This is continued from the Concord Diorama section of Fever Dreams.
The player will quickly reach a point where the only way forward is down into an area that appears highly irradiated. As the player approaches the edge of the drop down, Pike will begin talking to them over the intercom system again.
Pike will continue to talk for a while and the player is free to proceed forward while listening. He will eventually be interrupted by something. Pike will shift to asking for help and the player will hear sounds of a creature attacking Pike.
In the room this conversation started, the player will find that touching the glowing area below will cause high radiation damage. Furniture and props are laid out to provide the player a platforming path safely through the room.
After making it past the glowing room, they'll reach a stairwell and find themselves overlooking the glowing room again. To their right is a small hallway, the end of which is a drop-down to another room; the player cannot return after dropping down.
The player will continue through, fighting through several small encounters of Feral Ghouls and Test Subjects.
Finally the player will open a door, a brief flash will trigger, and the open door will reveal a Vault door entrance labeled 111.
A pip-boy activated Vault Door Controls stands in front of the player. Activating it will play the animation the player is used to, then a follow-up animation will play where the player collapses.
The player will wake up inside of a functioning vault. They’ll be wearing a Vault Suit and be unable to access inventory or trigger combat.
If the player is Nate, they will be inside of a Vault security office; if Nora, the Vault’s admin office. Each is speaking to a co-worker who will speak to the player as if everything is normal life in the vault.
After the conversation, the player is given the objective to go home for the evening. The player can then wander around a small portion of the Vault. They will find people who will simply greet the player if activated, and occasional items they can activate to trigger comments - similar to the start of the game in their pre-war home.
In one of the rooms the player can enter, their spouse will be seated at a table. Upon entering, the spouse will trigger a conversation with the player. If the player hasn’t sit at this point, the spouse will suggest the player explore their subconscious and to sit when they are ready. The player will find more items they can trigger and comment in this Vault home - including baby Shaun.
Once the player sits, or if they sat immediately before it being offered for them to explore, a conversation will commence with the spouse. This conversation may reference some of the things the player has done in their game so far.
At some point, Shaun will begin crying, ending the conversation. The spouse will stand up and go to Shaun. The spouse will eventually ask the player to come help settle Shaun.
When the player stands up they’ll suffer a minor FEV attack, swaying their camera.
The spouse will loop through asking for help every few seconds until the player triggers the Spin the Mobile activator, though they have other options they can try as well to get different reactions from the spouse.
After the mobile is spun, the player will have another FEV attack and another conversation with the spouse will happen. Eventually, it will end with the player’s screen fading to white again.
The player will awaken back in front of the Vault door area, only it is not a Vault door, and instead is a typical bank-vault style door, opened wide for the player to proceed into the Deathclaw Research Lab.