Guardians of the Galaxy isn’t the type of game that really encourages multiple playthroughs — and yet there are tons of tiny details that can change depending on your choices. This isn’t really a game that’s all about choice, but the developers went with a Telltale-lite storytelling method, offering you multiple choices while navigating conversations. There are a lot of conversations, and depending on how things play out, you can walk away with special rewards or unique scenes in future levels. Certain choices can change entire puzzles, or take you to an entirely unique level. It doesn’t happen often, which is what makes these features so strange.
To help you understand all the weird choices that really matter, we’ve broken down the biggest ones below. Guardians of the Galaxy‘s story is the same no matter what you choose, but you can weave through it in a variety of small ways. You can bring more reinforcements for the final mission depending on your conversations! You can even earn special keys to access collectibles that are otherwise unreachable. One particular choice will change your ending. There’s a lot to reveal, so let’s bring these weird little secrets out in the open.
More Guardians of the Galaxy guides:
All Guardian Items | Collectibles Locations | All Bonus Costumes | Outfits Locations | Best Perks To Get Early | How To Unlock Doors In Chapter 7 | What Happens If You Sell Groot Or Rocket | Chapter 10 Fog Puzzle Solution | Free Chapter 6 Collector’s Emporium Ticket | All Boss Fights
NOVA Corps Ship Search | Hide Creature vs. Hide Tech
Very early in the game, at the end of Chapter 1, NOVA Corps will raid your ship, and you’ll have a very short time to make a decision — hide the creature you found, or hide the illegal tech.
- Hide Tech: You’ll get a special weapons upgrade for your ship during flying sequences. You’ll also get an 8000 unit fine.
- Hide Creature: Hiding the creature seemingly has no benefit, other than lowering your fine to 7000 units. But, you’ll later be able to escape Peter Quill’s room when you’re trapped — the creature will chew a hole in the ship, letting you crawl through it!
- Hide Nothing: The fine increases to 9000 units.
Standing Up For Nikki | Personal Device
In Chapter 2 you’ll meet up with Nikki’s mom in an elevator. You can choose to support her or not. If you make the right selections, you’ll gain a special Personal Security Device from Nikki that will allow you to unlock certain doors and access collectibles that are impossible to get otherwise in a later chapter.
- To successfully complete the Nikki / Ko-rel conversation, select the options that support Nikki.
- Stick Up For Nikki, etc.
Selling Groot vs. Selling Rocket
In Chapter 4, you’ll go to Lady Hellbender’s fortress and attempt to sell a creature to her. Depending on who you choose, the level will be completely different. The Chapter is totally different, with different encounters and a totally different goal.
- Sell Groot: Lady Hellbender is happy to purchase Groot. For selling Groot, you can get up to 12000 units. Allow Drax to do all the negotiating during the scene.
- Sell Rocket: Lady Hellbender is not interested in Rocket. She refuses to purchase him, leading to a gunfight. You’ll have to infiltrate Lady Hellbender’s vault, where you can steal up to 12000 units if you take everything.
Alert Nova Corps Or Keep Quiet
On the Nova Corps space station, you’ll eventually find a Nova Corp helmet. You can choose to Put It Down or Speak Into Helmet. Speaking into the helmet alerts the Nova Corp patrol. The scenes in this chapter will play out slightly differently.
Lipless Encounter On Knowhere
On Knowhere, early in the stage, you can find Groot and Rocket hanging out in a red-tinted bar. Talking to them will initiate a scene with a gun-toting guy named Lipless. This monster wants to sing along, and if you play along, you can earn a free Collector’s Emporium ticket.
- How To Convince Lipless: Agree to sing a song with Lipless, and select lyrics related to storms. Ignore the lyrics related to love!
The Nova Corps Disabler
In the Knowhere market, you can find a vendor that sells a Nova Corp Disabler for 1500 units. He’s located left of the Collector’s Emporium entrance. This thing is totally useless. Nothing changes if you buy it. The only difference is — Rocket will laugh when he finally gets a look at it.
Distracting Raker On The Church Ship
On the Sacrosanct, you’ll encounter Grand Unifier Raker and Rocket will ask you to distract him. If you distract him, Rocket can successfully hack the drone, making future sections of the mission easier.
- Select the following choices to distract Raker:
- Feign Interest, Something About Her, Fake Heart Attack
Letting Gamora Go After Raker & Nikki
This choice doesn’t lead to any major consequences, but does cause one big change. Later on the Sacrosanct, before the end, Gamora will run off and chase Raker. You can fight the enemies to the right, or chase after Gamora on the ramp to the left.
- Following Gamora: If you follow Gamora, you’ll stop her from chasing down Raker. She’ll rejoin your team.
- Let Gamora Go: If you let Gamora go, she’ll leave your team briefly. Later, she’ll appear with Raker’s severed arm. His arm will be missing for the rest of the game.
Paying Your Fine
On the chapter where you go to meet the Worldmind, you can repay your fine using the Nova Corps menu. Seemingly nothing changes if you pay the fine, but there is one major difference.
- If You Don’t Pay The Fine: At the very end of the game, at the mid-credits sequence, the disabler on your ship will finally activate, leaving the Guardians stranded.
- If You Do Pay Your Fine: In the same scene, the crew rides off into the sunset without their ship being disabled.
Reinforcements | Getting Help Vs. Sacrosanct
In Chapter 14, you can change the mission by getting help from Cosmo and the Worldmind. There are two difficult sequences where you’ll face large groups of enemies with overwhelming odds — if you get reinforcements, they’ll help clear out enemies and make your mission much easier. To do that, you have to select the correct dialogue choices when you encounter them earlier in the game.
- Worldmind: To convince the Worldmind to eventually help you, you need to select the following choices.
- Share Intel, Appeal To Duty, Put Into Perspective
- Cosmo: To free Cosmo from the Promise, select the following choices. Once freed, he’ll come to your aid in the final battle.
- Offer Hand, Focus On Present, Remind About Puppies
If you make those choices, Cosmo and the Worldmind will appear to help in the final chapter. They’ll also appear for a final conversation in Chapter 15 during the strut sequence. You’ll get one final conversation with both characters before the true ending.
And that’s all the major chances that occur through dialogue choices. After one playthrough, there’s still a few choices I had no idea would lead to future repercussions — or totally change certain sequences. If there’s anything we missed, let us know!