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Fallout 2 Unused Content

Icon vaulttec.png  Unused Content Overviews  Icon vaulttec.png

A page outlining unused content from Fallout 2.


Some content is found in the game files, but is inaccessible within the game itself.



  • A Klamath quest to expose the Duntons as cattle rustlers using the radscorpion limbs.
  • A second part of the quest to help Lara attack Tyler's gang quest where the Chosen One would go with Lara's gang to the party Tyler is attending, to fight him and the remains of his gang.
  • Putting the kids in the Den in an orphanage (possibly run by Mom), with the reward of no longer having to risk being pickpocketed. 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 had been planned to be Sulik's arch-enemy).
  • Use of the heart pills to cover up Roger Westin's murder.
  • An additional twist to the Lynette-Westin holodisk exchange where the Chosen One 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.
  • Possibility to finish the spleen quest by assassinating Dr. Wong within a day after he refuses to part with 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, hinted at 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 Salvatores' 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 the Vorpal Rat (accessible with CTRL-R).
  • Six encounters with an Arroyo exile and former Chosen One named Kaga, repeatedly trying to kill the Chosen One.



  • A good ending for the intelligent 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 required the slaughter of the deathclaws.[citation needed]
  • Good endings for Vault City and Gecko.
  • Two Vault City endings where Vault City is razed and one Gecko ending where Vault City invades Gecko.
  • Sound files for endings for the Marcus, Harold and Dick Richardson.

Characters' issues

  • Giving Jet to Fannie Mae in Redding and eventually having her die of an overdose, or helping her to kick the habit by getting Louise to slip her the Jet antidote in a drink.
  • 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 a non-player character.

Other content

  • Vault Boy images for each specific Karma level.
  • Virgin of the Wastes title.
  • Tragic and alcohol addiction.
  • Prevented by a scripting bug: getting to the SAD by finding a map in Sam Pritchard's grave or from the traveler encounter.
  • The robots in the SAD going to the repair bay for maintenance and repair bots replacing killed robots with new ones.
  • 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 Mister Handy with minigun and another big gun.
  • The Rainbow Confederation, a group dedicated to gay and lesbian rights in the post-apocalypse.


Mercenaries' Cave

New Reno

Vault City

Primitive Tribe

Forced encounters


Tell Me About

The following Arroyo characters have unimplemented Tell Me Abouts:


Four files labeled RemindBoy display increasingly urgent messages for the Chosen One to find the GECK.


  1. Mentioned in TODO.TXT inside master.dat\data
  1. Fallout 2 Official Strategies & Secrets pp. 334-335: The Doodling in Your Head Stage
    "A second set of drafts hypothesized the army of the Master (from Fallout 1) roaming the Wastes in a huge, armored land fortress, scooping up muties to use as slave labor. As you can see, neither of these stories made their way into the final game."
Design Documents
Developer Statements