"Breathe deep in the blue. Relax."
|map marker||Vault 106|
|cell name||Vault106Exterior (exterior)|
Vault106b (living quarters)
Vault106bDorms (living quarters)
Vault106bHall (living quarters)
Vault106c (science lab)
|ref id||0000103c (exterior)|
00018529 (living quarters)
00034a53 (living quarters)
00034a54 (living quarters)
00018536 (science lab)
Vault 106 is one of the Vault-Tec Vaults located in the Capital Wasteland. It is located southeast 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 Vault 106 air filtration system 10 days after the door was sealed. By 2277, the vault's interior is mostly destroyed, and filled with insane survivors. The psychoactive drugs are still being pumped through the vault's air filtration systems, as evidenced by the player's vision suddenly being shaded blue at the same time that hallucinations appear. Information in the vault's computer terminals reveals that the Overseer knew that the inhabitants of his vault would be fodder for drug testing and he instructed his security personnel to tell those in the vault that everything was fine. At the very end of the vault is a cave-like area, where skeletons and other items are located.
Official Vault-Tec Info (from Computer at the Citadel)
| Vault number
| Started construction
|| March 2064
| Ended construction
|| December 2069
|| 95 subjects|
|| 147 months
| Computer system
|| Think Machine 2800x
| Primary power supply
|| Rok-Solid Brand Geo-Thermal
| Secondary power supply
|| General Atomics Nuclear power
|| Dr. Albert Leris
- Several insane survivors inhabit Vault 106. They wear Vault 106 jumpsuits and wield a variety of melee weapons, such as lead pipes, knives, baseball bats, pool cues, Chinese officer's swords, sledgehammers (at high levels), etc. Despite not wearing armor, the insane survivors are slightly tougher than the average raider.
- A "survivor" (who has the same ambient/combat voice files as a raider) is on the lowest level, at the end of the science lab section, wearing a Vault lab uniform and wielding a baseball bat.
When first encountered, the survivor will activate a Stealth Boy. (This is evidenced by the fact that your non-human followers will have a hard time shooting the Survivor as well; if it were a hallucination, only the Lone Wanderer would have difficulty). The Stealth Boy will remain active until the Survivor is killed. The player then has a hallucination in which the Tunnel Snakes (Butch DeLoria, Wally Mack and Paul Hannon) from Vault 101 attempt to kill the player. After the Survivor sustains some damage, the Tunnel Snakes will use Stealth Boys and flee, and the player will see as if in a hallucination (with the purple tint). This will end after killing the survivor. It is worth noting that if the Tunnel Snakes are killed by the Lone Wanderer or if the player uses the Mesmetron on them in the hallucination, they just disappear without leaving a body behind. Both killing them and them fleeing ends the hallucination.
 Notable loot
 Living quarters
- The Science bobblehead is located in the living quarters. After you first enter the living quarters (it's a two level room: top level), enter the door on the far left hand side of the room, diagonally across from where you first enter. Proceed to a hallway into a fairly large room (for a vault); this room has 3 windows on each side that look into a subterranean cave. The bobblehead is on a bookshelf against the back wall (3rd shelf)!
- A copy of Nikola Tesla and You is inside the classroom in the living quarters - the room to your left after you first enter the living quarters area. It's hidden in the bottom wooden box of those stacked on the teacher's desk.
 Science lab
- A book 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. It's on an overturned mainframe cabinet in the south west corner of the room with two milk bottles on it.
- A mini nuke is in the final room of the science lab area, just past the fight with the Vault 106 survivor.
- 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 barred windows in the living quarters, but you have to go through a door in a room with a reactor in 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 where you fight the Vault 106 survivor. This key cannot be picked up without using the tcl command and going as close as possible to the key.
- There is no door control pad to be seen inside the vault.
- You see doubles or triples of your Father and Amata in two separate occasions while you are affected by the drug. Butch is also seen as an apparition at one point. Killing the apparitions results in a loss of karma. If you try to talk to your dad as an apparition, he disappears.
- If you pull back very quickly when the drug first begins to affect you, the purple tint may disappear and there will be no drug effects, negating a good deal of the action on the level. If you move forward again, the purple will not return.
- Unlike most vaults found in Fallout 3, the vault door to Vault 106 is closed when the Lone Wanderer discovers it.
- A terminal (very hard) located behind the locked door (very easy) on the Vault 106 entrance floor revealed a letter sent by the Overseer to Vault 106 Security, falsely stating that the unusual odor or faint taste in the air was due to a slight irregularity in the vault air filtration system and instructed the security personnel to tell concerned residents this same lie. At certain occasions, the lock on the computer will be different, at one time it was easy and then it was average. The lock may vary on the players level because, when going in at lower levels, the lock on the computer is easy.
- In one of the medical rooms on a table in the Vault 106 entrance level, there is another note under a book, entitled torn out journal entry seems to have been written by one of the dwellers as he was going insane.
- A poem entitled "scribbles" is found on a table with a monitor on it, near the entrance to the Overseer's office.
- Right in front of the locked (average) door at the bottom of the living quarters is a note entitled "to anyone who gets this" written by a non-insane vault resident and reads at the end "...so if you're not affected say the word 'Fanzini' and I'll let you in." No use of the word seems to exist.
- Downstairs in the left most room of the male dorms in the living quarters there is a note on the desk entitled "feel the love man" and it appears to have been written by one of the insane vault residents.
- In the room where the "survivor" is, there can often be seen to be a conversation going on in the "survivor" spawning point room. One can listen to it if they remain hidden. Often, the topic of conversation is escape, even though the "Survivor" is talking to an "insane survivor". There is no evidence of their attempts to escape.
- As you enter the science labs from the lower floor of the living quarters, there is a window into the room on the left. Looking through the window shows the room upside down (the floor is the ceiling and the ceiling is the floor) but going through the door into the room everything is the right way round. This is the only hallucination in the vault that does not turn the screen blue while it runs its course.
- The Amatas you see in the hallucination don't actually look like Amata. To see this use V.A.T.S to target her face.
- All of the apparitions can be killed for experience, but it can be difficult to kill more than one of them as they disappear when disturbed. Except for the Tunnel Snake apparitions at the "Survivor", you can kill multiple before they vanish.
- The survivor talks like a raider yelling, "No one messes with a raider!" and "Come on boys!" This is not a bug, but a result of the "Survivor" being a raider class character.
- Most of the Vault 106 jumpsuits on the insane survivors are in the same exact condition.
- The cave-end of the vault and the mini nuke suggest that the survivors were trying to open a tunnel with the intention to leave the vault, since the door can only be opened from the outside.
- The 106 on the vault's door is seemed to be scribbled out. It is unknown what or who caused it.
- It is unknown how the Chinese officer swords made into the vault, as the vault door is closed when discovered.
- If you attempt to lock a follower in the vault they can open it even though the player does not have the ability to do so.
- Vault 106 could be considered "intact", as the door was shut until the Lone Wanderer opened it and the condition inside was due to the actions of the insane vault residents, not raiders or mutated creatures.
- You can wait during the hallucinations.
 Computer terminal entries
Vault 106 is mentioned in Fallout Bible 1 and appears in Fallout 3.
 Behind the scenes
|The following is based on Fallout 3 cut content and has not been confirmed by canon sources.|
An unused helmet, the makeshift gas mask, was intended to be found inside Vault 106. This item was cut prior to the final release of the game and cannot be obtained under normal circumstances, but—unusually for cut content—is still placed in two locations inside Vault 106 if examined within the GECK, with the placed items marked as "disabled" (hidden).
|End of information based on Fallout 3 cut content.|
- speak with the Vault 101 Overseer or Amata hallucination may cause the game to freeze.
- 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 game sometimes defaults your body (though not the head) model to the default Caucasian model, staying that way until you reload the game.
- At higher levels when attacking the Vault 106 survivor, even though the survivor might be dead, the Tunnel Snakes will literally "float" into the room without the blue hallucination backdrop. Killing them grants experience points.
- If you shoot at Amata she will disappear, but if you kill her with one shot you will receive negative karma and her clones will turn hostile towards you but, upon reaching you, they'll just stand next to you giving you an angry look with their fists up.
- Despite the insane survivor's natural hostility toward the player, dropping onto them a live grenade grants bad karma.
- V.A.T.S. will cause the game to crash if they disappear while V.A.T.S is zooming in or the player is taking out their weapon.
Some hallucinations that are targeted in
- In the Overseer's office, along the north wall, you may be able to drop through the floor/wall. If you do so, you will fall outside the normal passageways, and eventually will be placed back into the Vault. However, if you land in the correct spot; you will be able to walk on the ceiling of the lower level corridors. You can interact with doors and other items within reach.
- If you shut the main Vault door (the round one) it will appear as if it is not shut all of the way. Another way to see this is to leave the door open and you will see that it is in fact pulled farther back than the rest of the vault doors in the Capital Wasteland.
"Breathe deep in the blue. Relax."
The computer room in the hallucination (with color)
The beta version of Living quarters' dorms (not seen during normal gameplay)
The computer room after the hallucination