Fallout 2 Unused Content

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.''

Per Jorner at The Nearly Ultimate Fallout 2 Guide

Cut-off locations

 * 1) A second tribal village, tentatively named Primitive Village, Sulik's home, situated on the coast between Arroyo and Navarro.
 * 2) Den Residential (accessible from Den map with keybord and with CTRL-R).
 * 3) An Abbey world map location north of Gecko, featuring monks hoarding pre-war wisdom. This is also where the PC would have run into Ian, still alive after 80 years (but killed in Necropolis according to Vault Dweller's memoirs).
 * 4) A village outside Vault City, whose inhabitants are trying to avoid being turned into "servants".
 * 5) 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.
 * A Shi quest tied in to the EPA, related to the ending where the Shi get their butts kicked by a sentient plant.
 * 6. The interior of the Hubologist space shuttle (accessible from San Francisco map with keybord and with CTRL-R) and three endings where the Hubologists kill themselves in different ways by means of the shuttle.

Other cut-off quests or quests elements

 * A Klamath quest to expose the Duntons as cattle rustlers using the Radscorpion Limbs.
 * 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.
 * Diplomatic characters would have been able to beat the raiders by talking to Shadow-Who-Walks and making him leave their employ (Shadow-Who-Walks was been planned to be Sulik's archenemy).
 * Use of the Heart Pills to cover up the Westin murder.
 * An additional twist to the Lynette-Westin holodisk exchange where the player could blackmail them with knowledge of their underhanded connection.
 * One Broken Hills subplot with Chad the corrupt caravan leader and another concerning the mutagenic serum.
 * 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 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 oil rig 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 oil rig reactor room.

Missing encounters

 * The second encounter with King Arthur and his company and Vorpal Rat also (accesible with CTRL-R).
 * Six encounters with an Arroyo exile and former Chosen One named Kaga, repeatedly trying to kill the Chosen One.

Inventory

 * A Li'l Chemist kit allowing to mix chemicals.
 * Implied uses for "useless" items such as the Ball Gag, Marked Cards and Radscorpion Limbs.
 * The Pipe Rifle as a Springer Rifle loaded with Rocks.
 * A Phazer at the scene of the shuttle crash.

Endfilms

 * 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.


 * Sound files for endings for the Elder, Marcus, Harold and the President.

Characters' issues

 * Giving Jet to Fannie in Redding and eventually having her die of an overdose.
 * Lenny would have been able to turn into a "glowing" ghoul from drinking radioactive beverages.
 * Merk stealing stuff from the PC's car in NCR.
 * Recruiting dr. Jones in Vault 15 as an NPC.
 * Mr. Cheater - developers' tool.

Other content

 * 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.
 * Prevented by a scripting bug - getting to the SAD by finding a map in Sam Pritchard's grave or from the traveller encounter.
 * The robots in the SAD going to the repair bay for maintenance and repair bots replacing killed robots with new ones.
 * A food system.
 * A few extra movies (e.g. meeting Gruthar, the desert transaction and getting the car).
 * Animations: an attack with the pole of the spear, that was finished only for vault-suit clad people, and Mr. Handy with minigun and another big gun.

According to Chris Avellone it was never even decided where in the Fallout 2 Sulik's sister was going to appear. Kurisu became van Buren character.

See also:
 * Vault-Tec Labs for Fallout 2 Restoration Project, which implemented vast majority of this stuff into Fallout 2 as well as some new ideas or things, that were present, but not visited by Chosen One (Hubologist Stash, Vertibird Landing Pad on the oil rig or Ranger Safe Houses, mentioned in New Reno and Klamath and present on Rangers' map).
 * Fallout Bible
 * Environmental Protection Agency.
 * Fallout 2 missing persons: Old Joe and Kaga at Fallout 2 missing persons category.