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 mildly scold any newcomers as "202.3 years late" to the Vault.

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 but the nature of his godlike position subsequently drove him insane and to make the other resident's existence an eternal hell, it is arguably the most ghastly, abject failure of all the vaults.

Tranquility Lane System Fail-Safe
It is possible to get yourself and your father out of there without having to do the tasks Betty gives you. Inside the abandoned house you will find several objects. Activating these objects in the order of tones that Betty whistles while playing outside (an error sound will play when you've picked the wrong object) will make a terminal appear. The correct sequence is broken radio, glass pitcher, gnome, glass pitcher, cinder block, gnome, empty soda bottle. Once the sequence is successfully played, the terminal will appear, with some of Dr. Braun's notes on previous simulations. There will also be a 'Chinese Invasion Failsafe'. This failsafe was given to Dr. Braun by one "General Chase". General Chase plays a prominent part in the "Operation: Anchorage" add-on, another simulation, albeit a military war simulation. Initiating this failsafe will spawn several Chinese Commandos outside that kill everyone but Betty and Doc (James). A door will also spawn near Betty, allowing you to leave the simulation and walk up to your father. You will gain good Karma for this, "releasing the residents from their torment" and imprisoning Braun alone for eternity in a hell of his own creation.
 * Note to players: Don't attack Betty!
 * A better note to players: Save your game and THEN punch Betty. It has very interesting consequences.
 * If you attack the fail safe Chinese soldiers they will turn hostile.

Notable Loot
Several Stimpaks and Chems can be found in the medical unit, accessed east of the main hall. A skill of 75 in Science will be needed to hack the terminal. This will grant you access to the equipment room that will have the password to the overseer's office.

Loot on one playthrough: Laser Rifle 7 x Microfusion Cell Assault Rifle 3 x 5.56mm Round 3 x Frag Grenades 3 x Pulse Grenade

In the clinics located in the W side of the floor overlooking the pods, there is some armor, including Recon Armor and a Recon Armor Helmet. Note that the lockers on the south of each room are all individual lockers, so each one may contain something different.

2 x Vault 112 Jumpsuit

There are two invisible 112 jumpsuits in one of the upper right rooms (clinic) of Vault 112. There should be a ledge with two of them and jumping on the ledge makes them visible. Otherwise you will be still able to pick them up even if they are invisible. Just look for when it says: "Take Vault 112 Jumpsuit".

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 entering Vault 112 early in the game (before going to GNR) you may activate the Scientific Pursuits mission via speaking to the Robobrain, and your father is in the lounger. You may enter the assigned lounger as you wish, no glitches recorded (Xbox 360 confirmed), though this is not recommended as this may affect your ability to help GNR get back on air if you ever want to listen to it far away. Beware the glitches.... (You can still amplify the GNR signal after finding your dad, but you should at least start GNR before going to Vault 112. If you have found your father and you go to talk to Three Dog after doing his task, you get another speech option of telling him that you found your dad already.)
 * After finishing the Tranquility Lane simulation, the quest You Gotta Shoot 'Em in the Head was immediately considered complete, despite me not having done anything outside of talking to Mr. Crowley for the first time. I still got the achievement, and all the keys are still on the respective people, but I now cannot get any of the regular awards except for XP.  (Confirmed on XBox 360)
 * Upon exiting the Tranquility Lane simulation, you may find that you 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 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.
 * After finishing the Tranquility Lane quest, Three Dog may start to inform the wasteland prematurely that you are "Protecting the Waterways", even though you've only just started The Waters of Life quest. (This requires the Broken Steel DLC.)
 * Upon finishing the quest Tranquility Lane, I noticed 4 chinese assault rifles in my inventory that were not there previously. (PS3)

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 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.


 * Note that the RoboBrain mentions that you are 202.3 years late for entry to the vault. It is 2277 when you enter and that puts the vault closing 2075, January or February which is long before the great war (23rd October 2077) - however, it is known that some vaults were sealed early as part of the experiment.


 * 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.


 * Other Vault-Tec documents, such as the one concerning distribution of the G.E.C.K. on the administrator's computer in Vault 112, make reference to funding limitations and project cutbacks, leading to some vaults being under-equipped at the time they were sealed; the most likely conclusion, assuming this isn't just simply a continuity error, is that the documents on the Citadel computer are projections from an earlier period in the Vault project and were subsequently followed by down scaling.

Appearances in games
This Vault appears in Fallout 3.