Friendsim 2

Friendsim 2

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Friendsim 2 Official Strategy Guide
By Studio June Games
This is the official guide to the game, written by the developers. It will definitely have spoilers!
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About the Game
Friendsim 2 is an episodic visual novel developed and published by Studio June Games. Its first volume was published on April 13th, 2022, with updates approximately once a month until all 14 volumes are released.




Friendsim 2 is primarily a visual novel, featuring a novel-length script with fully voiced dialogue (although narration is unvoiced). The core gameplay centers around interacting with a variety of characters from the Hiveswap franchise and making decisions that branch the story at various points.

The game features two primary endings to each volume (called "Salvation" and "Revolution"), which carry on to subsequent volumes and impact future events in the story.

There are also numerous smaller decisions that may carry forward and be referenced in later volumes. The player's saves store the persistent game state from the time of the save, including previous choices, allowing the player to maintain multiple saves in order to see how different actions affect the game's outcome. They can also restart the game from the beginning of any previously completed volume, allowing them to branch the story in a different way.

In addition to the core visual novel gameplay, Friendsim 2 features a number of variant gameplay types in various volumes. These include an Ace Attorney-style investigation and trial sequence. In addition to this, various quick-time events and minigames present themselves throughout the game.




Plot

Set four and a half years (two sweeps, six perigees) after the events of Hiveswap: Friendsim, the story picks back up with MSPAR after they receive their First Guardian powers at the end of Pesterquest and create the locked timeline. Hoping to retrieve the friends they made during Friendsim from Alternia, MSPAR decides to use their newfound powers to teleport back to Alternia and pick everyone up and take them back to Earth.

Things do not go as planned.




Controls and Gameplay

Gameplay consists mainly of a visual novel with a variety of branching choices to make. Some of these choices will have far-reaching consequences on future volumes, so consider your choices carefully. If you save your game, all data about your choices, route completion, and other variables will be saved along with it. This allows you to maintain different save files that correspond with different possible branching choices.

There are times that the game will diverge from the standard visual novel gameplay. In these cases, a short explanation will be provided to help the player along.

Friendsim 2 is designed primarily to support mouse input.

Typically, interaction is handled by the left mouse button. There are a series of buttons on the bottom of the screen that control access to the game menus. One you have access to MSPAR's palmhusk (phone), the device will also be accessible from the bottom menu by clicking on the phone icon.

The endings in each route roughly correspond to MSPAR trying to convince their old friends to leave Alternia and return to Earth with them ("Salvation"), or MSPAR working to help them fight back against the oppressive systems of the Empire ("Revolution"). Neither of these is a "bad" ending, just a different path forward. It's up to the player to decide which path feels like it fits the situation better.

It is also possible to get various game-over states - these will result in a short sequence and then a chance to replay from a checkpoint. There's no limit to how many times the player can fail and try again - the game won't kick them back to the main menu.




Achievements

Achievements consist of one achievement each for the two major branching paths in each volume. In addition to this, some volumes will have a secret third achievement that unlocks through various criteria.
Prologue - How the Time Passes
The volume starts out a few years after Pesterquest, with MSPAR reflecting on the course their life has taken. They begin to wonder about their old friends back on Alternia from the first Friendsim. They're interrupted by an unknown entity who begins to speak to them directly. Eventually, MSPAR reaches the conclusion that they can go back to Alternia to get their friends. Using their new First Guardian powers, they'll step into the old timeline, retrieve their friends, and head back to Earth in the locked timeline.

As soon as MSPAR transports themselves back to the original timeline, they realize something is wrong. Characters talk to them as if they've been gone for a while, reacting with a combination of confusion, hurt, and anger. Their friends also seem to be in wildly different locations, causing MSPAR to teleport around seemingly at random. Finally, MSPAR arrives back near Outglut and wanders the streets, seeing the abandoned hives and wondering what happened. At the end of a long cul-de-sac, they find their old crashed ship, now overrun with creeping vines.

As MSPAR begins to panic at the realization that Alternia has changed in the last few years, they feel something familiar reaching out. Suddenly, they're teleported to the Felt mansion and come face-to-face with Doc Scratch. Scratch explains that he's not unhappy to see MSPAR, but that MSPAR doesn't belong there. He offers to explain the situation to MSPAR, at which point they get the choice to return home (BAD ENDING) or ignore what he's saying. They then get to choose SALVATION or REVOLUTION ("Save everyone" or "Stick it to the man"), which has an effect on the ending of the volume and future volumes.

Enraged at the sudden turn of events and its potential impact on the timeline, Scratch hits MSPAR in the head with the Juju Breaker Crowbar, killing them instantly. But MSPAR finds themselves talking to a mysterious entity known only as the "Sylph of Space." The Sylph explains that MSPAR has a long road in front of them, then sends them back to right before Scratch attacks, allowing them to avoid him and try to escape. As MSPAR fights with Scratch, the crowbar clips their leg, causing their powers to start to fail. With the last of their energy, MSPAR uses their powers to teleport away one final time.

SALVATION: MSPAR appears in the office where Tagora is and begins to explain the situation.

REVOLUTION: MSPAR appears in Tyzias' room and quickly moves to explain what's been happening.
Prologue - Guide
This volume is mostly linear, except for the branching choice for the ending. If you choose "I can't go back" in the first decision you'll get some extra dialogue and be asked to choose again. Choosing the same thing will result in a little bit of extra dialogue and the game shutting down.

When MSPAR appears in Scratch's mansion, you can choose to listen to Scratch for some additional dialogue and references to some of the writers' other works. If you choose to go back at this point, you'll get a bad ending card and be offered the chance to re-do things.

Scratch will hit MSPAR with the Juju breaker and they will wake up in a white void talking to first member of the Council: The Sylph of Space, who represents the game's director. At any point in the future if the player gets a game over, they will speak to the Council again. The Council will offer advice and return MSPAR to try again.

When MSPAR is returned from the first Council sequence, you will have to pass a quick-time event to avoid getting killed by Scratch again. One you pass the QTE sequence, the rest of the route is entirely linear.




ACHIEVEMENTS

  • "Sometimes…": Choose the Salvation path in the Prologue.
  • "…and sometimes…": Choose the Revolution path in the Prologue.
  • "Divergent Timeline": Awarded for choosing the option to reset the game's persistent data in the options menu. The least disruptive way to get this is to choose the option as soon as the game is installed.
Volume 1 - Implication Theater
MSPA Reader once more finds themselves on a mysterious spaceship, talking to either Tyzias or Tagora (depending on the path chosen in the previous route). After a short conversation, Tyzias and Tagora meet in the hallway and tell MSPAR to give them some privacy to talk. Wandering the ship, MSPAR runs into Galekh and talks to him for a bit, learning that this is his ship and that he and Tagora are about to formalize their kismesitude in something akin to a wedding.

Wandering the ship some more, MSPAR sees an open airlock door and investigates, only to find a bloody body lying there in the middle of the floor. Panicking, MSPAR flees the scene, only to run into Tagora, who is down in the cargo bay for unknown reasons. Tyzias and Galekh show up shortly, and Tagora is accused of murder and locked in the ship's office. MSPAR must interview the various witnesses, eventually learning that Tagora and Galekh had a fight over the terms of their kismesis agreement, and that Tagora was talking to Tyzias about nullfying the agreement during the time when the murder took place.

After a trial, Tagora is exornerated, but the suspicion then falls on Tyzias, who Galekh believes committed a murder and tried to frame Tagora for it. MSPAR once again investigates, interviewing the witnesses and investigating the crime scene. They learn that Tyzias didn't have access to a shower to wash up, casting doubt on her ability to brutally murder someone and remain spotless. Another trial takes place where MSPAR has to convince Galekh that it's impossible for Tyzias to be the murderer. During the course of this investigation, you learn that Tyzias has been in contact with the Alternian rebellion.

Galekh has no idea what happened and asks MSPAR to investigate and find out the truth. During the final investigation sequence, MSPAR learns that a number of coincidences aligned to accidentally kill the person in the airlock while leaving the impression that a murder took place. Careful examination of the crime scene reveals that a loose knife slashed the throat of the maintenance worker during an accidental airlock decompression, leaving a unique pattern of blood splatters behind. Armed with this evidence, MSPAR goes to inform Galekh - but on the way, they are stopped by Tagora and Tyzias, who both ask for MSPAR to support their respective permissions.

In the SALVATION path, MSPAR must lie to Galekh and convince him that someone is targeting him in order to convince him to leave Alternia. In the REVOLUTION path, MSPAR needs to convince Galekh that the death was an accident. Regardless of which path was taken, MSPAR meets up with Tyzias, Stelsa, and Tagora and prepares to fly to the teal flagship, the Iustitia.
Volume 1 - Guide (pt. 1)
The beginning of this volume is linear and depends on the ending chosen in the prologue, which will determine whether you get to speak to Tyzias or Tagora. After talking to them, you'll wander the ship until you stumble on a dead body in the airlock, prompting you to decide whether or not to investigate it.

Investigating the body will result in a game over screen and loop you back to the choice. Choosing not to investigate right away will proceed the route in a linear fashion until Tagora is accused of murder.

At this point, the gameplay resembles that of the Ace Attorney games for the duration of the route. You will be able to move between locations and talk to witnesses at will (although some options won't open up right away). You can also use your cursor to investigate certain objects in the environment to discover evidence and uncover flavor text.

There are three trial sequences, and you can't proceed to the actual trial until you've gathered sufficient evidence to prove your case.

Investigation 1
  • Talk to Tagora first (office)
  • Invesigate the computer in the office to get the VitalTrack evidence
  • Talk to Galekh (bridge), talk to Tyzias/Stelsa (observation)
  • Go to the master respiteblock and investigate until you find the kismesisitude contract
  • Talk to Galekh (bridge)
  • Talk to Tagora (office) and get the palmhusk - from this point on you will be able to review evidence from your palmhusk and check Chittr to see more about the plot and the world around you. Chittr will remain available throughout the game, although the evidence screen won't be present in routes that don't use this mechanic.
  • Talk to Galekh (bridge), begin the first trial

Trial 1
  • In round 1, press Galekh on the first or second statement
  • Present the evidence of the kismesis contract on the first or second revised statement, then present Galekh's own statement when he objects
  • In round 2, press Galekh on the first statement
  • When Galekh revises his statement, present either the VitalTrack timestamp OR the chatlog with Tyzias, then present the other of these two pieces of evidence when Galekh objects

Investigation 2
NOTE: This is the fastest way through the investigation, but you'll miss a lot of optional dialogue - if you want to learn more about the plot, be sure to talk to Galekh (bridge) and Tagora (observation)
  • Talk to Tyzias (guest respiteblock)
  • Investigate everything in the guest respiteblock, finding the following: lack of a shower, Tyzias' notes
  • Talk to Tyzias again (guest respiteblock) and confirm that she doesn't have access to a shower
  • Talk to Stelsa (airlock)
  • Investigate the dead body and make a note of the large quantity of blood sprayed everywhere
  • Investigate the blood splatters in between the body and the wall
  • Talk to Tyzias (guest respiteblock) and mention that Stelsa is worried about her

Trial 2
NOTE: If you want the secret bad ending achievement, present Tyzias' statement about the rebels at any point during this trial.
  • In round 1, press Galekh on the first or third statements
  • Present the evidence of Stelsa's statement on the first or third revised statement
  • In round 2, press Stelsa on her statements until Galekh pulls her off the stand - do NOT present evidence since none of it will help
  • In round 3, press Galekh on his fourth statement
  • When he revises his statement, present the blood evidence (blood splatters/blood on the suit), or "no ablution block"
  • When Galekh objects, present the other piece of evidence (so if you presented the "no ablution block" present blood evidence or vice-versa)
Volume 1 - Guide (pt. 2)
Investigation 3
NOTE: If you want the secret bad ending achievement, present Tyzias' statement mentioning the rebels at any point during this trial.
  • Go to the observation deck and listen to Tagora and Stelsa talk
  • Go to the airlock and talk to Tyzias
  • Investigate everything in the airlock, revealing the following evidence: bloody handprint, blood splatters, blood on the airlock, open toolbox
  • Go to the cargo bay and investigate the terminal and clipboard next to it, revealing: maintenance log, tool manifest
  • Go to the guest respiteblock and listen to Tyzias and Stelsa
  • Ask them if they have any idea what happened to get Stelsa's statement
  • Go to the master respiteblock and check the desk, then the office and check the bookcase (one of these will randomly have the amended kismesis agreement)
  • Talk to Galekh (bridge) and ask for the access logs to the airlock, then ask why anyone would want him dead
  • Go to airlock and check the access log panel again to get the airlock error code report

NOTE: Before going to the last trial, you'll get a chance to pick the salvation (lie and say there was a murder) or revolution (say there wasn't a murder) path. This will determine which version of the final trial you have to complete.

Trial 3 (Salvation)
  • In round 1, press Galekh on the second statement
  • Present the open toolbox or the manifest - when Galekh objects, present the other of these two pieces of evidence
  • In round 2, press Tyzias on her second statement, then choose "The Empire"
  • When Tyzias revises her statement, present the amended kismesis agreement
  • When Galekh objects, present his own statement
  • In round 3, press Galekh on his third statement
  • On the revised statement, present the airlock access log
  • Present the airlock error code
  • Present the maintenance log

Trial 3 (Revolution)
  • In round 1, press Galekh on his second statement
  • Present Stelsa's statement
  • In round 2, press Tyzias on her second statement, then choose "the blood"
  • Present the blood on the floor, then the blood on the airlock door
  • Present either the open toolbox/manifest (either one is considered evidence of the knife's existence) or the airlock error log, then present the other piece of evidence of these two when Galekh objects
  • Present the bloody handprint
  • In round 3, press Galekh on his first statement
  • Present the amended Kismesis agreement

After the trial, the rest of the route will proceed in a linear path to the ending.




ACHIEVEMENTS

  • "Selfish Bastard Man": Choose the Salvation path in Volume 1.
  • "The Selfish Revolution(?)": Choose the Revolution path in Volume 1.
  • "Darkest Timeline": During the second or third trial sequences, present a piece of evidence that implies that Tyzias has been in contact with the rebels.
Volume 2 - A Thinly-Veiled Secret
After their harrowing experience aboard Galekh's ship, MSPAR finds themselves on a shuttle heading back to the Iustitia, the flagship used by the Legiscorpus in orbit around Alternia. They have a chance to decompress and talk to their friends for a bit, learning more about what's been going on with their lives, along with some choice information about the Alternian legal system. Finally arriving on the Iustitia, they're warned by Tyzias and Stelsa not to wander too much, since even being pulled from the official cull lists might not be enough to keep them out of trouble.

MSPAR learns that Stelsa and Tyzias have both settled into a kind of domestic routine, albeit one punctuated by constant fear, paranoia, and depression. Stelsa is marking the anniversary of her lusus' death by lighting a yahrzeit candle, explaining that this is a Jewish tradition and revealing that judaism has an Alternian parallel. She has a journal that once belonged to one of her Ancestors as well - something that will become important later. MSPAR also learns that Tagora is being cut off financially by Galekh, now worried about his financial situation since deciding to break his close ties to the Empire in the previous volume.

Tyzias takes MSPAR to a supply closet that she uses to contact the rebels, and reveals that it's the only place on the ship where it's safe to do so. She contacts Mallek and gets a list of rebel names that need their paper backup records destroyed - MSPAR recognizes the names of Tegiri Kalbur and Polypa Goezee on the list, confirming that they're both actively working for the rebels. Tyzias is clearly depressed.

After returning to Stelsa and Tyzias' apartmentblock, MSPAR is offered two choices - to either go back and contact Mallek or stay and look at Stelsa's journal.

If MSPAR talks to Mallek, they learn that Tyzias has been isolated from communication with the other rebels since Ascension, including talking to her own moirail. While her role in the rebellion at this point is helpful, it isn't strictly essential.

If MSPAR looks at the journal, they notice that sections of it have been blocked out with tape. Revealing what's beneath, they learn that the Ancestor who owned the journal (Stenya Sezyat) was actually a protest leader during the time of the Old Empire's early days, before the Ascension mandate.

Both Tyzias and Stelsa are living a lie, and MSPAR must decide which to disillusion. If they choose to break Stelsa's illusions, then they convince her that she could be a part of the rebellion like her ancestor, leading to the REVOLUTION ending. If they choose Tyzias, then they explain to her that her contributions to the rebels on the Iustitia are nice - but not essential, and that she's free to leave before she destroys herself, leading to the SALVATION ending.

With the situation settled, MSPAR makes their way to a nearby escape pod and prepares to head down to Alternia once more to find the rest of their friends.
Volume 2 - Guide
During the beginning section, dialogue choices are intended to flesh out the world and tell the player more about the characters - after asking any of the characters about one topic, you can choose to either ask about anything else, or you can choose to continue to the next conversation. Once you've talked to Tagora, Tyzias, and Stelsa, you will arrive on the Iustitia, the teal-blood flagship in Alternian orbit.

After a brief conversation, you'll follow Tyzias to go talk to Mallek. Pay attention to the pattern:

  • Left at water fountain
  • Right at windows
  • Right at portrait

After talking to Mallek, Tyzias takes you back to the apartmentblock. Eventually, you'll have the choice to either go back to try to find Mallek or stay and peek at Stelsa's journal. The choice you make affects the difficulty of the argument sequences later, but neither will lock you out of anything, so pick whichever sounds more interesting.

-If you choose to go talk to Mallek, you need to remember the sequence from before (Water fountain, right, right). If you turn left at either the second or third turn, you'll get one of the route's bad endings. When you get to the secret closet, Mallek will explain Tyzias' role in the revolution and the toll it's been taking on her.
-If you choose to look at the journal, you'll be given the opportunity to poke around and see the different section of the journal (you can still look at it later if you skip this bit). You'll learn about Stelsa's ancestor, Stenya, and the role she played in the protests against conscription in the early days of the Old Empire.

Once MSPAR and Tyzias are both back in the apartmentblock, you'll get the choice to break one of their illusions.

SALVATION
Choose Tyzias, and then pick the following during the argument sequence...
  • She’ll be able to see Daraya again
  • Tell him it’s for her mental health
  • They would be fine without her!

REVOLUTION
Choose Stelsa, then pick the following...
  • Join a rebel group!
  • Stenya’s journal?
  • It’s in her blood

The rest of the route will proceed without having to make any more choices.




Achievements

"The Progeny": Choose the Salvation path in Volume 2.
"The Lineage": Choose the Revolution path in Volume 2.
"The Antecedent": Take a left turn at the portrait while navigating the hallway to Mallek.
Volume 3 - Lest the Dust Becomes Us
After the events of Volume 2, MSPAR is on the escape pod heading back down towards Alternia, hoping to land near the jade caverns and start looking for the rest of their friends. Their plan is interrupted by an unexpected collision warning, and then an impact with the ground. Stumbling out into the desert-like environment they've crashed in, MSPAR assumes they've reached Alternia and begins to wander off, looking for signs of civilization.

After a short time, they come to a small ridge overlooking a military base that doesn't look familiar. Before they have a chance to figure out what's happening, they begin taking fire from a sniper near the base. Using rocks for cover to avoid the incoming sniper fire and rising Alternian sun, MSPAR finally finds shelter in a nearby cave, falling asleep for several hours.

MSPAR wakes to find that night has fallen and their old friends Skylla and Konyyl are walking nearby. Upon greeting their friends, MSPAR also notices the shadow of Alternia on the horizon and realizes that they have landed on some kind of moon. Skylla tells them that they've landed on an artificial moon intended to be used to train Army recruits. Unsure of what else to do, MSPAR heads back to the nearby Army base, sticking close to Skylla and Konyyl.

Konyyl becomes annoyed and storms out and MSPAR can choose to stay and talk to her, or chase after Konyyl. If MSPAR follows Konyyl, the two go to a holding facility where Konyyl's lusus is being kept for special Army training. However, Konyyl isn't permitted to visit her and she storms back to the barracks.

After a short break, the three friends' reunion is cut short by the sudden announcement of a highblood inspection. MSPAR quickly makes their way out the back of the barracks and runs off, eventually passing out from a panic attack. When they awaken, their friend Marsti is there. Marsti takes MSPAR back to the barracks assigned to the burgundy bloods and informs MSPAR that she and the other burgundies are in training to be attack pilots, specifically intended for high-risk missions where they are unlikely to survive for more than a few years.

Marsti takes MSPAR to a nearby control tower, where she is set to relieve a fellow burgundy blood. While there, MSPAR happens upon a piece of paper that turns out to be a set of orders from Fleet Command informing staff that the Army's lusus combat program is being terminated and all of the lusii are about to be killed. MSPAR rushes back to the bronze/olive barracks to let Konyyl know what's happening.

After a short argument, MSPAR, Skylla, and Konyyl all agree to try to break Konyyl's lusus out of holding. The player then controls Skylla and Konyyl as they assault the lusus holding facility, kill the guards, and eventually free Konyyl's lusus - Wolverinemom.

Realizing that they won't be able to stay at the base, the three begin to formulate a plan for what to do next. MSPAR suggests either than they can escape to the locked timeline or that they can join up with the rebels. The path taken determines what happens next - either Konyyl is assigned to assault the control tower, or to plant explosives at the base's airfield to destroy most of the ships. The three will then escape in a ship that they steal from the airfield.

As the plan begins to move forward, MSPAR realizes that there's a good chance that Konyyl's plan is going to get a lot of people killed. They rush to find Marsti and run into her right before Konyyl acts.

In the aftermath, Marsti and the other three all make their way to Marsti's spaceship. After landing a short distance away, Marsti explains that she's not going to be coming with them, but instead plans to check out the origins of a mysterious radio signal nearby. MSPAR offers to come with her, and the two of them set out into the wastes while Skylla and Konyyl escape.
Volume 4 - They Became What They Beheld
MSPAR and Marsti walk through the wastes as daylight threatens to break once more. They see a massive tower in the distance, surrounded by signal arrays. While they try to figure out what to do next, a mysterious hooded figure appears and threatens them with a shotgun. This figure is quickly revealed to be Cirava, another one of MSPAR's old friends! Before MSPAR can say anything else, Marsti sneaks up behind them and hits them over the head, knocking them unconscious.

Marsti and MSPAR drag Cirava back into the trapdoor they came up from, finding a small bunker below the wastes where Cirava has been living. When they come to, they introduce themselves to Marsti and explain that they've been doing underground streaming and media curation from the bunker for a while now. They're in contact with the rebels, but have little direct involvement with the other rebels from day to day.

Marsti and MSPAR agree to stay until nightfall, and Cirava asks for MSPAR's help making a thumbnail for their next video. MSPAR agrees and uses Cirava's graphics software to make something truly awe-inspiring/atrocious.

After this, all three of them get high together.

Once the smoke clears (literally), Marsti tells Cirava that she plans to go to the tower in the distance to look for information about a gold blood named Folykl who was on a list of names being broadcast by the relay. Cirava thinks that she's out of her mind for wanting to do this, but agrees to help using the resources they have at their disposal, including a fake ID badge and weapons for both Marsti and MSPAR.

Approaching the tower disguised as a member of a body processing division, Marsti manages to slip past security without issue. She and MSPAR find their way inside and find a hidden passage that leads to what looks like a torture room. They're caught in a trap and narrowly escape, with Marsti sustaining an injury in the process. After a short conversation in an air vent, MSPAR leaves Marsti for a bit to continue exploring.

As they explore, MSPAR runs into their first Alternian friend - Ardata Carmia. Ardata invites MSPAR to join them for dinner and conversation, followed by the reveal that Ardata is aware of Marsti's presence in the Tower. Ardata shows security footage of Marsti making her way up the tower, killing guards as she goes.

As Ardata and MSPAR wait for Marsti to arrive, Ardata enlists MSPAR's help in designing a propaganda poster. It is, fittingly, awe-inspiringly atrocious.

MSPAR has the option to offer to save Ardata or give her the chance to fight back. After this, she leaves for a moment, while Marsti shows back up. MSPAR tries to log into the computer to get information on the list of names being transmitted and the coordinates where Folykl is being held. After a short time, Ardata shows up and confronts Marsti. Before Marsti can do anything, Ardata uses her powers to control MSPAR into pointing their own gun at their head. Marsti gives up and allows herself to be strapped in to be tortured in front of Ardata's live audience.

After a short time, the torture is interrupted by Cirava, who has hijacked the screens in Ardata's tower. They reveal that they bugged MSPAR and everything that Ardata has been saying was broadcast to her entire audience. Before they can finish, the transmission is interrupted by a mysterious violet-blood that was seen talking to Ardata in Volume 3. They make it clear that Ardata is now considered expendable, and she reacts with rage towards MSPAR.

In order to create a distraction, MSPAR overloads their pistol and it explodes, knocking over Marsti and Ardata and damaging the screens in the room. Marsti gets free and confronts Ardata, fighting with her and managing to take the cerulean's dagger and threaten her life. If MSPAR reacts quickly enough, they can stop Ardata from being killed - otherwise, Marsti will kill the high-blood.

Regardless of what happens, Marsti, Cirava (who was hiding in the tower's basement) and MSPAR (and Ardata, if she's still alive) make their way to the roof to escape in Ardata's private helicopter. Once they get clear of the tower, they land and Cirava promises that a rebel contact is coming to pick them all up. After some final words, Cirava and MSPAR head out to find Zebede in the wastes, coming from his ship... which looks suspiciously similar to the Millennium Falcon. Together, they all escape from the Alternian Army training satellite and finally make their way towards Alternia.
Volume 9 Hacking Guide
Intro
The hacking mini-game in volume 9 requires that the player enter a specific series of commands to successfully hack into various systems. While there is optional content to explore, these are the basic required commands for completing the route.

Note that there is a random code assigned to the "netmole" command - we use "CODE" as a placeholder for this, and you should definitely write it down. If you forget the code, you can connect to the "Localfiles" network during the mission and type "view key.hash"

Also note that during the mission sequence, the easier difficulties require fewer steps to complete, so make sure you follow the right branch!

TRAINING SEQUENCE
  • Just type "quit" to stop the tutorial sequence. Make sure to write down the code that Mallek tells you.

INFILTRATION
  • "encryption -s secureAES256-4"
  • "connect -n ops_operations"
  • "connect -i 184.0.0.5"
  • "netmole -c CODE" (CODE is the code that Mallek gave you)

(ON EASY OR STORY ONLY MODE)
  • "deploy package securityprofile"

(ON NORMAL OR HARD)
  • "encryption -d"
  • "encryption -s secureAES256-9"
  • "connect -n ops_securecomms"
  • "connect -i 185.1.1.1"
  • "netmole -c CODE"
  • "deploy package securityprofile"


SALVATION (COMMS ROOM)
  • "encryption -s secureAES256-4"
  • "connect -n sec_primarystorage"
  • "connect -i 182.0.0.1"
  • "netmole -c CODE"

(ON EASY OR STORY ONLY MODE)
  • "deploy package worm"

(ON NORMAL OR HARD)
  • "encryption -d"
  • "encryption -s secureAES256-9"
  • "connect -n ops_securecomms"
  • "connect -i 185.1.1.1"
  • "deploy package worm"

REVOLUTION (ARMORY)
  • "encryption -s secureAES256-9"
  • "connect -n sec_armory
  • "connect -i 182.3.0.13"
  • "netmole -c CODE"

(ON EASY OR STORY ONLY MODE)
  • "deploy package worm"

(ON NORMAL OR HARD)
  • "disconnect -i"
  • "disconnect -n"
  • "connect -n ops_securecomms"
  • "connect -i 185.1.1.1"
  • "deploy package worm"
Volume 10 - Guide
Hacking Time

Volume 10 sees the return to the hacking mini game from the previous volume, but with significantly less timed sequences than before. This will allow you to poke around more in the system's files and learn some interesting backstory about previous events in the game, not to mention some foreshadowing of things to come!

This is the most efficient path through the hacking sections of the route. Keep in mind there's a lot of optional material on the computer as well as a lot of optional dialogue from the various characters.

When you're exploring the computer systems, keep in mind you can type "quit" at any time to leave the interface if you need something else from other characters or from the environment.

Gathering Information

The first part of the route proceeds in a linear fashion - you can choose to follow Azdaja and Konyyl or Marsti, but this doesn't affect anything other than some dialogue. Once you're able to move from room to room on your own, you need to do the following in order to have everything required to proceed with the hacking sections:

  • Go to the Exterior location and ask Konyyl for help until she gives you a sticky note with a password to the secure document server ("Any ideas on what to do" and then "Seriously... you have no idea what to do!")
  • Check the two papers on the left desk in the Fleet Guard Post to get admin password
  • Go to the Helmsman Control location and ask Azdaja if there's anything he can do to help you to get the missing encryption protocol

Freeing Kuprum

This set of operations will free Kuprum, as well as get you everything you need to free Folykl quickly and set the alarm in the next sequence. If you missed any of the notes you needed to gather in the previous section, just quit out and get what you need before coming back.

  • Go to Fire Control and use the console to talk to Folykl
  • Ask her if she wants to get out
  • Go to Helmsman Control and use the console to talk to Kuprum
  • Tell him "You talked to Folykl..."
  • You can now access the consoles for Folykl and Kuprum by clicking on the console and selecting "Try to Free [NAME]"
  • Select "Try to Free Kuprum"
  • Type "encryption -s transactionmd6-2"
  • Type "cd fleet_adminnotes"
  • Enter the password from the "Admin Password" note
  • Type "view admininfo.txt"
  • Type "view message.log"
  • Type "view recovery.log" (you should now have notes that have the info from these three files)
  • Type "encryption -d"
  • Type "cd fleet_keygenserver"
  • Enter the password from the "message.log" note - it's in the message called "SUBJECT: Keygen password"
  • Type "cd 203.100.1.0"
  • Type "keygen -daily" to get the daily encryption key (transactionMD6-4)
  • Type "cd\"
  • Type "cd\"
  • Type "ecnryption -s transactionMD6-4"
  • Type "cd fleet_securedocserver"
  • Enter the password from the "Secure Document Server Password" note
  • Type "view controller.info" to get Folykl's hardware access code
  • Type "encryption -d"
  • Type "encryption -s secureAES256-1"
  • Type "cd fleet_commandoperations"
  • Enter the password from the "Admininfo.txt" note - it will be the word "password" with some random letters after it
  • Type "cd 202.190.3.1"
  • Type "command -disconnectpersonnel"
  • Enter the temporary helmsman access code from the "Recovery.log" note

This will disconnect Kuprum from the system - you can now go get Folykl out!

Freeing Folykl

Note that after this section you won't really have a chance to explore the system or do any of the optional dialogue, so take this time to poke around and see what you can find!

  • Go to Fire Control and use the console
  • Select "Try to Free Folykl"
  • Type "encryption -s secureAES256-1"
  • Type "cd fleet_commandoperations"
  • Enter the password from the "Admininfo.txt" note - it will be the word "password" with some random letters after it
  • Type "cd 202.190.3.2"
  • Type "command -disconnectpersonnel"
  • Enter the hardware access code from the "controller.info" note

This will disconnect Folykl and allow you to move to the next section. No matter if you choose Salvation or Revolution, the next bit is always the same - you move to the top of the ship and confront Azdaja.

Confronting Azdaja

When Azdaja confronts MSPAR, you first have to react to a series of QTEs to avoid his powers. After that, you have to choose the right dialogue options to keep him from killing you:

  • "You're harmless!"
  • "Because you came here with Konyyl"
  • "She's trying to leave Alternia!" / "She's trying to fight the Empire!" (depends on what you chose in volume 3 but it'll only be one of these)
  • "...his sense of self-preservation"
  • "They'll dispose of him just like Folykl!"

Once you convince Azdaja to leave with you, you'll have to set the alarm like you agreed to do for Marsti and then escape.

Triggering the Alarm

(This part is done under time pressure, so while you still have the opportunity to look around the system we wouldn't advise it)

  • Type "encryption -s secureAES256-1"
  • Type "cd fleet_commandoperations"
  • Enter the password from the "Admininfo.txt" note - it will be the word "password" with some random letters after it
  • Type "cd 205.105.1.1"
  • Type "command -setalarm"
  • Enter the password from the "Admininfo.txt" note again

This will activate the alarm, allowing you to escape!

Escape!

(This part is also done under time pressure)

When you have control of MSPAR, go in the following directions

  • Upper-left
  • Up
  • Right
  • Up
  • Left
  • Left

You'll get control of MSPAR again outside and just have to keep going left.




ACHIEVEMENTS

  • "Ripcord": Choose the Salvation path in Volume 10.
  • "Piracy": Choose the Revolution path in Volume 10.
  • "Hard Burn": Allow the time to run out during the escape sequence.
10 Comments
megaloMemes Apr 16, 2024 @ 1:06am 
in volume 10, there is a misspelling of encryption -s transactionMD6-4
Trolljan Jul 19, 2023 @ 11:44am 
There aren't any secret ending achievement guides for volume 6, 7, 8, 9, and 11. It's a bit odd that volumes in this guide is completely missing, especially volume 6 when it's needed.
CharliDrawz Mar 22, 2023 @ 6:01pm 
Tysm for the tip abt finding the code if you lost it
I swear, I thought I was screwed;;
shpasic Feb 18, 2023 @ 7:37am 
thank you for the helpful input!
i still miss hidden achievements in Vol 6, 7 though :)
Studio June Games  [author] Jan 22, 2023 @ 11:33am 
(please keep in mind that this guide is the unpaid work of our only developer, who is also a single mom with a full-time day job, so please be patient with us)
shpasic Jan 20, 2023 @ 12:27pm 
AxeGeddon, it seems that guides for Volumes 3 and 4 have been added recently.
AxeGeddon Jan 20, 2023 @ 12:24pm 
Scratch the ""we didn't forget about this"... not to be rude but... this hasn't been updated in a long while :xefros:
LegendTamerA Aug 8, 2022 @ 6:34am 
Any ETA on the next volume? Love the game, especially the "grown up" sprites for everyone. I'm trying for a straight salvation run first, but I'm anxious to see the next volume.
Studio June Games  [author] Jul 24, 2022 @ 7:49am 
We're hoping to release guides for volume 3 and 4 soon - things have been a little busy IRL for our developer, but she didn't forget about this, honest!
john fortnite Jul 18, 2022 @ 11:01pm 
any plans to keep this updated as new volumes are being released?