Marvel’s Guardians of the Galaxy Guide – All Major Choices and Consequences

There will be some major decisions which can change the flow of missions and affect the ending. Here are all of the right choices.

Marvel’s Guardians of the Galaxy is out now and as developer Eidos Montreal indicated several times before release, choice and consequence are a key part of the gameplay. Several choices are fairly minor – like when Star-Lord interrupts a conversation or resolves an argument – while others can significantly change how some missions play out. Let’s take a look at all of the big choices here, including what must be done for the final sequence. Spoilers follow so be warned.

Chapter 3 sees the crew deciding whether to sell Groot or Rocket to Lady Hellbender. This changes how the interaction with her goes down in Chapter 4. Deciding to sell Groot means that Lady Hellbender will pay the credits and then Groot can be broken out of her base with stealth. Selling Rocket, however, results in things taking a turn for the worse. Along with battling Hellbender’s minions, you’ll need to break into her vault to get the credits. It’s all dependent on whether you favor an action-heavy approach or a stealth-oriented one.

Chapter 8 features a key decision where Gamora decides to attack Grand Unifier Raker by herself. Your options are to either stop her or let her go. If left to attack Raker, then Gamora will be absent for the rest of the mission and only return in Chapter 9. Raker will have been wounded, thus making the subsequent boss fight easier. You’ll need to speak to Gamora on the ship and select the option “Break into song” to get her to talk afterwards. Stopping Gamora will result in Raker not being damaged for the later boss fight but she’ll be with you for the rest of Chapter 8.

At some point, you’ll incur a fine from Nova Corp that must be paid off with credits. In order to do so, speak to the New Xander computer from the Milano and select “Criminal Offenses,” then “Past Crime” and “Pay a Fine.” Once this is done, you can speak to the Worldmind. Keep in mind that various situations will have you spending credits so make sure to have some in reserve by Chapter 9.

Once you’re in a conversation with Worldmind, you’ll have to make a series of decisions that will determine whether it helps you out later. Selection the options “Share Intel” followed by “Appeal to Duty” and then “Put into Perspective.” When this is done, you’ll have created doubt in its logic.

In Chapter 12 when visiting Knowhere for the second time, Cosmo the Space Dog will have become enthralled by The Promise. Freeing him will ensure that he helps the crew near the end. Besides, Cosmo is a good boy. Who wouldn’t want to save him? To save Cosmo, select the options “Offer hand,” then “Focus on present” and finally, “Remind about puppies.” This will cause him to come to his senses and you’ll be informed that he appreciates the aid.

Near the end of the game, Nikki’s Promise becomes available once again and you’ll have the opportunity to help her. Choose the options “Be cautious,” followed by “Acknowledge limits,” then “Ease her guilt” and “Trust Nikki” to set her free.

Finally, there’s one more set of interactions throughout the final battle in Chapter 16. Choose “Slow clap” before the battle begins. As it’s underway, your next choice should be “Badger.” For the last major choice, go with “Provoke” and then finish the fight.

Marvel’s Guardians of the Galaxy is available for Xbox One, Xbox Series X/S, PS4, PS5, PC and Nintendo Switch. Check out our official review here for more details. You can check out some of our tips and tricks here.

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