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iStory:Friend or Foe/chapter 106 alternatives: Difference between revisions

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add options 21-23
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| Option 21 (enraged case 2):<br />Warn the maintenance workers,<br />pin down the Kill Squad,<br />defuse some of the bombs
| Option 21 (enraged case 2):<br />Warn the maintenance workers,<br />pin down the Kill Squad,<br />defuse some of the bombs<p />Option 22 (flee case):<br />Warn the maintenance workers,<br />pin down the Kill Squad,<br />flee the scene
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{|class="wikitable collapsible collapsed" width="100%"
{|class="wikitable collapsible collapsed" width="100%"
! click "show" to view summary
! click "show" to view summary
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|The player chooses to go to the "Maintenance Chamber" first to keep the workers away from Red Eye. Upon arriving there, the player tells the workers that they are their friends. One worker questions why the player and the Primatech contractor are carrying machine guns, then. The player then replies that their enemies plant bombs on dams and, after explaining the situation to them, promises to help them get off them dam if they avoid Red Eye. The leader of the workers then asks what the player intends to do now, and the player chooses to reply that they are going to take care of the bomb.
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The contractors then return to the control shed to reassess the situation. They examine the closed-circuit cameras again and see that the swimmers are finishing up with the explosives; the Kill Squad soldiers on the dam are on high alert; and that Anna and Red Eye are still talking, but are much quieter now. They then debate on how to proceed. The player gives the following options: One, wait for the swimmers to leave, then swim up behind the dam and defuse the bombs while the Kill Squad is evacuating; two, charge the squad members and hope they think they are more of than they really are and retreat; or three, pin them down so that the Kill Squad has no choice but to pull the fuses.

The player chooses for them to pin down the Kill Squad. The player stacks the spare ammo in a pile behind the control shed, while the Primatech contractor creeps out to the railing for a view over the ice. Then, the contractors give each other thumbs-up and begin shooting. The dam is bare and open, and the Kill Squad can't retreat or charge without stepping into the contractors' line of fire. However, the Primatech contractor notes that the Kill Squad is not pulling the fuses and he is down to his last clip. The Pinehearst contracted player notes only having one clip left as well, and then Red Eye appears from the stairwell and the Kill Squad begins to shout at and fight each other. The contractors quickly roll out of view. They discuss that they don't know how much time is left on the fuses. They presume that Anna must still be somewhere below, and since the stairwell is blocked by Red Eye, they must decide to either try and sneak down to the water intake and disarm the bomb or flee the scene.
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| Option 22 (flee case):<br />Warn the maintenance workers,<br />pin down the Kill Squad,<br />flee the scene
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{| width="600px"
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! width="300px" | Option 21
! width="300px" | Option 22
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|The player chooses for them to try and sneak down. The railing is only 20 feet away, but it's wide open with no cover. When the contractors make their move, they run into several workers from the dam. Red Eye is letting them past so they can escort Anna to safety. The worker in front of the player lets out a shout and the player tries to claim they are friends, but it's too late. A wave of [[primal rage|rage]] drops on the contractors and the only thing the player can do is shout "explosives!" before the player's consciousness completely fades to red. When the player later awakens, the player has a faint memory of Anna realizing the situation, shouting over her shoulder, and running. Then, the player recalls nothing but flashes and noise for a while. Finally, the player remembers a bang that goes on forever as bodies take flight when the dam explodes.
|The player chooses for them to attempt to flee, saying that the situation is hopeless. The Primatech contractor looks at the player, nods, and then, together, they get to their feet and run. A few bullets pass by, but no one follows. Upon reaching the end of the dam, the player turns and watches the action in the distance. Finally, a bang occurs that knocks the player flat on the ground before it can even be heard. A wall of water whips by in the gap where the dam once stood and an eerie silence takes hold in the air. The Primatech contractor says that it's over, and the Pinehearst player notes that they are gone, and that everyone is gone. The Primatech contractor says for them to go, and that he will buy the player a drink in Florida.
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| Option 23 (personal death case ):<br />Warn the maintenance workers,<br />charge the Kill Squad
| Option 23 (personal death case 5):<br />Warn the maintenance workers,<br />charge the Kill Squad
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{|class="wikitable collapsible collapsed" width="100%"
{|class="wikitable collapsible collapsed" width="100%"
! click "show" to view summary
! click "show" to view summary
|-
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|The player chooses to go to the "Maintenance Chamber" first to keep the workers away from Red Eye. Upon arriving there, the player tells the workers that they are their friends. One worker questions why the player and the Primatech contractor are carrying machine guns, then. The player then replies that their enemies plant bombs on dams and, after explaining the situation to them, promises to help them get off them dam if they avoid Red Eye. The leader of the workers then asks what the player intends to do now, and the player chooses to reply that they are going to take care of the bomb.
|{{sectstub}}

The contractors then return to the control shed to reassess the situation. They examine the closed-circuit cameras again and see that the swimmers are finishing up with the explosives; the Kill Squad soldiers on the dam are on high alert; and that Anna and Red Eye are still talking, but are much quieter now. They then debate on how to proceed. The player gives the following options: One, wait for the swimmers to leave, then swim up behind the dam and defuse the bombs while the Kill Squad is evacuating; two, charge the squad members and hope they think they are more of than they really are and retreat; or three, pin them down so that the Kill Squad has no choice but to pull the fuses.

The player chooses for them to charge the squad members, but the contractors don't make it more than ten yards before they are both gunned down. A couple of yards away, the Primatech contractor gives a weak thumbs-up and says he is not a pessimist, but a realist and his eyes close.
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Revision as of 07:32, 10 January 2009

According to an e-mail sent to Heroes Evolutions participants, there are 14 possible outcomes. This page notes the different possible versions of chapter 6 of Operation Splinter.

All cases

After 10 minutes, the Primatech contractor and the Pinehearst contracted player reach a small control shed at the end of the dam just outside town that was in Aaron's photo. In the shed, there are four closed-circuit camera displays: The first display, labeled "Generator Room", shows inside the dam where water roars through conduits and spinning machinery. Red Eye and Anna are there arguing. The next one, labeled "Maintenance Chamber", depicts a large, dark room next door to the first. A group of dam workers are hiding in the chamber, armed with pipes and tools. The third one, labeled "Upper Deck", shows the top of the dam, where a dozen Kill Squad soldiers are patrolling and a truck waits at the far end of the dam. And the fourth display, noted as "Water intake", shows a row of giant grills in the water on the back side of the dam, just below the upper deck. The lake next to the back side is mostly covered by ice, but in the open patches around the grills, four men in wetsuits are tying high explosives to the water intake.

The Primatech contractor tells the player about the potential ways things could go wrong: the workers jumping Red Eye and Anna, Red Eye jumping the soldiers or the bomb not getting defused. The player then asks if pessimism is a Primatech job requirement, and the Primatech contractor replies that it's more like an occupational hazard. The Primatech contractor lets the player choose their path.

Options

Option Summary
Option 1 (optimal case):
Warn the maintenance workers,
enlist Red Eye's help,
sneak to the bombs,
disarm the bombs despite the sniper fire

Option 12 (get Red Eye's help first case 1):
Talk to Red Eye,
warn the maintenance workers,
sneak to the bombs,
disarm the bombs despite the sniper fire

Option 2 (canon case 1):
Head to the water intake,
wait for the squad to leave,
defuse some of the bombs,
get Red Eye's help
Option 3 (canon case 2):
Head to the water intake,
attack the squad in the water,
surrender but inform the squad about Red Eye and Anna
Option 4 (personal death case 1):
Head to the water intake,
wait for the squad to leave,
defuse some of the bombs,
try to attack Red Eye
Option 5 (Anna dies case 1):
Head to the water intake,
wait for the squad to leave,
defuse some of the bombs,
hide until the Kill Squad leaves
Option 6 (enraged case 1):
Head to the water intake,
attack the squad in the water,
surrender and keep quiet about Red Eye and Anna
Option 7 (evacuate dam case 1):
Warn the maintenance workers,
enlist Red Eye's help,
sneak to the bombs,
stop disarming when the sniper fire occurs

Option 13 (get Red Eye's help first case 2):
Talk to Red Eye,
warn the maintenance workers,
sneak to the bombs,
stop disarming when the sniper fire occurs

Option 8 (charge case 1):
Warn the maintenance workers,
enlist Red Eye's help,
charge to the bombs,
disarm the bombs despite the sniper fire

Option 14 (get Red Eye's help first case 3):
Talk to Red Eye,
warn the maintenance workers,
charge to the bombs,
stop disarming when the sniper fire occurs

Option 9 (charge case 2):
Warn the maintenance workers,
enlist Red Eye's help,
charge to the bombs,
evacuate when the sniper keeps firing

Option 15 (get Red Eye's help first case 4):
Talk to Red Eye,
warn the maintenance workers,
charge to the bombs,
evacuate when the sniper keeps firing

Option 10 (personal death case 2):
Warn the maintenance workers,
shoot Red Eye,
charge the Upper Deck
Option 11 (personal death case 3):
Warn the maintenance workers,
shoot Red Eye,
shoot cover fire for the workers', Anna's and Red Eye's escape
Option 16 (Red Eye only case 1):
Talk to Red Eye,
help Red Eye fight off the dam workers

Option 17 (Red Eye only case 2):
Talk to Red Eye,
gun down the Kill Squad leaders

Option 18 (canon case 3):
Warn the maintenance workers,
wait for the squad to leave,
defuse some of the bombs,
get Red Eye's help
Option 19 (personal death case 4):
Warn the maintenance workers,
wait for the squad to leave,
defuse some of the bombs,
try to attack Red Eye
Option 20 (Anna dies case 2):
Warn the maintenance workers,
wait for the squad to leave,
defuse some of the bombs,
hide until the Kill Squad leaves
Option 21 (enraged case 2):
Warn the maintenance workers,
pin down the Kill Squad,
defuse some of the bombs

Option 22 (flee case):
Warn the maintenance workers,
pin down the Kill Squad,
flee the scene

Option 23 (personal death case 5):
Warn the maintenance workers,
charge the Kill Squad

Notes

  • Option 1 is the optimal/successful case since the primary objectives of Anna being rescued, the dam being saved, and both contractors staying unharmed are completed. Option 8 has the same result, but requires the contractors to risk their lives to a greater extent needlessly. Option 12 also has the same result, but risks the maintenance workers falling prey to the Kill Squad while the player talks to Red Eye. Option 14 also has the same result, but it both risks the maintenance workers falling prey to the Kill Squad while the player talks to Red Eye, and the contractors risk their lives to a greater extent needlessly.
  • Options 2, 3, and 18 are near-canon cases since in those cases, the Kill Squad gets away with Red Eye and Anna. The official ending, Graphic Novels #117-118, picks up with the Kill Squad holding Red Eye and Anna prisoner in the woods, and the squad torturing Red Eye.
  • Options 9 and 15 have a similar result to Option 16, but in Option 16 the dam workers are not notified of the impending explosion and do not flee when the player shouts for everyone to leave. Also, the contractors are not under sniper fire in Option 16.
  • A table of the various options and their outcomes is listed below for reference:
Table of Options and their Outcomes
Option Anna rescued? Dam saved? Contractors unharmed? Outcome link
Option 1,
Option 8,
Option 12,
Option 14
Y Y Y Link #1
Option 2,
Option 18
N Unknown Y Link #2
Option 3 N N Y Link #3
Option 4,
Option 19
Y Y Y Link #4
Option 5,
Option 20
N Unknown Y Link #5
Option 6 N N Unknown Link #6
Option 7,
Option 13
Y N Y Link #7
Option 9,
Option 15
Y Partially N Link #8
Option 10
Option 23
N N N Link #9
Option 11 Y N N Link #10
Option 16 Y Partially N Link #11
Option 17 N N Y Link #12
Option 21 Unknown N N Link #13
Option 22 N N Y Link #14