Fallout 2 endings

Arroyo
'Arroyo re-settled using G.E.C.K.': Default ending: Finish the game, get this ending.

After the Enclave's destruction, the refugees of Vault 13 and Arroyo 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 villager's survival skills, allowed the new settlement to grow and prosper. Two generations of the same bloodline were re-united, and their saviour, the Chosen One, became elder, presiding over the village in the years to come.

Modoc
'Modoc is razed after Slags are killed by the townspeople': 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. Rumour of this vicious attack spreads far and wide, and fear motivates Modoc's neighbours to attack and destroy the town.

'Modoc disperses after Slags are killed': 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.

'Modoc flourishes': Make peace between Modoc and the Slags. Relations between the Slags and the residents of Modoc flourish. Between the two peoples, Modoc prospers and becomes a major farming community, supplying all the outlying regions with food.

'Modoc disperses due to drought': Don't deliver the message and don't kill the Slags. Two pictures for Modoc, one "apples" picture for ending 3, one "desert" picture for all the others.

The Den
'The Den disperses': Kill Metzger and Rebecca. Without any viable economy, the Den soon vanishes into the wasteland.

'The Den flourishes': 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 an 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.

'The Den becomes a haven for raiders': Don't kill Metzger, kill Big Jesus Mordino. 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 safe haven for raiders in the region.

'The Den becomes a slaver central': 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. Travellers soon avoid the Den, hearing of the evils committed within it's walls.

Two pictures for the Den: one "wall" picture for endings 1 and 3, one "sign" picture for endings 2 and 4.

Vault City
'Population driven to NCR by radiation': Don't fix the power plant (blowing it up works too). 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.

'VC independent, Westin and Lynette marry' (!): 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 (obviously). The correspondence between Vault City and NCR 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 recognised 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 the following year.

'VC annexed by NCR': 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 soon became an occupation force, and Vault City became the first of NCR's border territories.

'VC becomes part of NCR': 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 it's own isolationism. It's Vault 8 generator, which was never intended to support such a large population, prevented Vault City's necessary expansion. Eventually, the city had been absorbed by NCR, which had spread steadily northward since it's following.

New Reno
'Everyone dead': Kill all four bosses. The inhabitants of New Reno were slaughtered, and the city collapsed into ruin. No lights shine there now, the streets only home 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.

'Tribals arise': 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 fever, they took control of New Reno and put the other families to the spear. After their victory, they sent out 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 casino paradise in the sky.

'Bishop child': 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.

'Bishops rule': Leave the Bishop family in control (see below). 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 'civilised' world. The other families were soon absorbed, and New Reno became a prime tourist location for the New Republic. In decades after the alliance, several Bishops rose to political power and were instrumental in the passage of several amendments protecting gambling rights and prostitution.

'Salvatores rule': 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.

'Mordinos rule': 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.

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

'Wrights seize power violently': Leave the Wright family in control, and enter the SAD. Less than a month after the Enclave's destruction, a mob war broke out on New Reno streets. The Wright's armed with an arsenal of weaponry that dated back to the pre-war years, levelled 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.

'Wrights attack Mordinos and get slaughtered': 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.

'Wrights rule fairly': Leave the Wright family in control, don't enter the SAD, and either finish the murder quest (in any way), turn the Wrights hostile (which sets the murder quest to finished), or do not take the murder quest at all. 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 other families. Though New Reno lost much of it's 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.

There are two pictures here, one "sign with cobwebs" picture for ending 1, one "lit sign" picture for every other ending.

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 (well, technically to -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 case of a tie, the order of priority is: Mordino, Bishop, Salvatore, Wright. Usually this whole thing doesn't matter since you're killing the bosses of whatever families you don't like anyway.

-more information required, as these two statements are incompatible-
 * The two "impregnation" endings take precedence over all others. Obviously they're only available for male characters.
 * You always get ending 2 if you attack the Wrights at any time during the game, even if you never got the quest to begin with.

Richard Wright's murder
'Murder solved': Solve the murder quest correctly. Though the Wright Family never completely covered from Richard's death, the knowledge that the killer had been brought to justice eased their troubled sleep.

'True murderer never found': 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 spoke of again and became a closed chapter in the Wright family history.

Myron
Myron dead and forgotten: 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.

Gecko
'Gecko destroyed': 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 thing in a ten-kilometre radius and poisoned the area for years to come. Vault City's perceived threat from the peaceful ghouls of Gecko was at an end.

'Gecko and Vault City form uneasy truce': Fix the power plant but don't get the Reactor Holodisk from Festus. Repairing Gecko's power plant prevented any radioactivity from leaking into Vault City's groundwater. Though this eased tensions between the new communities, they still maintain an uneasy truce.

'Gecko invaded by Vault City': Fix and optimize the power plant. Optimising 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.

Gecko and Vault City formed an alliances 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.

There are two pictures for Gecko; both show the power plant, but for ending 3 the lights are on.
 * Note that you can fall between 'Gecko and Vault City form uneasy truce' and 'Gecko invaded by Vault City' and thus not get any ending for Gecko even though you fixed the plant. Rumours that ending 3 is triggered by giving the Gecko Holodisk to McClure and/or performing Stark's scouting mission around Gecko are incorrect. You always get it if you optimize the plant. The best ending for Gecko, which would require you to optimize the plant and get the Gecko Holodisk from Gordon after talking to the Brain, is impossible to get due to a silly bug in the endings script.

Redding
'Redding annexed by Vault City': 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.

'Redding in league with New Reno': 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 Wannamingo 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.

'Redding in league with NCR': Sell the chip to LeBarge, don't get ending 1. Several years after buying the excavator chip from the Chosen One, Marge Le Barge is able to purchase and control both the Morningstar and 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.

'Redding deserted': 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 to what was once an area of plenty. Nothing now exists but the desiccated husk that was once Redding.

Redding has two pictures showing different mining equipment, one for endings 1-2 and one for endings 3-4.

Broken Hills
'Mutants dead, BH disperses': Kill the mutants in the mine. The death of the mutants ensured the death of the town. Without their strength and ability to withstand the toxins in the mine, the valuable ore proved unattainable. Those who caused this destruction rejoiced at first... until they realised 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.

'Uranium runs out, BH disperses': Get Marcus to put the mutant-haters in jail. With the destruction of the conspiracy to destroy the mutants, Broken Hills began to thrive. Then the uranium ran out. The city, losing 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.

'Racial wars erupt, BH disperses': Do neither of the above. 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.

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
'NCR established': Complete the deal between NCR and Vault 15. Your help with Vault 15 launched the New California Republic's push to civilise it's neighbours. Though there were many more obstacles to overcome, the NCR now had a foothold into the northern wastes.

'NCR expansion slowed': Don't complete the deal, don't kill Westin. The failure of diplomacy at Vault 15 slows the New California's 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.

'Carlson rules corruptly': 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 that furthering the cause of civilisation.

'NCR under military rule': 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 home in the ranks of NCR.

The NCR has two pictures, both showing the flag; for endings 2-3 the flag is in tatters.

Vault 15
'Vault 15 joins NCR': Complete the deal with NCR. With the support that you secured from the New California Republic, the Vault 15 squatters soon became self-sufficient and productive members of society.

'Vault 15 deserted': Don't complete the deal. The squatters of Vault 15 continued their meaningless, non-productive lives. No one noticed when the desert wastes finally claimed 'The Squat'...

Vault 15 has two pictures: for ending 1 it shows the V15 map as it looks in the game, while ending 2 has a picture of a shack in a barren desert (just like the place looked in Fallout).

Vault 13
'Genocide': 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...


 * You can avoid this ending (and so get none for Vault 13) if you don't trigger the massacre or if you don't 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.
 * A perhaps more congenial way of doing this (still no ending, lose 5000 XP, but two battles with Aliens will give that, and change) is to not talk to Gruthar after fixing the computer. The deathclaws never get wiped out, and the player can return anytime and they will all still be there, even after the main game is finished. Of course, the Chosen One still can't talk to Gruthar, even after Frank Horrigan's remains have drifted down to a watery grave, or said remains will be resuscitated and come back to Vault 13 to ice everyone.

San Francisco
'Population disperses after rampage': Turn the Shi hostile. The Shi, demoralised 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.

'Sentient plant problems': Kill Dr Wong without turning the Shi hostile.

'The Shi flourish': 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.

There are three SF pictures, all showing the arch by the town entrance; for ending 1 it's got cobwebs on it, for ending 2 it has lots of green vines (evil plant, brr), and for ending 3 it's festooned with lamps and vines.
 * Those Shi sure are sensitive. If you do everything normally in SF, then position yourself outside the tanker, toss a Plant Spike on one of the dockworkers and hurt him for 1 HP before ducking into the tanker and sailing off for the Enclave, you'll get the "demoralized and leaderless after your rampage" ending. I mean, it was a Plant Spike, get over it.

Tanker vagrants
'Vagrants move on': Default ending. Live tanker vagrants not required. If the Chosen One wasted them all, they 'moved on' to the Great Vagrant Tanker in the Sky...or something. As for the Tanker vagrants...well, as vagrants do, they drifted on.

As of current edit, almost all information on this page is from Per Jorner's 'Nearly Ultimate Fallout 2 Guide' Per Jorner: Endings