Fallout 2 endings

Arroyo


Arroyo re-settled using G.E.C.K.
No Requirements: This is the default ending.

Elder dies peacefully
Requirements: The Elder is alive.


 * 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
Requirements: Deliver the message, then offer to help but fail, or join the people of Modoc in an attack on the Slags.

2. Modoc disperses after Slags' destruction
Requirements: Kill the Slags, or deliver the message and immediately refuse to do any more.

3. Modoc flourishes
Requirements: Make peace between Modoc and the Slags.


 * NOTE: In any versions of Fallout 2 that lack children, one quest cannot be solved to ensure peace. The GOG (which is the US version) and Steam versions are free of this problem.

4. Modoc disperses due to drought
Requirements: Don't deliver the message and don't kill the Slags.



The Den


1. The Den disperses
Requirements: Both Metzger and Rebecca are dead.

2. The Den flourishes
Requirements: Metzger is dead, Rebecca is alive.

3. The Den becomes raider central
Requirements: Metzger is alive, but Big Jesus Mordino is dead.

4. The Den becomes slaver central
Requirements: Both Metzger and Big Jesus Mordino are alive. 

Vault City


1. Population driven to NCR by radiation
Requirements: Don't fix the power plant.

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 both Roger Westin & Joanne Lynette are alive.

3. VC invaded by NCR
Requirements: Fix the power plant, don't bring the account book or Bishop's holodisk to Lynette.

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 two for any reason, e.g. Westin is dead or the reward picked up.)

5. VC destroyed
Requirements: Turn Vault City hostile.

6. VC destroyed, rebuilt by ghouls
Requirements: Fix the power plant, turn Vault City hostile.



New Reno


1. Everyone dead
Requirements: All four of the family bosses are dead.

2. Tribals arise
Requirements: Impregnate either Leslie Anne Bishop or Angela Bishop and leave them alive, then tell Mrs. Bishop she should move on.

3. Bishop child
Requirements: Impregnate either Leslie Anne Bishop or Angela Bishop and leave them alive, but don't tell Mrs. Bishop to move on.

4. Bishops take control, New Reno joins the NCR
Requirements: Leave the Bishop family in control.

5. Salvatores take control of New Reno using Enclave weapons
Requirements: Leave the Salvatore family in control.

6. Mordinos takes control of New Reno, jet addiction spreads
Requirements: Leave the Mordino family in control, don't get ending 7.

7. Mordinos wane
Requirements: Leave the Mordino family in control, deliver Jet to Dr. Troy but do not return for the Jet antidote (bug).

8. Wrights violently seize control of New Reno
Requirements: Leave the Wright family in control, enter the Sierra Army Depot.

9. Wrights attack Mordinos and get slaughtered
Requirements: Leave the Wright family in control, take but don't finish the murder quest.

10. Wrights transform New Reno into a civilized city
Requirements: Leave the Wright family in control, but don't enter the Sierra Army Depot or become their Made Man, complete the murder quest.

Murder solved
Requirements: Solve the murder quest correctly.

True murderer never found
Requirements: Finger a suspect other than the Salvatores.

Myron dead and forgotten
Requirements: Hear Myron's name from Jules, Little Jesus, Renesco, Reed or Myron himself, and Myron is alive.

Gecko


1. Gecko destroyed
Requirements: Blow up the power plant.

2. Gecko and Vault City form uneasy truce
Requirements: Fix the power plant, but do not get the reactor holodisk from Festus.

3. Gecko enslaved
Requirements: Fix and optimize the power plant.

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)

5. Gecko destroyed by Vault City
Requirements: Do not fix the power plant.

Harold's tree grows larger
Requirements: Harold is alive.

Redding


1. Redding annexed by Vault City
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).

2. Redding allies with New Reno
Requirements: Sell the chip to McGrew, do not get ending 1.

3. Redding joins the NCR
Requirements: Sell the chip to LeBarge, do not get ending 1.

4. Redding deserted
Requirements: Do not sell the chip, nor get ending 1.

Broken Hills


1. Mutants dead, Broken Hills disperses
Requirements: The mutants in the mine are dead.

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.

3. Racial wars erupt, Broken Hills violently disperses
Requirements: Do neither of the above.

Marcus travels East
Requirements: Marcus is alive during the game.

{{Quotation|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.{{Inline quote|sound=Fo2 Marcus TravelsEast.ogg}}}

New California Republic


1. NCR becomes a major power in the West Coast
Requirements: Complete the deal between NCR and Vault 15.

2. NCR expansion slowed
Requirements: Do not complete the deal, Westin is alive.

3. Carlson rules with corruption
Requirements: Do not complete the deal, Westin is dead, Carlson is alive.

4. NCR under military rule
Requirements: Do not complete the deal, both Westin & Carlson are dead.

Vault 15


1. Vault 15 joins NCR
Requirements: Complete the deal with NCR.

2. Vault 15 deserted
Requirements: Do not complete the deal with NCR.



Vault 13


1. Deathclaws thrive
Requirements: Prevent the massacre by killing Dr. Schreber, fix the vault computer (bugged).

Due to scripting errors, the positive ending is completely unavailable in the vanilla game. The genocide ending can be avoided (which will give Vault 13 no ending slide at all) if the massacre is not triggered, or by not talking to Gruthar or returning afterward, this is similar to the Hub and Followers ending bugs in the original Fallout. However, Killap's patch will fix this bugged script, allowing the positive ending to be obtainable by doing the actions as said in the requirements above.<section end="Vault 13" />

2. Genocide
Requirements: Gruthar is dead or return to Vault 13 after the massacre (two weeks after receiving the G.E.C.K.)

San Francisco
<section begin="San Francisco" />

Shi
<section begin="Shi" />

1. Population decimated
Requirements: Turn the Shi hostile.

2. Sentient plant problems
Requirements: Dr. Wong is dead, do not turn the Shi hostile.

3. The Shi flourish
Requirements: Do none of the above.

<section end="Shi" />

Tanker vagrants
<section begin="Vagrants" />

Vagrants move on
No Requirements: This is the default ending.

<section end="Vagrants" />

Death messages
Lines spoken at the death screen, or game over screen, when the player character dies. In Fallout 2 and Fallout Tactics, the messages change depending on how far one progressed in the game. All messages are narrated by Ron Perlman.

Gallery

Unused endings
Endings in this section go unused, as they haven't been implemented (for example, while the narration was recorded, the appropriate art assets have not been created).

Richardson dead and forgotten
No Requirements: This is the default ending.

Hubologists
<section begin="Hubologists" />

1. Death by explosion
Requirements: Do not get fuel for the Hubologists.

2. Death by suffocation
Requirements: Get fuel for the Hubologists.

<section end="Hubologists" /><section end="San Francisco" />

3. Death by suffocation
Requirements: Do both of the above. <section end="Hubologists" /><section end="San Francisco" />