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* TruthInTelevision: With high enough science skill, you can hack the computers at Mariposa by exploiting a security vulnerability ''in the win screen of a blackjack game''. There are several real life examples of bugs in video games that can provide the user access to things they shouldn't. Such exploits have for example allowed modders to install Linux operating systems on Playstation 2s without the use of any kind of physical modifications.


** If you do a couple of quests for the Brotherhood, talk to a few characters around their base, and give Maxson evidence of the threat to convince the other Elders, [[DefiedTrope they actually will lend some help]] by giving you a suit of PoweredArmor, another suit of the best non-powered armor, a laser pistol as a sidearm, a high-level weapon of your choice (e.g. sniper rifle, rocket launcher), and three Paladins to help you at the Marisopa military base. In the ending slides, it's also explained that the Brotherhood drove off the remnants of the mutant army when they disintegrated across the wastes. Thanks to a bug, the Paladins won't follow you into the interior of the military base - there is a mod to fix it, but without that mod their usefulness starts and ends at killing the four guards at the entrance. Destroying the Cathedral is still left solely to you.

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** If you do a couple of quests for the Brotherhood, talk to a few characters around their base, and give Maxson evidence of the threat to convince the other Elders, [[DefiedTrope they actually will lend some help]] by giving you a suit of PoweredArmor, another suit of the best non-powered armor, a laser pistol as a sidearm, a high-level weapon of your choice (e.g. sniper rifle, rocket launcher), and three Paladins to help you at the Marisopa Mariposa military base. In the ending slides, it's also explained that the Brotherhood drove off the remnants of the mutant army when they disintegrated across the wastes. Thanks to a bug, the Paladins won't follow you into the interior of the military base - there is a mod to fix it, but without that mod their usefulness starts and ends at killing the four guards at the entrance. Destroying the Cathedral is still left solely to you.

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* ImpossibleMission: Ask to join the Brotherhood of Steel, and you are given a task to go dig around in a place called The Glow. They never expected you to come back alive from there, as demonstrated by the corpses of Brotherhood paladins you find.


** The Vaults are not sadistic social experiments in this game. That was only revealed in ''2'', along with the existence of the Enclave.
** The BlackComedy is much less pronounced, and the protagonist has nowhere near as many DeadpanSnarker options.

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** The Brotherhood of Steel, while still very insular, is [[CodeOfHonour well-mannered]] and fully devoted to it's professed creed of bringing civilization and technology to the wasteland. You can also beat the entire game without ever seeing them, or even knowing that they exist.
** The Vaults are not notably '''not''' sadistic social experiments in this game. That detail was only revealed [[{{Retcon}} amended to the series]] in ''2'', ''Fallout 2'', along with the existence of the Enclave.
** The BlackComedy is much less pronounced, and the protagonist has nowhere near as many DeadpanSnarker options.conversation options as they have in later games.



** Energy weapons are extremely rare, an incredibly powerful compared to typical firearms.



* FromNobodyToNightmare: [[spoiler:The Master was once just another Vault resident.]] Also, [[PlayerCharacter the Vault Dweller]], especially if you take the more evil routes.

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* FromNobodyToNightmare: [[spoiler:The Master was once just another Vault resident.]] Also, [[PlayerCharacter the Vault Dweller]], Dweller, especially if you take the make more evil routes.choices than good.]]



* GameplayAndStorySegregation: If too much time passes, the mutant armies will destroy each of the settlements one by one. Necropolis will fall first, and all the ghouls there will be dead by the time you arrive. However, when the Followers of the Apocalypse and the Hub after that, they remain perfectly inhabited and with their own problems to deal with until the ending says otherwise. The same applies rest of the settlements.

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* GameplayAndStorySegregation: GameplayAndStoryIntegregation: If too much time passes, the mutant armies will destroy each of the settlements one by one. Necropolis will fall first, and all the ghouls there will be dead by the time you arrive. However, when the Followers of the Apocalypse and the Hub after that, they remain perfectly inhabited and with their own problems to deal with until the ending says otherwise. The same applies rest of the settlements.



* GunTwirling: Your character will do this when you holster certain guns.

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* GunTwirling: Your character will do this when you holster holstering certain guns.



* HulkSpeak: Super mutants, as well as the player character if (s)he has a low intelligence score.

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* HulkSpeak: Super mutants, as well as the Some super mutants talk like this. The player character will too if (s)he has a low intelligence score.



* ItsUpToYou: If you don't stop the Super Mutant army after a set time, you automatically lose, indicating that no one else in the wastes does anything even after you tell them about the threat. Justified for the various settlements, which lack the capability to do much in the first place, but this trope is frustratingly blatant in regards to the Brotherhood of Steel. It's clear that a full invasion of the Cathedral early on by the then-numerous and heavily armed Brotherhood of Steel would have led to a quick victory over the Master's defenses. The Elders of the Brotherhood seem more than happy to just sit back and make you do all the work.
** If you do a couple of quests for the Brotherhood, talk to a few characters around their base, and convince Maxson of the threat, they actually will lend some help by giving you a suit of PoweredArmor, another suit of the best non-powered armor, a laser pistol as a sidearm, a high-level weapon of your choice (e.g. sniper rifle, rocket launcher), and three Paladins to help you at the Marisopa military base. In the ending slides, it's also explained that the Brotherhood drove off the remnants of the mutant army when they disintegrated across the wastes. But that's it. Destroying the Cathedral is still left solely to you. To make matters worse, the Paladins won't even follow you into the interior of the military base (possibly due to a bug), so their usefulness starts and ends at killing the four guards at the entrance. After that, ItsUpToYou yet again.

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* ItsUpToYou: If you don't stop the Super Mutant army after a set time, you automatically lose, indicating that no one else in the wastes does anything even after you tell them about the threat. Justified for the various settlements, which lack the capability to do much in the first place, but this trope is frustratingly blatant in regards to the Brotherhood of Steel. It's clear that Steel: a full invasion of the Cathedral early on by the then-numerous numerous and heavily armed Brotherhood of Steel would have led to a quick victory over the Master's defenses. The defenses, ''however,'' the Elders of the Brotherhood seem more than happy to just sit back and make you do all (aside [[OnlySaneMan Maxon]]) won't believe the work.
Mutants are any real threat.
** If you do a couple of quests for the Brotherhood, talk to a few characters around their base, and give Maxson evidence of the threat to convince Maxson of the threat, other Elders, [[DefiedTrope they actually will lend some help help]] by giving you a suit of PoweredArmor, another suit of the best non-powered armor, a laser pistol as a sidearm, a high-level weapon of your choice (e.g. sniper rifle, rocket launcher), and three Paladins to help you at the Marisopa military base. In the ending slides, it's also explained that the Brotherhood drove off the remnants of the mutant army when they disintegrated across the wastes. But that's it.Thanks to a bug, the Paladins won't follow you into the interior of the military base - there is a mod to fix it, but without that mod their usefulness starts and ends at killing the four guards at the entrance. Destroying the Cathedral is still left solely to you. To make matters worse, the Paladins won't even follow you into the interior of the military base (possibly due to a bug), so their usefulness starts and ends at killing the four guards at the entrance. After that, ItsUpToYou yet again.


* GoneHorriblyRight: One of the intended functions of the Forced Evolutionary Virus was to repair chromosomal damage. One problem with this is that normal reproductive cells only have half the chromosomes of regular cells, and in reproduction these join to form a single cell with a full set of chromosomes. FEV "repairs" reproductive cells to have a full set of chromosomes, thus rendering everyone infected sterile.


** The "Rockwell CZ53 Personal Minigun" is based off of the GE M134 Minigun.
** The "Rockwell BigBazooka Rocket Launcher" is an M47 Dragon missile launcher complete with SU-36/P daysight tracker, with an exaggerated bazooka-like muzzle and no bipod.

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** The "Rockwell CZ53 [=CZ53=] Personal Minigun" is based off of the GE M134 Minigun.
** The "Rockwell BigBazooka [=BigBazooka=] Rocket Launcher" is an M47 Dragon missile launcher complete with SU-36/P daysight tracker, with an exaggerated bazooka-like muzzle and no bipod.

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* RealityEnsues:
** Shooting a woman in the groin hurts her every bit as badly as if she were a man. [[CrossesTheLineTwice Plus you get a special message.]]
** If you play with an Intelligence score of 3 or lower, you play as a bona-fide IdiotHero with altered "dumbspeak" options. You will be locked out of 90% of the game's sidequests as most [=NPCs=] will recognise you as the imbecile you are and not give you the time of day, and the sidequests you can still do will often see you [[NiceJobBreakingItHero screwing people over in your poorly thought out ways of "helping" them]].
** You can actually talk down the BigBad from his evil plan, but not by trying to convince him that what he's doing is bad: [[UtopiaJustifiesTheMeans he's already convinced that he's doing the right thing by turning people into mutants because he believes it is the only way to unify the wasteland]], so he will just brush you off as an enemy of progress. You actually have to [[spoiler:discover before you talk to him that all his mutants are sterile so his attempt to "unify the wastes" will not last past a generation. He will try to brush you off as a liar, so you must counter by [[ArmourPiercingQuestion asking if any of his mutants have had kids]]. Only then will the penny drop.]]


* BoringButPractical: The hunting rifle. A beaten-up, 5.56x45mm, semi-automatic rifle may not seem like much in a game with flamethrowers, mininguns, and rocket launchers. But it can be acquired very early on (from the corpse of Gizmo's assassin in Junktown), is very ammo efficient, uses a common ammo type (buying up the stock of 5.56mm rounds at the gun shop in Junktown means you'll never have to buy more for the rest of the game), has a low AP cost, and has decent damage and accuracy. It'll last you up until the point you start using [[InfinityPlusOneSword the laser and plasma rifles.]]

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* BoringButPractical: The hunting rifle. A beaten-up, 5.56x45mm, semi-automatic rifle may not seem like much in a game with flamethrowers, mininguns, and rocket launchers. But it can be acquired very early on (from the corpse of Gizmo's assassin in Junktown), is very ammo efficient, uses a common ammo type (buying up the stock of 5.56mm rounds at the gun shop in Junktown means you'll never have to buy more for the rest of the game), has a low AP cost, and has decent damage and accuracy. As a rifle, it also has a bonus against armor, which means you'll have a big advantage in both range and penetration over enemies equipped mostly with pistols, shotguns, and submachine guns. It'll last you up until the point you start using [[InfinityPlusOneSword the laser and plasma rifles.]]

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* BoringButPractical: The hunting rifle. A beaten-up, 5.56x45mm, semi-automatic rifle may not seem like much in a game with flamethrowers, mininguns, and rocket launchers. But it can be acquired very early on (from the corpse of Gizmo's assassin in Junktown), is very ammo efficient, uses a common ammo type (buying up the stock of 5.56mm rounds at the gun shop in Junktown means you'll never have to buy more for the rest of the game), has a low AP cost, and has decent damage and accuracy. It'll last you up until the point you start using [[InfinityPlusOneSword the laser and plasma rifles.]]


* WithThisHerring: The Vault sends you out with a 10mm pistol, ten magazines of ammunition, a Pip-Boy, and some medical supplies. That's it. The Brotherhood of Steel, if you manage to join them, are far more generous: just becoming an Initiate automatically gets you a high-level weapon (e.g. sniper rifle, rocket launcher), a modified laser pistol, and a suit of Brotherhood Combat Armor, ''the'' best medium armor in the first three games. Doing one simple quest after joining gets you a suit of PoweredArmor.

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* WithThisHerring: The Vault sends you out with a 10mm pistol, ten magazines of ammunition, a knife, a Pip-Boy, and some medical supplies. That's it. The Brotherhood of Steel, if you manage to join them, are far more generous: just becoming an Initiate and talking to Maxson, Michael, Mathia, and Larry automatically gets you a high-level weapon (e.g. sniper rifle, rocket launcher), a modified laser pistol, some training to boost your energy weapons stat, your choice of a sniper rifle or rocket launcher, and a suit of Brotherhood Combat Armor, ''the'' best medium armor in the first three games. Doing one simple quest after joining gets you a suit of PoweredArmor.


** [[spoiler: The canonical endings as revealed in ''VideoGame/Fallout2'' were this, though leaning much more in the "sweet" direction. All of the Vault Dweller's companions (except maybe [[WhatHappenedToTheMouse Tycho]]) died fighting the mutants, the ghoul city of Necropolis was slaughtered by them, and of course, the Vault Dweller was exiled. On the other hand, the various raiders and criminals such as the Khans got what they deserved, the Master's plan was foiled, saving humanity, most settlements survived and thrived (with Shady Sands, the Boneyard, and most of the rest of the game's locations becoming part of the New California Republic), and the Vault Dweller founded the village of Arroyo from defectors who left the Vault (after killing the Overseer who banished him for treason). To swing it a bit back towards bitter, the Brotherhood of Steel, after helping civilization recover in this game and ''2'', [[TookALevelInJerkass taking a level in jerkass]] by the time of ''New Vegas'' which got them nearly wiped out by the NCR.]]

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** [[spoiler: The canonical endings as revealed in ''VideoGame/Fallout2'' were this, though leaning much more in the "sweet" direction. All of the Vault Dweller's companions (except maybe [[WhatHappenedToTheMouse Tycho]]) died fighting the mutants, the ghoul city of Necropolis was slaughtered by them, and of course, the Vault Dweller was exiled. On the other hand, the various raiders and criminals such as the Khans got what they deserved, the Master's plan was foiled, saving humanity, most settlements survived and thrived (with Shady Sands, the Boneyard, and most of the rest of the game's locations becoming part of the New California Republic), and the Vault Dweller founded the village of Arroyo from defectors who left the Vault (after killing the Overseer who banished him for treason). To swing it a bit back towards bitter, the Brotherhood of Steel, after helping civilization recover in this game and ''2'', [[TookALevelInJerkass taking a level in jerkass]] TookALevelInJerkass by the time of ''New Vegas'' which got them nearly wiped out by the NCR.]]


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* ItsUpToYou: If you don't stop the Super Mutant army after a set time, you automatically lose, indicating that no one else in the wastes does anything even after you tell them about the threat. Justified for the various settlements, which lack the capability to do much in the first place, but this trope is frustratingly blatant in regards to the Brotherhood of Steel. It's clear that a full invasion of the Cathedral early on by the then-numerous and heavily armed Brotherhood of Steel would have led to a quick victory over the Master's defenses. The Elders of the Brotherhood seem more than happy to just sit back and make you do all the work.
** If you do a couple of quests for the Brotherhood, talk to a few characters around their base, and convince Maxson of the threat, they actually will lend some help by giving you a suit of PoweredArmor, another suit of the best non-powered armor, a laser pistol as a sidearm, a high-level weapon of your choice (e.g. sniper rifle, rocket launcher), and three Paladins to help you at the Marisopa military base. In the ending slides, it's also explained that the Brotherhood drove off the remnants of the mutant army when they disintegrated across the wastes. But that's it. Destroying the Cathedral is still left solely to you. To make matters worse, the Paladins won't even follow you into the interior of the military base (possibly due to a bug), so their usefulness starts and ends at killing the four guards at the entrance. After that, ItsUpToYou yet again.


* BittersweetEnding: [[spoiler:In the end, you are cast out of the home you fought so hard to save because you have become "too different".]]
** [[spoiler:The more time you take to defeat the super mutants, the more towns they invade and destroy. It's possible to defeat them all, but end up with Adytum (maybe) and Vault 13 as the only surviving places.]]

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* BittersweetEnding: [[spoiler:In the end, you are cast out of the home you fought so hard to save because you have become "too different". Also, the more time you take to defeat the super mutants, the more towns they invade and destroy. It's possible to defeat them all, but end up with Adytum (maybe), Lost Hills, and Vault 13 as the only surviving places.]]
** [[spoiler:The [[spoiler: The canonical endings as revealed in ''VideoGame/Fallout2'' were this, though leaning much more time you take to defeat in the super "sweet" direction. All of the Vault Dweller's companions (except maybe [[WhatHappenedToTheMouse Tycho]]) died fighting the mutants, the more towns they invade ghoul city of Necropolis was slaughtered by them, and destroy. It's possible to defeat them all, but end up with Adytum (maybe) and of course, the Vault 13 Dweller was exiled. On the other hand, the various raiders and criminals such as the only surviving places.Khans got what they deserved, the Master's plan was foiled, saving humanity, most settlements survived and thrived (with Shady Sands, the Boneyard, and most of the rest of the game's locations becoming part of the New California Republic), and the Vault Dweller founded the village of Arroyo from defectors who left the Vault (after killing the Overseer who banished him for treason). To swing it a bit back towards bitter, the Brotherhood of Steel, after helping civilization recover in this game and ''2'', [[TookALevelInJerkass taking a level in jerkass]] by the time of ''New Vegas'' which got them nearly wiped out by the NCR.]]


** You will never see a single raider past the dozen or so Khans at their hideout, as unlike ''2'' and ''Tactics'', raiders don't respawn for random encounters, and unlike ''3'', ''New Vegas'', and ''4'', there aren't many separate raider gangs spread out through the wasteland inhabiting every abandoned area. The only other raider groups, the Vipers and Jackals, never show up in-game and are said to have been nearly annihilated by the Brotherhood of Steel in the backstory. You may encounter raiders (in groups of 3-5), seemingly Khans who are away from the base at the time, on up to three different occasions after wiping out the Khans depending on how your random encounters go, but that's it. You'll probably kill more raiders in your first couple hours of any of the 3D games than in all of ''Fallout 1''.

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** You will probably never see a single raider past the dozen or so Khans at their hideout, as unlike ''2'' and ''Tactics'', raiders don't respawn for random encounters, and unlike ''3'', ''New Vegas'', and ''4'', there aren't many separate raider gangs spread out through the wasteland inhabiting every abandoned area. The only other raider groups, the Vipers and Jackals, never show up in-game and are said to have been nearly annihilated by the Brotherhood of Steel in the backstory. You may encounter raiders (in groups of 3-5), seemingly Khans who are away from the base at the time, on up to three different occasions after wiping out the Khans depending on how your random encounters go, but that's it. You'll probably kill more raiders in your first couple hours of any of the 3D games than in all of ''Fallout 1''.


* StarterVillain: Gizmo and Garl. The former is the first

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* StarterVillain: Gizmo Gizmo, the corrupt crime boss and Garl. casino owner in Junktown, and Garl, the brutal Khan raider leader near Shady Sands. The former is the first time you shoot at another human in anger is very likely to either be against Gizmo's assassin when he tries to kill Killian or against one of Garl's gang members.

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* EarlyInstallmentWeirdness:
** The [[IconicSequelCharacter New California Republic and the Enclave]] are totally absent from this game. The NCR is hinted at in an ending slide and [[ChekhovsGunman somewhat exist in the form of the town of Shady Sands,]] but there's no sign of the Enclave whatsoever.
** The Vaults are not sadistic social experiments in this game. That was only revealed in ''2'', along with the existence of the Enclave.
** The BlackComedy is much less pronounced, and the protagonist has nowhere near as many DeadpanSnarker options.
** The game is overall much shorter than the other games, which are widely known to be very long and involved experiences. The main story plus all of the big sidequests can quite easily be finished in under 20 hours, and even going full-on completionist, you're unlikely to need more than 30 hours to complete every single quest, unmarked quest, dungeon, and random encounter. Doing the same in ''2'', ''3'', ''New Vegas'', or ''4'' takes 60-80 hours, easily, with completionist runs for the latter three exceeding 100 hours. Even ''Tactics'', the second shortest ''Fallout'' game (partly due to its linearity), has a good 40+ hour play time.
** You will never see a single raider past the dozen or so Khans at their hideout, as unlike ''2'' and ''Tactics'', raiders don't respawn for random encounters, and unlike ''3'', ''New Vegas'', and ''4'', there aren't many separate raider gangs spread out through the wasteland inhabiting every abandoned area. The only other raider groups, the Vipers and Jackals, never show up in-game and are said to have been nearly annihilated by the Brotherhood of Steel in the backstory. You may encounter raiders (in groups of 3-5), seemingly Khans who are away from the base at the time, on up to three different occasions after wiping out the Khans depending on how your random encounters go, but that's it. You'll probably kill more raiders in your first couple hours of any of the 3D games than in all of ''Fallout 1''.
** Feral Ghouls are universally hostile and attack on sight with their bare hands, as in later games, but unlike their later appearances they're still capable of coherent speech despite not using weapons or armor.


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* StarterVillain: Gizmo and Garl. The former is the first

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