Throughout your cosmic journey in Guardians of the Galaxy, you’ll be faced with a slew of choices. To get your other Guardians to respond, most of the time you’ll be doing small talk with them. Star-life Lord’s may be made a lot simpler by a few well-chosen decisions. You have to put yourself in the shoes of Star-Lord and ask yourself, “WWSLD?”
You won’t have to start again if you make a mistake in your strategy. We’ll call it “wrong” for the sake of this article, which isn’t fully accurate. There are choices, and then there are the best choices. Here are the advantages and disadvantages of each effective option you’ll have to make in Guardians of the Galaxy.
Hide the llama or tech?
The Guardians came within a whisker of escaping the quarantine zone. Ko-ex, Rel’s The Milano, has caught up with Nova Corps, and she’s not pleased about it. There are two highly illegal items on board the ship: The blue llama and Rocket’s hoard of stolen components, and she’s ready to board it. It means that Star-Lord must select which of the two will make Ko-Rel the least angry.
Hiding the llama
But she’ll take Rocket’s stolen components instead of 7,000 KoR points for trying to hide the llama. After Drax confines Star-Lord in his chamber in chapter 10, the llama will eat through the wall, letting him escape.
Hiding the tech
If you try to hide the technology from Ko-Rel, you’ll have to pay a $8000 fee, but she won’t touch the llama. A biohazard, she claims, therefore she wouldn’t put it on board the Nova Corps ship. Keeping the technology hidden costs more money, but Rocket may use it to equip The Milano with better weaponry later on in the space conflict.
What’s the optimal choice?
Hidden tech is more valuable than the hole in Star-wall, Lord’s, even if it costs you more units. In addition, the llama mini-game you’ll play is a lot of fun. Choosing to hide the llama will mean missing out on this once-in-a-lifetime opportunity.
Star-Lord is plunged into a tornado of discomfort on board the Nova Corps spacecraft. His ex-wife has the Guardians in handcuffs, and his daughter-in-law is here to make the formal arrest. To return to Ko-Rel, Nikki and Star-Lord must traverse the ship’s subterranean passageways. Star-Lord discovers that Nikki is more like him than he had previously imagined. As soon as the two meet up with Ko-Rel, she is enraged with her daughter, who she believes has betrayed her. Ko-Rel has no idea how Nikki managed to get through the high-security doors of Nova Corps.
Siding with Ko-Rel
The choice is yours if you believe that Star-Lord is already in danger. Choosing to side with Ko-Rel does not affect the game, yet it ultimately harms the player who wants to finish it.
Siding with Nikki
Nikki will put her faith in you if you shoulder the blame for what happened. Star-Lord will use her access card when they return to the Nova Corps ship in chapter 7.
What’s the best choice?
Whenever you can support Nikki, however, without her access card, you will lose out on a few items in chapter 7. Ko-Rel isn’t harmful, but it doesn’t give much either. Taking the blame for Nikki is a great way to immerse yourself in the Marvel universe. Star-Lord is a wonderful father!
Sell Groot or Rocket?
There are no escaping Nova Corps’s fines. There are not enough units in the Guardians’ inventory to pay their fee of 7,000/8,000 units. That’s where they go next, to Lady Hellbender’s house in Seknarf 9 and her monster collection. The monster queen wants to buy Groot or Rocket, but which Guardian is worth more?
Suppose you decide to get rid of Groot.
Lady Hellbender’s jaw will fall to the ground if you try to sell her Groot. She has a Flora Colossus in front of her, and she is aware of how significant he is to her. In discussions with Lady Hellbender, you should always allow Drax to speak. With Drax in charge, the Guardians may have 12,000 units.
Suppose you decide to get rid of Rocket.
Lady Hellbender’s jaw will fall to the ground if you try to sell her Groot. She has a Flora Colossus in front of her, and she knows how significant he is to her. In discussions with Lady Hellbender, you should always allow Drax to speak. With Drax in charge, the Guardians may have 12,000 units.
What is the best option?
When starting with the Lady Hellbender chapter, selling Groot is the best option and the default one. If Drax does all the talking, you’ll walk away with 12,000 units. There will also be a stealth-like task for Guardians to do, as Lady Hellbender and her guards are prone to boozing. If you choose to sell Rocket during this scenario, you will lose a hidden outfit.
Why not let Gamora go after Raker?
As soon as she witnessed what Raker did to Nikki, Gamora’s anger for him grew. When she finally has the chance to go after him on her own in chapter 8, it all comes to a boiling point. You might not think you have any say in the matter at first, but Star-Lord has the power to intervene if you so choose.
Stopping Gamora requires action, not a conversation choice. When you run after her, Star-Lord slips and falls down a precipice because of your actions. Gamora will do a U-turn to save him, giving Raker plenty of time to flee. Despite her displeasure, she’ll remain at their side during the remaining portions of Chapter 8.
Let Gamora go
You won’t see Gamora again until the conclusion of the story if you let her leave. To show for her efforts, she’ll have Raker’s right arm.
What is the best option?
Make Rakker the prey of Gamora’s pursuit. Star-Lord, Groot, Rocket, and Drax are capable of defending themselves even without her assistance. Gamora’s abilities will no longer be sufficient. Therefore you’ll need to reevaluate your approach. Rakker’s boss fight will be significantly simpler because of the harm she inflicts on him in chapter 8. Chapter 8’s edge over the Rakker boss fight is considerably more critical.
The galaxy is doomed, according to the Worldmind’s predictions. On the other hand, the Guardians are aware of something that not even the galaxy’s wisest beings are. Like the Nikki/Ko-Rel decision, this one does not influence the rest of the game since it allows the Worldmind to think what it wants to believe. If you can cause the Worldmind to question itself, you’ll reap the rewards later on. The Worldmind will rethink its gloomy attitude if you select the right discussion options in Chapter 14. The correct responses are as follows:
- Share intel
- Appeal to duty
- Put in perspective
The promise has the potential to sway even Cosmo. In the meantime, the Guardians are held hostage in a state of suspended animation. You’ll be able to either liberate Cosmo from the pledge or allow him to submit to Magus’s influence. To release Cosmo from the promise, you’ll need to make the appropriate choices in the discussion, just like the Worldmind did. They’re as follows:
- Offer hand
- Focus on present
- Remind about puppies
Cosmo will aid you in chapter 14 if you free him. If you succeed in persuading The Worldmind, the Guardians will arrive in Rakker’s territory with a formidable force.