Vault 112

Vault 112 is one of the Vault-Tec Vaults located in the Capital Wasteland. It was built well hidden underneath Smith Casey's Garage, north-east of Girdershade.

History
Vault 112 was one of the last to be constructed. The construction started in November 2068, and finished in June 2074. It was intended for only 85 occupants and indefinite duration of the experiment. The vault was built to house and tend to the needs of Dr. Stanislaus Braun, creator of the Garden of Eden Creation Kit. Within it Braun installed a virtual reality simulator and cryonics system, initially containing several simulated utopias including Tranquility Lane. The system should have permitted a select few to live a 'perfect life' practically forever.

What Vault 112's occupants didn't know was that once they entered the virtual reality pods, they had no means of leaving without Braun's authority, and thus were forced to be at the will of any actions Dr. Braun might commit. Dr. Braun, after becoming bored of various simulated worlds, would proceed to kill each one of them. Each time after killing them he would wipe their memory and resurrect them within the program.

Vault layout
Vault 112 houses an entrance area similar to Vault 101, which serves as the airlock and the only connection to the outside world. A single passage in the entryway leads down to the main hall. In it are twelve Tranquility Loungers built around a big pillar, each connected to a terminal which monitors the respective conditions of the "subjects" inside the loungers. There is also another Tranquility Lounger, found in the Overseer's Office, located south of the main hall. The only medical unit of the vault is accessed east of the main hall (where the loungers are).

Since it cannot be maintained by any human inhabitants (they're all in the Tranquility Loungers), Vault 112 is instead maintained by a group of Robobrains. The Robobrains are non-hostile and the player, upon entering the Vault, is simply scolded for being "202.5 years late".

Because of being constantly maintained by Robobrains, and being slightly better hidden than many others, 112 is the only intact vault, other than 101, in the Capital Wasteland. The outcome of this particular experiment is ambiguous - if Braun intended the simulator merely to satisfy his sadistic urges when he designed it, then it fulfilled its purpose completely; if, on the other hand, he sincerely intended to create a virtual heaven for the residents to live in eternally, the nature of his godlike position subsequently drove him insane to make the other resident's existence an eternal hell, it is arguably the most ghastly, abject failure of all the vaults.

Entry
The entrance, inside Smith Casey's Garage, has Mole Rats and Radroaches inside it, making entry more dangerous and annoying than most other Vaults. (Radroaches confirmed on Xbox 360).

Notable loot
With a skill of 75 in Science, you can hack the terminal to the east of the Tranquility Loungers. This will grant you access to the equipment room, where you can obtain a holotape with the password to the overseer's office, a Laser Rifle, an Assault Rifle, and some ammo and grenades, and armor in a locker. On the floor above, the overseer's office has a safe with minor (leveled) loot.

Bugs

 * The RoboBrains may refuse to speak to you as they are "not at liberty to chat right now". The first one you come across will even stop you just to say she is busy. This may be due to entering the Citadel and accidentally starting the quest Picking up the Trail. However, you can still get a Vault 112 jumpsuit from the upper level clinic on one of the tables or the lockers which allows you to access Tranquility Lane. Note that this particular jumpsuit may be invisible, though you are still able to pick it up if you manage to find its exact position (look under notes).
 * Upon exiting the Tranquility Lane simulation, you may find that you have mysteriously received dozens of Frag Grenades. (Confirmed PS3 and Xbox 360)
 * Before entering the Vault, or better before entering the Garage it is recommended to save, because it's possible that one (or more?) of the Followers (e.g. Charon) disappear after leaving the Vault. If the Companions enter with you the Vault, they may need to be re-hired, at their "home"-position. (Confirmed on PC)  Alternatively, once in the simulation a note on screen will announce that Dogmeat has returned to Vault 101, on exiting the simulation you still find Charon waiting for you nearby.

Continuity Errors

 * Though the Robobrains insist they will only allow someone to sit in the Tranquility Lounger if they are wearing a Vault 112 jumpsuit, when your father steps out of his, he is still wearing his Vault 101 suit. But this may just be due to the Robobrain recognizing a suit of a certain material and form but not the design as a computer wouldn't, (though it only allows the player to enter if he/she is wearing the Vault 112 jumpsuit).
 * After completing the quest, and when your father has left, the monitor in front of the Tranquility Lounger he occupied still displays his information.
 * The Vault-Tec computer in the Citadel lists 85 loungers in the equipment list, however there are only thirteen present, although these may be spares.

Appearances in games
This Vault appears in Fallout 3.

Krypta 112 Убежище 112