When it comes to dastardly experiments that push the limits of man's perverse relationship with science, Vault-Tec has the game on lock. It's hard to get more messed up than filling a bomb shelter with recovering addicts, rehabilitating them for five years and then giving them access to drugs -- all just to see what would happen.
But there's a promising new upstart in the world of Science Gone Mad. Hallucigen, Inc. has a large building located right in the middle of the Commonwealth. The first thing you'll notice inside is the odd green fog that fills up the entire facility.
This fog is accompanied by the unmistakable sounds of combat. Laser rifle shots are traded and battle cries echo throughout the halls as you make your way upstairs. Judging by the multi-faction conflicts seen elsewhere in the game, it sounds as though some raiders might be battling some synths, or maybe Pickman is looking to expand his territory. But instead, what you see is a little... stranger.
Every enemy in the building are members of the same mercenary group, the Gunners. You can find these well-armed yahoos in every corner of the game -- they're basically raiders that have leveled up from Mad Max to post-nuclear Blackwater. Though they're bad guys, they're all on the same side -- there's no reason they should be fighting each other, much less yelling insane gibberish. But once you hack into a few terminals and read the logs, it all comes together.
That green fog is actually a noxious gas produced by Hallucigen, a weaponized agent that makes everyone in the affected area go completely nanners. If you climb to the top of the facility, you'll find an observation deck that tells more of the story.
Once on the deck, an automated voice message welcomes you, and offering to show you to show you the product line. Pressing a series of switches activates corresponding methods of murder down below, ranging from flamethrowers to electricity-spewing tesla coils. Even after the bombs have fallen, Hallucigen is trying to sell you weapons. While there are only a few Gunners in the experimental pits when you arrive, back before the war they were filled with oblivious human beings. Potential clients would visit Hallucigen's and enjoy pressing the pretty buttons and watching human test subjects tear each other apart.
What's more, you can actually take a part of Hallucigen, Inc with you! There's a one-of-a-kind crafting station in the basement, which allows for the assembly of the Hallucigen gas grenade. All you have to do is toss one of those suckers into a crowd of enemies and watch as they instantly lose their minds and start attacking each other. Isn't the future great?
Bethesda's open-world games guide you through their world with the markers on your compass; you know you're coming up on a cave when the little mountain symbol appears on the minimap. But some locations don't have symbols or official names attached to them. While you might be able to fast travel to the Milton General Hospital at will, no such feature is granted to the shady parking garage next door.
Those painted arrows beckoning you inside are more than a tad sketchy, but you don't play Fallout games to avoid exploring spooky deathtraps. Experienced fans might expect a pack of goons beyond the door, waiting for any traveler dumb enough to follow a hand-made sign in a nuclear wasteland. But once inside, you'll discover that this parking garage is a little more than your typical raider honey trap.
Some arrow-loving madman apparently took over the entire parking garage, filling it with a deadly maze of his own design. Rows and rows of plywood and rusted aluminum siding guide your way. You're not by any means locked into this dungeon, though. You can leave at any time. And there seems to be a decent incentive to do so, because many of the dead ends in the maze show you examples of the unlucky ones who didn't make it out.
So really, it's just your own morbid curiosity that propels you through this grotesque and strange puzzle. That's what the mazemaker wants from you. They want you to be the architect of your own demise, whether it's falling to a pack of local ghouls or stepping through a minefield of ricked bathroom scales.
Around every corner is a new oddity and a different disturbing sight. It's hard to miss this Christmas tree, whose lights might distract you from the fact that there's a turret right in front of it. And you know, a severed head as the Christmas tree topper.
Eventually you stumble across the mazemaker's sleeping quarters, but unfortunately they've since flown the coop. Your reward is a magazine that gives you the ability to paint your power armor with pink flames, which is absolutely worth the risk of climbing a tower of death.
But there's one final test in store.
Two jail cells are rigged up with switches, though the Riddler-esque imagery immediately tells us there's a trick to this contraption. We can see through the bars that each cell has a stash of great items -- the only catch is, when you open a door, the goodies in the opposite cell explode. This mazemaker is basically forcing you to blow up loot, which any Fallout fan knows is the most terrible thing you can do to another human being.