DwayneGAnd
Look, Ma! Two Heads!

Ever wonder:
-why you can't get a good ending for the Followers of the Apocalypse or the Hub?
-why Ian often shoots you by mistake?
-why you can't turn off the traps in the Glow or find the spy in the followers after volunteering to find said spy?
-why the vault 13 jumpsuit found in the temple is still in perfect shape despite the fact that one of its sleeve had been torn in the ending of fallout 1?
-why other certain quests were cut out of the games?
-why you can't get the mutant endings for the brotherhood or junktown?
-where did the mountain over vault 15 in fallout 2 come from if it was absent in fallout 1?
-you lose karma for killing Doc Morbid despite the fact that he is an evil person?
-why Marcus claims that mutants aren't really sterile despite Vree's report?
-why you still attacked by Enclave Patrols even when wearing Power Armor?
-how Frank Horrigan got into the brotherhood bunker in San Francisco, Vault 13, or the entry room of the oil rig despite his massive size?
-why enemies that reappear in fallout 2 from the original are much tougher?
-why the vats in the military base still stand even despite the base's destruction in the first game?
-why you don't have the option to prove your story to Tandi about talking deathclaws in vault 13 if Goris is one of your companions?
-why you can still recruit all companions in fallout 1 even with a charisma of 1 despite what the manual says about it determining your maximum number of npc's you can recruit?
-how do the deathclaws in the warehouse of adytum grow to maximum size so quickly within the hour?
-why they originally planned to reverse the roles of Killian and Gizmo so that Killian was the bad guy instead of the good guy?
-why you can't get a good ending for the Followers of the Apocalypse or the Hub?
-why Ian often shoots you by mistake?
-why you can't turn off the traps in the Glow or find the spy in the followers after volunteering to find said spy?
-why the vault 13 jumpsuit found in the temple is still in perfect shape despite the fact that one of its sleeve had been torn in the ending of fallout 1?
-why other certain quests were cut out of the games?
-why you can't get the mutant endings for the brotherhood or junktown?
-where did the mountain over vault 15 in fallout 2 come from if it was absent in fallout 1?
-you lose karma for killing Doc Morbid despite the fact that he is an evil person?
-why Marcus claims that mutants aren't really sterile despite Vree's report?
-why you still attacked by Enclave Patrols even when wearing Power Armor?
-how Frank Horrigan got into the brotherhood bunker in San Francisco, Vault 13, or the entry room of the oil rig despite his massive size?
-why enemies that reappear in fallout 2 from the original are much tougher?
-why the vats in the military base still stand even despite the base's destruction in the first game?
-why you don't have the option to prove your story to Tandi about talking deathclaws in vault 13 if Goris is one of your companions?
-why you can still recruit all companions in fallout 1 even with a charisma of 1 despite what the manual says about it determining your maximum number of npc's you can recruit?
-how do the deathclaws in the warehouse of adytum grow to maximum size so quickly within the hour?
-why they originally planned to reverse the roles of Killian and Gizmo so that Killian was the bad guy instead of the good guy?