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Garys, Giant Ants, and Killer Plants: The 10 Creepiest Moments in the ‘Fallout’ Series

creepiest moments fallout series

The end of the world is perhaps the most popular settings for the horror and science fiction genre. Whether it’s caused by Mother Nature, a killer virus, or invading alien forces, artists have flocked to this setting to craft their own unique stories. Enter Bethesda Softworks’s entries into the iconic RPG franchise, Fallout.

Originally developed by Interplay Productions, Bethesda Softworks acquired the license and released their spin on the series in 2008. While the Fallout series is typically known for its dark sense of humor and futuristic 50s design, there are some truly terrifying experiences waiting for players. With Fallout 76 officially released, we decided to look back at some of the most horrific, disturbing, and unsettling moments in this series.

10. Meeting the Mothman – Fallout 76

Is there anything more uncomfortable than the feeling of being watched? A new enemy in the Fallout franchise, the Mothman is a special type of foe that will stare at the player from a distance. Its bright red eyes can be seen from a considerable distance, constantly reminding the player that they are not alone. In a game where everything is hostile, the passive nature of the Mothman only enhances the sense of dread that looms over it. Did we mention there was a cult worshipping and trying to summon this insect? Maybe bring some bug spray the next time you visit the wasteland.

Fallout 76 Review

9. Vault 22 – Fallout: New Vegas

The first of several Vaults on our list, this nightmarish location can be found outside of Thorn in the Mojave Wasteland. A Vault completely overtook by a dangerous fungus, the former residences have either died or mutated in horrific creatures. There are also giant bugs and killer plants, just in case you thought the humanoid plants weren’t terrifying enough.

What makes this Vault unsettling is the use of color and plant life. Fallout: New Vegas‘s color pallet is generally very brown, so stumbling across a vibrant area is exceedingly rare. There’s a feeling of hope when you first see the door to Vault 22. A small reminder that the world won’t remain a hellish landscape forever. Then New Vegas masterfully cuts the idea off at the legs when you actually venture into the Vault. It’s a horrific experience that reminds the user that no place is safe in this new world.

8. Those! – Fallout 3

Fun fact about me, I have a terrible, dumb, irrational fear of bugs. This makes the Fallout 3 quest – Those! – absolutely hell to complete. A riff off the 1954 film Them!, this quest tasks players with wiping out a colony of fire ants. Did we mention the ants are the size of a large dog and spew fire?

While their size alone is intimidating, it’s the creepy shuffling sound they make that really ratchets up the scare factor. You can hear them coming in most scenarios, which can be quite terrifying in the dark tunnels you have to explore.

Of course, it doesn’t stop there, as you’ll have to encounter the ant queen. Even though Fallout 3 gives you the option to let the queen live, we recommend burning it to ash. Is launching a mini-nuke at an oversized bug overkill? Maybe, but it’s incredibly satisfying to obliterate this insect.

7. Vault 108 – Fallout 3

During the nuclear apocalypse, the inhabitants of Vault 108 were given three times the normal amount of weapons, no entertainment, a power supply that was designed to break. On top of all that, the Vault sported a cloning facility where every clone became increasingly more hostile.

What could go wrong?

While Vault 108 is generally pretty normal, it’s the enemies inside that really make this place creepy. Every enemy is a clone of a single person named Gary, all of which can only say different variations of the word “Gary.” Hearing these manic souls call out Gary down the halls will send shivers down your spine. They aren’t especially tough, but there’s something nerve-wracking about how these clones communicate.

6. Seeing The Master – Fallout

The only entry from the original Fallout games, meeting the being known as The Master is a gruesome reminder of how much the world has changed. Formally known as Richard Moreau, The Master is the leader of The Unity and the Super Mutants. A twisted abomination that not only fused with other humans but a large computer.

Sporting several different voices (one of which is Jim Cummings of Winnie the Pooh fame), The Master is a great example of how to showcase body horror. His vile look is contorted and appears painful, which is only enhanced by his constant vocal shifts. To this day, The Master remains one of the scariest beings every introduced into the world of Fallout.

5. Everything in Far Harbor – Fallout 4

Far Harbor is a nightmare. This DLC location is set on an island off the coast of Maine and is full of new, aquatic creatures for players to kill. The catch is that entire island is encased in a thick, irritated fog that drastically reduces your visibility. This simple addition makes exploring Mount Desert Island a harrowing experience. Having a horde of Ghouls rush out from the fog or a massive Mirelurk will easily send you screaming back to the boat.

4. Museum of Witchcraft – Fallout 4

Shocking exactly no one, the Museum of Witchcraft did not get more cheerful following the end of the world. Located on the far eastern side of the Commonwealth, players are forced to endure an agonizingly slow build up from the minute they enter this place. As you progress through the base of the museum you’re treated to moving shadows, bodies falling from the rafters, and the sounds of something above you.

The museum also has creepy, destroyed mannequins everywhere, because of course it does. Only making things worse is what you find out is actually in the museum. Surprise, it’s a very large, very angry Deathclaw! Fighting this in a confined space is scary enough, but the journey to find this beast makes the Museum of Witchcraft one of the scariest moments in the Fallout franchise.

3. The Trap House – Fallout 4

Yes, it’s not technically a house, but “trap parking garage” is 100% less intimidating. A random location you might stumble across in Fallout 4, this multiple level parking structures feels ripped right out of a Saw film. During your journey, you’ll have to contest with multiple life or death scenarios along with Ghouls and Radroaches.

It’s psychological terror at its most basic. Every step you take could be booby-trapped, which will make you extremely paranoid the entire time. You’ll never feel safe, even after you collect your prize at the end of the maze. There are also creepy mannequins (because this is a Fallout game) wind up monkeys, and some really cool psychedelic lighting in areas. The Milton Parking Garage is one of the most unique locations in any Fallout game and absolutely worth going in blind.

2. Vault 11 – Fallout: New Vegas

Sometimes all it takes is a good story for something to be creepy. Once the bombs dropped, the inhabitants in this Vault discovered that the doors would not open. Instead, they were instructed to sacrifice a person every year or the entire population would be exterminated. What followed was a descent into madness as factions began to form in an attempt to elect the poor soul who would be killed.

This culminated in a massive war that left only five people left. When the remaining survivors decided to just accept their fate, they learned that if you didn’t sacrifice someone the doors to the Vault would open. Even though the Vault itself isn’t scary, uncovering what happened here will stick with you well after you’ve left this area.

1. Dunwich Borers – Fallout 4

There’s something very wrong in the Dunwich Borers.

A normal looking rock quarry found in the Commonwealth, players quickly discovered that this isn’t a simple Raider hideout. As one dives deeper into this mine, they begin to experience visions, read disturbing messages, and deal with what appears to be a supernatural force.

It’s incredibly dark down in the mine and users are only afforded small sources of light to traverse the tunnels. As the story slowly unravels it becomes clear that someone or something was influencing the management staff at Dunwich Borers.

Yet, what really makes this area scary is Fallout 4 never reveals what was causing all this. It’s left entirely up to the player’s imagination and fears, which makes the experience even more terrifying. We may never know the full story of what happened at Dunwich Borers, but it’s a place we don’t want to visit again.