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Submitted by System on 09/03/2006, 09:50. Print file.
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ENDINGS FAQ
Version 1.2
Author: whitechocobo666 whitechocobo666@yahoo.com http://www.geocities.com/whitechocobo666/
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 warning.

CONTENTS
========
REVISION
CREDITS
ENDINGS
Arroyo
Modoc
The Den
Vault City
New Reno
Myron
Gecko
Redding
Broken Hills
New California Republic
Vault 15
Vault 13
San Francisco
DISCLAIMER COPYRIGHT STUFF


REVISION
========
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.

CREDITS
=======

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.  GalahadPC@aol.com 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...

ENDINGS
=======

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 lower.


ARROYO
------

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
GECK.

MODOC
-----

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
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.

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.

THE DEN
-------

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, community.

How to get it:  Kill Metzger in the Den.

Without any viable economy, the Den soon vanishes into the wasteland.

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

VAULT CITY
----------

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 territories.

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
GalahadPC@aol.com.  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.

NEW RENO
--------

The Salvatore family of New Reno, having profited from their
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