![]() ![]() After the boss is defeated, a player has an access to the Vault and notes that are scattered all over the place. In terms of gameplay, a player needs to go through insane inhabitants, and when they stumble upon a “survivor”, who eventually becomes a boss that needs to be fought, encounters hallucinations including Lone Wanderers’ father. A scary place that no one wants to go to. The next two centuries (until the Fallout 3 timeline) saw different mercs, explorers, and wanderers entering the Vault 106 and dying from the effects of the drugs and wandering the galls of the ruined bunker, convinced they were the “originals”. The security failed to take care of the situation and in the end, everyone perished against aggressive and insane inhabitants. Security and medical staff have not prepared for the consequences of the drug – some inhabitants experienced bizarre behavior and acted aggressively toward other people. It’s safe to say that experiment involving inhabitants being pumped the psychoactive drugs into the circulation system ten days after the Vault was sealed without their knowledge, was not a great idea. The Vault 106 had 107 inhabitants of whom 95 were part of the experiment Dr. Albert Leris, who was the head of Vault-Tec’s Psychological Research Department. ![]() The Overseer, a leader of the Vault, was Dr. This Vault was built by Vault-Tec Corporation, a pre-war defense corporation that won the federal government contract to build the Vaults all over the United States and protect the Americans against nuclear disasters.
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