A City Silent
DestructionA city wiped from the map.
You carry out the fire mission as ordered and level the city. The most-unlocked ending, which is what you get by following the last order without deviating from it.
Campaign · Operation 15
Fourteen operations ask whether you can do the job. White Shells asks whether you will. All four endings branch from that one mission, so you do not need another full campaign to see a different one.
Spoilers below, but only structural ones
This page names each ending, gives its achievement text as Steam publishes it, and describes the shape of the choice. It does not walk through the final mission's dialogue beat by beat. If you have not finished the campaign and want none of it, stop here and go back to the mission list.
A city wiped from the map.
You carry out the fire mission as ordered and level the city. The most-unlocked ending, which is what you get by following the last order without deviating from it.
A city that comes out to meet you.
The city is taken intact and the population greets the advance. Requires you to break with the literal fire order in a specific way rather than simply refusing to fire.
A city that kneels, and calls it peace.
The city surrenders under the threat of the guns rather than under them. A demonstration of force without the full mission being carried out.
A city spared, and a road no one else will ever walk.
The rarest of the four, unlocked by fewer than two players in a hundred. The city is spared and the Operator’s own story ends somewhere off the map.

Adding the four together gives about 7.6% of owners — and that is an upper bound, because anyone who replays the finale for a second ending is counted twice. So fewer than one owner in twelve has seen any ending at all, which puts the campaign's real difficulty in perspective more sharply than any review score.
The distribution is the interesting part. A City Silent — carrying out the order as given — is the most common. Each ending that requires you to deviate further from the order is progressively rarer, ending with The Road Not Taken at 1.2%. The game makes obedience the path of least resistance and then counts how many people take it.
The branch lives inside White Shells itself, not in decisions spread across the campaign, so you can replay that single operation. Practically:
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