Author Topic: Fallout 3: Vault 106  (Read 11669 times)

Dogmeat can survive many deathclaw hits on mine, (s)he can search for stuff I might need and (s)he is just plain cool.
The only time I ever used that mutt was to find all the ammo from the firelance event.

All followers are useless except Fawkes and RL-3. Fawkes because he doesn't die as fast as the others and RL-3 as a pack mule.
Fawkes becomes absurdly powerful if you get Broken Steel.

The game become to easy if you use Fawkes as a follower, he is virtually invincible at level 30 (srsly) and holds tons of stuff for you.

Fawkes becomes absurdly powerful if you get Broken Steel.

The game become to easy if you use Fawkes as a follower, he is virtually invincible at level 30 (srsly) and holds tons of stuff for you.
Dang, I never considered using Fawkes for an alternate pack mule. lol

Dang, I never considered using Fawkes for an alternate pack mule. lol
An alternate pack mule that turns hostiles into swiss cheese with a gatling laser.

Yeah. He is waaaay to hard to kill if you have broken steel.

I keep him at my house because the game becomes to easy.

This may have been said already, but I don't feel like reading.

First of all, it wasn't an overseer that released the gas. In fact, only vault 101 had an overseer.

Every vault had something wrong with it, but on purpose. The Vault-tech program was a huge experiment. Vault 101's "problem" was the fact that an overseer existed. Of course, that also evetually failed...  somewhat.

Anyway, here's a list:

Quote
LA Vault  The Vault-Tec demonstration Vault. It was not part of the experiment, and was the Master's Vault under the Cathedral in Fallout.  
 
Vault 8  A control Vault, intended to open and re-colonize the surface after 10 years. Vault City is the result.  

Vault 12  In order to study the effects of radiation on the selected population, the Vault Door was designed not to close. This is the Necropolis Vault... and the ghouls were the result.

Vault 13  Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced the Overseer 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.  
 
Vault 15  Intended to stay closed for 50 years and include people of radically diverse ideologies. Gathered from what you hear from Aradesh in Fallout 1, he has quite a bit of multicultural flavouring to his speech. The birthplace of three Raider groups and Shady Sands.  

Vault 21  Compulsive gamblers were filed into this Vault.

Vault 27  This Vault would be overcrowded deliberately. 2000 people would be assigned to enter, double the total sustainable amount.  

Vault 29  No one in this Vault was over the age of 15 when they entered. Parents were redirected to other
Vaults on purpose. Harold is believed to have come from this Vault.

Vault 34  The armory was overstocked with weapons and ammo and not provided with a lock.  

Vault 36  The food extruders were designed to produce only a thin, watery gruel.  

Vault 39  Original purpose unknown.  
 
Vault 42  No light bulbs of more than 40 watts were provided.  

Vault 43  Populated by twenty men, ten women, and one panther.  
 
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.

Vault 55  All entertainment tapes were removed.  

Vault 56  All entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55.    

Vault 68  Of the one thousand people who entered, there was only one woman.  

Vault 69  Of the one thousand people who entered, there was only one man.  
 
Vault 70  All jumpsuit extruders fail after 6 months. Most of the inhabitants were Mormons.  

Vault 74  A very small vault consisting only of the Overseer's office, atrium, clinic, and quarters (blocked).  Capital Wasteland  

Vault 76  This Vault was designed as a control group for the vault experiment like Vault 8, intended to open and re-colonize the surface after 20 years.  Fallout 3  

Vault 77  Stated in comic to be populated by one man and a crate full of puppets, in Fallout 3 a Jumpsuit is acquirable at Paradise Falls.  

Vault 87  A Forced Evolutionary Virus research facility  Capital Wasteland  Fallout 3  

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.  Capital Wasteland  Fallout 3  

Vault 101  Evaluation of performance of an omnipotent Overseer in a closed community  Capital Wasteland  Fallout 3  

Vault 106  Psychoactive drugs were released into the air filtration system 10 days after the Door was sealed.  Fallout 3

Vault 108  The vault houses a cloning lab and all (surviving) residents are clones of one man called Gary.  Capital Wasteland  Fallout 3  

Vault 112  Home of Tranquility Lane virtual reality simulator.  Capital Wasteland  Fallout 3  
Unfinished Vault  A fenced construction place in a small cave north from Vaults 13 and 15.  

Vault 0  A special Vault designed to "monitor and control" other Vaults.

Secret Vault  A secret Vault dedicated to protect high-members of Vault-Tec and used to research the latest technologies and the Forced Evolutionary Virus.  
 
Vault Prototype  A small Vault-Tec facility used as the base of operations by the Brotherhood of Steel.  
« Last Edit: May 24, 2010, 07:51:54 PM by Bones4 »

Quote
Vault 69  Of the one thousand people who entered, there was only one man.
:cookieMonster:


Bones, if only 101 had an Overseer, then how come for Vault 13's test it says the Overseer had to improvise?

He did say that vault 101's was omnipotent. Maybe vault 13's wasn't?

Vault 108 was freaky, I'm walking down this dark hallway and all I hear is Gaaarrryyyy but on the bright side they are easy to kill.

I like how Vault 21 is filled with gamblers. BLAKJAK!

I like how Vault 21 is filled with gamblers. BLAKJAK!
I bet Nick's future grandson lives there.

Also, on a sort of related note.
Just saying but, Fallout 2 has one of the most badass bosses ever.
http://www.youtube.com/watch?v=1y1neKU87Uk&playnext_from=TL&videos=C-jGqhPMXrw



He's a Enclave supermutant in power armor. There have been reports of him punching deatchclaws in half.
This guy is so awesome, he says plasma projectiles tickle him.
« Last Edit: May 24, 2010, 11:30:37 PM by Solid »

This may have been said already, but I don't feel like reading.

First of all, it wasn't an overseer that released the gas. In fact, only vault 101 had an overseer.

Every vault had something wrong with it, but on purpose. The Vault-tech program was a huge experiment. Vault 101's "problem" was the fact that an overseer existed. Of course, that also evetually failed...  somewhat.

Anyway, here's a list:

Then explain to me why behind a (Very easy) door there is a (hard) terminal that tells of the Overseer sending a message to Vault-tec saying the strange odor (Gas) was being caused by an irregularity in the air purifier.

Excuse me, I made a mistake. But yes, only vault 101's overseer had absolute power.