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I just defeated the Master of Mutants and won the game. Or so I thought until the breakdown of my accomplishments revealed a mixed result.
Junk Town got Killian and the Brotherhood had Rhombus. These are pretty much my only clear vicotries.
I saved Vault 13 and got kicked out. Talk about appreciation.
Shady Sands, Necropolis and Hub got overrun by mutants. The Followers too.
I expected to lose Necropolis because I met invading mutants there when I revisitet the place, but Shady and Hub were pretty mucha alive and kicking when I visited them before going to the Cathedral.
I found these explanations: [url=http://user.tninet.se/~jyg699a/fallout.html#end]http://user.tninet.se/~jyg699a/fallout.html#end[/url] but apparently my grasp of the English language isn't good enough to understand what the triggers mean.
I visited Shady Sands immediately after leaving Vault 13 but then didn't visit the place for a long time. Is the 230 days trigger between visits or just from the starting day (same question for the Hub and 140 days)?
It's a long time since i played it, and i never really cared about time limits and stuff, but i think it's from the start.
Otherwise you could avoid a lot of things by just entering every single city on after another, like every 50 days.
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Starfighter08: I just defeated the Master of Mutants and won the game. Or so I thought until the breakdown of my accomplishments revealed a mixed result.
That's one of the many things that make Fallout so great. Not only the multiple ways to defeat the Master, but also the various end game screens you see depending on your actions.
I saved Vault 13 and got kicked out. Talk about appreciation.
Personally, I love that twist of an ending. The Vault Dweller walking off into the wastes while Maybe plays.
Shady Sands, Necropolis and Hub got overrun by mutants. The Followers too.
You should get the good ending for Shady Sands if you save Tandi and get rid of the Khans I think. It is also possible to save Necropolis by repairing their pump, even if Set and his Ghouls get killed by Super Mutants later in the game. At least I think that is how it works. It is not possible to save the Followers of the Apocalypse. They are doomed no matter what you do. Good riddance anyway. They suck. In my 10 years of playing Fallout., I've never been able to get the best ending for the Hub. If someone could explain it or link to an explanation, I would be much obliged.
The bittersweet ending regarding Vault 13 makes sense. It was just so frustrating.
I started this thread because I thought I had done the right things to save these places. I saved Tandi and brought her back (and killed the scorpions), I repaired the water pump in Necropolis before taking the chip (and killed the super mutants) and I completely destroyed the Khans (leader plus all of his minions).
The best ending of the Hub seems to be when it doesn't get mentioned.
And the only thing i found so far for what triggers the ending for the Hub is that you have to enter it before 140 days have passed. Seems like there isn't anything else related to it.