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|map marker image =FO4 map Vault 95.jpg |
|map marker image =FO4 map Vault 95.jpg |
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|local map =Vault 95 map.jpg |
|local map =Vault 95 map.jpg |
||
− | |factions =[[Gunners]] |
+ | |factions =[[Gunners]]<br />[[Vault-Tec Corporation|Vault-Tec]] (pre-War) |
|part of =[[The Commonwealth]] |
|part of =[[The Commonwealth]] |
||
|sections = |
|sections = |
||
|buildings = |
|buildings = |
||
|doctors = |
|doctors = |
||
− | |leaders = |
+ | |leaders =[[Jane Myers]] (formerly) |
|merchants = |
|merchants = |
||
|owners = |
|owners = |
||
|creatures = |
|creatures = |
||
− | |robots =[[Assaultron]] |
+ | |robots =[[Assaultron (Fallout 4)|Assaultrons]]<br />[[Mister Gutsy (Fallout 4)|Mister Gutsy]] |
− | |quests =[[Benign Intervention]]<br />[[Quartermastery]]<br />[[Randolph Safehouse]] |
+ | |quests =[[Benign Intervention]]<br />[[Treasure Hunt]]<br />[[Quartermastery]]<br />[[Randolph Safehouse]]<br />[[Cleansing the Commonwealth]] |
|terminal =[[Vault 95 terminal entries]] |
|terminal =[[Vault 95 terminal entries]] |
||
|cell name =Vault95Ext<br />Vault95Ext02<br />Vault95 (interior) |
|cell name =Vault95Ext<br />Vault95Ext02<br />Vault95 (interior) |
||
Line 32: | Line 32: | ||
As reflected in the [[Vault 95 terminal entries]], the rehabilitation program was effective in managing the addiction of its residents, with decisions to maintain the program remaining unanimous throughout the vault's early years. Private logs reveal that the introduction of chems effectively tore apart the family that the residents had created for each other, with some residents caving almost immediately to their urges. This 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 moderate quantities of chems and alcohol. |
As reflected in the [[Vault 95 terminal entries]], the rehabilitation program was effective in managing the addiction of its residents, with decisions to maintain the program remaining unanimous throughout the vault's early years. Private logs reveal that the introduction of chems effectively tore apart the family that the residents had created for each other, with some residents caving almost immediately to their urges. This 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 moderate quantities of chems and alcohol. |
||
− | It is certain that all of the vault's original inhabitants overdosed, were killed during in-fighting or fled well before the [[Gunners]] moved in; multiple bodies may be found in and around the stash. 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 civilized tea party, complete with mannequin attendees, [[Psycho (Fallout 4)|Psycho]] and [[Jet (Fallout 4)| |
+ | It is certain that all of the vault's original inhabitants overdosed, were killed during in-fighting or fled well before the [[Gunners]] moved in; multiple bodies may be found in and around the stash. 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 civilized tea party, complete with mannequin attendees, [[Psycho (Fallout 4)|Psycho]], and [[Jet (Fallout 4)|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 contained, behind a Novice locked door, a skeleton may be found slumped against the foot of a bed, Psycho at his feet and two Jet on an upturned wastebasket next to him. |
− | Judging from the otherwise homely and untouched nature of the rooms in that area, it seems probable the residents instantly capitulated to their addictions, shut themselves into their rooms and resumed their chem abuse. It also appears the Vault-Tec agent did not survive the ensuing violence, and his body and upgraded [[10mm pistol (Fallout 4)|10mm pistol]] may be found close to his terminal. |
+ | Judging from the otherwise homely and untouched nature of the rooms in that area, it seems probable the residents instantly capitulated to their addictions, shut themselves into their rooms, and resumed their chem abuse. It also appears the Vault-Tec agent did not survive the ensuing violence, and his body and upgraded [[10mm pistol (Fallout 4)|10mm pistol]] may be found close to his terminal. |
The vault is currently a base of operations for the Gunners. |
The vault is currently a base of operations for the Gunners. |
||
==Layout== |
==Layout== |
||
− | The entrance is heavily guarded by Gunners along with two [[ |
+ | The entrance is heavily guarded by Gunners along with two [[Assaultron (Fallout 4)|assaultrons]] outside, and one assaultron and a [[Mister Gutsy (Fallout 4)|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. |
− | Vault 95 was designed to house a maximum of 72 people as shown in a blueprint behind the |
+ | Vault 95 was designed to house a maximum of 72 people as shown in a blueprint behind the overseer's desk showing the layout of the entire vault. |
==Notable loot== |
==Notable loot== |
||
− | * [[Big guns bobblehead]] once down the elevator, turn right in the main room after the tin can chimes, go through the sliding door leading to the residential area. There will be grenade trap as well as another sliding door |
+ | * [[Big guns bobblehead]] once down the elevator, turn right in the main room after the tin can chimes, go through the sliding door leading to the residential area. There will be a grenade trap as well as another sliding door. The bobblehead will be in the northern-most room on top of a radio. |
− | * Two [[Bottlecap mine (Fallout 4)|bottlecap mines]] - One in the |
+ | * Two [[Bottlecap mine (Fallout 4)|bottlecap mines]] - One in the detox facility, the other in the northernmost room of the residential area with the bobblehead. |
* [[Stealth Boy (Fallout 4)|Stealth Boy]] in an Advanced locked room on the west side near the reactor. |
* [[Stealth Boy (Fallout 4)|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. |
+ | * One of the highest collections of [[aluminum (Fallout 4)|aluminum]], in the form of aluminum cans, TV dinner trays, and surgical trays, rounding out to around 115 pieces. |
==Related quests== |
==Related quests== |
||
− | * [[Benign Intervention]] |
+ | * [[Benign Intervention]]: [[Cait]] has confided in the player character that her dependence on [[Psycho (Fallout 4)|Psycho]] is taking a toll on her health. There may be a device in Vault 95 that can help. |
+ | * [[Randolph Safehouse]]: The Railroad agent [[Tims|Mister Tims]] will leave dead drops in the form of six [[Randolph station updates|holotapes]] for the [[Sole Survivor]], containing information about possible hazards to the Railroad's escort and escape of [[synth]]s out of the Commonwealth. They can assist in these efforts by clearing out the location of hostiles. |
||
+ | * [[Quartermastery]]: [[Haylen|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 (East Coast)|Brotherhood of Steel]]. |
||
+ | * [[Treasure Hunt]]: The Sole Survivor finds a [[Raider's note (Fallout 4)|note]] that suggests a large number of caps or chems may be stashed nearby. |
||
==Notes== |
==Notes== |
||
− | * [[Jet (Fallout 4)|Jet]] was not created until after the [[Great War]], making it impossible for it to be in Vault 95 for the residents to use. While some may argue that the Jet was brought in by the [[Gunners]], a [[Vault-Tec Regional HQ terminal entries|Vault-Tec Regional HQ terminal entry]] confirms the Jet was supplied by Vault-Tec, and its presence in Vault 95 remains inconsistent with [[Fallout canon]]. |
||
* While the enemies within the vault periodically respawn, the items do not. |
* 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 |
+ | * 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. |
* 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 |
+ | * 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.<ref>[[Fallout 4 Vault Dweller's Survival Guide]], p. 358 - ''"Gunners have overwhelmed the vault dwellers here and are utilizing this location for purposes other than those originally intended."''</ref> |
+ | * Vault 95, along with [[Vault 75]], are the only two vaults in the game that do not have obtainable corresponding [[Vault jumpsuit (Fallout 4)|jumpsuits]]. |
||
+ | * When at this location, [[Fallout 4 companions|companions]] make comments, which are activated at two locations: the overseer's office and in the generator room.{{Clarify}}<!-- I was never able to confirm the generator room --> |
||
+ | {| class="va-table va-table-full mw-collapsible mw-collapsed" |
||
+ | ! colspan="3" | Location comments |
||
+ | |- |
||
+ | ! style="width: 15%; colspan=2" | Character |
||
+ | ! style="width: 10%;" | Specific location |
||
+ | ! style="width: 75%;" | Comment |
||
+ | |- |
||
+ | | rowspan=2 | [[Cait]] |
||
+ | | Overseer's office |
||
+ | | "{{Tooltip|You wouldn't catch me dead at one of these support meetings. Ugh.|Walking into a room with a support group-style ring of chairs. / Disgust}}" |
||
+ | |- |
||
+ | | Generator room |
||
+ | | "{{Tooltip|I think we should be stayin' as far from that reactor as possible.|Walking into a large reactor room. / Neutral}}" |
||
+ | |- |
||
+ | | rowspan=2 | [[Codsworth]] |
||
+ | | Overseer's office |
||
+ | | "{{Tooltip|I've the most incredible urge to rearrange those chairs in a more perfect circle.|Matter of fact - Seeing an office with chairs arranged in a circle. / Neutral}}" |
||
+ | |- |
||
+ | | Generator room |
||
+ | | "{{Tooltip|Ah, this must be the heart of the vault.|Matter of fact - the large reactor room of a vault. / Neutral}}" |
||
+ | |- |
||
+ | | [[Curie]] |
||
+ | | Overseer's office |
||
+ | | "Support meetings are very important for those dealing with addiction." |
||
+ | |- |
||
+ | | rowspan=2 | [[Danse]] |
||
+ | | Overseer's office |
||
+ | | "{{Tooltip|I'm not certain, but this could have been a military briefing area.|Walking into a room with a support group-style ring of chairs. / Neutral}}" |
||
+ | |- |
||
+ | | Generator room |
||
+ | | "{{Tooltip|This reactor appears to be defunct. We should be safe.|Walking into a large reactor room. / Neutral}}" |
||
+ | |- |
||
+ | | [[Deacon]] |
||
+ | | Overseer's office |
||
+ | | "Hi, I'm Deacon." "Hi Deacon." |
||
+ | |- |
||
+ | | rowspan=2 | [[John Hancock]] |
||
+ | | Overseer's office |
||
+ | | "{{Tooltip|Looks like someone interrupted their meeting.|Walking into a room with a support group-style ring of chairs. / Neutral}}" |
||
+ | |- |
||
+ | | Generator room |
||
+ | | "{{Tooltip|Place sure used a lot of juice.|Walking into a large reactor room. / Neutral}}" |
||
+ | |- |
||
+ | | rowspan=2 | [[Robert MacCready]] |
||
+ | | Overseer's office |
||
+ | | "{{Tooltip|What was this place for... storytime or something?|Walking into a room with a support group-style ring of chairs. / Question}}" |
||
+ | |- |
||
+ | | Generator room |
||
+ | | "{{Tooltip|You'll let me know if your Geiger starts clicking, right?|Walking into a large reactor room. / Nervous}}" |
||
+ | |- |
||
+ | | rowspan=2 | [[Nick Valentine]] |
||
+ | | Overseer's office |
||
+ | | "{{Tooltip|Bet meetings like this sure made life down here easier.|Walking into a room with a support group-style ring of chairs. / Neutral}}" |
||
+ | |- |
||
+ | | Generator room |
||
+ | | "{{Tooltip|The heart of the beast.|Walking into a large reactor room. / Neutral}}" |
||
+ | |- |
||
+ | | rowspan=2 | [[Piper Wright]] |
||
+ | | Overseer's office |
||
+ | | "{{Tooltip|A real shame. They still had a lot more rounds of musical chairs left.|Walking into a room with a support group-style ring of chairs. / Amused}}" |
||
+ | |- |
||
+ | | Generator room |
||
+ | | "{{Tooltip|Wow. How much fission can one Vault need?|Walking into a large reactor room. / Question}}" |
||
+ | |- |
||
+ | | rowspan=2 | [[Preston Garvey]] |
||
+ | | Overseer's office |
||
+ | | "{{Tooltip|What's going on here?|Puzzled}}" |
||
+ | |- |
||
+ | | Generator room |
||
+ | | "{{Tooltip|I guess this was their main power source.|Remarking on a generator}}" |
||
+ | |- |
||
+ | | rowspan=2 | [[X6-88]] |
||
+ | | Overseer's office |
||
+ | | "The Overseer's office has been repurposed into a briefing room of some kind." |
||
+ | |- |
||
+ | | Generator room |
||
+ | | "{{Tooltip|These must be the Vault's primary power systems.|Remarking on a generator}}" |
||
+ | |} |
||
==Appearances== |
==Appearances== |
||
Line 64: | Line 147: | ||
==Behind the scenes== |
==Behind the scenes== |
||
{{Behind the scenes}} |
{{Behind the scenes}} |
||
− | In the overseer's terminal, a logged document regarding one of support meetings where the question of the frequency of the group meetings is brought up, in addition to other spontaneous |
+ | 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 can be seen as a reference 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. |
− | {{Behind the scenes| |
+ | {{Behind the scenes|end}} |
==Bugs== |
==Bugs== |
||
− | * {{Platforms|pc |
+ | * {{Platforms|pc,ps4,xboxone}} The player character may become stuck while searching behind some broken generators and be forced to load a previous savegame. {{Verify|verified}} |
− | * {{Platforms|pc |
+ | * {{Platforms|pc,ps4,xboxone}} 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. {{Verify|verified}} |
− | * {{Platforms|ps4}} The player character may get permanently stuck if stunned by the Gunner wielding the shock baton while performing a [[Vault-Tec Assisted Targeting System|V.A.T.S.]] strike.{{Verify| |
+ | * {{Platforms|pc,ps4}} The player character may get permanently stuck if stunned by the Gunner wielding the shock baton while performing a [[Vault-Tec Assisted Targeting System|V.A.T.S.]] strike.{{Verify|verified}} |
* {{Platforms|xboxone}} 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.{{Verify|verified}} |
* {{Platforms|xboxone}} 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.{{Verify|verified}} |
||
− | * {{Platforms|ps4}} It is possible for the Big Guns Bobblehead to be missing.{{Verify|03:00, June 22, 2016 (UTC)|type=bug}} |
||
==Gallery== |
==Gallery== |
||
− | <gallery> |
+ | <gallery widths=200 captionalign=center> |
Vault95-Atrium-Fallout4.jpg|Atrium |
Vault95-Atrium-Fallout4.jpg|Atrium |
||
Vault95-Overseer-Fallout4.jpg|Overseer's office |
Vault95-Overseer-Fallout4.jpg|Overseer's office |
||
Line 90: | Line 172: | ||
vault95.png|Blueprint |
vault95.png|Blueprint |
||
FO4 Vault95 bobblehead.jpg|[[Big guns bobblehead]] |
FO4 Vault95 bobblehead.jpg|[[Big guns bobblehead]] |
||
+ | FO4 Vault 95 door.jpg|The vault's door (can only be seen with noclip) |
||
FO3vault suit 95.png|Vault 95 jumpsuit Pip-Boy icon in ''[[Fallout 3]]'' {{cut}} |
FO3vault suit 95.png|Vault 95 jumpsuit Pip-Boy icon in ''[[Fallout 3]]'' {{cut}} |
||
</gallery> |
</gallery> |
||
Line 99: | Line 182: | ||
{{Navbox vaults}} |
{{Navbox vaults}} |
||
− | + | [[Category:Vault 95| ]] |
|
− | [[Category:Vaults]] |
||
⚫ | |||
− | [[Category:Fallout 4 locations]] |
||
− | [[Category:Fallout 3 mentioned-only locations]] |
||
− | [[Category:Fallout 3 cut locations]] |
||
[[de:Vault 95]] |
[[de:Vault 95]] |
||
[[es:Refugio 95]] |
[[es:Refugio 95]] |
||
[[fr:Abri 95]] |
[[fr:Abri 95]] |
||
⚫ | |||
[[pl:Krypta 95]] |
[[pl:Krypta 95]] |
||
+ | [[pt:Vault 95]] |
||
[[ru:Убежище 95]] |
[[ru:Убежище 95]] |
||
[[uk:Сховище 95]] |
[[uk:Сховище 95]] |
||
+ | [[zh:95号避难所]] |
Revision as of 06:42, 8 July 2020
Vault 95 is a Vault-Tec vault located in the Commonwealth in 2287. It is located at the northeast edge of the Glowing Sea.
Background
Vault-Tec created Vault 95 as a rehabilitation institute for people who suffered from chem addiction. The residents of the vault would continue with the program for five years, after which a planted Vault-Tec agent would then unearth a pre-placed, hidden supply of chems to test the social and psychological reactions of the community.
As reflected in the Vault 95 terminal entries, the rehabilitation program was effective in managing the addiction of its residents, with decisions to maintain the program remaining unanimous throughout the vault's early years. Private logs reveal that the introduction of chems effectively tore apart the family that the residents had created for each other, with some residents caving almost immediately to their urges. This 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 moderate quantities of chems and alcohol.
It is certain that all of the vault's original inhabitants overdosed, were killed during in-fighting or fled well before the Gunners moved in; multiple bodies may be found in and around the stash. 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 civilized 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 contained, behind a Novice locked door, a skeleton may be found slumped against the foot of a bed, Psycho at his feet and two Jet on an upturned wastebasket next to him.
Judging from the otherwise homely and untouched nature of the rooms in that area, it seems probable the residents instantly capitulated to their addictions, shut themselves into their rooms, and resumed their chem abuse. It also appears the Vault-Tec agent did not survive the ensuing violence, and his body and upgraded 10mm pistol may be found close to his terminal.
The vault is currently a base of operations for the Gunners.
Layout
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.
Vault 95 was designed to house a maximum of 72 people as shown in a blueprint behind the overseer's desk showing the layout of the entire vault.
Notable loot
- Big guns bobblehead once down the elevator, turn right in the main room after the tin can chimes, go through the sliding door leading to the residential area. There will be a grenade trap as well as another sliding door. The bobblehead will be in the northern-most 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.
Related quests
- 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.
Notes
- 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.[1]
- Vault 95, along with Vault 75, are the only two vaults in the game that do not have obtainable corresponding jumpsuits.
- When at this location, companions make comments, which are activated at two locations: the overseer's office and in the generator room.[clarification needed]
Location comments | ||
---|---|---|
Character | Specific location | Comment |
Cait | Overseer's office | "You wouldn't catch me dead at one of these support meetings. Ugh." |
Generator room | "I think we should be stayin' as far from that reactor as possible." | |
Codsworth | Overseer's office | "I've the most incredible urge to rearrange those chairs in a more perfect circle." |
Generator room | "Ah, this must be the heart of the vault." | |
Curie | Overseer's office | "Support meetings are very important for those dealing with addiction." |
Danse | Overseer's office | "I'm not certain, but this could have been a military briefing area." |
Generator room | "This reactor appears to be defunct. We should be safe." | |
Deacon | Overseer's office | "Hi, I'm Deacon." "Hi Deacon." |
John Hancock | Overseer's office | "Looks like someone interrupted their meeting." |
Generator room | "Place sure used a lot of juice." | |
Robert MacCready | Overseer's office | "What was this place for... storytime or something?" |
Generator room | "You'll let me know if your Geiger starts clicking, right?" | |
Nick Valentine | Overseer's office | "Bet meetings like this sure made life down here easier." |
Generator room | "The heart of the beast." | |
Piper Wright | Overseer's office | "A real shame. They still had a lot more rounds of musical chairs left." |
Generator room | "Wow. How much fission can one Vault need?" | |
Preston Garvey | Overseer's office | "What's going on here?" |
Generator room | "I guess this was their main power source." | |
X6-88 | Overseer's office | "The Overseer's office has been repurposed into a briefing room of some kind." |
Generator room | "These must be the Vault's primary power systems." |
Appearances
Vault 95 appears in Fallout 4 and was first seen as an unused inventory icon in Fallout 3, with Vault 95 jumpsuits existing in its art files.
Behind the scenes
The following is based on unverified behind the scenes information and may be inaccurate. |
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 can be seen as a reference 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.
End of information based on unverified behind the scenes information |
Bugs
- 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]
Gallery
References
- ↑ Fallout 4 Vault Dweller's Survival Guide, p. 358 - "Gunners have overwhelmed the vault dwellers here and are utilizing this location for purposes other than those originally intended."
|