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!

10 Iconic Fallout Locations That Feel Completely Different After the TV Show Boom
10 Iconic Fallout Locations That Feel Completely Different After the TV Show Boom

The Fallout series on Amazon Prime has given fans a live-action look at some iconic locations, which have now been forever changed from the games.

Dunwich Building

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

  • 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

  • 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

  • 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

  • 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.

things-that-happened-between-fallout-76-and-fallout-3
10 Things That Happened Between Fallout 76 And Fallout 3

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1

Sierra Madre

A Playground of Experiments Trapped in the Cloud

  • 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.

Vault 75

A Vault Where Only Children Survived, Raised to be Harvested or Executed

  • Featured in: Fallout 4

When one enters a Vault, one can only expect the worst. This rings true for Vault 75, found in the Commonwealth, as it was a Vault created underneath the Malden Middle School to provide a safe place for teachers and students alike. When the bombs did fall, designated families and children were placed into the Vault, and it wasn't long before the children were separated from their families. Parents were executed, and the children were reeducated into the perfect Vault-Tec experiments.

Researching deeper into Vault 75 reveals that the surviving children were experimented on. Trained to be strong and intelligent, the very best of the children would be harvested for their genes and organs when they turned 18. Whoever wasn't worthy enough to be harvested or turned into Vault-Tec's science team was executed on their 18th birthday. A Vault designed to brainwash children into being obedient and living donors of organs and genetics is sick, and to those who don't explore, they might just assume this is yet another abandoned Vault with no cause.

Andale

The Best Little Town That Resorted to Tribalism and Cannibalism

  • Featured in: Fallout 3

The Capital Wasteland has suffered heavily after the Great War, but it seems that some remnants of civilization attempt to keep to tradition. Enter the town of Andale, where a small community likes to make the most of their devastated residential area by acting like the perfect suburban neighbors. With pre-War clothes and politeness, one can only assume that they've held strong through tradition, but further investigation shows that this tradition isn't the honest nuclear family, but a bloodied one.

Devouring secrets plague Andale, even underneath the smiles and cheers of its citizens. With food resources depleted after the emergence of its citizens from the Great War, it wasn't long before cannibalism became part of tradition for these families, who have lived in Andale ever since. Eating the living and the dead, the people of Andale are terrifying cannibals, and it shows how far civilization will go in order to survive.

Lucky Hole Mine

Deep Dark Caverns Unveil Cultists Who Worship a Dead Eldritch Being

  • Featured in: Fallout 76

There is perhaps no greater mystery in the Fallout universe than what lurks beneath the depths of the Lucky Hole Mine. This location in the Savage Divide of Appalachia has been claimed by the Cult of the Mothman, and venturing inside will reveal further information about why the Cult is here. Beneath the surface lies the body of the Interloper, a being with an Eldritch appearance, pale and flesh, that might not be dead.

Is the Interloper an alien, or something worse? The information in the post-War is scarce, but it is possible to find further lore when one digs for it. Little is known of the creature's origin, but even in its deep slumber, it pulls victims towards it. One such victim, Jeff Lane, desired to be a conduit for the Interloper and ventured to the mine to seek out the creature that sleeps below the irradiated Earth as its "chosen". The fact that the Interloper is a darker worship than the Mothman, and that its branches seem to root life with hydrating springs, proves that there are far worse things than atomic bombs.

Vault 19

A Vault Segregated Into Red and Blue, Forced Into Conflict Through Paranoia

  • Featured in: Fallout: New Vegas

Vault 19 has been taken over by an escaped NCR convict, Samuel Cooke, who cares not for the terrible horrors of his newfound base of operations, but instead, is more concerned with adding to its history as a shelter for his faction. If players are curious enough to clear and explore Vault 19, they may find one of Vault-Tec Corporation's most twisted experiments. Although not one that indulged in body horror, it was a social experiment that still tormented minds through segregation and color.

Vault 19 had two overseers, and half of the vault dwellers were allowed in the red sector, and the other half were allowed in the blue. Forcing a small Vault to endure segregation is bad enough, but the subliminal torture and manipulation of its occupants through blocked pathways, a lack of communication, and malfunctions resulted in the Vault's inevitable demise, to which nobody could be left alive to tell the truth of what happened here.

The Mechanist's Lair

A Secret RobCo Facility That Houses the Imprisoned Brains of Innocents and Guilty Alike

  • Featured in: Fallout 4

Deep beneath the RobCo Sales & Service Center lies a facility that houses an assortment of pre-War technology, but most importantly, the technology needed to store and create Robobrains. Robobrains are physically imposing and made of metals, but they're essentially powered by human batteries, which are the brains left behind from harvested humans, which are usually wiped of memories to leave them as vegetative energy conductors.

However, investigating the Mechanist's Lair reveals twisted secrets involving the abundance of brains found within. As it turns out, these brains are from prisoners and employees from a pre-War era, and while brains are supposed to be wiped before being stored in jars, one can only wonder... What if they weren't? What if a human's mind has been trapped in these hundreds of jars for centuries, with no senses, just endless thoughts? It's truly terrifying.

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