Which Fallout 3 ending is Canon
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requirements: Destroy the military base.
Your mission against the mutant stronghold is successful. Your actions will affect the rest of the world for years to come.
requirements: Destroy the cathedral.
Your mission against the cathedral is successful. Your actions will affect the rest of the world for years to come.
requirements: Join the Unity (reveal the location of Vault 13 to the Lieutenant or Master).
It is done. Vault Thirteen belongs to the Unity and the Meister. Your knowledge of the Vault defenses saved many mutant lives during the attack. You personally made the final kill when you took the life of the Overseer. You will certainly become one of the finest soldiers for the unity, and your skills will see you rewarded often in the future. You are happy. But there remains the tiniest doubt of what could have been ...
requirements: Destroy the cathedral first and then the military base.
The death of the Master was the first major step towards ending his mad dream of conquest and enforced peace, but it is the destruction of the Vats that neutralizes the mutant threat. Without the ability to create more mutants and enforce their harsh brand of justice, the mutant armies flee to the east, beyond the no-man's land.
requirements: Destroy the Military Base first and then the Cathedral.
You managed to destroy the Vats, then you killed the Master before he could realize his twisted plans. With the master gone, his armies flee to the east in fear of retribution from the remaining normals.
Water pump maintained
requirements: Take the water chip and repair the pump.
The ghouls of Necropolis learn how to maintain the repaired water pump, and eventually rediscover many lost secrets of engineering. They form a business selling this technology to other towns.
requirements: Take the water chip and don't fix the pump.
The ghouls of Necropolis learn firsthand the final meaning of dehydration, as their city succumbs to the desert sands and the water runs out. Without their water purifying control chip, they do not survive.
requirements: Necropolis after 110 days or 30 days after killing all super mutants at the water shed.
The mutant attack on Necropolis spares none of the ghoulish inhabitants. After the mutant armies advance, they leave a truly dead city behind them.
Followers of the Apocalypse
Gain control of Boneyard
requirements: The ending is flawed and does not appear in the game.
The followers of the Apocalypse became a huge influence in New California. With your help, they'll get control of LA Boneyard.
Killed by mutants
requirements: Consent to be spied on the cathedral. It is not possible to finish this. Some sources say this ending occurs if the master is not defeated within 90 days of starting the game.
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.
Republic of New California
requirements: Aradesh and Tandi live.
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.
Aradesh grieves Tandi
requirements: Kill Tandi, let Aradesh live.
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.
Tandi takes over
requirements: Kill Aradesh, don't 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.
Destroyed by raiders
requirements: Kill Aradesh and Tandi.
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.
Razed by mutants
requirements: Enter Shady Sands after 230 days. That ending has priority.
The mutant army marches as far north as Shady Sands, razing the small town to the ground.
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
requirements: Kill Gizmo, but not Killian.
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.
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
requirements: Let Gizmo Live.
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.
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
requirements: Ending cut from the game.
The mutants are slowed, but not stopped, by the brave defenders of Junktown. When the army finishes their brutal siege, nothing of Junktown remains.
Brotherhood of Steel
Drive mutants away
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