Supposed Hallucination-less Glitch Edit
I read this line in the wiki entry:
There is a bug that happens when you enter the Vault where that the blue haze will not appear, and no hallucinations will occur. (Xbox 360, PC)
And I think I have an explanation for this besides that it is a "bug" (at least for the PC version).
My brother played this game before I did, and mentioned that he, for some reason, didn't see the hallucinations when he went through Vault 106. He explained the gas and everything to me, and I ventured that perhaps he had an airtight helmet on, and thus was unaffected (he was using the Tesla Armor and Helmet at the time). Later, he told me that he went back in with the helmet off and, lo and behold, he saw the hallucinations.
I just got to Vault 106 in the game, and decided to test this. I went through once with a full suit of Outcast Power Armor, and had no hallucinations. I then reloaded my save from outside, and went in without my helmet. The hallucinations appeared normally.
Can anyone else confirm this?
Amloessb 07:27, January 27, 2010 (UTC)
it doesn't work for xbox 360. i went though with full brotherhood of steel amour on and saw the hallucinations.
Vault 106 Survivor Edit
Have you ever looked at the suvivor's hand? On the same arm that the Pip Boy is worn on,he's got that glove-like-thing that you do.But no Pip Boy.Leea 12:40, 26 February 2009 (UTC)
I have had a lot of trouble finding the Overseer's office. Can anyone tell me where it is? Do I have to be transported there during a hallucination, or is it possible to just find it on my own?Abbitha7 20:35, 29 April 2009 (UTC)
Conversation with yourself Edit
Which terminal does this? I went through the place and couldn't find it. It woulda been amusing, presumably. Anyone have a transcript? --DarkJeff 20:09, 8 December 2008 (UTC)
- The terminals are located in an isolated, inaccessible part of the vault (way, way off to the side of the map) that you get teleported to during a hallucination. They're all named "To: Me", and are all headed with "Your Brain Softworks/Version: ME".
- The transcript goes:
- > A Note To Me.
- This place is great, I think its time to accept the new and embrace this change.
- > Another Note To Me
- Come on, don't you like it better here?
- Breathe deep in the blue.
- > Please Read Me
- Seriously, this place has everything we need, enjoy it while we're here.
- > Fine, be that way.
- I have nothing more to say to you, we're through here. Al Roker 01:33, 14 December 2008 (UTC)
- The easiest place to find terminals with this conversation is the first hallucination, with a room of Dad (James) clones (I had four, others have reported three). The hallucination occurs right next to many terminals and lasts long enough to have the terminal conversation. --Webgiant 06:07, January 31, 2010 (UTC)
This place just looks like a raider outpost. Could be that the insane survivors are just raiders who wandered in, went crazy and now think they're inhabitants of the vault? They could have just picked up the suits off the skeletons lying around.
- bah nvm, you would get a finger with the Lawbringer perk for everyone if that was the case Vokiel 07:36, 13 December 2008 (UTC)
- The original point makes sense if only the "survivor" is a raider and the rest are just Wasteland Wanderers who wandered in. The conversation with
- yourself shows the gas makes you want to stay, and the "Feel the Love" note shows the occupants are actually pretty happy.
The Survivor boss might be, but as for the others, I doubt it. --Rylasasin2008 07:57, 13 December 2008 (UTC)
- Looks like there is now a Vault 106 Insane Survivor page, so any changes you make on this article on this topic, make sure you change it over there too. I've re-written it to be consistent with the insane survivors as they are mentioned in this article as it is now, but it's still lacking. -Al Roker 05:13, 29 December 2008 (UTC)
Makes more sense than the original inhabitants having survived for the 200 years since the war.18.104.22.168 14:40, 10 January 2009 (UTC)
The first time I entered, I could NOT find my way out. I am not a fan of the local mapping. What appear to be open space is actually walled off and etc. I also read that there is some shenanigans going on to confuse you. After 2 hours of going back over the same hallways and etc. I gave up and went back to the auto save of me entering. I entered the vault and made it to a junction a ways in. I then placed a map marker. It helped navigate me out.
- Just keep paying attention, the layout never changes. Also, closing doors to rooms you have already visited helps a lot. Or opening them, if they are all closed. - Redmess 04:43, November 8, 2009 (UTC)
Alien Blaster Cells Outside Edit
I think this is due to the Firelance random encounter. Anyone wanna back this up?
It is indeed a random encounter spot. It was outside here that I ran into the random wastelander who gave me the map to Rock Creek Caverns.--MercZ 22:01, 3 February 2009 (UTC)
It is indeed due only to the random encounter (if you check in GECK, there are no power cells placed here intentionally), and so I see no reason that the alien power cells should be mentioned in this article since it's just a random encounter result and could be said of any other random encounter location in the game. I deleted this note accordingly. --Sweetz 00:24, 5 August 2009 (UTC)
Insane Survivors are not part of the hallucinationsEdit
The speculation that you are hallucinating the survivors is proved wrong on many different paths of reason, one of which being a clear distinction between what's hallucinated and what's real, via illusory enemies during the 'blue' state. Quite frankly, it's irrelevant how there are still survivors. That is a matter of pure speculation, but whether or not the survivors are real or not is not up for speculation in my opinion. I recommend it be amended to remove this idea. Don't let your david lynch fantasies wild on a wiki.
Hi, please be sure to indicate new topics or put it in the relevant area. It makes things confusing if you make them run into each other. Anyways, the article doesn't have many people saying that anymore --MercZ 22:01, 3 February 2009 (UTC)
The hallucinations which have a "blue state" also clean up the hallways and fix all the equipment, meaning they are hallucinations of the past. Hallucinations of the present seem so real precisely because they occur in dirty hallways next to broken equipment. If the survivors are hallucinations, then the Lone Wanderer is coming across dead bodies, briefly assuming them to be real, expending ammunition on these shadows (that have offended), and when the Lone Wanderer's subconscious assumes enough damage has been done, his/her brain ceases to hallucinate living survivors and sees the dead bodies for the first time (imagine this and all is mended). --Webgiant 06:22, January 31, 2010 (UTC)
As for the relevance of why there are still survivors, "deus ex machina" is rightfully regarded as bad writing and terrible theater. You just won't get the audience (be they theater patrons, book readers, or game players) to imagine they are in a different world if your explanation for the elements of that different world either is terrible or nonexistent. People who think explanations are irrelevant are people who are too easily entertained by just about anything. --Webgiant 06:22, January 31, 2010 (UTC)
@ Webgiant, another possibility is that the inhabitants have acclimated to the drug, but are either hostile to outsiders or their actions are misinterpreted by a certain violent, paranoid, and suddenly drug addled former vault dweller cum wasteland wanderer. One should not trust their senses while under psychedelics, but, eventually, the brain has a way or reasserting reality if not emotional stability.22.214.171.124 01:03, November 14, 2012 (UTC)
Article is getting lengthy, redundant in some areasEdit
I've read through the article and I think it can benefit from being broken down a bit. At the moment a lot of it are simply bulleted statements and patchwork statements form a multitude of users- I noticed there is a bit of back and forth between those who say the Vault Dweller is being exposed to the hallucinations or is feeling homesick for the Vault 101. I've noticed some items in the bug listing has been mentioned already prior, as well as other redundant statements here and there. And like with many pages on this wiki, there is quite a bit of first person which breaks the whole mood of this wiki. I would clean up the article myself, but I think it would be better if who ever has put work into this article can reach some consensus on the article. --MercZ 22:05, 3 February 2009 (UTC)
Maybe the Insane Survivors are former Soldiers Edit
There is lots of Combat Armors in Vault 106. So maybe they are soldiers who came there to seek cover and put something more comfortable on (Vault 106 jump suit). This is explains why there is no females and why there is ammo boxes, mini nuke and ohter military stuff there. Maybe they even came from the collapsed tunnel.
The part about no female soldiers isn't true. There are female soldiers in Operation: Anchorage. And the collapsed tunnel is where the vault dwellers tried to escape... - Dweller93 13:13, 21 April 2009 (UTC)
One of the wonderful things about this game are the grisly parts that are left to your imagination. The circumstances you find the insane survivors in and the variety in their appearances mean each individual could be from any of the factions from the wasteland. It's unlikely that the original survivors and subsequent generations could have kept themselves alive for 200 hundred years given the effects of the psychoactive drugs. - clockwork211 25 July 2009
I would like to point out that if the combat armour is obtained from the scattered lockers, it is not always combat armour. I was at a friends house and he obtained a bit of recon armour; it seemed to be in every locker that was not empty. --126.96.36.199 16:41, March 24, 2013 (UTC)
Glitch with Amata Edit
When i went through the vault the second time, the part where the three amantas run to you, I shot one of the amantas in vats. One of the the Amantas said "We got a live one" or something like that and both of them stopped and just stood there. I tried activating them but they dissapeard when I pressed A. I also want to note that the hallucinations spray blood that stays after it is over.
→ To the poster above (and others who add to this wiki): please remember to sign your posts, people. There are too many users adding to discussions and forgetting (or choosing not) to add signatures, and to be honest it gets quite confusing. Just add four tildes (shift + `) at the end of your posts. Thanks everyone. Fembot G.g3 12:22, 23 February 2009 (UTC)
Possible Hallucination Bug Edit
Just wanted to throw in a heads-up regarding the three-Amata hallucination. When I entered the hallway and saw them, I entered VATS and the game froze (on the XBOX 360). I loaded a prior save from a bit before, and tried again, five times in all. Each time the game froze and I had to restart the console. I wasn't able to use VATS, and eventually I gave up trying. Not sure if this has happened to others on the 360, but just in case it does I thought I'd let everyone know.
Also, regarding the hallucination, I made a minor edit to the article, since the hallucination is not ONLY of James (as I and other players have seen Amata instead). Fembot G.g3 12:38, 23 February 2009 (UTC)
Scariest Place in the Game Edit
I'm moving this comment:
players may call this the most scariest place in the game
from the location info in the article to here (the discussion page), for two reasons. First of all, this might be utilized as a note, however this is not specific location info. Secondly, this is so debatable that it doesn't seem appropriate to list this in the opening paragraph of a wiki article. For example, I personally found Dunwich Building freakier than this, due to the supernatural-themed element, however my bf feels that Old Olney is scarier bc there are Deathclaws around every corner. Let's keep subjective opinion on the discussion pages, please. - Fembot G.g3 17:09, 27 February 2009 (UTC)
I am removing the beginning statement ("What really happened") from an edit made to the main wiki article (written by 188.8.131.52), as well as making it another post in the speculation (by adding an extra "*"). Although the theories are all very creative and in-depth, they all reamain only speculation. All that is presented for certain to the player is the information presented on the terminals, none of which point to a hostile takeover by Raiders. I, for instance, believe it is much more feasible that due to the effects of the drug released into the air, the residents went insane and attempted to escape. The entry on the terminal addressed to security advises, "We are unsure of the effects of the release so we request that anyone receiving this message head to their designated locations... The assigned locations were chosen for the cover and safety they provide... Remember to handle anyone acting abnormally according to the guidelines provided, and most importantly: Immediately call for medical assistance" (emphasis mine). This implies that it was suspected that the Vault 106 residents would react in an odd, if not dangerous, manner.
Either way, again, this is all speculation. Imnsho all speculation ought to be moved from the main article to the discussion pages, since the player is left to come to their own conclusions with the facts that are provided in Vault 106. I'll leave this (as well as info clean-up, to remove unnessecary dramatic elements, which again ought to be on the discussion pages) to the authors.
Please remember that adding misleading comments, such as "what really happened" to the main article without actual in-game evidence only adds to the disorganization of what should be a page with solid facts (this is what a wiki is, people). - Fembot G.g3 20:43, 2 March 2009 (UTC)
Vault Door Edit
I noticed that 184.108.40.206 added the fact that the door can be opened on the inside via "the big thing that hangs down right in front of the vault door on the inside" (I assume this is a reference to the vault door opener, as it resembles a huge garage door opener). Can anyone else confirm this new info? After reading this edit, I fast-traveled to Vault 106 and tested this information (XBOX 360), because I remember being trapped in the Vault my first time through due to closing the door and dashing in. After trying again this time, I was still trapped in the Vault. Clicking on the vault door opener had absolutely no effect whatsoever, and if this only works on non-360 versions of the game, this ought to be noted. If anyone can confirm that the door can be opened from the inside on other platforms (again, it does not work on the Xbox 360), I'd appreciate it. - Fembot G.g3 20:43, 2 March 2009 (UTC)
- I've altered the main article (yet again), to remove the edits which state:
- "Vault 106's Vault Door Control Pad on the inside is in the small room next to the entry chamber. So if you close the door from the outside and get in quickly enough before the door is closed you may think you are actually trapped inside the Vault."
- "(Note: Untrue. Aside from the obvious loading of a previous save, the Vault door control panel can be found in a small room branching off. Do not panic.)"
- I will continue to go back to Vault 106 and test these door ideas people keep posting to this article, as this is one of the few places in FO3 (XBOX 360) that I have been literally stuck somewhere, and it irked me that I'd been forced to reload an earlier game after spending so much time going through Vault 106. I'd love to find out that I actually missed the door panel, regardless of how unlikely that may seem. Few people are as seriously OCD as I am about exploring . every . single . square . inch . of a game, so if there was a door panel, I would have found it. Still, just in case, I went back and checked, and there is no effing door panel. I re-checked both the small room off to the right (when you first enter), as well as the first rooms you come across after going through the main entry way (including jumping up on boxes and shelves, etc.).
- If someone can post a video / pics to prove there is a door panel (or some other way to open the door once inside), and that I (and others) are perhaps merely finding some strange occasional glitch, that would be great, and I'll apologise and then shut the f*ck up about it. However, as it is, if you close the door and then dash in (like I and others have done, whether because you are being pursued or just out of habit/choice), then you are stuck in Vault 106, and must reload an earlier save. - Fembot G.g3 12:32, 4 March 2009 (UTC)
- Edit: Weird. I was able to open and close the door?
- Fire a Follower inside. I am not sure that works, I tried with Charon and Dogmeat on the 360. The Emporer 18:25, March 16, 2010 (UTC)
Say what about gas leaks? Edit
Unless there is something wrong with my game, the hallucinogenic "gas leaks" in the vault are not flammable. The wiki says to be careful with the shishkebab or flamer...I was waving around my shishlebab like I was on parade. No explosions. 220.127.116.11 20:23, 7 March 2009 (UTC)Genghis - [Yeah, I also only used the flamer throughout the Vault, without any explosions what so ever!(PS3)] -
The flammable gas leaks are in other places. the hallucinogenic gas is entirely harmless, aside from the whole "blue screen thing". --ASL93ratjar 23:34, 16 April 2009 (UTC)
Anyone nuked the rockfall in the last tunnel? Edit
I didn't have a fatman with me or I would have tried it. I shot a few missiles at it, just to see if the rocks could be damaged. I don't know if there are any destroyable rocks at all in Fallout 3 though.
(Response) I tried 5 mininukes on it, didn't do a thing on the pc version
(Response) I used the experimental MIRV and the fat man on the rocks untill i ran out of mini nukes, no, the rocks are indestructible.(PS3)
Dad the Fighter Edit
(On PC) My first time in 106, I ventured down the left stairwell and found the two insane survivors before opening the door which triggers the hallucination with 3 "Dad"s. As I was backing up the stairs, away from the attacking survivors, the 3 Dads came out of their room and started attacking the survivors (Unarmed of course). I don't recall if the screen went blue or not, and I have saved over my game since then. I believe I reloaded before the skirmish ended, thinking I had done something wrong... so the question of whether or not the Dads can kill or be killed by a survivor (and looted? Doubtful) is up in the air, as is whether the survivors fought back (an interesting addendum to the hallucination discussion area), though i'd think they would be scripted to continue to attack the player.
Anyway, after i've had my fill of the game I intend to research this fully... but I thought i'd mention it in case anyone feels curious or wishes to add it as a note.
Argesh 05:02, 26 March 2009 (UTC)
Same thing happen with me as i also went down the left staircase, i found the 3 "dad"s would run extremely fast if i went close to them, also the computer terminal in the same room had a different "Note To Me" that wasnt included in the article. (PS3)
18.104.22.168 23:10, 28 March 2009 (UTC)
Insane Survivors: Hallucinations or Real People?Edit
- It is possible the entire Vault experience is a hallucination on part of the Lone Wanderer. After 200 years, multiple generations would have to have lived without incident. The age of the existing insane residents is mid to late 20's, so things would have had to have "fallen apart" at most 15 years before
- Owing to the presence of skeletons without flesh, extensive rusting, and the fact the experiment began 10 days after it sealed, the failure was likely to have happened very early on. However, the sealed vault door, lack of working infrastructure, and vault dwellers still alive (in jumpsuits no less) would necessitate things falling apart much more recently. Also, (for my game) all the dwellers were male; inability to reproduce would halt the survival of the residents. The dichotomy between old and recent, and the improbability of the sum of it all suggests they were never alive in the first place. The only real evidence they existed is their loot, but even then, how it was obtained could be imagined.
Real People From 2277
- There could be an alternative theory to this dichotomy. The insane survivors in the Vault 106 could be raiders, not real survivors. There is a raider camp near the Vault entrance, and they can enter the Vault easily since there is no lock on the vault door. According to this theory, with the extensive exposure to drugs, they assume themselves vault dwellers and do not want to leave the place. They found Vault 106 suits in the cabinets and put them on over their previous armor. Nearly all of them have marginal hair cut style for a vault resident and if you have a Lawbringer perk you can cut their fingers like a raider. (Note: PC version does not reward finger for any vault resident, except last one.) All of this support this theory. Also, real vault residents can be found long dead in the cave
- also this theory is supported by the fact that none of the "vault dwellers" have PIP boys. --KMG
- adding to the theory that the residents are raiders that stayed and then never left, down near the reactor room, off to one side of the corridor, there is a storage room with lockers and a fallen over shelving unit, if you look in the lockers there is metal armor and leather armor, one in each closet, though you would expect vault jumpsuits, showing that they took off their armor, stashed it, and now think that they live there. --JakCurse (on 360)
- One more addition to the raider theory is the survivors have the same speech as raiders, and the computer terminals make it clear a side effect of the drug is the desire to "stay in the Vault."
- In addition to the hallucination theory; it may be that due to the confusion in the Lone Wanderer's mind, the drugs caused him/her to hallucinate combinations of vault residents and raiders. Perhaps the Lone Wanderer is confusing the old life with the new.
Real Vault 106 Residents
- One more idea may be that the drug had an unintended side-effect of slowed aging possibly due to a regenerative effect caused by the drug itself, similar to the Ghouls' long life due to the radiation exposure, but much less severe.
- Yet another theory is that the residents are Ghouls, but, due to the hallucinogenic effect of the drugs, they appear normal. The cave-like tunnel could have allowed enough radiation in after the bombings to turn the residents into ghouls. This would also acount for their, seeming, longevity.
Kingclyde 23:12, 16 April 2009 (UTC)kingclyde
4th Option: Bethesda just didn't think it through
- Seriously people, some of you take this way too seriously trying to find explanations for everything. Many things in this game are treated as if the war was only a few years before, even though it claims 200. Examples are even as simple as the fact that there were still any supplies at all left in the Supermart after 200 years of scavengers, pre-war food still in dispensers in inhabited buildings, prewar books that still survived laying on a bookshelf of a burned out house totally exposed to the elements, even Little Lamplight (even though some people came up with some pretty elaborate speculation at explanations). To me it seems quite clear that the developers applied the "war was 200 years ago" logic only when it suited them, and did not let it get in the way of neat concepts or fun settings (everyone wants to raid a supermarket in a post-apoc adventure)
Discussion Of These Categories
- If the raiders are the insane survivors, then why are they called "Insane Survivors" when they should be called "Insane Raiders" if that's true. My theory is that, since the vault isn't as rusted or destroyed as others (108,87,92)that it couldn't have failed not to long ago, its not like it failed the day it started. The insane survivors are what they are, survivors. Maybe Bethesda forgot to add PIP-Boys to the survivors and maybe they weren't really thinking in depth about it, but were just adding enemies.
- "Raiders" are distinguished not by their faces or bodies, but by what they are wearing. The fact that the "Insane Survivors" are all wearing Vault 106 jumpsuits means they are accurately titled "Insane Survivors", since they are not wearing Raider armor. Perhaps they entered the vault and got drugged out of one homicidal insanity (being a raider) into another (being a homicidal resident of a Vault). --Webgiant 01:11, January 12, 2010 (UTC)
- Perhaps the chaos that ensued prevented the younger population from receiving their Pip-Boys and they grew up without ever having one.--Ehplee 16:15, October 25, 2009 (UTC)
- The "Insane Survivors" look awfully young for 210 year olds (10 years old in 2077 (the year you get a Pip-Boy), current year is 2277, so 10 + 200 = 210 years old). --Webgiant 02:40, January 12, 2010 (UTC)
A blue world of hallucinations Edit
Just added the "Blue World" section on the main page. Considering this is not a normal bug and it seems you can continue to play this way throughout the entire game in every location - in and outside of Vault 106 - I've thought it would deserve an entire section and not only a single paragraph under "bugs".
The "blue world" status can be altered with a brighter color. It can be reversed if you go back to some of the places where you initiate hallucinations within vault 106. At last, it can be repeated as long as you don't approach too close the window behind the overseer.
n00w 01:42, 19 April 2009 (GMT+1)
Uhh, someone said the gas turns your vision blue the instant you step into the vault then stays that way until you leave. In my case it turns blue only while the hallucinations is underway then everything returns to normal.--Amitakartok 10:02, 29 May 2009 (UTC)
Teleporting Enemies Edit
When I went to get the key in that little secluded room, I alerted the two enemies on the other side of the glass. I left the room, and was surprised to see that they somehow followed me through the door! Apparently the pathfinding is "simplified" when the NPCs are not in the "active area".
Moved from articleEdit
Staying in Blue/Purple WorldEdit
- In using a major glitch you can turn the whole world in blue/purple and continue to play this way throughout the entire game as if nothing happened.
- If you want to play an entirely blue/purple game, do the following:
- Go to the office of the overseer, the hallucination should start as soon as you enter the room. Save in a new slot at this point.
- You can turn the blue color into brighter, lighter tones. This is not mandatory so you can skip this for the next part. Talk to the overseer, who disappears, then come back outside the entrance of the room to brighten the color and make him reappear. You can talk again to him, and repeat the process back and forth until the color is light blue. Just make sure to not approach too much the round window behind the overseer or you will end the hallucination and lose the chance to see the world in blue.
- Instead of going to this window, go to the wall just opposite from where you entered in the room. It's the part of the wall to the right behind the computer you can operate.
- Jump against that wall. You should land a bit higher than the floor, and you will hear a wood knocking sound.
- Continue jumping against that wall until you will get to the other side. You will fall in a deep void.
- While falling, maintain your stick to the left or to the right depending on your position. You should land on the other side of the door from where you entered. If you land in the wrong place, you can die instantly. If so, reload the game you've just saved, as you've been instructed to do so.
- If you decide to not re-enter the room from which you came, you can go outside of the vault, to any other place, including Megaton, etc. and the game will remain blue. You will be able to interact with everyone and every item as if nothing happened.
- To end the experience, just come back to Vault 106 later in the game, then enter the same room and either approach the window behind the overseer (you won't be able to do this anymore) or just get out of the room, so you will be able to come back later and restart the process if you like.
- Alternatively, you can get back to normal in going to the room where your three dads appear in another hallucination.
- This glitch has been experienced on 360 with an unpatched game.
This wasn't mentioned in the article, but I think it's sufficiently creepy to put in. When you're in the room with the three dad hallucinations and kill one, you'll hear him say "You did what you had to, honey" before the hallucination ends. However, once it ends, the blood splatters will remain.22.214.171.124 00:44, 27 May 2009 (UTC)
It's an unpatched glitch and all glitches belong on the discussion page here. Thanks.Kingclyde 00:46, 27 May 2009 (UTC)kingclyde
Edit origin of survivors Edit
I deleted the part about psychoactive drugs possibly causing the original residents to live for 200 years. ;) --126.96.36.199 06:14, 2 June 2009 (UTC)
Bringing Butch? Edit
If Ibring Butch into the Vault, what happens when the Tunnel Snake Hallucination happens? Will there be 2 Butches? I would like to see him kill "himself" if it is possible. SplittingTheAtom 03:14, 1 July 2009 (UTC)
wait theres a tunnel Edit
theres a tunnel in vault 106?
Locked door pass the male and female dorms Edit
Is there any way to get pass the locked door that keeps you from getting farther into the vault? My lockpick skill isn't high enough....--188.8.131.52 19:47, 27 July 2009 (UTC)wanta
====== Videos available showcasing the events in Vault 106 ====Edit
I have made a series of video's showcasing what happened in Vault 106, and they are uploaded on XFire if you would like to link to them for people to watch. I also do have both source and encoded videos if somebody would like to put them on YouTube. My XFire account is "Marius" so contact me via that if further action is required. The videos are ::
Vault 106 FO3 Terminal -- Shows a terminal explaining what has happened .I found this to be extremely creepy.. http://www.xfire.com/video/107f41/
Vault 106 First Hallucination - I found this and thought it was a bug, so I reloaded a save game and started recording before so I would have proof it happened. This is before I know what was going on. http://www.xfire.com/video/107f32/
Video of the 3 Amata running at you! http://www.xfire.com/video/107f3f/
Video of me going through a door and hallucination starting. AS you can see the door behind me becomes locked requiring a key, probably a method used by Bethesda to force the player forward. http://www.xfire.com/video/107f3d/
This is a very freaky video of me coming down the stairs and catching "Dad" walking into a room. I immediately proceed to follow him, and the hallucination ends. I search all through the room and find nothing. This is also a very creepy video and it really made me watch my back a lot. http://www.xfire.com/video/107f37/ 184.108.40.206 00:41, 6 August 2009 (UTC)
drink a nuka-cola Edit
I drank a nuka-cola after the hallucinations started and it stopped Zzurc 03:05, 26 August 2009 (UTC)
New Theory Based On Refuse Edit
I noticed a rather large amount of drinking glasses, milk bottles, and clipboards laying around Vault 106 (XB360). After going through it carefully, I found the following:
- 67 Bent Tin Cans + 56 Tin Cans == 123 cans total
- 58 Coffee Mugs
- 35 Drinking Glasses
- 16 Clipboards
- 7 Earnings Clipboards
- 8 Finance Clipboards
- 34 Large Burned/Destroyed/Ruined/Scorched books, some of which are standing edgewise in the middle of the floor!
- 19 Milk Bottles
- 31 Small Burned/Destroyed/Ruined/Scorched books, some of which are standing edgewise in the middle of the floor!
- Additionally, the pool table only has the 5, 8, and 13 balls, but there are *two* cue balls.
This leads me to conclude that the experimental gas was, in fact, harmless. What realy happened is this: The milk-drinking bookworms got into a fight with the coffee-drinking financial wizards, accidentally destroying the main food supply and forcing them all to resort to canned foods -- which were, unfortunately, tainted with ergot. ;-) 220.127.116.11 01:59, September 16, 2009 (UTC)
Origin of inhabitants Edit
There seems to be pretty solid evidence for raiders moving in, although yeah you'd have to disregard the fact that they're called Insane Survivors. But I noticed a hunk of dog meat on a table near the overseers office, opposite the table with the Scribbles note on it. Did the vault experiment program include dogs as residents? If not then it must've been taken in by someone after the doors had been re-opened (most probably raiders).
Location and CIA references Edit
Trivia: I've posted this and was told it needed to be discussed before I could post it under trivia:
1. Vault 106 is in basically exactly the same place as the CIA Headquarters in McLean, VA. Given the location, intelligence and sense of humor of the programmers, I think it's quite unlikely that's a coincidence. A quick Google maps search confirms this.
2. I believe the hallucinations, etc, to be a reference to Project MKUltra, a CIA program that experimented with hallucinogens in interrogation. This is a more tenuous connection, but given the location, I believe it to be worth mentioning. For more info: http://en.wikipedia.org/wiki/Project_MKULTRA
Does this make sense? --Archild 03:41, October 6, 2009 (UTC)
- No, it doesn't make sense, as Vault 106 is a Vault from the original Fallout Bible. Did you account for the fact that the worldmap is compressed? Tagaziel (call!) 07:48, October 6, 2009 (UTC)
I understand it's from the original Fallout Bible, but my point is that its location in Fallout 3 is essentially identical to that of the CIA HQ in McLean, VA. When added to the hallucinations and backstory from 106, I don't see how this can be a coincidence in this particular bit of programming. Also, its mention in the Bible has nothing to do with a location, just with the hallucinations, and I can't see how that affects the discussion. It's not like the CIA has moved since 2002, and Project MKULTRA was decades ago.
- Is there a CIA HQ anywhere close? No, its nowhere to be seen. This is not a reference of any kind, just a cosmic coincidence (and again, did you adjust for map's compression?). Tagaziel (call!) 17:11, October 6, 2009 (UTC)
I think the compression of the map makes it more clear. It's close to due West of Bethesda, across the river, which is where it is in real life, regardless of landmark issues. Look on the map:
A on the Google Map marks the location of the CIA:
If you don't think the geography is compelling, and that the nearness of the Fallout location and the real-life location are not exact enough because of compression, that's one thing, but there's no such thing as a cosmic coincidence when something was programmed. Programmers make choices, and given the success and complexity of the game, I would give the Fallout programmers the benefit of the doubt to say that they made them for good reasons. --Archild 14:31, October 7, 2009 (UTC)
- My two cents: The FO3 map is so distorted that none of the similar-locations arguments for any location hold water with me. What are we supposed to make of locations that are clearly meant to be equivalent to real-life locations, when they don't line up on the map? Either everything lines up, or it's all a muddle.--Gothemasticator 23:02, October 11, 2009 (UTC)
Like GTM said, it's not a reference if everything you're going on is the rather tenuous (as you've said it) connection between the in-game location and the real world CIA HQ. It's not a reference. Tagaziel (call!) 23:16, October 11, 2009 (UTC)
- Vault 106 is located in the Wasteland, bordering the DC Area but not actually in the DC Area. According to the developers, they compressed the DC Area but expanded the Wasteland, meaning that the region of Vault 106 was part of the expanded area, not the compressed area. Any compression of the map towards the DC Area may have been corrected by the expansion of the Wasteland away from the DC Area (the shifting towards DC corrected by the Wasteland shifting away from DC), making his claim about the CIA Headquarters in McLean, VA seem quite accurate. --Webgiant 06:32, January 31, 2010 (UTC)
I think the G4 marker on the bottom map is closer to where the CIA headquarters are when compression is taken into consideration, which would actually be Big Town. --MadDawg2552 19:16, April 19, 2010 (UTC)
Tunnel snake outfit Edit
you can get a tunnel snake outfit by reverse pickpocketing leather armor during the hallucination with butch wally and that other tunnel snake, (take 2 stealth boys at once to make sure your hidden) leaving the room, waiting for a game hour (manually, not with the wait button) and re entering, taking another stealthboy to become hidden again (before you enter the blue) and pickpocketing your prize. done on a 360. test if you want and then add it to the article taking all the credit for finding this. jkjk have fun with a grand total of 5 tunnelsnake outfits in a single game (escape!, trouble on the homefront, and 3 in vault 106)sorry forgot to sign-maximum62818.104.22.168 22:58, October 11, 2009 (UTC)
No female survivors? Edit
At the bottom of the Notes section (at the moment), it says "While there is a female dorm in the vault there are in fact no female survivors." In my playthrough just now, all of the insane survivors were indeed male, but the non-insane survivor right at the end (Butch hallucination and stealth behaviour) was female. 22.214.171.124 10:40, November 1, 2009 (UTC)
I also had a female Survivor, as given by this screenshot:
--Ehplee 18:22, November 6, 2009 (UTC)
As stated in the article, the Survivor is randomly generated, but I had female Insane Survivors in addition to male ones, so they may be randomly generated too. (Xbox 360)126.96.36.199 04:56, January 2, 2010 (UTC)
Significance of Closed Vault DoorEdit
- The Vault door is closed when the Lone Wanderer discovers it.
Should this even be mentioned in the main article? Anything else that can be said about it so far is no more than speculation. It's really no different than just saying, "there is a table." It leads me to ask, "And?" Even though it is a fact of itself, it holds no significance if it is not expanded on: it's a pointless detail. This statement can be used as circumstantial evidence for speculation, but when used on its own, it doesn't say anything anyone should care about.--188.8.131.52 14:24, November 6, 2009 (UTC)
- Forgot to log in. Anyways, I'm asking this because of a dispute with Gothemasticator, which could turn into an edit war if not discussed and resolved.--Ehplee 17:11, November 6, 2009 (UTC)
- I agree with you that speculation based on the door being open should be left out of the article. However, the fact that the door is closed is a rarity among vaults and, therefore, notable. I don't see the problem with leaving it in.--Gothemasticator 19:33, November 6, 2009 (UTC)
- It seems out of place when it's in the History section. The section is supposed to tell a story of what happened in the vault, and when the door being closed is mentioned, it seems like there's more meaning to it than it looks. I suppose it could be left in, but it is probably better off being put in the Notes section.--Ehplee 21:13, November 6, 2009 (UTC)
- Agreed--Gothemasticator 21:39, November 6, 2009 (UTC)
Disappearing Terminal Edit
OK, I seem to remember there being a computer somewhere in the vault that had several entries written by one of the progressively-insane inhabitants. The entries got weirder and weirder until the last sone aid soemthing like "I'mnotinsaneI'mnotinsaneI'mnotinsane" over and over. However, I found this computer almost a year ago, and now, in my new file, have gone into Vault 106 for the first time since, explored every nook and cranny, yet I cannot seem to find this terminal back. Does anyone know the one I'm talking about, and if so, do you know where it is? Blutteufel 07:21, November 16, 2009 (UTC)
- That's in Vault 87's back door. It was written by the guy who inadvertently created Little Lamplight - he was going nuts because his son died so he turned away the kids in the cavern thinking they were figments of his imagination. ～Iridia talk | contrib 00:37, January 3, 2010 (UTC)
anybody notice how all the survivors seem to be male? or is that just my game? dunno if that has anything to do with the drug or not?
Vault 106 Overseer's terminal Edit
As stated in the main article regarding Vault 106, and the Overseer's terminal ( and that you need 100 science skill to hack it ), I was able to hack it at science level 80. Didn't actually take notice of the terminal prior to hacking it, as I was reading the article and then compared the stated requirement and my characters current skill.
- Odd. I had a science of 95 when I stumbled on the terminal and got the message "you need 100 science skill". After dealing with the lab-coat survivor, I snatched the coat, returned to the terminal and donned the coat which gave me +5 science to a total of 100. Though it was very hard, I guessed in 2. Happy days! mjc
- Both of the terminals required 75 for me. I used Mentats and the coat I picked off "Survivor" to just reach 75, and hacked it. It should be mentioned that for some unexplained reason some people need 100 while others need 75. Or it needs to be explained if there is one.
MaseFace 02:04, 26 January 2009 (UTC)
- Difficulty settings may be in effect here
- Luck may also effect the stats needed (JamesTkurk 20:25, May 20, 2010 (UTC))
- I don't think either are in effect here. My difficulty was at Very Easy and my luck was at 10 when I went to hack the terminals, and they were both Very Hard. My Science skill for that character was 100 though, so I was able to hack them both. Kurbis 23:36, July 25, 2010 (UTC)
Closing the door Edit
The article makes reference to "finding the control panel" inside the vault. As far as I can tell, including from people with the PC version and console commands, there is no control panel inside the vault -- the only way back out seems to be firing a companion. The reference suggests that if one looks hard enough and in the right places, you can eventually find a means to open the vault door when in fact none seems to exist. Flipping the vault door button and running into the vault is a fatal mistake (in so far as anything you do in the vault is lost, you are forever stuck -- only a reload "rescues" the pc). Arisian 02:29, February 10, 2010 (UTC)
I'm posting this from within Vault 106. I'm playing on PC, patch 1.7 and Unofficial patch, and I have NO issues getting the vault door open from either side. Door motor, control pad, gear itself, they all work fine. Aren't I supposed to be trapped in here? TestECull 10:39, April 10, 2010 (UTC)
Upon closing the door and exploring every nook and cranny, when I returned to the entrance the door was open. I shut it with the control pad there, then reopened it with no issue. TestECull 11:33, April 10, 2010 (UTC)
I'm also posting this from within Vault 106. I'm playing on 360. There is NO door control panel in the small room. The door motor and gear itself both say "This door is activated elsewhere." If someone could edit the page to reflect that, while there may exist a means in PC or PS3, there is no way out in the 360 version. As Arisian stated, the page reference says if you look hard there is a way to open it, but closing the door behind you WILL lock you inside. 184.108.40.206 08:32, May 12, 2010 (UTC) Fallina 03:29, May 12, 2010.
It could be that the Unofficial Patch fixes this bug. Would someone with a 1.7 PC game that doesn't have that patch confirm that? TestECull 09:50, May 12, 2010 (UTC)
- I have Fallout 3 patched to 1.7 on PC, without the Unofficial Patch, and there is no way to open the door from the inside. After saving my game and closing the door, I searched around for about 10 minutes looking high and low for some sort of switch/control/etc. with no luck, and clicking on the door and the mechanism in the ceiling that pulls the door open just gave me the message that they were activated elsewhere. Of course, in the PC version you can simply activate the "No Clip" mode via the console and float right through the door. GT500 07:59, February 14, 2011 (UTC)
Does anyone think maybe the control panel doesn't exist because residents weren't suposed to escape? Just a theory. Charon can open the door on the 360 if he is fired.The Emporer 13:34, June 27, 2010 (UTC)
Number of Insane Survivors Edit
Could someone please post the amount of insane survivors there are in this vault? In the armor/clothing article it says there should be 19 Vault 106 Jumpsuits, while I only found 16 survivors wearing the jumpsuit. Help?
- A better question might be, Why do we have any insane survivors at all? How have they managed to last 200 years? They aren't ghouls, and I can hardly see them breeding (for one thing, I think that all of them are male). Wunengzi 11:56, November 1, 2010 (UTC)
- I also noticed that there were no female insane survivors, and that it seemed rather odd for simple psychotic men to have lived that long. I came to this realization after entering the "Female Dorm", being attacked my a male "Insane Survivor", and realizing that I had not yet seen a female survivor of any sort. I kept expecting to find more information in the vault that might shed some light on this, but was sadly disappointed. GT500 07:34, February 14, 2011 (UTC)
Hello! I just checked my character's loot, and she too only has 16 rather than 19, Vault 106 Jumpsuits! Hmm. I have two of the lab coats though, only because I resurrected the guy, thinking that if he wasn't insane like the others who also had fingers in their loot, that talking to him should be possible. But it wasn't, so he was killed again and then looted again. By the way, none of the chests of drawers opened for me. I thought there'd be more uniforms in them as well as in lockers, but there weren't any that I found. Anybody else not have drawers open for them? Oh, and I didn't encounter any females either, unless they were in skeletal form only. Maybe the males ate them? Oh, and ah shoot! I didn't think of the blue as enhancing the game play like it was meant to be! Darn! I kept backing out until the affect went away, so I didn't encounter so many hallucinations. Oh well. Leo Star Dragon 1. 220.127.116.11 09:53, March 24, 2011 (UTC)
Hello this is RagedHalomaster coming to report that i spotted the only female in the entire vault. I think its random because it was just another insane surviver but anyways she is probably the whore that is mating with these insane men. poor girl.--18.104.22.168 12:38, November 7, 2011 (UTC)RagedHalomaster Xbox 360 GT
Hallucination Locations Edit
Vault 106 entrance; Northernmost- part of the map, in a room; 3 dads.
In the overseer's office; The overseer. you also see 3 figures of Amata coming out of the girls dorm.--22.214.171.124 12:34, November 7, 2011 (UTC)RagedHalomaster Xbox 360 GT
There should be a section for the twists and turns of the vault. Every other vault page has one. The Unknown User 18:46, November 28, 2010 (UTC)
In the second room from the bottom of the living quarters on the left hand side, there's a desk with a shelf collapsed on it. Jumping up here will glitch you, and besides reloading I see no way out --126.96.36.199 10:01, March 16, 2011 (UTC)Jazzman--188.8.131.52 10:01, March 16, 2011 (UTC)
- The "no clip" console command (on PC, of course) will allow you to get unstuck if that is the type of 'glitch' you are referring to. Was this experienced on Xbox or PS3 instead? Am I correct that you are referring to getting stuck, and not to some other form of glitch? GT500 21:12, March 16, 2011 (UTC)
Raiders of Springvale trying to get in to. Vault 106 Edit
Raiders actually tried to get in Vault 106, if you travel to sprigvale elementary school upper floor, there is a terminal about them seeing a wcouple of windows of Vault 106, you can even go to the tunnel of leading to Vault 106.
Am I Hearing Things? Edit
So, I traveled the entire vault, and was about to leave, when I stumbled into the caved in room with the skeletons. I thought I was hearing things, but in this room only (yes I checked out the other vault rooms), there was a very faint, repetitive noise, that sounds almost like crying.
Has anyone else heard this? Is this a sound effect in every cave area? As I haven't had time to explore other caves, except Little Lamplight, and I didn't notice it.
- I also noticed this sound in the entrance cave to the vault, as I was leaving.