Bethesda gave fans of Fallout a surprise with the reveal of Fallout 76. The game is going to be a move in a different direction for the post-apocalyptic RPG series, with the title reportedly set to step away from single player and instead focus on online multiplayer gameplay. Rather than an action RPG, Fallout 76 is also going to be a survival game akin to DayZ or Rust.
Something that has already been the subject of much discussion is the setting of Fallout 76. The game looks as though it revolves around Vault 76, one of the as-yet-unexplored vaults that humanity used to survive the franchise lore's nuclear war. Vault 76 was set to open its doors twenty years after the war ended, and allow its population to then take back the overworld.
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This may sound like a struggle, but it's nothing in comparison to some of the other vaults that Vault-Tec built. Vault 76 stood as a control vault, but others were not so lucky, instead forcing their inhabitants to take part in terrifying experiments as a test of how humans would react to different pressures. With that in mind, here's a rundown of the ten scariest vaults from the Fallout series.
First appearing in Fallout 3, Vault 92 might not have been the easiest vault for the player to come across. Lying just clear of the deathclaw-infested Old Olney, even reaching the vault was something of a challenge. Those after a feel-good story to find inside, though, were left extremely disappointed.
Vault 92 was billed to its inhabitants as a place to preserve the best musical talent of the world, and reportedly only the most talented musicians were invited to enter the vault. However, its real purpose was very different, and instead acted as a testing ground for white noise generators in an attempt to create super soldiers. Unsurprisingly, it didn't entirely go to plan, and according to logs half the population of the vault erupted into uncontrollable rage.
By the time the Lone Wanderer reaches Vault 92, the vault is no longer inhabited by any humans, with instead bloatflies and mirelurks taking up residency. It's unknown whether any of the non-affected humans from Vault 92 survived, but it's clear that the white noise experiments were more powerful than anyone could have predicted.
Vault 111 will be familiar to anyone who has played Fallout 4, acting as the player character's own vault. However, although it acts as a jumping off point for the game, this doesn't take away from the horror of the situation. Although it was billed as a vault to simply survive a nuclear war, instead Vault-Tec had a much more sinister goal in mind.
This vault's experiment was aimed at studying the long-term effects of cryogenic freezing, and its poor test subjects were duped into entering the freezing pods upon entering the vault. The experiment was supposed to run on the relatively short term in comparison to some of the other vaults, with a team of security and scientists monitoring the test subjects. However, things didn't exactly go according to plan.
Instead, the player character of Fallout 4 wakes a long time after the war, into a world they know longer recognise. Vault 111 may not be the most awful of the events that have happened in Fallout, but it's a prime example of Vault-Tec's folly.