FANDOM


m (Editing criteria for endings to be similarly written to bonuses in Super Smash Bros., also discussions for the Hubologist endings.)
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===2. Modoc disperses after Slags' destruction===
 
===2. Modoc disperses after Slags' destruction===
'''Requirements:''' Kill the Slags yourself, or deliver the message and immediately refuse to do any more.
+
'''Requirements:''' The Slags are dead, or the message delivered and refused to do any more.
   
 
{{Quotation|The extermination of the Slags only created 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.{{Inline quote|sound=Fo2 Modoc ExterminationOfSlags.ogg}}}}
 
{{Quotation|The extermination of the Slags only created 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.{{Inline quote|sound=Fo2 Modoc ExterminationOfSlags.ogg}}}}
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===4. Modoc disperses due to drought===
 
===4. Modoc disperses due to drought===
'''Requirements''': Don't deliver the message and don't kill the Slags.
+
'''Requirements''': Do nothing for or to the Slags.
   
 
{{Quotation|The drought lasts for another seven long years. Even though the residents of Modoc attempted to weather the drought, their dreams along with their crops withered to dust.}}
 
{{Quotation|The drought lasts for another seven long years. Even though the residents of Modoc attempted to weather the drought, their dreams along with their crops withered to dust.}}
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===1. Population driven to NCR by radiation===
 
===1. Population driven to NCR by radiation===
 
[[File:FO2 Vault City Bad Ending.png|thumb]]
 
[[File:FO2 Vault City Bad Ending.png|thumb]]
'''Requirements:''' Don't [[Solve the Gecko powerplant problem|fix the power plant]].
+
'''Requirements:''' The [[Solve the Gecko powerplant problem|power plant has not been fixed]].
   
 
{{Quotation|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.{{Inline quote|sound=Fo2 VaultCity DrivenToNCR.ogg}}}}
 
{{Quotation|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.{{Inline quote|sound=Fo2 VaultCity DrivenToNCR.ogg}}}}
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===2. VC independent, Westin and Lynette marry===
 
===2. VC independent, Westin and Lynette marry===
 
[[File:FO2 Vault City Joins NCR Ending.png|thumb]]
 
[[File:FO2 Vault City Joins NCR Ending.png|thumb]]
'''Requirements:''' Fix the power plant, kill the raiders, expose Bishop's plan, and deliver the two holodisks but do not collect the final reward from [[Randal]] (bug), and both [[Roger Westin]] & [[Joanne Lynette]] are alive.
+
'''Requirements:''' The power plant is fixed, the raiders dead, Bishop's plan exposed, and delivered the two holodisks but not collected the final reward from [[Randal]] (bug), and both [[Roger Westin]] & [[Joanne Lynette]] are alive.
   
 
{{Quotation|The correspondence between NCR and Vault City 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 recognized 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 in the following year.{{Inline quote|sound=Fo2 Vault City Independent.ogg}}}}
 
{{Quotation|The correspondence between NCR and Vault City 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 recognized 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 in the following year.{{Inline quote|sound=Fo2 Vault City Independent.ogg}}}}
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===3. VC invaded by NCR===
 
===3. VC invaded by NCR===
'''Requirements:''' Fix the power plant, don't bring the [[Account book]] or [[Bishop's holodisk]] to Lynette.
+
'''Requirements:''' The power plant is fixed, but neither the [[account book]] or [[Bishop's holodisk]] have been brought to Lynette.
   
 
{{Quotation|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 quickly became an occupation force, and Vault City became the first of NCR's border territories.{{Inline quote|sound=Fo2 VaultCity InvadedByNCR.ogg}}}}
 
{{Quotation|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 quickly became an occupation force, and Vault City became the first of NCR's border territories.{{Inline quote|sound=Fo2 VaultCity InvadedByNCR.ogg}}}}
   
 
===4. VC joins the NCR===
 
===4. VC joins the NCR===
'''Requirements:''' Fix the power plant, kill the raiders and bring the Account Book or Bishop's Holodisk to Lynette. (This ending is given if not getting 2 for any reason, e.g. Westin is dead or the reward picked up.)
+
'''Requirements:''' The power plant is fixed, the raiders dead and the account book or Bishop's holodisk brought to Lynette. (This ending is given if not getting 2 for any reason, e.g. Westin is dead or the reward picked up.)
   
 
{{Quotation|In the years following the destruction of the Enclave, Vault City continued to stagnate, choking on its own isolationism. Its Vault 8 generator, which was never intended to support such a large population, prevented Vault City's necessary expansion. Eventually, the city was absorbed by NCR, which had spread steadily northwards since its founding.{{Inline quote|sound=Fo2 VaultCity JoinsNCR.ogg}}}}
 
{{Quotation|In the years following the destruction of the Enclave, Vault City continued to stagnate, choking on its own isolationism. Its Vault 8 generator, which was never intended to support such a large population, prevented Vault City's necessary expansion. Eventually, the city was absorbed by NCR, which had spread steadily northwards since its founding.{{Inline quote|sound=Fo2 VaultCity JoinsNCR.ogg}}}}
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===5. VC destroyed===
 
===5. VC destroyed===
'''Requirements''': Turn Vault City hostile.
+
'''Requirements''': Vault City is hostile.
   
 
{{Quotation|The slaughter of Vault City has become the stuff of legend. One day it was a thriving community, and the next, the bodies of its Citizens lay strewn throughout the streets. It looked as if raiders had sacked the city, but no bodies of the attackers were ever found. Their Vault was plundered of all its technology, and refugees from Gecko soon moved into the broken walls of the city.{{Inline quote|sound=Fo2 VaultCity Destroyed.ogg}}}}
 
{{Quotation|The slaughter of Vault City has become the stuff of legend. One day it was a thriving community, and the next, the bodies of its Citizens lay strewn throughout the streets. It looked as if raiders had sacked the city, but no bodies of the attackers were ever found. Their Vault was plundered of all its technology, and refugees from Gecko soon moved into the broken walls of the city.{{Inline quote|sound=Fo2 VaultCity Destroyed.ogg}}}}
   
 
===6. VC destroyed, rebuilt by ghouls===
 
===6. VC destroyed, rebuilt by ghouls===
'''Requirements:''' Fix the power plant, turn Vault City hostile.
+
'''Requirements:''' The power plant is fixed and same as above.
   
 
{{Quotation|The slaughter of Vault City has become the stuff of legend. One day it was a thriving community, and the next, the bodies of its Citizens lay strewn throughout the streets. It looked as if raiders had sacked the city, but no bodies of the attackers were ever found. Their Vault was plundered of all its technology, and the inhabitants of Gecko soon moved into the broken walls of the city. In a few short months, they had rebuilt the city and restored much of the systems that had been damaged by the raiders.{{Inline quote|sound=Fo2 VaultCity DestroyedRebuiltByGhouls.ogg}}}}
 
{{Quotation|The slaughter of Vault City has become the stuff of legend. One day it was a thriving community, and the next, the bodies of its Citizens lay strewn throughout the streets. It looked as if raiders had sacked the city, but no bodies of the attackers were ever found. Their Vault was plundered of all its technology, and the inhabitants of Gecko soon moved into the broken walls of the city. In a few short months, they had rebuilt the city and restored much of the systems that had been damaged by the raiders.{{Inline quote|sound=Fo2 VaultCity DestroyedRebuiltByGhouls.ogg}}}}
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===2. Tribals arise===
 
===2. Tribals arise===
 
[[File:Fo2 Reno Good Ending.png|thumb]]
 
[[File:Fo2 Reno Good Ending.png|thumb]]
'''Requirements:''' Impregnate either [[Leslie Anne Bishop|Bishop]] [[Angela Bishop|woman]] and leave her alive, and tell Mrs. Bishop she should move on.
+
'''Requirements:''' Either [[Leslie Anne Bishop|Bishop]] [[Angela Bishop|woman]] impregnated and live for the rest of the game, and told Mrs. Bishop she should move on.
   
 
{{Quotation|In the years following the destruction of the Enclave, a new family arose in New Reno, following the example of [[Chosen One|a simple tribal]] that had once visited their city. They were few in number but surprisingly resourceful. Driven by religious fervor, they took control of New Reno and put the other families to the spear. After their victory, they sent out many 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 golden casino paradise in the sky.{{Inline quote|sound=Fo2 NewReno TribalsArise.ogg}}}}
 
{{Quotation|In the years following the destruction of the Enclave, a new family arose in New Reno, following the example of [[Chosen One|a simple tribal]] that had once visited their city. They were few in number but surprisingly resourceful. Driven by religious fervor, they took control of New Reno and put the other families to the spear. After their victory, they sent out many 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 golden casino paradise in the sky.{{Inline quote|sound=Fo2 NewReno TribalsArise.ogg}}}}
   
 
===3. [[Bishop child]]===
 
===3. [[Bishop child]]===
'''Requirements:''' Male character, impregnate either [[Bishop]] woman and leave her alive, but don't tell Mrs. Bishop to move on.
+
'''Requirements:''' Male character, impregnated either [[Bishop]] woman and she is alive, but Mrs. Bishop not told to move on.
   
 
{{Quotation|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.{{Inline quote|sound=Fo2 NewReno BishopChild.ogg}}}}
 
{{Quotation|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.{{Inline quote|sound=Fo2 NewReno BishopChild.ogg}}}}
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===4. Bishops take control, New Reno joins the NCR===
 
===4. Bishops take control, New Reno joins the NCR===
'''Requirements:''' Leave the Bishop family in control.
+
'''Requirements:''' The Bishop family is in control.
   
 
{{Quotation|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 'civilized' world. The other families were soon absorbed, and New Reno became a prime tourist location for the new republic. In the decades after the alliance, several Bishops rose to political power and were instrumental in the passage of several amendments protecting gambling rights and prostitution.{{Inline quote|sound=Fo2 NewReno BishopsTakeControl.ogg}}}}
 
{{Quotation|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 'civilized' world. The other families were soon absorbed, and New Reno became a prime tourist location for the new republic. In the decades after the alliance, several Bishops rose to political power and were instrumental in the passage of several amendments protecting gambling rights and prostitution.{{Inline quote|sound=Fo2 NewReno BishopsTakeControl.ogg}}}}
   
 
===5. [[Salvatores]] take control of New Reno using Enclave weapons===
 
===5. [[Salvatores]] take control of New Reno using Enclave weapons===
'''Requirements:''' Leave the Salvatore family in control.
+
'''Requirements:''' The Salvatore family is in control.
   
 
{{Quotation|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.{{Inline quote|sound=Fo2 NewReno SalvatoresTakeControl.ogg}}}}
 
{{Quotation|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.{{Inline quote|sound=Fo2 NewReno SalvatoresTakeControl.ogg}}}}
   
 
===6. [[Mordinos]] takes control of New Reno, [[jet]] addiction spreads===
 
===6. [[Mordinos]] takes control of New Reno, [[jet]] addiction spreads===
'''Requirements:''' Leave the Mordino family in control, don't get ending 7.
+
'''Requirements:''' The Mordino family is in control, did not deliver jet to Dr. Troy.
   
 
{{Quotation|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.{{Inline quote|sound=Fo2 NewReno MordinosTakeControl.ogg}}}}
 
{{Quotation|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.{{Inline quote|sound=Fo2 NewReno MordinosTakeControl.ogg}}}}
   
 
===7. Mordinos wane===
 
===7. Mordinos wane===
'''Requirements:''' Leave the Mordino family in control, deliver jet to Dr. Troy but do not return for the jet Antidote (bug).
+
'''Requirements:''' The Mordino family is in control and delivered jet to Dr. Troy, but did not return for the jet Antidote (bug).
   
 
{{Quotation|With their jet production halted with the discovery of a cure, the Mordino Family quickly lost ground in New Reno and were absorbed by the other families. Most became enforcers or slaves, and the name Mordino was soon forgotten.{{Inline quote|sound=Fo2 NewReno MordinosWane.ogg}}}}
 
{{Quotation|With their jet production halted with the discovery of a cure, the Mordino Family quickly lost ground in New Reno and were absorbed by the other families. Most became enforcers or slaves, and the name Mordino was soon forgotten.{{Inline quote|sound=Fo2 NewReno MordinosWane.ogg}}}}
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===8. [[Wrights]] violently seize control of New Reno===
 
===8. [[Wrights]] violently seize control of New Reno===
'''Requirements:''' Leave the Wright family in control, enter the SAD.
+
'''Requirements:''' The Wright family is in control and entered the SAD.
   
 
{{Quotation|Less than a month after the Enclave's destruction, a mob war broke out in New Reno streets. The Wrights, armed with an arsenal of weaponry that dated back to the pre-War years, leveled the casinos of the other families with [[Rocket launcher (Fallout)|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.{{Inline quote|sound=Fo2 Wrights SeizeControl.ogg}}}}
 
{{Quotation|Less than a month after the Enclave's destruction, a mob war broke out in New Reno streets. The Wrights, armed with an arsenal of weaponry that dated back to the pre-War years, leveled the casinos of the other families with [[Rocket launcher (Fallout)|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.{{Inline quote|sound=Fo2 Wrights SeizeControl.ogg}}}}
   
 
===9. Wrights attack Mordinos and get slaughtered===
 
===9. Wrights attack Mordinos and get slaughtered===
'''Requirements:''' Leave the Wright family in control, take but don't finish the murder quest.
+
'''Requirements:''' The Wright family is in control, took the murder quest without finishing it.
   
 
{{Quotation|Within months after the Enclave's destruction, war broke out in New Reno streets. The Wrights, believing the Mordinos responsible for the death of [[Richard Wright|one]] of their family, attacked the [[Desperado]] casino. The running gun battle that ensued lasted little more than a day, and the Wrights were massacred to the last woman and child. Their mansion lies vacant now, and there are few New Reno inhabitants who remember who once lived there.{{Inline quote|sound=Fo2 NewReno WrightsSlaughtered.ogg}}}}
 
{{Quotation|Within months after the Enclave's destruction, war broke out in New Reno streets. The Wrights, believing the Mordinos responsible for the death of [[Richard Wright|one]] of their family, attacked the [[Desperado]] casino. The running gun battle that ensued lasted little more than a day, and the Wrights were massacred to the last woman and child. Their mansion lies vacant now, and there are few New Reno inhabitants who remember who once lived there.{{Inline quote|sound=Fo2 NewReno WrightsSlaughtered.ogg}}}}
   
 
===10. Wrights transform New Reno into a civilized city===
 
===10. Wrights transform New Reno into a civilized city===
'''Requirements:''' Leave the Wright family in control, but don't enter the SAD or become their [[Made Man]], complete the murder quest.
+
'''Requirements:''' The Wright family is in control, but did not enter the SAD or become their [[Made Man]], completed the murder quest.
   
 
{{Quotation|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 families. Though New Reno lost much of its 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.{{Inline quote|sound=Fo2 NewReno WrightsTransform.ogg}}}}
 
{{Quotation|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 families. Though New Reno lost much of its 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.{{Inline quote|sound=Fo2 NewReno WrightsTransform.ogg}}}}
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===Richard Wright's murder===
 
===Richard Wright's murder===
 
====Murder solved====
 
====Murder solved====
'''Requirements:''' Solve the murder quest correctly.
+
'''Requirements:''' Solved the murder quest correctly.
   
 
{{Quotation|Though the Wright Family never completely recovered from Richard's death, the knowledge that the killer had been brought to justice eased their troubled sleep.{{Inline quote|sound=Fo2 RichardWright MurderSolved.ogg}}}}
 
{{Quotation|Though the Wright Family never completely recovered from Richard's death, the knowledge that the killer had been brought to justice eased their troubled sleep.{{Inline quote|sound=Fo2 RichardWright MurderSolved.ogg}}}}
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====True murderer never found====
 
====True murderer never found====
'''Requirements:''' Finger a suspect other than the [[Salvatores]].
+
'''Requirements:''' Fingered a suspect other than the [[Salvatores]].
   
 
{{Quotation|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 spoken of again and became a closed chapter in the Wright Family history.{{Inline quote|sound=Fo2 RichardWright MurdererNeverFound.ogg}}}}
 
{{Quotation|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 spoken of again and became a closed chapter in the Wright Family history.{{Inline quote|sound=Fo2 RichardWright MurdererNeverFound.ogg}}}}
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===[[Myron]] dead and forgotten===
 
===[[Myron]] dead and forgotten===
 
[[File:Fo2 Myron Ending.png|thumb]]
 
[[File:Fo2 Myron Ending.png|thumb]]
'''Requirements:''' Hear Myron's name from [[Jules (Fallout 2)|Jules]], Little Jesus, [[Renesco]], [[Marjorie Reed|Reed]] or Myron himself, and is alive during the game.
+
'''Requirements:''' Heard Myron's name from [[Jules (Fallout 2)|Jules]], Little Jesus, [[Renesco]], [[Marjorie Reed|Reed]] or Myron himself, and the latter lives during the game.
   
 
{{Quotation|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.{{Inline quote|sound=Fo2 Myron DeadAndForgotten.ogg}}}}
 
{{Quotation|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.{{Inline quote|sound=Fo2 Myron DeadAndForgotten.ogg}}}}
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===1. Gecko destroyed===
 
===1. Gecko destroyed===
 
[[File:Fo2 Gecko Bad Ending.png|thumb]]
 
[[File:Fo2 Gecko Bad Ending.png|thumb]]
'''Requirements:''' Blow up the power plant.
+
'''Requirements:''' Blew up the power plant.
   
 
{{Quotation|The Gecko reactor meltdown had terrible consequences for the region. The resultant radioactivity and heat emanating from the reactor killed every living creature within a ten-kilometer radius and poisoned the area for years to come. Vault City's perceived threat from the peaceful [[ghouls]] of Gecko was at an end.{{Inline quote|sound=Fo2 Gecko DestroyedByVC.ogg}}}}
 
{{Quotation|The Gecko reactor meltdown had terrible consequences for the region. The resultant radioactivity and heat emanating from the reactor killed every living creature within a ten-kilometer radius and poisoned the area for years to come. Vault City's perceived threat from the peaceful [[ghouls]] of Gecko was at an end.{{Inline quote|sound=Fo2 Gecko DestroyedByVC.ogg}}}}
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===2. Gecko and Vault City form uneasy truce===
 
===2. Gecko and Vault City form uneasy truce===
 
[[File:Fo2 Gecko Good Ending.png|thumb]]
 
[[File:Fo2 Gecko Good Ending.png|thumb]]
'''Requirements:''' Fix the power plant, but don't get the Reactor Holodisk from Festus.<br />
+
'''Requirements:''' Fixed the power plant, but did not get the [[reactor holodisk]] from Festus.
   
 
{{Quotation|Repairing Gecko's power plant prevented any further radioactivity from leaking into Vault City's groundwater. Though this eased tensions between the two communities, they still maintain an uneasy truce.{{Inline quote|sound=Fo2 Gecko UneasyTruce.ogg}}}}
 
{{Quotation|Repairing Gecko's power plant prevented any further radioactivity from leaking into Vault City's groundwater. Though this eased tensions between the two communities, they still maintain an uneasy truce.{{Inline quote|sound=Fo2 Gecko UneasyTruce.ogg}}}}
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===3. Gecko enslaved===
 
===3. Gecko enslaved===
'''Requirements:''' Fix and optimize the power plant.
+
'''Requirements:''' Fixed and optimized the power plant.
   
 
{{Quotation|Optimizing 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.{{Inline quote|sound=Fo2 Gecko FixPowerplant.ogg}}}}
 
{{Quotation|Optimizing 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.{{Inline quote|sound=Fo2 Gecko FixPowerplant.ogg}}}}
   
 
===4. Gecko and Vault City form an alliance===
 
===4. Gecko and Vault City form an alliance===
'''Requirements:''' Fix and optimize the power plant, deliver Brain's/Gordon Gecko's economic data holodisk to [[McClure]]. (bugged)
+
'''Requirements:''' Same as above, but also delivered Brain's/Gordon Gecko's economic data holodisk to [[McClure]]. (bugged)
   
 
{{Quotation|Optimizing Gecko's power plant became the first step in forging a spirit of cooperation between Gecko and Vault City. Gecko's increased power production became instrumental in helping Vault City's expansion. The harsh xenophobia of many of Vault City's leaders faded into obscurity while ghoul and human labored side-by-side to create a center of learning and tolerance where once had stood only enmity and distrust.{{Inline quote|sound=Fo2 GeckoVaultCity Alliance.ogg}}}}
 
{{Quotation|Optimizing Gecko's power plant became the first step in forging a spirit of cooperation between Gecko and Vault City. Gecko's increased power production became instrumental in helping Vault City's expansion. The harsh xenophobia of many of Vault City's leaders faded into obscurity while ghoul and human labored side-by-side to create a center of learning and tolerance where once had stood only enmity and distrust.{{Inline quote|sound=Fo2 GeckoVaultCity Alliance.ogg}}}}
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===5. Gecko destroyed by Vault City===
 
===5. Gecko destroyed by Vault City===
''''Requirements:''' Don't fix the power plant.
+
''''Requirements:''' Did not fix the power plant.
   
 
{{Quotation|Eventually the citizens of Vault City tired of having their groundwater radiated by the ghoul's leaking atomic reactor in Gecko. In a wave of xenophobic fear and hatred, the well-armed soldiers of Vault City slaughtered the peaceful ghouls and shut down the reactor for good. Unable to harness any additional sources of power Vault City eventually stagnated and died-itself a victim of its own hatred.{{Inline quote|sound=Fo2 Gecko DestroyedByVC.ogg}}}}
 
{{Quotation|Eventually the citizens of Vault City tired of having their groundwater radiated by the ghoul's leaking atomic reactor in Gecko. In a wave of xenophobic fear and hatred, the well-armed soldiers of Vault City slaughtered the peaceful ghouls and shut down the reactor for good. Unable to harness any additional sources of power Vault City eventually stagnated and died-itself a victim of its own hatred.{{Inline quote|sound=Fo2 Gecko DestroyedByVC.ogg}}}}
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===1. Redding annexed by Vault City===
 
===1. Redding annexed by Vault City===
 
[[File:FO2 Redding Ending 1.png|thumb]]
 
[[File:FO2 Redding Ending 1.png|thumb]]
'''Requirements:''' Deliver the jet antidote, leave and return to downtown [[Redding]] at least one day later, and Dr. Johnson is alive (even after the cure is administered).
+
'''Requirements:''' Delivered the jet antidote, left and returned to downtown [[Redding]] at least one day later, and Dr. Johnson is alive (even after the cure is administered).
   
 
{{Quotation|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.{{Inline quote|sound=Fo2 Redding AnnexedByVaultCity.ogg}}}}
 
{{Quotation|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.{{Inline quote|sound=Fo2 Redding AnnexedByVaultCity.ogg}}}}
   
 
===2. Redding allies with New Reno===
 
===2. Redding allies with New Reno===
'''Requirements:''' Sell the chip to McGrew, don't get ending 1.
+
'''Requirements:''' Sold the chip to McGrew without getting ending 1.
   
 
{{Quotation|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 Wanamingo 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.{{Inline quote|sound=Fo2 Redding AlliesWithNewReno.ogg}}}}
 
{{Quotation|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 Wanamingo 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.{{Inline quote|sound=Fo2 Redding AlliesWithNewReno.ogg}}}}
Line 243: Line 243:
 
===3. Redding joins the NCR===
 
===3. Redding joins the NCR===
 
[[File:FO2 Redding Ending 2.png|thumb]]
 
[[File:FO2 Redding Ending 2.png|thumb]]
'''Requirements:''' Sell the chip to [[Marge LeBarge|LeBarge]], don't get ending 1.
+
'''Requirements:''' Sold the chip to [[Marge LeBarge|LeBarge]], ditto.
   
 
{{Quotation|Several years after buying the Excavator Chip from the Chosen One, Marge LeBarge is able to purchase and control both the Morningstar and the 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.{{Inline quote|sound=Fo2 Redding JoinsNCR.ogg}}}}
 
{{Quotation|Several years after buying the Excavator Chip from the Chosen One, Marge LeBarge is able to purchase and control both the Morningstar and the 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.{{Inline quote|sound=Fo2 Redding JoinsNCR.ogg}}}}
Line 249: Line 249:
   
 
===4. Redding deserted===
 
===4. Redding deserted===
'''Requirements:''' Don't sell the chip, nor get ending 1.
+
'''Requirements:''' Did not sell the chip, nor get ending 1.
   
 
{{Quotation|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 what was once an area of plenty. Nothing now exists but the desiccated husk of what once was Redding.{{Inline quote|sound=Fo2 Redding Deserted.ogg}}}}
 
{{Quotation|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 what was once an area of plenty. Nothing now exists but the desiccated husk of what once was Redding.{{Inline quote|sound=Fo2 Redding Deserted.ogg}}}}
   
 
===Notes===
 
===Notes===
Even if you sell the mining chip, as long as you deliver the jet antidote Redding will always get annexed by Vault City.
+
Even if the mining chip was sold, as long as the jet antidote was delivered Redding will always get annexed by Vault City.
 
<!-- Redding has two pictures showing different mining equipment, one for endings 1-2 and one for endings 3-4. -->
 
<!-- Redding has two pictures showing different mining equipment, one for endings 1-2 and one for endings 3-4. -->
   
Line 265: Line 265:
   
 
===2. Uranium runs out, Broken Hills peacefully disperses===
 
===2. Uranium runs out, Broken Hills peacefully disperses===
'''Requirements:''' Get Marcus to put the mutant-haters in jail and/or find the missing people for him.
+
'''Requirements:''' Got Marcus to put the mutant-haters in jail and/or find the missing people for him.
   
 
{{Quotation|With the destruction of the conspiracy to destroy the mutants, Broken Hills began to thrive. Then the uranium ran out. The city, having lost 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.{{Inline quote|sound=Fo2 BrokenHills UraniumRunsOut.ogg}}}}
 
{{Quotation|With the destruction of the conspiracy to destroy the mutants, Broken Hills began to thrive. Then the uranium ran out. The city, having lost 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.{{Inline quote|sound=Fo2 BrokenHills UraniumRunsOut.ogg}}}}
Line 271: Line 271:
   
 
===3. Racial wars erupt, Broken Hills violently disperses===
 
===3. Racial wars erupt, Broken Hills violently disperses===
'''Requirements:''' Do neither of the above.
+
'''Requirements:''' Did neither of the above.
   
 
{{Quotation|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.{{Inline quote|sound=Fo2 BrokenHills RacialWarsErupt.ogg}}}}
 
{{Quotation|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.{{Inline quote|sound=Fo2 BrokenHills RacialWarsErupt.ogg}}}}
Line 284: Line 284:
   
 
===Notes===
 
===Notes===
Since the endings occur over a period of time after the Chosen One completes his task, and don't necessarily start happening straight away, the Chosen One can still find mutants and ghouls and Caravan guards and all still in Broken Hills, after the main game is over.
+
Since the endings occur over a period of time after the Chosen One completes his task, and do not necessarily start happening straight away, the Chosen One can still find mutants and ghouls and Caravan guards and all still in Broken Hills, after the main game is over.
   
 
==New California Republic==
 
==New California Republic==
 
===1. NCR becomes a major power in the West Coast===
 
===1. NCR becomes a major power in the West Coast===
 
[[File:Fo2 NCR Good Ending.png|thumb]]
 
[[File:Fo2 NCR Good Ending.png|thumb]]
'''Requirements:''' Complete the deal between [[New California Republic (town)|NCR]] and [[Vault 15]].
+
'''Requirements:''' Completed the deal between [[New California Republic (town)|NCR]] and [[Vault 15]].
   
 
{{Quotation|Your help with Vault 15 launched the New California Republic's push to civilize its neighbors. Though there were many more obstacles to overcome, the NCR now had a foothold into the northern wastes.{{Inline quote|sound=Fo2 NCR MajorPower.ogg}}}}
 
{{Quotation|Your help with Vault 15 launched the New California Republic's push to civilize its neighbors. Though there were many more obstacles to overcome, the NCR now had a foothold into the northern wastes.{{Inline quote|sound=Fo2 NCR MajorPower.ogg}}}}
Line 297: Line 297:
 
===2. NCR expansion slowed===
 
===2. NCR expansion slowed===
 
[[File:Fo2 NCR Bad Ending.png|thumb]]
 
[[File:Fo2 NCR Bad Ending.png|thumb]]
'''Requirements:''' Don't complete the deal, Westin is alive.
+
'''Requirements:''' Did not complete the deal, Westin is alive.
   
 
{{Quotation|The failure of diplomacy at Vault 15 slows the New California 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.{{Inline quote|sound=Fo2 NCR ExpansionSlowed.ogg}}}}
 
{{Quotation|The failure of diplomacy at Vault 15 slows the New California 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.{{Inline quote|sound=Fo2 NCR ExpansionSlowed.ogg}}}}
Line 303: Line 303:
   
 
===3. [[Frank Carlson|Carlson]] rules with corruption===
 
===3. [[Frank Carlson|Carlson]] rules with corruption===
'''Requirements:''' Don't complete the deal, Westin is dead, Carlson is alive.
+
'''Requirements:''' Did not complete the deal, Westin is dead, Carlson is alive.
   
 
{{Quotation|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 than furthering the cause of civilization.{{Inline quote|sound=Fo2 NCR CarlsonRulesWithCorruption.ogg}}}}
 
{{Quotation|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 than furthering the cause of civilization.{{Inline quote|sound=Fo2 NCR CarlsonRulesWithCorruption.ogg}}}}
   
 
===4. NCR under military rule===
 
===4. NCR under military rule===
'''Requirements:''' Don't complete the deal, both Westin & Carlson are dead.
+
'''Requirements:''' Did not complete the deal, both Westin & Carlson are dead.
   
 
{{Quotation|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 new home in the ranks of the NCR.{{Inline quote|sound=Fo2 NCR UnderMilitaryRule.ogg}}}}
 
{{Quotation|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 new home in the ranks of the NCR.{{Inline quote|sound=Fo2 NCR UnderMilitaryRule.ogg}}}}
   
 
===Notes===
 
===Notes===
The NCR has two pictures, both showing the flag; for endings 2-3 the flag is in tatters.<br />
+
The NCR has two pictures, both showing the flag; for endings 2-3 the flag is in tatters.
   
 
==Vault 15==
 
==Vault 15==
Line 326: Line 326:
 
===2. Vault 15 deserted===
 
===2. Vault 15 deserted===
 
[[File:Fo2 Vault 15 Bad Ending.png|thumb]]
 
[[File:Fo2 Vault 15 Bad Ending.png|thumb]]
'''Requirements:''' Don't complete the deal with NCR.
+
'''Requirements:''' Did not complete the deal with NCR.
   
 
{{Quotation|The squatters of Vault 15 continued their meaningless, non-productive lives. No one noticed when the desert wastes finally claimed 'The Squat'...{{Inline quote|sound=Fo2 Vault15 Deserted.ogg}}}}
 
{{Quotation|The squatters of Vault 15 continued their meaningless, non-productive lives. No one noticed when the desert wastes finally claimed 'The Squat'...{{Inline quote|sound=Fo2 Vault15 Deserted.ogg}}}}
Line 334: Line 334:
 
===1. Deathclaws thrive===
 
===1. Deathclaws thrive===
 
[[File:Votf.jpg|thumb]]
 
[[File:Votf.jpg|thumb]]
'''Requirements:''' Prevent the massacre by killing Dr. Schreber, fix the vault computer. (bugged)
+
'''Requirements:''' Prevented the massacre by killing Dr. Schreber, fixed the vault computer. (bugged)
   
 
{{Quotation|With your aid, the deathclaws of Vault 13 became a thriving community. When the vault could no longer hold their numbers, a peaceful campaign of expansion was launched to claim the surrounding lands...{{Inline quote|sound=Fo2 Vault13 DeathclawsThrive.ogg}}}}
 
{{Quotation|With your aid, the deathclaws of Vault 13 became a thriving community. When the vault could no longer hold their numbers, a peaceful campaign of expansion was launched to claim the surrounding lands...{{Inline quote|sound=Fo2 Vault13 DeathclawsThrive.ogg}}}}
Line 341: Line 341:
 
===2. Genocide===
 
===2. Genocide===
 
[[File:Fo2 Vault 13 Ending.png|thumb]]
 
[[File:Fo2 Vault 13 Ending.png|thumb]]
'''Requirements:''' [[Gruthar]] is dead, or return to Vault 13 after the massacre.
+
'''Requirements:''' [[Gruthar]] is dead, or returned to Vault 13 after the massacre.
   
 
{{Quotation|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...{{Inline quote|sound=Fo2 Vault13 Genocide.ogg}}}}
 
{{Quotation|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...{{Inline quote|sound=Fo2 Vault13 Genocide.ogg}}}}
   
 
===Notes===
 
===Notes===
Due to scripting errors, the positive ending is completely unavailable in the vanilla game. The genocide ending can be avoided (and so give none for Vault 13) if the massacre is not triggered, or by not talking to Gruthar or returning afterwards, but if done so the game will always take it the deathclaws were killed, this is similar to [[Fallout_endings#Hub|the Hub]] and [[Fallout endings#Followers of the Apocalypse|Followers]] ending bugs in the original ''[[Fallout]]''.
+
Due to scripting errors, the positive ending is completely unavailable in the vanilla game. The genocide ending can be avoided (and so give none for Vault 13) if the massacre is not triggered, or by not talking to Gruthar or returning afterwards, but if done so the latter ending will always be chosen, this is similar to [[Fallout endings#Hub|the Hub]] and [[Fallout endings#Followers of the Apocalypse|Followers]] ending bugs in the original ''[[Fallout]]''.
   
 
==[[San Francisco]]==
 
==[[San Francisco]]==
Line 352: Line 352:
 
====1. Population decimated====
 
====1. Population decimated====
 
[[File:Fo2 San Francisco Shi Ending 1.png|thumb]]
 
[[File:Fo2 San Francisco Shi Ending 1.png|thumb]]
'''Requirements:''' Turn the Shi hostile.
+
'''Requirements:''' Turned the Shi hostile.
   
 
{{Quotation|The Shi, demoralized 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.{{Inline quote|sound=Fo2 SanFrancisco ShiDecimated.ogg}}}}
 
{{Quotation|The Shi, demoralized 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.{{Inline quote|sound=Fo2 SanFrancisco ShiDecimated.ogg}}}}
Line 359: Line 359:
 
====2. Sentient plant problems====
 
====2. Sentient plant problems====
 
[[File:Fo2 San Francisco Shi Ending 2.png|thumb]]
 
[[File:Fo2 San Francisco Shi Ending 2.png|thumb]]
'''Requirements:''' [[Wong|Dr. Wong]] is dead, didn't turn the Shi hostile.
+
'''Requirements:''' [[Wong|Dr. Wong]] is dead, did not turn the Shi hostile.
   
 
{{Quotation|The strain of plant the scientists were growing mutated, gaining a measure of sentience. It killed the laboratory technicians and took over the laboratory in which it was first conceived. It took a massive concentration of resources to crush the being, and this left the Shi poverty-stricken. They disappeared into the wastes.{{Inline quote|sound=Fo2 SanFrancisco PlantProblems.ogg}}}}
 
{{Quotation|The strain of plant the scientists were growing mutated, gaining a measure of sentience. It killed the laboratory technicians and took over the laboratory in which it was first conceived. It took a massive concentration of resources to crush the being, and this left the Shi poverty-stricken. They disappeared into the wastes.{{Inline quote|sound=Fo2 SanFrancisco PlantProblems.ogg}}}}
Line 366: Line 366:
 
====3. The Shi flourish====
 
====3. The Shi flourish====
 
[[File:Fo2 San Francisco Shi Ending 3.png|thumb]]
 
[[File:Fo2 San Francisco Shi Ending 3.png|thumb]]
'''Requirements:''' Don't do either of the above.
+
'''Requirements:''' Did none of the above.
   
 
{{Quotation|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.{{Inline quote|sound=Fo2 TheShi Flourish.ogg}}}}
 
{{Quotation|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.{{Inline quote|sound=Fo2 TheShi Flourish.ogg}}}}
Line 374: Line 374:
 
====1. Death by explosion====
 
====1. Death by explosion====
 
[[File:FO2 Hubologists Ending.jpg|thumb]]
 
[[File:FO2 Hubologists Ending.jpg|thumb]]
'''Requirements:''' Don't get fuel for the Hubologists.
+
'''Requirements:''' Did not get fuel for the Hubologists.
   
 
{{Quotation|The scientists grew tired of waiting for the Star Father to come for them or provide the fuel they needed. Using a cheap derivative fuel, they launched an abortive effort to reach the stars themselves. Their shuttle exploded moments after take off.{{Inline quote|sound=Fo2 Hubologists DeathByExplosion.ogg}}}}
 
{{Quotation|The scientists grew tired of waiting for the Star Father to come for them or provide the fuel they needed. Using a cheap derivative fuel, they launched an abortive effort to reach the stars themselves. Their shuttle exploded moments after take off.{{Inline quote|sound=Fo2 Hubologists DeathByExplosion.ogg}}}}
   
 
====2. Death by suffocation====
 
====2. Death by suffocation====
'''Requirements:''' Get fuel for the Hubologists, but don't repair the [[USS Quetzel|spacecraft]].
+
'''Requirements:''' Got fuel for the Hubologists, but did not repair the [[USS Quetzel|spacecraft]].
   
 
{{Quotation|The Hubologist scientists, unable to figure out how to create an airtight seal on their ship, went ahead and launched it anyway, believing that the Star Father would protect them once they left earth's atmosphere. They perished in orbit.{{Inline quote|sound=Fo2 Hubologists DontRepairQuetzel.ogg}}}}
 
{{Quotation|The Hubologist scientists, unable to figure out how to create an airtight seal on their ship, went ahead and launched it anyway, believing that the Star Father would protect them once they left earth's atmosphere. They perished in orbit.{{Inline quote|sound=Fo2 Hubologists DontRepairQuetzel.ogg}}}}
   
 
====3. Death by suffocation====
 
====3. Death by suffocation====
'''Requirements:''' Get fuel for the Hubologists, repair the spacecraft.
+
'''Requirements:''' Did both of the above.
   
 
{{Quotation|The Hubologist scientists ensured a safe and speedy launch of the Quetzel. Unfortunately, they didn't account for having recycled air aboard their ship, and they perished in orbit.{{Inline quote|sound=Fo2 Hubologists RepairQuetzel.ogg}}}}
 
{{Quotation|The Hubologist scientists ensured a safe and speedy launch of the Quetzel. Unfortunately, they didn't account for having recycled air aboard their ship, and they perished in orbit.{{Inline quote|sound=Fo2 Hubologists RepairQuetzel.ogg}}}}
  +
==Notes==
  +
It is generally assumed the Hubologist endings were not included in the final game because of unfinished scripting.
   
 
==[[Enclave]]==
 
==[[Enclave]]==

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Gametitle-FO2
Gametitle-FO2

Arroyo

Arroyo re-settled using G.E.C.K.

Fo2 Arroyo Ending

No Requirements: This is the default ending.

After the Enclave's destruction, the refugees of Arroyo and Vault 13 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 villagers survival skills, allowed the new settlement to grow and prosper. Two generations of the same bloodline were re-united, and their savior, the Chosen One, became Elder, presiding over the village in the years to come.

Elder dies peacefully

FO02 NPC Village Elder

No Requirements: The Elder is alive.

Arroyo's elder lived for many years after the destruction of the Enclave. She was pleased that the ancient separation between Vault 13 and the Vault Dweller had been reconciled, and many were the times she told you that she wished the Vault Dweller were alive to have seen the reconciliation take place. The Elder passed away in her sleep, certain that the safety of your new village had been secured and was now flourishing. Many of the older Arroyo residents believe that she now lives in the vault of the sky, telling the Vault Dwellers of your brave deeds.
  • It is possible to void this ending entirely if the Elder dies while on the Oil Rig. Losing the game only occurs should she die in Arroyo.

Modoc

1. Modoc is razed after war with Slags

Fo2 Modoc Bad Ending

Requirements: Deliver the message, then offer to help but fail, or join the people of Modoc in an attack on 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. Rumor of this vicious attack spreads far and wide, and fear motivates Modoc's neighbors to attack and destroy the town.

2. Modoc disperses after Slags' destruction

Requirements: The Slags are dead, or the message delivered and refused to do any more.

The extermination of the Slags only created 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.

3. Modoc flourishes

Fo2 Modoc Good Ending

Requirements: Make peace between Modoc and the Slags.

Relations between the Slags and residents of Modoc flourished. Between the two peoples, Modoc prospers and becomes a major farming community, supplying all the outlying regions with food.
  • Fallout: New Vegas establishes this ending as canon.[citation needed]
  • NOTE: In any versions of Fallout 2 that lack children, one quest cannot be solved to ensure peace. The GOG version (which is the US version) is free of this problem.

4. Modoc disperses due to drought

Requirements: Do nothing for or to the Slags.

The drought lasts for another seven long years. Even though the residents of Modoc attempted to weather the drought, their dreams along with their crops withered to dust.

The Den

1. The Den disperses

FO2 Den Disperses Ending

Requirements: Both Metzger and Rebecca are dead.

Without any viable economy, the Den soon vanishes into the wasteland.

2. The Den flourishes

Den

Requirements: Metzger is dead, Rebecca is alive.

With Metzger gone, slavery disappears from the area. Becky's Casino Bar grows quickly, and Rebecca Dyer's reputation as a honest casino and bar owner brought 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.

3. The Den becomes raider central

Requirements: Metzger is alive, but Big Jesus Mordino is dead.

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 a safe haven for raiders in the region.

4. The Den becomes slaver central

Requirements: Both Metzger and Big Jesus Mordino are alive.

Gametitle-JES
Metzger's slave trade in the Den expanded 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. Travelers avoid the Den, hearing of the evils committed within its walls.

Vault City

1. Population driven to NCR by radiation

FO2 Vault City Bad Ending

Requirements: The power plant has not been fixed.

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.

2. VC independent, Westin and Lynette marry

FO2 Vault City Joins NCR Ending

Requirements: The power plant is fixed, the raiders dead, Bishop's plan exposed, and delivered the two holodisks but not collected the final reward from Randal (bug), and both Roger Westin & Joanne Lynette are alive.

The correspondence between NCR and Vault City 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 recognized 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 in the following year.

3. VC invaded by NCR

Requirements: The power plant is fixed, but neither the account book or Bishop's holodisk have been brought to Lynette.

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 quickly became an occupation force, and Vault City became the first of NCR's border territories.

4. VC joins the NCR

Requirements: The power plant is fixed, the raiders dead and the account book or Bishop's holodisk brought to Lynette. (This ending is given if not getting 2 for any reason, e.g. Westin is dead or the reward picked up.)

In the years following the destruction of the Enclave, Vault City continued to stagnate, choking on its own isolationism. Its Vault 8 generator, which was never intended to support such a large population, prevented Vault City's necessary expansion. Eventually, the city was absorbed by NCR, which had spread steadily northwards since its founding.
  • The timeline establishes this ending as canon.[citation needed]

5. VC destroyed

Requirements: Vault City is hostile.

The slaughter of Vault City has become the stuff of legend. One day it was a thriving community, and the next, the bodies of its Citizens lay strewn throughout the streets. It looked as if raiders had sacked the city, but no bodies of the attackers were ever found. Their Vault was plundered of all its technology, and refugees from Gecko soon moved into the broken walls of the city.

6. VC destroyed, rebuilt by ghouls

Requirements: The power plant is fixed and same as above.

The slaughter of Vault City has become the stuff of legend. One day it was a thriving community, and the next, the bodies of its Citizens lay strewn throughout the streets. It looked as if raiders had sacked the city, but no bodies of the attackers were ever found. Their Vault was plundered of all its technology, and the inhabitants of Gecko soon moved into the broken walls of the city. In a few short months, they had rebuilt the city and restored much of the systems that had been damaged by the raiders.

New Reno

1. Everyone dead

Fo2 Reno Bad Ending

Requirements: All four of the family bosses are dead.

The inhabitants of New Reno were slaughtered, and the city collapsed into ruin. No lights shine there now, the streets home only 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.

2. Tribals arise

Fo2 Reno Good Ending

Requirements: Either Bishop woman impregnated and live for the rest of the game, and told Mrs. Bishop she should move on.

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 fervor, they took control of New Reno and put the other families to the spear. After their victory, they sent out many 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 golden casino paradise in the sky.

3. Bishop child

Requirements: Male character, impregnated either Bishop woman and she is alive, but Mrs. Bishop not told to move on.

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.

4. Bishops take control, New Reno joins the NCR

Requirements: The Bishop family is in control.

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 'civilized' world. The other families were soon absorbed, and New Reno became a prime tourist location for the new republic. In the decades after the alliance, several Bishops rose to political power and were instrumental in the passage of several amendments protecting gambling rights and prostitution.

5. Salvatores take control of New Reno using Enclave weapons

Requirements: The Salvatore family is in control.

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.

6. Mordinos takes control of New Reno, jet addiction spreads

Requirements: The Mordino family is in control, did not deliver jet to Dr. Troy.

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.

7. Mordinos wane

Requirements: The Mordino family is in control and delivered jet to Dr. Troy, but did not return for the jet Antidote (bug).

With their jet production halted with the discovery of a cure, the Mordino Family quickly lost ground in New Reno and were absorbed by the other families. Most became enforcers or slaves, and the name Mordino was soon forgotten.

8. Wrights violently seize control of New Reno

Requirements: The Wright family is in control and entered the SAD.

Less than a month after the Enclave's destruction, a mob war broke out in New Reno streets. The Wrights, armed with an arsenal of weaponry that dated back to the pre-War years, leveled 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.

9. Wrights attack Mordinos and get slaughtered

Requirements: The Wright family is in control, took the murder quest without finishing it.

Within months after the Enclave's destruction, war broke out in New Reno streets. The Wrights, believing the Mordinos responsible for the death of one of their family, attacked the Desperado casino. The running gun battle that ensued lasted little more than a day, and the Wrights were massacred to the last woman and child. Their mansion lies vacant now, and there are few New Reno inhabitants who remember who once lived there.

10. Wrights transform New Reno into a civilized city

Requirements: The Wright family is in control, but did not enter the SAD or become their Made Man, completed the murder quest.

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 families. Though New Reno lost much of its 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.
  • Fallout: New Vegas establishes the continued presence of the Wrights in New Reno as canon.

Richard Wright's murder

Murder solved

Requirements: Solved the murder quest correctly.

Though the Wright Family never completely recovered from Richard's death, the knowledge that the killer had been brought to justice eased their troubled sleep.

True murderer never found

Requirements: Fingered a suspect other than the Salvatores.

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 spoken of again and became a closed chapter in the Wright Family history.

Myron dead and forgotten

Fo2 Myron Ending

Requirements: Heard Myron's name from Jules, Little Jesus, Renesco, Reed or Myron himself, and the latter lives during the game.

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.

Notes

Every family in New Reno starts out with a "power counter" at 100 which will drop as a result of following actions:

  • Killing a boss: Drops that family's power to 0 (technically -1)
  • Killing a bartender, casino bouncer, generic guard or unnamed adult Wright: -1
  • Mordino: killing or recruiting Myron: +20 (bug), killing Little Jesus: -1
  • Bishop: breaking the raiders' Strength: -20
  • Salvatore: disturbing the desert transaction: -20, killing Mason: -5
  • Wright: breaking the stills: -20, killing Keith Wright: -2, killing Chris Wright: -1

The family which has the highest counter at the end of the game wins the power struggle; in the event of a tie, the order of priority is: Mordino, Bishop, Salvatore, Wright.

  • The two "impregnation" endings take precedence over all others. They are only available for male characters.

Gecko

1. Gecko destroyed

Fo2 Gecko Bad Ending

Requirements: Blew up the power plant.

The Gecko reactor meltdown had terrible consequences for the region. The resultant radioactivity and heat emanating from the reactor killed every living creature within a ten-kilometer radius and poisoned the area for years to come. Vault City's perceived threat from the peaceful ghouls of Gecko was at an end.

2. Gecko and Vault City form uneasy truce

Fo2 Gecko Good Ending

Requirements: Fixed the power plant, but did not get the reactor holodisk from Festus.

Repairing Gecko's power plant prevented any further radioactivity from leaking into Vault City's groundwater. Though this eased tensions between the two communities, they still maintain an uneasy truce.

3. Gecko enslaved

Requirements: Fixed and optimized the power plant.

Optimizing 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.

4. Gecko and Vault City form an alliance

Requirements: Same as above, but also delivered Brain's/Gordon Gecko's economic data holodisk to McClure. (bugged)

Optimizing Gecko's power plant became the first step in forging a spirit of cooperation between Gecko and Vault City. Gecko's increased power production became instrumental in helping Vault City's expansion. The harsh xenophobia of many of Vault City's leaders faded into obscurity while ghoul and human labored side-by-side to create a center of learning and tolerance where once had stood only enmity and distrust.

5. Gecko destroyed by Vault City

'Requirements: Did not fix the power plant.

Eventually the citizens of Vault City tired of having their groundwater radiated by the ghoul's leaking atomic reactor in Gecko. In a wave of xenophobic fear and hatred, the well-armed soldiers of Vault City slaughtered the peaceful ghouls and shut down the reactor for good. Unable to harness any additional sources of power Vault City eventually stagnated and died-itself a victim of its own hatred.

Harold's tree grows larger

FO02 NPC Harold B

Requirements: Harold is alive.

You still hear mention of Harold from time to time. Apparently, the tree growing from his head has gotten larger, and if rumors are to be believed, fruit is growing from it. The seeds are said to be remarkably tough, and several of them have taken root even in the most barren stretches of the wasteland.
  • Fallout 3 establishes this ending as canon.

Redding

1. Redding annexed by Vault City

FO2 Redding Ending 1

Requirements: Delivered the jet antidote, left and returned to downtown Redding at least one day later, and Dr. Johnson is alive (even after the cure is administered).

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.

2. Redding allies with New Reno

Requirements: Sold the chip to McGrew without getting ending 1.

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 Wanamingo 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.

3. Redding joins the NCR

FO2 Redding Ending 2

Requirements: Sold the chip to LeBarge, ditto.

Several years after buying the Excavator Chip from the Chosen One, Marge LeBarge is able to purchase and control both the Morningstar and the 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.

4. Redding deserted

Requirements: Did not sell the chip, nor get ending 1.

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 what was once an area of plenty. Nothing now exists but the desiccated husk of what once was Redding.

Notes

Even if the mining chip was sold, as long as the jet antidote was delivered Redding will always get annexed by Vault City.

Broken Hills

1. Mutants dead, Broken Hills disperses

Fo2 Broken Hills Ending

Requirements: The mutants in the mine are dead.

The destruction of the mutants ensured the death of the town. Without their strength and ability to withstand the toxins within the mine, the valuable ore proved unattainable. Those who caused this destruction rejoiced at first… until they realized 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.

2. Uranium runs out, Broken Hills peacefully disperses

Requirements: Got Marcus to put the mutant-haters in jail and/or find the missing people for him.

With the destruction of the conspiracy to destroy the mutants, Broken Hills began to thrive. Then the uranium ran out. The city, having lost 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.

3. Racial wars erupt, Broken Hills violently disperses

Requirements: Did neither of the above.

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.

Marcus travels East

Marcus

Requirements: Marcus is alive during the game.

Inspired by the example set by the Chosen One, Marcus eventually traveled across the great mountains to the east, searching for other refugees from the Master's army. You never heard from him again.

Notes

Since the endings occur over a period of time after the Chosen One completes his task, and do not necessarily start happening straight away, the Chosen One can still find mutants and ghouls and Caravan guards and all still in Broken Hills, after the main game is over.

New California Republic

1. NCR becomes a major power in the West Coast

Fo2 NCR Good Ending

Requirements: Completed the deal between NCR and Vault 15.

Your help with Vault 15 launched the New California Republic's push to civilize its neighbors. Though there were many more obstacles to overcome, the NCR now had a foothold into the northern wastes.

2. NCR expansion slowed

Fo2 NCR Bad Ending

Requirements: Did not complete the deal, Westin is alive.

The failure of diplomacy at Vault 15 slows the New California 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.

3. Carlson rules with corruption

Requirements: Did not complete the deal, Westin is dead, Carlson is alive.

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 than furthering the cause of civilization.

4. NCR under military rule

Requirements: Did not complete the deal, both Westin & Carlson are dead.

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 new home in the ranks of the NCR.

Notes

The NCR has two pictures, both showing the flag; for endings 2-3 the flag is in tatters.

Vault 15

1. Vault 15 joins NCR

Fo2 Vault 15 Good Ending

Requirements: Complete the deal with NCR.

With the support of the New California Republic, the Vault 15 squatters soon become self-sufficient and productive members of society.

2. Vault 15 deserted

Fo2 Vault 15 Bad Ending

Requirements: Did not complete the deal with NCR.

The squatters of Vault 15 continued their meaningless, non-productive lives. No one noticed when the desert wastes finally claimed 'The Squat'...

Vault 13

1. Deathclaws thrive

Votf

Requirements: Prevented the massacre by killing Dr. Schreber, fixed the vault computer. (bugged)

With your aid, the deathclaws of Vault 13 became a thriving community. When the vault could no longer hold their numbers, a peaceful campaign of expansion was launched to claim the surrounding lands...

2. Genocide

Fo2 Vault 13 Ending

Requirements: Gruthar is dead, or returned to Vault 13 after the massacre.

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...

Notes

Due to scripting errors, the positive ending is completely unavailable in the vanilla game. The genocide ending can be avoided (and so give none for Vault 13) if the massacre is not triggered, or by not talking to Gruthar or returning afterwards, but if done so the latter ending will always be chosen, this is similar to the Hub and Followers ending bugs in the original Fallout.

San Francisco

Shi

1. Population decimated

Fo2 San Francisco Shi Ending 1

Requirements: Turned the Shi hostile.

The Shi, demoralized 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.

2. Sentient plant problems

Fo2 San Francisco Shi Ending 2

Requirements: Dr. Wong is dead, did not turn the Shi hostile.

The strain of plant the scientists were growing mutated, gaining a measure of sentience. It killed the laboratory technicians and took over the laboratory in which it was first conceived. It took a massive concentration of resources to crush the being, and this left the Shi poverty-stricken. They disappeared into the wastes.

3. The Shi flourish

Fo2 San Francisco Shi Ending 3

Requirements: Did none of the above.

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.

Hubologists

1. Death by explosion

FO2 Hubologists Ending

Requirements: Did not get fuel for the Hubologists.

The scientists grew tired of waiting for the Star Father to come for them or provide the fuel they needed. Using a cheap derivative fuel, they launched an abortive effort to reach the stars themselves. Their shuttle exploded moments after take off.

2. Death by suffocation

Requirements: Got fuel for the Hubologists, but did not repair the spacecraft.

The Hubologist scientists, unable to figure out how to create an airtight seal on their ship, went ahead and launched it anyway, believing that the Star Father would protect them once they left earth's atmosphere. They perished in orbit.

3. Death by suffocation

Requirements: Did both of the above.

The Hubologist scientists ensured a safe and speedy launch of the Quetzel. Unfortunately, they didn't account for having recycled air aboard their ship, and they perished in orbit.

Notes

It is generally assumed the Hubologist endings were not included in the final game because of unfinished scripting.

Enclave

Richardson dead and forgotten

Fo2 President Ending

No Requirements: This is the default ending.

The destruction of the Enclave erased all trace of President Richardson from history. Now the title of "President" is used as a bogeyman to frighten children.

Tanker vagrants

Vagrants move on

Fo2 Tanker Ending

No Requirements: This is the default ending.

As for the tanker vagrants… well, as vagrants do, they drifted on.

References

  1. File:Boulder City_Memorial-Roger Westin_III.jpg: Roger Westin I's background information contains a relationship with Joanne Lynette.
  2. VMSTopsBruceIsaac.txt#BruceIsaacNewReno: See box 1.
  3. 3.0 3.1 FortCaesar.txt: Lines 107-111
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