Vault 106

Vault 106 is one of the Vault-Tec Vaults. It is located south-south-east of Arefu and directly south of Kaelyn's Bed & Breakfast, a bit north of Jury Street Metro Station.

As part of the Vault Experiment, psychoactive drugs were released into the air filtration system 10 days after the door was sealed. Like Vault 101, this Vault is located in the Capital Wasteland and in 2277, it is mostly destroyed and flooded, but filled with Insane Survivors.

A Security terminal near the entrance to the Vault requires a Science skill of up to 100, depending on player level, to hack, and contains a security notice from the Overseer. The Overseer's computer also requires a Science skill of up to 100 to hack, and reveals information about the experiments. Reading these is not necessary to access any area in the Vault.

This is the only Vault used from the Fallout Bible, Fallout Bible 1 to be exact. It has the exact same history and purpose as written in the Fallout Bible.

History
As part of the Vault Experiment, psychoactive drugs were released into the air filtration system 10 days after the door was sealed. It also seems the drugs are still being pumped through the vault, as evidenced by the player's vision suddenly being shaded blue and reality shifting. Accessing the computer terminals also reveals that Vault 106 Overseer knew the inhabitants would be fodder for drug testing and instructed security personnel to tell those in the vault everything was fine. At the very end of the vault is a cave-like area, where skeletons and other items are located. It can be assumed that all of the sane residents of the vault went into that cave with all of the food and water they could, waiting for help or possibly trying to dig back to the surface.

The residents of the Vault appear to be descendants of the former Vault Dwellers, where as others are possible new comers who stumbled upon the Vault and became so affected by the drugs that they thought they were residents. Another possible reason for their existence would be that they are the original dwellers from 200 years ago. The drugs might possibly have caused them to never age, allowing them to live unhindered in the vault during the war. The Vault door is closed (though it could have been open before) when you discover it because all the residents of the Vault closed it right away after each time it was opened, fearing the hell outside.

Given their hairstlyes, weapons, and their boss being a Raider who is not insane, it's possible that the survivors were a Raider scouting party sent from the nearby Bed and Breakfast to loot the Vault. The hallucinogens in the atmosphere might have convinced them that they were the original Vault Dwellers, and led to them staying there indefinitly.

Enemies
Vault 106 is inhabited by "Insane Survivors", Vault residents who have been driven insane by prolonged exposure to the Vault's hallucinogen-filled air. They wear Vault 106 Jumpsuits and wield a variety of melee weapons, such as lead pipes, knives, baseball bats, pool cues, Chinese swords (at high levels), etc. Despite not wearing armor, the Insane Survivors are slightly tougher than the average Raider enemies, which can initially mildly surprise low-level players that can break into Vault 106 early on in the game.

At times, the confines of Vault 106 make it hard to wield long range heavy-hitting weapons. With high enough Small Guns skill, the Silenced 10mm is the perfect weapon for quick dispatch of hostile druggies, who should be downed by a single headshot.

On the lowest level of Vault 106, at the end of the Science Lab section, there is a "Vault 106 Survivor", wearing a Vault Lab Uniform, and oddly enough, a Pip-Boy 3000 glove (though this may just be part of the hallucination) and wielding a Baseball Bat (who oddly has the same ambient/combat voice files as a Raider). After the Survivor takes some damage, he will activate a Stealth Boy, (this is evident by the fact that your non-human followers will have a hard time shooting him as well; if it were a hallucination, only the Lone Wanderer would have a hard time hitting him) which lasts until the Survivor is finally killed. After he uses the stealth boy, the player has a hallucination in which the Tunnel Snakes (Butch DeLoria, Wally Mack and Paul Hannon) from Vault 101 attempt to kill the player. It would seem that followers also suffer this same hallucination as they will also attack the Tunnel Snakes. Past the Survivor is a small storage room with assorted misc loot, including a few ammunition boxes and a Mini Nuke.

BOP writes on 11 May 09: Strangely enough, I was able to splatter all the Tunnel Snake guys (puff of red as each of them vaporized) with a regular combat shotgun. I wasn't having much success with that weapon against the "Survivor," but one frag grenade forced him to attack me (backed into a corner just inside the door), and another dispatched him just after he went into stealth mode. The trick, I think, is to target him in VATS before he goes into stealth mode; that way, the Lone Wanderer will still lock onto him. Worked for me, anyway.

In the entry room with two floors, a floor down from where you enter on the left, is a room where your hallucinations begin in which your Father beckons you into what appears to be a media room, the hallucination doesn't end until you try to interact with him (or the computer on the desk) or exit. Once the hallucination is over, you will see the media room, but with all the consoles fallen over.

Loot

 * The Bobblehead - Science is in the Living Quarters, on a steel shelf, in the east most room on the top floor after following a single path, with two doors.


 * A book of Nikola Tesla and You is hidden in one of the wooden boxes on the teacher's desk inside the classroom in the Living Quarters (the room to your left after you first enter the Living Quarters area).


 * A book of Tumblers Today is on the Science Lab level, two floors down from the Science Lab level entrance, inside a large room with 2 lockers visible from the door on an overturned mainframe cabinet.


 * Stealth Boy in Living Quarters room, located just below the deck second on the right when you enter Living quarters. In an ammunition box.


 * Finally, there is a Mini Nuke in the final room of the Science Lab area, just past the fight with the Vault 106 Survivor. The Hard locked ammo box here seems to contain random loot, but may include one or more Stealth Boys.


 * There are two Vault 106 Master Keys located in the Vault. One can be found next to a functional computer terminal in the northwest corner of a room in the Living Quarters that is only accessible through the Science Labs. (You can see the room and the Science Lab's door through windows in the Living Quarters, but have to go through the Labs to get to it.) There is also a hidden key at the bottom of a shelf in the store room behind the one that you fight the Vault 106 Survivor in. This key can not be picked up without using the tcl command and going as close as possible to the key.


 * Next to the Hard locked Security Terminal there are 3 lockers, when opening one of the lockers the player may find some Power Armor and a Power Helmet.

Bugs

 * In the living quarters on the second floor there is a barricade. Behind this is a locked door (hard) that leads to another door, the Overseer's office. The game should turn blue and the vault will appear clean at this point. In the office, there will be an Overseer. If you approach the window where he is standing or interact with him, the Overseer should vanish and end the hallucination.
 * Attempting to speak with him may or may not cause the game to freeze (360), crash (PC), or nothing at all (PS3).
 * If you initiate combat with the hallucination of the Overseer, you can walk back and forth through the hallway where it turns blue, and be able to walk into and out of that specific hallucination. The Overseer resets (but remains hostile) when crossing the threshold. He disappears every instance he is shot. Attempting to loot the remains will act the same as attempting to talk to him when he is "alive."
 * The hallucinations of your Dad that appear throughout Vault 106 are always the default Caucasian model, even if you choose a different race for your player character (and thus also for your father).
 * The Vault 106 Survivor can be quickly killed on lower difficulties without spawning the hallucinations. His eyes continue to blink even though he is dead. If you strike his corpse the hallucinations of the Tunnel Snake Gang will appear.
 * If you attack the Vault 106 Survivor to the point where the hallucination starts and then go back the way you came the blue effect will eventually stop (the Tunnel Snakes will still exist). The blue effect will come back if you go back to the room where the Vault 106 Survivor was. If you decide to leave the area and go back to the living areas during the hallucination and then come back and finish killing the Tunnel Snakes the Vault 106 Survivor will randomize(Face, gender, hair, and race can all change) after all the tunnel snakes are dead.
 * If you lead the last tunnel snake outside the room and sneak and then attack him when the hallucination ends you will be hidden. If you then sneak attack the Vault 106 Survivor the blue effect will start again as if you’re hallucinating.
 * If you fail at lockpicking the door leading to the Science section and break the lock, located on the southern wall of the living quarters Atrium, access to the entire latter half of the Vault is restricted.
 * If you kill Amata in a hallucination you will receive Bad Karma.
 * Sometimes the Survivor will be female/have a female voice. (This may not be a bug but merely an effect of the drugs in the vent system)
 * Despite the Insane Survivors' natural hostility toward the player, dropping onto them a live grenade grants bad karma.
 * Despite all other vaults having an opening panel from each side of the vault door, this one does not and will trap you mercilessly if you choose to close it and run in. There is no exit from Vault 106 other than the main door, therefore the player will have to reload their game from an earlier save or cheat.
 * Bringing a companion inside the Vault and then telling them to return to where they were recruited will cause them to walk to the Vault door and it to automatically open. (Confirmed with Dogmeat on the Xbox 360).
 * The fact that the Vault door cannot be opened from the inside can be attributed to the fact that as part of the Vault experiment the leak was intentional with no way for the Vault residents to escape.
 * If you injure yourself during a hallucination (Through your own fault, ei. with a grenade) a health bar shows up with your name on it.
 * The game froze up after picking the hard lockpick in the survivors cave.

Appearances in games
This Vault was first mentioned in Fallout Bible and appears in Fallout 3.