Every Major Play Choice and Their Consequences

WARNING: This article contains spoilers for Marvel's Guardians of the Galaxy, available now.

Player choice is a key element in Marvel's Guardians of the Galaxy. Not all choices are big ones, although each impacts the game in different ways. Choosing to let Drax throw Rocket to the other side of a gap will allow the team to cross over a bridge, whereas stopping Drax will force the team to find an alternate route. If Star-Lord can convince Lipless on Knowhere that they're still friends, players will receive a free ticket to the Collector's Emporium. Other choices, like choosing whether or not to pay the Nova Corps fine and using a black market device to remove the Nova Corps lock, are entertaining trolls.

The major choices are the ones that either change the narrative experience or have a significant impact on gameplay progression. Some choices masquerade as major decisions, such as earning Nikki's trust to gain her passkey or allowing Rocket to hamper with Raker's Faith tech, but the gameplay impact of each is minimal. Players can still easily access Nikki's quarters by re-routing power to an access hatch Rocket can crawl through, and navigating Sacrosanct without a guide is almost the same as having one. The only notable changes in these instances are the character quips during each event.

Related: How Every Marvel's Guardians of the Galaxy Character is Unique from the MCU & Comics

Chapter 2: Surrendering Rocket's Tech Or Kammy To Nova Corps

When the Guardians exit the Quarantine Zone, they are picked up by Nova Corps. Star-Lord has to decide whether he's going to hide the llama they found or Rocket's surprise stash of highly illegal tech from Nova Corps inspection.

If players choose to hide the llama, Nova Corps will fine the Guardians 7,000 units and confiscate the tech. The llama, Kammy, will remain on the ship. She will chew a hole in the wall of Star-Lord's quarters that allows him to escape when he gets locked in during chapter 10.

If players choose to hide the tech, Nova Corps will fine the Guardians 8,000 units. The illegal tech will give the Milano homing missiles starting with the fight against Captain Glory and the Lethal Legion in chapter nine. Kammy will ultimately evade confiscation and remain on the ship. Instead of chewing a hole through the wall in Star-Lord's quarters so he can escape in chapter 10, the Guardians will have to lure Kammy to the door control wires by singing. She will chew the wires and allow the crew to escape.

Related: Is Marvel's Guardians of the Galaxy Worth $60?

Chapter 3: Choosing To Sell Rocket Or Groot To Lady Hellbender

If Star-Lord sells Groot to Lady Hellbender, she will accept the deal after some haggling. The Guardians then wait until evening – when all of the bounty hunters and guards in Lady Hellbender's fortress are sleeping – and sneak back to her throne room to free Groot. The Guardians will be tricked by a Groot imposter, and Lady Hellbender will set the Dweller-in-Darkness on the team as punishment.

If Star-Lord tries to sell Rocket to Lady Hellbender, the sale goes south very quickly. Not only does she mock Rocket, but she also refuses to buy him and instead haggles for Groot. Rocket refuses to see his friend sold and will immediately shoot up the room. The Guardians are forced on the run and fight their way through the fortress to Lady Hellbender's Vault. They loot her Vault and escape to the room where the Dweller-in-Darkness awaits.

Related: Marvel's Guardians of the Galaxy Actually Rickrolls Players

Chapter 8: Trusting Gamora On Sacrosanct

Gamora will chase after Raker the first time the Guardians are on Sacrosanct. If players trust Gamora to hunt Raker on her own, the team will finish the fight on Sacrosanct without her. When they return to the Milano, Gamora will present one of Raker's arms. Losing one of his arms will weaken Raker during the final battle.

If Star-Lord does not trust Gamora, he will run after her and get caught in an explosion. Gamora chooses to save Star-Lord and abandon her pursuit of Raker. As a result, Raker will remain at full power when players finally fight him and can use a spear attack that has a wide area of effect. He cannot use the spear attack without both arms.

Related: Guardians of the Galaxy: Every Character's Mega Ability, Explained

Chapter 9: Convincing The Worldmind To Fight Against Raker

The Guardians have an opportunity to convince the Worldmind to stay and fight against Raker. If Star-Lord succeeds in convincing the collective during chapter nine, the Worldmind will destroy Sacrosanct's platforms of Inquisitor charging cells near the end of the level.

If Star-Lord fails to convince the Worldmind, the Inquisitors will remain at full strength. Instead, the Guardians must fight while Star-Lord pulls out the two power cables charging a force shield that prevents their escape.

Players can convince the Worldmind by using logic. Questioning the Worldmind's strategy or honor will do nothing to sway the collective.

Related: How Guardians of the Galaxy's Villain Introduced Marvel to a New Hulk

Chapter 12: Saving Cosmo From The Promise

The Guardians return to Knowhere late in the game only to find it has succumbed to the Promise. The Guardians can save Cosmo from the Promise by reminding him of the present and his life on Knowhere. If they succeed, Cosmo will fly Knowhere to the Sacrosanct for the final battle and destroy a legion of troops that drop from a ship blocking the Guardians' way.

If the Guardians fail, Cosmo will trap the Guardians in an illusion when they try to leave Knowhere and will not help during the final battle. Instead, the Guardians will have an extended fight sequence where they need to cover for Rocket while he hacks into six turrets.

KEEP READING: How Long Does It Take To Beat Guardians of the Galaxy (& is it Worth Completing)?

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Melissa Vach (55 Articles Published)

Melissa is a freelance features writer for CBR's video game division. She enjoys vacationing in Destiny's Shattered Realm and otherwise spends a fair amount of time in the lands of RPGs. Melissa still believes The Legend of Dragoon is one of the best games ever made.

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