The Fallout series is filled with bizarre, eerie, and disturbing stories from a post-nuclear world. Around every corner you’ll meet enraged mutants, irradiated cockroaches, or gun-toting denizens who don’t trust you. We have a lot.
With so many stories to explore, there are quite a few that stand out as particularly terrifying, even in power armor. There are many scary places in the world of Fallout, so this is just a list of specific quest lines, not just places you can discover.
9 Pickman’s Gift – Fallout 4
No one likes Raiders, but self-proclaimed artist Pickman takes it to a whole new level. . Calling Pickman he can first find out about him by looting dead raiders who have one of his cards in their inventory.
When you find your way to Pickman’s Gallery, you soon find that the building has been overrun by raiders. Of course, they mistake Lone Survivor for Pickman. You’ll eventually get to him himself, and certain choices may bring you some cool rewards.
8 Our Little Secret – Fallout 3
“Desperate times call for desperate means” is a saying that the people of Andale clearly take to heart. In the unmarked quest Our Little Secret, the Lone Wanderer finds himself unraveling the truth behind what residents call “the biggest town in Virginia.”
Although it looks like a charming town on the outside, Andale has sinister traditions of cannibalism and incest. To start the quest, you must first interact with the resident, Old Harris. Old Harris warns him to stay away from town. It will be found by some of the inbred townsfolk regardless of how you proceed with this quest. If played well, the town becomes friendly to the Lone Wanderer. If you don’t, you may find yourself chewing too hard to chew (pun intended).
7 Becoming a Beginner – Fallout
Before joining the Brotherhood of Steel in Fallout, Vault Dwellers must complete tasks from High Elder Maxson. The quest involves obtaining a disc from the “Ancient Order” that once lived in something called “The Glow”. Known as a mysterious and highly radioactive place, Glow is where the West Tek Research Center actually stands after being hit by a nuclear bomb in 2077.
It’s not the most action-packed quest, but the tranquility of the facility and its history of human experimentation feel more ominous than anything else. Although unable to leave, Zack, who is capable of sentient thinking, is destined to spend the rest of his life in the lonely darkness of Glow. If you want to learn more about the fate of those who previously had glow and discs, there are six more levels in the facility, each revealing details about West Tek’s dark history.
6 Devil’s Duet – Fallout 4
Set in the Museum of Magic, it’s no surprise that the Devil’s Due side quest is a huge part of what feels like an unexpected scare. Located just west of Salem, the Museum of Witchcraft once housed artifacts and memorabilia related to the tragic events of the Salem Witch Trials.
However, in the days of the lone survivor, the museum was the site of a bloody massacre. As you piece together the evil that’s happening here now, you’ll face heart-racing missions where limbs will drop, disembodied grunts, spooky dioramas, and unexpected soundtrack clues will make you jump. , Devil’s Due makes you feel more like prey than predator while you find out what happened to the now-defunct team that came before you.
Five Coyote – Fallout: New Vegas
A very easy quest that poses no real danger to you, but Coyote is still there in terms of the creep factor due to his shady characters, mysterious disappearances, and disturbing proclivities. Refugees in numbers are starting to disappear without a trace. There seems to be no pattern, except that most have traded with two local scavengers, Darmont and St. James.
With several bribes (or blackmails) going on here and there, we find very incriminating evidence against both men. Examining these clues reveals that the scavengers were selling the missing refugees to traffickers. To make matters worse, the guys seem to make most of their money selling girls, leaving Darmont with his hands full and preventing St. James from “sampling the goods.” This may be one of those times when he’s justified in bringing out the big irons.
Four Cold Case – Fallout 76
If marginal space terrifies you, pursue Fallout 76’s Cold Case side quest. The quest begins after finding robot nanny Miss Annie in Wavy Willard’s Water Park. She tells of her long search for Freddy in the ward. As she begins searching for clues that hint at his happiness, she soon discovers that the kidnapping case is uncovered and she finds herself facing off against hostile ghouls and super mutants, including Mad Dog Malone.
The abandoned water park’s various attractions, and the controversy surrounding it in its heyday, serve to make this case unsettling. What makes these attractions exciting and terrifying is that they can pose a real threat if attacked. It remains ambiguous whether Miss Annie or little Freddie is truly happy.
3 Cleansing the Commonwealth – Fallout 4
This is a glorious quest that isn’t necessarily scary per se. The Brotherhood of Steel must purge the Commonwealth of neadwells and rogues in large supply.
However, this quest becomes even scarier when sent to the Dunwich Borers. Every aspect of this place crawls through your skin, from narrow passages filled with the sound of lurking ghouls to flashbacks and cult remnants intent on summoning great horrors that have been ambushed. Even turning on the lights will be punished by sending more enemies your way.
2 Destroy Super Mutants in Watershed – Fallout
With a name like Necropolis, you can tell things are anything but fun and vibrant. When the Vault Dweller appears, the Super Mutant controls the water supply of her aptly named Watershed.
Set, the leader of the Necropolis, orders the super mutants to be driven out of the city. As you explore the City of the Dead, you’ll pass through dank, desolate sewers populated by stray ghouls that make the underground tunnels even more spooky.
As if fighting off Super Mutants isn’t enough, an entire city of ghouls can turn hostile at any moment. If you don’t pass the charisma and speech checks, you won’t end up unscathed.
1 Tranquility Lane – Fallout 3
Hmmm are we in a bad place? If there’s a quest meant to mess with your mind, it’s this one.Flip Fallout 3 and enter a spooky pre-war world simulation.
Things take a turn as you are tasked with an increasingly upsetting purpose that harms other residents who don’t know this is a simulation. Whether you become a slasher villain or find another solution depends on your in-game morals. As if things weren’t disturbing enough, you can’t access the Pip-Boy and have to interact with an old man pretending to be a child.
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