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Nightmare Fuel / Fallout 2

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Just like the previous game aside from being Denser and Wackier, Fallout 2 still manages to feature a good number of disturbing stuff out there.

As a Moments page, all spoilers are unmarked.


  • The intro. The first half is funny, but then it switches to the vault door opening, and you seeing a Vertibird and a few soldiers with miniguns. They all are silent, and the camera cuts to the silhouette of a family waving through the door. All of a sudden, the miniguns fire, and then the screen cuts to black with a scream echoing in the distance. Say hello to the Enclave! This is what they do.
  • The ghost farm. With that creepy City of Lost Angels aside, all there is to it is a very large cornfield and what looks like bodies impaled on stakes. A closer look reveals that they're nothing but dummies, but in the house you can fall into a cave unexpectedly. The atmosphere of the situation does not make it calm.
    • Meanwhile, Golgotha, a massive graveyard for everyone who fell out of favor with one of the crime families in New Reno, has actual impaled human bodies around.
  • Frank Horrigan: Darth Vader meets The Incredible Hulk with the mind of an Eagleland psycho. Mutated at Mariposa with help from Enclave scientists, Frank had become an "ultra super mutant in power armor"; a "genetically engineered total homicidal maniac cyborg bodyguard". Bound to his suit, he can take anything you can dish at him and throw it right back at you. It gets worse that unlike The Master from the original, Frank Horrigan cannot be talked down and can take a lot of punishment. So, you'll have to kill him.
    • He is introduced in a scripted encounter in the Wasteland where he and two Enclave goons open fire with miniguns on a family of peasants (including a child) who have absolutely no way of fighting back. The Chosen One witnesses this, and thankfully due to Plot Armor the Chosen One is deemed Not Worth Killing and allowed to go on his or her way. If Frank Horrigan hadn't felt "merciful" there would be absolutely no way for you to survive there. Keep in mind by that point you're not supposed to know about the Enclave so you just see these huge towering figures in black Power Armor murdering innocents.
    • Frank dies rather gruesomely, though he does deserve it. He is blown in half, yet still has enough strength left to mock you before activating the oil rig's self-destruct program. And then his armor explodes and his head flies right off his body.
  • Somehow managing to play Fallout 2 for so long that you reach the game's built-in 13-year time limit. Though it's mainly a still image of the wasteland with "THE END", the Scare Chord and blowing wind make it unnecessarily spooky, especially when you aren't expecting it (not to mention how it just dumps you to the title screen without a word afterwards).
  • Myron. Just let him tell his story about how he developed Jet to get an idea of how much of a sociopathic monster he is.
    • If you play a female Chosen One with less than 4 Intelligence and more than 6 Charisma, or who has the Porn Star reputation, Myron will offer you a spiked drink and rape your character.
    • And what's his reward after the adventure? He meets an ironic fate when a drug addict stabbed him to death and then stole the formula for Jet. Myron's drug will live on, but Myron himself fades into obscurity.
  • President Dick Richardson. He might look like a rather unassuming old man, but this is the leader of the Enclave. This is the man ordering soldiers to kidnap villages and gun down entire families, and who has plans for mass genocide. When you meet him in person, he's polite enough, but the longer you talk to him, the more it really sinks in how callous and indifferent he really is to the suffering of wastelanders due to his actions. In his eyes, nobody outside of the Enclave is human. Not even you. He very casually explains that they needed to kidnap the people from Arroyo and Vault 13 for use as test subjects to perfect their modified FEV, which they intend to use to kill everyone outside of their oil rig. And there's no negotiating with him about releasing it- he's certain it's the only way to preserve humanity and democracy.
    • The Elder's description of what happened to the Arroyo villagers and Vault 13 residents who were used as test subjects for the modified FEV is horrific. Their skin bubbles and die in horrible pain. The lucky ones apparently choked to death. The Elder doesn't elaborate what happened to the unlucky ones.
  • In Broken Hills, there is a quest where the protagonist has to find a group the missing people. You find their gruesomely mutilated corpses in the tunnels below with a mutant note which states the intention to implicate the human inhabitants in those murders and start a race war.
  • The Wanamingos, also known as aliens. You know, the... things in the Redding mines that look like Xenomorphs. They're so alien, and are tough sons of bitches who don't go down easily. At least you can tell that the Deathclaws are mutated reptilians, but the Wanamingos, you have no idea what they are.
    • They're actually pre-war genetically-engineered creatures made by the Enclave to serve as shock troopers, like the Deathclaws. Still horrifying.
    • If you cripple one of their limbs, they will flee and offer no more resistance. Easier said than done. They're also weak to fire. According to the Fallout Bible they have some kind of "genetic clock" built in by the Enclave that means they are doomed to die in the next generation.
  • The Game Over screen, pictured above. As if the ghastly image of the player's skeleton laying in the middle of the wasteland is bad enough (just like the first game), this game takes it one step further by having the narrator coldly describe that the consequences of your demise have doomed everyone. It's enough to make you feel very guilty.

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