Scariest Fallout Locations Once You Learn the Lore

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By Jake Fillery

Even before the Great War, the world in Fallout was filled with terrifying experiments and members of secret cults that added to the horrors that are now only highlighted in the wasteland. While most locations are filled with skeletal remains and blood-stained floors without lore to guide curious minds, we've found some truly creepy locations that are made far more creepy once you learn more about them.

These Fallout locations across the series have holotapes, terminals, and survivors who tell terrifying stories about the locations you're exploring. Whether they're ghastly Vaults with experiments, unique cult-infested buildings, or simply horrors from before the bombs drop, we'll creep you out with the scariest of locations!

Dunwich Building

Terrifying Ruins That Hold a Secret Obelisk of an Eldritch God Since Forgotten

Dunwich Building (2)
  • Featured in: Fallout 3

There are quite a few buildings that wanderers of the Capital Wasteland should be wary of, and the Dunwich Building is perhaps the central one. Those who visit here in search of supplies and action will definitely find it, if they can mind the traps and feral ghouls found within. But, what's more, is the supernatural happenings from within Dunwich Building that would have anyone sane turn back and run in terror.

The Dunwich Building is already extremely creepy due to the fact that some objects will move by themselves, doors can creak open when you walk past them, and the groans and whispers of unknown voices and ghouls grow louder. Brave hearts who manage to reach the cave in the basement will find a radiated altar dedicated to the worship of Ug-Qualtoth, along with a few holotapes of Jaime's Personal Journal that showcase the quick ghoulification and feral status of someone in close proximity to the altar. Who or what Ug-Qualtoth is remains unknown, but the Krivbeknih book can burn the feral ghouls within the Dunwich Building if placed upon the obelisk. Meddling with gods is never a good idea, even for a wastelander.

Vault 11

A Vault With No Survivors After Years of Forced Sacrifices

Vault 11
  • Featured in: Fallout: New Vegas

Vault 11 is another abandoned Vault where the Courier can enter, only to find scraps and history. While most people would find nothing of value in Vault 11, curious minds can find a wealth of knowledge about the Vault's creation, experiment, and what makes it creepy beyond its abandoned and desolate sections, for Vault 11 was designed where a computer demanded a yearly sacrifice of a fellow vault dweller, or everyone would die. The victims of the Vault would determine a democratic process, in which they would all vote for who should be sacrificed each year.

The person voted for execution would be the Overseer until it was time to enter a chamber and die, and it wasn't long before different voting blocs were formed, like political parties, to take control of the Vault and lobby for influence before execution. An eventual coup began and saw all but 5 members of the Vault killed. The remaining survivors decided to refuse any more sacrifices, to which the Vault computer congratulated their refusal to comply. Horrified with the truth that they never had to sacrifice anyone in the first place, 1 of the surviving dwellers killed the other 4 and left for the wasteland, never to be seen or heard from again to spare the others of guilt, or to hide their own shameful past.

Ultra-Luxe Las Vegas Resort

Tuxedoed Staff and Casino Opulence Hides a Cannibal Society

Ultra-Luxe Las Vegas Resort (2)
  • Featured in: Fallout: New Vegas

The New Vegas Strip has an abundance of casinos and a complete lack of violence, which makes it a haven thanks to the Securitrons and Mr. House's eternal calculating watch. Yet, one casino draws the eyes (and taste buds) more than the rest, and that's the Ultra-Luxe. While initially creepy due to the White Glove Society's quiet yet suspicious presence, investigating their basement areas reveals the dark truths.

Advertising their gambling tables and their cuisine at the Gourmand, the Ultra-Luxe seems to be one of the pride and joys of the Strip. That is, until the Courier goes snooping and discovers that the White Glove Society used to be cannibals, and some members desire to return to these barbaric ways. Eating at the Ultra-Luxe will never be the same, and since the White Glove Society takes elite members to eat, you'd best hope you don't earn enough fame or currency to warrant becoming the Gourmand's next meal of the day.

Vault 108

Decades of Cloning One Man Results in a Violent Army of Gary

Vault 108 (2)
  • Featured in: Fallout 3

Vault-Tec has committed atrocities across decades of experimentation and Vaults, but there's something more sinister about the seemingly bizarre Vault 108 that deserves recognition. While initial entry into Vault 108 will see the Lone Wanderer battle against endless hordes of clones, all by the name of Gar,y who can only say "Gary" in different emotive tones, the bizarre humor quickly stales when one realizes how this Vault came to be.

It turns out that Vault 108 had an abundance of weapons, a lack of entertainment, and a power supply that was intentionally designed to break. To make matters worse, the scientists from Vault-Tec decided to repeatedly clone the same man, Gary, until he became increasingly violent toward any non-Gary clone. The purpose of the cloning, the fate of the original Gary, and the Vault's occupants might be unknown, but the fact that Vault-Tec was messing around with cloning is a shudder-worthy thought, especially when it turns out cloning just makes someone more violent and stupid each time it's achieved.

Sierra Madre

A Playground of Experiments Trapped in the Cloud

Sierra Madre
  • Featured in: Fallout: New Vegas

Legends spiral of a fabled City of Gold, east of the Mojave Desert, and those foolish enough to believe such legends will find themselves trapped within the Sierra Madre. This location is already horrifying, from the blood-red cloud that engulfs the city, to the deadly ghost people, and the collar fitted around everyone's neck to prevent them from leaving. Yet, can you believe that the Sierra Madre is more terrifying than it already looks?

Investigations into the Sierra Madre reveal its pre-War origins, and the horrors that await from the city. The Sierra Madre was designed by Frederick Sinclair to house famous guests who want to reclaim fame through the impending apocalypse. However, grand ambitions from its creator saw a Faustian deal with Big MT, who were allowed free rein of the Sierra Madre to experiment on its citizens in exchange for their technology. The result? The Cloud took hold of the Sierra Madre, engulfing it in a toxic gas to shroud its purpose from the outside world, and mutate the once-humans trapped in the hazmat suits that have since become deadly ghosts. This is all without even mentioning the terrifying holograms.

Read the full article on GameRant

This article originally appeared on GameRant and is republished here with permission. 

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