The Vault 108 was planned to be opened after 38 years. Everything was planned sufficiently, with the Overseer, Brody Jones, being sick with cancer and expectedly dying from the disease after 40 months of experiments inception, and the main supply was supposed to withstand 20 years. Another experiment occurred here – it was supposed to study the conflict for leadership and power in a given vault or similar setting. This Vault is in a bit better shape than previous entries. There are few copies of skill magazines like Nikola Tesla and You and Pugilism Illustrated that give you skill points, with microfusion cells, AER9 laser rifle, Nuka-Cola Quantum, and a safe full of random loot. The radiation is through the roof, so be careful – you’ll probably die a lot in this Vault if you do not have upgraded Medical skills. Lone Wanderer can meet a friendly mutant Fawkes and take his super sledge by killing him or reverse pickpocketing him. ![]() In terms of the gameplay, there are few notable loots to acquire. Like the previous one, another scary Vault is also heavily affected by radiation. Another worn-down Vault that has seen better days – for example, medical rooms are now makeshift prison sells for failed experiments. In the present (Fallout 3 timeline), the mutants want to preserve their species, which meant kidnapping humans and mutating them, since the mutants are sterile. The security once again has not managed to conceal mutants and they took over the Vault 87. The Overseer was not a doctor this time, but he let the experiment happen and in the end, it backfired. The virus only created inferior mutants, meaning that yes, they have become bigger, stronger, and immune to environmental hazards, but suffered great mental damage and extreme aggression against other beings. The Forced Evolutionary Virus was “born” and again, like with most of these situations, the experiment failed. Wayne Merrick and his team wanted to make a virus that helped people in adapting to the post-nuclear environment. ![]() This Vault was also a place for experimenting on people – Dr. All in all, a great place that gives a player a perspective of innocent inhabitants who were used even after an enormous disaster that destroyed millions of lives. 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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