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    Enden (Fallout): Unterschied zwischen den Versionen

    Tritt unserem Discord bei und informiere dich auf unserem Twitter-Kanal über die aktuellsten Themen rund um Fallout!
    Donnerkiesel (Diskussion | Beiträge)
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    Zeile 140: Zeile 140:
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    ==Brotherhood of Steel==
    == Stählerne Bruderschaft ==
    ===Drive mutants away===
    === Drive mutants away ===
     
    [[Image:Rhombus.jpg|thumb|[[Rhombus]]]]
    [[Image:Rhombus.jpg|thumb|[[Rhombus]]]]
    '''Voraussetzungen''': Rhombus am Leben lassen.
    '''Voraussetzungen''': Rhombus am Leben lassen.


    {{Zitat|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 Brotherhood is slowly reintroduced into New California, with little disruption or chaos. The Brotherhood wisely remains out of the power structure, and becomes a major research and development house.}}
    {{Zitat|The [[Stählerne Bruderschaft]] 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 Brotherhood is slowly reintroduced into New California, with little disruption or chaos. The Brotherhood wisely remains out of the power structure, and becomes a major research and development house.}}


    :* ''[[Fallout 2]]'', ''[[Fallout 3]]'', und ''[[Fallout: New Vegas]]'' etablieren das als kanonisch.
    :* ''[[Fallout 2]]'', ''[[Fallout 3]]'', und ''[[Fallout: New Vegas]]'' etablieren das als kanonisch.

    Version vom 6. Juni 2016, 20:30 Uhr

    -->]]

     

    Militärbasis

    Voraussetzungen: Zerstöre die Militärbasis.

    Deine Mission gegen die Mutanten-Hochburg ist erfolgreich. Deine Taten werden die restliche Welt noch jahrelang beeinflussen.

    Cathedral

    Voraussetzungen: Zerstöre die Kathedrale.

    Deine Mission gegen die Kathedrale ist erfolgreich. Deine Taten werden die restliche Welt noch jahrelang beeinflussen.

    Master's victory

    Voraussetzungen: Trete der Unity bei (den Standort von Vault 13 dem Lieutenant oder dem Meister verraten).

    It is done. Vault Thirteen belongs to the Unity and the Meister. Your knowledge of the Vault defenses saved many mutant lives during the attack. You personally made the final kill when you took the life of the Overseer. You will certainly become one of the finest soldiers for the Unity, and your skills will see you rewarded often in the future. You are happy. But there remains the tiniest doubt of what could have been...

    Super mutants

    Ending 1

    Datei:WastelandPicture.jpg

    Voraussetzungen: Zerstöre die Kathedrale zuerst und dann die Militärbasis.

    The death of the Master was the first major step towards ending his mad dream of conquest and enforced peace, but it is the destruction of the Vats that neutralizes the mutant threat. Without the ability to create more mutants and enforce their harsh brand of justice, the mutant armies flee to the east, beyond the no-man's land.

    Ending 2

    Voraussetzungen: Zerstöre die Military Base zuerst und dann die Kathedrale.

    You managed to destroy the Vats, then you killed the Master before he could realize his twisted plans. With the Master gone, his armies flee to the east in fear of retribution from the remaining normals.

    Necropolis

    Water pump maintained

    Voraussetzungen: Den Wasserchip nehmen und die Pumpe reparieren.

    The ghouls of Necropolis learn how to maintain the repaired water pump, and eventually rediscover many lost secrets of engineering. They form a business selling this technology to other towns.

    Dehydration

    Voraussetzungen: Den Wasserchip nehmen und die Pumpe nicht reparieren.

    Die Ghulee von Necropolis learn firsthand the final meaning of dehydration, as their city succumbs to the desert sands and the water runs out. Without their water purifying control chip, they do not survive.

    Mutant attack

    Voraussetzungen: Nekropolis nach 110 vergangenen Tagen oder 30 Tage nachdem man alle Supermutanten am Wasserschuppen getötet hat.

    The mutant attack on Necropolis spares none of the ghoulish inhabitants. After the mutant armies advance, they leave a truly dead city behind them.

    Followers of the Apocalypse

    Gain control of Boneyard

    Voraussetzungen: Das Ende ist mit Fehlern behaftet und taucht im Spiel nicht auf.

    Die Anhänger der Apokalypse wurden zu einem großen Einfluss in Neu Kalifornien. Mit deiner Hilfe erhalten sie die Kontrolle über LA Boneyard.

    Killed by mutants

    Voraussetzungen: Einwilligen, dass man die Kathedrale ausspioniert. Es ist nicht möglich, dies zu Ende zu bringen. Einige Quellen besagen, dass dieses Ende auftritt, wenn der Meister nicht innerhalb von 90 Tagen nach dem Spielstart besiegt wird.

    The mutant armies, led into battle by the fierce Super Mutants, destroy the Followers of the Apocalypse. Barely human carrion feeders pick over the Followers' remains.

    Shady Sands

    Republik Neu-Kalifornien

    Voraussetzungen: Aradesh und Tandi leben.

    In Shady Sands, Tandi helps her father Aradesh bring a new community 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.

    Aradesh grieves Tandi

    Voraussetzungen: Tandi töten, Aradesh am Leben lassen.

    Aradesh grieves for his slain daughter, Tandi, but eventually builds Shady Sands into a respected community which is prosperous for many years, before his untimely death at the hands of a Desert Raider.

    Tandi takes over

    Voraussetzungen: Aradesh töten, Tandi nicht.

    Tandi takes control of Shady Sands after the death of her father, Aradesh. Her brilliant if headstrong style of leadership makes Shady Sands a powerful force in the years to come.

    Destroyed by raiders

    Voraussetzungen: Aradesh und Tandi töten.

    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 afterwards, the Raiders regroup and attack Shady Sands, burning the small community to the ground.

    Razed by mutants

    Voraussetzungen: Shady Sands nach 230 vergangenen Tagen betreten. Dieses Ende hat Priorität.

    The mutant army marches as far north as Shady Sands, razing the small town to the ground.

    Junktown

    In the original write-up of Junktown, the "ending sequence" was reversed from its final incarnation. See the alternate endings for the original versions, which were changed because the marketing department decided at the last minute that the game had to "reward good and punish bad".[1]

    Killian takes control

    Killian Darkwater

    Voraussetzungen: Gizmo töten, aber nicht Killian.

    Killian Darkwater takes firm control of Junktown, drives out the last of Gizmo's kind, and then enforces his own brand of frontier justice. Life is fair and safe under his law.

    Alternative Version

    With Gizmo out of the way, Killian enforces his brand of frontier justice on Junktown. The city remains orderly but small, as travelers steer away from his rigid sensibilities.

    [With the background picture being a gallows behind Killian with shadows of dead men hanging from it.]

    Gizmo takes control

    Gizmo

    Voraussetzungen: Gizmo am Leben lassen.

    Junktown becomes the new boomtown under the careful, and profitable, guidance of Don Gizmo. He profits the most, and continues to increase the size of his casino, and the scope of his power, until he chokes to death while eating some Iguana-on-a-stick.

    Alternative Version

    Under Gizmo's leadership, Junktown becomes a trading center and resort, where people come from miles around to gamble, spend money and enjoy themselves in relative safety. Gizmo keeps the town prosperous but healthy, as he has no desire to injure 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 free of any drug dealers or riff-raff who might endanger Gizmo's operations.]

    Destroyed by mutants

    Harry der Supermutant

    Voraussetzungen: Ending cut from the game.

    The mutants are slowed, but not stopped, by the brave defenders of Junktown. When the army finishes their brutal siege, nothing of Junktown remains.

    Stählerne Bruderschaft

    Drive mutants away

    Rhombus

    Voraussetzungen: Rhombus am Leben lassen.

    The Stählerne Bruderschaft 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 Brotherhood is slowly reintroduced into New California, with little disruption or chaos. The Brotherhood wisely remains out of the power structure, and becomes a major research and development house.

    Dictatorship

    Voraussetzungen: Rhombus töten.

    The Brotherhood of Steel, under new leadership after the death of Rhombus, becomes an overzealous, techno-religious dictatorship. In 20 years, the Steel Plague devastates the newly formed New California Republic, and starts a Dark Age that could last a thousand years.

    Traitor

    Voraussetzungen: Ending cut from the game.

    The Brotherhood of Steel repels the first wave of a mutant invasion, but a traitor in their midst causes the Citadel to fall. Fortunately, the advanced technology is mastered slowly by the mutants, and they were unable to use it against you.

    Hub

    Prosperous trade center

    Voraussetzungen: Complete the quest "Find the missing caravans" and kill Decker without doing any quest for him. Kill both the Meister and the Lieutenant before 140 days have passed.

    With your assistance, Old Harold brings the Ghul population of the Hub into equality with the humans. The two sides work together, and the Hub prospers. Old Harold is still alive, as far as anyone knows.

    Abandoned

    Voraussetzungen: Do not complete the quest "Find the missing caravans", or complete at least one quest from Decker, or the Meister and the Lieutenant are alive after 140 days have passed.

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

    Khans

    Destroyed as a fighting force

    Voraussetzungen: Kill Garl and at least eight more raiders, or kill at least thirteen raiders.

    Thanks to your persistence, the Raiders are destroyed as an effective fighting force, and disband. None of the Raider survivors are ever heard from again.

    Regroup and terrorize

    Voraussetzungen: Enter the raider camp but don't kill enough raiders for the previous ending.

    The Desert Raiders eventually regroup and manage to terrorize small communities in the years following your adventures.

    Die Seuche hält noch Jahre an

    Voraussetzungen: Das Camp nicht betreten.

    The Desert Raiders pillage most of the northern parts of New California. They are a scourge that lasts for years, until a rebel army of mutants brings them down.

    Vault Dweller

    The Vaultbewohner leaves Vault 13
    Your involvement 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?

    Ending 1

    Voraussetzungen: Take the Bloody Mess trait when creating your character, or procure bad karma by the end of the game.

    This is also attainable if you very quickly initiate combat upon exiting the conversation with the Overseer. You can kill him and he dies the same horrible fashion as if you have the Bloody Mess trait.

    You march into the desert sands, leaving the shattered corpse of the Overseer behind you, never to return to the Vault.

    Ending 2

    Voraussetzungen: Don't take the Bloody Mess trait or procure neutral to good karma.

    You march into the desert sands, leaving the Vault behind you.

    Videos

    Datei:Fallout 1 Master Ending Datei:Fallout Cathedral Explosion

    Referenzen

    ru:Концовки Fallout