How Many Endings In Fallout New Vegas
| For the cutscenes of other games, come across cutscene. |
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" Your interest with the various places and people of the Wasteland is well documented by future historians. Only a single question remained unanswered: What happened to you?
Below are the available ending cutscenes in Fallout. The endings are influenced by choices made during the grade of the game.
Returned to normal vault life
Narrative | In-game condition(due south) | Prototype |
---|---|---|
" You lot are taken abroad, and slowly returned to normal Vault life. Merely a month later, disaster strikes. Play sound | Pass up to or neglect trying to find the h2o fleck. |
Military base of operations
Narrative | In-game condition(s) | Image |
---|---|---|
" Your mission beneath the Mutant Stronghold is successful. Your actions today will influence the outside world for years to come up. Play sound | Destroy the Mariposa War machine Base. |
Cathedral
Narrative | In-game condition(s) | Epitome |
---|---|---|
" Your mission beneath the Cathedral is successful. Your actions today will influence the outside world for years to come. Play sound | Destroy the Cathedral. |
Master's victory
Narrative | In-game condition(s) | Image |
---|---|---|
" It is done. Vault Thirteen belongs to the Unity and the Master. Your knowledge of the Vault defenses saved many mutant lives during the set on. You lot personally made the terminal kill when you took the life of the Overseer. You volition certainly become ane of the finest soldiers for the Unity, and your skills volition see you rewarded oft in the future. You are happy. But in that location remains the tiniest dubiety of what could have been... Play sound | Join the Unity. Reveal the location of Vault 13 to the Lieutenant or the Primary, or let 500 days laissez passer with the Principal still alive (in v.1.0; otherwise, this triggers subsequently 13 years). |
Super mutants
Ending 1
Narrative | In-game condition(s) | Epitome |
---|---|---|
" The expiry of the Chief was the starting time major step towards catastrophe his mad dream of conquest and enforced peace, just it is the destruction of the Vats that neutralizes the mutant threat. Without the ability to create more mutants and enforce their harsh make of justice, the mutant armies flee to the due east, beyond the no-man's land. Play sound | Destroy the Cathedral before the Mariposa Military Base. |
Ending 2
Narrative | In-game condition(southward) | Prototype |
---|---|---|
" You managed to destroy the Vats, then y'all killed the Chief before he could realize his twisted plans. With the Master gone, his armies abscond to the east in fear of retribution from the remaining normals. Play sound | Destroy the Military Base before taking the Cathedral. Note: Due to a bug, the game simply plays the prior ending, never this ane. |
Necropolis
Water pump maintained
Narrative | In-game condition(s) | Epitome |
---|---|---|
" The ghouls of Necropolis learn how to maintain the repaired water pump, and eventually rediscover many lost secrets of engineering science. They form a concern selling this applied science to other towns. Play sound | Take the chip, ready the pump. |
Dehydration
Narrative | In-game condition(s) | Image |
---|---|---|
" The ghouls of Necropolis learn firsthand the final pregnant of aridity, as their metropolis succumbs to the desert sands and the h2o runs out. Without their water purifying control chip, they do not survive. Play sound | Have the water scrap, but don't fix the pump. |
Mutant attack
Narrative | In-game condition(due south) | Image |
---|---|---|
" The mutant attack on Necropolis spares none of the ghoulish inhabitants. After the mutant armies advance, they leave a truly dead city backside them. Play sound | Enter Necropolis after 110 days have passed, or kill all the super mutants at the watershed and enter subsequently 30 days have passed. |
Followers of the Apocalypse
Gain command of Boneyard
Narrative | In-game condition(south) | Epitome |
---|---|---|
" The Followers of the Apocalypse rise to get a major influence in New California. With your help, they gain control of the LA Boneyard. Play sound | Complete the Find Children spy in the Followers quest and railroad train the Followers in the use of firearms. |
Killed past mutants
Narrative | In-game status(s) | Image |
---|---|---|
" The mutant armies, led into battle by the trigger-happy Super Mutants, destroy the Followers of the Apocalypse. Barely human feces feeders choice over the Followers' remains. Play audio | Either the Master is still alive afterward ninety days, or i fails to find the Children of the Cathedral spy within the Followers. |
Shady Sands
New California Republic
Narrative | In-game condition(s) | Image |
---|---|---|
" In Shady Sands, Tandi helps her male parent Aradesh bring a new customs and new life out of the broken remains of the world. They are responsible for the New California Republic, whose ideals spread across the land. Play sound | Aradesh and Tandi are alive. |
Aradesh grieves Tandi
Narrative | In-game status(s) | Image |
---|---|---|
" Aradesh grieves for his slain girl, Tandi, only eventually builds Shady Sands into a respected community which is prosperous for many years, earlier his untimely death at the hands of a Desert Raider. Play sound | Tandi is expressionless or not rescued, Aradesh is alive. |
Tandi takes over
Narrative | In-game condition(s) | Paradigm |
---|---|---|
" Tandi takes control of Shady Sands afterwards the death of her father, Aradesh. Her brilliant if headstrong style of leadership makes Shady Sands a powerful force in the years to come. Play audio | Aradesh is dead, but not Tandi. |
Destroyed past raiders
Narrative | In-game status(s) | Prototype |
---|---|---|
" With Aradesh dead, and Tandi missing or killed, Shady Sands needs a new leader. After several elections, they find they cannot be governed by a single person and create a guiding council. Shortly after, the Raiders regroup and attack Shady Sands, burning the small community to the ground. Play sound | Aradesh is expressionless, and Tandi is either dead or still beingness held past the Khans. |
Razed by mutants
Narrative | In-game condition(s) | Epitome |
---|---|---|
" The mutant army marches as far north equally Shady Sands, razing the small boondocks to the ground. Play audio | The Primary is notwithstanding alive afterward 230 days take passed. Takes precedence over the other endings. |
Junktown
Killian takes control
Narrative | In-game condition(due south) | Image |
---|---|---|
" Killian Darkwater takes firm command of Junktown, drives out the concluding of Gizmo's kind, and so enforces his own make of frontier justice. Life is fair and safe under his law. Play sound | Gizmo is dead, Killian is live. |
Killian alternate version
Narrative | In-game condition(southward) | Image |
---|---|---|
" With Gizmo out of the mode, Killian enforces his brand of frontier justice on Junktown. The metropolis remains orderly only minor, as travelers steer abroad from his rigid sensibilities. " | With the background picture existence a gallows behind Killian with shadows of dead men hanging from it. |
Gizmo takes control
Narrative | In-game status(s) | Prototype |
---|---|---|
" Junktown becomes the new boomtown nether the careful, and assisting, guidance of Don Gizmo. He profits the well-nigh, and continues to increase the size of his casino, and the scope of his ability, until he chokes to death while eating some iguana-on-a-stick. Play audio | Gizmo is live. |
Gizmo alternating version
Narrative | In-game condition(due south) | Epitome |
---|---|---|
" Under Gizmo's leadership, Junktown becomes a trading center and resort, where people come from miles around to gamble, spend money and savor themselves in relative safety. Gizmo keeps the town prosperous but healthy, as he has no desire to hurt his own affluence. The inhabitants of the town become wealthy and famous. " | With the background picture showing Junktown as a Reno-like casino with electricity and clean streets gratuitous of any drug dealers or riff-raff who might endanger Gizmo'south operations. |
Destroyed by mutants
Narrative | In-game condition(southward) | Image |
---|---|---|
" The mutants are slowed, merely not stopped, by the brave defenders of Junktown. When the ground forces finishes their fell siege, nothing of Junktown remains. Play sound | The Master is withal alive subsequently 210 days. |
Brotherhood of Steel
Major research and evolution house
Narrative | In-game status(s) | Prototype |
---|---|---|
" The Brotherhood of Steel helps the other human outposts drive the mutant armies away with minimal loss of life, on both sides of the conflict. The advanced technology of the Alliance is slowly reintroduced into New California, with little disruption or chaos. The Brotherhood wisely remains out of the ability structure, and becomes a major research and development business firm. Play audio | Rhombus is alive. |
Dictatorship
Narrative | In-game condition(s) | Image |
---|---|---|
" The Alliance of Steel, under new leadership after the death of Rhombus, becomes an overzealous, techno-religious dictatorship. In twenty years, the Steel Plague devastates the newly formed New California Commonwealth, and starts a Dark Age that could last a thousand years. Play sound | Rhombus is expressionless. |
Destruction
Narrative | In-game status(s) | Image |
---|---|---|
" The Alliance of Steel repels the first wave of a mutant invasion, but a traitor in their midst causes the Citadel to fall. Fortunately, the avant-garde technology is mastered slowly past the mutants, and they were unable to use it against you. Play sound | Kedrick is alive, or the Master is live for 170 days. |
Hub
Prosperous trade center
Narrative | In-game status(due south) | Paradigm |
---|---|---|
" With your help, Sometime Harold brings the ghoul population of the Hub into equality with the humans. The ii sides work together, and the Hub prospers. Old Harold is still alive, as far as anyone knows. Play audio | Complete find the missing caravans, none of Decker's quests, consummate Iguana Bob quest, be friendly with Harold. |
Abandoned
Narrative | In-game condition(due south) | Image |
---|---|---|
" The Hub disperses before the might of the mutant army and will never recover. Play sound | Do not complete the quest to observe the missing caravans, complete at least one quest from Decker, or the Chief is alive afterwards 140 days. |
Khans
Destroyed as a fighting force
Narrative | In-game condition(s) | Prototype |
---|---|---|
" Thanks to your persistence, the Raiders are destroyed every bit an effective fighting strength, and disband. None of the Raider survivors are ever heard from again. Play sound | Impale Garl and at least eight more than raiders, or kill at least thirteen raiders. |
Regroup and terrorize
Narrative | In-game condition(southward) | Paradigm |
---|---|---|
" The Desert Raiders somewhen regroup and manage to terrorize small communities in the years following your adventures. Play sound | Enter the raider campsite but don't impale enough raiders for the previous ending. |
Scourge that lasts for years
Narrative | In-game condition(s) | Epitome |
---|---|---|
" The Desert Raiders pillage almost of the northern parts of New California. They are a scourge that lasts for years, until a rebel regular army of mutants brings them down. Play sound | Do non enter the main camp of the Khans. |
Vault Dweller
Kill the overseer
Narrative | In-game condition(s) | Image |
---|---|---|
" Y'all march into the desert sands, leaving the shattered corpse of the Overseer behind you, never to render to the Vault. Play sound | Must take the Bloody Mess trait from character creation or by using the perk Mutate!. And then past the cease of the game, must either have low Karma, or initiate gainsay after talking with the Vault xiii overseer. |
The overseer lives
Narrative | In-game condition(s) | Image |
---|---|---|
" You march into the desert sands, leaving the Vault behind you. Play sound | Don't impale Vault 13 overseer. |
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How Many Endings In Fallout New Vegas,
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