Wasteland Codexery

Wasteland 2 (2014)

A ranger walks back into the desert to decide who deserves to live.

Wasteland 2 (2014)

Wasteland 2 (2014) is a post-apocalyptic role-playing game developed and published by inXile Entertainment, serving as the long-awaited sequel to the 1988 original Wasteland. Set 15 years after the nuclear devastation of the American Southwest, the campaign follows the player as a custom-created Desert Ranger who must rebuild a squad and navigate a fractured, water-starved Mojave region where every choice carries moral weight. The game's story is structured around survival, leadership, and the question of what the Rangers owe to a broken world. Players lead a small band of survivors through a landscape of rival factions, scarce resources, and hard ethical decisions, with the narrative branching based on the alliances and moral stances the player chooses to uphold or abandon.

Protagonist
Custom-created Desert Ranger

Lore & Background

Fifteen years after the bombs fell, the American Southwest is a patchwork of desperate settlements clinging to life around whatever water sources remain. The Desert Rangers, once a disciplined military force tasked with protecting civilians in the immediate aftermath, have been reduced to a scattered, underfunded remnant. The Mojave region—once a vast expanse of open desert and small towns—is now a contested territory where warlords, cults, and scavenger bands fight over the last clean aquifers and canned goods. The player character is a Desert Ranger who was left for dead during a raid, presumed lost to the same entropy that swallowed so many others. Waking in a stranger's care with a squad of misfit survivors attached to them, this Ranger must choose whether the old Ranger code—protect the innocent, hold the line—still means anything in a world that has outgrown it. The story threads through the ambitions of local power-holders who see the Rangers as either a useful tool or an obstacle, and through the quiet desperation of civilians who have simply learned to survive one day at a time. The campaign's moral architecture is built on the premise that there is no clean answer. Water can be shared or hoarded. Factions can be allied with or destroyed. The Ranger's squad members carry their own histories and expectations, and the player's choices ripple outward in ways that reshape who survives the final act and what, if anything, is saved.

In Their Own Story

The dust tasted like copper and old blood. The Deadstalker sat on the cracked lip of a dry well, watching the sun bleed out over the ridge, and listened to the squad argue about the last canteen. None of them looked at the Deadstalker. None of them had to. In this stretch of the Mojave, a dead man who walked was worse than a ghost—he was a question nobody wanted to answer. The radio crackled with a voice claiming the water table had shifted south, that the settlement at the crossroads was opening its gates to anyone who could prove they were Rangers. The Deadstalker pulled the old patch from the dead Ranger's jacket and held it up to the dying light. The thread was fraying. So was everything else. They stood, shouldered the rifle, and said, "South, then. We walk at first light." Behind them, the well swallowed the last of the sun, and the desert held its breath.

Reader's Guide

The campaign opens with the Deadstalker recovering from a fatal wound and assembling a small squad of survivors in the Mojave. The narrative then unfolds as a series of region-based encounters where the player must secure water, negotiate with or confront local factions, and decide the fate of civilian settlements. Key decisions include whether to share or hoard scarce water resources, which rival factions to ally with or destroy, and how to treat the squad members whose personal quests intersect with the main thread. Choosing to aid one settlement may cut off another from critical supplies; sparing a hostile leader can open a future alliance or invite a later betrayal. Squad composition and the Deadstalker's moral leanings (ranger code vs. pragmatic survival) shape available dialogue options and which companions remain loyal. Cross-referenced elements: The Deadstalker (player), the Desert Rangers faction, the Mojave region and its settlements, and the rival groups who control remaining water infrastructure. [MAJOR REVEAL FLAGGED: The true nature and fate of a key Ranger figure is withheld until late in the campaign and depends on prior choices.]

Did You Know?

Frequently Asked Questions

What is Wasteland 2 (2014)?

It is a post-apocalyptic, isometric turn-based RPG developed and published by inXile Entertainment, released in 2014 as the sequel to the 1998 original. The campaign drops you into a water-starved American Southwest roughly twenty years after nuclear war and tasks you with leading a ragtag squad through a region where survival and ethics are constantly in conflict.

Who do you play as in Wasteland 2?

You take on the role of the Deadstalker, a Desert Ranger who was left for dead and has crawled back into the desert to put together a new team. Beyond that core identity, the character's background, skills, and moral stance are largely shaped by your own choices.

Where is Wasteland 2 set?

The entire campaign unfolds across the post-nuclear Mojave region of the American Southwest. Communities are scattered across a cracked, resource-depleted landscape, and access to the last viable water sources drives nearly every faction's agenda.

How does the Wasteland 2 story end?

The Deadstalker is ultimately forced to decide how to allocate the remaining water among the competing groups they have encountered, and that final call determines which settlements thrive and which collapse. There is no single scripted 'true' ending; your accumulated choices throughout the campaign steer the outcome.

Why is Wasteland 2 significant to RPG fans?

It fulfilled a promise that had hung over the genre for over a decade, arriving after a record-breaking Kickstarter that validated demand for classic isometric, choice-heavy design. Its success helped prove that the old-school CRPG formula still had a dedicated audience in the modern market.

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