History NightmareFuel / FalloutNewvegas

21st Oct '17 11:57:51 AM ACW
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** Why not all of the Fiends? They're [[CompleteMonster fucking monsters]], including the big three you have to take out for Three-Card Bounty: the name above who's famous for [[ArsonMurderAndJaywalking burning, raping and being a good cook]]; Violet, who herself isn't much of a challenge save for her vicious pack of wild dogs; and Driver Nephi, who's taken out reportedly a dozen NCR soldiers with ''only a golf club.'' Let's not over start on their chainsaw-wielding leader, Motor-Runner...

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** Why not all of the Fiends? They're [[CompleteMonster fucking monsters]], monsters, including the big three you have to take out for Three-Card Bounty: the name above who's famous for [[ArsonMurderAndJaywalking burning, raping and being a good cook]]; Violet, who herself isn't much of a challenge save for her vicious pack of wild dogs; and Driver Nephi, who's taken out reportedly a dozen NCR soldiers with ''only a golf club.'' Let's not over start on their chainsaw-wielding leader, Motor-Runner...
20th Oct '17 5:43:39 AM BreakinBenny
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** And then, if you hack his terminals, you find [[spoiler: [[http://images4.wikia.nocookie.net/__cb20101031155719/fallout/images/6/6c/MrHouseRealHead.png his true, shriveled, barely alive form]]. And just to drive the point home, the game classifies him as an Abomination instead of a human.]]

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** And then, if you hack his terminals, you find [[spoiler: [[http://images4.[[spoiler:[[http://images4.wikia.nocookie.net/__cb20101031155719/fallout/images/6/6c/MrHouseRealHead.png his true, shriveled, barely alive form]]. And just to drive the point home, the game classifies him as an Abomination instead of a human.]]



** House's underground bunker. It's not so bad going in, just turrets, robots and radiation. Going out... all the guard robots are dead, and now the soldier Securitrons are lined up against the windows, staring at you with their unmoving faces. It's unnecessarily creepy. Not to mention [[spoiler: Victor]] is never seen again after that little event. [[spoiler: [[FridgeHorror What the heck happened to him?]]]]
*** You can actually find [[spoiler: Victor at his shack in Goodsprings, permanently disabled.]]

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** House's underground bunker. It's not so bad going in, just turrets, robots and radiation. Going out... all the guard robots are dead, and now the soldier Securitrons are lined up against the windows, staring at you with their unmoving faces. It's unnecessarily creepy. Not to mention [[spoiler: Victor]] [[spoiler:Victor]] is never seen again after that little event. [[spoiler: [[FridgeHorror [[spoiler:[[FridgeHorror What the heck happened to him?]]]]
*** You can actually find [[spoiler: Victor [[spoiler:Victor at his shack in Goodsprings, permanently disabled.]]



* The White Glove Society, and their casino, the Ultra Luxe. They're dedicated to being the utmost elegant, luxurious, and sophisticated organization in the Wasteland. But their masks are creepy, and almost every White Glove wears one, complete with a voice changer. According to them, it's to form a mysterious atmosphere, but many characters just say they're creepy. Making things weirder, they were also [[ImAHumanitarian cannibals]] before Mr. House came along, and [[spoiler: some of them still are. You get to hear stories about people who've gone missing over the past few months, such as a bride a day or two before her wedding. Unless you have a high stealth level, you won't have a gun to save yourself with if they suspect you're onto them. Their weapon of choice is a loaded cane; somewhat unsettling when you compare their methods to everyone else.]] To top things off, the Ultra-Luxe is almost futuristic in design, making it feel totally alien in the Mojave.
** The kitchen and basement area of the Ultra-Luxe, in contrast with the rest of the casino at least, feels a bit too much like a [[spoiler: TortureCellar as you walk through it trying to prevent someone from being eaten.]] Granted, it's basically just an industrial kitchen, but in context, it still feels creepy. Oh, and if they're short a main course, [[spoiler: you can sell them one of your ''companions.'']]

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* The White Glove Society, and their casino, the Ultra Luxe. They're dedicated to being the utmost elegant, luxurious, and sophisticated organization in the Wasteland. But their masks are creepy, and almost every White Glove wears one, complete with a voice changer. According to them, it's to form a mysterious atmosphere, but many characters just say they're creepy. Making things weirder, they were also [[ImAHumanitarian cannibals]] before Mr. House came along, and [[spoiler: some [[spoiler:some of them still are. You get to hear stories about people who've gone missing over the past few months, such as a bride a day or two before her wedding. Unless you have a high stealth level, you won't have a gun to save yourself with if they suspect you're onto them. Their weapon of choice is a loaded cane; somewhat unsettling when you compare their methods to everyone else.]] To top things off, the Ultra-Luxe is almost futuristic in design, making it feel totally alien in the Mojave.
Mojave.
** The kitchen and basement area of the Ultra-Luxe, in contrast with the rest of the casino at least, feels a bit too much like a [[spoiler: TortureCellar [[spoiler:TortureCellar as you walk through it trying to prevent someone from being eaten.]] Granted, it's basically just an industrial kitchen, but in context, it still feels creepy. Oh, and if they're short a main course, [[spoiler: you [[spoiler:you can sell them one of your ''companions.'']]



* The background music track called "Metallic Monks". It has an air raid siren that increases in volume. A dog pipes in with a frightened yelp. The siren gradually fades and march-tempo drums pick up, interspersed with what sounds like a frantic Morse transmission. It gives off a chilling feeling. The bombs are striking points all over the world and it's too late to run.

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* [[{{AwesomeMusic/Fallout}} The background music track called "Metallic Monks".Monks"]] from ''{{VideoGame/Fallout 1}}''. It has an air raid siren that increases in volume. A dog pipes in with a frightened yelp. The siren gradually fades and march-tempo drums pick up, interspersed with what sounds like a frantic Morse transmission. It gives off a chilling feeling. The bombs are striking points all over the world and it's too late to run.



* In and around Camp Searchlight, an eerie music track plays, and sometimes you can hear ghastly wails interspersed with the music. It's similar to the a creepy theme from Fallout 3 (Virulent Underchambers) with haunting voices in the background chanting, "Alhazred".
* In Vault 22, there is an unsettling track that features steam hissing and metal clanking, while an eerie metallic tone plays. Then deep, mumbling voices and hissed whispers become audible. It's also possible for a keen ear to hear computer keys clacking. It isn't just an ambient track. It's an echo of what the Vault used to be like: methodical, garbled talk of the past Vault scientists running a test that would spell doom for Vault 22. It's almost as bad as the infernal whispering in the Virulent Underchambers, and reminiscent of a track from SuperPaperMario called "River Twygz Bed".

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* In and around Camp Searchlight, an eerie music track plays, and sometimes you can hear ghastly wails interspersed with the music. It's similar to the a creepy theme from Fallout 3 ''Fallout 3'' (Virulent Underchambers) with haunting voices in the background chanting, "Alhazred".
* In Vault 22, there is an unsettling track (''The Vault of the Future'') that features steam hissing and metal clanking, while an eerie metallic tone plays. Then deep, mumbling voices and hissed whispers become audible. It's also possible for a keen ear to hear computer keys clacking. It isn't just an ambient track. It's an echo of what the Vault used to be like: methodical, garbled talk of the past Vault scientists running a test that would spell doom for Vault 22. It's almost as bad as the infernal whispering in the Virulent Underchambers, and reminiscent of a track from SuperPaperMario called "River Twygz Bed".



** It gets worse: that woman they captured alive? She ''only'' appears in the game if you decide to side with the Legion. [[spoiler: She's the last opponent you face in the [[GladiatorGames Legion's arena]]. You'll have no choice but to kill her, [[ButThouMust because the game itself offers no alternatives]]: you ''cannot'' save her from the Legion.]]

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** It gets worse: that woman they captured alive? She ''only'' appears in the game if you decide to side with the Legion. [[spoiler: She's [[spoiler:She's the last opponent you face in the [[GladiatorGames Legion's arena]]. You'll have no choice but to kill her, [[ButThouMust because the game itself offers no alternatives]]: you ''cannot'' save her from the Legion.]]



** [[TheDragon Legate Lanius]]. You hear several nasty stories about him being a [[BloodKnight violent]] [[TheBrute brute]] who's [[MadeOfIron difficult to kill]] during the game and you know youll meet him sooner or later. When you finally meet him, [[HiddenDepths hes actually]] [[GeniusBruiser very intelligent]], which makes him even more scary and dangerous.

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** [[TheDragon Legate Lanius]]. You hear several nasty stories about him being a [[BloodKnight violent]] [[TheBrute brute]] who's [[MadeOfIron difficult to kill]] during the game and you know youll meet him sooner or later. When you finally meet him, [[HiddenDepths hes actually]] [[GeniusBruiser very intelligent]], [[TheDreaded which makes him even more scary and dangerous. dangerous.]]



* According to J.E Sawyer, all women in Legion territory are either enslaved or raped until their bodies can't stand anymore. And they have the largest amount of territory in the Fallout universe. Suddenly the prospect of living in ransacked communities with the constant threat of hungry Deathclaws looks a lot more appealing.

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* According to J.E Sawyer, all women in Legion territory are either enslaved or raped until their bodies can't stand anymore. And they have the largest amount of territory in the Fallout ''Fallout'' universe. Suddenly the prospect of living in ransacked communities with the constant threat of hungry Deathclaws looks a lot more appealing.



** Speaking of Vault 22, part of the background noise sounds like someone talking.

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** Speaking of Vault 22, part of the background BGM noise sounds like someone talking.talking (in Russian).



*** The Spore Carriers/horribly mutated humans were Vault Dwellers and therefore "pure" humans. Consider the Enclave's genocide virus in Fallout 3. The reason it does what it does is because of "airborne FEV" subtly altering the DNA of humans outside the Vaults (this is stated by President Eden.) A similar effect caused by the radiation and other factors in the wasteland (consider the difference in effect of the genocide Curling-13 virus in Fallout 2 between the Arroyo tribals and the Vault 13 pure-strain humans) may also confer immunity to the Vault 22 spores the same way being a ghoul granted Keely immunity.

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*** The Spore Carriers/horribly mutated humans were Vault Dwellers and therefore "pure" humans. Consider the Enclave's genocide virus in Fallout 3.''Fallout 3''. The reason it does what it does is because of "airborne FEV" subtly altering the DNA of humans outside the Vaults (this is stated by President Eden.) A similar effect caused by the radiation and other factors in the wasteland (consider the difference in effect of the genocide Curling-13 virus in Fallout 2 ''Fallout 2'' between the Arroyo tribals and the Vault 13 pure-strain humans) may also confer immunity to the Vault 22 spores the same way being a ghoul granted Keely immunity.



** The worst part about it is the fact that many players know that the Vaults were never meant to save anyone. They were, for all intents and purposes, experiments to see how humans would react to long term imprisonment in tight, enclosed quarters. Many of the Vaults in both Fallout 3 and New Vegas are filled with horrifying, terribly immoral tests to measure just what a human would do in that situation... and then you remember that message. [[EvenEvilHasStandards Even the people who designed the Vaults thought that people wouldn't willingly sacrifice so many of their own.]]

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** The worst part about it is the fact that many players know that the Vaults were never meant to save anyone. They were, for all intents and purposes, experiments to see how humans would react to long term imprisonment in tight, enclosed quarters. Many of the Vaults in both Fallout 3 ''Fallout 3'' and New Vegas ''New Vegas'' are filled with horrifying, terribly immoral tests to measure just what a human would do in that situation... and then you remember that message. [[EvenEvilHasStandards Even the people who designed the Vaults thought that people wouldn't willingly sacrifice so many of their own.]]



** Even worse, the deluded sap who abandoned the vault because he thought he was becoming a ghoul... He was Chris Haversam, ''the reactor technician.'' His absence may have caused the radiation leak and turned his neighbors into for-real ghouls. And the worst part is [[spoiler: this happened, at most, ''two years ago''.]]
* Vault 19: The logs show it was deliberately half-filled with people showing signs of paranoid schizophrenia; the other half was a group of sane people. The Vault was an experiment to see if they could drive the sane people mad by having a self sufficient reactor crew working all hours of the night under their feet, making barely heard noises, their intercom chat whispering on the system above, and generally making life miserable for everyone up above without realizing it. Medical records showed everyone was mad, but only half of them were genuine. The Vault's experiment, from what little can be derived by the logs and the overseer's terminal, was to see who would survive, the slowly going insane experiment group, or the already insane control group.
* In Goodsprings Cemetery it's possible to hear ghostly whispers. It seems like that would be the only place to hear them, but no. The whispers can be heard anywhere in the game. Either it's because of the tortured souls who died from the bombs, and/or thanks to the Courier's near-death experience. Since whatever horrors in Dunwich locations exist in the Fallout universe, then ghosts probably exist as well.

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** Even worse, the deluded sap who abandoned the vault because he thought he was becoming a ghoul... He was Chris Haversam, ''the reactor technician.'' His absence may have caused the radiation leak and turned his neighbors into for-real ghouls. And the worst part is [[spoiler: this [[spoiler:this happened, at most, ''two years ago''.]]
* Vault 19: The logs show it was deliberately half-filled with people showing signs of paranoid schizophrenia; the other half was a group of sane people. The Vault was an experiment to see if they could drive the sane people mad by having a self sufficient self-sufficient reactor crew working all hours of the night under their feet, making barely heard noises, their intercom chat whispering on the system above, and generally making life miserable for everyone up above without realizing it. Medical records showed everyone was mad, but only half of them were genuine. The Vault's experiment, from what little can be derived by the logs and the overseer's terminal, was to see who would survive, the slowly going insane experiment group, or the already insane control group.
* In Goodsprings Cemetery it's possible to hear ghostly whispers. It seems like that would be the only place to hear them, but no. The whispers can be heard anywhere in the game. Either it's because of the tortured souls who died from the bombs, and/or thanks to the Courier's near-death experience. Since whatever horrors in Dunwich locations exist in the Fallout ''Fallout'' universe, then ghosts probably exist as well.



** Why not all of the Fiends? They're fucking monsters, including the big three you have to take out for Three-Card Bounty: the name above who's famous for [[ArsonMurderAndJaywalking burning, raping and being a good cook]]; Violet, who herself isn't much of a challenge save for her vicious pack of wild dogs; and Driver Nephi, who's taken out reportedly a dozen NCR soldiers with ''only a golf club.'' Let's not over start on their chainsaw-wielding leader, Motor-Runner...
** A major bit of FridgeHorror is the fact that other than himself and a few Fiends there are no other people at Cook-Cook's encampment. Nobody tied up, nobody half dead from torture, no corpses. The implications clearly being that Cook-Cook serves most of his victims as a meal once he gets done with them. Those three women with the boy? They were probably brutally raped, roasted alive, and served as a main course in that exact order. After all... what better way to dispose of the bodies? In fact, you'll even find Human Flesh roasting by the camp fire and the barrel ovens, which basically confirms this.

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** Why not all of the Fiends? They're [[CompleteMonster fucking monsters, monsters]], including the big three you have to take out for Three-Card Bounty: the name above who's famous for [[ArsonMurderAndJaywalking burning, raping and being a good cook]]; Violet, who herself isn't much of a challenge save for her vicious pack of wild dogs; and Driver Nephi, who's taken out reportedly a dozen NCR soldiers with ''only a golf club.'' Let's not over start on their chainsaw-wielding leader, Motor-Runner...
** A major bit of FridgeHorror is the fact that other than himself and a few Fiends there are no other people at Cook-Cook's encampment. Nobody tied up, nobody half dead from torture, no corpses. The implications clearly being that Cook-Cook serves most of his victims as a meal once he gets done with them. Those three women with the boy? They were probably brutally raped, roasted alive, and served as a main course in that exact order. After all... what better way to dispose of the bodies? In fact, you'll even find Human Flesh human flesh roasting by the camp fire and the barrel ovens, which basically confirms this. this.



* Wandering through the irradiated Camp Searchlight, a former [=NCR=] outpost bathed in a sickly green haze and filled with feral Ghouls, but the town's fire station holds the big surprise. All seems relatively well, going on a merry scavenger hunt, until you walk through the station's doors and straight into a Radscorpion Queen literally half the size of the garage and bigger than a military truck.

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* Wandering through the irradiated Camp Searchlight, a former [=NCR=] outpost bathed in a sickly green haze and filled with feral Ghouls, ghouls, but the town's fire station holds the big surprise. All seems relatively well, going on a merry scavenger hunt, until you walk through the station's doors and straight into a Radscorpion Queen literally half the size of the garage and bigger than a military truck.



* Jacobstown. Technically, there's nothing ''bad'' about the town; it's full of friendly people who're just trying to get along with their lives and stay safe. Thing is, they're Super Mutants, and to someone who only played ''VideoGame/{{Fallout 3}}'', they're the AlwaysChaoticEvil monsters you got used to shooting in the face (with the exception of [[TokenHeroicOrc Faw]][[GeniusBruiser kes]]). This time around, they're perfectly safe. It's just... very unsettling the first time.
** [[ParanoiaFuel Try talking to the Nightkin there.]] Later, [[ProperlyParanoid they and their leader]] will confront you and Dr. Henry, possibly ending in a brutal fight if you can't talk them down.
* The Nightkin are back from the older games in glorious 3-D gameplay. Basically, imagine a blue-skinned Super Mutant, except it's invisible. All you need to know. Also, their standard form of greeting seems to be appearing out of nowhere three feet in front of you with a big-ass rebar club swinging right for your face.

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* Jacobstown. Technically, there's nothing ''bad'' about the town; it's full of friendly people who're just trying to get along with their lives and stay safe. Thing is, they're Super Mutants, super mmutants, and to someone those who only ''only'' played ''VideoGame/{{Fallout 3}}'', they're the AlwaysChaoticEvil monsters you got used to shooting in the face (with the exception of [[TokenHeroicOrc Faw]][[GeniusBruiser kes]]). This time around, they're perfectly safe. It's just... very unsettling the first time.
** [[ParanoiaFuel Try talking to the Nightkin there.]] Later, [[ProperlyParanoid they and their leader]] will confront you and Dr. Doc Henry, possibly ending in a brutal fight if you can't talk them down.
* The Nightkin are back from the older games in glorious 3-D gameplay. Basically, imagine a blue-skinned Super Mutant, super mutant with a blue skin tone, except it's invisible. All you need to know. Also, their standard form of greeting seems to be appearing out of nowhere three feet in front of you with a big-ass rebar club swinging right for your face.



* Nightstalkers. Half-coyote, half-rattlesnake, all temper and venom. They come running at you. And due to some strange glitch, shooting them in VATS sometimes doesn't work, the shots just miss even though they're up close.

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* Nightstalkers. Half-coyote, half-rattlesnake, all temper and venom. They come running at you. And due to some strange glitch, perhaps if you're unlucky, shooting them in VATS sometimes doesn't work, [[ATeamFiring the shots just miss even though they're up close.]]



** Take a look inside Bloodborne Cave. You fall off that ledge near the entrance, and find yourself in a room full of corpses. Then, the next room over, you see something big moving around, and [[OhCrap realize]] you're in the nest of the Legendary Nightstalker. [[ThisIsGonnaSuck And the only way out is through...]]

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** Take a look inside Bloodborne Cave. You fall off that ledge near the entrance, and find yourself in a room full of corpses. Then, the next room over, you see something big moving around, and [[OhCrap realize]] you're in the nest of the Legendary Nightstalker. [[ThisIsGonnaSuck And the only way out out]] [[{{Videogame/Doom}} is through...]]



** Most normal Ghouls are rather nice, at least. In fact, the only hostile Ghouls in Vegas you are likely to run into are the Feral variety. ''They'' have a rather frightening tendency to detect you before you detect them. You will step into a room, hear the howl of a Feral entering its caution or danger status, but not ''see'' it. They also have a tendency to inhabit buildings with narrow corridors and low lighting. You have no idea where they are coming from, until one suddenly rounds a corner or smacks you in the back.

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** Most normal Ghouls ghouls are rather nice, at least. In fact, the only hostile Ghouls ghouls in Vegas you are likely to run into are the Feral feral variety. ''They'' have a rather frightening tendency to detect you before you detect find them. You will step into a room, hear the howl of a Feral entering its caution or danger status, but not ''see'' it. They also have a tendency to inhabit buildings with narrow corridors and low lighting. You have no idea where they are coming from, [[JumpScare until one suddenly rounds a corner corner]] [[BackStab or smacks you in the back. back.]]



** So you're checking out Silver Peak Mine, hoping maybe you'll get lucky and find a Stealth Boy so close to Jacobstown. Nope! ''Cazadores!'' ButWaitTheresMore! As soon as you start climbing towards the upper "floor" of the mine, you meet the Legendary Cazador. Twice as big. Twice as fast. Twice as poisonous. Twice as many hit points. In other words, twice the NightmareFuel.

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** So you're checking out Silver Peak Mine, hoping maybe you'll get lucky and find a Stealth Boy so close to Jacobstown. Nope! ''Cazadores!'' ButWaitTheresMore! As soon as you start climbing towards the upper "floor" of the mine, you meet the Legendary Cazador. Twice as big. Twice as fast. Twice as poisonous. Twice as many hit points. In other words, twice the NightmareFuel.NightmareFuel!



* Speaking of giant bugs, very early on you are directed to travel to a town via a highway. A quick look at your Pip Boy reveals the town in question is directly east whilst the highway does a long loop south, so why not save some time and cut across the desert, right? [[NamesToRunAwayFromReallyFast Scorpion Gulch]] is why. Those Giant Radscorpions which were horrible to look at in the first game, but not so tough? They're back, shooting them now only pisses them off, they've got little cousins which [[RespawningEnemies pour forth without number]] out of dark holes from sheer canyon walls, and [[EditorialSynaesthesia their poison will send you mad]], if the scuttling, hissing sound of half a dozen of them eating you alive doesn't do that first. Stick to the roads.

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* Speaking of giant bugs, very early on you are directed to travel to a town via a highway. A quick look at your Pip Boy Pip-Boy reveals the town in question is directly east whilst the highway does a long loop south, so why not save some time and cut across the desert, right? [[NamesToRunAwayFromReallyFast Scorpion Gulch]] is why. Those Giant Radscorpions giant radscorpions which were horrible to look at in the first game, but not so tough? They're back, shooting them now only pisses them off, they've got little cousins which [[RespawningEnemies pour forth without number]] out of dark holes from sheer canyon walls, and [[EditorialSynaesthesia their poison will send you mad]], if the scuttling, hissing sound of half a dozen of them eating you alive doesn't do that first. Stick to the roads.



* Occasionally, you come upon a dead giant radscorpion being swarmed by Giant Ants, and a line of ants carrying it off to their nest stretching past the horizon. This is exactly the kind of behavior you'd expect from any kind of ants, but at this scale, it's horrifying.

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* Occasionally, you come upon a dead giant radscorpion being swarmed by Giant Ants, giant ants, and a line of ants carrying it off to their nest stretching past the horizon. This is exactly the kind of behavior you'd expect from any kind of ants, but at this scale, it's horrifying.



* You may recall Fallout 3 having corpses rigged with explosives, right? Well, we have that here too. Well, except they aren't corpses. They're dismembered, living people, begging you to stay away and kill them. You'll only realize they're rigged after trying to talk to one!

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* You may recall Fallout 3 ''Fallout 3'' having corpses rigged with explosives, right? Well, we have that here too. Well, except they aren't corpses. They're dismembered, living people, begging you to stay away and kill them. You'll only realize they're rigged after trying to talk to one!



** [=FEV=] Mutants, which are Super Mutants so ghastly mutated that they look like they're half-ghoul.
** Evolved Ghouls, which go beyond a simple Centaur re-skin and goes into something far, ''far'' worse.

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** [=FEV=] Mutants, mutants, which are Super Mutants so ghastly mutated that they look like they're half-ghoul.
** Evolved Ghouls, ghouls, which go beyond a simple Centaur centaur re-skin and goes into something far, ''far'' worse.



** The mod in question is under review, but there's the Wasteland Edition of it. They bring back Behemoths from the last game and it includes a special variant called Man on Fire. Have fun!
* Whenever a Wild Wasteland encounter is triggered, a creepy {{theremin}} tune plays and a Vault Boy icon with spiral eyes appears along with the text "...".

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** The mod in question is under review, but there's the Wasteland Edition of it. They bring back Behemoths from the last game and it includes a special variant called Man on Fire. [[SarcasmMode Have fun!
fun!]]
* Whenever a Wild Wasteland encounter is triggered, a creepy {{theremin}} tune plays and a Vault Boy icon with spiral eyes appears along with the text "..."."[[NothingIsScarier ...]]".



** And then FridgeHorror kicks in when you visit the Big Empty and find a perfectly functional hazmat suit. Doesn't corrode or get stiff, actually has decent poison resistance, isn't hard to communicate in and the cowl even has an NVG in it. [[spoiler: The Ghost People were the result of a heartless "experiment within an Experiment" for no other reason than ForScience.]]
* Christine's imprisonment prior to the Courier arriving in the Sierra Madre. Trapped in an auto-doc for weeks while the machine performed its grisly task of operating on the poor girl while she was still awake. Mind you that there wasn't enough medication to keep her calm and ran out an hour into her claustrophobic nightmare of being trapped in a tube while metal instruments cut her up, in the dark for days or even weeks before finally being let out.
** You can go right ahead and experience a little of this yourself, before you rescue her. When you arrive at the Madre, you have three radio frequencies that you can tune your Pip Boy to. Two are just of the other two companions talking to themselves while waiting, while Christine's is just breathing and a plaintive knocking-on-metal sound. Occasionally, there starts up a whirring drill noise and clicking, and the knocking and breathing frantically speed up.
* Dog/God. Especially God, who sound like he's about to kill you any second despite his calm tone.

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** And then FridgeHorror kicks in when you visit the Big Empty and find a perfectly functional hazmat suit. Doesn't corrode or get stiff, actually has decent poison resistance, isn't hard to communicate in and the cowl even has an NVG in it. [[spoiler: The [[spoiler:The Ghost People were the result of a heartless "experiment within an Experiment" for no other reason than ForScience.]]
* Christine's imprisonment prior to the Courier arriving in the Sierra Madre. Trapped in an auto-doc for weeks while the machine performed its grisly task of operating on the poor girl while she was still awake. Mind you that there wasn't enough medication to keep her calm and ran out an hour into her claustrophobic nightmare of being trapped in a tube while metal instruments cut her up, in the dark for days or even weeks before finally being let out.
out.
** You can go right ahead and experience a little of this yourself, before you rescue her. When you arrive at the Madre, you have three radio frequencies that you can tune your Pip Boy Pip-Boy to. Two are just of the other two companions talking to themselves while waiting, while Christine's is just breathing and a plaintive knocking-on-metal sound. Occasionally, there starts up a whirring drill noise and clicking, and the knocking and breathing frantically speed up.
* Dog/God. Especially God, [[DissonantSerenity who sound like he's about to kill you any second despite his calm tone.tone]].



* Similar to one of the situations in ''VideoGame/{{Fallout 3}}'', you stumble upon a family trapped inside the Sierra Madre's theater. On the ground are two adult skeletons, one with a revolver, a doctor's bag and closest to the child, who has a teddy bear lying next to it, are several Med-X syringes. Trapped, and rather than be killed by the holograms or starve to death, they took the only option out left to them.

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* Similar to one of the situations in ''VideoGame/{{Fallout 3}}'', you stumble upon a family trapped inside the Sierra Madre's theater. On the ground are two adult skeletons, one with a revolver, a doctor's bag and closest to the child, who has a teddy bear lying next to it, are several Med-X syringes. Trapped, and rather than be killed by the holograms or starve to death, [[DrivenToSuicide they took the only option out left to them.them]].



* The "Bad Ends" for Dead Money: [[spoiler: First Bad End: Instead of paying attention to not one, but two warnings before entering the Final vault, the Courier gets locked inside the vault and slowly dies. Your dying image becomes yet another hologram in the Sierra Madre. The Second Bad End: The Courier sides with Elijah, joining him on his crazed mission of vengeance and domination as the combined force unleashes the Cloud upon the Wasteland, covering the bright and cheerful Mojave with a deadly cloud that kills -everything- in its path.]]

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* The "Bad Ends" for Dead Money: [[spoiler: First [[spoiler:First Bad End: Instead of paying attention to not one, but two warnings before entering the Final vault, the Courier gets locked inside the vault and slowly dies. Your dying image becomes yet another hologram in the Sierra Madre. The Second Bad End: The Courier sides with Elijah, joining him on his crazed mission of vengeance and domination as the combined force unleashes the Cloud upon the Wasteland, covering the bright and cheerful Mojave with a deadly cloud that kills -everything- in its path.]]



-->[[spoiler: [[DyingCurse "When you die... I'll be waiting here... at the Sierra Madre. Waiting."]]]]

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-->[[spoiler: [[DyingCurse -->[[spoiler:[[DyingCurse "When you die... I'll be waiting here... at the Sierra Madre. Waiting."]]]]



* "Honest Hearts" is [[IncrediblyLamePun honestly the most light-hearted]] of the [=DLC=]... this doesn't keep it from being utterly terrifying on occasion. It all starts simply enough. The courier gets a message telling them about an expedition to Zion Canyon. Enticed, they head out to meet with the people they will accompany. After a few minutes of chatting and getting to know your new companions, you all set out. Then everything goes to hell. As soon as you arrive, the White Legs ambush you and begin killing your allies one by one as they scream in fear. Because this is a scripted event, they all die, leaving you to face the White Legs alone. Oh, and due to a rule the leader of the expedition had, you were only able to bring 100 lbs (maximum) of equipment with you. Fortunately, Follows-Chalk soon shows up to give you a hand.
* This [=DLC=] also finally lets the courier come face to face with Joshua Graham, the infamous burned man himself. He even becomes a companion! Plus, his whole body is covered in bandages from his horrible wounds. He also helpfully tells you that every night he feels the pain of being burned alive and nothing, not even chems, can do anything about it.

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* "Honest Hearts" is [[IncrediblyLamePun honestly the most light-hearted]] of the [=DLC=]... this doesn't keep it from being utterly terrifying on occasion. It all starts simply enough. The courier Courier gets a message telling them about an expedition to Zion Canyon. Enticed, they head out to meet with the people they will accompany. After a few minutes of chatting and getting to know your new companions, you all set out. Then everything goes to hell. As soon as you arrive, the White Legs ambush you and begin killing your allies one by one as they scream in fear. Because this is a scripted event, they all die, leaving you to face the White Legs alone. Oh, and due to a rule the leader of the expedition had, you were only able to bring 100 lbs (maximum) of equipment with you. Fortunately, Follows-Chalk soon shows up to give you a hand.
* This [=DLC=] also finally lets the courier Courier come face to face with Joshua Graham, the infamous burned man himself. He even becomes a companion! Plus, his whole body is covered in bandages from his horrible wounds. He also helpfully tells you that every night he feels the pain of being burned alive and nothing, not even chems, can do anything about it.



** Not helping is Graham's ''incredibly'' ominous {{Leitmotif}}. There's some OminousLatinChanting, a few well-placed [[ForDoomTheBellTolls bells]], and overall a sense of creeping dread throughout the whole thing. It'll make you sit up and take notice when you speak to him for the first time at the Dead Horses' camp. It's ''terrifying'' when he's reciting the above scripture.

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** Not helping is Graham's ''incredibly'' ominous {{Leitmotif}}.{{leitmotif}}. There's some OminousLatinChanting, a few well-placed [[ForDoomTheBellTolls bells]], and overall a sense of creeping dread throughout the whole thing. It'll make you sit up and take notice when you speak to him for the first time at the Dead Horses' camp. It's ''terrifying'' when he's reciting the above scripture.



* One quest seems innocent enough, get high on some of the local stuff and kill a bear. Easy right? Well, once you start you'll be tripping out as you make your way to the beast's lair. Along the way you'll come across some spore plants and spore carriers from vault 22. Then the "Ghost Of She" appears and attacks you. Due to the effects of the drug, mystical ability possessed by the Yao Guai itself, your own mind freaking out due to fear, or some combination of the three the Ghost Of She catches fire and splits into several Giant Yao Guais. Which one is real? It doesn't matter, whatever is causing you to see multiple Ghosts of She also forces you to kill them all. Only when the last one falls can you breathe a sigh of relief.

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* One quest seems innocent enough, get high on some of the local stuff and kill a bear. Easy right? Well, once you start you'll be tripping out as you make your way to the beast's lair. Along the way you'll come across some spore plants and spore carriers from vault Vault 22. Then the "Ghost Of She" appears and attacks you. Due to the effects of the drug, mystical ability possessed by the Yao Guai itself, your own mind freaking out due to fear, or some combination of the three the Ghost Of She catches fire and splits into several Giant Yao Guais. Which one is real? It doesn't matter, whatever is causing you to see multiple Ghosts of She also forces you to kill them all. Only when the last one falls can you breathe a sigh of relief.






** A little bit of [[FridgeHorror Fridge Horror]]. The Trauma Harnesses would rescue wounded soldiers by moving their body right? Now imagine if they had a [[BodyHorror broken limb]]...
* Little Yangtze. No matter how you put it, no matter how much lovely jazz music your pip boy may be playing, it's still a Death Camp whose prisoners were fodder for experiments that would make Nazi scientists shudder with terror. If the knowledge of the experiments won't make you feel sick, the rows and rows or graves in the camp will.

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** A little bit of [[FridgeHorror Fridge Horror]]. The FridgeHorror; the Trauma Harnesses would rescue wounded soldiers by moving their body right? Now imagine if they had a [[BodyHorror broken limb]]...
* Little Yangtze. No matter how you put it, no matter how much lovely jazz music your pip boy Pip-Boy may be playing, it's still a Death Camp whose prisoners were fodder for experiments that would make Nazi scientists shudder with terror. If the knowledge of the experiments won't make you feel sick, the rows and rows or graves in the camp will.



* [[OhCrap One End]] pretty much confirms all the fears you may have about the potency of the Think Tank. [[spoiler: An Evil Courier's brain gets bored and decides to unleash all of Big [=MT=]s secrets... whatever happens to the Mojave, there isn't much left afterward.]]

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* [[OhCrap One End]] pretty much confirms all the fears you may have about the potency of the Think Tank. [[spoiler: An Evil [[spoiler:An evil Courier's brain gets bored and decides to unleash all of Big [=MT=]s secrets... whatever happens to the Mojave, there isn't much left afterward.]]



* Weirdly enough, the normally wacky and light-hearted Wild Wasteland perk provides one. Normally, when you go to get Gabe's water bowl, you can just get it and leave. Put Wild Wasteland on? A pint sized deathclaw named Stripe pops out of the dog house and runs at you. How cute, right? Sure, until you find out it's got as much health and as much killing power as the ''Legendary Deathclaw''. And you probably won't see it until it slashes you for a OneHitKill.

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* Weirdly enough, the normally wacky and light-hearted Wild Wasteland perk trait provides one. Normally, when you go to get Gabe's water bowl, you can just get it and leave. Put Wild Wasteland on? A pint sized deathclaw named Stripe pops out of the dog house and runs at you. How cute, right? Sure, until you find out it's got as much health and as much killing power as the ''Legendary Deathclaw''. And you probably won't see it until it slashes you for a OneHitKill.



* Your first encounter with the damaged or berserk Securitrons will likely be this. Consider: the first one you encounter in the Mojave saved your life and is genuinely friendly toward you, and further all other Securitrons are a symbol of House's own bizarre brand of law and order, complete with their fairly non-threatening chubby cop faces. Now, imagine you spot the familiar boxy-blue hulled robots patrolling the perimeter. The only warning you have these aren't the same droids you're used to comes if you have a high enough perception to notice they're hostile from the outset. There are two variants; one simply has a circle with a line drawn through its face, while the other has a twisted and distorted face, similar to the Swamp People from "Point Lookout" in the previous game. None of these bots are capable of effectively communicating with you, so instead they'll constantly broadcast static, which your Pip-Boy helpfully translates as gibberish. The best part? The crux of Mr. House's main quest involves upgrading his Securitrons to the Mark II operating system, which makes them significantly more difficult to kill in combat. Doctor 0, the man responsible for these machines, has them running the Mark ''VI'' OS.

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* Your first encounter with the damaged or berserk Securitrons will likely be this. Consider: the first one you encounter in the Mojave saved your life and is genuinely friendly toward you, and further all other Securitrons are a symbol of House's own bizarre brand of law and order, complete with their fairly non-threatening chubby cop faces. Now, imagine you spot the familiar boxy-blue hulled robots patrolling the perimeter. The only warning you have these aren't the same droids you're used to comes if you have a high enough perception Perception to notice they're hostile from the outset. There are two variants; one simply has a circle with a line drawn through its face, while the other has a twisted and distorted face, similar to the Swamp People from "Point Lookout" in the previous game. None of these bots are capable of effectively communicating with you, so instead they'll constantly broadcast static, which your Pip-Boy helpfully translates as gibberish. The best part? The crux of Mr. House's main quest involves upgrading his Securitrons to the Mark II operating system, which makes them significantly more difficult to kill in combat. Doctor 0, the man responsible for these machines, has them running the Mark ''VI'' OS.



* Deathclaws. Spawning. Everywhere. The things will spawn on right on top of you when you go into certain buildings. And when walking the Lonesome Road, you come across a trailer on a highway bypass that's splattered in blood. When you go inside and walk down to the far end to see what's in that ammo box, a goddamn Deathclaw leaps on top of the trailer, takes down ED-E in one hit, and comes into the trailer after ''you''. It's a scripted event, however a wise player can simply first cover the roof of the trailer in landmines which will literally blow the deathclaw sky high when it first appears, turning the encounter into NightmareRetardant. But even if you manage to kill that Deathclaw, chances are you've alerted the other three just down the road...
* At the end of the Divide, you come across a small cave. Inside is a rotted skeleton and a dead deathclaw. After picking up a distress signal holotape from the corpse, you discover that they were trying to kill a giant deathclaw that was pinning them down. Well... the corpse is over there, so they killed it, right? ''Wrong!'' Just around the corner is a special giant Deathclaw named Rawr, surrounded by corpses. And just then the cave entrance crumbles behind you, trapping you inside. Have fun.
* At the beginning of Lonesome Road, you find the Marked Men. At first, it's pretty obvious that they've been driven insane from radiation and want to kill you. But it's not that simple. They're cannibals. And not just mindless cannibals that chew on corpses; there's a Hopeville basement where there's skeletons hung up on meat hooks and hacked corpses on tables, right next to an old kitchen. The radiation has made them insane, but kept enough of their humanity so they can gut you like a pig on the butcher's hook. Oh, and did we mention that their appearance is due to the Divide's windstorms ''stripping the flesh from their bodies'', leaving their raw muscle exposed to the elements? The only thing keeping them alive is the Divide's high residual radiation, and even that [[AndIMustScream does absolutely nothing to dull the pain]].
* The Divide in general appearance. Throughout all the Fallout games, you've seen destruction and death, seen the remnants of once proud cities, stared across blasted plains of wasteland, observed the vile corruption of places like the Pitt, Sierra Madre, and Point Lookout. Observed the Old World horror shows of the Big Empty, and the Vaults. Even saw brief snatches of hope in Oasis and Zion. However, it all pales in comparison to the amount of destruction in the Divide. In the Divide, there's only destruction, death, and devastation. This place isn't a place of honor, no highly esteemed deed is commemorated here, nothing valued dwells within the Divide (well, [[OverwhelmingException except for good loot]]. And nukes. Everybody wants nukes). It's a place best shunned and left uninhabited.
** Here's the real kicker. The ''reason'' the Divide is as bad as it is? It's [[spoiler:''all your fault.'']]
* The Courier's Mile is horrifying, not only because of the locals (who are mildly peeved with you for setting off a nuke over their heads), but because it gives a window into what it must have been like directly after the two-hour nuclear exchange that killed the world 200 years earlier; all nuclear glare and bleak desolation. Oh, and the background radiation silently screws with your Pip Boy's motion sensor. [[ParanoiaFuel Your trusty tool shows safely empty surroundings, and you probably won't notice something is wrong with it... until a Deathclaw is chewing on your head.]] And not just any Deathclaw! An [[ThereIsNoKillLikeOverkill Irradiated Deathclaw.]] So now it's chewing on your glowing bones.

to:

* Deathclaws. Spawning. Everywhere. The things will spawn on right on top of you when you go into certain buildings. And when walking the Lonesome Road, you come across a trailer on a highway bypass that's splattered in blood. When you go inside and walk down to the far end to see what's in that ammo box, a goddamn Deathclaw leaps on top of the trailer, takes down ED-E in one hit, and comes into the trailer after ''you''. It's a scripted event, however a wise player can simply first cover the roof of the trailer in landmines which will literally blow the deathclaw sky high when it first appears, turning the encounter into NightmareRetardant. [[DontCelebrateJustYet But even if you manage to kill that Deathclaw, chances are you've alerted the other three just down the road...
road...]]
* At the end of the Divide, you come across a small cave. Inside is a rotted skeleton and a dead deathclaw. After picking up a distress signal holotape from the corpse, you discover that they were trying to kill a giant deathclaw that was pinning them down. Well... the corpse is over there, so they killed it, right? ''Wrong!'' Just around the corner is a special giant Deathclaw named Rawr, surrounded by corpses. And just then the cave entrance crumbles behind you, trapping you inside. [[SarcasmMode Have fun.
fun]] with this SNKBoss!
* At the beginning of Lonesome Road, you find the Marked Men. At first, it's pretty obvious that they've been driven insane from radiation and want to kill you. But it's not that simple. They're cannibals. And simple; they're cannibals, and not just mindless cannibals that chew on corpses; there's a Hopeville basement where there's skeletons hung up on meat hooks and hacked corpses on tables, right next to an old kitchen. The radiation has made them insane, but kept enough of their humanity so they can gut you like a pig on the butcher's hook. Oh, and did we mention that their appearance is due to the Divide's windstorms ''stripping the flesh from their bodies'', leaving their raw muscle exposed to the elements? The only thing keeping them alive is the Divide's high residual radiation, and even that [[AndIMustScream does absolutely nothing to dull the pain]].
* The Divide in general appearance. Throughout all the Fallout ''Fallout'' games, you've seen destruction and death, seen the remnants of once proud cities, stared across blasted plains of wasteland, observed the vile corruption of places like the Pitt, Sierra Madre, and Point Lookout. Observed the Old World horror shows of the Big Empty, and the Vaults. Even saw brief snatches of hope in Oasis and Zion. However, it all pales in comparison to the amount of destruction in the Divide. In the Divide, there's only destruction, death, and devastation. This place isn't a place of honor, no highly esteemed deed is commemorated here, nothing valued dwells within the Divide (well, [[OverwhelmingException except for good loot]]. And nukes. Everybody wants nukes). It's a place best shunned and left uninhabited.
** Here's the real kicker. The ''reason'' the Divide is as bad as it is? [[spoiler:''[[WhatTheHellPlayer It's [[spoiler:''all all]] [[YouBastard your fault.'']]
]]'']]
* The Courier's Mile is horrifying, not only because of the locals (who are mildly peeved with you for setting off a nuke over their heads), but because it gives a window into what it must have been like directly after the two-hour nuclear exchange that killed the world 200 years earlier; all nuclear glare and bleak desolation. Oh, and the background radiation silently screws with your Pip Boy's Pip-Boy's motion sensor. [[ParanoiaFuel Your trusty tool shows safely empty surroundings, and you probably won't notice something is wrong with it... until a Deathclaw deathclaw is chewing on your head.]] And not just any Deathclaw! deathclaw! An [[ThereIsNoKillLikeOverkill Irradiated Deathclaw.]] irradiated deathclaw!]] So now it's chewing on your glowing bones.



** The DLC's actually build up how evil Ulysses is. The creeping... not terror, exactly, but disquiet, is incredibly unnerving and culminates when you finally meet the man. He arranged for your death in Goodsprings; taught the White Legs how to destroy entire civilizations; tipped Elijah off about the Sierra Madre and is thus indirectly responsible for the fates of every person Elijah forced to run that gauntlet; got the Think Tank to start lobotomizing any humans to enter the Big MT; and finally attempted to blow up the Mojave.
** You don't meet Ulysses in person until the end of the DLC, [[spoiler: but if you're [[FreezeFrameBonus observant]], you can spot him standing in the distance a [[http://vignette1.wikia.nocookie.net/fallout/images/8/88/Untitled-11.png/revision/latest?cb=20130105044853 couple]] of [[https://i1185.photobucket.com/albums/z341/Gezra/Ulysses_sunstone2.jpg times]] before that. [[CharacterFilibuster Unlike your conversations with him through ED-E]], Ulysses doesn't try to interact with the courier during these appearances. [[NothingIsScarier He simply stands there, silently judging you before disappearing]].]]

to:

** The DLC's DLCs actually build up how evil horrible Ulysses is.is of a person. The creeping... not terror, exactly, but disquiet, is incredibly unnerving and culminates when you finally meet the man. He arranged for your death in Goodsprings; taught the White Legs how to destroy entire civilizations; tipped Elijah off about the Sierra Madre and is thus indirectly responsible for the fates of every person Elijah forced to run that gauntlet; got the Think Tank to start lobotomizing any humans to enter the Big MT; and finally attempted to blow up the Mojave.
** You don't meet Ulysses in person until the end of the DLC, [[spoiler: but [[spoiler:but if you're [[FreezeFrameBonus observant]], you can spot him standing in the distance a [[http://vignette1.wikia.nocookie.net/fallout/images/8/88/Untitled-11.png/revision/latest?cb=20130105044853 couple]] of [[https://i1185.photobucket.com/albums/z341/Gezra/Ulysses_sunstone2.jpg times]] before that. [[CharacterFilibuster Unlike your conversations with him through ED-E]], Ulysses doesn't try to interact with the courier Courier during these appearances. [[NothingIsScarier He simply stands there, silently judging you before disappearing]].]]



31st Aug '17 10:01:00 AM RokuAlhazared
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*** " [[AsTheGoodBookSays 'By the rivers of Babylon, yea we wept when we remembered Zion.]] Remember, o Lord, the children of Edom in the day of Jerusalem who said 'raze it, raze it even to the foundation'. O daughter of Babylon who art to be destroyed. Happy shall he be, that rewardeth thee as thou hath served us. Happy shall he be, that taketh and dasheth thy little ones against the stones.' [[KillEmAll Do you know what it means?]]"

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*** " [[AsTheGoodBookSays 'By the rivers of Babylon, yea there we sat down. Yea we wept when we remembered Zion.]] Remember, o Lord, the children of Edom in the day of Jerusalem who said 'raze it, raze it even to the foundation'. O daughter of Babylon who art to be destroyed. Happy shall he be, that rewardeth thee as thou hath served us. Happy shall he be, that taketh and dasheth thy little ones against the stones.' [[KillEmAll Do you know what it means?]]"
18th Jul '17 11:32:31 PM Serasia
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Added DiffLines:

* In Goodsprings Cemetery it's possible to hear ghostly whispers. It seems like that would be the only place to hear them, but no. The whispers can be heard anywhere in the game. Either it's because of the tortured souls who died from the bombs, and/or thanks to the Courier's near-death experience. Since whatever horrors in Dunwich locations exist in the Fallout universe, then ghosts probably exist as well.
6th Jul '17 3:03:35 PM Serasia
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* In Vault 22, there is an unsettling track that features steam hissing and metal clanking, while an eerie metallic tone plays. Then deep, mumbling voices and hissed whispers become audible. It's also possible for a keen ear to hear computer keys clacking. It isn't just an ambient track. It's an echo of what the Vault used to be like. It's almost as bad as the infernal whispering in the Virulent Underchambers, and reminiscent of a track from SuperPaperMario called "River Twygz Bed".

to:

* In Vault 22, there is an unsettling track that features steam hissing and metal clanking, while an eerie metallic tone plays. Then deep, mumbling voices and hissed whispers become audible. It's also possible for a keen ear to hear computer keys clacking. It isn't just an ambient track. It's an echo of what the Vault used to be like.like: methodical, garbled talk of the past Vault scientists running a test that would spell doom for Vault 22. It's almost as bad as the infernal whispering in the Virulent Underchambers, and reminiscent of a track from SuperPaperMario called "River Twygz Bed".
6th Jul '17 2:22:38 PM Serasia
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6th Jul '17 2:22:27 PM Serasia
Is there an issue? Send a Message


* In Vault 22, there is an unsettling track that features steam hissing and metal clanking, while an eerie metallic tone plays. Then deep, mumbling voices and hissed whispers become audible. It's also possible for a keen ear to hear computer keys clacking. It isn't just an ambient track. It's an echo of what the Vault used to be like. It's almost as bad as the infernal whispering in the Virulent Underchambers, and reminiscent of another unsettling track from [[VideoGameSuperPaperMario]].

to:

* In Vault 22, there is an unsettling track that features steam hissing and metal clanking, while an eerie metallic tone plays. Then deep, mumbling voices and hissed whispers become audible. It's also possible for a keen ear to hear computer keys clacking. It isn't just an ambient track. It's an echo of what the Vault used to be like. It's almost as bad as the infernal whispering in the Virulent Underchambers, and reminiscent of another unsettling a track from [[VideoGameSuperPaperMario]].SuperPaperMario called "River Twygz Bed".
6th Jul '17 2:21:14 PM Serasia
Is there an issue? Send a Message


* In Vault 22, there is an unsettling track that features steam hissing and metal clanking, while an eerie metallic tone plays. Then deep, mumbling voices and hissed whispers become audible. It's also possible for a keen ear to hear computer keys clacking. It isn't just an ambient track. It's an echo of what the Vault used to be like. It's almost as bad as the infernal whispering in the Virulent Underchambers, and reminiscent of another unsettling track from [[SuperPaperMario]].

to:

* In Vault 22, there is an unsettling track that features steam hissing and metal clanking, while an eerie metallic tone plays. Then deep, mumbling voices and hissed whispers become audible. It's also possible for a keen ear to hear computer keys clacking. It isn't just an ambient track. It's an echo of what the Vault used to be like. It's almost as bad as the infernal whispering in the Virulent Underchambers, and reminiscent of another unsettling track from [[SuperPaperMario]].[[VideoGameSuperPaperMario]].


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**** I think they do eat it right there. That's what it sounds like, and the kids put their hands to their mouths while the sound is audible. Though I suppose they could just be tearing it into pieces with their mouths.
6th Jul '17 2:18:17 PM Serasia
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Added DiffLines:

* In Vault 22, there is an unsettling track that features steam hissing and metal clanking, while an eerie metallic tone plays. Then deep, mumbling voices and hissed whispers become audible. It's also possible for a keen ear to hear computer keys clacking. It isn't just an ambient track. It's an echo of what the Vault used to be like. It's almost as bad as the infernal whispering in the Virulent Underchambers, and reminiscent of another unsettling track from [[SuperPaperMario]].
20th Jun '17 1:22:09 PM Serasia
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Added DiffLines:

* In one of the houses in the village, there is a room with teddy bears sitting up on red stools. There are also naked mannequins in the adjoining room. They don't do anything...but who set the bears up?
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