Fallout 3 locations project
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The Vault's entrance
Vault 108 started construction in March 2061 and ended in December 2069 due to work stoppage. Designed for 475 occupants and a lifetime of 38 years, the shelter was powered by a General Atomics Nuclear Power unit with a Steam Whistle Mini Geo-Thermal set providing backup. The armory was overstocked (triple the amount of gear).
The premise of the experiment was explained to study conflict for leadership and power in a Vault. The Vault Overseer, Brody Jones, was known to have a genetic predisposition for a rare form of cancer that was expected to kill him within 40 months of the experiment's inception. Positions of authority in the Vault went unassigned and discretion was given to the Overseer (he chose Zachary K. Jameson as his Chief of Staff, Jerec Maddix as Chief of Security, and Nathan Auragen as Morale Officer). The main power supply was also scheduled to malfunction after 240 months (20 years while the vault was planned to be sealed for 38), and the back-up power supply was intentionally insufficient to meet the Vault's needs. On top of all this, the Vault was given three times the normal armory stock and no entertainment recordings.
This vault also experimented with cloning people. Every time the subject was cloned, he immediately became hostile to non-clones, with each subsequent one becoming more violent. After the fifty-third clone was no different, the staff began to wonder what to do with all of the clones, as the Vault's observation rooms were becoming full. The other entry in the holodisk says that Gary 54 was the same way, having injured Doctor Peterson during an examination. In order to make room for "many more tests," the doctors had plans to destroy some of the clones. Obviously, the clones were the only ones to inherit the vault.
The entrance is standard as in any other Vault, save for signs of bloodshed and deterioration. Mole rats moved in to occupy the abandoned halls, where the systems of the Vault still function... barely. The entrance section connects to the junction hall, where it seems a pair of dwellers made their last stand against the Gary clones, right next to the door to the living quarters.
Beyond the hall, down an access corridor, lies the power unit hall, still functioning after all these years.
 Living quarters
The ruined living quarters of Vault 108 bore witness to the horror of the Gary uprising. They are little more than empty, ruined halls now, inhabited by junk and long-forgotten memories.
 Cloning lab
The decrepit medical labs of the Vault are still inhabited by the surviving clones. Surrounded by ruined equipment, they are eking out a semblance of existence among the dead, both fresh and old.
 Notable loot
- A Stealth Boy is between two terminals in the northwest corner of the room with the door to the living quarters.
- A Nuka-Cola Quantum is behind shipping crates in the narrow room east of the door to the cloning labs.
- A Tumblers Today is under the same stepladder the Nuka-Cola Quantum is sitting on. It can't be picked up with perspective tricks or fancy footwork but it can be taken. See the bugs section of the Tumblers Today page for how it's done.
 Living quarters
- There is a Pugilism Illustrated on the counter in the cafeteria.
- On the second level of the living quarters common area, across the walkway, and in the room on the right is a safe that can possibly contain a Stealth Boy.
 Cloning lab
- The Charisma Bobblehead is located on a table in the observation room (located in the center of the map), which looks into the main operating room. If you get lost, go to the black operating tables (one should have a skeleton on it) and look through the glass into the observation room (or the room with four beds). There you will see the bobblehead on a table beside a microscope.
- On a different table in the same room as the Bobblehead - Charisma is a Lying, Congressional Style.
- The holodisk in the cloning lab ("Cloning log") that slightly explains the events of Vault 108 is in the room where there's a black cube safe that can be lockpicked. Look for a skeleton on the floor next to an examination table; the holodisk is close by.
- Higher level players may encounter a number of giant radscorpions, deathclaws, sentry bots, and super mutant overlords (Broken Steel required) outside the vault's entrance door if they fast-travel there.
- In the Outcast outpost where the Anchorage simulation is located, you can find the dead body of Gary 23. Presumably he left Vault 108, was captured by Brotherhood of Steel Outcasts at some point and taken to the outpost. It looks like there, the outcasts tried to convince him to enter the simulation as he had a Pip-Boy 3000, the correct interface device, but soon discovered that the only word he said was "Gary" and he was hostile to all non-clones. They grew impatient with him, and he was beaten to death, perhaps by Defender Sibley, with some brass knuckles which can be found close by. The outcasts then sawed off his arm in a futile attempt to remove his computer. His body has been unceremoniously dumped in a corner. This and the trail of blood on the floor from the beating and amputation indicate that the incident happened not long ago, and the Outcasts have not had time to clean up.
- A cut audio holotape would suggest that Gary 23's arm was sawed off by the Outcasts whilst he was still alive, without the beating.
- This vault is almost the most deteriorated vault located in the Capital Wasteland. The inside has completely rusted away over the years, the vault jumpsuits are the dirtiest of all, and it appears as if the only major loot in the vault is the Vault-Tec bobblehead located in the cloning lab.
- Because of this deterioration, Vault 108 is the only Vault in the Capital wasteland without a single working terminal.
- Just like Vault 87, Vault 108 does not contain a working Vault door control pad. To open the vault door you have to walk up to the main door and select the option to open it.
- The Overseer's office is inaccessible, and also has a different window than other Vaults in the region, as it is rectangular, instead of round.
- Although Vault-Tec records state that Vault 108 had triple the normal armory stock, no trace of this armory can be found when the Lone Wanderer arrives in 2277.
- Unlike most Vault doors you don't need to use the control panel to open and close it, and you can return whenever you want.
Vault 108 appears only in Fallout 3.
- The Vault door may be found in the open position. There is a possibility that it may not be able to be closed. Pressing on the actual vault door will make it close and open.needs verification