The Vault - Fallout Wiki

We've Moved! Just as Gamepedia has joined forces with Fandom, this wiki had joined forces with our Fandom equivalent. The wiki has been archived and we ask that readers and editors move to the now combined wiki on Fandom. Click to go to the new wiki.

READ MORE

The Vault - Fallout Wiki
Advertisement
 
Gametitle-FO1
Gametitle-FO1

These are the available ending cutscenes in original Fallout. The endings are influenced by the choices the player has made during the course of the game.

Canon endings are marked with a darker background color.

Endings[]

Military Base[]

# Slide Voice-over narration In-game condition
1 WastelandPicture Your mission beneath the Mutant Stronghold is successful. Your actions today will influence the outside world for years to come.
Default ending, you will always get it when you finish the game.

Cathedral[]

# Slide Voice-over narration In-game condition
1 WastelandPicture Your mission beneath the Cathedral is successful. Your actions today will influence the outside world for years to come.
Default ending, you will always get it when you finish the game.

Super mutants[]

# Slide Voice-over narration In-game condition
1 WastelandPicture The death of the Master was the first major step towards ending his mad dream of conquest and enforced peace, but it is the destruction of the Vats that neutralizes the mutant threat. Without the ability to create more mutants and enforce their harsh brand of justice, the mutant armies flee to the east, beyond the no-man's land.
Destroy the Cathedral first and then destroy the Military Base.

The Vault Dweller's memoirs establish this ending as canon.

2 WastelandPicture You managed to destroy the Vats, then you killed the Master before he could realize his twisted plans. With the Master gone, his armies flee to the east in fear of retribution from the remaining normals.
Destroy the Military Base first and then destroy the Cathedral.

Necropolis[]

# Slide Voice-over narration In-game condition
1 Fo1 Necropolis Good Ending The ghouls of Necropolis learn how to maintain the repaired water pump, and eventually rediscover many lost secrets of engineering. They form a business selling this technology to other towns.
Take the chip, fix the pump.
2 Fo1 Necropolis Bad Ending The ghouls of Necropolis learn firsthand the final meaning of dehydration, as their city succumbs to the desert sands and the water runs out. Without their water purifying control chip, they do not survive.
Take the water chip, don't fix the pump.
3 Fo1 Necropolis Bad Ending The mutant attack on Necropolis spares none of the ghoulish inhabitants. After the mutant armies advance, they leave a truly dead city behind them.
Enter Necropolis after 110 days have passed or 30 days after killing all the super mutants at the watershed.

The Vault Dweller's memoirs and Fallout 2 establish this ending as canon.

Followers of the Apocalypse[]

# Slide Voice-over narration In-game condition
1 Fo1 Followers Good Ending The Followers of the Apocalypse rise to become a major influence in New California. With your help, they gain control of the LA Boneyard.
This ending is bugged and does not appear in the game.

Fallout: New Vegas establish this ending as canon

2 Fo1 Followers Bad Ending The mutant armies, led into battle by the fierce Super Mutants, destroy the Followers of the Apocalypse. Barely human carrion feeders pick over the Followers' remains.
Accept the quest to spy on the Cathedral (it is not able to be completed), or enter the Boneyard after 90 days have passed.

Shady Sands[]

# Slide Voice-over narration In-game condition
1 Fo1 Shady Sands Ending In Shady Sands, Tandi helps her father Aradesh bring a new community and new life out of the broken remains of the world. They are responsible for the New California Republic, whose ideals spread across the land.
Aradesh and Tandi are alive.

Fallout 2 and Fallout: New Vegas establish this ending as canon.

2 Fo1 Shady Sands Ending Aradesh grieves for his slain daughter, Tandi, but eventually builds Shady Sands into a respected community which is prosperous for many years, before his untimely death at the hands of a Desert Raider.
Tandi is killed, Aradesh is alive.
3 Fo1 Shady Sands Ending Tandi takes control of Shady Sands after the death of her father, Aradesh. Her brilliant, if headstrong, style of leadership makes Shady Sands a powerful force in the years to come.
Aradesh is killed, Tandi is alive.
4 Fo1 Shady Sands Bad Ending With Aradesh dead, and Tandi missing or killed, Shady Sands needs a new leader. After several elections, they find they cannot be governed by a single person and create a guiding council. Shortly afterwards, the Raiders regroup and attack Shady Sands, burning the small community to the ground.
Kill Aradesh and Tandi.
5 Fo1 Shady Sands Bad Ending The mutant army marches as far north as Shady Sands, razing the small town to the ground.
Enter Shady Sands after 230 days have passed. Takes precedence over the other endings.

Junktown[]

# Slide Voice-over narration In-game condition
1 Fo1 Junktown Killian Ending Killian Darkwater takes firm control of Junktown, drives out the last of Gizmo's kind, and then enforces his own brand of frontier justice. Life is fair and safe under his law.
Kill Gizmo but not Killian.

Fallout: New Vegas establishes this ending as canon.

2 Fo1 Junktown Gizmo Ending Junktown becomes the new boomtown under the careful, and profitable, guidance of Don Gizmo. He profits the most, and continues to increase the size of his casino, and the scope of his power, until he chokes to death while eating some iguana-on-a-stick.
Don't kill Gizmo.
3 Fo1 Junktown Mutant Ending The mutants are slowed, but not stopped, by the brave defenders of Junktown. When the army finishes their brutal siege, nothing of Junktown remains.
Ending cut from the game.

Brotherhood of Steel[]

# Slide Voice-over narration In-game condition
1 Fo1 Brotherhood Good Ending The Brotherhood of Steel helps the other human outposts drive the mutant armies away with minimal loss of life, on both sides of the conflict. The advanced technology of the Brotherhood is slowly reintroduced into New California, with little disruption or chaos. The Brotherhood wisely remains out of the power structure, and becomes a major research and development house.
Don't kill Rhombus.

Fallout 2, Fallout 3, and Fallout: New Vegas establish this ending as canon.

2 Fo1 Brotherhood Bad Ending The Brotherhood of Steel, under new leadership after the death of Rhombus, becomes an overzealous, techno-religious dictatorship. In 20 years, the Steel Plague devastates the newly formed New California Republic, and starts a Dark Age that could last a thousand years.
Kill Rhombus.
3 Fo1 Invaded Brotherhood
Note: cut "Dead Brotherhood" map
The Brotherhood of Steel repels the first wave of a mutant invasion, but a traitor in their midst causes the Citadel to fall. Fortunately, the advanced technology is mastered slowly by the mutants, and they were unable to use it against you.
Ending cut from the game.

Hub[]

# Slide Voice-over narration In-game condition
1 Fo1 Hub Good Ending With your assistance, Old Harold brings the ghoul population of the Hub into equality with the humans. The two sides work together, and the Hub prospers. Old Harold is still alive, as far as anyone knows.
This ending is bugged and does not appear in the game.

Complete the quests "Find the missing caravans." and "Report Iguana Bob to the Hub police" (not possible as this quest was cut from the game). Kill Decker without doing any quest for him. Kill both the Master and the Lieutenant before 140 days have passed.

Fallout 2 and Fallout: New Vegas establish this ending as canon.

2 Fo1 Hub Bad Ending The Hub disperses before the might of the mutant army and will never recover.
Do not complete the quest "Find the missing caravans.", or complete at least one quest from Decker, or the Master and the Lieutenant are alive after 140 days have passed.

Khans[]

# Slide Voice-over narration In-game condition
1 Fo1 Raiders Ending Thanks to your persistence, the Raiders are destroyed as an effective fighting force, and disband. None of the Raider survivors are ever heard from again.
Kill Garl and at least eight more raiders, or kill at least thirteen raiders.

Fallout 2 and Fallout: New Vegas establish this ending as canon (although a single Khan survivor, Darion, is found in Vault 15 in Fallout 2, where he is quite influental).

2 Fo1 Raiders Ending The Desert Raiders eventually regroup and manage to terrorize small communities in the years following your adventures.
Enter the raider camp but don't kill enough raiders for the previous ending.
3 Fo1 Raiders Ending The Desert Raiders pillage most of the northern parts of New California. They are a scourge that lasts for years, until a rebel army of mutants brings them down.
Don't enter the camp.

Vault Dweller[]

# Slide Voice-over narration In-game condition
1 WastelandPicture Your involvement with the various places and people of the Wasteland is well documented by future historians. Only a single question remained unanswered: What happened to you?
Default ending, you will always get it when you finish the game.
2
Into the desert
You march into the desert sands, leaving the shattered corpse of the Overseer behind you, never to return to the Vault.
Take the Bloody Mess trait when creating your character, or procure bad karma by the end of the game. This is also attainable if you very quickly initiate combat upon exiting the conversation with the Overseer.
3
Into the desert
You march into the desert sands, leaving the Vault behind you.
Don't take the Bloody Mess trait or procure neutral to good karma.

Non-standard endings[]

Master's victory[]

# Slide Voice-over narration In-game condition
1 Vats It is done. Vault Thirteen belongs to the Unity and the Master. Your knowledge of the Vault defenses saved many mutant lives during the attack. You personally made the final kill when you took the life of the Overseer. You will certainly become one of the finest soldiers for the Unity, and your skills will see you rewarded often in the future. You are happy. But there remains the tiniest doubt of what could have been...
Join the Unity (reveal the location of Vault 13 to the Lieutenant or the Master).

Vault 13[]

# Slide Voice-over narration In-game condition
1 You are taken away and slowly returned to normal Vault life. But a month later, disaster strikes.
Ending cut from the game.

Alternative endings[]

Junktown[]

In the original write-up of Junktown, the "ending sequence" was reversed from its final incarnation. They were changed because the marketing department decided at the last minute that the game had to "reward good and punish bad".[1]

# Slide Voice-over narration In-game condition
1 With the background picture being a gallows behind Killian with shadows of dead men hanging from it. With Gizmo out of the way, Killian enforces his brand of frontier justice on Junktown. The city remains orderly but small, as travelers steer away from his rigid sensibilities. Kill Gizmo but not Killian.
2 With the background picture showing Junktown as a Reno-like casino with electricity and clean streets free of any drug dealers or riff-raff who might endanger Gizmo's operations. Under Gizmo's leadership, Junktown becomes a trading center and resort, where people come from miles around to gamble, spend money and enjoy themselves in relative safety. Gizmo keeps the town prosperous but healthy, as he has no desire to injure his own affluence. The inhabitants of the town become wealthy and famous. Don't kill Gizmo.

Videos[]

Into the wastes[]

Male[]

Female[]

Master's victory[]

The Dipping[]

The invasion of Vault 13[]

See also[]

References[]

Advertisement