» Mon Sep 28, 2009 11:24 am
You may think Fallout 2 is a big enough game as it is, but the designers were aiming to make it even bigger. There are lots and lots of things, great and small, that didn't make it into the final product, and in many places it shows in different ways. Such things that had to be omitted may include, but are probably not at all limited to the stuff listed here: (Some of these may just be rumours, though.) (Taken from Per Jorner)
A Klamath quest to expose the Duntons as cattle rustlers using the Radscorpion Limbs.
The second encounter with King Arthur and his knights as described above.
Sulik's sister, whose absence has spawned one of the most persistent and variform net rumours about this game. According to designer Chris Avellone it was never even decided where in the game she was going to appear.
A second tribal village (tentatively named Primitive Village), home of Sulik and situated on the coast between Arroyo and Navarro.
An Abbey world map location north of Gecko, featuring monks hoarding pre-war wisdom. This is also where you'd have run into Ian from the original Fallout - funny how many people from back then managed to live through those 80 years.
An extensive underground base (the Environmental Protection Agency) west of New Reno, with up to seven levels, featuring all kinds of high-tech stuff, artificial intelligences, weapons and items. Presumably this is what Myron alludes to when he mentions pre-war bases.
Diplomatic characters would have been able to beat the raiders by talking to Shadow-Who-Walks and making him leave their employ.
Putting the kids in the Den in an orphanage (possibly run by Mom), with the beneficial side effect of the player not having to risk being pickpocketed any more. Also killing Metzger and telling Karl to return to Modoc should have had quest entries.
A quest to retrieve a corpse stolen by the Hubologists from the Shi, as hinted by the existence of such an item and a log note in the Shi database.
Going to the Enclave using the vertibird in Navarro and/or going to Navarro using the vertibird in the desert transaction.
Use of the Red and Yellow Reactor Keycards in the Enclave reactor room.
Use of the Heart Pills to cover up the Westin murder.
A Shi quest tied in to the EPA, related to the ending where the Shi get their butts kicked by a sentient plant.
The interior of the Hubologist space shuttle and three endings where the Hubologists kill themselves in different ways by means of the shuttle.
Lenny would have been able to turn into a "glowing" ghoul from drinking radioactive beverages. This probably spawned the rumour that you can make the ghouls in the Harp glow by buying them enough booze.
An additional twist to the Lynette-Westin holodisk exchange where the player could blackmail them with knowledge of their underhanded connection.
A good ending for the deathclaws of Vault 13, where the Pack expands peacefully into the surrounding territory. According to John Deiley who designed Vault 13 this was scrapped because the Enclave plot necessitated the slaughter of the deathclaws.
A good ending for Vault City and Gecko; well, actually two endings, one for each town. The good ending for Gecko which revolves around Gordon's "greed is good" scheme is only inaccessible because of a bug.
Two VC endings where Vault City is razed and one Gecko ending where Vault City invades Gecko.
One Broken Hills subplot with Chad the corrupt caravan leader and another concerning the mutagenic serum.
Poking through the game files one can discover many details and features that didn't seem to make it into the game. For instance, there are images for each specific karma level, a Virgin reputation and "Tragic" and alcohol addiction; named critters that are not in the game and earlier versions of existing ones; an Arroyo exile named Kaga repeatedly trying to kill the Chosen One in special encounters; sound files for endings for the Elder, Marcus, Harold and the President; a "Li'l Chemist" kit allowing you to mix chemicals; implied uses for "useless" items such as the Ball Gag, Marked Cards and Radscorpion Limbs; a village outside Vault City whose inhabitants are trying to avoid being turned into "servants"; Merk stealing stuff from your car in NCR; getting to the SAD by finding a map in Sam Pritchard's grave (prevented by a scripting bug); getting the location of the SAD from the traveller encounter (prevented by another scripting bug); giving Jet to Fannie in Redding and eventually having her die of an overdose; the robots in the SAD going to the repair bay for maintenance and repair bots replacing killed robots with new ones; Mr. Cheater; recruiting Dr Jones in Vault 15 as an NPC; a food system; the Pipe Rifle as a "Springer Rifle" loaded with Rocks (!); and more.
A few extra movies (e.g. meeting Gruthar, the desert transaction and getting the car).
You were supposed to be able to finish the spleen quest by assassinating Dr Wong within a day after his refusing to give you the spleen, and then going to Dr Fung as usual, but this is prevented by a bug.
A Phazer at the scene of the shuttle crash.