The vaults in the Fallout series are an absolute staple of the games, but who knew there would be so many scary vaults with haunting backstories? Below we showcase some of the weirdest and creepiest vaults in Fallout, including the original titles, as well as Fallout 3 and Fallout New Vegas. Fans know that vaults are a staple of the series- when the nuclear apocalypse was upon us, people would seal themselves into the vaults in the hopes of continuing humanity when the radioactive Earth would calm down and people could live again. Of course, that’s not the only thing that’s happening — Vault-Tec used the vaults to run disturbing experiments on people, leading to disastrous effects.
Whether Vault 12, which created the scourge of ghouls, or a tragic vault in the case of Vault 3, where the people were slaughtered by outsiders. But when thinking about creepy vaults in Fallout games, the scariest one of all has to be Vault 11, where the people were forced to vote an Overseer to be killed in order to protect the remainder of the vault.
Vault 87 – FEV Vault
The first experiment for the vault was scrapped and a new experiment was designed to look into the Forced Evolutionary Virus, attempting to create humans who could adapt to the nuclear wasteland. The result? Mutants that broke out of their holding cells and started dipping security forces into the virus, forcing them to mutate as well.
They then captured humans across the wasteland and took them back into the vault to continue their species.
Vault 77 – Puppet Vault
Drawn up and written by Mike Krahulik and Jerry Holkins of Penny Arcade, this Vault might be the creepiest of all – one man was placed in the vault, with nothing else but a crate of puppets.
He slowly descended into insanity.
Vault 11 – Sacrifice Vault
Vault 11 might have left behind some of the more disturbing recordings, showing the election of an Overseer who had to sacrifice himself to the Vault, lest everyone perish.
Except, after a conflict within the vault left only five survivors, they learned that choosing no one to perish meant that everyone would have been let go. The survivors decided to take their own lives – except for one.
Vault 68 – One Woman
Vault 68 had a thousand people comprised of 999 men and 1 woman in probably the most sadistic experiment that we can only imagine the results of.
We don’t know what’s become of Vault 68, but the imagination runs wild.
Vault 106 – Tripping Balls Vault
In the Capital Wasteland, 10 days after the vault was sealed, mind-altering substances were pumped into the air. The inhabitants were not notified, and any adverse effects were blamed on the filtration system.
Many became relaxed, but others went insane and most perished. Many who entered the vault succumbed to hallucinations, rendering them insane survivors who would try to slay you.
Vault 108 – Gary’s Vault
With most positions unfilled, an Overseer who was guaranteed to perish in 40 years, no entertainment supplies, and triple the amount of items as other vaults, what could possibly go wrong?
The result was unusual – the dwellers created a grand cloning experiment, where 54 clones of a dweller named Gary were made. The Garies were hostile to anyone not named Gary, and slew everyone.
Vault 12 – Necropolis
One of the more important Vaults in the original Fallout, it was a huge vault that could handle over a thousand people. But because Vault-Tec was sadistic, they intentionally kept the door from completely closing. This allowed outsiders to force their way in and ultimately overpopulate the vault.
With radioactive gasses leaking in, everyone turned into ghouls, creating the creepy Necropolis.
Vault 112 – VR Vault
The private vault of Stanislaus Braun, it was a small place that had a lot of VR pods, where people lived in a strange virtual utopia.
Braun was a sadistic individual who used the other inhabitants as playthings, tormenting them for years.
Vault 22 – Spore Vault
After some wild genetic experiments with plants, the plants became hostile and sentient, slaying everyone.
Going into the vault left a creepy feeling up your spine – until the plants got up and tried to end you.
Vault 92 – Super Soldier Vault
The lie was told that musicians and artists were coming to Vault 92 to protect the arts. The reality? A white-noise experiment to turn the dwellers into super-soldiers.
The experiment was successful in implanting suggestions to dwellers, but unsuccessful in keeping them from going insane and slaying everyone.
Vault 53 – Breakdown Vault
In what must have been an incredibly stressful vault, this vault was set up to fail.
Everything was designed to break periodically, forcing people to perish because medical equipment wasn’t working or due to the stress of a vault that wasn’t working.
Vault 34 – Ghoul Vault
With overstocked items and recreational facilities that took up a lot of space, the vault became overpopulated.
After the Boomers left to go to Nellis AFB, there was a radiation leakage, turning everyone into ghouls. Some are still around, but most became feral or glowing ghouls.
Vault 3 – Fiend Vault
The inhabitants of Vault 3 were an optimistic bunch, and hopelessly naive, because when the Fiends conned their way inside, they slew every vault inhabitant and took it for themselves as an impenetrable base to use against the NCR.
The blood of the vault inhabitants is still there.
Vault 55 And 56 – Horrible Comedy
No matter the sadistic nature of the other vaults, they all received a plethora of entertainment to occupy dwellers. Except for two vaults.
Vault 55 and 56 faced a truly terrifying experiment – limited ways to fill infinite free time. Vault 55 received no forms of entertainment whatsoever, while Vault 56 only received tapes from a not very entertaining comedian to pass the time.