Showing posts with label cut content. Show all posts
Showing posts with label cut content. Show all posts

June 22, 2014

Fallout 2 - Cut Content

You really need to get out more. Your sexual exploits have been...well, two dimensional.
Description for Virgin of the Wastes, a cut reputation title in Fallout 2. For unknown reasons, the Virgin of the Wastes title was cut in the final game, yet is still present in the game files and it's possible to add it via a save editor. The Chosen One would begin the game with this reputation, which can be lost by sleeping one time with any sex-specific characters. This title would however, had no effect in-game.

Cut content refers to content in Fallout 2 which was cut from the final version of the game. Some of it can still be found in the game files but is inaccessible within the game itself.


Primitive Tribe
A second tribal village, tentatively named Primitive Tribe, Sulik's home, situated on the coast between Arroyo and Navarro. It was planned to appear in a location in Fallout 2, but was cut for the final version of the game and is only mentioned by Sulik in-game, and Primitive Tribe members can only be met in random encounters (under the name "a war party").

They are extreme believers in the here-after and revere many spirits, certain that they are the tribe's spirits. Their principals are connected to the classical elements: Earth, Water, Air, and Fire. The main, wisest and strongest of them is Grampy Bone, that appears to be the only unique spirit and not come from other spirits group. It is only in contact with Sulik, an honor for him, which can be found through his nose's bone. The known Primitive Tribe's spirits are: Bonespirits, Dark-spirits, Evil spirits, Grampy Bone, Spirits of anger, Spirits of chaos, Spirits of fire, Spirits of poison, Spirits of wrath, Spirits of the earth, Spirits of the sky, Spirits of the water, Spirits of the wind, Spirits walking, Strong spirits and Stupid spirits.

For them, spirits are omnipresent, and can, and often do, travel with people and can guide them, such as a stupid person carries "stupid spirits", while an evil person has "evil spirits". The members of the Primitive Tribe also have a large bone driven their nose, allowing them to connect to spirits and be able to speak with them, given advice and talk about the future, but "spirits see and say different", so their words are sometimes hard to understand.

Before 2241, Kurisu, with some other member of the Primitive Tribe, wanted to start trading with another village, but during the journey, she and the other members of the group were killed or kidnapped by a mysterious group. Only one survivor returned to the village and said that "evil warriors came with magic torches. Fire would lick tribe warriors and they'd go to the spirit. The evil warriors tied up the rest and took off".

Sulik, member of the Primitive Tribe
Sometime later, Vic the trader came to the Primitive Tribe's village to talk about the group (thinking it was the Slaver's Guild of Metzger) who kidnapped the group of Kurisu and say to Sulik, the brother of Kurisu, to come to Klamath for more information. But Vic was taken prisoner by Metzger, and when Sulik finally went to Klamath and saw that Vic was not there, he stopped in the Buckner House. Immerged by "spirits of anger and chaos", he drank and destroyed the establishment, linking him to Maida Buckner the owner until his debt of 350 NCR dollars is paid for the damages.


The Village
A village outside Vault City, whose inhabitants are trying to avoid being turned into "servants". It was to be the home of Connar and the focus of the cut quest Resolve the problem with the nearby village.

Den Residential 
A cut location in Fallout 2, but it is still possible to actually enter this part. (accessible from Den map with keyboard and with CTRL-R). This map contains an early version of Smitty's junkyard (without the car) and a few rather boring houses with people with no dialogue. The only dialogue that is implemented on this map is that of the ghost girl, Anna Winslow. She appears at night in the easternmost house and behaves much like she does on the Den East Side. There are some collectibles in Smitty's locker.

First, you must enter the map screen (with green triangles). After this, you must just press the number 3 (the Den Residential is the 3rd area in The Den, so you have entered the 3rd area). After entering this part of the map, you have entered the cut version of The Den. This means you can get what you want, and get away with it. Meaning you can kill Rebecca and get away with it, because you are in the different version of The Den, not the original one.

An Abbey world map location north of Gecko, featuring monks hoarding pre-War wisdom. This is also where the PC would have run into Ian, still alive after 80 years (but killed in Necropolis according to the Vault Dweller's memoirs). It was a monastery located north of Gecko, in which monks preserved technical knowledge in the form of books, blueprints and items. Interestingly, the monks did not actually understand the technical knowledge in the books they preserved in any practical sense. Instead, they treated them like holy materials; they were read, copied and cared for, but none of the knowledge was used as originally intended.

Although not a single preserved item at the Abbey functioned, it was open to anyone as long as they did not damage anything. This is very unlike the Brotherhood of Steel, for instance, who hoard knowledge and technology so that they remain superior to other factions. The Abbey can be accessed by the player through the CTRL+R command on the main menu screen. The file name is "". According to Tandi during the special encounter Café of Broken Dreams, she claims that Ian is part of the Abbey. He is stated to have died in an encounter when a super mutant burned him with a flamethrower, according to the Vault Dweller's memoirs.

Environmental Protection Agency
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. The EPA was originally to appear in Fallout 2, but was eventually cut off because of lack of time to finish it. It was mentioned in the Sierra mission statement holodisks and in the Van Buren Nursery design document.

The following is a description of the location from the Fallout Bible #6, written by Chris Avellone: The EPA was full of an odd assortment of puzzles, fighting, and various weird adventure "seeds" (literally), including, but not limited to:
  • A parking lot jungle replete with several varieties of spore plants.
  • A bizarre petting zoo. Filled with humans. Hungry humans.
  • Sub-levels filled with exciting varieties of poisonous gases and virus-laden mutant fruit flies.
  • A small government museum complete with dioramas! The exhibits on post-holocaust America are especially amusing.
  • A storage room full of new seeds for Arroyo. Some seeds grow into bad things.
  • An entourage of custodial peevish holograms that provide tours and bursts of incidental binary strangeness.
  • Various non-player characters on "ice". (in hibernation).
  • Computers filled with information on crop rotation and the F.E.V. virus.
  • A clinically depressed Mister Handy and a hyperactive drug-making appliance for Science characters.

The EPA was supposed to use the Vault City/Vault 13 tile set for interiors (bright white, like original vault). Special scenery objects include an EPA parking lot sign, and color-coded symbols on the walls, running the whole range of the rainbow. Elements of the Environmental Protection Agency (such as the Toaster, and Hologram 00000) would later appear in Old World Blues, an add-on for Fallout: New Vegas.

USS Quetzel
The interior of the Hubologist space shuttle (accessible from San Francisco map with keyboard and with CTRL-R) and three endings where the Hubologists kill themselves in different ways by means of the shuttle. The USS Quetzel is a reusable nuclear-powered spacecraft built before the Great War. It is located in the ruins of San Francisco, though it lacks both rocket boosters or an external fuel tank; a quest involves finding a fuel source for it.

There are two endings for the Hubologists regarding the shuttle that are inaccessible due to incomplete scripting. If the Chosen One does not get them fuel, the Hubologists use a cheap alternative, resulting in the shuttle blowing up during liftoff. If they get fuel, the liftoff is without complications, but the shuttle's air insulation is damaged, resulting in the Hubologist crew suffocating in space. Pressing number 5 at the San Francisco map will bring you to a location with a "UNUSED ART" room - the shuttle interior. Attempting to examine certain things will have you see a Shuttle wall.

The Shi-Huang-TiIcon was a Chinese submarine that crashed in San Francisco during the Great War. The descendants of the crew settled in the ruins of the city and became known as the Shi.
The remains of this vessel were likely used as material to help construct the Steel Palace, and the ship's on-board supercomputer was established as the Emperor. The Shi-Huang-Ti was originally meant to appear in Fallout 2, but was eventually cut from the final version of the game because of time constraints, and is only mentioned.


Petey was to be a drug addict in the Den in 2241, who begs money from the people he runs into. Tubby and Flick both feed his habit.

Brave Little Toaster
Brave Little Toaster was going to appear in Fallout 2, but was cut along with the rest of the EPA. In one of the abandoned kitchens in the EPA is a small, intelligent toaster with an IQ of 6000. All of its brain power is focused towards convincing humans to make toast. Dialogues with it were to be somewhat one-sided, as the player would ask it a question, and it would respond with some question about whether the player would like toast or waffles. It is a reference both to The Brave Little Toaster by Thomas M. Disch, as well as the Talkie Toaster from British TV series Red Dwarf. Also possibly another Red Dwarf reference, 6000 was Holly's (Red Dwarf's AI) original IQ level.

As revealed in boilerplate left in the Tibbets Prison design document for Van Buren, Spud was planned to be a tougher Radscorpion "boss" for the lower level of the Mercenaries' cave. He is described as "the biggest, baddest Radscorpion in the land".  Spud was to be a tribute to the Fallout team's scorpion mascot of the same name.

Three-Card Monte
Three-Card Monte was planned to gamble with the Chosen One in New Reno. After accepting his offer, he'd tell them to pick a card. By passing a Perception check, one can see that he has kept the card under his arm.

Rico was planned to be the bodyguard of Three-Card Monte, another cut character. He is stupid and can never be talked to, he only "hit people Monte tells him to".

A casino dealer in 2241. Nikki is in cahoots with Pretty Boy Lloyd, and has been ripping off Louis Salvatore.

Old Joe
At one point in the planning for Fallout 2, Ian had survived and was living in Vault City under the name of Old Joe. According to his dialogue, Ian would mistake the Chosen One for the Vault Dweller and would reminisce about events from Fallout before realizing the mistaken identity. Commenting on the prejudiced nature of Vault City's citizens, he would give the Chosen One a gun, apparently his old Colt 6520 10mm pistol before sending them away, encouraging the Chosen One to "make proud" the memory of the Vault Dweller.

A shifty-looking character in a Vault 13 jumpsuit that was cut from Fallout 2 before release. His purpose was simple - he was a debugging tool and could change the Chosen One's reputation on the spot.

An inhabitant of the village outside Vault City in 2241. Connar was meant to be the self-appointed leader of the village just outside of Vault City. His role was to be to convince the Chosen One to not kill the mole rats there so that the people would not become Vault City's servants.

A tribal from the Primitive Tribe in 2241, who, in 2253, becomes leader of the Blackfoot tribe. Kurisu is a young tribal girl kidnapped by slavers. She is also the sister of Sulik, a tribal warrior. Although Sulik's quest was to find her, he never did. She somehow appeared many years later somewhere in the Southwest and became leader of the Blackfoot tribe. Her name was revealed in the Van Buren leaks. The name Kurisu is a joke concerning Avellone's first name, her name being 'Chris' with Japanese pronunciation.

Was planned to be a rival to the Chosen One, first encountered after exiting Arroyo for the first time. He claims to be an exile from Arroyo and that he should be the Chosen One. Kaga was to be encountered six times during the course of the game and each time he has better weapons and armor. According to the programming Kaga was to have an obscene amount of hit points, and was to simply run away after taking a certain amount of damage.

Renegade Brotherhood soldier
The Renegade Brotherhood soldier was to appear in Fallout 2, but was cut early on. Presently, he appears only in a Fallout loading screen. The Renegade Brotherhood soldier was a character created by Leonard Boyarsky and Jason Anderson for an early draft of Fallout 2.

The Renegade Brotherhood soldier wore a partially deconstructed suit of T-51b power armor, indicating that he was a former member of the Brotherhood or a member who had gone rogue or splintered. He was supposed to save the Chosen One from an ambush by a gang of lobotomites.

Lobotomites appear in the Fallout: New Vegas add-on, Old World Blues. Lobotomites were to appear in Fallout 2, but were cut early on, and appeared only in a Fallout loading screen. At one point in the game, the Chosen One was supposed to be ambushed by a group of these monsters, wherein a Renegade Brotherhood soldier comes to his aid.


A Klamath quest to expose the Duntons as cattle rustlers using the radscorpion limbs.

A second part of the Help Lara attack Tyler's gang quest where the player would go with Lara's gang to the party Tyler is attending and fight him and the remains of his gang.

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 pick pocketed any more. Also killing Metzger and telling Karl to return to Modoc should have had quest entries.

Diplomatic characters would have been able to beat the raiders by talking to Shadow-Who-Walks and making him leave their employ (Shadow-Who-Walks had been planned to be Sulik's archenemy).

Use of the heart pills to cover up the Roger Westin murder.

An additional twist to the Lynette-Westin holodisk exchange where the player could blackmail them with knowledge of their underhanded connection.

One Broken Hills subplot with Chad the corrupt caravan leader and another concerning the mutagenic serum.

Possibility 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 (prevented by a bug).

A quest to retrieve a corpse stolen by the Hubologists from the Shi, hinted at by the existence of such an item and a log note in the Shi database.

Going to the Oil Rig 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 oil rig reactor room.


A Li'l Chemist kit allowing the mixing of chemicals.

The ball gag. The cut casino Pit boss character makes reference to the Chosen One using this item in a dance performance "That ball gag you had with you didn't hurt, either"

Marked cards

Radscorpion limbs, which were originally intended to be used in exposing the Dunton's cattle rustling.

The pipe rifle as a Springer rifle (as mentioned in WORLDMAP.TXT Encounter: DEN_slavers) loaded with Rocks.

A Phazer at the scene of the Federation Crash Site.

A zip gun (Lenny should have one).

Fish were to be miscellaneous items.


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 required the slaughter of the deathclaws. Killap's unofficial patch gets around this by a simple solution: killing Dr. Schreber in Navarro saves the deathclaws if the player can kill him before the attack (two weeks after first entering V13).

Good endings for Vault City and Gecko. The good ending for Gecko which revolves around Gordon's "greed is good" scheme is only inaccessible because of a bug.

Two Vault City endings where Vault City is razed and one Gecko ending where Vault City invades Gecko.

Sound files for endings for the Elder, Marcus, Harold and the President.


Images for each specific Karma level.

Virgin of the Wastes title.

Tragic and alcohol addiction.

Named critters, that are not in the game, and earlier versions of existing ones.

Prevented by a scripting bug - getting to the SAD by finding a map in Sam Pritchard's grave or from the traveler encounter. Fixed by Killap's patch.

The robots in the SAD going to the repair bay for maintenance and repair bots replacing killed robots with new ones.

A food system.

A few extra movies (e.g. meeting Gruthar, the desert transaction and getting the car).

Animations: an attack with the pole of the spear, that was finished only for vault-suit clad people, and Mister Handy with minigun and another big gun.

The Rainbow Confederation is a group dedicated to gay and lesbian rights in the post-Apocalypse.

As you can see there is plenty of cutted content from Fallout 2 game, but not as half as it were in original Fallout. For more cut content visit Fallout wiki, which was the source of this article.

Other Fallout 2 related articles:

See also:

June 11, 2014

Fallout - Cut Content

You boozed your brain out of your head once too often and now your body is craving for more... and more... and more... well done! You got yourself addicted.
This was only partially implemented in Fallout and Fallout 2. Art and descriptions exist, but the addiction itself is not defined and so it cannot be obtained.

Fallout cut content refers to the content in original Fallout game, which was cut from the final version of the game. A few of it can still be found in the game files but is inaccessible within the game itself. While there is so many of cut content in Fallout, we'll be focusing on the most interesting ones:


The Jackals 
During the spring of 2141, four groups left Vault 15 to brave the Wasteland. In the winter of the same year, three of these groups became roving gangs of raiders: the Jackals, the Vipers, and the Khans. The Jackals founder and first leader is unknown. After their creation, they began to raid Shady Sands and fought extensively against the Vipers and the Khans, until they were defeated by the Khans and fled east of California sometime before 2161. Though they were once very feared, along with the Vipers they were almost all destroyed by the NCR and the remaining Jackals were again pushed further east, towards the Mojave Wasteland. Profoundly savage and cannibalistic nature. They are mentioned in Fallout but finally only appeared in-game in Fallout: New Vegas in 2281.

The Thinker Nightkin
An utopian idealists, living in the harsh dystopian wastelands. All known members are super mutant nightkin, but they recruit humans into their ranks as was attempted with the Vault Dweller. They believe that together the humans and mutants can work to build a better wasteland, and ultimately bring peace to all. The thinker nightkin were initially meant to be included in the original Fallout, but they were eventually cut, and are only mentioned by in the shared dialogue file.

The Vipers
A band of quasi-religious raider-tribals with a profound shamanistic nature. They originated from Vault 15 with two other raider groups (Khans and Jackals). From Killian Darkwater's dialogue, their main base is called The Shrine in 2161, and was located north from Junktown but was cut from the final version of the game. The Vipers were initially meant to be included in Fallout and are only mentioned by Aradesh, Ian and Killian Darkwater. Jess Heinig said:
There were originally going to be two other raider tribes in addition to the Khans—the Vipers and some other group the Jackals. We had this idea worked out for the Vipers being in a cleft in a canyon with some beat-up wagons or motor homes, and a sort of snake-worship-cult thing going on. There was gonna be a quest where you could become an honorary Viper and go through their pit of serpents and gain the Snakeater perk for free. Sadly, we just didn't have time to actually build the map.
They are also mentioned in Fallout 3, in the Citadel of the Capital Wasteland Brotherhood of Steel. A computer containing information about Maxson family reveals that western Brotherhood were fighting this raider group before the encounter with the Master. Maxson II, father of John Maxson, was killed by them. They finally appear as enemies in Fallout: New Vegas, albeit splintered and weak. They were also to appear in Van Buren, the canceled Fallout 3 project by Black Isle Studios.


Viper Camp
The Vipers hideout, or as they call it "The Shrine," is many small adobe buildings surrounding a large pit. This pit is where they conduct their religious ceremonies. The sacrifices are placed within the pit and several huge Pit Vipers slither out to claim their meal. Although it has never happened, if anyone were to escape the pit, the Vipers would let that individual go, claiming it was the will of the great Snake.

Burrows Raccoon concept art
The Burrows is a small community, founded in 2101 by FEV-mutated raccoons known as S'Lanter from the West Tek Research Facility. Log Date January 12, 2076:
With batch 11-011, we have improved the mitotic cycle efficiency by 43%. We have infected 53 raccoons with the new strain. In addition to the now expected size increase, behavioral tests confirmed an increase in intelligence and manual dexterity by 19 points on the Schuler-Kapp index. Unfortunately, several subjects escaped confinement and had to be hunted down and dispatched. Major Barneet ordered the remaining subjects terminated. Two pairs were unaccounted for.
The above excerpt is from the FEV experiment disk found at the Glow in Fallout and is the only remaining in-game reference to the non-existent area.

Brotherhood Ruins
Originally, the Lost Hills was not a bunker - it was a small concrete building, found by soldiers from Mariposa that employed it as a base, and slowly, but steadily changed it into a true fortress. The Brotherhood also had an invasion ending planned, where the super mutants march against the Brotherhood and lay siege to Lost Hills. While defending their fortress valiantly, a traitor, Kedrick, would assassinate the Elders and sell the Brothers to the super mutants. Lost Hills would be subsequently destroyed. An unused "Dead Brotherhood" map is still included in the game files and can be accessed via the main menu.

Other cut elements include a few non-player characters (notably a scribe mourning the Brotherhood's reluctance to explore "soft" sciences such as sociology or psychology), a romance subplot including Jennifer, the Paladin, another Michael-related sub quest about pulse grenades and girls from lower levels and a day/night cycle in the bunker.

Other Random Locations/Encounters
There are some MSG files for a type of random encounter that was never fully implemented: people from a nearby location who had lots of dialog, depending on your rep there, could give you news or lead you to their base.
  • Lance, one of the guards from Shady Sands' long-range patrols. His dialog was: Just stay where you are. We've heard about you in Shady Sands and we want no part of you.
  • A lone raider - The lone raider is raider roaming the wastes near Shady Sands in 2161. His dialog was: They have destroyed Shady Sands. They kill anyone in their path. I never dreamt such ferocity existed. We are all doomed...
  • Sean - finding the remains of an ambushed caravan along with the corpse of a Vault 13 scout named Sean, who turned super mutant.
Vault 13 couple - When the Vault Dweller left on their quest to save Vault 13, this couple took over their room. It was, however, promised to the Vault Dweller that their room would be left empty awaiting their return. Dialog was: We didn't think that you were coming back. You have such a nice room, and we were a little crowded with her parents. I hope you don't mind.


Become a Blade
The symbol of the Vipers
This quest was to be given to the Vault Dweller by Razor, if first spoken to Fire and getting directed to her.

Become an honorary Viper
Like most other content cut from Fallout, this quest was likely excluded due to time constraints. Dialog: You could become an honorary Viper and go through their pit of serpents and gain the Snakeater perk for free.

Deliver Locket for Romero
a side quest cut from the final version of Fallout.

Deliver package from the Gun Runners
According to the global variables, it seems as though this quest was about actually delivering a bomb to the Followers of the Apocalypse in the Boneyard Library. Dialog: I have a package for you from Gabriel. Other dialog: Hmm. I see. Thank you.

Rescue Jason Zimmerman
The quest involved freeing Jason, son of Jon Zimmerman, who was being held captive by the Rippers. The quest was cut when the gang itself was cut from the game and their warehouse became infested with deathclaws instead.

Stop the Gangs from attacking Adytum
Originally the Blades were a gang and the Regulators were the "typical" honest police force, but later the developers got the idea of switching the groups' moralities, making the Blades honest people and the Regulators overly authoritarian. The quest was likely removed since it contradicted this state of affairs.

The Search for the Glow, The Trade Line, To Catch a Wisp and The Wood Cutter's Wife quests was cut because the location it was given in, the Burrows, was cut from the game as well.

A Brotherhood mini quest 
Was meant to deliver Pulse Grenades from Michael to Sophia. Also more extended dialogue with Michael, and being able to con a Laser Pistol out of him.

A Brotherhood spy quest.

Find Children spy in the Followers
One of the unimplemented side quests from Fallout. It can be assumed that the Followers of the Apocalypse had been infiltrated by the Children of the Cathedral, and the purpose of this quest was to find and apprehend the traitor. Unfortunately, the traitor was either removed from the final version of the game or never implemented, effectively rendering the quest impossible to complete. This will also give the Followers of the Apocalypse a bad ending, regardless of what the Vault Dweller might try to do. With Fallout: New Vegas, the good ending is considered canon.
It seems the name of the spy was Heather.

  • A quest to deliver (perhaps unwittingly) a bomb to a Follower named Jake (you can ask Nicole about him).
  • Being able to report Iguana Bob to the Hub police (really).
  • A mini quest involving Billy and Dan in the Hub, which has been fully scripted but seemingly does not work.


Shady Sands
Agatha, the story-teller, Elder, Barterman, Guard (Barterman) and Sammy.

Hernandez, a man of mucho gusto, a gambler with a foolproof system. Vasquez Villanova Hernandez Ortega, a mercenary desperado. Bob, who owes many caps at Gizmo's Casino.

The Hub
Avery, Richie - you could pose as a Hub Vault Inspector when confronting him. Rufus, playing Cyberhood, Prince of the Matrix. Hubbian and Troy.

Followers of the Apocalypse
Amber, Alan, Heather, a spy working for the Children. Henry, Herion, Peter, Jake, second in command. Jelissa, Jessica, Lynda, Mohandki, Nancy, Percy, Savil, Shannon and Neil.

Fire, Razor's right-hand man. Romero, Snake, Dolgan, Beca, Jade, Dragon and Michelle.

Lost Hills
Brenden, Kedrick and Farli.

Most cathedral NPCs give you only a small part of their dialog. A good example is Viola, who has many lines that cannot be accessed. So it's hard to tell if actually any NPCs were completely removed. Dumar, Zack Barstow. Cut psykers: Dominic - "A strange energy flares from his eyes" and Wiggup - "Small sparks of energy flow over his body" This is probably Wiggum. Cut Cathedral members: Surf and Barracus.

Super mutants
They may have been supposed for the Mariposa Military Base or the Master's Lair, it's not always quite sure. Uthern, leader of the Super Mutants. Rae, he might join you in your fight against the Master.

Other Cut Content
Happy endings for the Followers (with a picture showing an unbroken wall) and the Hub (with a picture showing Iguana Bob), and mutant invasion endings for Junktown (with a picture showing a the super mutant) including the Brotherhood.

In-game effects of mutant invasions of the Followers, Hub, Brotherhood, Junktown and Shady Sands.

A clue index, mostly serving as reminders of known information, and a function to store video clips in your Pip-Boy.

An unused "fire dance" death animation for children and midgets.

As you can see there is plenty of cutted contents from original Fallout game, and those above are just the most interesting ones, not all of it. You could build a whole new game just from those cuts.. For more cut content visit Fallout wiki, which was the source of this article.

Fallout 1, 2 Tactics, Fallout 3, Fallout: New Vegas, Fallout 4