"Many might go to heaven with half the labor they go to hell."Many video games have Multiple Endings, and among those endings are often at least one where things go... less than favorably compared to the others. The general rule, though, is that these bad endings are a sign that the player screwed up somewhere down the line. Maybe they picked the wrong dialogue option at a crucial moment, or got to the end of the game without collecting enough MacGuffins. Either way, the game usually lets you know right then and there that you did it all wrong and it's time to try again. Then there's the bad endings you have to put an extra amount of effort into getting, often separate from what you have to do to avoid it. In the most extreme cases, they can actually be harder to get than any of the good endings. It might involve beating a boss you're not supposed to beat, or making counter-intuitive decisions. Whatever the case is, many of these types of endings won't be found by the average player unless they're actively trying to get them. Compare Do Well, but Not Perfect and Unwinnable by Insanity. See also Earn Your Fun, Non-Standard Game Over, and It's a Wonderful Failure. This is the exact opposite of the Golden Ending. Getting one of these by accident generally qualifies as an Epic Fail. This trope is often an inversion of Path of Most Resistance.
— Ben Jonson
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- In the first House of the Dead, getting the bad ending where Sophie returns as a zombie is even harder than getting the good ending where she's miraculously alive. This is doubly true on the PC version. The bad ending only occurs if your number of continues used ends in a 0 (for most people, this means they can't die at all to get the bad ending), while you get the good ending for scoring more than 62,000 points by the end of the game (which is fairly easy to do). What really makes the bad ending fall into this is that the good ending overrides the bad ending; thus, to see the bad ending, you need less than 62,000 points and to have a number of continues ending in 0.
- In the Hunt rewards a well-done one credit playthrough with such an ending — your submarine fails to escape the exploding base and perishes along with it. Finishing the game in multiplayer also results in disaster. The good ending is achieved if you saw the continue screen at least once AND end the game on single player.
- It's conceivable that the game punishes the player for what it assumes is cheating. Such an assumption is almost certainly right — In The Hunt is an extremely hard game at the best of times, and there are sections whose difficulty level goes beyond even that and goes straight to unfair. Remember that this is originally an arcade game, so getting more money from the player is kind of the point — so in some areas, not losing lives is utterly impossible unless you were to somehow know exactly where the threats are coming from and when.
- While none of the endings in Spec Ops: The Line could be considered good, three of them come from the game's epilogue. The best ending happens if you surrender to the rescue squad, while the other two happen if you try to kill them instead. One happens if you die, and the ending in question happens if you manage to kill them all.
- The endings in Necrovision get progressively darker as you play on higher difficulties. On easy difficulty, Simon actually escapes back to the real world. On medium difficulty, he allows himself to be turned into a demon general in exchange for 100 years of peace to give mankind time to prepare for the apocalypse. On hard difficulty, he kills the Big Bad and becomes the new King of Hell, ultimately deciding he no longer has anything in common with mere mortals and looking forward to taking over the world.
- In Call of Juarez: The Cartel, the good ending is the default ending. To even have the option to pick the bad ending where you choose to kill your partners, thinking it's a necessary Shoot the Dog sacrifice but which turns out to be playing into the hands of the main villains, you need to score a certain level of character points by completing optional sub-objectives. Each playable character has a separate bad ending, and you need to unlock each one separately.
- Savant Ascent added one in the void update. After beating the new Samurai boss, he would simply laugh at you, grab the Alchemist, and throw him into the tower, crashing him into the basement and presumably killing him.
- Wiz Orb has the worst ending, obtained by purchasing the Crown, a 10,000 gold item (when other items are only in the triple digits at the most). Buying the crown causes Cyrus to become overcome with greed at the end of the game and become the new overlord.
- In Mafia III it is possible to achieve an I Can Rule Alone ending by having the protagonist Lincoln Clay finishing the game with having killed off all his underbosses and seizing their power for himself, allowing him to become the uncontested king of the underworld in New Bordeaux. But ultimately it all comes to nothing, as his adoptive uncle, Father James, comes to see Lincoln's slaying of his underbosses as a sign that he is every bit as bad as the antagonist, Sal Marcano, and so he arranges to assassinate him with a car bomb. In order to get this ending, the player needs to actively have Lincoln make business decisions that piss off all of his underbosses, as he needs a legitimate reason to pick a fight with them, and then complete a extra mission where Lincoln actually kills them off for each of them.
- Collect all the hidden memories in Aquaria, and you get to see Naija taken away from her happy family life by her mother, who comes out of absolutely nowhere to Mind Rape and kidnap her daughter.
- Though the bad ending of Castlevania Dawn of Sorrow is pretty easy to get, it unlocks Julius Mode, which is basically an extension of the bad ending revolving around Julius, Yoko, and Alucard teaming up to kill Soma after he becomes Dracula. Julius Mode is tough as nuts to complete.
- In the My Little Pony: Friendship Is Magic fangame Super Filly Adventure, getting the worst ending requires you to see all possible dialogues for every character and have your computer clock set to a time between 11 pm and 6 am when you play the game.
- In Luigi's Mansion, the mansion Luigi obtains at the end depends on how much money you obtained during the game; the more money you have, the better the mansion. The worst possible one is a mere tent, but it is even harder to obtain than the best mansion, as you deliberately have to avoid collecting any kind of money other than the one treasure Luigi automatically collects to get it. note
- A literal example in MediEvil 2, in which collecting all of the chalices results in the bleak Cliffhanger ending where Sir Dan and his love interest go back in time, only to arrive in the exact place and time that the Big Bad of the first game reached his final form. Cue giant clown dragon attempting to eat them both.
- In Deus Ex: Invisible War, all four endings have various shades of grey, but it's pretty clear that the Denton and Illuminati endings are on the lighter side, while the Templar and Omar endings are very dark indeed. The Dentons just ask for a Fetch Quest — the fastest one to obtain and the only one that can be done on a 100% Pacifist Run. The Illuminati and the Templars, however, demand that you kill both the Denton brothers — and JC Denton turns out to be the single most powerful enemy in the game. And the Omar want you to Kill 'em All — and the Templars and Illuminati brought a lot of Elite Mooks to the party. The Illuminati create a global surveillance state, the Templars re-enact The Spanish Inquisition, and the Omar basically let all life on Earth besides themselves die.
- The worst ending of Castlevania: Harmony of Dissonance (where both the Love Interest and Rival Turned Evil die) takes a lot more effort to get than the "normal" ending, since it requires entering the final boss room in Castle B, which only opens if you have all of Dracula's body parts. (However, the same room is also the key to obtaining the Golden Ending.) The final boss room in Castle A, which leads to the Normal Ending, can be entered the moment you reach it.
- There's one ending in Way of the Samurai 3 where everyone dies. To get it, you have to... kill everyone. This is a lot harder than it sounds because killing certain people before others will trigger other endings, so you have to kill everyone in a specific order to get this one.
- In Crypt Worlds, you can awaken an Eldritch Abomination called The Chaos God that destroys the world and everybody inside it. Awakening him requires you to pay an archaeologist, wait a few days for the archaeologist to finish the dig, enter the archaeological ruins, and collect just one tear of god. Repeat 3 times; there are 3 Tears of God. Then you have to go to Hell itself and meet the cultists.
- In Heavy Rain, you get the ultimate Achievement "Perfect Crime" for bringing about the situation where the good guys all perish and The Bad Guy Wins — which is accordingly hard.
- the white chamber: Getting the worst ending requires your Karma Meter to be at zero when you complete the game. Since you start the game with one free karma point and there's only one specific action that will take away that point from you and five other actions that give you more karma points instead, this is trickier than it might sound. The good news is that you can always look at the chalkboard to check if you're on the right track.
- Slightly less tricky is the joke ending that ends with everyone that Sarah killed revealing that they were just playing a prank on her. And then everyone dies anyway, which requires a maxed out Karma Meter.
- The evil ending of A Tale of Two Kingdoms is rather obvious if you think about it: rather than confront the princess with the murder evidence, confront the murderer and offer to join forces. However, he won't believe you unless your Honor score is zero, and doing that is rather difficult, requiring you to kill an NPC in a small timeframe in a hard-to-reach optional sidequest.
- The darkest ending in the online game Where We Remain can only be achieved on the highest difficulty setting, and you need to continue to explore the caves even after you've found the girl you're looking for to get the power you need for it.
- In The Dig, near the end, if you go grab a life crystal (after losing all that were on you) before proceeding with the natural course of events, you can use it at a certain point to eventually get the game's somewhat secret bad ending.
- In Zork: Grand Inquisitor, there is a game of Strip Rock-Paper-Scissors and a way to see the opponent's hand. To win takes around 3 turns. If you intentionally try to lose, it turns out that you have around 20 pieces of clothing to lose. You then get a bad ending where your character becomes a fish merchant.
- Getting the absolute worst ending in Conquests of the Longbow, where King Richard finds Robin guilty of all his crimes and has him hung, requires a lot of effort, as getting every Character Witness to hate you enough without outright getting yourself killed is tricky, seeing as this is a Sierra game. This also involves going out of your way to avoid getting any treasure or other points, and letting Marian die at the one point the game doesn't immediately kill you for it.
- Streets of Rage:
- The bad ending of the first game could only be achieved through 2-player mode, and requires both of them to follow an esoteric list of steps.note The surviving player will then take control of Mr. X's criminal enterprise, going against everything they fought for, while the game sarcastically congratulates them for it.
- Failing to save the chief in Streets of Rage 3 has the player deviate from the main storyline to stop the imposter chief, culminating in an extra boss fight against Shiva and the main characters arriving at a dead end as to Mr. X's whereabouts. This wouldn't be an example, except that Shiva is even harder than the final boss for the good ending!
- In the story mode of BlazBlue, several of the "Bad Endings" (not that the canon endings, or even the gag reels, are always full of rainbows and sunshine) require the player to do some very specific or unintuitive things (for example, to get Tsubaki's, you have to finish off Carl, Jin, and Noel with either her Limit Break or her Finishing Move, causing her to go blind from overusing her weapon).
- This applies to the Guilty Gear games as well. One of Anji Mito's endings in XX has him getting a We Can Rule Together speech from That Man; this is ambiguous enough, but later information says that Anji did take the offer and had a Face–Heel Turn.
- In Rival Schools's sequel Project Justice, the team of Edge, Akira, and Gan must fight the Brainwashed and Crazy Daigo. By finishing said match with certain moves, you get an ending where Daigo collapses dead and the last scene has Akira crying over his body, while Edge and Gan swear revenge...
Hack and Slash
- The first ending of Drakengard is bittersweet, but all the rest go from depressing to horrifying to worse-than-the-end-of-the-world. Each is progressively more difficult to unlock, too.
- In Braid, if you take the time to collect the eight secret stars, which are extremely difficult to get — one requires you to wait in a particular spot for two hours, another becomes Lost Forever if you don't obtain it before you complete a certain puzzle, and still another relies on near-perfect timing and reflexes — you get to see the ending where instead of merely having the princess run away from you, you make her explode. Given that the most common theory about the princess is that she's a metaphor for the atomic bomb, this is likely intended to show how pursuing something obsessively is not necessarily a good thing.
- In DuckTales, there's a bad ending that you will see by having exactly zero dollars' worth of treasure at the end of the game, which requires you to spend everything you get just by playing, and there are only so many ways to spend it (and obviously you can't spend money if you don't have enough, so you have to collect exactly the right amount).
- In the Famicom version of Kid Icarus, you can have the end where Palutena turns Pit into a monster if you defeat Medusa without any life or arrow upgrades, no special weapons, and with a minimalist score. This, however, has been cut in the NES version.
- The reward for finishing Deadlight on Nightmare difficulty is the alternative Downer Ending instead of the normal Bittersweet Ending.
- Collecting all the secret items in Pause Ahead unlocks a Brutal Bonus Level you can access instead of fighting the final boss. Completing this area gives an ending that's far more depressing than the regular one, as it leads to a computerized screen where you learn that you've done exactly what you were supposed to do and were terminated, as opposed to escaping when you beat the final boss.
- Ancient Powers plays this trope unusually. What may be the best ending of the game is the easiest to get; just leave after talking to Kalish, avoiding the first boss battle and accepting her death. The next ending is a bit ambiguous, as you get the soul key so you can sacrifice yourself to bring back the girl, but in the process you unleashed the evil demon Harold. If you defeat Harold, it is too late to bring the girl back, so you might have well not done anything at all.
- Wario Land: Super Mario Land 3 has an ending that varies depending on how many coins you end up with. You need to avoid collecting coins and treasures at all costs to get the worst possible house for Wario, the birdhouse.
- Some Grow games have a secret "wrong" ending only available by doing everything in an unintuitive manner.
- Galves Adventure, made by the same Grow creator, has a "devil" ending so obscure that many players don't even realize it exists. To get this ending, you have to notice that one inconspicious pebble is clickable and deliberately pick two specific "wrong" choice sequences for the red ball in a row to be able to hit the lion with it. If you do all of this right, you can then make a choice near the end of the game that would otherwise kill you.
- Puzzle Quest: You have to release the necromancer at the beginning of the game, then at the end, follow the path the sword directs. At every turn in the path, you'll lose one of your good-aligned allies if you choose to go forwardnote . The ending implies that you (the player) will eventually become just as much of a threat as Lord Bane.note
- In Meteos, the only way to get the worst ending in Multi-Path is to allow an incredibly easy opponent to survive for a certain amount of time before defeat. This is complicated by several factors. Firstly, like all story mode battles, it's a Timed Mission, so your actual window in which you can defeat the enemy for this ending is a mere 30 seconds. Secondly, the game mechanics allow a hopelessly overwhelmed player to stick around for a very long time before finally succumbing. And finally, the enemy you face here might just plain die without you doing anything to it.
- Riven has nine possible endings. Eight of them are bad to some degree or another, and each of them requires doing something you've been specifically warned not to do, to the point that they're nearly impossible to get by accident. To whit:
- Three of them involve opening the Star Fissure and signalling Atrus early. At the beginning of the game, you are given the two explicit goals of capturing Gehn and rescuing Catherine before you open the Star Fissure. One of those endings requires reloading an earlier save to access (since you have to figure out the password to the Star Fissure cover before you officially learn it).
- Four of them involve trapping yourself in the prison book, which you are explicitly told is a prison book. Two of these endings require doing so after you have already successfully tricked Gehn into trapping himself in it.
- The eighth bad ending involves not trapping yourself in the prison book at the one time the game prompts you to do so. Even then, you have to do so three times before Gehn gets fed up and shoots you. The second time, he warns you that while he's letting you go, he won't be so forgiving in the future if you don't cooperate.
- In Haunt the House, getting the worst ending where you frighten the guests so badly that all of them commit suicide is almost as difficult as getting the best ending where they all just run out of the house because even if you get the mood up to maximum terrifying levels and scare the living bejeezus out of everyone you see, the guests can easily choose to safely dash out of the front door instead of jumping out of the nearest window if you scare them in the wrong locations, depriving you of the Kill 'em All ending.
- The Binding of Isaac's standard ending isn't particularly happy (or at least it is at first, until it's revealed that it was All Just a Dream, and Mom is still hunting down Isaac), but some of the endings you get for progressing even further in the game get even worse. Some of the items you obtain after beating The Womb come with cutscenes like finding a rope in a chest and hanging yourself with it, transforming into a demon, and having Mom's hand bursting out of the chest and dragging Isaac into it. Beating Sheol, the Cathedral, or The Chest each comes with their own unique bad endings. Rebirth ups the number of bad things that happens to Isaac when he obtains an item from the chest in The Womb, and adds two more unique bad endings (both requiring the clearing of even more Bonus Dungeons and Bonus Bosses than the previous endings). Its expansion, Afterbirth, adds two more.
Role Playing Games
- In Tales of Zestiria, if you manage to defeat Heldalf before Zaveid is recruited, then the party never finds out about the infected Maotelus until he becomes too powerful to be stopped, and the world is destroyed. However, to do that, you have to go through a miasma-infected area where your party is crippled, and every enemy becomes a Beef Gate. Then, you have to beat the Final Boss while still in this crippled state. It requires far more effort than just following the plotted line.
- In Mass Effect 2, you have to put at least as much effort into getting Shepard and the rest of the crew killed during the Suicide Mission as into getting the Golden Ending where Everybody Lives. As long as you bring two loyal squadmates with you to the final battle, they and Shepard will survive even if every other squadmate dies in action.
- Mass Effect 3 escalates in this regard. Getting the lowest possible War Asset score requires planning and precision to make sure there are no loose ends. And then there's the "N7 Special Ops Team" asset, obtained through promoting characters in multiplayer (75 per promotion). Unless you're on the PC version of the game, there is no way to remove the asset, giving you a permanent boost in the war effort for better or worse.
- The trilogy as a whole requires a very specific sequence of game choices to arrive at the worst possible Pyrrhic Victory over the Reapers (where Joker is pretty much the only major character to survive), as outlined here.
- In Puella Magi Madoka Magica Portable, there are ways of turning the main characters into witches in certain routes. Most notable is Homura's witch Homulilly, as you have to beat Walpurgisnacht under very specific conditions in order to see a screenshot of her. Also serves as a little foreshadowing for a redesigned Homulilly's proper debut in The Rebellion Story.
- In Final Fantasy X-2, it is possible to get the horrible ending of Shuyin winning and destroying Spira — you just have to wait half an hour to let Vegnagun fire.
- Planescape: Torment handles death in an... unusual fashion; every time your player character dies, he comes back to life (both in-story and in terms of gameplay). There are, however, a few ways to get a Game Over, but most require doing something stupid. Some Torment fans make a point of finding every one. Some of the possible ways to lose the game for real:
- Anger the Lady of Pain twice. (The first time, she just sends you to an extradimensional maze.) This one can also cause an Unwinnable by Mistake situation, depending on playstyle.
- Agree to become king of the Dead Nations, which is extraordinarily unwise as the appointment is, well, for life. It is implied that the binding is magical as well.
- Threaten Lothar, a magical priest of godlike power.
- Get Marissa the medusa to remove the veil that prevents her from petrifying you.
- Get Coaxmetal the iron golem to build you a weapon that will kill even an immortal, then use it on yourself in the final dungeon. (It won't work anywhere else.)
- Fail to prevent one of your other incarnations from forcing you to merge with it.
- Kill someone who has information that is essential to your quest (there are several such characters).
- The Conquest ending of Hyperdimension Neptunia mk2 requires going out of your way to triggernote , but involves brutally difficult boss fights against nearly all of your party members as Nepgear kills them to power up the Magic Sword. None of the death scenes are pleasant, either. After all this heartache, you face down the Big Bad, but don't actually fight them, as Nepgear has just achieved their goals for them and irreparably damaged the world in the process; see Cruel Twist Ending. While considered painful to play through on every level, getting this ending does reward you with a Game Breaker weapon for the main character on New Game+.
- Some of the endings in Chrono Trigger qualify, given that most of them are nearly impossible to get without a New Game+.
- The Seeking Mr. Eaten's Name quest in Fallen London requires the player to utterly destroy and ruin their character repeatedly, even as the game itself repeatedly tells them to stop. The final step of the quest even requires the player to make their character account unusable. Forever.
- The Accomplice Ending in Persona 4: Golden requires you to not only rise Adachi's Social Link to as high as possible before a specific date, but also choose a specific set of answers where even the villain doesn't believe how stupid you are for actually doing that.
- In Persona 5, you get the bad endings by failing to stop one of the abusive adults, giving up your team to Sae, or accepting Yaldabaoth's offer to use the Palace For the Evulz.
- The bad ending of Tales of Xillia 2 requires you to defeat the rest of the party in a battle using only Ludger. Anyone who knows how much of a pain fighting just one party member can be from playing the previous Tales series games will likely be horrified.
- This is made even worse than in other Tales games because Xillia's token battle mechanic is based on linking your character with one of the other party members to unleash your more powerful artes. So while your opponents (4 at a time, from a pool of 8) are linked up to do extra damage against you, you're stuck flying solo with only basic attacks, no Overlimit, and no Mystic Artes. Even your Chromatus is of little use because the time it takes for it to charge is more than enough to get yourself killed, and it doesn't charge while you're trying to free-run your way to safety.
- Getting the "Nobody" title (which is essentially the closest thing the game has to a bad ending) in Book of Mages: The Dark Times requires you to finish the game while never earning any other title along the way. This is harder than it sounds, as titles are awarded for extremely trivial achievements, including picking dialogue options at some points. It's basically impossible to stumble onto by chance; you basically have to be deliberately trying to earn it. To earn the title...
- Fallout: New Vegas's Dead Money DLC has a well-hidden Non-Standard Game Over ending where the Courier helps Elijah take over the Mojave with the Cloud and Holograms. This requires you to be Vilified with the NCR, and to have thoroughly questioned Veronica about Elijah while traveling with her.
- Even without going the Omnicidal Maniac route, making the Mojave the worst possible place to live requires some effort: sabotaging rockets to irradiate an area, dump some more radioactive materials somewhere, leave your brain behind in OWB, finish Lonesome Road by nuking everyone, kill everyone in the Zion Valley (including Memetic Badass Joshua Graham), kill everyone in Dead Money (meaning no one will assist you in the end fight), raze a town full of Supermutants to the ground, get a pardon from the Legion, do their questline killing Caesar on the operating board pretending that it's not your fault so that Lanius gets promoted, and generally kill many minor factions. Many of these are legitimately impressive feats.
- Mother: Cognitive Dissonance:
- There is a joke ending that isn't considered canon (relative to the rest of the series) by its creator. In the original version, the player had to find an out-of-place secret doorway and then fight an extremely hard Bonus Boss. In newer versions, this was changed; now the player must either win the Hopeless Boss Fight in Chapter 3 (believed to be impossible) or defeat the Final Boss with brute strength (which actually is impossible within canon, but is possible, although brutally difficult, in this fangame).
- Another ending can be unlocked by using the secret Sing command during the Final Boss, which leads to a True Final Boss. Defeating this True Final Boss results in the Paradox ending, which apparently causes a Time Crash leaving the fate of the universe and the protagonists ambiguous (every other available ending, including the joke ending, at least says that the world was definitely saved; here you don't even get that).
- The Genocide ending in Undertale requires the player to not only kill every boss in the game, but also kill random encounters in every area until the game finally runs out of random encounters because everyone's dead. After one-shotting a few enemies and bosses, Undyne the Undying is fought in Waterfall, and is far more challenging than her normal battle in a Neutral or Pacifist route (or any other boss in said routes, for that matter). This also culminates in a fight with Sans, the single hardest boss in the entire game. Going even further than that are two special bad endings which require you to complete a Genocide route playthrough and then do another one or (what would previously be) a True Pacifist playthrough from the beginning, respectively. The game's use of this trope serves to deconstruct 100% Completion: by performing every single possible action, even the most heinous, you make the game world worse irreversibly.
- Final Fantasy XIII-2 already has a pretty depressing ending, but the unlockable "paradox endings" are even worse, ranging from Noel and Serah dying in an impossible battle against an army of Atlases, to inadvertently causing a Time Crash even worse than the one Caius was trying to pull off. And to top it off? Collecting all 160 fragments (which includes completing all 12 of the paradox endings) unlocks a bonus scene where Caius Ballad reveals that you've played right into his hands, and that your actions have brought an end to all possible timelines. Oops.
- The "Wicked Eyes and Wicked Hearts" quest of Dragon Age: Inquisition requires you to find a resolution to the conflict between Orlesian empress Celene, her cousin Gaspard who is warring against her for the throne, and her elven spymaster Briala who is trying to win some power for the oppressed elves of Orlais. Forcing all three to reconcile their differences instead of choosing one side or the other is the most difficult ending to obtain, because it requires you to collect implicating evidence against all three of them and have sufficient approval with the court. However, the epilogue to the game implies that once you have beaten the Big Bad, they just go right back to feuding, so you have solved nothing.
- In Legend of Mana, there are 3 main story arcs you can follow, and completing one opens up the final plotline leading to the ending. There is the Jumi storyline, the Dragon storyline, and the Fairies storyline. The Jumi storyline begins when you enter the very first town. The Dragon storyline begins when you enter a certain level for the first time. The Fairy storyline requires you to beat the initial quest in one level, then go back in and do more stuff, and the same is required for subsequent quests in the line, and a few of them can be lost forever on a run. And in order of how happy the endings are, the Jumi plotline is easily the happiest ending, the Dragon storyline is bittersweet, and the Fairy storyline is mostly bitter, which can even be a Kill 'em All ending if you make the right (wrong?) choices.
- Getting the worst ending in Trillion: God of Destruction requires the exact same steps as getting the best ending. The hook is that one requirement of getting either ending is getting everyone's Relationship Values to 100%, but having more than 1.5 billion aggregate Affection Points gets the True Ending, and building Relationship Values gets you Affection Points, and AP are vital in actually defeating Trillion. Which ending you get the first time (assuming you stumble through the other requirements without a guide in the first place) is more or less a coin flip, getting the worst ending intentionally will probably take more planning and a tougher time with Trillion than getting the True Ending.
- In Valkyrie Profile, getting the worst ending isn't very difficult, but it specifically requires ignoring all of Asgard's requests - keep all of the treasure that's found when a boss is beaten (when most of it is useless to the player, and most of the useful stuff will be given back if Odin's happy with Lenneth), refuse to send any units to help with Ragnarok (when many units are pretty much useless for anything other than sending off to Asgard), and generally wasting time rather than get ready for the prophecied end of the world. Even intending to aim for that ending, it takes about 4 chapters (out of 8) of seriously grinding away at the Karma Meter for that ending to get it. While the actions to get it are very counter-intuitive, unlocking the Golden Ending is much easier.
- In the original Harvest Moon, you could get kicked off the farm at the one-year mark if you haven't developed it to a satisfactory degree. You pretty much have to do absolutely nothing on the farm for (in-game) weeks to let things deteriorate to that degree; basically waking up in the morning and either running around and wasting time or going right back to bed.
- In Harvest Moon DS, marrying the Witch Princess can fall under this (depending on what you call an "ending", given the game's Playable Epilogue nature), since you pretty much have to have Took a Level in Jerkass, In-Universe, to woo her: You have to litter, let animals sicken, let crops wilt, work yourself into a faint — all multiple times — to raise her Heart Level. Doing so will pretty much lower the affection levels of every other character in the game outside of the Witch Princess down to zero.
- Also in HMDS, there's dropping a level 100 poison mushroom into the stew at the Harvest Festival. The Non-Standard Game Over implies you poisoned the entire town. Growing a level 100 ANYTHING takes a concentrated effort, combined here with the farm expansions needed to get the mushroom grow set-up.
- The "Divorce" endings from A Wonderful Life takes the same "effort" as the above examples, with the addition of being mean to your wife. She'll eventually leave and take your child with her. It was initially thought that Celia wouldn't divorce you, but determined players have found out it just takes a doubled effort — including shipping or buying NOTHING and plying her with gifts she despises.
- In Oddworld games where saving creatures is part of the gameplay (Mudoken slaves in Abe's Oddysee and Exoddus, Fuzzles in Munch's Oddysee), there is a 'Black' ending in addition to the regular bad ending, which requires you to kill every creature except those whose survival is necessary to completing a puzzle. Oddysee actually gives you the best reward for earning the worst ending: infinite grenades along with a liberal dose of What the Hell, Player?
- Although many of the endings in the Ogre Battle series can hardly be said to be "good" endings, it's safe to say that some bad endings are much harder to find than others. Tactics Ogre: The Knight of Lodis is particularly infamous, as it takes a speed run to receive the secret ending, showing you set Golyat ablaze in the opening of the original Tactics Ogre.
- Nippon Ichi games like the Disgaea series love to reward the player for winning Hopeless Boss Fights, though sometimes the reward comes in the form of a bad ending.
- Disgaea 2 is the most extreme in this regard: to see the worst possible ending, you need to have at least 99 felonies on your main character, he needs to have at least 99 ally kills, and one of them needs to be the main heroine. You also need to defeat a level 2000 boss (the normal final boss is below level 100, by comparison). Unlock at your own risk, You Have Been Warned. Adell kills Rozalin (as Zenon), gets possessed, then brutally kills and devours Taro and Hanako.
- In Disgaea 3, one of the endings involves Mao and Almaz being trapped in their hero and demon roles respectively. They're unhappy and have the sense that something is very wrong, on top of which the real bad guy gets to continue operating behind the scenes. Getting it requires replaying a stage early in the game which spawns a boss monster with levels in the hundreds, making it practically impossible except in New Game+
- The main storyline of Makai Kingdom won't throw anything higher than level 100 at you, assuming you head for the Good Ending. There are, however, three bad endings (defeat Salome in the past, resulting in death by paradox; let Salome die in her fight against Alex; and kill 60+ of your allies, resulting in Pram and Trenia deciding that you don't deserve to regain your true form). Either of these necessitate a significantly tougher than normal boss fight and gives you a New Game+. On the upside, the boss joins your army in the new game.
- Zettai Hero Project: Unlosing Ranger Vs. DarkDeath EvilMan: After each chapter, the protagonist faces off against DarkDeath EvilMan in a one-on-one battle and gets his butt kicked. Beating him before getting the Eleventh Hour Super Power (something that can only be done through ridiculous grinding or New Game+ abuse) will cause a character from Disgaea to appear and destroy the Earth themselves in a cutscene. A different one appears for each chapter.
- Super Robot Wars Alpha 3 had a hidden ending that could only be accessed on a New Game+. Said hidden ending... was Kill 'em All from Space Runaway Ideon and involved the Big Bad eventually corrupting Messiah. It's worth seeing at least once, but you have to go out of your way to get it.
- Before that, Super Robot Wars F Final had a hidden ending with some very specific requirements, such as failing to recruit any of the Mobile Suit Gundam Wing cast, and letting a certain unit be destroyed multiple times before taking a particular route split. If you were successful in messing things up badly enough, you get to play through episodes 23 and 24 of Neon Genesis Evangelion. After this, Shinji is trapped in Terminal Dogma, falls into a deep despair, and declares that the world isn't worth saving if everybody considers him to be worthless; and SEELE declares that Instrumentality is about to occur.
- Yggdra Union is an example. The good ending: On the final stage, agree to the angels' request and seal the sword. The bad ending: fight and kill the angel in a rather difficult battle. The gods were wrong for being lazy and must be punished! (This gives you the same goal as the mass-man-slaughtering war criminal you just beat with a somehow even shallower motive, by the way.)
- The Silent Hill games are famous for this. You have to go through a lot of trouble to get the extra endings, which vary from Downer Endings to the outright bizarre.
- Haunting Ground has one bad ending (Fiona is captured and kept in the castle indefinitely by Riccardo). To trigger it, one must have the worst possible relationship level with Hewie (i.e. he utterly hates Fiona and attacks her on sight) immediately before you enter Chaos Forest. However, because Hewie is required for the area's main puzzle (the start of it anyway), you have to finish the puzzle with at least a neutral relationship with him (so he'll actually do the puzzle for you); then you have to halt your progress and attack or poison Hewie until his relationship hits rock bottom. Video Game Cruelty Potential indeed.
- The Witch's House is unusual in that the major events remain the same no matter which ending you get. The difference is that the player becomes more aware of what is actually going on in the harder-to-get ending that reveals the events to be a lot more depressing than they appeared to be in the normal ending.
- The newest version (1.07) includes a hidden third ending. To get it, you have to avoid entering the titular witch's house and instead wait for a real-life hour on the opening screen until the roses blocking your path disappear. So how can this be considered a 'bad' ending? Because if you read Ellen's diary after getting the true ending, you'll realize that this particular ending is basically Ellen biding her sweet time until Viola dies inside the house from the severe injuries Ellen inflicted on her swapped body and can no longer prevent Ellen from taking her place forever... although at least she doesn't get shot by her own father in this ending.
- Ib has "Welcome to the World of Guertena" and "A Painting's Demise", the two bad endings added with update 1.04, which are probably the hardest to get. To get either one of them, you have to raise Garry's doom counter by damaging artworks in the gallery, have a low friendship count with Garry, and fail the doll room event. Doing this alone gets you "A Painting's Demise", which features Mary trying to escape the gallery on her own and getting killed by the other paintings. To get "Welcome to the World of Guertena", you have to do all of the previous things and also have a high friendship count with Mary. For all this work, you get Mary deciding to stay with Ib, the first friend she's ever had, and throwing a party to celebrate Ib and Garry staying with her. Oh yeah, and Ib and Garry both look kind of insane and/or dead.
- Resident Evil has multiple endings, ranging from the best ending, an OK ending, and a bad ending.
- Getting the bad ending is more tricky than it sounds, since you have to beat the game without any of your partners surviving. It's quite easy to not rescue the other Player Character (they are captured and are in a jail cell in the laboratory), since you can just ignore them and continue as normal, but your tag-along partner can't be killed by you directly; you have to cause their death indirectly. In Jill's scenario, when she meets Barry in the underground passage, you have to answer Barry's questions in a certain way in order to set up his death later on where he succumbs to his wounds from off-screen injuries. In Chris' scenario, Rebecca can be killed by a Hunter, but you have to go to a specific room in the return trip to the mansion in order to trigger the scene and then let the Hunter kill her. Getting the bad ending shows that only you survived the ordeal and Umbrella's mansion still stands while the Tyrant's shadow is seen on the ground.
- The remake keeps Chris' situation with Rebecca the same, but getting Barry killed in order to set up for the bad ending is easier. When Jill steals Barry's gun and questions his motives, Lisa appears and Barry will demand his gun back. Answer no and you get to watch Lisa smack Barry off the edge and into the abyss below. Barry can still get smacked off the edge during the boss fight, even if you give him the gun back. (The same can happen to Wesker if you're playing as Chris, but he shrugs it off and still shows up in the finale.)
- The normal ending of Slender: The Arrival is abrupt and ambiguous. Finishing the game on hardcore adds an extra scene which seems to make it very clear your character does not survive. The Steam version of the game has an altogether different extended ending, although it's equally as dark.
- Bevel's Painting has "And I'm Gone" and "Dead Inside." In order to have access to those endings, you must drop the mirror shard into the toy box, but you would likely have wasted it by then. After that comes several choices that can make the difference between a bad ending and a Shaggy Dog Story. "Revenge" is even harder to get, since it is on the same branch as the good endings.
- One of the bad endings of Fate/stay night requires you to make a number of deliberate bad choices. Lampshaded in the Tiger Dojo for that ending, where it's pointed out that you must have been looking for this ending. If You're Wondering...
- In the original release of Chaos;Head, for the main route, none of the choices you make in the game, except those at the very end, actually affect the outcome of the game. The exception to this is Route B, the hardest route to achieve. It requires you to make 11 specific choices during the game to reach and isn't even available on your first playthrough, and it is a completely horrible Downer Ending, worse than any of the other endings.
- Tsukihime also has an ending that's less "triggered" and more "the game falls back on it when you evade the triggers for everything else". Even the devs needed a flowchart to find it.
- Corpse Party Zero has an unlockable scenario which is called 'the final nightmare'. In order to access it, the player must first see all the other Bad Endings. Once that's done, you discover that this last scenario involves Shiho teaming up with Kaori and actually fighting the evil spirit responsible for all the horror, followed by a desperate race to escape in time. Unusual in that not only does it require far more effort, but it looks like a Golden Ending up until the final shot reveals none of it was real.
- Katawa Shoujo: Emi's Bad End requires at least two wrong choices out of the three plot-relevant ones, and most of the time you'll only see two of these choices. Shizune's bad ending only requires one wrong choice, but it's also the only choice in the entire path and the "bad" option is fairly obvious, so most people only get this ending (or the good ending) intentionally. The Act 1 Bad End is also difficult to trigger by accident, as it requires deliberately destroying your chances with all five girls.
- The Divorce and Walking in Darkness endings from Magical Diary. Walking in Darkness requires you to complete almost all of Damien's route and then make two specific choices near the end. Divorce requires you to marry Grabiner (which can be hard enough on its own), make him angry at you, and then get detentions on two specific days.
- To get the "Grim Fate" ending of Cinders, you need to make such a huge number of bad choices that you'll most likely only get this ending by screwing up deliberately. To be precise...
- Dangan Ronpa has one of these in the fifth trial. Naegi catches on that, for once, Kirigiri is lying during the trial, and has the option to either call her out on it and prove that she's lying, or keep quiet, in which case Naegi ends up taking the fall for the murder and is sent off to be executed. Despite what the obvious choice seems to be, proving that Kirigiri is lying instead sends the player to the bad ending, where Kirigiri is executed and everyone stays in the Academy forever. Note that Kirigiri BLUNTLY TELLS YOU that proving she is lying plays into Monokuma's hands. And Monokuma implies it. And it's abundantly clear something is WRONG with the trial.
- School Days is so infamous for its bloody, over-the-top Bad Ends that the Anime of the Game based its ending on them. However, you won't see them unless you go out of your way to make the protagonist act like a two-timing jerk to both of his main Love Interests.
- DRAMAtical Murder requires you to choose certain wrong answers to get the bad endings. Some of the answers are fairly vague in which ending they'll lead to, but there's a couple that you very obviously have to try and get wrong. Particularly Ren'snote .
- In Fantasia: Realm of Thanos, you need to do very careful manipulation of the boys' Relationship Values to get the worst ending in which the protagonist completely fails to make any boy interested in her. To get into specifics, the game is coded so that you get the worst ending only if exactly three boys have the same number of relationship points (the game prompts you to choose between them if it's just two of them and gives you the harem ending if it's all four of them, no matter how high/low their relationship values actually are), which means that you can keep Leon and Ian's affection for you at the absolute minimum and still fail to get the worst ending because you caused Gil and Oswald's affection to become even lower than theirs and triggered the "choose between two boys" scenario instead. Hell, you probably won't realize that there even is a "Worst Ending" unless you cheat and look at the game code.
- In CLANNAD, one particular bad joke end where you end up with Sunohara can only be achieved by getting to know and then eventually rejecting every one of the main girls, as it ends with Tomoyo angrily claiming that you must be gay to have treated all these beautiful girls like that. This, naturally, takes way more effort than just not getting to know any of the girls or romancing just one.
- In Aoi Shiro, the bad endings aren't particularly difficult to get — in fact, due to Trial-and-Error Gameplay, you're almost certain to get a few before you reach a good end by finishing a route — but it fits here simply because there are so many bad endings. In all, there are fifty-six possible endings, of which only a handful are actually good endings. Combined with the fact that the endings are often rather long and plotty, and that some even contain information you wouldn't learn just from playing the good endings, and it shouldn't be surprising that there are walkthroughs that show how to get certain bad ends.
- If the player follows the Narrator to a T in The Stanley Parable, he/she receives the best ending—at least, in the Narrator's eyes. The purpose of the game is for the player to screw around with the Narrator's instructions and get alternate endings that are anathema to him but are otherwise amusing, if only to hear his reactions.