Vault 112



Vault 112 is one of the vault series of fallout shelters developed by Vault-Tec. It is located in the southwest part of the Capital Wasteland, underneath Smith Casey's garage, west of Evergreen Mills and south of the Charnel House.

Background
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, suspended in a virtual reality world for the indefinite duration of the vault's experiment. The vault was built to house and tend to the needs of its overseer, Dr. Stanislaus Braun, creator of the Garden of Eden Creation Kit. Within it, Braun installed a virtual reality simulator and cryogenics system, initially containing several simulated utopias, the last of which being the Tranquility Lane simulation. The system should have permitted a select few to live a 'perfect life' virtually, if not practically, forever.

What Vault 112's occupants didn't know was that once they entered the virtual reality pods, Braun would exercise complete control over the simulation; they had no means of leaving on their own. They became his playthings, completely at his mercy. Dr. Braun, after becoming bored of various simulated worlds, would proceed to virtually "kill" each one of them. Each time after killing them he would wipe their memory and resurrect them within the program.

Location
The entrance to Vault 112 is inside Smith Casey's garage; it has some mole rats and radroaches, but it's nothing that can't be dealt with. After proceeding past the counter and into the workshop, there is a large hatch in the ground just to the left; it can be opened by activating a switch on the wall beside it. Below it is a short passage that leads up to the Vault 112 door. More mole rats can be found down here.

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 arranged 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 can't be maintained by the human inhabitants as they're all in the Tranquility loungers, Vault 112 is instead maintained by a group of special caretaker robobrains. The robobrains are non-hostile (even if you attack them), and also lack combat inhibitors. When the player enters the vault, he or she is told that their arrival is "202.3 years behind schedule". Due to the indefinite duration of the Vault 112 experiment, the vault, quite sensibly, uses geothermal power exclusively. This is provided by a Sure Power geothermal unit and backed up by an X-Tra Sure Power geothermal unit. The geothermal turbine level cannot be accessed. A Think Machine 3600r mainframe is housed in the main hall. As well as performing the functions of a normal vault computer system, it functions as the simulation control computer, running the main simulation program and synchronizing all the different Tranquility loungers. It appears linked to several smaller computers, one handling each lounger's graphics processing and its occupant's medical status.

Because of it being maintained by robobrains, and being 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 haven for the residents to live eternally, the fact that his godlike position subsequently drove him insane and made the other residents' existence an eternal hell would mean that the experiment was a failure. By the latter standard, it is arguably one of the ghastliest, abject failures of all the vaults.

Appearances
Vault 112 appears only in Fallout 3.

Bugs

 * Before entering the Vault it is recommended to instruct your followers to wait inside Smith Casey's Garage and save the game, because it's possible that one (or more) of the followers (e.g. Charon) may disappear after leaving Vault 112 or the Tranquility Lane simulation. 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 the RobCo facility. It may take a long time for them to reappear. Going to The Pitt will make Charon automatically appear at the Ninth Circle.
 * When walking through Vault 112, screens may become monochrome purple. Upon loading a saved game in this state, the purple coloring will remain.
 * When entering Vault 112, the robobrain may say, "I'm sorry, I'm not at liberty to chat right now."
 * When leaving Vault 112 a second time, a door within the vault may become glitched and prevent the player from passing through the doorway while it is open, causing the player to be stuck. Dropping an item/weapon, picking it up, and moving it through the door should fix this.
 * Big cappin': The Lone Wanderer is able to drop their Vault 112 jumpsuit(s) and talk to the robobrain again to get another, an unlimited number of times. Drop, talk, drop, talk, and so on. The discarded suits can then be picked up, and are worth twice what your grubby old 101 jumpsuit is, 6 caps for a measly weight of 1! This is a source of potentially vast wealth; only weapons (with a better price/weight ratio) and ammo (with no weight) are worth more. To open up room to carry stuff, dump all your weapons, armor, foodstuff...anything with weight...before starting this quest. Just get into the vault (but don't start the simulation) save, go out to teleport to your house and dump everything, and teleport back. Since there's minimal loot in this vault, you can get many caps if you stop at this robobrain on the way out and load up on jumpsuits to your maximum weight, then teleport somewhere and sell them. Daddy will dutifully wait just ahead of you. if you really need caps you could repeat this process over and over. Click through the robobrain's dialogue to save time.
 * When entering Vault 112, it is possible that the jumpsuits will not appear in your inventory, causing you to be unable to progress through the story.
 * When you complete a part of the quest where you are asked to murder Mrs. Henderson, if you turn the security on and kill the Mr. Handy instead of allowing it to complete the mission for you, you will become locked inside of the house with no way of leaving for a short time. 'Waiting' or interacting with something should fix this.

Gallery
Vault 112 Refugio 112 Vault 112 Krypta 112 Убежище 112 112号避难所 Abri 112