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I don't like how some key dialogue from the crew is hidden behind certain options from you for no reason.
I liked the game, but I think the way to get the "success ending" is rather poorly designed. It's basically hidden behind a sequence of arbitrary decisions that have no relation to the story elements that determine success or failure. So all you can do, is grinding your way through all possible decision paths, until you stumble upon the one door that you need to go through.
So if you get to the point that you get a private channel from am.. savvy? (I played russian version) and he askes you about wierd behavior of a doctor. What do i do here? I cant stop chase from killing sarge. Then they run to capsule with hard drive. Manage to get it in capsule, blast off to space and ka-boom they explode (well the signal is lost and mission is failed).
I think that sarge planted remote detonator or delayed detonator in capsule so i guess that he must stay alive. But how?? Could you please write a step by step successfull path? Im very tired of the game already but i want to get the bloody good ending ))) im trying to find it for a week already.
As far as I can see, it's not possible to keep Sarge alive in this encounter. I can see what you're aiming at - _if_ we brought Sarge back to the lander, perhaps as a prisoner, then he might tell us about the bomb in order to save his life.
The actual solution is a bit different though. There is a scene where Savvy has trouble loading the buggy into the lander. In that scene, tell Savvy to look for other ways to store the buggy. He'll check the supply storage and discover the bomb that Sarge placed there.
If you let Savvy disassemble the buggy and tell him that "we can ask a museum for the missing parts", then he will only inspect the drives (as per his usual routine) and not discover the bomb.
It's not very logical actually - given that the team _knows_ that Sarge was alone in walking distance of the lander, someone _should_ realize the danger and suggest a full inspection of the lander. But the writer apparently saw this differently.
The problem was in in last choise well it is no choice and that makes good ending hard to find.
But i found it thanks to Psyringe.
I was already thinking that the key to success could be right in the begining when there is a choise of unpacking the supplyes or not unpacking.
Any way thanks! finished it finaly!
Dissapointed that no explanation is provided after success. No info about the base and alien thing. was hoping for that.
Well ... yes, kind of, but not in the way you may think. ;)
But no matter what you do, Sarge will always be declared dead at the beginning and left behind.
Ah okay. When I think about it, he can't be really dead, cause when savvy, bones or chase die it says "Lifesystems Terminated" or so. It doesn't show up, when sarge's falling to his "death".
So I finally got the "good" ending and ...yeah... It didn't overwhelm me that much. The rest of this game is just awesome, but this seems a little "rushed".
Someone else also suggested that the devs may have run out of time - and while that's impossible to prove without the devs explicitly confirming it, the tacked-on impression that the good ending gives _does_ support that theory.
2.dont follow the blood stains
3.take memory disc
4.kill the sarge
5.head back to the lander asap