Fallout 2 Unused Content

According to The Nearly Ultimate Fallout 2 Guide by Per Jorner.

You may think Fallout 2 is a big enough game as it is, but the designers were aiming to make it even bigger. There are lots and lots of things, great and small, that didn't make it into the final product, and in many places it shows in different ways. Such things that had to be omitted may include, but are probably not at all limited to the stuff listed here. Poking through the game files one can discover many details and features that didn't seem to make it into the game. For instance, there are:
 * A Klamath quest to expose the Duntons as cattle rustlers using the Radscorpion Limbs.
 * The second encounter with King Arthur and his knights (Vorpal Rat).
 * Sulik's sister - according to Chris Avellone it was never even decided where in the game she was going to appear.
 * A second tribal village, tentatively named Primitive Village, Sulik's home, situated on the coast between Arroyo and Navarro.
 * An Abbey world map location north of Gecko, featuring monks hoarding pre-war wisdom. This is also where you'd have run into Ian, still alive after 80 years (but died according to Vault Dweller memoir).
 * the Environmental Protection Agency west of New Reno, with up to seven levels, featuring all kinds of high-tech stuff, artificial intelligences, weapons and items. Presumably this is what Myron alludes to when he mentions pre-war bases.
 * Diplomatic characters would have been able to beat the raiders by talking to Shadow-Who-Walks and making him leave their employ.
 * Putting the kids in the Den in an orphanage (possibly run by Mom), with the beneficial side effect of the player not having to risk being pickpocketed any more. Also killing Metzger and telling Karl to return to Modoc should have had quest entries.
 * A quest to retrieve a corpse stolen by the Hubologists from the Shi, as hinted by the existence of such an item and a log note in the Shi database.
 * Going to the Enclave using the vertibird in Navarro and/or going to Navarro using the vertibird in the desert transaction.
 * Use of the Red and Yellow Reactor Keycards in the Enclave reactor room.
 * Use of the Heart Pills to cover up the Westin murder.
 * A Shi quest tied in to the EPA, related to the ending where the Shi get their butts kicked by a sentient plant.
 * The interior of the Hubologist space shuttle and three endings where the Hubologists kill themselves in different ways by means of the shuttle.
 * Lenny would have been able to turn into a "glowing" ghoul from drinking radioactive beverages.
 * An additional twist to the Lynette-Westin holodisk exchange where the player could blackmail them with knowledge of their underhanded connection.
 * A good ending for the deathclaws of Vault 13, where the Pack expands peacefully into the surrounding territory. According to John Deiley, who designed Vault 13 this was scrapped because the Enclave plot necessitated the slaughter of the deathclaws.
 * A good endings for Vault City and Gecko. The good ending for Gecko which revolves around Gordon's "greed is good" scheme is only inaccessible because of a bug.
 * Two Vault City endings where Vault City is razed and one Gecko ending where Vault City invades Gecko.
 * One Broken Hills subplot with Chad the corrupt caravan leader and another concerning the mutagenic serum.
 * images for each specific karma level,
 * a Virgin reputation,
 * Tragic and alcohol addiction,
 * named critters that are not in the game and earlier versions of existing ones,
 * an Arroyo exile named Kaga repeatedly trying to kill the Chosen One in special encounters,
 * sound files for endings for the Elder, Marcus, Harold and the President,
 * a Li'l Chemist kit allowing you to mix chemicals,
 * implied uses for "useless" items such as the Ball Gag, Marked Cards and Radscorpion Limbs,
 * a village outside Vault City, whose inhabitants are trying to avoid being turned into "servants",
 * Merk stealing stuff from your car in NCR,
 * getting to the SAD by finding a map in Sam Pritchard's grave (prevented by a scripting bug),
 * getting the location of the SAD from the traveller encounter (prevented by another scripting bug),
 * giving Jet to Fannie in Redding and eventually having her die of an overdose,
 * the robots in the SAD going to the repair bay for maintenance and repair bots replacing killed robots with new ones,
 * Mr. Cheater (developers tool),
 * recruiting dr. Jones in Vault 15 as an NPC,
 * a food system,
 * the Pipe Rifle as a Springer Rifle loaded with Rocks (!),
 * a few extra movies (e.g. meeting Gruthar, the desert transaction and getting the car),
 * possiblity to finish the spleen quest by assassinating dr. Wong within a day after his refusing to give you the spleen, and then going to dr. Fung as usual (prevented by a bug).
 * A Phazer at the scene of the shuttle crash.