8 Video Game Characters Who Made THE WORST Decisions

5. Helping The Water Merchants - Fallout 1

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If there's one thing that the Fallout Franchise prides itself on, it's player choice. From the moment you begin creating your character, everything is left up to you, and the huge range of dialogue options mean that you can make some truly granular experiences.

However, that does mean that there ends up being a fair few choices that are just plain bad for everyone involved including yourself. From Nuking Megaton to denying your destiny by refusing to purify the waters of the wastelands, you can be a bad son of a gun without a doubt.

However, sometimes your decisions have far-reaching consequences that in the heat of the moment seem so insignificant. Take for example The Water Merchants in Fallout 1. You meet these hardy supplies of liquid pretty early in the game, and as your vault is absolutely gasping for water, you can set up a deal with them to convoy up and deliver water to them.

It won't solve the problem of your broken water purifier, but it will buy you time with which you can explore more, or go out questing for better loot. Problem is, is that this now creates a paper cup trail or information. The Water Merchants know the Vaults location, and should The Master ever send his Super Mutants after this group, they'll be able to extract that information and head right on in and destroy everything you hold dear.

It might seem like a good idea at the time, but revealing the Vaults location might be the dumbest decision you can make.

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