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. 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 of 75 to hack, and contains a security notice from the Overseer. The Overseer's computer requires a Science of 75 to hack, and reveals information about the experiments. Reading these is not necessary to access any area in the Vault.

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 the Vault 106 Overseer (see also: Overseer) knew the inhabitants would be fodder for drug testing and instructed security personnel to tell those in the vault everything was fine.

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, 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 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. 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.

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 exit. Once the hallucination is over, you will see the media room, but with all the consoles fallen over.

Loot

 * This Vault houses the Bobblehead: Science.


 * 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.


 * 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 be 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 Labs 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 where you fight the Vault 106 Survivor. This key can not be picked up without using the tcl command and going as close as possible to the key.


 * In the Living Quarters you can also find a Recon Armor and a Recon Armor helmet, both are located in a locker which is in the left room when you enter the Living Quarters (verified). (May fail to spawn on PC version. In that case, go to science labs and search the 2 lockers in the same room as the book of Tumblers Today, or the southernmost dorms in the Living Quarters area.)

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 game should turn blue and the vault will appear clean like 101 at this point. If you get through the door fast enough there will be an Overseer and if you attempt to talk to him, the Overseer will vanish and end the hallucination or the game will freeze(360 confirmed) or might crash (PC confirmed) just ends the hallucination on ps3; however, if you attempt to pickpocket him, the hallucination will stop.
 * If you initiate combat with the hallucination of the Overseer, walking back and forth through the hallway where it turns blue, you will be able to walk into and out of that specific hallucination until you kill the overseer. 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, and his eyes continue to blink even though he is dead, but if you strike his corpse the hallucinations of the Tunnel Snake Gang will appear.
 * If you attempt to lock pick the door located on the southern section of the living quarters ground level and fail, the lock on the door will be deemed "broken", thus entry is restricted.
 * If you kill the hallucinations of Amata you receive Bad Karma.(if you receive one with her)

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