 shirt.
Correct ecosystem.
The Controller
Battery:
Low.
Boss fight:
Now.
The Pause
Fallout:
Paused.
Life:
Unfortunately not.
Monday
Alarm.
Work.
Emails.
Meetings.
You:
I’d rather be fighting deathclaw.
The Grocery Store
Shopping list:
Milk.
Bread.
Eggs.
You see desk fan.
Instinct activates.
The Hardware Store
Duct tape.
Screws.
Aluminum.
Fallout has ruined normal shopping.
The Office
Desk fan.
You:
Components.
Coworker:
What?
Nothing.
The Bottle Cap
Falls off soda.
Fallout fan:
Pauses.
The Bobby Pin
Normal person:
Hair.
Fallout player:
Locks.
The Fallout Fan Gift
The Vault 111 Unisex T-Shirt makes a fun gift for:
Fallout 4 fans.
Fallout gamers.
Vault-Tec enthusiasts.
Vault 111 fans.
RPG players.
Wasteland wanderers.
Settlement builders.
Power-armor collectors.
Pip-Boy fans.
Retro-futurism enthusiasts.
Post-apocalyptic sci-fi fans.
PC gamers.
Console gamers.
Collectors.
Convention attendees.
Cosplayers.
Completionists.
Loot goblins.
People who always check every container.
People who carry too much junk.
People who have strong opinions about factions.
People who spent more time building settlements than completing main quest.
And anyone who understands why this is treasure:
DESK FAN.
Birthday?
Vault 111.
Gaming night?
Vault 111.
Convention?
Vault 111.
Fallout marathon?
Vault 111.
Trip into irradiated Commonwealth?
Maybe bring power armor too.
Welcome to the Wasteland
Vault:
Opened.
Pip-Boy:
Online.
Map:
Unexplored.
Caps:
Limited.
Inventory:
Already full.
VAULT: 111.
DOOR: OPEN.
SOLE SURVIVOR: ACTIVE.
PIP-BOY: READY.
DOGMEAT: GOOD BOY.
BOTTLE CAPS: CURRENCY.
POWER ARMOR: CHARGED… MOSTLY.
FUSION CORE: DECREASING.
RADIATION: DETECTED.
DEATHCLAW: TOO CLOSE.
SETTLEMENT: NEEDS HELP.
PRESTON: APPROACHING.
MAIN QUEST: WAITING.
SIDE QUESTS: MULTIPLYING.
CARRY WEIGHT: EXCEEDED.
DESK FANS: NONNEGOTIABLE.
WASTELAND: CALLING.
VAULT 111.
STEP OUT OF THE VAULT. CHECK THE MAP. GRAB THE BOTTLE CAPS.
AND FOR THE LOVE OF INVENTORY SPACE… MAYBE LEAVE ONE DESK FAN BEHIND.
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| S | M | L | XL | 2XL | 3XL | 4XL | 5XL | |
|---|---|---|---|---|---|---|---|---|
| Width, in | 17.99 | 20.00 | 21.97 | 23.98 | 25.98 | 27.99 | 30.04 | 31.97 |
| Length, in | 28.00 | 29.00 | 30.00 | 31.00 | 32.00 | 33.00 | 34.00 | 35.00 |
| Sleeve length, in | 7.24 | 7.76 | 8.23 | 8.74 | 9.25 | 9.76 | 10.24 | 10.75 |




























































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