Vault-Tec created Vault 95 as a rehabilitation institute for people who suffered from chem addiction. The overseer position was elected by members of the community, changing yearly on October 30. The elected overseer in 2082 was Jane Myers, tasked with facilitating daily meetings and ensuring other residents adhered to the rules of the Vault-Tec Rehabilitation Program. Residency in the Vault required adherence to the program, regardless if chem dependency was deemed no longer an issue, and the residents were cooperative.
The residents of the Vault progressed through the program for five years, after which a planted Vault-Tec agent masquerading as a fellow resident would open a hidden supply of chems. The agent would thoroughly document the response of the community thereafter. Before doing so, the agent noted that the results of the experiment were thus far successful, writing that although some residents still struggled with withdrawal, the program helped them deal with the symptoms and cope with their new life in the Vault. He continued to record that their hypothesis was correct, in that when there is no other alternative, an individual can recover from addictions.
On October 23, 2082, five years after the Vault had been sealed, he recorded his plans to wait until the populace was asleep and open the stash. He records this thoughts on how isolation and removal of addictive substances have been positive for the residents, and the next portion of the research will shed light on what impact the same substances have on the social structure developed.
The residents' reaction to the revelation of chems immediately destroyed their family-like bonds and devolved into violence, with some residents immediately caving to their urges and others resisting, attempting to hold true to the program. Others realized that the situation was intentional, and recorded their hatred for being deceived and exploited by Vault-Tec.
In a blueprint behind the overseer's desk, the entire layout of the Vault can be seen, as well as information stating the planned capacity of 72 individuals. The entrance is heavily guarded by Gunners along with two Assaultrons outside, and one Assaultron and a Mister Gutsy inside.
An elevator takes the one down to the Vault itself. The Vault proper has three separate sections: the south side with the cafeteria and detox chamber, the west side with the reactor down below and the overseer's office above, and the north side containing a heavily trapped tunnel that leads to the residential area. The drug stash may be found as one descends the stairs into the residential area, heading straight to the bathrooms and then looking right. Despite the fate of the Vault, the stash still contains chems and alcohol.
Multiple bodies wearing Vault jumpsuits are found in and around the stash as well as throughout the rest of the Vault. In the bedroom slightly to the right of the stash are two bodies splayed out across the furniture. They are surrounded by what appears to be a tea party, complete with mannequin attendees, Psycho, and Jet. In one of the closed stalls in the bathroom to the left of the stash is a skeleton and Psycho. Opposite the room where the Big Guns bobblehead is located, behind a Novice locked door, a skeleton may be found slumped against the foot of a bed, Psycho at their feet and two Jet on an upturned wastebasket next to them. Another body and upgraded 10mm pistol are situated close to the terminal.
- Big Guns bobblehead - Once down the elevator, take the first left and progress into the large atrium. Turn right and enter the residential area's sliding door. At the lavatory sign, turn left and progress downstairs. Move forward through the broken wall, turn right and move past the Gunner-painted barricade. take another right into a bedroom, and then a left through the broken wall. The bobblehead will be in this room on top of a radio.
- Two bottlecap mines - One in the detox facility, the other in the northernmost room of the residential area with the bobblehead.
- Stealth Boy in an Advanced locked room on the west side near the reactor.
- One of the highest collections of aluminum, in the form of aluminum cans, TV dinner trays, and surgical trays, rounding out to around 115 pieces.
- Benign Intervention: Cait has confided in the player character that her dependence on Psycho is taking a toll on her health. There may be a device in Vault 95 that can help.
- Randolph Safehouse: The Railroad agent Mister Tims will leave dead drops in the form of six holotapes for the Sole Survivor, containing information about possible hazards to the Railroad's escort and escape of synths out of the Commonwealth. They can assist in these efforts by clearing out the location of hostiles.
- Quartermastery: Scribe Haylen has identified the location of a piece of technology she wishes to retrieve and catalog. She asks the Sole Survivor for help in bringing back the technology in one piece.
- Cleansing the Commonwealth: Knight Rhys gives the Sole Survivor an assignment to clear the location of what he calls "abominations" to further the aims of the Brotherhood of Steel.
- Treasure Hunt: The Sole Survivor finds a note that suggests a large number of caps or chems may be stashed nearby.
- While the enemies within the Vault periodically respawn, the items do not.
- If Cait is wearing power armor, she will automatically exit it when she enters the cleanroom.
- The Master locked door leading to the facilities wing can be opened by the terminal upstairs in the overseer's office.
- According to the Fallout 4 Vault Dweller's Survival Guide, there were still residents living in the Vault at the time of the Gunners taking over.
- Vault 95, along with Vault 75, are the only two Vaults in the game that do not have an obtainable corresponding jumpsuit.
- The Vault's number was first seen on an unused inventory icon in Fallout 3 and a Vault 95 jumpsuit exists in the game files.
- In a concept map for Fallout 4, Vault 95 was instead numbered 121.
- When at this location, companions make comments, which are activated at two locations: the overseer's office and in the generator room.[clarification needed]
|Curie||Overseer's office||"Support meetings are very important for those dealing with addiction."|
|Deacon||Overseer's office||"Hi, I'm Deacon." "Hi Deacon."|
|John Hancock||Overseer's office||""|
|Robert MacCready||Overseer's office||""|
|Nick Valentine||Overseer's office||""|
|Piper Wright||Overseer's office||""|
|Preston Garvey||Overseer's office||""|
|X6-88||Overseer's office||"The Overseer's office has been repurposed into a briefing room of some kind."|
Vault 95 appears only in Fallout 4.
Behind the scenes
In the overseer's terminal, a logged document regarding one of the support meetings where the question of the frequency of the group meetings is brought up, in addition to other spontaneous off-topic questions asked by several dwellers that can also be found. In the dialogue, a resident by the name of Randall makes several comments about fellow Vault dwellers and about the detox program. Randall and many of the details regarding the nature of the support meeting allude to the book and movie One Flew Over The Cuckoo's Nest, where "Randall" in the meeting notes can be seen as the character Randle McMurphy.
- The player character may become stuck while searching behind some broken generators and be forced to load a previous savegame. [verified]
- The elevator leading down to the Vault may glitch and fail to load the Vault. This causes the character to be stuck inside the elevator, unable to exit or fast travel away. A quicksave before entering the elevator is recommended. Restarting the game will fix the bug. [verified]
- V.A.T.S. strike.[verified] The player character may get permanently stuck if stunned by the Gunner wielding the shock baton while performing a
- A hole in the floor near the hidden chem closet reveals a zoomed up random image from somewhere in the Vault, e.g. a door, an ammo box, etc.[verified]
- Vault 95 terminal entries; Overseer terminal, Vault 95 overseer manifest
- Vault 95 terminal entries; Overseer terminal, Meeting notes
- Vault 95 terminal entries; Private terminal, Your orders
- Vault 95 terminal entries; Observation Journal, 10/23/2082
- Vault 95 terminal entries; Private terminal, Log 2
- Vault 95 terminal entries; Private terminal, Log 1
- Fallout 4 Vault Dweller's Survival Guide Collector's Edition pp. 358-359: "[5.15] VAULT 95
Gunners have overwhelmed the vault dwellers here and are utilizing this location for purposes other than those originally intended. You are encouraged to remove these threats. Beware of Assaultrons. Battle your way through the open vault door and reach the elevator to enter the vault’s interior."
(Fallout 4 Vault Dweller's Survival Guide Map)