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, northeast 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 all other vaults, 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; when the player enters the Vault, he or she is told that their arrival is "202.3 years behind schedule".

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 residents' existence an eternal hell, it is arguably the most ghastly, abject failure of all the Vaults.

Entry
The entrance to Vault 112 is inside Smith Casey's Garage, it has several mole rats and radroaches but nothing that can't be handled. After proceeding past the counter to the right is a hatch in the ground that can be opened by operating a switch on the wall beside the hatch. Below are more mole rats and the entrance to Vault 112. Also, on the ground in front of the vault door is a dirty sign that says, "Help Us."

Notable loot
With a skill of 75 in science, the Lone Wanderer can hack the terminal to the east of the tranquility loungers. This will grant the Lone Wanderer access to the equipment room, where the player can obtain a holotape with the password to the overseer's office. The following medical supplies and munitions can be recovered from the equipment room:

There is also a First Aid Box on a table.
 * 2 Med-X
 * 1 Rad-X
 * 3 Stimpaks,
 * 1 Psycho
 * 1 Assault Rifle
 * 3 5.56mm magazines
 * Grenades, 3 pulse, 3 frag
 * 1 Laser rifle
 * 7 MF Cells

Bugs

 * The robobrains may refuse to speak to the player as they are "not at liberty to chat right now". The first one the Lone Wanderer comes across will even stop him/her to just to say that she is busy. This may be due to entering the Citadel and accidentally starting the quest Picking up the Trail. However, the player 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 the player is still able to pick it up if they manage to find its exact position (look under notes).
 * Upon exiting the Tranquility Lane simulation, the player may find that they have mysteriously received dozens of frag grenades.
 * 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 the Vault with the Lone Wanderer, they may need to be re-hired at their re-hire location but will always return to where they go when you fire them, for example Charon will go back to Underworld where you hired him, RL-3 will go to Canterbury Commons instead of Robco. It may take a long time but it will happen.
 * Sometimes, when exiting the Vault, the final door before the entrance may glitch, and be unusable. After opening it, the player will be bounced back across the hallway to the first robobrain.
 * When walking through Vault 112, screens may change to monochrome purple . This color state stays in the save game and reload. Probable graphics error.

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 comes to speak to you in Vault 112, he is still wearing his Vault 101 suit.
 * After completing the quest, and when your father has left, the monitor in front of the tranquility lounger he occupied still displays his information.

Appearances in games
This Vault appears in Fallout 3.

Refugio 112 Krypta 112 Убежище 112 112号避难所