Vault 95

Vault 95 is a Vault-Tec vault located in the Commonwealth in 2287. It is located at the northeast edge of the Glowing Sea, currently a base of operations for the Gunners.

Background
Vault-Tec created Vault 95 as a rehabilitation institute for people who suffered from chem addiction. The residents of the vault progressed through 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 structure that the residents had created, with some caving immediately to their urges and others resisted, attempting to hold true to the program.

Layout
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. The Vault-Tec agent's body and upgraded 10mm pistol are situated close to the terminal.

Notable loot

 * 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.

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.

Companion comments

 * When at this location, companions make comments, which are activated at two locations: the overseer's office and in the generator room.

Appearances
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 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.

Bugs

 * The player character may become stuck while searching behind some broken generators and be forced to load a previous savegame.
 * 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.
 * The player character may get permanently stuck if stunned by the Gunner wielding the shock baton while performing a V.A.T.S. strike.
 * 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.