Embarking on the cosmic journey that is Marvel's Guardians of the Galaxy, you'll encounter many crossroads where your decisions could supposedly change the fate of the team, the places they visit, and their standing with various intergalactic authorities. Yet, fret not, as most choices in the game are smoke and mirrors - they won't necessarily lead to dramatic shifts in the unfolding narrative.
However, a select few choices carry weight, often highlighted by a pink text box indicating the potential for far-reaching repercussions. These moments may lead to altered scenes or open up new paths. Certain decisions might seem to carry a moral heft, setting them apart as more concrete in their rightness or wrongness than others, which are largely subjective. Detailed below are the critical junctures you'll face, presented in chronological order to avoid late-game spoilers. If a choice isn't mentioned here, its impact is minimal or non-existent.
Conceal the Alien or the Technology
Opting to hide the alien will result in a smaller fine (7000 credits) from Nova Corps but lands you in a scene later where you'll be trapped and subsequently released without effort. On the other hand, concealing the tech incurs a heftier fine (8000 credits) but grants you a weapons upgrade for later space missions. Additionally, when trapped later in the game, you'll need to wiggle out by playing a mini-game. Choosing between the creature and the tech can be complex, warranting a dedicated guide to navigate the intricacies.
Accepting Responsibility or Divulging the Truth to Ko-Rel
In a dialogue chain within the narrative, you'll face the dilemma of protecting Nikki by lying to Ko-Rel or revealing the truth. Shouldering the blame earns you Nikki’s trust, culminating in her giving you a special Passkey that lets you bypass puzzles and unlock certain doors later in the game. Being honest with Ko-Rel leads to Nikki's resentment since you fail to defend her, and you gain no Passkey.
Trading Groot or Rocket to Lady Hellbender
When choosing who to peddle, presenting Groot results in Lady Hellbender valuing him for his rarity and paying up to 12,000 units, especially if Drax negotiates. This choice transitions into a stealthy segment to reclaim Groot. Conversely, selling Rocket causes Lady Hellbender to lash out in anger, leading to a different storyline where you loot a vault for an equal sum. The decision here branches the narrative distinctly, and a detailed guide can help shed light on the best path.
Encouraging or Halting Drax's Rocket Propulsion Plans
Twice on Seknarf 9, Drax proposes launching Rocket across gaps to build bridges - something the latter detests. If you encourage Drax the first time, Rocket will be upset and refuse to be thrown a second time, removing the option from you. Preventing Drax results in Rocket's gratitude and a need to find a different route. When the second gap presents itself, you can approve of Drax's method or seek an alternative once more. It’s best not to catapult Rocket; sparing him means more gameplay opportunities and exploration on Seknarf 9.
Liberating the Captive or Not
This side choice may go entirely unnoticed in the corridors of the Nova ship. You stumble upon a prisoner who pleads for freedom, which you can grant by pressing a button. Freeing him doesn't open his cell; it relocates him to a lineup within sight, accompanied by a bit of dialogue. Ignoring his plea ends any interaction with him. It’s suggested to press the release – the added humorous dialogue provides more depth and doesn’t disrupt the story flow.
Investing in the Disabler or Saving Your Units
If you purchase the Nova Tracker Disabler for 1500 credits, you'll have a new item in your inventory. As events unfold, this item appears to have no application within the story, leaving you with a lighter wallet and an unused gadget. Therefore, the better financial strategy is to keep your credits and forego the disabler.
Communicating through the Helmet or Keeping Silent
Choosing to speak through the helmet inadvertently alerts a hidden foe to your location, leading to an immediate confrontation sparked by battle. Opting for silence instead delays the skirmish, allowing the story's suspense to build.
Acquiring the Collector's Ticket Directly or Sidestepping the Cost
You could fork out 5000 units to gain entry to the Collector's Emporium. However, there's a more cunning route: by engaging with a character known as Lipless at a nearby bar, you can earn a free pass if you successfully bluff your way through his challenges, singing along to any verses he prompts that feel weather-inspired.
Purchasing the Doll from Collector's Emporium or Prioritizing Budget
Handing over 2000 credits will get you the Green Doll, a collector's item for Gamora that triggers unique dialogue once aboard the Milano and contributes to achievement progress. It’s not essential, but if funds are allocated, the doll is a nice addition to your collection.
Drawing Raker's Attention or Keeping a Low Profile
Successfully distracting Raker involves selecting specific dialogue cues, such as feigning interest, making inquiries about his companion, and simulating sudden discomfort. This allows Rocket to covertly reprogram the drone, which proves beneficial later when it aids navigation during an intense situation. If you opt not to distract Raker, Rocket gets caught, and no advantage is gained.
Allowing Gamora to Pursue Raker or Intervening
As the group makes their exit from the Sacrosanct, Gamora sees an opportunity to go after Raker and leaves the team. By not intervening and trusting her instincts, Gamora will temporarily leave the team, making the escape more challenging. However, her actions will later prove advantageous by weakening Raker for a future encounter. Stopping her has her available during the battle, but she misses the opportunity to gain an edge over Raker.
Settling the Fine or Keeping Your Resources
Settling the fine levied against you grants an achievement as a reward but has no further bearing on the narrative. Opting out of payment doesn't pose any subsequent challenges, making the choice one of personal preference.
Interacting with Worldmind and Cosmo
Engaging with Worldmind and later with Cosmo revolves around convincing them to assist you. Dialogues at these junctures resemble puzzles where the right combination of options can tip the odds in your favor in upcoming battles. With Worldmind, sharing intel and emphasizing duty and perspective can sow seeds of doubt. As for Cosmo, offering friendship, staying present, and reminiscing about past joy can free him from his mental bonds, rallying their aid when it's most needed.
Managing Nikki's Promise and the Magus Showdown
Nearing the story's climax, guiding Nikki through a promise requires careful dialogue selection. Your choice of words must acknowledge her feelings, reduce her burden, and instill trust. Success leads to a climactic confrontation against a known adversary. During your final bout with the Magus, provoke and antagonize to draw him in close, setting up the concluding act of your adventure. Cue the celebratory rock anthem for this ragtag team of heroes.
Navigating through these decisions, keep in mind that the game's true richness often lies outside the choices themselves, in the experience of being part of the Guardians' adventures. Remember, Guardians of the Galaxy is about the journey, not just the crossroads.