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重返平淡的避难所生活编辑

条件:拒绝或者没有找到净水芯片

你走开了,并且慢慢的回到了一般的避难所生活中,但一个月过后灾难发生了。

军事基地编辑

Fo1 Military Base Destroyed

条件: 摧毁军事基地军事基地.

军事基地的任务成功了。你今天的行为将对外面的世界产生影响。

大教堂编辑

Cathedral

条件: 摧毁大教堂.

大教堂的任务成功了。你今天的行为将对外面的世界产生影响。

主教的胜利编辑

Fo1 Vault 13 Overrun

条件:加入联盟 (告诉中尉或者主教13号避难所的位置), 且500天后获选者依旧生还 (或者在13年中无视主教)。

终于完成了。13号避难所归入了联盟以及主教。归功于对避难所防御系统的了解,你拯救了许多变种人,在最后你亲自给了监督最后一击。你将顺利的成为联盟最优秀的战士, 你的技能将会在未来的时间里提供莫大的帮助。你很开心,但隐隐的觉得有什么事情将会发生....

超级变种人编辑

结局1编辑

WastelandPicture

条件:在到达大教堂之前摧毁军事基地

主教的死是终结他疯狂梦想的第一个关键步骤并带来了和平,另外因为摧毁了 病毒槽也中和变种人的威胁。他们失去了创造更多变种人的能力并强行给他们打上了正义的烙印,变种人大军逃往了东边的无人之地。

结局2编辑

条件: 在到达军事基地之前摧毁大教堂

你设法摧毁了病毒槽,并在主教实施他变态的计划前杀了他。在主教死后,他的变种人大军害怕被剩下的人类报复于是逃亡了东方。

大墓地编辑

保住了水泵编辑

Fo1 Necropolis Good Ending

条件: 拿到净水芯片,修好水泵。

大墓地的尸鬼学会了如何保养修好的水泵,并且发现了很多失落的秘密技术,他们以此为业向其它城市出售这些技术。
  • 这个结局作为标准的一部分,像蜥蜴城的僵尸伦尼会提到这事。

缺水编辑

Fo1 Necropolis Bad Ending

条件: 拿走净水芯片但没有修好水泵。

大墓地僵尸总算明白了缺水意味着什么,他们的城市最终抵挡不过沙漠和缺水。没有净水芯片,他们也无法生存。

变种人的袭击编辑

条件: 在110天后进入大墓地(在分水岭干掉全部的30个变种人)。

变种人袭击了无人的大墓地。在变种人大军袭击之前,他们就离开了这座已经死亡的城市。

Followers of the Apocalypse编辑

Gain control of Boneyard编辑

Fo1 Followers Good Ending

Prerequisites: Complete the Find Children spy in the Followers quest, but Heather's absence makes this impossible...and train the Followers in use of firearms.

The Followers of the Apocalypse rise to become a major influence in New California. With your help, they gain control of the LA Boneyard.Template:Inline quote

Killed by mutants编辑

Fo1 Followers Bad Ending

Prerequisites: Don't find the Children spy in the Followers, or the Master is alive within 90 days.

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.Template:Inline quote

Shady Sands编辑

New California Republic编辑

Fo1 Shady Good Ending

Prerequisites: Aradesh and Tandi are alive.

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.Template:Inline quote

Aradesh grieves Tandi编辑

Prerequisites: Tandi is dead or not rescued, Aradesh is alive.

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.Template:Inline quote

Tandi takes over编辑

Prerequisites: Aradesh is dead, but not Tandi.

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.Template:Inline quote

Destroyed by raiders编辑

Fo1 Shady Bad Ending

Prerequisites: Both Aradesh and Tandi are dead (or the latter not saved from the Khans).

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.Template:Inline quote

Razed by mutants编辑

Prerequisites: The Master is still alive after 230 days have passed. Takes precedence over the other endings.

The mutant army marches as far north as Shady Sands, razing the small town to the ground.Template:Inline quote

Junktown编辑

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

Killian takes control编辑

Killian

Killian Darkwater

Prerequisites: Gizmo is dead, Killian is alive.

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.Template:Inline quote

Alternate version编辑

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.

[With the background picture being a gallows behind Killian with shadows of dead men hanging from it.]

Gizmo takes control编辑

Gizmo

Gizmo

Prerequisites: Gizmo is alive.

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.Template:Inline quote

Alternate version编辑

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.

[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.]

Destroyed by mutants Template:Cut编辑

Harry

Mutants run Junktown now...

Prerequisites: The Master is still alive within 210 days.

The mutants are slowed, but not stopped, by the brave defenders of Junktown. When the army finishes their brutal siege, nothing of Junktown remains.Template:Inline quote

Brotherhood of Steel编辑

Drive mutants away编辑

Rhombus

Prerequisites: Rhombus is alive.

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.Template:Inline quote

Dictatorship编辑

Paladin

Prerequisites: Rhombus is dead.

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.Template:Inline quote

Traitor Template:Cut编辑

Mutant

Prerequisites: Kedrick is alive, or the Master is alive for 170 days.

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.Template:Inline quote

Hub编辑

Prosperous trade center编辑

Fo1 Hub Good Ending

Prerequisites: Complete the quest to find the missing caravans, but don't fulfill any of Decker's quests...Report Iguana Bob to the Hub police and be kind to Harold.

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.Template:Inline quote

Abandoned编辑

Fo1 Hub Bad Ending

Prerequisites: Do not complete the quest to find the missing caravans, complete at least one quest from Decker, or the Master is alive within 140 days.

The Hub disperses before the might of the mutant army and will never recover.Template:Inline quote

Khans编辑

Fo1 Raiders Ending

Destroyed as a fighting force编辑

Prerequisites: Kill Garl and at least eight more raiders, or kill at least thirteen raiders.

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

Regroup and terrorize编辑

Prerequisites: Enter the raider camp but don't kill enough raiders for the previous ending.

The Desert Raiders eventually regroup and manage to terrorize small communities in the years following your adventures.Template:Inline quote

Scourge that lasts for years编辑

Prerequisites: Don't kill any of the raiders.

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.Template:Inline quote

Vault Dweller编辑

Into the desert

The Vault Dweller leaves Vault 13

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?Template:Inline quote

Ending 1编辑

Prerequisites: Take the Bloody Mess trait when creating your character (or picking up the Mutate! perk), procure bad Karma by the end of the game, or very quickly initiate combat upon exiting the conversation with Jacoren.

You march into the desert sands, leaving the shattered corpse of the Overseer behind you, never to return to the Vault.Template:Inline quote

Ending 2编辑

Prerequisites: Don't kill Jacoren.

You march into the desert sands, leaving the Vault behind you.Template:Inline quote

Videos编辑

Template:Video gallery

References编辑

  1. Jess Heinig in Fallout Bible 9

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