8 INSANELY Evil Choices You Can Make In Fallout

7. Sell Out Your Own Vault - Fallout 1

Fallout child killer
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The first Fallout game begins with a deliciously simple plot that works wonders for it's gameplay. With only 150 days to find a replacement water purification chip, The Vault Dweller has limited time to find, return and fix the issue before Vault 13 completely dries up.

The time mechanic works brilliantly in forcing the player to constantly be moving towards a clear end goal, however as you may well know, Fallout isn't exactly a linear game and thus it's very easy to become sidetracked, especially when you learn of the growing Super Mutant threat which may well spell the end of all Vaults if not dealt with.

However you might look at this big green buff boys and fancy yourself as a like minded individual, after all they seem to shrug of radiation like it's nothing, are immensely strong and of course are rocking that bald headed egg look. Sure you can't ever have kids thanks to being sterile but hey humanity hasn't exactly been that great elsewhere has it.

So instead of simply ignoring the Vault 13 issue, why not actively be a terrible person and tell the Master (the leader of the Super Mutants) of it's location, by doing this you get the bad ending as you watch the group storm the Vault and obliterate every man woman and child in there.

That'll teach you for not letting us back in Overseer you smug git.

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Jules Gill hasn't written a bio just yet, but if they had... it would appear here.