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Version 1.2
Author: whitechocobo666
[email protected]
ASCII by Angelwingnl!

This is an endings FAQ that pretty much tells you how to get all 
the endings available in Fallout 2.  It has all spoilers in it, just a 

  The Den
  Vault City
  New Reno
  Broken Hills
  New California Republic
  Vault 15
  Vault 13
  San Francisco

1.0 - First version of the FAQ, I think I've got all of the 
endings except for one, the one about the tribal family in New 
Reno, which I need someone to send in to me so I can update.  If 
I've missed other endings then people can send them into me too.

1.1 - Got 2 new endings.  I think that's all of them now.

1.2 - Someone else told me how they got another ending.


Dennis Matheson, for sending me the Vault City ending that I 
didn't have, the one where you kill the raiders and fix the plant, 
but don't do anything about Moore or Bishop, and telling me how to 
do it.  [email protected] told me this ending, too.

C Tsang, for giving me the New Reno tribal ending, and saying how 
to do it.

Mingfu Hsu for telling me how the tribal ending was found, too...

So did Ezel, kupo.

I've mainly heard information about the endings on the old 
interplay message board (somewhere at www.interplaygames.com) and 
the No Mutants Allowed message board (fallout.gamestats.com), 
although some people on the Gamefaqs board (www.gamefaqs.com, 
search for fallout on the sidebar and then go to the fallout 2 
board) have helped a bit.  

Jowy on the Gamefaqs message board helped because he found the 
link on the fallout.gamestats.com message boards.  This link 
showed a post of an extraction of the master.dat file that guided 
me in getting all the endings.  I think the extractor was Hell 
Patrol and ShadowLord posted it.  
www.geocities.com/whitechocobo666/eee.txt is where I put it now.

And Angelwingnl of course for making the ascii that I used in this 
FAQ and my evil walkthrough...


You finish the game (beat Frank Horrigan at the Enclave, and 
exit), and you get a sequence of endings depending on how you 
played the game.  The endings that you can get are here.  There 
are other endings contained in the game that are impossible to 
get.  Some notes:

- There is no bad ending for Arroyo
- You always get a bad ending for Vault 13, even if you don't kill 
the deathclaws there.  You can get no ending however, if you 
complete the game within 2 weeks of fixing their computer and 
getting Goris in your group.  If you don't get Goris then it 
doesn't seem to happen.
- You can't help Broken Hills.
- I'm not going to tell you how to complete the quests to get the 
endings, just what quests you have to complete to get the endings.  
Go and get a walkthrough or ask at a message board or e-mail me 
and ask to find out how to complete the quests.
- You may not be able to get all endings with one character.  I 
think your character may need 4 intelligence or higher to get all 
the endings, you can't get all of them with 3 intelligence or 


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.

How to get it:  You always get it, even if you get rid of the 


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.

How to get it:  Get the people of Modoc to slaughter the 
Slags, after you've delivered Vegeir's note and Jo asks you to 
find out about the bodies and about Karl.

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.

How to get it:  Get peace between the people of Modoc and the 

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 

How to get it:  Bring the Slags' letter back to Jo, and when 
he says that you have 31 days to find out what happened to 
Karl and about the bodies, don't finish the quest.


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.

How to get it:  Kill Big Jesus in New Reno, but don't kill 
Metzger in the Den.

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.

How to get it:  Leave Big Jesus in New Reno alone, and don't 
kill Metzger in the Den.

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, 

How to get it:  Kill Metzger in the Den.

Without any viable economy, the Den soon vanishes into the 

How to get it:  Kill Metzger and Becky in the Den.


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.

How to get it:  Destroy the Gecko powerplant, or don't do 
anything about it.

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 

How to get it:  Fix the reactor, but don't kill the raiders.

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.

How to get it:  Fix the reactor, kill the raiders, show that 
Bishop hired the raiders, then take the holodisk to Westin for 
Lynette and then take it back again.  You may have to expose 
Moore as an NCR spy too, that's what I did.

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.

How to get it:  Thanks to Dennis Matheson for this one, and 
[email protected].  Fix/Optimise the reactor, kill the raiders, 
but do NOT expose Moore or give Bishop's holodisc to Lynette.  
You still get the bad ending for Gecko with this ending.


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.  

How to get it:  Join the Salvatores, and you may have to kill 
Big Jesus, too (I killed Wright and Bishop, too).

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.

How to get it:  Don't kill Big Jesus in New Reno.

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 

How to get it:  Kill Salvatore and Mordino.  

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.

How to get it:  Don't become a made man of any family, and 
sleep with one of the Bishop women (you have to be male).

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.

How to get it:  Kill the leaders of all the families except 
the Wrights, and become a made man of the Wrights.

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.

How to get it:  Kill Mordino, Bishop and Salvatore, frame the 
Salvatore's for Wright's first quest, and don't do Wright's 
second quest.  That means that you can't open up the Sierra 
Army Depot at all, even if you don't tell Mr Wright about it.  
So leave it alone.  You also have to destroy the stills for 
Mrs Wright.

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.

How to get it:  Thanks to C Tsang for how to do this one.  
Assassinate Salvatore and Mordino.  Then complete the Wright 
murder quest properly, the destroying still quest, and enter the 
Sierra Army Depot.  Then join the Bishops, kill John Bishop, and 
then don't go back to the Wrights to finish the Sierra quest.  
(I'm not sure if you have to join the Bishops.)

This is what Mingfu Hsu thinks he did to get this ending:

- dont do any quests at all
- kill all families except for Wright
- kill porn company
- kill all the pimps and whores
- be a prize fighter
- give 10 magazines to Miss Kitty
- give new glasses to the guy that gives you Broken Hills air
- sleep with both the Bishops

So you probably have to kill all the families but the Wrights, 
but I'm not sure.

Ezel did it by joining each family, then killing them.

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.

How to get it:  In New Reno, kill pretty much everyone on the 
four main streets.

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.

How to get it:  Solve the Wright quest correctly.  You may 
have to kill Salvatore too.

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.

How to get it:  Finger a suspect in the first Wright quest 
(don't choose the Salvatores).


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.

How to get it:  Meet Myron, and leave Myron alive.


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 

How to get it:  Destroy the reactor.

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.

How to get it:  After fixing the reactor, optimise it.

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.

How to get it:  Fix the reactor, but don't optimise it.


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.

How to get it:  Get the mining chip and give it to Dangerous 

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.

How to get it:  Don't sell the mining chip to anyone, and 
don't do the jet cure quest, at least don't finish it.

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.

How to get it:  Sell the mining chip to Marge Le Barge.

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.

How to get it:  Don't sell the mining chip to anyone, and 
complete the jet cure quest (all the way to telling McClure in 
Vault City that you delivered the antidote).  I also cleared 
out the Wanamingo Mine, and sold the deed back to Ascorti.  
This took a while to get.


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.

How to get it:  Help the mutant haters by arming the explosive 
in the mine.

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.

How to get it:  After getting a quest from the mutant haters, 
tell Marcus about them.  Or just find the missing people and 
tell Marcus about them.

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.

How to get it:  Don't do anything in Broken Hills.


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.

How to get it:  Complete Bishop's quest of assassinating 
Carlson, and don't set up the deal between Vault 15 and NCR.

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.

How to get it:  Don't do the Vault 15 quest.

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.

How to get it:  Set up the deal between Vault 15 and NCR.

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.

How to get it:  Don't do the Vault 15 quest, assassinate 
Westin and don't assassinate Carlson.


The squatters of Vault 15 continued their meaningless, non-
productive lives.  No one noticed when the desert wastes 
finally claimed 'The Squat'...

How to get it:  Don't set up the deal between Vault 15 and 

With the support that you secured from the New California 
Republic, the Vault 15 squatters soon became self-sufficient 
and productive members of society.

How to get it:  Set up the deal between Vault 15 and NCR.


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...

How to get it:  You always get this ending if you finish the 
game after Frank Horrigan slaughters the deathclaws.  You 
don't get any ending if you finish the game before him 
slaughtering them.


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 

How to get it:  Format the president computer.

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.  

How to get it:  Don't format the president computer.

As for the Tanker vagrants...well, as vagrants do, they 
drifted on.

How to get it:  You always get it, even if you kill them.


Fallout 2 (c) Black Isle or Interplay or something.
Fallout 2 Endings FAQ (c) whitechocobo666 2001.
Disclaimer stuff:  You can use this walkthrough on any site as 
long as the content isn't edited.  I don't care if you convert 
it to html or anything, just leave it how it is.

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