In the time since the Vault Dweller's exile, a new government known as the New California Republic (abbreviated NCR) has begun to unify the southern towns and is spreading to the north. A mysterious new organization known as the Enclave has emerged with the most sophisticated technology in the wastes, even surpassing the Brotherhood of Steel. And a new drug, Jet, has become a cancer on many towns with a nearly 100% addiction rate, forcing many to rely on the town of New Reno to keep them supplied.
During 2241, Arroyo suffered the worst drought on record. Faced with the calamity, the village elders asked the direct descendant of the Vault Dweller, referred to as the Chosen One, to perform the quest of retrieving a Garden of Eden Creation Kit (GECK) for Arroyo. The GECK is a device that can create thriving communities out of the post-apocalyptic wasteland.
The player, assuming the role of the Chosen One, is given nothing more than the Vault Dweller's jumpsuit, a RobCo PIPBoy 2000 handheld device, a Vault 13 water flask, and some cash to start on his mission.
The player eventually finds Vault 13 (the first place possible to obtain a GECK) devoid of the majority of its former human inhabitants. The Chosen One returns to find his village captured by the remnants of the United States government known as "The Enclave". The Enclave often terrorizes the inhabitants of mainland United States with their supreme arsenal of advanced technology. The player, through various means, activates an ancient oil tanker and engages its autopilot, thus allowing him to reach the Enclave's main base on an offshore oil rig.
It is revealed that the dwellers of Vault 13 were captured as well, to be used as test subjects for FEV (Forced Evolutionary Virus). Vault 13 was supposed to be closed for 200 years as part of a government experiment; this makes them perfect test subjects. The Enclave modified the Forced Evolutionary Virus into an airborne disease, designed to attack any living creatures with mutated DNA. With all genetic impurities removed, the Enclave (who remain protected from radiation) could take over. The player frees both his fellow villagers from Arroyo and the Vault 13 dwellers from Enclave control and subsequently destroys the Enclave's oil rig, killing the Enclave and United States President Richardson as well as a genetically-modified secret service enforcer known as Frank Horrigan on his way. In the end, the inhabitants of Vault 13 and the Arroyo villagers create a new prosperous community with the help of the GECK.
The number of party members the player can recruit is based on the player character's charisma statistic. Most recruits also have personal preferences or qualifications for the player. The majority of the recruits require the player to have good karma standing and to have not committed atrocious acts such as becoming a slaver or killing children.
| Name | Race | Location | Skills | Notes |
|---|---|---|---|---|
| Vic | Human | The Den | Repair, pistols and rifles | A trader whom the village elder instructed the player to find at the beginning of the game and is a vital link in the discovery of the GECK. He can join the player's group as soon as his radio is fixed and his debts repaid, or if the player eliminates Metzger, his captor. An accidental hit by the player in combat may send Vic into the state known as "apathetic Vic". This makes him different from the other NPCs, who in the same circumstances either turn on the player or ignore the hit. While being in the "apathetic" state Vic behaves normally until the player attempts to talk to him, then he just says "I've had it up to here!" and stops moving. There is no known way to bring Vic out of the "apathetic" state. This issue is addressed in some of the Fallout 2 mods. |
| Sulik | Human | Klamath | Melee weapons, SMGs | A tribal human whose village was decimated, and who seeks his sister, who he hopes survived. He will be willing to join the player's party if the player repays his debt, or asks his creditor to release him after rescuing Smiley (a trapper who went missing). He is likely the first NPC the player will recruit. If the player joins the slavers without first selling Sulik, he will attack. Sulik will give the player some rather ambiguous hints after being asked to consult the spirits. |
| Cassidy | Human | Vault City | Pistols and rifles, unarmed, and melee weapons | A bartender, who lives in Vault City only because they have the best healthcare in the area. This can be further attested to the fact that in certain random dialogues, he hopes that his 'heart will not act up' while travelling, and using any stimulating drugs will cause his heart to collapse. He also tells you he got named after a pre-wars comicfigure by his father. The comic figure might be Proinsias Cassidy from Preacher. |
| Myron | Human | New Reno (the Stables) | Science | A brilliant young scientist who is employed by the Mordino family for chemical research but feels they are not treating him properly. He is the boy who created the drug "Jet", and is highly arrogant, though a coward in battle. His abilities allow you to make stimpacks for healing, and other items. |
| Lenny | Ghoul | Gecko | Doctor | A Necropolis survivor, Lenny is the medical doctor for the Gecko shantytown and would gladly follow a descendant of the Vault Dweller. He is possibly the oldest, or at least one of the oldest, characters in the game, having lived before the Great War (World War III). |
| Marcus | Super Mutant | Broken Hills | Big guns, (large) energy weapons | The sheriff of Broken Hills who was a member of The Master's army before he befriended a member of the Brotherhood of Steel. The player has to solve some quests in Broken Hills before Marcus consents to join the party. |
| Goris | Deathclaw | Vault 13 | Unarmed | A deathclaw and a scholar from Vault 13 who wants to experience and learn more about the world by traveling with the player. |
| SkyNet | Robot | Sierra Army Depot | Depends on brain | Asked for assistance by an AI in Sierra Army Depot, the player would have to find a robot chassis and a compatible brain for the entity to occupy. The quality of the brain depended directly on the player's Science skill, with the most desirable one and most difficult to obtain (requires at least 121%) being the cybernetic brain. SkyNet as a "robobrain" bot is highly skilled with rifles and shotguns, but cannot wear armor of any kind. Unlike the other NPCs, Skynet is very reluctant to attack if the player hits him, even if the hit deals large amount of damage. SkyNet is a reference to the Terminator series. |
| K-9 | Robot dog | Navarro | Unarmed | A robot dog belonging to a malevolent Enclave scientist Dr. Schroeber, who removed his motivator. He possesses exceptionally strong ethical programming. K-9 is a reference to the show Doctor Who. |
| Cyberdog | Robot dog | New California Republic | Unarmed | A gift from a scientist in NCR after completing his quest. |
| Dogmeat | Dog | Cafe of Broken Dreams | Unarmed | A mixed-breed canine and former companion of the Vault Dweller. Despite his age and the manual's claim that he was killed in the Mariposa Military Base, Dogmeat appears in a special encounter and will join the Chosen One if he or she is wearing the Vault 13 jumpsuit or (due to a bug) the Bridgekeeper's Robes. He will also join if fed an Iguana-On-a-Stick. |
| Pariah Dog | Dog | Pariahs | Unarmed | A half-dead dog found in the desert, surrounded by corpses. The Pariah Dog will automatically join the Chosen One, regardless of their Charisma value. As long as the dog is alive, the Chosen One will have the "Jinxed" perk, and their Luck will be lowered to 1. |
| Miria | Human | Modoc | Unarmed | Grisham's daughter; if the Chosen One (regardless of gender) has sex with her, she will join the party via a shotgun wedding. Unlike normal characters, a spouse does not improve with experience, and will not leave the party short of death, divorce, or forcibly being sold into slavery. |
| Davin | Human | Modoc | Unarmed | Grisham's son; if the Chosen One (regardless of gender) has sex with him, he will join the party via a shotgun wedding. Unlike normal characters, a spouse does not improve with experience, and will not leave the party short of death, divorce, or forcibly being sold into slavery. |
There are 18 different skills in the game. They are ranked from 0% to 300%. The starting values for those skills at Level 1 are determined by the player's 7 basic attributes, but most of those skills would fall between 0% and 50%. Every time the player gains a level, he will be awarded skill points to be used to improve his skills, equal to 5 points + twice his Intelligence. The player may choose to "Tag" 3 of the 18 skills. A tagged skill will improve at twice the normal rate.
Books found throughout the gameworld can also improve some of those skills permanently, although books are scarce early in the game. However, after a skill reaches a certain level, books no longer have any impact. Some NPCs can also improve Skills via training. How high a Skill can be developed is affected by the character's Attributes - a character with a low Intelligence will not be able to boost their Science rating as high as a character with high Intelligence, for example.
Some skills can also be improved while having certain items equipped. (E.g. equipping a lock pick would improve lock picking skills.) Stimulants can also temporarily boost player's skills; however, they often have adverse effects such as addiction and withdrawal. As Skills grow higher in rating, they begin to cost more Skill Points to increase.
Perks in the game are special elements of the level up system. Every 3 levels (or every 4 if the player chose the "Skilled" Trait), the player is granted a perk of his or her choosing. Perks grant special effects, most of which are not obtainable via normal level up in the game, such as letting the player have more actions per round. Unlike traits, most perks are purely beneficial - they are usually offset only by the infrequency of acquiring them.
Fallout 2 featured a much wider array of items, weapons and armor than Fallout. Most of the items from Fallout returned, but had alternate and upgraded forms: the minigun, for example, is now joined by the Avenger and Vindicator mini-guns. Item prices were also increased at stores, making scavenging for items more important. In addition to old, upgraded weapons, several new weapons were introduced for all branches of combat, thus making no one combat skill the best, and allowing the player to be powerful with any firearm. The range of enemies was also increased to a wider diversity. The end result is a much more complex combat environment.
Skills start off at a lower rate than the first game, and the various skills are also more important. Previously, skills like Unarmed, Doctor and Traps were used sparingly, but now, all skills are useful to a degree. The maximum level of a Skill was increased from 200 to 300. The Unarmed skill in particular was made much more sophisticated by adding different types of Punches and Kicks depending on the player's Attributes and skill level. Several new Perks were added while most others were retained, allowing a greater degree of customization.
Karma is accompanied by Reputation, and while Karma affects the player on a whole, Reputation affect how the player is received in a single town. While Karma is achieved by doing good things and killing monsters, Reputation grows based on how the player helps the city, usually by completing sub-quests. By nature, Reputation and Karma tend to grow parallel to each other. As in Fallout, good/evil characters react differently to players with different Karma. Also, the player can acquire certain titles (Gigolo, Made Man, Slaver) based on their actions that also affect the game and how others react to them.
Recruitable NPCs were very simplistic in the first game, and the only extent of control the player had over them was controlling what weapons they used and telling them to stay at a certain distance. In Fallout 2, team NPC control is much more sophisticated, with them being able to level up, equip armor and be issued orders before combat ranging from when to run away to when to heal themselves. The NPCs also possess distinct personalities and characteristics, similar to previous games. The recruiting process is also more complex, with NPCs refusing to join the player if he has negative Karma or before a certain quest has been completed. Finally, there is a limit to the number of NPCs a player can recruit.
In the original Fallout, sub-quests in the towns and cities were usually solved within that city, with only a few sub-quests requiring the player to travel. The cities, fairly isolated except for caravans, were concerned with their own problems. In Fallout 2, however, the cities have a great deal of contact with each other, and with the sole exception of Klamath, actions in one city will affect the state of another, and sub-quests will often require the player to go back and forth from location to location to kill enemies and deliver messages and items. To assist this, the makers of Fallout 2 added a vehicle, The Chrysalis Motors Highwayman (sometimes erroneously called the Roadmaster, which is a real car). The Highwayman, based on the 57 Chevy with sci-fi upgrades, reduces map travel time significantly. It can be upgraded several times in various missions, and it runs on the same nuclear cells as certain weapons in the game; this element is faithful to 1950s concepts of future vehicles, such as the Ford Nucleon.
The game's overall theme matter is more R-rated, with drugs and prostitution becoming major elements of the setting and the drug "Jet" as one of the major subplots. Profanities are also encountered more often. During the course of the game, players can join the Mafia, become a porn star, and engage in adultery. Slavery also becomes an important subplot, and players can either side with the Slavers or join their opponents that try to stamp slavery out. NPCs can be bought and sold as slaves during the course of the game.
Also, speedruns take longer than in Fallout. In Fallout, players could simply go straight to the Military Base, destroy it, then travel to the Cathedral and do the same. In Fallout 2, the final base cannot be accessed until a certain NPC reveals the coordinates. Thus, it is possible to create a non-combat character focused on speech and stealing in order to procure the necessary items to be able to talk one's way through to the final boss. From there, the non-combat based character's a high science skill rating allows the hacking of the final base's sentry guns to fire upon the boss. This combined with talking his men into mutiny requires no direct interaction with the boss in order to secure an easy victory. The game was completed in 17:51 on a video posted on the Speed Demos Archive website.
Fallout fans are generally divided in their opinions of Fallout 2. The most common complaints involve the voluminous amount of pop-culture references throughout the game, many of which are extraneous and forced; the exaggerated "adult" content such as the Golden Globes porn studio in New Reno, or even New Reno as a whole; the lack of a true 'Fallout' atmosphere when compared to the original game; and especially the overall lack of advancement over the original in terms of graphics and gameplay. There have also been some complaints about the game's relatively arbitrary end boss, as well as speculation that the game shipped with some potentially crippling bugs. The most notable bugs were the 'Highwayman bugs', which had the car's parts disappearing and the car not following you even though you travelled with it, and having the player's accompanying NPC team completely disappear after sleeping with one of the characters in New Reno.
However, the vast majority of fans argue that Fallout 2 goes above and beyond the ideas and promises of the original. With a level of content many times that of the first Fallout, and no "ticking clock" main quest hanging over the head of the player, some feel that Fallout 2 fleshes out the concept of a truly open-ended roleplaying experience to an extent that the original was unable to achieve.
Other town names are often derived from real-world references.
In Fallout 2, there is an enormous number of easter eggs.