A Guide To All Rimworld Endings!

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today's video is brought to you by rent welcome welcome to another rimworld video today's topic ending the game rimworld is a storytelling engine and like all stories they have an ending ironically even the never-ending story but anyway this video will be talking about each different ending including the as of writing 2 DLCs as well as advice on how to achieve these endings first up is one many new players will discover the colony end ending pretty straightforward to how to get it just lose all your colonists and you get the ending yes this is technically an ending though it also is a beginning see this is what is called a temporary ending it is an ending to the story but it can also continue if you continue to play the map and wait a colonist may join or perhaps a refugee runs in looking for aid but there is nothing you can come back from this I think don't know never continued after the colony died so people if you have done that before let us know be a great story to hear though there is one other obscure ending the Planet Killer ending yeah you might not know this one but there is an option in setting up the new custom game for the Planet Killer scenario as the name implies your planet is about ready to go the way of Alderaan and it's up to you to get off that rock I can't really give much advice outside of do not waste any time this is a permanent ending meaning you cannot continue the story when you lose you can reload an old save but that's it we will talk about the ways off the planet with the other ending but I figured I'd put this here as the other bad ending a player can get in rimworld now for the classic ending the ship launch the one where you go out in the space to find a new home and to listen to that awesome credit song which I can't play due to copyright for this one you will need to research the end game tree and construct your Escape ship sounds simple right a lot of research and maybe hunting out more exotic materials to make it all yeah no there is one big catch the onboard computer AI needs 15 days to up during that time you'll be constantly attacked by Raiders and meccanoid heck even insects might pop up for a piece of you so what's our advice for dealing with this first off stockpile a ton of food and medicine because I'm going to recommend you turn off any jobs that don't involve building hauling and most importantly medical pawns are going to get hurt and you won't have time to make food and Medicine same with drugs I recommend stockpiling drugs like goat juice and even luciferium for when things get rough given this is the end game upon taking luciferium isn't going to be as much of a problem and if you don't have a lot of the stuff to keep up the addictions you can always put them into the ship's cryo sleep pod and have them wait it out go juice is great for keeping people in the fight and letting your Medics keep working through the night if you want to use wake up going to be as much of a problem and if you don't have a lot of the stuff to keep up the addictions you can always put them into the ship's cryo sleep pod and have them wait it out go juice is great for keeping people in the fight and letting your Medics keep working through the night if you want to use wake up for that you can do that but remember there is always that one percent chance of a heart attack finally the biggest thing you should know you don't have to build that whole ship to start the 15 days you can just set up the computer and turn it off preferably in a closed off room with three layers of wall then when the fighting is over clean up and build the ship and leave that's about it outside of normal kill box advice you can find on this channel or the internet though there are some of the key things to give you an edge in taking on the whole while I got you mind hitting that subscribe button really helps us out most of you unsubscribed while you're at it check out the patreon a dollar a month goes a long way for us on the team so we can keep doing what we love wow it's getting hot in here if only there was a way to cool this place down his climate change got you sweating do you wish you could turn down the heat every day we contribute to the CO2 in the atmosphere Bren offers a low-cost carbon offset subscription that helps plant trees conserve land and push a Greener agenda one of my favorite projects by Ren is biochar in California biochar helps prevent wildfires by clearing out old dead trees and turns them into biochar this helps prevent forest fires in the future offset your carbon footprint with Ren the first 100 people to sign up with the link in description will have 10 extra trees planted in their name so when it comes to the ship Escape ending that isn't the only way off the planet if you don't want to go through all the research you can always get a call from a friendly AI from your past whom I'm sure isn't evil and just wants to do you a solid yeah he has a ship waiting for you on the planet that's great what's the catch well yeah no matter what type type of game you play that ship will always be on the other side of the planet from you and so Pros you don't have to make a research the ship cons you'd still have to get there and you have to wait 15 days to actually launch the ship and be attacked though I suppose there is one good thing about doing it from there your Colony wealth will be much lower so the raids won't be as big so yeah there's that same advice applies though it might be easier or harder depending on your Loadout or era of technology I don't tend to go for this ending due to the effort to make it and defend it but if you want to role play a nomadic group with mods or to challenge yourself give it a shot it's worth it hmm I think for this next one we need a change of scenery oh much better because if you have the royalty DLC you can go for a whole new ending leaving with the stellar and becoming nobility on some high-tech luxury world but how does one become a noble and get this ending well first off you have to have a pawn game political honor and obtain the Royal titles of count and Countess then after doing this set of up your base with a fancy Royal Room for a guests who will be staying for 15 days yes this is the end game of setting up a ship so what's different about this one psychic powers baby yeah royalty gave pawns the ability to use psychic powers and nobility can get access to some pretty cool stuff more so being Royals give you favors like calling in workers and more importantly Expendable Troopers to die for you plus the Royal guests who you have to keep live will come with their own Entourage of troops yeah I find this ending to be the easier of the endings you get psychic powers it's somewhat easy to keep your Royal guests happy they bring in fighting help and you you can use the Royal favors to turn the tide of course there are some slight problems going this route pawns with greedy jealous or the abrasive trait as they gain titles will stop doing certain orders after all why not let some peasant do your job you're too important you'll have to put aside a lot more rare resources to make finer throne rooms and bedrooms which could be used for the colony and of course you will have to play nice with the Empire do their tasks if you want more honor but hey that's the noble life unless you want to turn on the course there is no ending involving that but hey figured I'd mention it finally there is one last ending provided by the ideology DLC Awakening the Arco Nexus what is the occonexus who knows it's a powerful machine that may or may not be the universe's version of God so how do you find it first play the game and work to get your base value up because soon you will get an offer an offer to sell your base to a group to gain information to an auto machine with a map piece wash rinse and repeat until you achieve enlightenment okay the details of course honestly first off you need to get the value to 350 000 at least then after selling your base you will be able to bring up to five colonists five animals a relic of your ideology and seven different items oh and your relationships and research will be reset to base game IE classic start level of tech I know that sounds bad but you can pick out out the spot for your new base and depending on what you brought you might be able to quickly and mass up that value to do it two more times though you may notice in your new base some new structures to protect your pawns need to research them to understand the map piece before moving on oh and they give psychic influence so be careful mood breaks after you make it through three bases you finally can make it to the arka Nexus and well end the game who knows what happens to your colonists even the game doesn't quite know but do be careful if mechanoids there be pretty crappy if your pawns died at the final stretch do I like this ending I think it's pretty unique in the concept of discovering the past to make a new feature is a pretty cool sci-fi concept but my suggestions to succeeding just play smart I'd say it's pretty easy compared to other endings due to being able to pick out what you bring each new base and if you game The Relic system like making a relic super powerful armor or charge Lance or something to that end you will have a great Edge for moving forward when it comes to endings in room world I think they are fun and varied hopefully in the future we can get even more ending so I'm being honest I don't know what to add tell you what let us know how you would add an ending to remote I'd love to hear it now if you
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Channel: Noobert
Views: 87,016
Rating: undefined out of 5
Keywords: Noobert, Rimworld, Rimworld Ending, Rimworld Guide, How to beat rimworld, How to win rimworld
Id: fdLubM4RGXw
Channel Id: undefined
Length: 8min 47sec (527 seconds)
Published: Fri Oct 21 2022
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