Fallout 2
Fallout 2

Endings & Consequences

Influence your Fallout 2 playthrough through key choices. This guide details how your actions shape settlement fates and character outcomes in the wasteland.

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Endings & Consequences

Fallout 2 is renowned for its branching narratives and the profound impact your choices have on the wasteland. Unlike many RPGs, the ending isn't a single cinematic; instead, it's a series of narrated slides detailing the fate of various settlements and characters based on your actions throughout the game. This section will guide you through influencing these outcomes.

General Principles for Influencing Endings

  • Quest Completion: The most direct way to affect an ending is by completing quests in a specific manner. Often, there are multiple ways to resolve a quest, each leading to a different outcome.
  • Karma and Reputation: While less direct for specific town endings, your overall Karma and local reputation in certain areas can subtly shift the tone or details of an ending slide. High Karma generally leads to more positive outcomes, while low Karma can result in darker fates.
  • Key Character Interactions: Certain NPCs are central to a town's narrative. How you interact with them, whether you help them, betray them, or even kill them, will often dictate their personal ending and, by extension, the town's.
  • Skill Checks: Successful Speech, Science, or Repair checks can often open up alternative, more beneficial solutions to problems, leading to better endings. Conversely, failing these checks or resorting to violence can lead to less desirable results.

Specific Town & Character Endings

Here's a breakdown of how to achieve various endings for key locations and characters:

Arroyo

The fate of your home village is tied directly to your success in finding the G.E.C.K. and defeating the Enclave. There are generally two main outcomes:

  • Positive Ending: Successfully retrieve the G.E.C.K. from Vault 13 and defeat the Enclave at their Oil Rig. This allows the tribals to revitalize their lands and prosper.
  • Negative Ending: Fail to retrieve the G.E.C.K. or fail to defeat the Enclave. Arroyo will likely face continued hardship or be destroyed.

Modoc

Modoc's ending revolves around resolving the conflict between the townspeople and the Slags.

  • Good Ending (Modoc & Slags Coexist):
    1. Speak to Jo in the Modoc General Store about the missing Brahmin.
    2. Investigate the "Ghost Farm" to the north.
    3. Discover the Slags in their underground hideout.
    4. Return to Modoc and speak with Grisham.
    5. Convince Grisham to meet with the Slags. A high Speech skill is beneficial here.
    6. Go back to the Slags and convince them to meet with Grisham.
    7. Attend the meeting at the Ghost Farm. Ensure both parties agree to a peaceful resolution.
  • Neutral Ending (Slags Driven Off): Kill the Slags at the Ghost Farm after discovering them. Modoc will be safe, but the Slags are eradicated.
  • Bad Ending (Modoc Destroyed): Fail to resolve the conflict, or side with the Slags against Modoc, leading to the town's destruction.

The Den

The Den's future is shaped by your involvement with its various factions and its drug trade.

  • Good Ending (Anna's Revenge & Drug Trade Reduced):
    1. Talk to Anna in the Den's residential area about her missing locket.
    2. Find the locket in the safe in Metzger's office (requires Lockpick or Steal skill).
    3. Return the locket to Anna.
    4. Accept Anna's quest to kill Metzger.
    5. Eliminate Metzger and his slavers. This will significantly disrupt the slave and drug trade.
  • Neutral Ending (No Major Change): Ignore the conflicts or only deal with minor quests without impacting the major power players. The Den remains a dangerous place.
  • Bad Ending (Slavery Flourishes): Actively support Metzger or ignore the plight of the slaves, allowing the slave trade to continue unabated.

Vault City

Your actions concerning Vault City's citizenship and its relationship with Gecko will determine its fate.

  • Good Ending (Vault City & Gecko Alliance):
    1. Gain citizenship in Vault City by completing various tasks for First Citizen Lynette, such as retrieving the "Tool" from the Redding mine or fixing the Gecko power plant.
    2. After gaining citizenship, speak to Lynette about the Gecko power plant.
    3. Travel to Gecko and speak with Festus.
    4. Obtain the "Super Repair Kit" from Skeeter in Gecko.
    5. Use the Super Repair Kit on the Gecko power plant.
    6. Return to Vault City and inform Lynette of the successful repair. This fosters an alliance.
  • Neutral Ending (Vault City Remains Isolated): Gain citizenship but fail to establish a positive relationship with Gecko, or simply ignore Gecko entirely.
  • Bad Ending (Vault City Declines/Gecko Destroyed): Fail to gain citizenship, or actively sabotage Vault City's efforts, or destroy the Gecko plant.

New Reno

New Reno's ending is a complex tapestry woven from your interactions with its four crime families and the adult entertainment industry.

  • Good Ending (One Family Dominates, Less Vice):
    1. Choose one family (e.g., the Mordino, Wright, Salvatore, or Bishop family) and help them gain significant power over the others.
    2. For example, with the Wrights: investigate Richard Wright's death, expose the Salvatore family's involvement, and help Mrs. Wright take over.
    3. Additionally, avoid participating in or actively disrupt the drug trade (Myron's Jet production) and the adult film industry.
  • Neutral Ending (Multiple Families, Status Quo): Play all sides, or don't significantly alter the balance of power between the families. New Reno remains a den of vice.
  • Bad Ending (Anarchy/Increased Vice): Actively contribute to the drug trade, help multiple families equally leading to constant infighting, or cause widespread chaos.

Myron

Myron's ending is directly tied to his survival and your actions regarding his Jet formula.

  • Positive Ending: Keep Myron alive and convince him to use his intellect for something other than drug production, perhaps by bringing him to a more civilized location like Vault City (though this is difficult to achieve in practice without specific mods).
  • Neutral Ending: Myron survives but continues his work, contributing to the drug problem. This is the most common outcome if you recruit him and don't actively stop his research.
  • Negative Ending: Myron dies, either by your hand or through other means. The Jet formula may or may not be contained depending on other actions.

Gecko

Gecko's fate is intertwined with Vault City and the power plant.

  • Good Ending (Gecko Prosperous & Allied with Vault City): Successfully repair the Gecko power plant with the "Super Repair Kit" and facilitate an alliance with Vault City (see Vault City section).
  • Neutral Ending (Gecko Survives, Isolated): Repair the power plant but fail to establish a strong relationship with Vault City.
  • Bad Ending (Gecko Destroyed): Fail to repair the power plant, or actively sabotage it, leading to the town's demise.

Redding

Redding's ending depends on the resolution of its mining conflicts and the drug problem.

  • Good Ending (Mining Disputes Resolved, Jet Controlled):
    1. Help Sheriff Marion resolve the disputes between the Morningstar and Kokoweef mining companies. This often involves finding evidence of foul play or mediating.
    2. Deal with the Jet addiction problem, potentially by finding a cure or significantly disrupting its supply chain.
  • Neutral Ending (Status Quo): Resolve some issues but not all, or ignore the town's problems.
  • Bad Ending (Mining Wars, Jet Overruns): Fail to resolve the mining disputes, leading to open conflict, or allow the Jet epidemic to spiral out of control.

Broken Hills

Broken Hills' ending is determined by the racial tensions between humans and mutants, and the water supply.

  • Good Ending (Peaceful Coexistence):
    1. Resolve the "Missing People" quest by finding the culprits (the Deathclaws in the cave).
    2. Investigate and stop the saboteurs poisoning the water supply (often involves dealing with Francis).
    3. Ensure the peaceful coexistence of humans and mutants.
  • Neutral Ending (Tensions Remain): Resolve some issues but the underlying racial tensions persist.
  • Bad Ending (Conflict/Destruction): Fail to resolve the conflicts, leading to violence or the town's collapse.

New California Republic (NCR)

The NCR's ending is influenced by your interactions with its political figures and its expansionist policies.

  • Good Ending (NCR Continues to Prosper, Ethical):
    1. Help President Tandi with her political challenges.
    2. Resolve the issues in Vault 15 peacefully, potentially bringing it into the NCR fold without excessive force.
    3. Maintain good Karma and reputation within the NCR.
  • Neutral Ending (NCR Continues, Flawed): Complete quests but perhaps with less ethical methods, or ignore some of the deeper political issues.
  • Bad Ending (NCR Weakened/Corrupt): Actively sabotage NCR efforts, support its enemies, or contribute to corruption within its ranks.

Vault 15

Vault 15's fate is tied to its conflict with the NCR and the squatters.

  • Good Ending (Peaceful Resolution):
    1. Speak with the NCR Ambassador in Vault City about Vault 15.
    2. Travel to Vault 15 and speak with the squatters' leader.
    3. Negotiate a peaceful resolution between the squatters and the NCR, potentially involving a trade agreement or mutual cooperation.
  • Neutral Ending (NCR Takes Over by Force): Help the NCR clear out the squatters violently.
  • Bad Ending (Vault 15 Remains Dangerous/Destroyed): Ignore the situation or exacerbate the conflict, leading to continued violence or the vault's destruction.

Vault 13

Vault 13's ending is primarily about its inhabitants, the Deathclaws, and their future.

  • Good Ending (Deathclaws Thrive, Peaceful):
    1. Retrieve the G.E.C.K. from Vault 13.
    2. Do not harm the intelligent Deathclaws.
    3. If you have the "Voice of God" perk (from the Hubologist quest in San Francisco), you can potentially influence their future further.
  • Neutral Ending (Deathclaws Survive, Isolated): Retrieve the G.E.C.K. but don't significantly interact with or aid the Deathclaws.
  • Bad Ending (Deathclaws Exterminated): Kill the intelligent Deathclaws in Vault 13.

San Francisco

San Francisco's ending is influenced by your choices regarding the Shi, the Hubologists, and the Enclave's presence.

  • Good Ending (Shi Prevail, Enclave Defeated):
    1. Align with the Shi and help them with their various quests, such as retrieving the "NavComp Parts" from the tanker.
    2. Help the Shi gain control of the city.
    3. Ensure the Enclave's plans are thwarted.
  • Neutral Ending (Hubologists Gain Influence): Align with the Hubologists and help them with their quests, potentially at the expense of the Shi.
  • Bad Ending (Chaos/Enclave Dominance): Fail to resolve the conflicts, or actively aid the Enclave's operations in the city.

Remember, Fallout 2's endings are often nuanced. Experiment with different choices on multiple playthroughs to discover all the possible fates of the wasteland!