Glaring inconsistencies and stupidity in the ending of Fallout....2

Vault22

Banned
Having recently beat it yet again I couldn't help but be annoyed with the end game and how a lot of the things that happen didn't make sense at all. The gaps in logic completely tear apart the ending, much like Beth's water purifier scenes in their shitty game. Perhaps many of you have an explanation/defense for these baffling choices. I love the game up until the point I come across San Francisco, then it ceases to feel like the desperate wasteland anymore and I can't get into it. Where I explore everything and absorb the environment in other places, San Fran/Oil Rig I power through as fast as I can because I hate how out of place and stupid they are.

San Francisco
  • why would the punks allow you to simply take their ship to a hostile militarized base, with a high probability of them all getting blown up or killed? why wouldn't they try to stop you/pay them a huge sum etc.?
  • why is Bay Area San Fran not completely glassed/destroyed, yet minor little towns like Klamath and The Den are torn up? according to the captain's log they found the area unscathed, so it wasn't necessarily rebuilt by the Shi.
  • why were the hubologists even allowed to move into the city in the first place? why were they not wiped out by the hundreds of Shi, many who are trained in combat and heavily armed? they don't need to traveler the wastes, they just need to walk uptown.
  • why are the Shi so heavily armed? where did they get the gauss rifles, chain guns, and power armor, and how do they continue to get it when an organized republic like NCR can't?
  • why do the Shi even have a huge amount of fuel for a diesel tanker in the first place? do they have a refinery?

Oil Rig

  • why would the troops not be put on full alert when a giant ship is approaching the rig without authorization or prior plans?
  • why are there no guards posted to the reception area of the Enclave?
  • why does the rig have a trap maze room? what purpose does that serve except make the barracks that flank it a huge injurious pain in the ass?
  • why does the President and Vice President not have a guard? why is any old trooper allowed to waltz up to him without clearance? even the Commander at Navarro had a door guard.
  • why doesn't the President immediately call for backup once you reveal yourself as a mutie tribal? Why does he allow you to walk away when you reveal that you intend to stop his plan by any means necessary and/or kill him?
  • why do you need a GECK in order to talk to your Elder properly? Why do you need a GECK to go down to the lower levels?
  • why isn't the base put on full lockdown, with checkpoints and ID verification once the generator is destroyed? why does nobody ever discover the body of the President once you kill him and put the base on lockdown?
  • why are the tribals simply allowed to leave once the ray shields to their cells go down? why aren't they gunned down by troopers or auto cannons? why do no troops and/or Horrigan follow them to the ship, and then massacre them?
  • why does Sergeant Granite allow you to go past him? wasn't he supposed to be the perimeter defense and not let anyone past? why do they instantly join you to fight Horrigan despite seconds earlier stating they saw this dude effortlessly slaughter anyone who tried to oppose him? morons with a death wish?
  • why isn't downloading the data for FEV immunization, then taking it to scientists in the NCR an option?

Yeah, in short I can get really deep into the game and be completely immersed in my character until I reach these parts, then I quickly lose interest as all this stuff bothers me and takes me out of it. Anyone have any explanation for all of these obvious oversights (which were done correctly in other parts of the game!)
 
Vagrants, you kindov do pay them, by fuelling their ship.
Hubologists and Shi probably co-exist because neither of them are willing to go to outright war with each others. They can still dislike each others passionately.
Shi gets awesome gear cus end-game! :V

Enclave, there are guards, a bunch of turrets. Try wandering in NOT disguised as an Enclave trooper.
Trap maze room, cus... end-game! :V A better question is - why did the Enclave rig the doors with a lockpicking easter egg? What were they thinking!?
President don't need a guard - he is on the rig! How protected would he have to be!? It's not like they expect eager half-muties to swim across :D
He allows you to walk off cus he probably sees no practical means of which you can destroy the Enclave, without being shot to a molten pulp in the process.
You need the GECK cus this entire time you needed the dumb GECK, idunno....
They don't discover the body, cus nobody patrols his office, cus he probably told everyone to leave him alone - he is the president! He doesn't want to be bothered.
Tribals are very nimble!
You, the player, are a tough nail, there's five of you. Horrigan has so far mostly killed peasants and children, one death claw, and one dude in a metal armor. They figure the odds are drastically shifted - which indeed they are, especially considering one of them has a Pulse rifle.

Legit concerns, nothing can be perfect! Why does nobody resque poor Micky from the damn well, after he is clearly heard screaming for help, for days, weeks even years on end?
How did the floaters and centaurs and wanamingos get into the tanker, and why does none of them walk up the stairs?
 
The real explanation is, basically - lack of development time. Fallout 2 was released in a somewhat unfinished, buggy state, and the later the game content is set, the weaker its logic, explanation, consistency and overall structure. San Fran has been a needle in the eye for many fans over the years, and the points you make about the Oil Rig are in place too. I'd add that I personally find Frank Horrigan to be a rather anticlimactic end-boss, at least when compared to Master.
The truth is that Fallout 2 is far from perfect and has logical holes around every corner, but eh, fuck it, it's still a great game with tons of content and role-playing potential. When you get all that in a single game, it's not that hard to turn a blind eye on some of its segments.
 
That's it? San Fransisco and the Oil Rig? Yeah I can agree there, those two areas weren't done really well and many people agree.
 
i've been reading up on ww2. the americans bombed some cities but left some untouched, in japan with hiroshima and nagasaki but even in germany, in postdam, even as close to berlin as it was. tactically, the chinese would have focused on bombing oakland and its huge port and might've ignored san francisco.
 
Even today they find old ww2 bombs in Potsdam every few months, by the way. Just saying.
 
This game i played and why i have missed over 10 times in a row against a plant ( 55 % of hand to hand + 40 % of hit chance ) ?
Is this system not too random ?
 
Yes, 50% doesn't mean "hit every two times", it just means, every time you hit, you have an equal chance to hit or to miss
50% sucks
 
SF
  • why would the punks allow you to simply take their ship to a hostile militarized base, with a high probability of them all getting blown up or killed? why wouldn't they try to stop you/pay them a huge sum etc.?
Because:
-Their ship work better thanks to you
-There are no monster in the ship
-Meyers want revange
+ risk is super small because of IFF

  • why is Bay Area San Fran not completely glassed/destroyed, yet minor little towns like Klamath and The Den are torn up? according to the captain's log they found the area unscathed, so it wasn't necessarily rebuilt by the Shi.
Youre wrong:
Fallout 2 Official Strategies & Secrets p.218: "You're here to find a ship that you can use to travel to the distant Enclave. That's the only way you'll ever be able to rescue your Tribe. You'll leave more than your heart here if you're not careful. San Francisco was hit hard by nukes, but it didn't kill the city. Instead it just mutated it into something a bit weirder. You'll have to make your way past an oddly revived Chinatown, post-nuke punks, and a bizarre group of cultists called Hubologists. Hmm, maybe San Francisco hasn't changed all that much."

HIT HARD BY NUKES

Enclave
  • why would the troops not be put on full alert when a giant ship is approaching the rig without authorization or prior plans?

Meyers - It'll sail right out to the oil rig, and they won't fire at you because you've got the IFF transponder.
Meyers - {128}{}{IFF: Identify Friend or Foe. It means that this ship is identified as a friend, so other Poseidon things - like, say, an oil rig - won't fire at you when you come into range. Oh, and a FOB is some sort of Enclave technology that let's you enter a door electronically. You'd probably find one of them at one of their bases or some such place.}

  • why are there no guards posted to the reception area of the Enclave?

-No need for it (oil-rig is isolated)
-Some sort time interval in setting guards
-Due to chaos in organization of all new Enclave personell from elsewhere?
-Basically, its before inoculation, so it can also be the reason

  • why does the rig have a trap maze room? what purpose does that serve except make the barracks that flank it a huge injurious pain in the ass?
No sense, true.

  • why does the President and Vice President not have a guard? why is any old trooper allowed to waltz up to him without clearance? even the Commander at Navarro had a door guard.
No need for them. Why commander at Navarro has? Because they're working with locals/soldiers, who will become deserters (+ there are DC closely) A lot of risk in second option.

  • why doesn't the President immediately call for backup once you reveal yourself as a mutie tribal? Why does he allow you to walk away when you reveal that you intend to stop his plan by any means necessary and/or kill him?
Snob, megalomaniac, and he's too confident.
 
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