Interestingly, Gary 23 somehow escaped and was found by the Brotherhood in the Operation: Anchorage expansion. Vault 108 isn't the only place Gary appears, either.
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Encountering Gary after angry Gary is a surreal experience. It's certainly one of the more memorable locations. Gary was cloned over 50 times, which was a few too many, as ultimately the only survivors of the Vault are a handful of variously numbered Garys-and they are not at all happy to meet you. (It brings us to several Garys, actually.) Gary was a resident of 108 who was cloned multiple times, with each resulting Gary only able to speak the word "Gary" and each Gary more violent than the last Gary-at least to any non-Garys. That doesn't really fit in with the leadership experiment in any way that I can tell, but it does bring us to Gary. We don't really know, honestly, because a cloning chamber was included in Vault 108.
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What would happen in the vacuum of leadership when the lights went out and guns were everywhere? The Vault was assigned an Overseer who would die of terminal cancer within months, outfitted with a heavily stocked armory, and given a malfunctioning power supply. Vault 108's experiment was about how people function in a crisis with a lack of leadership and an overabundance of weapons. Looking over the series, I'd really hoped to find a Vault that was better than Gary's, just to shake things up a little. When Fallout fans discuss the various Vaults, it's never without a mention of Gary. What a great group of people, huh? Of all the Vaults, this one sounds like a pretty accurate depiction of human nature. They didn't, though, because one of the five shot the other four dead. They then considered the only 'logical' option: killing themselves. In the end, only five inhabitants were left to discover that all the killing had been done for nothing. The actual sad truth of Vault 11 was that if the citizens chose to stand together and refuse the annual sacrifice, nothing bad would have happened to them.īut these are human beings we're talking about, so naturally they went with the sacrifice option, which led to bouts of infighting, plotting, back-stabbing, and murder. You even get to visit the sacrifice chamber, where a filmstrip is shown to the unlucky lamb stressing how important their sacrifice was for the greater good-after which the walls slide open and a score of robots and turrets open fire. Residents were told that every year they would have to sacrifice one resident or they would all die. The social experiment in Vault 11 was a damn grim one.
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After it provides a kick-off to Fallout 4's main quest, there's not much reason to hang around the somewhat dull Vault 111 beyond nabbing the cryolater freeze gun: not when there's the settlement of Sanctuary Hills just outside.
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Another chunk of time passed, and the resident awakened again to find themselves the sole survivor of the cryogenic experiment. Over 200 years later, one frozen resident (you) awoke long enough to witness their spouse being murdered and infant son abducted. Surprise! You're an ice cube.ĭue to a short-sighted lack of supplies, the non-frozen staff eventually staged a mutiny. Naturally, Vault-Tec didn't, instead saying the pods were for decontamination. Tired of doing all your own gathering? Break the world with a complete list of Fallout 4 cheats (opens in new tab) and console commands.Ĭryogenics doesn't sound like a bad idea for surviving an atomic war, but only if you actually inform the Vault residents about it first.