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That said, virtually every game in the Fallout series has played with certain supernatural elements on a smaller scale. The world might be explainable scientifically, but that hasn’t stopped the developers from occasionally referencing the paranormal as part of an Easter egg or something else of that nature. From random ghosts to the mysteries of the Dunwich cult, here is a list of several references the Fallout franchise has made to the supernatural.

7 The Cabot Family History

The Cabot family in Fallout 4 is one of the game’s clearest examples of the existence of the supernatural. As their questline progresses, the player learns more about their backstory, what they’re doing in the commonwealth, and eventually some of their darkest family secrets.

As it turns out, Lorenzo Cabot discovered evidence of a supposed ancient alien civilization buried in the Arabian desert all the way back in the 19th century. The headdress he wears allegedly originates from these beings (whom Lorenzo claims to be in contact with via the headdress) and is the primary reason he has been able to live for so long. It also gives him enhanced strength and limited psychic powers, though they come at the cost of his sanity.

6 The Guardian of Forever

Fallout 2 is a game so overloaded with Easter eggs and pop culture references that it’s really just a matter of probability that it was going to feature a reference to time travel. In this case, the Guardian of Forever is a direct reference to an episode of Star Trek in which Kirk and Spock traveled back to 1920s New York City via the Guardian of Forever.

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Fallout 2’s version of this sees the player teleported back in time to Vault 13 just before the beginning of the previous Fallout (about 80 or so years in the past). In addition to some worthwhile loot, the player can “accidentally” fry the vault’s water chip, leaving it without producing clean drinking water. This sets in motion the events of Fallout 1 which in turn lead directly to the birth of the Chosen One and the subsequent events of Fallout 2. This is considered non-canonical due to it being a random Easter egg encounter.

5 Anna The Ghost Woman

While exploring the Den around midnight in Fallout 2, the player can happen upon a woman named Anna Winslow who can be seen standing in a dilapidated building all by herself. Of course, the reason she’s standing alone is that she’s literally a ghost who’s trapped in the world of the living, unable to move on to the afterlife.

The player can free her from her torment by getting her locket back from Joey, which upon giving it to her will result in her just turning into a pile of bones as she is set free. The player will need to bury these bones in an empty grave in order to complete this quest. It might not be considered strictly canon, but Anna and her quest are among the most obvious examples of the Fallout series dipping its toes into the supernatural even in its early years.

4 The Dunwich Cult

The mystery of the Dunwich cult has become a multi-game spanning story that is a clear reference to the work of cosmic horror pioneer, H.P Lovecraft. The Dunwich Building in Fallout 3 features references to a supposed godly being known as Ug-Qualtoth, as well as several paranormal phenomena that lack an easy explanation. The Dunwich building in particular features the sound of aimless footsteps that seemingly come from nowhere, doors that open and close at random, and of course the whispering obelisk that can be found in the virulent under chambers.

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The Point Lookout DLC introduces the Krivbeknih, an evil book of unknown origin that can be brought to the obelisk and destroyed as part of the Dark Heart of Blackhall quest. Fallout 4’s Dunwich Borers location also features some of the same supernatural phenomena first witnessed in the Dunwich Building.

3 Ghostly Whispering

New Vegas is admittedly rather light on any significant references to the supernatural, at least when compared to Bethesda’s games. That said, there are several locations within the game that featured inexplicable and rather creepy spectral whispering if the player listens close enough.

Goodsprings Cemetery is one such location in which the player can hear ghostly whispers, but only if the graves are approached at night. The same goes for the burial grounds in Camp Forlorn Hope and Bitter Springs. It’s recommended that the player turn off their radio and in-game music to get the full experience.

2 Psychers

One thing in the Fallout universe that lacks a concrete explanation is the presence of Psychers all over the various wastelands of former America. In Fallout 1, several Psychers can be encountered and will demonstrate an uncanny ability to read minds or see the future. The Master is the most obvious example of a Psycher, as he can use his telekinetic abilities to attack the player at will.

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The Forecaster in New Vegas is also very likely to be a Psycher since he is capable of sharing the Courier’s, as well as the Mojave’s future (albeit in a cryptic way), and he carries a psychic nullifier, which he describes as medicine for the side effects of his gifts. Fallout 4 brings Psychers back in the form of Mama Murphy, who has a kind of second sight, though it is seemingly powered by the use of chems.

1 Grandchester Mansion

In a not-so-subtle reference to the infamous stories about the real-world Winchester mansion, Fallout 4’s Grandchester Mansion found in the Nuka World theme park is, as the name suggests, a haunted mansion that the player can explore. While exploring this bizarrely structured house, The player is seemingly being stalked by a little girl who cannot be spoken to, targeted in VATS, or harmed/killed in any way.

This girl is none other than Lucy Grandchester, a ghost who haunts the mansion that once belonged to her slain parents. The story goes that Lucy was the one who killed them, and after having been sent to a mental institution, escaped to the house on her 18th birthday only to be found hanging in the attic nine days later in an apparent suicide. Her story is somewhat similar to the real-life legend of Lizzie Borden.

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