Fallout endings Returned to normal Vault life . Prerequisites : Refuse to or fail trying to find the water chip . Military Base . Prerequisites : Destroy the Military Base . Cathedral . Prerequisites : Destroy the Cathedral . Master ' s victory . Prerequisites : Join the Unity ( reveal the location of Vault 13 to the Lieutenant or the Master ) , 500 days pass while the latter is alive ( or 13 years regardless ) . Super mutants . Ending 1 . Prerequisites : Destroy the Military Base before taking the Cathedral . Ending 2 . Prerequisites : Destroy the Cathedral before the Mariposa Military Base . NOTE : although the narrative plays out to be the other way around , the game is bugged to obtaining the opposite ending . Necropolis . Water pump maintained . Prerequisites : Take the chip , fix the pump . Dehydration . Prerequisites : Take the water chip , but don ' t fix the pump . Mutant attack . Prerequisites : Enter Necropolis after 110 days have passed ( 30 after killing all the super mutants at the watershed ) . Followers of the Apocalypse . Gain control of Boneyard . 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 . This ending is bugged and cannot be obtained Killed by mutants . Prerequisites : Don ' t find the Children spy in the Followers , or the Master is alive within 90 days ( 05 March 2162 ) . Shady Sands . New California Republic . Prerequisites : Aradesh and Tandi are alive . Aradesh grieves Tandi . Prerequisites : Tandi is dead or not rescued , Aradesh is alive . Tandi takes over . Prerequisites : Aradesh is dead , but not Tandi . Destroyed by raiders . Prerequisites : Both Aradesh and Tandi are dead ( or the latter not saved from the Khans ) . Razed by mutants . Prerequisites : The Master is still alive after 230 days have passed . Takes precedence over the other endings . Junktown . 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 " . Killian takes control . Prerequisites : Gizmo is dead , Killian is alive . Alternate version . [ With the background picture being a gallows behind Killian with shadows of dead men hanging from it . ] Gizmo takes control . Prerequisites : Gizmo is alive . Alternate version . [ 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 . Prerequisites : The Master is still alive within 210 days . Brotherhood of Steel . Drive mutants away . Prerequisites : Rhombus is alive . Dictatorship . Prerequisites : Rhombus is dead . Traitor . Prerequisites : Kedrick is alive , or the Master is alive for 170 days . Hub . Prosperous trade center . 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 . This ending is bugged and cannot be obtained Abandoned . 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 . Khans . Destroyed as a fighting force . Prerequisites : Kill Garl and at least eight more raiders , or kill at least thirteen raiders . Regroup and terrorize . Prerequisites : Enter the raider camp but don ' t kill enough raiders for the previous ending . Scourge that lasts for years . Prerequisites : Do not enter the main camp of the Khans . Vault Dweller . Ending 1 . 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 . Ending 2 . Prerequisites : Don ' t kill Jacoren .