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How Many Endings In Fallout New Vegas

" 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?

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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.

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Play sound
Fo1 Normal Vaultlife.ogg

"

Pass up to or neglect trying to find the h2o fleck. Cut content

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.

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Play sound
Fo1 MilitaryBase Destroy.ogg

"

Destroy the Mariposa War machine Base. Fo1 Military Base Destroyed.png

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.

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Play sound
Fo1 Cathedral Destroy.ogg

"

Destroy the Cathedral. Cathedral.png

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...

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Play sound
Fo1 MastersVictory.ogg

"

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). Fo1 Vault 13 Overrun.png

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.

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Play sound
Fo1 SuperMutants DestroyCathedra…

"

Destroy the Cathedral before the Mariposa Military Base. Fo1 Wasteland Lossless.png

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.

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Play sound
Fo1 SuperMutants DestroyBase.ogg

"

Destroy the Military Base before taking the Cathedral.
Note: Due to a bug, the game simply plays the prior ending, never this ane.
Fo1 Wasteland Lossless.png

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.

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Play sound
Fo1 Necropolis PumpMaintained.ogg

"

Take the chip, ready the pump. Fo1 Necropolis Good Ending.png

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.

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Play sound
Fo1 Necropolis Dehydration.ogg

"

Have the water scrap, but don't fix the pump. Fo1 Necropolis Bad Ending.png

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.

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Play sound
Fo1 Necropolis MutantAttack.ogg

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Enter Necropolis after 110 days have passed, or kill all the super mutants at the watershed and enter subsequently 30 days have passed. Fo1 Necropolis Bad Ending.png

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.

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Play sound
Fo1 Followers GainControl.ogg

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Complete the Find Children spy in the Followers quest and railroad train the Followers in the use of firearms. Fo1 Followers Good Ending.png

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.

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Play audio
Fo1 Followers DestroyedByMutants…

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Either the Master is still alive afterward ninety days, or i fails to find the Children of the Cathedral spy within the Followers. Fo1 Followers Bad Ending.png

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.

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Play sound
Fo1 ShadySands AradeshTandiAlive…

"

Aradesh and Tandi are alive. Fo1 Shady Good Ending.jpg

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.

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Play sound
Fo1 ShadySands AradeshGrievesTan…

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Tandi is expressionless or not rescued, Aradesh is alive. Fo1 Shady Good Ending.jpg

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.

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Play audio
Fo1 ShadySands TandiTakesOver.ogg

"

Aradesh is dead, but not Tandi. Fo1 Military Base Destroyed.png

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.

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Play sound
Fo1 ShadySands DestroyedByRaider…

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Aradesh is expressionless, and Tandi is either dead or still beingness held past the Khans. Fo1 Shady Bad Ending.jpg

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.

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Play audio
Fo1 ShadySands RazedByMutants.ogg

"

The Primary is notwithstanding alive afterward 230 days take passed. Takes precedence over the other endings. Fo1 Shady Bad Ending.jpg

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.

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Play sound
Fo1 Killian DarkwaterTakesContro…

"

Gizmo is dead, Killian is live. Killian.jpg

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. Killian.jpg

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.

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Play audio
Fo1 Junktown GizmoControl.ogg

"

Gizmo is live. Gizmo.jpg

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. Gizmo.jpg

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.

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Play sound
Fo1 Junktown DestroyedByMutants.ogg

"

The Master is withal alive subsequently 210 days. Cut content Harry.jpg

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.

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Play audio
Fo1 BoS DriveMutantsAway.ogg

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Rhombus is alive. Rhombus.jpg

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.

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Play sound
Fo1 BoS Dictatorship.ogg

"

Rhombus is expressionless. Paladin.jpg

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.

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Play sound
Fo1 BoS Traitor.ogg

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Kedrick is alive, or the Master is live for 170 days. Cut content Mutant.jpg

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.

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Play audio
Fo1 Hub ProsperousTradeCenter.ogg

"

Complete find the missing caravans, none of Decker's quests, consummate Iguana Bob quest, be friendly with Harold. Fo1 Hub Good Ending.jpg

Abandoned

Narrative In-game condition(due south) Image

" The Hub disperses before the might of the mutant army and will never recover.

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Play sound
Fo1 Hub Disperses.ogg

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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. Fo1 Hub Bad Ending.png

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.

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Play sound
Fo1 ThanksToYourPersistence.ogg

"

Impale Garl and at least eight more than raiders, or kill at least thirteen raiders. Fo1 Raiders Ending.jpg

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.

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Play sound
Fo1 Khans RegroupAndRaze.ogg

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Enter the raider campsite but don't impale enough raiders for the previous ending. Fo1 Raiders Ending.jpg

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.

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Play sound
Fo1 Khans ScourgeThatLasts.ogg

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Do non enter the main camp of the Khans. Fo1 Raiders Ending.jpg

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.

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Play sound
Fo1 VaultDweller KillJacoren.ogg

"

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.

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Play sound
Fo1 VaultDweller LeaveVault.ogg

"

Don't impale Vault 13 overseer.

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How Many Endings In Fallout New Vegas,

Source: https://fallout.fandom.com/wiki/Fallout_endings

Posted by: terryfrighbord.blogspot.com

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