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Four Tet: Text Is a Context
Part 2 of 2: An Extended Conversation with Kieran Hebden
Dimitri Nasrallah - 26 mai 2011
In advance of Four Tet's Nocturne 4 appearance at MUTEK 2011 on Saturday, June 4th, MUTEKMAG caught up with Kieran Hebden for an in-depth and wide-ranging conversation. Today, in Part 2 of our extended talk, we discuss his label, Text Records, as well as the desire to do something different in the music industry and his longstanding friendship with dubstep icon Burial.
Your label, Text, has been getting a lot of attention lately. How much of an investment do you have in that?
The label has been no less than 10 years, and we just hit 10 releases.
Slow and steady.
Yeah, the existence of the label was purely, at first, to have the experience of releasing a record myself. I was involved in music and I had this idea of experiences, you know. I started DJing because I was like, ah, I wonder what it's like to DJ? I really want to have a go at that. Things were kind of Faustian. Things were going so well for me, I had this kind of real confidence and I wouldn't think anything of phoning somebody up with 'Oh, can you book me to DJ?' And they'd be like, 'Yeah, I'll try and arrange it.' Things would fall into place nicely.
The same way, I was like, ah, I wonder actually what it's like to start a label with with distribution and stuff? The first record I put out was by a Canadian, this guy Koushik, who was a friend of Dan Snaith [aka Caribou] from Calgary who I met through him, and had this demo that was fantastic. So I said, 'Okay, well I really, really love this music and I'll put it out'. I did a little 7-inch EP, and then I put the next Fridge record out.
Doing the Fridge record, all the band were involved in it. That was an experience in the beginning. I thought, one day I'll have an album out, we'll do shows and we'll sell the CD from the front of the stage to kids afterwards. Here's an album where we'd written and produced and recorded all the music. We'd done the artwork ourselves. We manufactured it ourselves. And sold it and all that, and now we're selling it direct to people and that was a really nice experience. To have the music come out like that and get it to people where we'd totally done every single element of the whole process.
So then the label just sat there and people contacted me every now and then. There isn't even a website for the label. It's purely just to put things out I'm involved in here and there, where there isn't another label involved. I don't want it to be too stressed or pressured. Sometimes it's just like easier to put it out myself.
I released the Rocketnumbernine record. I figured I'd been on tour with them, and there was this song they were playing every night. I was just like, this song needs to be captured now. They were absolutely on fire. And we went into the studio a few days later and recorded it, and I thought, well, I'll just put it on my label, otherwise they might spend months trying to shop it around.
The last release you had on the label was quite high profile.
Yeah, to work with and to finish tracks with Thom Yorke and Burial, and to be singing on that music, the whole hoo ha that would be involved with getting another label in there, there'd be another agenda. They'd be like, how should we do the promo for this; they need to be thinking about it from a business point of view. The releases I've done – especially the two with Burial involved – it was really, really important for us that we managed to try and whittle it down to being just about the music as much as possible.
Those records had to be made in the way and put out in the way they were put out. We would just put them out without any artwork or anything, and then we'd just kind of go silent about them. Just let everybody discuss the music, and just let that be it.
But with this Burial and Thom Yorke record, it was a bit more than that even. In England, with the radio and NME and all the kind of music magazines, over here they all want it kind of to be done on their terms when music comes out. It's turned into a bit of a circus in a way, where the media here and the record companies are very much kind of in cahoots with each other. They're helping each other out rather than putting the music as the absolute focus. It's funny for me to be able to put out a record that I know magazines and I know radio or whatever will be so distressed that they didn't get sent a copy a month before everybody else. Or that nobody's phoned them up begging them to write about it. In fact, when they wanted to write about it, they were told they couldn't even have a copy.
Explaining that to another label rather than just putting it out myself, it just really makes sense in that light. The only problem with me doing it myself is that I'm not very well organized. There's a lot of work that goes into putting out records, more than I ever would've imagined. And then everybody around me kept saying, 'Well, all these Radiohead fans are going to want it and all these things. But you know, I'm just paying for it myself. I don't want to end up with 5000 copies of these things in my attic, so I've been quite cautious about that.
How many copies of that single are out there now, would you say?
I think there's about 7000 out there now.
That's quite a bit for a piece of vinyl.
Yeah, that's the thing. It's a ridiculous amount. It's a lot more than vinyl normally sells. But The Guardian wrote an article on it and said that it was limited to 300 copies worldwide, and nobody knows where they got that from. It's just totally incorrect. Maybe they spoke to a shop that said there were only 300 copies, meaning that that shop only got 300 copies to sell. But once something like that gets out, I just got these people contacting me endlessly distressed that they can't get a hold of a copy.
So, yeah, I'm pressing more at the moment and trying to meet demand because Thom, Burial, and I made a pact that we're going to be silent about this record when it comes out. And then here we are at this point where people couldn't hear the record and I'd be getting contacted by people who were genuinely worried about it.
Once the rumour mill gets going, you just have to correct so much information that's out there….
I don't mind that. That's the only information I kind of like. It makes me so happy when, I don't know, Pitchfork or something puts up a new story about the record that is completely misinformed and wrong. Because some of these music publications or websites and such, they're just way too arrogant. They really think they've got the music industry in their pockets because they think they are incredibly powerful. I think people need to stand up to them every now and then and show them that people can do things completely without them as well and make them look stupid, all simultaneously.
Speaking of things that one can find in the media, am I mistaken in reading that you and Burrial know each other form high school?
No, that's true. We went to school together and things so uh, that's how – I've been in contact with him since the first Burial 12-inch came out. We're friends, but I think once he started making music, we sort of had this interesting kind of mutual respect for each other in music. It was like, oh, you know, massive fan. And I heard his stuff, and I totally loved everything he was doing. Straightaway, we were like, we should really try and make some music together. The whole thing was kind of set in motion for us to work together like 3 or 4 years ago.
Would you have expected that all the way back in high school? Was there that kind of feeling that he was going to go into music, or you were going to go into music?
Oh, it was a total surprise. He was not involved in music at all when I was at school. I went to this crazy school that turned out to be a melting pot of musicians, and nobody's kind of sure why. All the guys from Hot Chip I was at school with, and the guys from XX, loads and loads of musicians, lots of very successful classical musicians. And it was just a regular state school that had a terrible music department. There's just some kind of weird phenomenon happened where a lot of musicians all came from there.


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Rounding Third: Baseball's Final Four all set
Philadelphia, PA (SportsNetwork.com) - Could Major League Baseball have asked for four better teams in the League Championship Series?
In the ALCS matchup you have a pair of charter AL clubs in Boston and Detroit, two teams who have been playing one another since 1901. Remarkably, though, this will be the first time the two will be facing off in the postseason.
Then, in the NLCS you essentially have baseball royalty in the St. Louis Cardinals and Los Angeles Dodgers, two teams who have accounted for 17 World Series titles and 36 National League pennants.
We will start with the Cards-Dodgers matchup since that is the first to get going.
From top-to-bottom there may not be a better-run franchise than the St. Louis Cardinals.
Whatever obstacle seems to be thrown their way the Cards push forward and barely skip a beat. Remember this is a team that is just two years removed from losing both manager Tony La Russa and at the time the best player on the planet in Albert Pujols.
Yes they have a ton of young pitching, and of course, that helps. Adam Wainwright is as good as it gets, but the Cards needed an MLB-high 36 wins from rookie pitchers to get by this season.
They needed one of those rookie hurlers to step up in the NLDS and 22-year-old Michael Wacha answered the bell with a near no-hitter versus the Pittsburgh Pirates in a season-saving victory in Game 4.
Wacha will step up in competition in the NLCS, as he draws the great Clayton Kershaw in Game 2.
Kershaw is likely headed toward another NL Cy Young Award after a remarkable regular season that saw him go 16-9 and lead the major leagues with a minuscule 1.83 ERA and an NL-best 232 strikeouts.
Over his last 11 starts, including his two postseason starts, Kershaw is 6-2 with a remarkable 1.46 ERA.
It's not just Kershaw for the Dodgers, though, they also have another former Cy Young Award winner in 2009 AL winner Zack Greinke, who will pitch Game 1.
The Dodgers are led by the two horses atop their rotation, but their offense isn't too shabby either. They hit .333 as a team in the NLDS, thanks to the likes of Hanley Ramirez (.500), Yasiel Puig (.471), Juan Uribe (.375), Carl Crawford (.353) and Mark Ellis (.333).
St. Louis may not have the star power in its own lineup, but it is a group that always seems to get the big hit. And oh yea, the Cards also have perhaps the best postseason hitter of this generation in Carlos Beltran.
Beltran added to his postseason legacy by driving in six runs in the five-game set. Amazingly he only hit .222, but his .944 OPS in this series was his second-lowest OPS in a playoff series.
It's hard to argue with the amount of postseason experience this Cardinals team has. Not to mention this is just a group that just seems to rise up no matter what type of adversity they face.
They just feel at home in the postseason.
When it clicks on all cylinders, though, this Dodgers' lineup is relentless. That coupled with the fact that Greinke and Kershaw will both likely get two starts in this series gives Don Mattingly's team the edge in what could be a classic series.
If there is a baseball god he'll deliver a Kershaw-Wainwright showdown in Game 7.
Meanwhile, the AL matchup is just as even.
Boston and Detroit finished the year 1-2 in the majors in both runs scored and OPS. While the Red Sox hit two more homers, the Tigers' staff had a lower ERA (3.61 to 3.79).
Now it looks as if Justin Verlander is intent on re-claiming his title as the best pitcher on the planet, given his remarkable two-hit, eight scoreless- inning performance over Oakland in Game 5 of the ALDS.
But, the Red Sox won't see him until Game 3 of this series. It may be too late by then.
There is not much Boston can't do. You want the long ball? They can do that. You want small ball? They can do that too. John Farrell's biggest contribution may be to the starting rotation, where the staff ERA dropped two runs from last year's team.
And if that's not enough, Koji Uehara has been the best closer in baseball for almost two months now.
Not to mention the Tigers just don't look right at the plate. And when I say Tigers I mean the great Miguel Cabrera. It was a good sign that he homered in Thursday's Game 5 win, but still the abdominal pain that bothered him all through September has had some effect. He only hit .250 and had just one RBI before his two-run homer on Thursday.
At the beginning of the year I picked the Tigers over the Dodgers in the World Series. Before you give me too much credit for making that pick, those two teams were about the only ones I got right for the postseason.
And as much as I'd love to stick to my preseason pick, the Red Sox are just too tough. They really have no weakness at the moment.
You think anyone misses Bobby Valentine?
PREDICTIONS: RED SOX in SIX
DODGERS in SEVEN

subset: commoncrawl


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To strengthen the competitiveness of the european agri-food sector through facilitating the development of new innovative products and processes as well as supporting technologies.
Project ID:
Raising the productivity and competitiveness of European businesses through technology. Boosting national economies on the international market, and strengthening the basis for sustainable prosperity and employment.


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A vault is a type of subterranean installation initially designed by the Vault-Tec Corporation, later constructed in collaboration with RobCo Industries.[1] Officially, they were designed for the sole purpose of sheltering up to one thousand citizens each in the event of a nuclear holocaust; however, in reality, they were a series of secret experiments orchestrated by the United States government.
Commissioned by the U.S. government in 2054 as part of "Project: Safehouse," also known as the "Societal Preservation Program," the Vault-Tec Corporation constructed 122 vaults across the country.[2] However, at the onset of the Great War in 2077, most vaults were sealed without many of their intended inhabitants, a result of the "cry wolf effect"[3] that previous training drills had on the populace.
The first vault was constructed beneath Los Angeles, and was intended to demonstrate the viability of such a facility. Unlike subsequent installations, this demonstration vault was not part of the ulterior experiments behind Project: Safehouse. By 2063, most of the vaults had finished construction, with the exceptions of 13, 76, 114, 118 and 88. Vault 112 is the last known construction on record, completed in June of 2074.
The vaults were some of the most expensive shelters in the pre-War world. According to the Vault Dweller's Survival Guide for Vault 13 (otherwise known as the Fallout manual), the intended budget for that particular installation was 400 billion dollars, and by the end of its construction reached $645 billion (although it should be mentioned that prices in the Fallout setting are highly inflated; in Fallout Tactics there are gas station signs listing regular gas at $1450.99, and there are advertisements for vehicles in Fallout 3 loading screen slides for "Only $1,000,000."). The vaults were located in various locations, and little information is available as to why those particular sites were chosen.
Each vault was designed to hold one thousand occupants at any given time, although hot-bunking was required at maximum capacity, and equipped with all facilities and supplies needed by them to survive in isolation for the designated time. According to the Vault 101 PA System, the life support system could work for over 900 years without failure, and the odds of a vault failing were 1,763,497 to 1. In addition, the PA system also stated that the average life expectancy in a properly maintained vault is 92.3 years.[4] The facilities and supplies for Vault 13 included complete construction equipment, hydro-agricultural farms, a water purification system, defensive weaponry to equip 10 people, communication systems and surface monitors, social, and entertainment files (for total duration). Waste management was conducted by burning trash on scheduled "burning days." Larger incinerator receptacles were used for the destruction of human corpses. In addition, some vaults received one or two G.E.C.K.s, intended to help the inhabitants create a viable civilization in the post-nuclear world after the All Clear signal is sent.
Different types of power sources were utilized for the vaults. Vault 13 relied primarily on geothermal energy, with backup power available from a General Atomics nuclear power generator, enough to sustain the vault for two hundred years. Vault 8 on the other hand, relied on an inefficient nuclear reactor,[5] which, while enough for Vault City to emerge, could only support a relatively small, highly advanced settlement, and in 2241 was nearing its capacity, after which further growth would be impossible.
All vault dwellers wear blue-and-yellow jumpsuits, although the design varied between different vaults.
Needless to say, most vaults in the experiment failed and had results completely different than those advertised. Many who exited successful vaults seem to suffer from xenophobia (fear of strangers) and/or agoraphobia (fear of open places); notable examples would be Michael Angelo, who doesn't dare leave the Strip even for inspiration, the Boomers who shoot artillery at anything that comes close to them, the Vault 101 citizens, who still don't exit the vault even after the Lone Wanderer opens its door, and most of the Vault 81 citizens, who are wary of outsiders after Overseer McNamara opened the vault to trade with wastelanders. Notable exceptions would be the Vault Dweller, the Lone Wanderer, Butch DeLoria, Doc Mitchell, Rylee, Susie Mack (In the Out of the Vault random encounter) and the Sole Survivor.
The vaults are all very similar in their basic functions, but sometimes were constructed according to different designs. The vaults of the New California area differ from those constructed in the vicinity of Washington, DC, the Commonwealth, and the Mojave area.
Due to scaling, the size of vaults in games shouldn't be taken at face value. None of the explorable vaults in the games have enough space or facilities to actually house 1000 people (or rather 500, as hot-bunking is used at maximum capacity). However, many doors within in-game vaults are inaccessible, which allows for the possibility that the vault is far larger than the areas the player can access.
The entrance houses the vault's only connection to the outside world - the airlock (with the exception of Vault 19, Vault 87, Vault 88 and Vault 118).
It is closed from the inside by a reinforced high-security door and from the outside by a massive, gear-shaped, four-foot thick vault door, which Three Dog claims "weighs, like, thirteen tons." For most vaults this is the only means of entering or leaving. Most vaults have consoles located on both the inside and outside, both of which require a security code to open the outer door. These codes are usually only known to a handful of people within the facility so as to prevent unauthorized exits.
The automated narrator in Washington DC's Museum of Technology states that the vault doors had a projected 2% failure rate in case of a direct hit by a nuclear missile. The only known vault to have been hit by a nuclear weapon is Vault 87, and according to the logs of its overseer, that blast damaged the door beyond repair. This could have been merely a "lucky shot" falling within the 2% failure, but it seems more likely that Vault-Tec's strength projections were incorrect or defined failure as allowing the inside of the vault to be damaged or irradiated.
Most vaults use a Seal-N-Safe Vault door Model No. 343[6] to secure the airlock. Some older vaults, such as Vault 101, use a different, cruder blast door model. Vault 8, the control vault, had also a second, much larger, blast door built, securing the entry hallway leading to the entrance to the vault. Vault 111 and Vault 118 are the only known vaults to feature an elevator leading to an underground area where the gear shaped door is located already secure in the hill it was built in.
The entrance level also houses the Emergency Medical Lab complete with an Auto-Doc. A vault medic was required to be present at the EML 24 hours a day. The lab had the equipment to treat nearly all injuries and illnesses, ranging from simple bruises to radiation poisoning.
Living Quarters
Standard pre-War design of the living quarters was that of a single room with a sanitary annex. Vault 13 had one hundred living quarters, and at maximum capacity, ten people would be assigned to a single living quarter, in a hot-bunking system. A standard level had 20,000 square feet of usable area.
The lights in the vaults used Simu-Sun technology, making it feel just like the outdoors, with only a fraction of a sunburn risk. The lights in Vault 101 were kept on all the time to prevent a radroach infestation.
New Entertainertrons were used to play holotapes and used as a slide projector in the classroom of Vault 101.
Command Center
At the heart of the vault, the command center was where the overseer's seat was located. The operations center, apart from the seat of power, included the computer lab, where the water purification system was located, and an armory, where the vault's weapons, ammunition and armor was stockpiled. A security guard was posted in the command center at all times, to ensure that the armaments were properly secured and handed out only to people possessing the proper clearance from the overseer. The overseer is also able to see anyone inside the vault with the Eye-on-You cameras.
Apart from that, the level also contained the computer core (with the vault's AI monitoring the shelter 24/7), housing data processing units, a library playing an important role in educating vault dwellers, a common meeting room, and the primary store room, where the most important supplies would be stored.
Equipped with dual 5.56mm miniguns in some vaults, the overseer's command post can be considered the last line of defense in case vault security is breached.
In the Secret Vault, there are several command posts for the various sections. The command posts mainly contain buttons to control things like locking of doors and laser protection.
- Vault 29 (Van Buren) was outfitted with a ZAX AI, which replaced the overseer.
- Vault 12 had its overseer's room sealed due to the fact that the main door of the vault was doomed never to close.
- East Coast vaults and Mojave vaults (3, 11, 19, 21, 22, 34, 75, 81, 87, 88, 92, 95, 101, 106, 108, 111, 112, 114, 118) use a different door mechanism. These vaults employ an opening mechanism that is contained entirely within the vault itself, pulling the door inwards and simply rolling it to one side. The doors seen on West Coast vaults, however, pull the seal outwards and use an external clamp to slide it aside.
- East Coast and Mojave vaults lack storage rooms in the overseer's office; they are instead located near the Atrium.
- Vault 0 and the Secret Vault had an entirely different layout than other vaults.
- Vault 75 is found in the basement of a school.
- Vault 81 has an entire wing that is cut off from the rest of the vault.
- Vault 111 and Vault 118 both have an elevator exit leading to the surface just outside the airlock.
- Vault 114 can be found inside Park Street station.
- Vault 118 has a parking garage and is under Cliff's Edge Hotel.
- The Commonwealth and Maine vaults are painted in a yellow and blue shade, while East Coast and Mojave vaults are dull and gray. Also, the Commonwealth and Maine vaults' hue is the same as the traditional vault jumpsuit.
True purpose
Officially, the vaults were nuclear shelters designed to protect the American population from nuclear holocaust. However, with a population of almost 400 million by 2077, the U.S. would need nearly 400,000 vaults the size of Vault 13, while Vault-Tec was commissioned to build only 122 such vaults. The government, and Vault-Tec, never really believed an actual nuclear war would occur; the real reason for the existence of these vaults was to run social experiments on pre-selected segments of the population to see how they react to the stresses of isolation and how successfully they recolonize Earth after the vault opens.
|The following is based on Van Buren and has not been confirmed by canon sources.
The Enclave, responsible for the experiment (officially known as the "Societal Preservation Program"), considered themselves prime candidates for recolonizing the world after a nuclear holocaust and to this end commissioned the construction of their own shelters, isolated from the vault network. The purpose of the vault experiments was to help prepare the Enclave for either re-colonizing Earth or colonizing another planet if Earth turned out to be uninhabitable.
|End of information based on Van Buren.
The total number of vaults is a government secret and has been lost; there were the aforementioned "public" vaults, which numbered 122 and an undisclosed number of "private" vaults. Information on whether Vault-Tec was an international corporation or strictly U.S. based, cannot be released due to Vault-Tec and United States federal regulations.[7] That said, Vault-Tec seems to have constructed some vaults in Canada. In a letter sent to a rejected DC citizen the company offered to provide a list of "Vault-Tec facilities with available accommodations, in exciting locales such as Oklahoma and newly-annexed Canada."
Of the 122 known public vaults, only 17 were control, meaning that only 17 were made to public expectations. All others were designed to include a social experiment, sometimes with a select few of the inhabitants observing the occupants.
While some vaults had 'noble' goals, such as to eradicate disease (Vault 81) or improve the human genome (Vault 75), they had incredibly unethical methods of doing so, often exposing their inhabitants - often fatally - to some danger specific to certain vaults to research the effects.
The few vaults that survived intact for more than 80 years came to serve another, unanticipated purpose: they were an excellent source of pure human stock, uncontaminated by the mutated airborne strain of FEV and prime candidates for conversion into super mutants.
The true nature of the vaults epitomized the insidious nature of the government at its most callous, a running theme in Fallout that the American government was unconcerned with the wellbeing of its people even in absolute crisis. The innumerable loss of life caused by making so few vaults, and their intended use as social experiments, and toying with what little remained of the American population highlights this. Worse, if the Enclave met setbacks, failed or were rendered incapable of recolonizing the world, it appears there was no backup plan to utilize the vaults to replenish humanity.
In terms of providing safety and security for their inhabitants, most of the vaults were complete failures. However, as noted in the Penny Arcade comic, the vaults were never truly intended to 'save' anyone; there was simply not enough time, money or resources to build enough shelters to house more than a fraction of the population. While the "control vaults" did function as advertised and opened on schedule, most of the vaults were actually intended to explore and observe how societies succeeded or failed to adapt in response to various challenges and restrictions. These social experiments were conducted on live, (largely) unaware subjects, monitored by Vault-Tec researchers in several separate facilities, and undertaken at the behest of the future Enclave as part of a massive feasibility study of how to best resettle a devastated Earth or, if necessary, colonize another planet.
Most of the vaults seen in the games were non-viable 200 or even a mere 80 years after the War. While Vault 13 might have lasted until its scheduled opening date of 2277, the unplanned failure of the water chip forced the overseer's hand and set subsequent events in motion. If Vault 101 was truly intended to stay closed "forever," its failure was inevitable; the only question was how long, and what form the change or disaster would take. Many other vaults were abandoned because of unlivable conditions, or saw the residents driven violently insane by the procedures inflicted on them. Some of these continue to pose a hazard to the unwary who wander in from outside, looking for loot or a place of safety.
Out of all the vaults, only the control vaults were a success, with all experimental vaults failing in one way or another. There are however exceptions; Vault 101 while an experimental vault technically failed as it was never meant to open; Vault 3 is another exception as technically a control vault, it failed as all the residents were massacred by the Fiends; Vault 81 is the last exception, as its experiment was sabotaged from the start by the overseer, so it instead acted like a control vault.
Despite all of this, the experiment may be considered a success in terms of the data collected - data that was much more important to the Vault-Tec and Enclave scientists than a few hundred thousand lives, most of whom would have died anyway if not for the vaults. However, it is unknown if this data was recovered/used, as there is no reference in the Fallout universe of the Enclave receiving/collecting the data or Vault-Tec existing in the post-war world.
List of known vaults
Canon vaults
|Los Angeles Vault
|A Vault-Tec demonstration vault. It was not part of the experiment, and was the Master's vault under the Cathedral in Fallout.
|Los Angeles (Cathedral), Southern California/New California
|Unfinished Vault
|A fenced construction area in a small cave north of Vaults 13 and 15. It may have been the first location of Vault 13 before its relocation.
|Northern California/New California
|Fallout 2
|Vault-Tec: Among the Stars
|A Vault-Tec demonstration vault, located in the Galactic Zone of Nuka-World. It tested a few things on the visitors: brainwave disruption, subliminal suggestion, airborne toxins, and theta-band radiation. These tests were performed not only on the subjects, but on the people working there as well. When the bombs dropped, one of the employees, R. Langston, ran inside to shut the vault doors (which do open and close correctly, but may or may not have been able to withstand the explosion). After this occurred, another employee, C. Grunner, driven mad by the experiments, shot Langston and himself.
|Galactic Zone, Nuka-World
|Vault-Tec University
|a test vault built to run experiments testing the thesis papers of university graduate students.
|Morgantown, Appalachia
|Fallout 76
|Vault 3
|A control vault designed to open after 20 years, but kept closed longer due to the wishes of the vault inhabitants. However, an unplanned water leak forced the occupants to open in hopes of trading with the outside. Unfortunately, all of the vault's residents were massacred by a group of raiders known as the Fiends shortly after they opened the vault door.
|West of Las Vegas, Nevada/New Vegas, Mojave Wasteland
|Fallout: New Vegas
|Vault 8
|A control vault, intended to open and recolonize the surface after 10 years and is equipped with a GECK. Vault City is the result.
| Northern Nevada
(Vault City)
|Fallout 2
|Vault 11
|This vault was a social experiment testing human nature, most specifically the ability to sacrifice oneself for others, and the ability to place ideals above one's own life. After the vault doors were closed, it was revealed to the residents that they were required to sacrifice one person each year. Eventually, an overseer made the selection process random instead of a vote and a huge riot ensued. The survivors decided to face the punishment of not selecting a person to sacrifice: death. However, they were merely congratulated for not killing anybody. All except one person committed suicide.
|Southeast of Las Vegas, Nevada/New Vegas, Mojave Wasteland
|Fallout: New Vegas
|Vault 12
|In order to study the effects of radiation on the selected population, the vault door was designed not to close properly. This is the Necropolis vault and a large population of ghouls was the result.
| Bakersfield
(Necropolis), California/New California
|Vault 13
|Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced Overseer Jacoren to improvise and use the Vault Dweller as a pawn. Later study of the Vault 13 records by the Enclave led them to their current plan to end the war.
|Mt. Whitney, Southern California/New California
| Fallout
Fallout 2
|Vault 15
|Intended to stay closed for 50 years and include people of radically diverse ideologies. Gathered from what Aradesh says in Fallout, he has quite a bit of multicultural flavoring to his speech. The birthplace of three raider groups and Shady Sands (later to become the NCR).
|Southern California/New California
| Fallout
Fallout 2
|Vault 17
|The vault was raided in 2154 and its inhabitants taken prisoner by the Master's Army. They were subsequently turned into super mutants. It is unknown what this vault's experiment was, or if it was one of the seventeen control vaults.
|Fallout: New Vegas (mentioned only)
|Vault 19
|The vault was segregated into two groups, Red and Blue. The groups lived in separate sections of the vault and the inhabitants may have been chosen due to pre-existing paranoia.
|Red Rock Canyon, Nevada/New Vegas, Mojave Wasteland
|Fallout: New Vegas
|Vault 21
|This vault's purpose was gambling, reinforced by having only compulsive gamblers admitted as vault residents and with all conflicts within the vault to be resolved through gambling. It is one of the few non-control vaults that didn't end in failure. When opened, its residents successfully integrated into the societies around them, and the lower levels of the vault were collapsed by Robert House.
|Las Vegas, Nevada/New Vegas, Mojave Wasteland
|Fallout: New Vegas
|Vault 22
|Apparently a vault designed to develop advanced agricultural technologies. Successful experiments were executed, creating strains of plants that could grow under artificial light. However, an experiment on pest control involving a genetically-manufactured spore annihilated or transformed the vault's inhabitants.
|West of Las Vegas, Nevada/New Vegas, Mojave Wasteland
|Fallout: New Vegas
|Vault 34
|The armory was overstocked with weapons and ammunition and not provided with a lock. The Boomers, the weapon-crazy inhabitants of Nellis Air Force Base, descend from the inhabitants of this vault.
|East of Las Vegas, Nevada/New Vegas, Mojave Wasteland
| Fallout Bible (first mentioned)
Fallout: New Vegas
|Vault 43
|Populated by twenty men, ten women, and one panther.
|Penny Arcade[8]
|Vault 63
|Ash Heap, Appalachia/West Virginia
|Fallout 76
|Vault 69
|As Vault 68's counterpart, the vault had one thousand people maximum and is populated by nine hundred and ninety nine women and one man.
| Fallout Bible (first mentioned)
Penny Arcade
Van Buren concept art
and possibly in conversation with President Richardson.
|Vault 75
|This vault's purpose was the refinement of human genetics. Excluding vault staff, all residents were under the age of 18 at the time of vault activation; parents were quietly separated from their children and later executed by vault security. The children were subjected to various methods of torture and harsh tests by vault staff, with the hope of making them capable of surviving the wastes. The experiment went well for several generations, but the archives were destroyed and most if not all of the progress made was lost. As of 2287, the vault is occupied by Gunners.
|Malden, The Commonwealth/Massachusetts
|Fallout 4
|Vault 76
|This vault was designed as a control group for the vault experiment, like Vault 3 and Vault 8, but had a number of unique characteristics. It was exclusively populated by only the best and brightest of America's citizens, it was opened after 25 years to allow its residents to re-colonize the surface rather than the 20 years mandated for other control vaults, and its overseer was under secret orders to secure three nearby nuclear missile silos for Vault-Tec at all costs. The vault itself was also designed to cease functioning and become inhospitable 24 hours after opening to prevent its residents from becoming dependent on it. Vault 76 was unveiled by Vault-Tec in 2076 in celebration of the United States' tercentenary.
|The Forest, Appalachia/West Virginia
| Fallout 3 (first mentioned)
Fallout 4 (mentioned only)
Fallout 76
|Vault 77
|Populated by one man and a crate full of puppets. The Lone Inhabitant of the vault went insane from lack of human contact and eventually abandoned the vault after "murdering" one of the puppets.
| Penny Arcade
Fallout 3 (mentioned only)
|Vault 81
|Intended to develop a single cure for all human diseases through testing on unaware human subjects. The vault had two sections: the residents lived in one section, while Vault-Tec scientists secretly observed them and worked in the other. Unexpectedly, the original overseer disabled the equipment the scientists were to use to expose the residents to diseases. As of 2287, the vault's residents are alive and well, and regularly trade with the outside world.
|Boston, The Commonwealth/Massachusetts
|Fallout 4
|Vault 87
|A Forced Evolutionary Virus (F.E.V.) research and testing facility. The residents were exposed to the FEV in locked chambers where scientists would observe their changes. In two weeks, the subjects underwent changes that gave birth to super mutants and centaurs.
|Capital Wasteland
|Fallout 3
|Vault 88
|Intended to test various prototype devices with the aim of rolling them out to the rest of the vaults; this vault was never fully constructed; only the entrance and a few interior rooms were finished before the Great War began. With the assistance of the vault's intended overseer, Valery Barstow, the Sole Survivor can build this vault however they like, and run various experiments of their choosing on the dwellers.[9]
|Boston, The Commonwealth/Massachusetts
|Vault-Tec Workshop
|Vault 92
|Populated largely by renowned musicians, this vault was a test bed for a white noise-based system for implanting combat-oriented posthypnotic suggestions.
|Nearby Old Olney, Capital Wasteland
|Fallout 3
|Vault 94
|This vault was "founded on the principles of faith, nonviolence, and communal life in harmony with nature," and was led by a figure known as the Pastor. Inhabitants professed a willingness to share their abundant resources with outsiders, though entrance required a Vault Access Code, which could be acquired from a Vault Ambassador.
|The Mire, Appalachia
|Fallout 76
|Vault 95
|Populated solely with drug addicts, with the exception of a single vault-tec employee undercover. The vault residents would elect an overseer regularly and hold therapy sessions as part of a rehab program. The rehab proved to be a success. Five years after the vault was sealed, a hidden stash of drugs was unlocked. Within a few days, all of the vault residents but one fell back into addiction or killed each other. As of 2287, the vault is occupied by Gunners.
|The Commonwealth/Massachusetts
| Fallout 3 cut content (first mentioned)
Fallout 4
|Vault 96
|Savage Divide, Appalachia
|Fallout 76
|Vault 101
|The vault was created to evaluate the performance of an omnipotent, dictatorial overseer in a closed community, adopting a policy of "isolationism." Supplied with equipment that was needed to function for many years, this vault was never intended to open to the outside world.
|Capital Wasteland
|Fallout 3
|Vault 106
|As an experiment, the overseer instructed the vault to be filled with colorless psychoactive drugs into the air filtration system exactly 10 days after the door was sealed. The drugs caused hallucinations which led to all of the vault residents' insanity.
|Capital Wasteland
| Fallout Bible (first mentioned)
Fallout 3
|Vault 108
|Intended to test conflicts in leadership, the vault's overseer was expected to die of cancer after 40 months. In addition, the vault had a power supply that was to malfunction after 240 months, an insufficient backup, an overstocked armory, and no entertainment tapes. The vault also housed a cloning lab and all (surviving) residents are clones of one man called Gary.
|Capital Wasteland
|Fallout 3
|Vault 111
|Tested the long-term effects of cryogenic suspension on unaware individuals. The vault's staff were assigned to observe the residents and protect the vault for 180 days. Dwindling supplies drove the security personnel to mutiny against the scientists and leave. Over a century after activation, a mercenary broke into the vault in order to kidnap an infant resident. In the process, he killed all but one of the vault's frozen residents.
|Sanctuary Hills, The Commonwealth/Massachusetts
|Fallout 4
|Vault 112
|All residents were placed in suspended animation and connected to a virtual reality simulator, where they thought they would live a "perfect" virtual life indefinitely. Unfortunately, Dr. Stanislaus Braun held absolute control of the simulation and used it to torture the residents for his own pleasure.
|Capital Wasteland
|Fallout 3
|Vault 114
|Intended to test the stress of living in impoverished, disenfranchised conditions by those previously accustomed to extreme wealth and power. Residents were to be exclusively politicians and Boston's wealthy elite, with the exception of the overseer. Construction was never completed. As of 2287, the vault is occupied by Triggermen.
|Boston, The Commonwealth
|Fallout 4
|Vault 118
|The vault was intended to encompass two wings under one overseer, each one to house exclusively members of the highest class of society (Hollywood actors, business tycoons, scientists, artists, etc.) or the lower classes. The second wing was never finished and while the vault was used as a fallout shelter, the vault experiment never started.
|Mount Desert Island/The Island, Maine
|Far Harbor
Semi-canon and non-canon vaults
|Burkittsville Vault
|An unnamed vault near Burkittsville mentioned in the Hamilton's hideaway terminal entries. Outside of the vault, cannibals wait to ambush those seeking refuge in the vault.
|Burkittsville, Maryland
|Fallout 3 cut content
|Secret Vault
|A secret vault dedicated to protect high-members of Vault-Tec and used to research the latest technologies (like electrical laser weapons and instant regeneration) and the Forced Evolutionary Virus.
|Los Ybanez, Texas
|Fallout: Brotherhood of Steel
|Vault prototype
|A small Vault-Tec facility used as the base of operations by the Brotherhood of Steel
|Fallout: Brotherhood of Steel
|Vault 0
|A special vault designed to "monitor and control" other vaults, maintain the geniuses of the pre-War United States in cryogenic stasis and improve the future wasteland conditions with a robot army.
|Cheyenne Mountain (Colorado)
|Fallout Tactics
|Vault 1
|An unnamed vault that a US Army soldier named Corporal Armstrong escorts the player character to, with Frank the Underseer running the facility until the overseer arrives.
|Great Midwest Commonwealth
|Van Buren tech demo
|Vault 6
|The vault's original purpose in the Vault Experiment was that it allowed small doses of radiation to leak into the vault once a day, resulting in the population turning into an aggressive pack of extremely irradiated feral ghouls.
|Mount St. Helens, Washington
|Fallout Extreme
|Vault 24
|Unknown, any information in existence is based on cut content for a vault suit.
| Unknown
(Mojave Wasteland?)
|Fallout: New Vegas cut content
|Vault 27
|This vault would be overcrowded deliberately. 2000 people would be assigned to enter, double the total sustainable amount.
|Fallout Bible only
|Vault 29
|No one in this vault was over the age of 15 when they entered. Parents were intentionally redirected to other vaults. Harold is believed to have come from this vault.
| Fallout Bible (first mentioned)
Van Buren
|Vault 36
|The food extruders were designed to produce only a thin, watery gruel.
|Fallout Bible only
|Vault 39
|The original purpose of Vault 39 is unknown, but due to Mile Reese experimenting with the G.E.C.K., it became a jungle with hostile plant life, similar to Vault 22.
|Abilene, Texas
|Fallout: Brotherhood of Steel 2
|Vault 42
|No light bulbs of more than 40 watts were provided.
|Fallout Bible only
|Vault 44
|Upcoming vault in the Fallout: The Board Game add-on New California.
|Fallout: The Board Game add-on New California
|Vault 53
|Most of the equipment was designed to break down every few months. While repairable, the breakdowns were intended to stress the inhabitants unduly.
|Fallout Bible and possibly on Vault-Tec east coast computers
|Vault 55
|All entertainment tapes were removed.
|Fallout Bible only
|Vault 56
|All entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55.
|Fallout Bible only
|Vault 68
|Of the one thousand people who entered, there was only one woman.
| Fallout Bible
and possibly in conversation with President Richardson.
|Vault 70
|All jumpsuit extruders fail after 6 months. Most of the inhabitants were Mormons. The city of New Canaan was founded by the vault dwellers after they left the vault.
|Salt Lake City, Utah
| Fallout Bible 0
Van Buren
|Vault 74
|Unknown. In the tutorial, it is a very small vault consisting only of the overseer's office, atrium, clinic, and quarters (blocked).
| Unknown
(Capital Wasteland?)
|Fallout 3 modding tutorial[10]
|Vault 84
|Elections held every year to exile one citizen for being a "traitor."
|Capital Wasteland, Commonwealth, The Pitt, and/or Far Harbor
|Fallout: The Board Game
|Vault 100
|Mentioned in Fallout 3 game files with an unused Vault 100 jumpsuit icon.
|Fallout 3 cut content
|Vault 109
|The vault included very high end fashion and products from Mary May, Ticknor and Fields and Fallon's. It is currently irradiated for unknown reasons.
|Capital Wasteland, Commonwealth, The Pitt, and/or Far Harbor
|Fallout: The Board Game
|Vault 113
|Mentioned in Fallout 4 game files and The Art of Fallout 4.
|Fallout 4 cut content
|Vault 117
|Unknown, shown on a map north of Jamaica Plain before being cut sometime during the development of Fallout 4.
|The Commonwealth
| Fallout 4 cut content
The History of Bethesda Game Studios
|Vault 120
|Mentioned in Fallout 4's Creation Engine files for the cut quest 20 Leagues Under the Sea.
|Fallout 4 cut content
|Vault 121
|Unknown, shown on a map where Vault 95 exists in-game before being cut sometime during the development of Fallout 4.
|The Commonwealth
| Fallout 4 cut content
The History of Bethesda Game Studios
|Vault 000 - Vault 999
|The player has the role of overseer. With no vault experiment to speak of, all vaults act as control vaults and their fates are left in the hands of the player. These vaults function more like settlements than vaults. Residents of the post-war wasteland are welcome to move in and work. The overseer (player) has absolute power over his or her dwellers, being able to kick them out of the vault, pick their partner and even send them on Vault-Tec issued quests.
|Player-created vaults
|Fallout Shelter
Other installations using Vault-Tec technology
- The Securitron vault, built by Robert House to protect and conserve its Securitron army from damage caused by the Great War, used walls and reinforcement modeled on Vault-Tec vaults.
- There is a vault exhibit in Washington D.C. inside the Museum of Technology.
- There is a vault exhibit in the Vault-Tec: Among the Stars attraction at Nuka-World.
- There is a vault under Nuka-World built to preserve John-Caleb Bradberton, founder of the Nuka-Cola Corporation.
- In the Vault-Tec Headquarters, a vault door can be seen hanging from the ceiling to the right of the lobby. It is a copy of the Vault 101 door, right down to the number on the center.
- There is another vault exhibit in Washington D.C. inside the Museum of Technology. The number on the door is 106. This one however, though containing the same materials for walls and lighting is only one corridor with vault doors at either side always kept open for the museum visitors to take the tour. Just like Vaults 87, 92, and 108 the metal walls have rusted over time.
- In Fallout 3, a Vault 77 jumpsuit is acquirable at Paradise Falls along with a holodisk detailing its disturbing nature.
- Vault 12, Vault 13, Vault 15 and the Los Angeles Vault appear in Fallout.
- Vault 8, Vault 13, Vault 15 and the Unfinished Vault appear in Fallout 2. Some vaults were also mentioned by President Dick Richardson - some of them had not enough food synthesizers, others had only men in them, yet others were designed to open after only 6 months.
- Vault 87, Vault 92, Vault 101, Vault 106, Vault 108 and Vault 112 appear in Fallout 3.
- Vault 3, Vault 11, Vault 19, Vault 21, Vault 22 and Vault 34 appear in Fallout: New Vegas. Vault 17 is mentioned by Lillian Marie Bowen.
- Vault 75, Vault 81, Vault 95, Vault 111 and Vault 114 appear in Fallout 4.
- Vault 118 appears in the Fallout 4 add-on Far Harbor.
- Vault 88 appears in the Fallout 4 add-on Vault-Tec Workshop.
- Vault 76 will appear in Fallout 76. It was previously mentioned in a Citadel terminal in Fallout 3, and also in its add-on Mothership Zeta in an alien captive recorded log, as well as at the very beginning of Fallout 4 by the newscaster.
- Vault 63, Vault 94 and Vault 96 will also appear in Fallout 76.
- Vault 0 appears in Fallout Tactics.
- The Secret Vault and the Vault prototype appear in Fallout: Brotherhood of Steel.
- In Fallout Shelter, players select a three-digit number to name their new vaults, ranging from 000 to 999.
- Vault 77 appears in the webcomic One Man, and a Crate of Puppets, and a jumpsuit from it can be found in Paradise Falls in Fallout 3.
- A malfunctioning vault with unknown number and location appears in the Van Buren tech demo.
- Vault 29 and Vault 70 were to appear in Van Buren, the canceled Fallout 3 project by Black Isle Studios.
- A Vault 69 advertisement appears in Van Buren concept art.
- Vault 74 appears only in the Fallout 3 and Fallout: New Vegas modding tutorial on the G.E.C.K. wiki. It was also included as cut content in Fallout: New Vegas.
- Other vaults present in this article are mentioned in Chris Avellone's Fallout Bible, Penny Arcade's comic strips, cut content, or other canceled Fallout games.
Behind the scenes
The vault experiment was an idea created by Tim Cain during the initial stages of Fallout 2 development.
|The following is based on Fallout 2 cut content and has not been confirmed by canon sources.
The developers intended for the player to first encounter information about the Vault Experiment as they read the Vault 8 records in Fallout 2. They could discover a classified file (opened with a successful Science skill roll) explaining the purpose of Vault 8 was to be a "control Vault," designed to hold 1000 people and open at a designated time. This file was intended to foreshadow the discovery of the true and sinister purpose of the vaults.
The player was also intended[2] to apply his Science skill to the central computer in Vault 13 to obtain a history of Vault 13, the overseer's involvement in the Vault Dweller's expulsion, and even worse, the true purposes of the vaults. The overseer was conscious of the true purpose of the vaults as social experiments on a grand scale, and consequently drove out the Vault Dweller because of fear he would ruin the experiment... or uncover it.
|End of information based on Fallout 2 cut content.
Most of the above comes from:
- ↑ Vault 101 PA System: "Did you know that the Vault-Tec/RobCo partnership is considered the most successful venture in the history of American industry?"
- ↑ 2.0 2.1 Fallout Bible #0
- ↑ The Boy Who Cried Wolf
- ↑ Vault 101 Announcement system: "Did you know - the average life expectancy of a resident in a properly maintained vault is 92.3 years?"
- ↑ Dialogue with Liz, the Tap House bartender, who mentions that Vault City gets the uranium for their reactor from Broken Hills
- ↑ From Fallout
- ↑ Interview with Chris Taylor at Vault 13.net
- ↑ Note that this comic, while official and created in cooperation with Emil Pagliarulo, has not been stated to be canon (nor non-canon).
- ↑ Fallout 4 - Vault-Tec Workshop Gameplay Debut (July 12, 2016).
- ↑ Vault 74 tutorial in the GECK wiki. The location of this vault and its layout is likely not canon.


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Enerjii Watch with Far-Infrared, Negative Ion and Magnetic... see more
Enerjii Watch with Far-Infrared, Negative Ion and Magnetic... see more
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Enerjii Watch with Far-Infrared, Negative Ion and Magnetic technologies helps you deal with the challenges of modern day living. The Far Infrared elements absorb energy from various sources and release it for gentle warming to help support circulation. They emit a Far Infrared output that is identical to the specific wavelength produced by the sun.
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11 Blogs Every Small Business Owner Should Be Reading
11 Blogs Every Small Business Owner Should Be Reading
The concept of blogging hit the mainstream only within the last decade and now most of us have at least a handful of blogs we read regularly. Recent estimates say there are 250 to 300 million blogs in existence, and with help from the blog-finding site Tumblr, one can find a blog on almost any topic.
Here we highlight 11 favorite blogs for entrepreneurs and marketers.
1. Seth Godin's Blog – Seth Godin is an entrepreneur, author and a celebrity in marketing circles. He often inspires people to try different ways of doing things, and his blog mixes commentary, news and personal anecdotes to share such an approach.
Recent posts: a) Different or remarkable? b) Memo to the modern COO
2. OPEN Forum – A small business-focused blog from American Express, OPEN Forum is an excellent resource for business leaders, covering everything from managing people to marketing to technology. A broad range of contributors keeps the ideas fresh and helps bring perspectives from various industries.
Recent posts: a) The One Decision That Could Make or Break Your Brand, b) The Secret to Drama-Free Confrontations at Work
3. Ask a Manager – This is a must-read if you're looking for career advice or want to be a better manager. Alison Green started the Q&A blog a few years ago and its popularity has grown tremendously. Her answers are always reasonable, her background in nonprofits brings a fresh perspective, and she's a frequent contributor to U.S. News & World Report on career search and management issues.
Recent posts: a) How to Interview a Really Nervous Job Candidate, b) My Friend is a Bad Employee — How Can I Help?
4. The Pioneer Woman – She calls herself a desperate housewife who channels Lucille Ball, Vivien Leigh and Ethel Merman. Packed with everything form recipes to a full range of DIY projects, the Pioneer Woman recently released her second cookbook and even has a show on Food Network. Her loyal readers support her posts with hundreds, sometimes thousands of comments, and to call it just another lifestyle blog would be a disservice.
Recent posts: a) Fostering Teamwork in Kids, b) 16-minute Meals
5. Small Business Trends – As the name suggests, this blog covers news and trends in the small business world. The site has a great sense of community with an active spirit that's evident in comments and discussions.
Recent posts: a) 7 Ways Savvy Businesses Use Mobile, b) Consumers Love Shopping in Stores – It's Checkout They Hate
6. Harvard Business Review Blog Network – Perhaps the crème de la crème of business-related sites, the HBR Blog presents detailed insights, deeply researched case studies and insightful opinion pieces. Whether you're trying to figure out how to lead a business or see where your efforts might fit into the human experience, the HBR blogs have probably covered it.
Recent posts: a) When Your Work Holds You Hostage, b) How Ideal Is Your Company?
7. Mashable – If you do anything that touches tech or social media, you need to read Mashable at least once a day. The site has firmly established its place in the digital world and has a wealth of news, trends and case studies that are invaluable for businesses navigating new media.
Recent posts: a) How Not to Apply for a Job in the Digital Age, b) Your Xbox 360 Is Now a Time Warner Cable Box, Too, c) The Young Still Read Books in Print (For Now)
8. Copyblogger – This content-marketing-focused site has a great blog covering everything from copywriting to SEO. While the site sells various ebooks and training services, the articles are free and feature some well-known names in the industry.
Recent posts: a) 6 Simple Steps to Writing Seductive Web Copy, b) 10 Principles for Turning into a Killer (Copywriter)
9. Noobpreneur – Focused exclusively on small businesses and new entrepreneurs, Noobpreneur is a startup on its own and is a good forum for those looking to launch a small business.
Recent posts: a) 10 FREE Government Programs for Marketers to Increase Sales and Profits, b) Want to Start a Business? How to Determine the Best Structure
10. Matt Cutts – Blogging since 2005, Matt's blog covers SEO as well as general developments in technology. What's great about this blog is the expertise and exposure that comes from Matt's day job—as head of Google's Webspam team.
Recent posts: a) What to Expect in SEO in the Coming Months, b) Reverse Engineering a Windows USB Driver.
11. LegalZoom Blog – What blog list would be complete without our own? The LegalZoom blog highlights intriguing legal cases, intellectual property protection issues and weekly roundups of stories related to the small business world.
Recent posts: a) Two "Boston Strong" Trademark Applications Cause Controversy, b) Would You Want Your Small Business on a Reality Television Show?
Entrepreneur, Fast Company and Inc. are not blogs per se, but are great resources and pack in a ton of information about running a business and managing your life. Which blogs or sites do you check out regularly that should be on this list? Talk to us in the comments!


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LPKF Helps Molex Reach 20 Millionth Antenna Landmark
With the help of LPKF Laser & Electronics AG, Molex Inc. has shipped the company's 20 millionth antenna manufactured by LDS technology. The company manufactures three dimensionally shaped cell phone antennae made using the LDS method, which was developed by LPKF. The process uses single-component injection molded parts as the starting material. A laser beam takes only a few seconds to write the electronic circuit layout on the surface of the plastic component. The structure activated in this way is then metalized.
The LDS method has full 3D-capability, LDS components occupy the shape that is made available as the function follows the form and because of the laser structuring, any changes to the layout can be carried out without changing any tools. The technology also boasts very high levels of efficiency: short cycle times, maintenance-free and rugged laser systems capable of 24/7 operation and low reject rates.
After reaching the 20 millionth antenna landmark Ellen Maassen, Antenna Business Unit Director at Molex, stated, "We have been involved in the development of molded interconnect devices for ten years, and played a part in the breakthrough of this technology on the market."
Commenting on the two companies' cooperative efforts Nils Heininger, Vice President PCB/MID equipment at LPKF stated, "LPKF and Molex work together on the further development of LDS technology. This has helped Molex become the main producer of LDS antennae, and acquire an enormous range of process expertise".


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Drug information provided by: IBM Micromedex
Pneumococcal 13-valent diphtheria conjugate vaccine is an active immunizing agent used to prevent infection by pneumococcal bacteria. It works by causing your body to produce its own protection (antibodies) against the disease.
Pneumococcal infection can cause serious problems, such as pneumonia, which affects the lungs; meningitis, which affects the brain; and bacteremia, which is a severe infection in the blood. Pneumococcal infection is also an important cause of ear infections in children.
Unless otherwise contraindicated, immunization (vaccination) against pneumococcal disease is recommended for infants and young children 6 weeks to 5 years of age (prior to the 6th birthday), children 6 to 17 years of age (prior to the 18th birthday), or to adults 18 years of age and older.
For infants and young children, immunization requires 1 to 4 doses of the vaccine, depending on the age at the first dose. This vaccine can be given at the same time as other routine vaccinations.
This vaccine is to be given only by or under the supervision of your doctor.
This product is available in the following dosage forms:
In deciding to use a vaccine, the risks of taking the vaccine must be weighed against the good it will do. This is a decision you and your doctor will make. For this vaccine, the following should be considered:
Tell your doctor if you have ever had any unusual or allergic reaction to this medicine or any other medicines. Also tell your health care professional if you have any other types of allergies, such as to foods, dyes, preservatives, or animals. For non-prescription products, read the label or package ingredients carefully.
The pneumococcal 13-valent diphtheria conjugate vaccine is generally well-tolerated and effective in children. The safety and effectiveness in children younger than 6 weeks of age have not been established.
Appropriate studies performed to date have not demonstrated geriatric-specific problems that would limit the usefulness of pneumococcal 13-valent diphtheria conjugate vaccine in the elderly.
There are no adequate studies in women for determining infant risk when using this medication during breastfeeding. Weigh the potential benefits against the potential risks before taking this medication while breastfeeding.
Although certain medicines should not be used together at all, in other cases two different medicines may be used together even if an interaction might occur. In these cases, your doctor may want to change the dose, or other precautions may be necessary. When you are receiving this vaccine, it is especially important that your healthcare professional know if you are taking any of the medicines listed below. The following interactions have been selected on the basis of their potential significance and are not necessarily all-inclusive.
Receiving this vaccine with any of the following medicines is usually not recommended, but may be required in some cases. If both medicines are prescribed together, your doctor may change the dose or how often you use one or both of the medicines.
Certain medicines should not be used at or around the time of eating food or eating certain types of food since interactions may occur. Using alcohol or tobacco with certain medicines may also cause interactions to occur. Discuss with your healthcare professional the use of your medicine with food, alcohol, or tobacco.
The presence of other medical problems may affect the use of this vaccine. Make sure you tell your doctor if you have any other medical problems, especially:
A nurse or other trained health professional will give you or your child this vaccine. This vaccine is given as a shot into one of the muscles, usually in the thigh or upper arm.
For infants and young children 6 weeks to 5 years of age (prior to the 6th birthday): This vaccine is usually given as 4 separate shots over several months. Your child's doctor will tell you the correct number of shots that are needed and the schedule to be followed for the vaccine.
For children 6 to 17 years of age (prior to 18th birthday): This vaccine is given as a single dose. If your child just recently received a dose of this vaccine, the next dose should be given at least 8 weeks later.
For adults 18 years of age and older: This vaccine is given as a single dose.
It is very important for your child to receive all of the shots for the vaccine.
The vaccine needs to be given on a fixed schedule. Try to keep all of the scheduled appointments. If your child misses a dose, call your child's doctor for another appointment.
It is very important that your child return to your doctor's office at the right time for all of the doses. Be sure to notify your doctor of any side effects that occur after your child receives this vaccine.
This vaccine may cause a serious type of allergic reaction called anaphylaxis. Anaphylaxis can be life-threatening and requires immediate medical attention. Tell your doctor right away if you or your child has a rash, itching, swelling of the tongue and throat, or trouble breathing after receiving the vaccine.
The pneumococcal 13-valent diphtheria conjugate vaccine will not protect you or your child against all types of pneumococcal infections. It will also not treat an active infection.
Make sure the doctor knows if you are receiving a treatment or using a medicine that causes a weak immune system. This includes radiation treatment, steroid medicines (eg, hydrocortisone, methylprednisolone, prednisolone, prednisone), or cancer medicines. .
Along with its needed effects, a medicine may cause some unwanted effects. Although not all of these side effects may occur, if they do occur they may need medical attention.
Check with your doctor or nurse immediately if any of the following side effects occur:
Some side effects may occur that usually do not need medical attention. These side effects may go away during treatment as your body adjusts to the medicine. Also, your health care professional may be able to tell you about ways to prevent or reduce some of these side effects. Check with your health care professional if any of the following side effects continue or are bothersome or if you have any questions about them:
Other side effects not listed may also occur in some patients. If you notice any other effects, check with your healthcare professional.
Call your doctor for medical advice about side effects. You may report side effects to the FDA at 1-800-FDA-1088.
Portions of this document last updated: Feb. 01, 2020
Original article: https://www.mayoclinic.org/drugs-supplements/pneumococcal-13-valent-vaccine-diphtheria-conjugate-intramuscular-route/proper-use/drg-20074043
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text:
Nightmare Inning
Everybody has a nightmare from time to time.
Kyle, making his first appearance on the mound after nine days, had one lat night. It all started with a four-pitch walk and was followed by a Sac-E 1, SF, HB, WP, I-BB, SF, I-BB, 1b. It ended with a three-run 12th that pinned a loss on the Phillies, the sixth straight series in which they've dropped the first game.
The offense had its second straight game of low octane. The first two runs were error-aided. From the fifth inning through the 11th, they had just three hits, two by pinch-hitters. Orr had one of the pinch hits, a game-tying single in the last of the ninth.
Phillies pinch hitters are the hottest commodity in the league, 12-for-22 . . . Phillies have out-scored their enemy, 16-0, in the first inning . . . Friday's game from San Diego has been moved from Comcast SportsNet to the Comcast Network because of the Flyers playoff game . . . Brewers rookie manager Ron Roenicke played for the Phillies in 1986-87 . . . Art Mahaffey will throw out the first ball on Wednesday. It was 50 years ago (April 23, 1961) that he struck out 17 Cubs, a Phillies record that still stands. He threw 146 pitches in that game at Connie Mack Stadium, 98 for strikes.
Down On The Farm
RF Brandon Moss hit a 3-run homer to give Lehigh Valley a 5-3 win and a split of a DH with second-place SWB. 3B Ronnie Belliard and RF Delwyn Young homered in the opening game loss . . . RHR Phillippe Aumont allowed his first runs of the season, four unearned in the top of the ninth as Reading committed four errors during the inning and lost to Erie, 5-1; SS Freddy Galvis was ejected during the nightmare ninth . . . 3B Travis Mattair had his third 3-RBI game in the last four as Clearwater defeated Daytona, 7-4; RHR Justin Friend recorded his fifth save . . . Lakewood had four hits and struck out 18 times in losing, 1-0, at Hagerstown . . . Domonic Brown went 2-3 with a run scored in an extended spring training game at Carpenter Complex against the Yankees, his first game action. Extended spring training does not count as a rehab assignment, which will come later for the young outfielder.
Player of the Week: DH-1B Joe Savery, Clearwater. Hit .550 in 11 games (22-for-40), with 4 doubles, 1 homer, 4 RBI and a .725 slugging percentage. Easily led organization in hits and average. First 5 games were multi-hit games, 4-2-4-2-2. Added 3 more 2-hits games along the way. After spending the first four pro seasons as a LHP (28-31, 4.29), the 25-year-old has made the transition to an everyday player. He was a two-way player at Rice University. In 68 collegiate games, he hit .355. Last year at AAA, he batted .348 in 23 games. Savery was the Phillies No. 1 selection in the 2007 draft.
Pitcher of the Week: RHR Phillippe Aumont, Reading, 0-0, 1 save, 4 appearances, 5.1 innings, 1 walk, 8 strikeouts. He faced 18 hitters are retired 17, including the last 14 (7 on strikeouts). The 22-year-old was a starter/reliever last year at Reading and Clearwater (3-11). He returned to the bullpen this spring. He came to the Phillies in
the Cliff Lee trade with Seattle in December 2009. Aumont was the Mariners No. 1 selection in the 2007 draft.
This Date In Phillies History
1900—Phillies beat Boston, 19-17, in 10 innings, a major league record for most runs by two teams on opening day, a record that still stands. Boston sent the game into extra innings by scoring nine in the ninth.


text: Horitaka Talks About the Upcoming Bay Area Tattoo Convention By Takahiro "Horitaka" Kitamura It's already August, and the tattoo convention I throw with Roman Enriquez (Strong Tattoo/45s Forever) is coming up soon! This year the convention in scheduled for October 21-23 and we are returning to the SFO Hyatt Regency. Even with last year's power outage on Sunday, the hotel is perfect for us and we look forward to a great weekend. Here are some highlights of this year's show... The main attraction is always the tattooers! We have always put tattooing at the center stage and because of this we always have an amazing roster of talented artists. LIVING LEGENDS We are excited to welcome back these living legends of tattooing: Thom Devita, Jack Rudy, Kent Smith, Bill Salmon, Junii Salmon, and Don Ed Hardy. Jack, Bill and Junii will be making tattoos all weekend and Thom and Ed will have original artwork for sale. Kent Smith will be signing autographs. THE ARTISTS Just a partial list: Aaron Bell, Aaron Crocker, Adrian Lee, The Trufant Brothers, Andreas Coenan, Andy Johnson, BJ Betts, Beau Brady, Beppe, Bert Krak, Bill Henderson, Roxx Twospirit, Brad Fink, Brent Patten, Brian Bruno, Brian Hutflies, Brian Wall, Bryan Burk, Chad Koeplinger, Chad Soner, Chris Brand, Kent Smith, Chris Danley, Chris Paez, Chris Yvon, Chris O'Donnell, Chuey Quintanar, Cory Norris, Daniel Forrester, Dan Moses, Danny Boy, Danny Reed, Dave Moore, Dawn Cooke, Donavon Kinyon, Doug Hardy, Eddie Reyes, Eiland Hogan, Eli Quinters, Eric Gillespie, Eric Jones, Eric Reed, Frankie Mancuso, Freddy Corbin, G. Kosmo, George Campise, Grez, Grime, Henry Dever, Hiroshi Hirakawa, Holly Ellis, Horikiku, Horimasu, Horisuzu, Jason Kundell, Jason Scott, Jeff P, Jojo Ackerman, Jon Hall, Jondix, Josh Palmer, Juan Puente, Justin Shaw, Kahlil Rintye, Katie Sellergren, Kevin LeBlanc, Kim Saigh, Klem, Lil Roy, Edu Cero, Lindsey Carmichael, Luke Stewart, Mao, Mario Desa, Mary Joy-Scott Dalyrymple, Matt Hamlet, Matt Ziolko, Mike Davis, Mike Emmet, Mike Rubendall, Mike Schweigert, Mike Wilson, Mutsuo, Chris Trevino, Nate Banuelos, Nick Collela, Oliver Peck, Orly, Paco Dietz, Paulo Manabe, Reiko, Richard Stell, Rob Benavides, Rob Struven, Robert Atkinson, Robert Ryan, Ron Wells, Sarah Schor, Scott Sylvia, Seth Ciferri, Sezuki, Shaun Hanna, Shawn Barber, Shige, Steve Byrne, Steve Looney, Stuart Cripwell, Heather Bailey, Bryan Randolph, Stuart Robson, Thomas Hooper, Timothy Hoyer, Todd Noble, Tomo, Tony Derigo, Tony Hundahl, Uzi, Valerie Vargas, Venjamin Jimenez, Wakatomo, Zuno... GODDAMN THAT'S A LINEUP! BLOODWORK: BODIES The official global release of the new monster book... I can't even call it a book, this is too epic! This monster project from Adrain Lee and photographer Max Dolberg will be released at the show. Hundreds of pages of backpieces by the world's leading tattooers. This is a must have book. Save your money. Kent Smith recommends it! IMMOVABLE State of Grace will be releasing the new book on Fudo Myo-o by Horitomo. This is Horitomo's first book and features tons of new back-piece designs as well as extensive texts on the history and traditions of Fudo Myo-o. This book will blow you away!! Horitomo will also be doing a seminar (info in next blog) about Japanese back-piece layout and tattoo design. The book will be included for those who attend the seminar. More info coming soon. Kent Smith will be working the slide projector. GIVE EM A HAND! REPOP MFG will be debuting a new collectible art project set which will be releasing soon after the show. REPOP makes high quality custom goods and is making a special tattoo themed "hand-shaped" collectible. Artists have been asked to make designs to be printed on fine leather on a brass base, totally new and totally unique. Artists contributing are: Steve Byrne, Scott Sylvia, Thomas Hooper, Chris Trevino, Chuey Quintanar, Chris Brand, Tim Hendricks, Horiken, Dan Wysuph, Colin Baker, Chad Koeplinger, Chris Yvon and myself. We tried to get Kent Smith but he was too busy. This will be an amazing project, more info as I get it. OFFICIAL CONVENTION SHIRT DESIGN BY RICHARD STELL That's right, this year's t-shirt design was drawn by the one and only! Just a few more things on the schedule, I will keep everyone posted with more updates and info! For more info about the Bay Area Convention of the Tattoo Arts visit their site here: http://www.horitaka.com/SJConvention/info.html Horitaka (Taki) can be found at: State of Grace Tattoo 221 Jackson Street San Jose, CA 95112 Phone: (408) 441-7770 Hours: 11am – 7pm Closed on Tuesday


text:
The Eurostars I-Hotel Madrid (hotel in Madrid) has 112 modern, light-filled designer rooms. The rooms of the hotel in Madrid have free Wi-Fi, interactive satellite TV with 27-inch screens and safety deposit box for small laptops, as well as air conditioning, mini-bar and full bathroom.
If you want to know our hotel in Madrid, you can see more services.


text:
Add the Philadelphia Freedoms professional tennis team to the "Needs to Re-learn How Liam Neeson Reacts to Human Trafficking" list.
As part of its "Play with Anna Kournikova!" fund-raising effort - which urges Russian blonde enthusiasts to "Place You Bid Now" (sic) - the Freedoms are offering Anna up to a "doubles format for a total of 15 minutes." Included in the package are "VIP Club invitations" and a "photo opportunity."
What a country! But what means this "doubles-format hit on the Freedoms center court at Villanova University," Philadelphia Freedom? Oh, really? Well, that's a disappointing bait and switch.
Recommended opening bid: $2,500. If Enrique Iglesias throws in a courtside serenade, that drops to $25.
Good luck.


text:
Lurking in the wild borderlands between Alberta, Canada ski resort town Banff and neighboring Kootenay, a group of unusually large primates live peacefully among the trees. Or so says Todd Standing, a local who says he's found a "Bigfoot colony" and photographed it extensively. You can see Exhibit A, above.
Among the groups taking this finding very seriously are the producers of a Discovery Channel show about paranormal events.
The Calgary Sun has the story:
"When I first started, I was a skeptic, but not anymore - now I'm a wholehearted believer in the species," said Todd Standing, spokesman for the Sylvanic Bigfoot group.
Standing's allegations of a Bigfoot colony living near the border of Banff and Kootenay national park will raise many eyebrows, but his evidence has piqued the interest of the Discovery Channel . . .
"We've had exceptional results and we're working with people doing DNA analysis," said Standing.
He says preliminary results from hair samples sent in for testing suggest an unknown species of primate, while video and photographs suggest a creature larger than a gorilla, with human-like features.
Of course, it's that latter evidence that's bound to have the skeptics taking sasquatch-sized swipes at Standing, particularly the photographs he says are proof of Bigfoot . . .
"I've had multiple interactions with them, and I've filmed them and photographed them on many occasions," said Standing.
"It's a real, living breathing animal, which I got within 60 or 70 yards of."
I do appreciate the non-blurry pictures — I'm tired of Bigfoot looking like a dark blob among leaves. But I'm not sure Standing's picture really benefits from sharp focus, either.
(Thanks for the tip, Patrick!)


text:
Digoxin helps slow the heart rate by
blocking the number of electrical impulses that pass through the
AV node into the lower heart chambers
Digoxin can also strengthen ventricular contractions
so that the heart is able to pump more blood with each beat.
Digoxin slows heart rate and
strengthens heart contractions in people who have
atrial fibrillation. Digoxin can also be used to treat
heart failure, so it is useful for treating people who have both atrial
fibrillation and heart failure.
Digoxin may be used along with
other medicines to treat atrial fibrillation. Digoxin alone may not
adequately control heart rate in people with active lifestyles.
Digoxin may improve symptoms of atrial fibrillation by:
Your heart rate may not need to be very low. A heart rate of 110 beats per minute may be enough to help you.1
All medicines have side effects. But many people don't feel the side effects, or they are able to deal with them. Ask your pharmacist about the side effects of each medicine you take. Side effects are also listed in the information that comes with your medicine.
Here are some important things to think about:
Call 911 or other emergency services right away if you have:
Call your doctor if you have:
Overdose of digoxin (also called digoxin poisoning) can happen if you have too much digoxin in your blood.
Call your doctor right away if you have symptoms of an overdose:
See Drug Reference for a full list of side effects. (Drug
Reference is not available in all systems.)
Tell your doctor all of the medicines, vitamins, and supplements you are taking. Other medicines can change the amount of digoxin in your blood so that you have too much digoxin. Too much digoxin causes serious symptoms of an overdose, also known as digoxin poisoning.
Your doctor may ask you to take your pulse regularly to make sure your heart rate is not too slow. To learn how to take your pulse, see the topic Taking a Pulse (Heart Rate). Your doctor might have you use a device to record your heart rate at home for a couple of days. This device is
referred to by several names, including
ambulatory electrocardiogram and Holter
Medicine is one of the many tools your doctor has to treat a health problem. Taking medicine as your doctor suggests will improve your health and may prevent future problems. If you don't take your medicines properly, you may be putting your health (and perhaps your life) at risk.
There are many reasons why people have trouble taking their medicine. But in most cases, there is something you can do. For suggestions on how to work around common problems, see the topic Taking Medicines as Prescribed.
If you are pregnant, breast-feeding, or planning to get pregnant, do not use any medicines unless your doctor tells you to. Some medicines can harm your baby. This includes prescription and over-the-counter medicines, vitamins, herbs, and supplements. And make sure that all your doctors know that you are pregnant, breast-feeding, or planning to get pregnant.
You may have regular blood tests to check the level of digoxin in your blood. Your doctor will make sure you are taking a safe amount of digoxin. Your doctor will likely let you know when you need to have the tests. When you start taking digoxin, you initially may need to have frequent blood tests to monitor the level of the medicine. These tests may be done less frequently after you have been taking digoxin for some time.
Follow-up care is a key part of your treatment and safety. Be sure to make and go to all appointments, and call your doctor if you are having problems. It's also a good idea to know your test results and keep a list of the medicines you take.
Complete the new medication information form (PDF)(What is a PDF document?) to help you understand this medication.
CitationsVan Gelder IC, et al. (2010). Lenient versus strict rate control in patients with atrial fibrillation. New England Journal of Medicine, 362(15): 1363–1373.
Last Revised:
December 14, 2012
Healthwise Staff
Medical Review:
Rakesh K. Pai, MD, FACC - Cardiology, Electrophysiology & John M. Miller, MD, FACC - Cardiology, Electrophysiology
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