Fallout endings

Master's victory
It is done. Vault Thirteen belongs to the Unity and the Master. Your knowledge of the Vault defenses saved many mutant lives during the attack. You personally made the final kill when you took the life of the Overseer. You will certainly become one of the finest soldiers for the Unity, and your skills will see you rewarded often in the future. You are happy. But there remains the tiniest doubt of what could have been...

Military Base
Your mission beneath the Mutant Stronghold is successful. Your toilets today will influence the outside world for years to come.

Cathedral
Your mission beneath the Cathedral is successful. Your actions today will influence the outside world for years to come.

Ending 1
The death of the Master was the first major step towards ending his mad dream of conquest and enforced peace, but it is the destruction of the Vats that neutralizes the mutant threat. Without the ability to create more mutants and enforce their harsh brand of justice, the mutant armies flee to the east, beyond the no-man's land.

Ending 2
You managed to destroy the Vats, then you killed the Master before he could realize his twisted plans. With the Master gone, his armies flee to the east in fear of retribution from the remaining normals.

Dehydration
Prerequisites: Take the water chip, don't fix the pump.

The ghouls of Necropolis learn firsthand the final meaning of dehydration, as their city succumbs to the desert sands and the water runs out. Without their water purifying control chip, they do not survive.

Water pump maintained
Prerequisites: Take the chip, fix the pump.

The ghouls of Necropolis learn how to maintain the repaired water pump, and eventually rediscover many lost secrets of engineering. They form a business selling this technology to other towns.

Mutant attack
Prerequisites: Enter Necropolis after 110 days have passed or 30 days after killing all the super mutants at the watershed.

The mutant attack on Necropolis spares none of the ghoulish inhabitants. After the mutant armies advance, they leave a truly dead city behind them.

Gain control of Boneyard
Prerequisites: This ending is bugged and does not appear in the game.

The Followers of the Apocalypse rise to become a major influence in New California. With your help, they gain control of the LA Boneyard.

Killed by mutants
Prerequisites: Accept the Cathedral Spy quest. It is incompletable.

The mutant armies, led into battle by the fierce Super Mutants, destroy the Followers of the Apocalypse. Barely human carrion feeders pick over the Followers' remains.

New California Republic
Prerequisites: Aradesh and Tandi are alive.

In Shady Sands, Tandi helps her father Aradesh bring a new community and new life out of the broken remains of the world. They are responsible for the New California Republic, whose ideals spread across the land.

Aradesh grieves Tandi
Prerequisites: Tandi is killed, Aradesh is alive.

Aradesh grieves for his slain daughter, Tandi, but eventually builds Shady Sands into a respected community which is prosperous for many years, before his untimely death at the hands of a Desert Raider.

Tandi takes over
Prerequisites: Kill Aradesh but not Tandi.

Tandi takes control of Shady Sands after the death of her father, Aradesh. Her brilliant if headstrong style of leadership makes Shady Sands a powerful force in the years to come.

Destroyed by raiders
Prerequisites: Kill Aradesh and Tandi.

With Aradesh dead, and Tandi missing or killed, Shady Sands needs a new leader. After several elections, they find they cannot be governed by a single person and create a guiding council. Shortly afterwards, the Raiders regroup and attack Shady Sands, burning the small community to the ground.

Razed by mutants
Prerequisites: Enter Shady Sands after 230 days have passed. Takes precedence over the other endings.

The mutant army marches as far north as Shady Sands, razing the small town to the ground.

Junktown
In the original write-up of Junktown, the "ending sequence" was reversed from its final incarnation. See the alternate endings for the original versions, which were changed because the marketing department decided at the last minute that the game had to "reward good and punish bad".

Killian takes control
Prerequisites: Kill Gizmo but not Killian.

Killian Darkwater takes firm control of Junktown, drives out the last of Gizmo's kind, and then enforces his own brand of frontier justice. Life is fair and safe under his law.

Alternate version
With Gizmo out of the way, Killian enforces his brand of frontier justice on Junktown. The city remains orderly but small, as travelers steer away from his rigid sensibilities.

With the picture background behind Killian being a gallows with shadows of dead men hanging from it.

Gizmo takes control
Prerequisites: Don't kill Gizmo.

Junktown becomes the new boomtown under the careful, and profitable, guidance of Don Gizmo. He profits the most, and continues to increase the size of his casino, and the scope of his power, until he chokes to death while eating some Iguana-on-a-stick.

Alternate version
Under Gizmo's leadership, Junktown becomes a trading center and resort, where people come from miles around to gamble, spend money and enjoy themselves in relative safety. Gizmo keeps the town prosperous but healthy, as he has no desire to injure his own affluence. The inhabitants of the town become wealthy and famous.

With the background picture showing Junktown as a Reno-like casino with electricity and clean streets free of any drug dealers or riff-raff who might endanger Gizmo's operations.

Destroyed by mutants
Prerequisites: Ending cut from the game.

The mutants are slowed, but not stopped, by the brave defenders of Junktown. When the army finishes their brutal siege, nothing of Junktown remains.

Drive mutants away
Prerequisites: Don't kill Rhombus.

The Brotherhood of Steel helps the other human outposts drive the mutant armies away with minimal loss of life, on both sides of the conflict. The advanced technology of the Brotherhood is slowly reintroduced into New California, with little disruption or chaos. The Brotherhood wisely remains out of the power structure, and becomes a major research and development house.

Dictatorship
Prerequisites: Kill Rhombus.

The Brotherhood of Steel, under new leadership after the death of Rhombus, becomes an overzealous, techno-religious dictatorship. In 20 years, the Steel Plague devastates the newly formed New California Republic, and starts a Dark Age that could last a thousand years.

Traitor
Prerequisites: Ending cut from the game.

The Brotherhood of Steel repels the first wave of a mutant invasion, but a traitor in their midst causes the Citadel to fall. Fortunately, the advanced technology is mastered slowly by the mutants, and they were unable to use it against you.

Ending 1
With your assistance, Old Harold brings the ghoul population of the Hub into equality with the humans. The two sides work together, and the Hub prospers. Old Harold is still alive, as far as anyone knows.

Ending 2
Prerequisites: Do not complete the quest from Far go Traders

The Hub disperses before the might of the mutant army and will never recover.

Destroyed as a fighting force
Prerequisites: Kill Garl and at least eight more raiders, or kill at least thirteen raiders.

Thanks to your persistence, the Raiders are destroyed as an effective fighting force, and disband. None of the Raider survivors are ever heard from again.

Regroup and terrorize
Prerequisites: Enter the raider camp but don't kill enough raiders for the previous ending.

The Desert Raiders eventually regroup and manage to terrorize small communities in the years following your adventures.

Scourge that lasts for years
Prerequisites: Don't enter the camp.

The Desert Raiders pillage most of the northern parts of New California. They are a scourge that lasts for years, until a rebel army of mutants brings them down.

Vault Dweller
Your involvement with the various places and people of the Wasteland is well documented by future historians. Only a single question remained unanswered: What happened to you?

Ending 1
Prerequisites: Take the Bloody Mess trait when creating your character, or have bad karma.

You march into the desert sands, leaving the shattered corpse of the Overseer behind you, never to return to the Vault.

Ending 2
You march into the desert sands, leaving the Vault behind you.