How many endings are there in Fallout 1?

How Many Endings Are There in Fallout 1?

Fallout 1 features five distinct main endings, each determined by your actions and choices throughout the game. These endings reflect the fate of Vault 13 and the surrounding wasteland, depending on whether you successfully retrieve the Water Chip, eliminate the Master and his mutant army, and how you interact with the various factions and settlements along the way. These endings, while finite, offer variations depending on specific side quests completed and relationships fostered.

Unraveling the Fallout 1 Endings

Understanding the nuances of each ending requires delving into the crucial decisions you make as the Vault Dweller. It’s not simply about completing the main quest; it’s about how you complete it and the consequences of your actions. The game tracks your reputation with different settlements and the overall state of the wasteland as impacted by your choices. This allows for subtle variations even within the five main endings.

The “Good” Endings: Saving Vault 13 and the Wasteland

The “good” endings are generally considered those where you successfully retrieve the Water Chip and defeat the Master, leading to the long-term survival of Vault 13 and the potential for a more prosperous wasteland. However, even within this category, there are nuances.

  • The Water Chip Retrieval and Vault 13’s Survival: This is the baseline “good” ending. You return with the Water Chip, saving Vault 13 from dehydration. You are praised as a hero, but your skills are now seen as a potential threat, leading to…

  • The Vault Dweller’s Exile: After securing the Water Chip, the Overseer, fearing your influence and the changes you represent, exiles you from Vault 13. This is perhaps the most bittersweet “good” ending, as you succeed in your mission but are ultimately deemed too disruptive to the established order. You walk off into the wasteland, a hero without a home.

  • The Master’s Defeat and the Mutant Army’s Destruction (Peaceful): If you possess high Intelligence and Speech skills, you can convince the Master that his plans are flawed and ultimately doomed. He realizes the inherent instability of his mutant breeding program and chooses to destroy himself and his Cathedral. This avoids a bloody battle and represents a significant victory for diplomacy and reason.

  • The Master’s Defeat and the Mutant Army’s Destruction (Violent): This involves a direct confrontation with the Master. You fight your way through his Cathedral, ultimately facing him in battle. Defeating him ends the immediate threat of the Super Mutant army, although pockets of mutants may remain. This path is more straightforward but results in more bloodshed.

The “Bad” Ending: A Dark Fate

The “bad” ending is triggered if you take too long to find the Water Chip or if you ally yourself with the Master.

  • Vault 13’s Demise and the Master’s Victory: If you fail to retrieve the Water Chip within the allotted time (typically 150 days, but this can be extended), Vault 13 runs out of water and its inhabitants perish. The Overseer sends out a final distress signal before succumbing. This ending signifies complete failure and the triumph of the Master’s twisted vision for the future. It’s the bleakest possible outcome.

Understanding the Variations and Factors

While there are five core endings, the specifics can vary slightly depending on your actions within certain settlements and quests. For example:

  • Shady Sands’ Fate: Your actions in Shady Sands, such as helping them against the Khans or assisting them in developing agriculture, will be reflected in the ending slides. A thriving Shady Sands indicates a positive influence, while a destroyed or struggling settlement reflects negatively.

  • The Brotherhood of Steel’s Involvement: Your interaction with the Brotherhood of Steel, whether you join them or ignore them, impacts their future role in the wasteland, which is mentioned in the ending.

  • Minor Quest Outcomes: Even smaller quests can have an impact. Resolving disputes in The Hub or assisting Junktown will contribute to the overall tone of the ending slides.

Fallout 1 FAQs: Deep Dive into the Wasteland’s Conclusion

To further clarify the ending possibilities and related elements of Fallout 1, here are 15 frequently asked questions:

1. Can I get a “mixed” ending, where some things go well and others don’t?

Yes, to a degree. While the main ending will be one of the five described above, the ending slides will reflect your successes and failures in various side quests and locations. You might save Vault 13 but have failed to help a specific town, leading to a bittersweet conclusion.

2. Does my Karma affect the ending I get?

Karma plays a role in how NPCs react to you and influences certain dialogue options. While it doesn’t directly change which ending you get (good or bad), it can affect the tone and specifics of the ending slides.

3. Is there a “secret” or hidden ending?

No, there are no officially documented secret endings beyond the five main ones. However, the variations within those endings, based on your choices, can feel significantly different.

4. Can I prevent the Vault Dweller from being exiled in the “good” ending?

No, the Vault Dweller’s exile is a scripted event after returning with the Water Chip. It’s a core element of the game’s narrative.

5. How long do I have to find the Water Chip before Vault 13 runs out of water?

You generally have around 150 days. This timer can be extended by providing water to the Vault (which temporarily pauses the countdown) or by gaining the information from certain characters in the early game that extends the timer automatically.

6. Does allying with the Master guarantee the “bad” ending?

Yes. If you choose to work with the Master and assist in his plans, you are essentially condemning Vault 13 and accepting his vision for the future.

7. Is it possible to save Vault 13 and then join the Master?

No. The game will force the “bad” ending as soon as you commit to the Master’s cause, regardless of whether you initially saved Vault 13.

8. How do I trigger the peaceful resolution with the Master?

You need high Intelligence and Speech skills. With these skills, you can engage in a complex dialogue with the Master, presenting logical arguments against his plans. The exact dialogue choices are crucial.

9. Can I still get a “good” ending if I kill innocent people?

Yes, but it will negatively impact your Karma and be reflected in the ending slides. The fate of Vault 13 is the primary determinant of the main ending.

10. Does destroying the Mariposa Military Base affect the ending?

Yes. Destroying the Mariposa Military Base, the source of the mutant virus, is essential for achieving a truly “good” ending.

11. What happens if I fail to destroy the Mariposa Military Base but still defeat the Master?

While you can defeat the Master without destroying the base, pockets of Super Mutants will likely remain, posing a long-term threat to the wasteland. This will be reflected in the ending slides.

12. Can I see all the endings in a single playthrough?

No. You can only experience one ending per playthrough, as the decisions you make leading up to the climax will determine the outcome.

13. Are there any mods that add or alter the endings?

Yes, there are various mods available that can add new endings, modify existing ones, or expand upon the epilogue sequences. These can offer a different perspective on the game’s conclusion.

14. Does Fallout 2 acknowledge the ending of Fallout 1 that I chose?

Fallout 2 builds upon the lore established in Fallout 1, but it doesn’t directly acknowledge the specific choices you made in the first game. The overall outcome of the Master’s defeat and the emergence of New California Republic are considered canonical.

15. What is considered the “canon” ending of Fallout 1?

While Bethesda, the current owner of the Fallout IP, hasn’t explicitly stated a single canonical ending, the general consensus among fans is that the “canon” ending involves: The Vault Dweller retrieving the Water Chip, destroying the Mariposa Military Base, and defeating the Master (either peacefully or violently). The Vault Dweller’s subsequent exile is also widely accepted.

Understanding these nuances and variations allows you to appreciate the depth and replayability of Fallout 1, making each playthrough a unique journey through the post-apocalyptic wasteland. The endings are not just conclusions; they are reflections of your choices and their lasting impact on the world.

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