“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.”
No Requirements: This is the default ending. Killing the Elder and leaving Arroyo ends the game.
“The Arroyo elder lived for many years after the destruction of the Enclave. She seemed pleased that the ancient separation between Vault 13 and the Vault Dweller had been reconciled, and many were the times she told you she wished the Vault Dweller were alive to have seen the reconciliation take place. Certain that the safety of the new village had been secured and the new community was flourishing, the Elder passed away a few months later in her sleep. Many of the older Arroyo residents believe that she now lives in the vault of the sky, telling the Vault Dweller of your brave deeds.”
This is the default ending, and as such, canon
It is possible to void this ending entirely if the Elder is killed whilst on the Oil Rig. Losing the game only occurs should the Elder be killed in Arroyo
1. Modoc is razed after war with Slags
Requirements: Deliver the message, then offer to help and 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: Kill the Slags yourself, or deliver the message and immediately refuse to do any more.
“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.”
3. Modoc flourishes
Requirements: Make peace between Modoc and the Slags.
“Relations between the Slags and residents of Modoc flourish. Between the two peoples, Modoc prospers and becomes a major farming community, supplying all the outlying regions with food.”
Requirements: Don't deliver the message and don't kill 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.”
1. The Den disperses
Requirements: Kill Metzger and Rebecca.
“Without any viable economy, the Den soon vanishes into the wasteland.”
2. The Den flourishes
Requirements: Kill Metzger but not Rebecca.
“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 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.”
“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: Don't kill Metzger, don't kill Big Jesus Mordino.
“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. Travelers avoid the Den, hearing of the evils committed within its walls.”
Two pictures for the Den: one "wall" picture for endings 1 and 3, one "sign" picture for endings 2 and 4.
1. Population driven to NCR by radiation
Requirements: Don't fix the power plant. Alternatively, blow it up.
“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
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 don't kill Westin or Lynette.
“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.”
Requirements: Fix the power plant, don't bring the Account Book or Bishop's holodisk 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: Fix the power plant, kill the raiders and bring the Account Book or Bishop's Holodisk to Lynette. (You get this one if you fail to get ending 2 for any reason, e.g. killing Westin or picking up the reward.)
“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 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: Fix the power plant, turn Vault City 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 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.”
1. Everyone dead
Requirements: Kill all four of the family bosses.
“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
Requirements: Impregnate either Bishop woman and leave her alive, and tell 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: Impregnate either Bishop woman and leave her alive, but do not tell Mrs Bishop 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 takes control, New Reno joins the NCR
Requirements: Leave the Bishop family 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: Leave the Salvatore family 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: Leave the Mordino family in control, and don't get ending 7.
“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: Leave the Mordino family in control, deliver Jet to Dr. Troy but do 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.”
Requirements: Leave the Wright family in control, and enter 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: Leave the Wright family in control, don't enter the SAD, take but do not finish the murder quest and don't attack the Wrights.
“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: Leave the Wright family in control, but don't enter the SAD or become their Made Man, complete 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.”
The 'Unofficial Fallout 2 patch' fixes the conditions for this ending, allowing the Chosen One to enter Sierra Army Depot and a release a virus, preventing the Wrights from entering. This allows both access to the Depot, and the 'good' ending.
Richard Wright's murder
Requirements: Solve 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.”
Requirements: Finger 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
Requirements: Hear Myron's name from Jules, Little Jesus, Renesco, Reed or Myron himself, and don't have him killed 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.”
Every family in New Reno starts out with a "power counter" at 100 which will drop as a result of your actions as follows:
Killing a boss: sets 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
1. Gecko destroyed
'Requirements: Blow 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
Requirements: Fix the power plant but don't 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: Fix and optimize 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: Fix and optimize the power plant, deliver Brain's/Gordon Gecko's economic data holodisk to McClure.
“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.”
“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 it's own hatred.”
Harold's tree grows larger
Requirements: Don't kill Harold.
“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 remarkably tough, and several of them have taken root even in the most barren stretches of the wasteland.”
Requirements: Deliver the Jet antidote, leave and return to downtown Redding at least one day later, and don't kill Dr. Johnson (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: Sell the chip to McGrew, don't get 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
Requirements: Sell the chip to LeBarge, don't get ending 1.
“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.”
Requirements: Don't sell the chip, don't 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.”
Even if you sell the mining chip, as long as you deliver the Jet antidote 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.
1. Mutants dead, Broken Hills disperses
Requirements: Kill the mutants in the mine.
“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.”
Requirements: Get 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.”
“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
Requirements: Don't have Marcus killed 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.”
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 player 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
Requirements: Complete 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.”
Requirements: Don't complete the deal, don't kill Westin.
“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: Don't complete the deal, kill Westin but not Carlson.
“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: Don't complete the deal, kill Westin and Carlson.
“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.”
The NCR has two pictures, both showing the flag; for endings 2-3 the flag is in tatters.
1. Vault 15 joins NCR
Requirements: Complete the deal with NCR.
“With the support you secured from the New California Republic, the Vault 15 squatters soon become self-sufficient and productive members of society.”
“The squatters of Vault 15 continued their meaningless, non-productive lives. No one noticed when the desert wastes finally claimed 'The Squat'...”
1. Deathclaws thrive
Requirements: Prevent the massacre by killing Dr. Schreber, fix the vault computer.
“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...”
Requirements: Either kill Gruthar, or return 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...”
Due to scripting errors, the positive ending is completely unavailable in the vanilla game. You can avoid the genocide ending (and so get none for Vault 13) if you don't trigger the massacre, or if you don't talk to Gruthar or return afterwards, but if you get it the game will always blame you for killing the deathclaws. This is reminiscent of the Hub and Followers ending problems in the original Fallout.
1. Population decimated
Requirements: Turn 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
Requirements: Kill Dr. Wong without turning 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
Requirements: Don't turn the Shi hostile, don't kill Dr Wong.
“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.”
1. Death by explosion
Requirements: Don't get fuel for the Hubologists.
“The Hubologists 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: Get fuel for the Hubologists, but don't repair 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: Get fuel for the Hubologists, repair spacecraft.
“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.”
Richardson dead and forgotten
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 simply a bogeyman used to frighten children.”
This is the default ending, and as such, canon
Vagrants move on
No Requirements: This is the default ending.
“As for the Tanker vagrants… well, as vagrants do, they drifted on.”