_________ _ _ ___________ _____ / ______/ / \/ \ \___ ___// __ \ | | | || | | | / / \ | | |__ __ | || | ___ _ _ | | /_/ | | | _// \ | || | / _ \ / \ / \| | / / | | / /\ \ | || |/ / \ \| | | || | / / | |/ /__\ \| || || | | || | | || | / / | || __ || || || | | || | | || | / / | || | | || || |\ \_/ /\ \_/ /| | / /_____ | |\_/ \_/\_/\_/ \___/ \___/ \_/ /________\ | / |/ ENDINGS FAQ Version 1.2 Author: whitechocobo666 firstname.lastname@example.org http://www.geocities.com/whitechocobo666/ ASCII by Angelwingnl! This is an endings FAQ that pretty much tells you how to get all the endings available in Fallout 2. It has all spoilers in it, just a warning. CONTENTS ======== REVISION CREDITS ENDINGS Arroyo Modoc The Den Vault City New Reno Myron Gecko Redding Broken Hills New California Republic Vault 15 Vault 13 San Francisco DISCLAIMER COPYRIGHT STUFF REVISION ======== 1.0 - First version of the FAQ, I think I've got all of the endings except for one, the one about the tribal family in New Reno, which I need someone to send in to me so I can update. If I've missed other endings then people can send them into me too. 1.1 - Got 2 new endings. I think that's all of them now. 1.2 - Someone else told me how they got another ending. CREDITS ======= Dennis Matheson, for sending me the Vault City ending that I didn't have, the one where you kill the raiders and fix the plant, but don't do anything about Moore or Bishop, and telling me how to do it. GalahadPC@aol.com told me this ending, too. C Tsang, for giving me the New Reno tribal ending, and saying how to do it. Mingfu Hsu for telling me how the tribal ending was found, too... So did Ezel, kupo. I've mainly heard information about the endings on the old interplay message board (somewhere at www.interplaygames.com) and the No Mutants Allowed message board (fallout.gamestats.com), although some people on the Gamefaqs board (www.gamefaqs.com, search for fallout on the sidebar and then go to the fallout 2 board) have helped a bit. Jowy on the Gamefaqs message board helped because he found the link on the fallout.gamestats.com message boards. This link showed a post of an extraction of the master.dat file that guided me in getting all the endings. I think the extractor was Hell Patrol and ShadowLord posted it. www.geocities.com/whitechocobo666/eee.txt is where I put it now. And Angelwingnl of course for making the ascii that I used in this FAQ and my evil walkthrough... ENDINGS ======= You finish the game (beat Frank Horrigan at the Enclave, and exit), and you get a sequence of endings depending on how you played the game. The endings that you can get are here. There are other endings contained in the game that are impossible to get. Some notes: - There is no bad ending for Arroyo - You always get a bad ending for Vault 13, even if you don't kill the deathclaws there. You can get no ending however, if you complete the game within 2 weeks of fixing their computer and getting Goris in your group. If you don't get Goris then it doesn't seem to happen. - You can't help Broken Hills. - I'm not going to tell you how to complete the quests to get the endings, just what quests you have to complete to get the endings. Go and get a walkthrough or ask at a message board or e-mail me and ask to find out how to complete the quests. - You may not be able to get all endings with one character. I think your character may need 4 intelligence or higher to get all the endings, you can't get all of them with 3 intelligence or lower. ARROYO ------ After the Enclave's destruction, the refugees of Vault 13 and Arroyo resettled, building a new community with the aid of the Garden of Eden Creation Kit. Finding themselves hundreds of miles from their Vault, the members of Vault 13 chose to join the villagers in establishing a new community, and their technical expertise, combined with the villager's survival skills, allowed the new settlement to grow and prosper. Two generations of the same bloodline were re-united, and their saviour, the Chosen One, became elder, presiding over the village in the years to come. How to get it: You always get it, even if you get rid of the GECK. MODOC ----- The extermination of the Slags only creates new problems for Modoc. Unable to find the Slags' underground cistern that sustains the crops, Modoc is hit hard by the resultant drought. Over the next several years, the people of Modoc either move away or die of starvation. How to get it: Get the people of Modoc to slaughter the Slags, after you've delivered Vegeir's note and Jo asks you to find out about the bodies and about Karl. Relations between the Slags and the residents of Modoc flourish. Between the two peoples, Modoc prospers and becomes a major farming community, supplying all the outlying regions with food. How to get it: Get peace between the people of Modoc and the Slags. Armed with flares and clubs, the people of Modoc invade the Slags' underground city. The Slags are quickly defeated, and the Modoc residents slaughter every man, woman and child they find. Rumour of this vicious attack spreads far and wide, and fear motivates Modoc's neighbours to attack and destroy the town. How to get it: Bring the Slags' letter back to Jo, and when he says that you have 31 days to find out what happened to Karl and about the bodies, don't finish the quest. THE DEN ------- Metzger's business in the slave trade soon fades with the removal of the Mordino family. The Den continues to attract criminals, and Metzger's business practices delve further into drugs and prostitution. The Den soon becomes a rallying point and safe haven for raiders in the region. How to get it: Kill Big Jesus in New Reno, but don't kill Metzger in the Den. Metzger's slave trade in the Den expands greatly, giving him influence and power throughout most of the area. Breeding pens are started and eventually no one is safe from the threat of being enslaved. Travellers soon avoid the Den, hearing of the evils committed within it's walls. How to get it: Leave Big Jesus in New Reno alone, and don't kill Metzger in the Den. With Metzger gone, slavery disappears from the area. Becky's Casino Bar grows quickly, and Rebecca Dyer's reputation as an honest casino and bar owner brings her the business needed to buy out her competition and expand. The Den flourishes, and it soon gains a reputation for being a tough, but honest, community. How to get it: Kill Metzger in the Den. Without any viable economy, the Den soon vanishes into the wasteland. How to get it: Kill Metzger and Becky in the Den. VAULT CITY ---------- Over the next few years, the background radiation from Gecko's power plant began to cause mutations in the Vault City population, forcing the citizens to relocate to NCR. NCR, however, recalling past animosity, relegated the Vault City refugees to the status of second class citizens. How to get it: Destroy the Gecko powerplant, or don't do anything about it. In the years to come, Vault City suffered greatly from raider attacks. Eventually, the situation grew so desperate the Citizens were forced to request aid from NCR. Within a month, a large detachment of the NCR's military was stationed in Vault City. The military presence soon became an occupation force, and Vault City became the first of NCR's border territories. How to get it: Fix the reactor, but don't kill the raiders. The correspondence between Vault City and NCR continued, and a few years after the destruction of the Enclave, Roger Westin assumed the head of the NCR council. He immediately set limits for NCR's expansion north, and in a landmark settlement, passed an amendment that formally recognised Vault City's independence. Shortly after this settlement, Westin suffered a heart attack and retired from politics. He moved north to Vault City for medical treatment and eventually married Joann Lynette the following year. How to get it: Fix the reactor, kill the raiders, show that Bishop hired the raiders, then take the holodisk to Westin for Lynette and then take it back again. You may have to expose Moore as an NCR spy too, that's what I did. In the years following the destruction of the Enclave, Vault City continued to stagnate, choking on it's own isolationism. It's Vault 8 generator, which was never intended to support such a large population, prevented Vault City's necessary expansion. Eventually, the city had been absorbed by NCR, which had spread steadily northward since it's following. How to get it: Thanks to Dennis Matheson for this one, and GalahadPC@aol.com. Fix/Optimise the reactor, kill the raiders, but do NOT expose Moore or give Bishop's holodisc to Lynette. You still get the bad ending for Gecko with this ending. NEW RENO -------- The Salvatore family of New Reno, having profited from their ties to Navarro, used their laser weaponry to burn the other families into submission. The resultant massacre was dubbed "Ash Friday" and is still celebrated in New Reno to this day. How to get it: Join the Salvatores, and you may have to kill Big Jesus, too (I killed Wright and Bishop, too). The Mordino Family grew greatly in power as Jet's influence spread across Northern California. Within a year, they had seized control of New Reno and expanded their empire, absorbing the Den and other surrounding areas. There was little violence in the conquest, as Jet had weakened all resistance to Mordino rule. How to get it: Don't kill Big Jesus in New Reno. The Bishop Family of New Reno rose to prominence over the next few years, forming a strong political alliance with the New California Republic and Vault City. Many mysterious deaths and closed-door proceedings surrounded the formation of the alliance, but in the end, New Reno became part of the 'civilised' world. The other families were soon absorbed, and New Reno became a prime tourist location for the New Republic. In decades after the alliance, several Bishops rose to political power and were instrumental in the passage of several amendments protecting gambling rights and prostitution. How to get it: Kill Salvatore and Mordino. Not long after the destruction of the Enclave, the Bishop Family of New Reno was blessed with a child. This child seemed to have little in common with the Bishops, preferring instead to spend his days exploring the wastes. When he turned thirteen, he seized control of the Bishop Family and led them to victory over the remaining New Reno families. He died quietly in his sleep at the age of seventy-three, never having known his real father. How to get it: Don't become a made man of any family, and sleep with one of the Bishop women (you have to be male). Less than a month after the Enclave's destruction, a mob war broke out on New Reno streets. The Wright's armed with an arsenal of weaponry that dated back to the pre-war years, levelled the casinos of the other families with rocket launchers. The 'mob war' was clocked as lasting a little over forty-three minutes, and when the smoke cleared, half of New Reno had been demolished. To this day, it is commonly taught that the Wright Family were the founders of New Reno. How to get it: Kill the leaders of all the families except the Wrights, and become a made man of the Wrights. Within a year of the Enclave's destruction, the Wright Family turned from criminal activity to legitimate pursuits. Several schools and churches were established in New Reno, along with a law enforcement body that crippled the influence of the other families. Though New Reno lost much of it's edge, the city obtained a certain solidity that appealed to newcomers. Many came to Reno, not to visit, but to live, and the population increased threefold. Today the test scores of New Reno high school graduates are greater than many Californian schools before the war. How to get it: Kill Mordino, Bishop and Salvatore, frame the Salvatore's for Wright's first quest, and don't do Wright's second quest. That means that you can't open up the Sierra Army Depot at all, even if you don't tell Mr Wright about it. So leave it alone. You also have to destroy the stills for Mrs Wright. In the years following the destruction of the Enclave, a new family arose in New Reno, following the example of a simple tribal that had once visited their city. They were few in number but surprisingly resourceful. Driven by religious fever, they took control of New Reno and put the other families to the spear. After their victory, they sent out messengers across Northern California looking for their founder, but without success. Many felt that the founder had been taken by the fortune spirits and now dwelled in a casino paradise in the sky. How to get it: Thanks to C Tsang for how to do this one. Assassinate Salvatore and Mordino. Then complete the Wright murder quest properly, the destroying still quest, and enter the Sierra Army Depot. Then join the Bishops, kill John Bishop, and then don't go back to the Wrights to finish the Sierra quest. (I'm not sure if you have to join the Bishops.) This is what Mingfu Hsu thinks he did to get this ending: - dont do any quests at all - kill all families except for Wright - kill porn company - kill all the pimps and whores - be a prize fighter - give 10 magazines to Miss Kitty - give new glasses to the guy that gives you Broken Hills air purifier - sleep with both the Bishops So you probably have to kill all the families but the Wrights, but I'm not sure. Ezel did it by joining each family, then killing them. The inhabitants of New Reno were slaughtered, and the city collapsed into ruin. No lights shine there now, the streets only home to packs of wild dogs and vultures. The desert tribes avoid the giant graveyard, claiming the city is haunted by evil spirits. Some say the destruction of New Reno was a judgment from a higher power. How to get it: In New Reno, kill pretty much everyone on the four main streets. Though the Wright Family never completely covered from Richard's death, the knowledge that the killer had been brought to justice eased their troubled sleep. How to get it: Solve the Wright quest correctly. You may have to kill Salvatore too. Though a murderer had been found and punished, the true identity of the man who had killed Mr. Wright's son was never discovered. The murder was never spoke of again and became a closed chapter in the Wright family history. How to get it: Finger a suspect in the first Wright quest (don't choose the Salvatores). MYRON ----- Myron died less than a year after the defeat of the Enclave, stabbed by a jet addict while drinking in the Den. His discovery of jet was quickly forgotten, and now there is no one who remembers his name. How to get it: Meet Myron, and leave Myron alive. GECKO ----- The Gecko Reactor meltdown had terrible consequences for the region. The resultant radioactivity and heat emanating from the reactor killed every living thing in a ten-kilometre radius and poisoned the area for years to come. Vault City's perceived threat from the peaceful ghouls of Gecko was at an end. How to get it: Destroy the reactor. Optimising Gecko's reactor creates a power surplus in Gecko. The Vault City council, unable to expand because of their limited power supply, yields to internal pressure and is forced to take over Gecko to control the reactor. The peaceful ghouls of Gecko become slaves and spend the rest of their lives serving Vault City. How to get it: After fixing the reactor, optimise it. Repairing Gecko's power plant prevented any radioactivity from leaking into Vault City's groundwater. Though this eased tensions between the new communities, they still maintain an uneasy truce. How to get it: Fix the reactor, but don't optimise it. REDDING ------- Several years after the Chosen One sold the excavator chip to Dangerous Dan McGrew, Dan used the superior production of his Morningstar Mine to buy the Kokoweef mine and then to reopen the Great Wannamingo Mine. Dan then used his industrial clout to forge an alliance of convenience with the families of New Reno, trading gold in return for protection. How to get it: Get the mining chip and give it to Dangerous Dan. The gold-producing town of Redding soon found itself in the unenviable position of a scrap of meat being torn by three jealous vultures. Sooner than many would have expected there was nothing left of the scrap that was once Redding, for Vault City, New Reno, and the New California Republic had laid waste to what was once an area of plenty. Nothing now exists but the desiccated husk that was once Redding. How to get it: Don't sell the mining chip to anyone, and don't do the jet cure quest, at least don't finish it. Several years after buying the excavator chip from the Chosen One, Marge Le Barge is able to purchase and control both the Morningstar and newly opened Kokoweef mines. Marge is an easy choice for Mayor, and using her new political power, she makes Redding join the growing New California Republic in return for a seat in the NCR's Hall of Congress. How to get it: Sell the mining chip to Marge Le Barge. After Doc Johnson helped treat the miners during the Great Jet Scare, the Citizens of Vault City voted Doc Johnson into the Mayor's seat. Under the Doctor's patient hand, Redding forged closer ties with Vault City until, some years later, Vault City annexed Redding, granting Vault City Citizenship to only 10 percent of Redding's population. How to get it: Don't sell the mining chip to anyone, and complete the jet cure quest (all the way to telling McClure in Vault City that you delivered the antidote). I also cleared out the Wanamingo Mine, and sold the deed back to Ascorti. This took a while to get. BROKEN HILLS ------------ The death of the mutants ensured the death of the town. Without their strength and ability to withstand the toxins in the mine, the valuable ore proved unattainable. Those who caused this destruction rejoiced at first... until they realised the foolishness of what they had done. They struggled to keep the community flourishing, but to no avail. The winds and the waste scoured Broken Hills from the map. How to get it: Help the mutant haters by arming the explosive in the mine. With the destruction of the conspiracy to destroy the mutants, Broken Hills began to thrive. Then the uranium ran out. The city, losing its sole reason for existing, slowly dispersed. The residents carried their riches with them, leaving the place a wind-swept, desolate ghost town. A few hold-outs remained, attempting to eke out a pathetic existence, but eventually, they too, disappeared. How to get it: After getting a quest from the mutant haters, tell Marcus about them. Or just find the missing people and tell Marcus about them. Shortly after your last departure, the powder keg of racial tension in Broken Hills exploded. Racist humans fought against mutants, ghouls, and humans who had sided with the mutants. The few survivors of the battle destroyed the mine, ensuring no one else could profit by it, and disappeared into the wastes. How to get it: Don't do anything in Broken Hills. NEW CALIFORNIA REPUBLIC ----------------------- Shaken by the assassination of Vice-President Carlson, right- wing elements seize control of the Congress and set the New California Republic on the path to military rule. Eventually the survivors of the Enclave find a home in the ranks of NCR. How to get it: Complete Bishop's quest of assassinating Carlson, and don't set up the deal between Vault 15 and NCR. The failure of diplomacy at Vault 15 slows the New California's Republic's growth into the north. Embarrassed by the failure, President Tandi is replaced by Roger Westin. When the new government finally returns to Vault 15, they find nothing but a ghost town. How to get it: Don't do the Vault 15 quest. Your help with Vault 15 launched the New California Republic's push to civilise it's neighbours. Though there were many more obstacles to overcome, the NCR now had a foothold into the northern wastes. How to get it: Set up the deal between Vault 15 and NCR. Already weakened by the failure to annex Vault 15, President Tandi is forced to retire when her own Vice-President Carlson accuses her of complicity in Councilman Westin's death. As the new president, Carlson wastes no time securing his grip on power. Under his rule, expansion slows, as he is more concerned about lining his own pockets that furthering the cause of civilisation. How to get it: Don't do the Vault 15 quest, assassinate Westin and don't assassinate Carlson. VAULT 15 -------- The squatters of Vault 15 continued their meaningless, non- productive lives. No one noticed when the desert wastes finally claimed 'The Squat'... How to get it: Don't set up the deal between Vault 15 and NCR. With the support that you secured from the New California Republic, the Vault 15 squatters soon became self-sufficient and productive members of society. How to get it: Set up the deal between Vault 15 and NCR. VAULT 13 -------- By eliminating the deathclaws of Vault 13 you banished yet another species to the realms of extinction, proving, once again, that genocide is a viable solution to any problem... How to get it: You always get this ending if you finish the game after Frank Horrigan slaughters the deathclaws. You don't get any ending if you finish the game before him slaughtering them. SAN FRANCISCO ------------- The Shi, demoralised and leaderless after your rampage through their town, slowly drifted apart. They blended into other towns, hoping to find a place free from the depredations of killers. How to get it: Format the president computer. The Shi flourished, creating a botanical scourge on the radiation surrounding their beloved town. Though this vine could not grow in other soils, the Shi took care to nourish it in their lands. They continued to grow in strength and prominence, forming the basis of a new empire. How to get it: Don't format the president computer. As for the Tanker vagrants...well, as vagrants do, they drifted on. How to get it: You always get it, even if you kill them. DISCLAIMER COPYRIGHT STUFF ========================== Fallout 2 (c) Black Isle or Interplay or something. Fallout 2 Endings FAQ (c) whitechocobo666 2001. Disclaimer stuff: You can use this walkthrough on any site as long as the content isn't edited. I don't care if you convert it to html or anything, just leave it how it is.
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