Smith Casey's Garage

 is an automotive service garage infested with Mole Rats in Fallout 3. It also houses the entrance to Vault 112 (accessible through the floor gate in the garage's main work-area). Because Vault 112 plays an important role in the main quest, exploring the Vault before completing Scientific Pursuits is not recommended. See the abundance of notes in the Vault 112 article.

is seven squares west of Megaton. An unnamed location marker is added to the Pip-Boy 3000 map during the quest Scientific Pursuits. The Garage can be located before this. But again, entering Vault 112 prematurely is not recommended.

There is a mattress behind the front counter that can be used for sleep.

There is a military checkpoint on the road north from guarded by a single robot. There is a usable bedroll in the tent as well as several ammo boxes and a Laser Rifle. A squad of two Brotherhood Outcasts and one Outcast Robot tend to appear in this area, where they usually get into a firefight with the military robot guarding the checkpoint. Both the military robot and the Outcasts respawn over time.

Notable Loot

 * A copy of Tumblers Today is located behind the counter in an open safe.
 * Nuka-Cola Quantum located behind a bucket of tin cans in the first room.
 * There is a Scoped .44 Magnum located in a gun case.
 * Other items like Scrap Metal and various components.

Rockopolis

 * Due west of  is Rockopolis, which can otherwise be hard to find.

Note

 * It has been reported that if you go to Smith Casey's Garage immediately after exiting from Vault 101, you will find your dad. Indeed, once again the player should read the many notes on the Vault 112 page about story and quest continuity.
 * It is incredibly common to encounter a group of raiders at this location. As they tend to be armed with frag grenades (and a flamer), they can be very dangerous as they have a tendency to blow up the vehicles surrounding the garage.
 * This place does not seem to reset (PS3) so it can work as both a rudimentary home or a loot stash. Good place to set up for a while if you are preparing an assault on evergreen mills. Dut due to it's hostile surroundings one should hole up there with caution. It also doesn't have any nearby traders.

Appearances
only appears in Fallout 3.