Nightsolo's Fallout Endings
I know I warned you about spoilers in the intro, but seriously...
- There is only one screen if you die, but there are several voiceovers that go with it.
- If you join The Master, you get a great FMV of you being dipped in the FEV Vats and Vault 13 being invaded.
- If you chose the Bloody Mess Trait, you kill the Overseer. Fallout 2 hints that this happened.
- Mutant armies disperse regardless of what you do. People are safe.
- Necropolis. If you fix the water pump and finish the game before 88 days, they prosper. If you don't fix the pump or take longer than 88 days to finish the game, they get invaded by mutants. The worse outcome may be canon.
- Boneyards. Followers get invaded my mutants if you take longer than 88 days. Nothing happens if you visit them and finish in less than 88 days.
- Shady Sands. If you clear the Radscorpion Cave and rescue Tandi, Aradesh and Tandi start the NCR (as seen in Fallout 2). If you kill Aradesh, the town falters and has a bad start. If you take a long time to complete the game, they get invaded by mutants.
- Junktown. If you kill Gizmo, Killian makes the town safe. If you kill Killian, Gizmo expands the casino and then dies.
- Brotherhood of Steel. If you join the Brotherhood or don't, they introduce new technology and stay out of politics. If you kill Rhombus, they take over the NCR and start a reign of terror.
- The Hub. If you finish in less than 88 days, nothing happens. If you take longer, it gets invaded by mutants.
- Raiders. If you kill Garl, they break up. If you don't kill him, they terrorize the local populace.
- Party Members. Fallout Et Tu adds a slide for each, but while you can hear them, they're just a black screen.
- You. Your quest history is well known, but no one knows what happens. Actually, this is explained in the intro FMV for Fallout 2.
last modified 26 February 2026