This talk page is only for discussing improvements to the page "Insane survivor."

Bethesda really dropped the ball. Edit

This is yet another example of Bethesda forgetting that their game was meant to take place two centuries after a nuclear war, rather than two months after. "Insane survivors" of a vault experiment that would long since have run out of chemicals. -- 16:23, 1 January 2009 (UTC)

Not really. The insane survivors don't have Pip-Boys, plus a lot of other things in the newer version of this article. 21:22, 19 March 2009 (UTC)

I also disagree with the first comment. The article itself really sums up the possibilities of how these particular inhabitants could have gotten to this point. --Lone Plunderer 04:02, 19 May 2009 (UTC)

Why are they called "Insane Survivors"? -- 06:12, 2 June 2009 (UTC)
Because Bethesda forgot about the two centuries in between. That Furry Bastard 07:56, 2 June 2009 (UTC)
Well, we could simply agree that Beth forgot/didn't know how to adapt Vault 106 after they moved FO3 back 200 years and drop all the conspiracy theories about how the vault is full of immortal raiders who have succumbed to the drugs etc. -- Porter21 (talk) 07:59, 2 June 2009 (UTC)
  • The whole vault is a bit of a problem, if the Insane Survivors are supposed to be somehow related to the people who ran screaming into Vault 106 in 2077.


    • The Insane Survivors are the descendants of the original Vault 106 residents: the vault would have run out of chemicals long ago, leaving them merely "Survivors" and not "Insane Survivors".
    • The Insane Survivors are the descendants of the original Vault 106 residents, and they have a 202.3 year supply of hallucinogens: Unlikely, as horror writers throughout the last 100 years have noted that children are scary, and hallucinogens (and darkened Vault interiors, and nowhere to run) will make them even scarier. When you add in the detail that pregnant women are jacked-up on hormones and 100% of pregnant women experience post-partum depression immediately after childbirth (and the reason that only 10% of them go psychotic is that they aren't experiencing the stress of living in a rusting post-apocalyptic broken Vault 106), most infants would have been killed by their mothers, leaving no descendants. The rational mothers (if any) would have left the Vault. --Webgiant 17:41, January 13, 2010 (UTC)

What About The Children?Edit

For pity's sake, why hasn't it occurred to anyone that they are most likely the DESCENDANTS of the original inhabitants? That would also explain why they don't have Pip-Boys: Being insane and probably negligent of most things normal vault dwellers wouldn't be, they wouldn't have the sense to give them to their children. The ones they did have would almost certainly all be broken by now and/or attached to the wrists of long-forgotten corpses, and any possible functioning ones left lying around have probably been unused for so long no one down there knows what they are anymore. The name "survivor" is perfectly reasonable, seeing as how they have survived in horrible conditions for so long. There are plenty of reasonable explanations for this other than "herp de derp, stupid Bethesda made a mistake again, what a surprise!" Blutteufel 01:28, November 16, 2009 (UTC)

Aren't you bright. A human infant would not survive in the psychotics-ridden, ruined Vault 106. That's why, as is typical with Fo3, the simplest explanation is "Beth forgot about it." 11px-Naglowaa_se.gif Tagaziel (call!) 03:12, November 16, 2009 (UTC)

Yes, because you're such an expert on fictional hallucinogens. Who's to say an infant wouldn't survive it? But it's just so much easier to attribute it to an oversight on Bethesda's part when you can't think for yourself, isn't it?. - Blutteufel 17:39, November 18, 2009 (UTC)

You try surviving as a pregnant woman in a Vault full of lunatics. If you somehow manage it, then try making sure the baby doesn't die due to a myriad of sicknesses it can get in a decaying vault full of lunatics. 11px-Naglowaa_se.gif Tagaziel (call!) 07:12, November 19, 2009 (UTC)

The same could be said for damn near anywhere in the wasteland. The people in 106 don't necessarily seem to be hostile towards each other, and there are tons of diseases all over the place that infants could easily succumb to. Blutteufel 01:59, November 23, 2009 (UTC)

  • Psychotics can sometimes get along, until one of them does something to annoy another one, such as, oh, scream in the night to be fed. If there are still hallucinogens in the air of the Vault (as would be necessary for the Descendants to be "Insane Survivors" rather than just "Survivors") then the infants would be screaming a lot more than normal infants, aggravating the local armed psychotics even more. --Webgiant 17:41, January 13, 2010 (UTC)
You don't get the point, do you? A child is more likely to survive in the harsh wasteland (humans survived in deserts for millennia), but in a decaying vault, surrounded by lunatics, failing equipment (especially ventilation and water treatment), rust, rot and a mother full of psychotic drugs its chances are slim at best. The theory that the inhabitants are hallucinating raiders has the most merit. 11px-Naglowaa_se.gif Tagaziel (call!) 07:24, November 23, 2009 (UTC)
  • The problem here is the same one as the "Reavers" in the Joss Whedon "Firefly" universe: violent insanity does not led itself to childrearing. Each infant would have been killed by the psychotics (Reavers or Insane Survivors) the instant they screamed while a psychotic was nearby trying to get some sleep. The fact that stress makes post-partum depression (experienced by 100% of pregnant women, due to the fact that they are experiencing "hormone-withdrawal") from mild "baby blues" into clinical depression means that even if a pregnant woman managed to lock herself into some soundproof room to keep the babies safe, she'd most likely kill them herself in the night. --Webgiant 17:41, January 13, 2010 (UTC)
They don't seem hostile towards each other and if memory serves two of them can be heard conversing. Also had these Vault 106 residents simply been hallucinating Raiders, would there not be signs of initial Raider habitation? I think it's entirely possible that the insane survivors could be descendants of the initial Vault 106 inhabitants. There seems to be plenty of food and there's water, I don't see why it's so far fetched. AzureSN 02:44, January 11, 2010 (UTC)
Because there are *no* amenities? There's no place to sleep, rest or eat peacefully, everything's rusted and rotten. I don't understand how you people can't understand something so simple. 11px-Naglowaa_se.gif Tagaziel (call!) 08:17, January 11, 2010 (UTC)
There are several rooms with beds, in which you have the option to sleep in. Also from the note "Fee The Love" it seems at least one of the residents were pretty happy in there. So it's rusted and rotten in there? I fail to see your point on this. It's god damned fiction, I don't understand why you can't open your narrow mind to possibilities other than your own. Are you that desperate to assert your theory as absolute? AzureSN 19:30, January 11, 2010 (UTC)
It's because infants require more than just air to survive. A rotten, rusted Vault is not a place to raise children, since they wouldn't survive long enough. Ever wonder why people generally don't live in rusted wrecks or abandoned, decayed bunkers? It's because they can't be lived in. Now, since you claim that they actually can, do prove your point - succesfully raise a child to adulthood in a rusted-through two hundred year old bunker with absolutely no functioning amenities. 11px-Naglowaa_se.gif Tagaziel (call!) 23:26, January 11, 2010 (UTC)
Beds, toilets, water and food. All four can be found in Vault 106. The Vault was in a perfectly inhabitable condition. AzureSN 18:09, January 12, 2010 (UTC)
Have you ever tried to sleep in a rotten bed, used a toilet system with no sewage-removal function, contaminated water and no edible food? 11px-Naglowaa_se.gif Tagaziel (call!) 21:44, January 12, 2010 (UTC)
Have you ever used a toilet system WITH edible food? ( 03:58, April 3, 2010 (UTC))
  • Read up on current conditions in developing nations. A poverty-stricken village has about the same quality and type of "beds, toilets, water and food" as Vault 106 does in 2277. Poverty-stricken nations also have high mortality rates and high infant mortality rates as well. There's a reason why we try to keep our homes clean, and sleeping on dirty, bug-infested beds; using dirty toilets; drinking unpurified water; and eating unclean food is not generally advised for remaining healthy. --Webgiant 17:41, January 13, 2010 (UTC)
    • You're using the logic of reality in a videogame? Leave your imagination back in the Vault? And yeah, they have high mortality rates but there's always margin for suvival. And no matter how narrow that margin may be, it's still there and therefore plausible, maybe not probable, but plausible. Enjoy your day, people with a lack of imagination. AzureSN 04:00, January 15, 2010 (UTC)
      • No, not really. Poverty stricken nations at least have access to open air, some barely clan water and some food, whereas none of these amenities are readily available in V106. Unless you plan to give your child sewage to drink, but then it's a pretty fast road to death. 11px-Naglowaa_se.gif Tagaziel (call!) 08:06, January 15, 2010 (UTC)

Poverty-stricken villages currently survive not because they are able to survive on their own, but because they are getting a lot of assistance from outside their villages (which can either come from foreign nations or from other villages in the region). There's also the valid point that a village which has near 100% infant mortality one year can get a lot of immigrants from other villages to help out in the fields and indirectly boost population numbers while they are there.

Neither of these details is true about Vault 106, which thanks to the drugs is experiencing the mental illness version of the Vault 101 Directive to keep the Vault sealed forever. The Insane Survivors, by definition, would not go outside the Vault to ask for help, and those outside who might be interested in helping would be deterred rather quickly by the paranoia and xenophobia of the Vault 106 Insane Survivors. Vault 106 would get the "avoid going there" reputation of places like Minefield. Without any fresh influx of people, the negligible chance of infant survival becomes much more likely to wipe out the entire population of Vault 106 within a few decades of being sealed in the Vault.

It's not "lacking imagination" to declare that a closed system of violently insane people living with broken life support systems and disease-ridden sewage systems most likely will kill off everyone living inside within a few decades, leaving no one around 200 years after the Vault is sealed. There are plenty of reasons, even within the mechanics of the game, to assume extinction. There is only "deus ex machina" to assume survival. --Webgiant 12:12, January 15, 2010 (UTC)

Perhaps the chemicals cause permanent brain damage that is passed down through the generations, and the Insane Survivors could have some sort of family bond. Or maybe wastelanders wandered in the Vault and went bat-shit crazy. 20:38, June 16, 2010 (UTC)

Jesus Fucking Christ Edit

For god's sake, it's called artistic license. Consistent or not, the fact is that a vault full of insane freaks and creepy hallucinations is a shitload more interesting than any sanitised, clean vault with immaculate citizens that welcome you with open arms.

Now can somebody involved in the NPC overhaul please peer assess this? 5chiz0 18:58, February 22, 2010 (UTC)

Another Option Edit

I'm surprised no one has suggested that the people termed 'Insane Survivors' might just be people who wandered into the derelict vault, looking for swag. Given that the player begins to be affected by the drug, surely anyone else would as well. I expect the explanation is that if you spend too long in the vault, you eventually succumb completely to the drug. Though of course this wouldn't happen to the player, because it would ruin the game.

Karma Edit

Does killing these survivors give you good karma?ThomasB2k 17:30, May 2, 2010 (UTC)

NO. Nathan Hale 01:25, July 24, 2010 (UTC)

Psychoactive drug effects Edit

I deleted the comment on the drugs being pyschoactive and therefore not having any physical effect. One holodisk comments on the amount of bullets needed to take down a test subject and psychosis can cause a loss of self preservation and temporary numbness as it causes rage and hostility.

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