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The 6th is a little more complicated. Essentially one person wants to kill the other, and then you leave with that person instead. But that involves multiple trips from the place in the save, and back again.
Some online guides have stated that you cannot progress one line when you do another, but I have not found that to be the case, but perhaps because I was careful I was able to, and they didn't consider that.
Essentially there is a jail break, and when you opt to do that you supposedly fall out of favour with the military. What I did was stealthily take out the guards near the person being broken out, and then when I did what needed to be done, nobody in the prison knew that it was me, so they didn't agro on me, meaning I could choose either of their endings at the games conclusion, again from that save.
Mother Jago - Do her quest to move her to the front of the Speaking Cave but do not say you will help her after she moves. Just say "You have to think about it" and you can still trade with her. Just never agree to help her beyond this point. (I think)
Dr Holder - Greet him in the basement. I believe he will move to Interchange but do not interact with him there.
Joyce Tanner - Do 2 towers but not the last one. You may be able to do all 3 but I do not know and have not tried it.
Dr Garrow - Leave her in the prison. I turned in the Bakery guy to get the Protocol pass and get on the Captains good side. Pity about Mrs Bakery guy. That let me walk right in to the prison and get the signal switcher. I never went near the Dr so I did not trigger her conversation. I left with the device to use in the Interchange.
Captain Simms (Protocol) - I am on good terms with him and do not ever bother Protocol in the town.
This is as far as I have gotten for a save that keeps all 6 endings in play. I think I may be able to advance some of these lines further, but I have not tried yet. All the options are still in the Journal so I may go slow with each one. I do wish they gave us more save slots.
If anyone has any incite as to how far you can advance these 5 lines without locking out some other line, it will be greatly appreciated.
You can advance questlines almost up to the point of final journey to deal with Oberon. The exception is the quest where Garrow and Tanner give you mutually exclusive objectives. Fairly sure you can't talk yourself out after completing it without locking out one ot the endings, although might be worth re-checking . You also cannot disclose Garrow's location to Holder after freeing her.
My save is right at the end, near the Oberon meteorite itself. From there you can either:
1. Destroy it with explosives, and report back to the bunker for the phone ending.
2. Destroy it with explosives, and report to Captain Sims
3. Take a sample, and return to Garrow
4. Take a sample, destroy it then return to Tanner
5. Spray it with the sample that will make it grow, then jump in the pit.
6. Return to Dr Holder at the church, tell him where Garrow is, return to Garrow to watch Tanner kill her, take his toxic Sample One, then use the toxic sample just as you did with ending 5, but this time it destroys it, then return to Holder in the Medical Tunnels.