Fallout 1 -> Game ending options
In any case, you'll get a cutscene stating that the Overlord has been killed, the tanks destroyed, and the mutant army driven east (there are theoretically two different endings, depending on whether you destroyed the Cathedral or the Military Base first. However, they were lumped together). After that, you'll see cutscenes based on your actions during the game.
It's possible you've never visited the cities in question—it doesn't matter. You might not even get a cutscene for a certain city—for example, if you killed both Killian and Gizmo. The invasion endings for Necropolis and Shady Sands take precedence over the others.
Necropolis
- Attack of the Mutants: Enter the Necropolis after 110 days in the game or 30 days after killing the mutants at the water pump.
- Dehydration: Take the chip, don't fix the pump.
- Necropolis Prosperity: Take the chip, fix the pump.
Followers
- Killed by mutants: Enter the Blades map (!) after 90 days in the game.
Shady Sands
- New California Republic: Don't kill Aradesh and Tandi.
- Aradesh mourns Tandi: Kill Tandi, but not Aradesh.
- Tandi Takes Power: Kill Aradesh, but not Tandi.
- Burned by Raiders: Kill Aradesh and Tandi.
- Destroyed by mutants: Visit Shady Sands after 230 days in-game.
- If Tandi is kidnapped and not rescued (including the scenario where you rescued her but did not return her to her father), she is considered dead.
Junktown
- Killian Rules: Kill Gizmo, but not Killian.
- Gizmo Rules: Don't kill Gizmo.
Brotherhood
- The Brotherhood drives away the mutants: Don't kill Rhombus.
- Dictatorship: Kill Rhombus.
Hub
- Destroyed by mutants: Visit the Hub after 140 days in-game.
Raiders
- No longer a danger to others: Kill Garl and 8 other raiders, or at least 13 raiders.
- Regrouped and continued the terror: Visit the camp, but do not fulfill the previous condition.
- The disaster has been going on for years: Do not enter the camp.
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