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Destructoid
Hadley Vincent

How to save everyone in Directive 8020: Best ending guide

Choices matter, and Directive 8020 really wants you to make sure you're aware of that when one wrong word or misstep could get someone killed.

When it comes to keeping everyone alive, you have to take into account the three non-playable characters that are part of the Cassiopeia crew. These are Anders, Mitchell, and Williams. A lot of your choices not only impact the fate of your characters, but also the NPCs.

Here is how to save everyone in Directive 8020, including all Destinies you must unlock and key choices to get the best ending after saving Cycle 13's crew.

Warning for major spoilers throughout

Directive 8020: How to end the cycle

We can't say the same when it comes to Carter and Simms, however, as there is unfortunately no saving either of them. It is scripted for both of them to die, but they can have character deaths before their scripted, untimely demise. Supermassive pulled a Danganronpa v3 with this one. It makes sense in hindsight, as co-op is up to five players, but has six playable characters.

Below, we'll break down each episode and exactly what you need to do to keep everyone alive to the very end, plus which Destinies you must unlock to achieve the best ending in Directive 8020, as you could stumble at the last hurdle as I did in my first playthrough.

Episode one - Little Star

Carter and Simms looking down into the hull at the damage caused by meteor.
Screenshot by Destructoid

Turning Point choices

To keep Carter and Simms alive to the end of this character, make sure you pass the quick-time event (QTE) when Simms loses her footing on the way back to the airlock. This is at the "Disaster" Turning Point. Following this, simply survive the "Chase" sequence where Carter runs from Simms, who's acting abnormally.

Destinies

While I don't think it matters as much, the Destiny I unlocked for Carter was The Caretaker.

Episode two - Best Laid Plans

Deciding between fire control or landing control.
Screenshot by Destructoid

Turning Point choices

Here is where things start to get tricky, as you can seal a character's fate very early on without realizing it. At the "Little Faith" Turning Point, choose "Dismiss" when Mitchell asks Stafford whether he trusts Anders. Doing so will ensure Williams survives in episode five, as Stafford won't be watching what Anders is up to when she plans to sedate Williams in his office.

The next crucial step—which saves Mitchell—is to disable the Landing Computer at the "Power Games." My gut was telling me a fire would come back to bite someone in the ass, so I was quick to make sure the Fire Control stayed on at all times. Later in this episode, Eisele must reactivate the Fire Control without being spotted by Simms in "Pursuit." Doing so will lock in Mitchell's fate (revisited later on).

Destinies

There are multiple important Destinies to unlock here, and I unfortunately missed both in my first playthrough. You can make headway with Young's Loyal trait throughout this episode, which will be crucial to unlocking The Hero. There's also Eisele—The Humanitarian. These characters are the most important components in unlocking the best ending. It's vital you do most of the heavy-lifting in the dialogue and use the messages feature to build their respective traits (Loyal for Young and Sympathetic for Eisele).

Episode three - The Sample

Cooper squeezing through gap with Simms shadow in front of her in search of Carter's utility strap.
Screenshot by Destructoid

Turning Point choices

Playing as Cernan for the first time, you should aim to sneak past Williams without getting caught in "No Games."

When the Cassiopeia falls in "Crash," make sure Stafford stays seated. Bizarrely, both Eisele and Young forgot they had turned off the Landing Control and failed to mention it when it mattered most.

Next, complete the brief QTE when Williams wakes at "Rude Awakening," or he won't get the injection side effects, which will help you identify him later on.

The last important thing to do in this episode is find Carter's Utility Strap when you're leaving the Mess Hall as Cooper. Listen out for the beeping, lift the damaged shutter, and squeeze through the gap to find Carter's warning on "Search."

Destinies

Eisele's Destiny unlocks at the "Mystery" Turning Point, where she should have appeared supportive and sympathetic towards her colleagues this entire time, rather than prioritizing the mission's success at all costs. Here, as Stafford, you must question whether Simms suffered an episode due to isolation and then tell Eisele she was right to be concerned. After this, Stafford's Destiny on the Commander's Path unlocks.

Talk to Cooper about Cernan's late husband at "Eternal Flame" to improve his Philosophical trait. The goal is to unlock The Philosopher for this character. You can start as soon as Cooper becomes playable to level up her Playful trait.

Episode four - Dragnet

Eisele has to choose between authorizing the use of a firearm.
Screenshot by Destructoid

Turning Point choices

Get past Williams on "Overwatch" as Cooper. Make sure you don't arm yourself in "Loaded Question" as Eisele. Survive the "Drawbridge" as Young and all QTEs at the "Fight" Turning Point.

Destinies

Here you can improve Eisele and Stafford's traits.

Episode five - Mr. Williams

  • Young having to choose between saving Anders or Mitchell
  • Eisele choosing between volunteering or sending Cernan to join Stafford on mission

Turning Point choices

This episode starts with another sneak section where you need to activate three breakers while evading Stafford. During "Suspicions," choose to help Anders drug Williams. Because Stafford trusted Anders when Mitchell asked, you won't see "Big Brother," which gets Williams killed. Instead, all characters (aside from Carter and Simms) should be alive at this point.

One of the biggest choices in the game appears here, where Young must choose whether to save Anders or Mitchell in "Under Pressure." Because we made sure Fire Control didn't deactivate following the sabotage Eisele stopped, Young can securely pick Anders, knowing it'll save Mitchell too. Both survive based on this and the earlier choice.

Williams is sent into the biometric scanner, and Stafford volunteers to go on a mission, volunteer Eisele as backup.

Destinies

Cooper's The Rogue Destiny unlocks here if you have her Playful trait over halfway. She has the fastest Destiny to unlock.

Episode six - Hostile Takeover

  • Stafford deciding between shooting or sparing Williams
  • Stafford having to pick between shooting Eisele or newcomer
  • Stafford choosing between a warning or distress call

Turning Point choices

Survive the "Close Encounter" as Stafford and Cernan. Don't shoot Williams when playing as Stafford in "Point Blank," his nosebleeds and his frustration when referred to as Mr. Williams indicate he is the real deal.

Here is where previous episodes tie up their loose ends. If you survived each stealth encounter as Cernan and Eisele, you will reunite with everyone. Stafford sends everyone one by one through the scanner, who should all come out as human, until another Eisele enters the room. The easiest way to solve "Eisele's Test" is to watch which Eisele is trying to go for the firearm. This is a little harder on The Commander's Path as you're missing the "Whistle a Symphony," but the Eisele to your left (the one who arrived with the group) is a fake. Be sure to test them, but spare the newcomer (real Eisele).

Directive 8020 is revealed at the Bridge, and Stafford must make a call. Pick "Save Our Souls" as the next crucial ending requirement.

Destinies

Sympathize with Stafford at the start of this episode ("Making the Call"). If you continued to support your crew, Stafford should upgrade to The Father Destiny when Young goes to see him at the Bridge in "The Crown Falls." Make sure you plead with Stafford in this scene.

Episode seven - Revelation

  • Looking at the scanner's path leading to the right on Tau Ceti f
  • Anders imposter using messages to trick Cernan

Turning Point choices

There's an intense moment when Anders gets lost, and a "Search Party" ensues. Keep referring to the messages to help keep track of which Anders is real. When there's a fork in the road where the scanner reads two signatures, take the right path, as it'll lead to a cave with stalactites on the ceiling (rock formations that look like icicles).

Then, send as SOS as Young once you reach the "Charybdis" pod. Returning to the ship, Young has to survive another stealth encounter in "Pod Room." Cernan has to do the same in "Geoscience." Beat all encounters to return to Bridge Ops with everyone alive.

Destinies

At the start of this episode, make sure you think about the rest of the team when playing as Young, voicing her concerns over the mission with Stafford during "Holdout." Keep improving her loyalty.

Episode eight - Come True

Young making her wish between putting humanity or survival first.
Screenshot by Destructoid

Turning Point choices

It's time to select the next important decision, centered in "Why You Started." Young should feel conflicted about the mission, and with her loyalty over halfway, her Destiny will unlock. At "Wish," choose Humanity First. You're now locked into the good ending, but who survives is mostly down to your reflexes from here on out.

Learning from the original Young that another Cassiopeia exists, the crew set out for it. Insist Williams stays with the crew rather than being left behind in "Second Chances."

  • Eisele ordering Williams to leave with the team
  • Cooper looking at shut door debating to save or abandon Mitchell on other side

Now all you have to do is survive every stealth counter. Don't go up to the crying Mitchell in "Atrium." Later, save Stafford in "Snap Decision." Beat all QTEs until you reach "Knock Knock." Playing as Cooper, you should let Mitchell in. We know he's real because of the messages he was sending Stafford when you played as him earlier this episode. QTEs come in full force here as it switches perspective again and again until all characters search the S.E.V safely. Any failure here results in a character death, so be ready!

In the final moments of Directive 8020, three months after Cycle 13's events, Eisele must make the decision whether to end the cycle. By unlocking The Humanitarian, Eisele will stop the cycle, and you have now officially unlocked the best ending.

Destinies

Young will have The Hero unlocked when this episode starts, so long as you kept sympathizing with the crew, allowing you to make Young's biggest decision yet. The game concludes with Eisele's final decision, where she exposes the cloning program upon reaching The Humanitarian, thus unlocking the Humanitarian and NDA Breaker achievements.

Cernan will also unlock The Philosopher if you kept improving his Philosophical trait.

Destinies and choices, summarized

  • Eisele Humanitarian Destiny
  • Young Hero Destiny
  • Stafford Father Destiny
  • Cooper Rouge Destiny
  • Cernan Philosophy Destiny

Here is a summary of Destinies shown in unlock order of a single playthrough.

Character Destiny Trait to improve Trait to avoid Unlock requirements
Eisele The Humanitarian Sympathetic Rational Show concern for Simms in "Suspicions."
Plead to Simms in "Decompression."
Tell Eisele she was right to be concerned in "Mystery."
Pay respects for Carter in "Eulogy."
Refuse firearm in "Loaded Question."
Volunteer in "Backup."
Order Williams to follow in "Second Chances."
Help Stafford in "Snap Decision."
Stafford The Father Supportive Resolute Dismiss Mitchell in "Little Faith."
Speculate Simms suffered from an episode in "Mystery" and tell Eisele she was right to be concerned.
Check on Williams in "Terraforming."
Defend Anders in "Only Human."
Cooper The Rouge Playful Professional Joke when available.
Help Anders in "Suspicions."
Cernan The Philosopher Philosophical Focused Talk about Cernan's philosophy whenever possible, especially when speaking with Mitchell.
Young The Hero Loyal Serious Joke in "O Death."
Plead with Stafford in "The Crown Falls."
Sympathize and support other characters in "Making the Call," "Holdout," and "Why You Started."

The post How to save everyone in Directive 8020: Best ending guide appeared first on Destructoid.

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