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Saddled with a hefty fine and only three cycles to pay it, the Guardians set course for Seknarf Nine, a storm-ravaged planet ruled by a notorious monster collector.
― Replay summary

Chapter 3: The Cost of Freedom is the third of sixteen chapters in Marvel's Guardians of the Galaxy. The Guardians of the Galaxy must find a way to earn enough units to pay their fine, and thus decide to sell Groot or Rocket to the famous Monster Queen of Seknarf Nine.

Summary[]

When the search on the Milano for enough units turns out to be a fail, the Guardians of the Galaxy decide the best way to get the money they need is to sell either Rocket Raccoon or Groot to Lady Hellbender under the false pretense that they're a terrible monster. The group lands (roughly) onto Hellbender's planet of Seknarf Nine and make their way through the treacherous jungle that lies before her fortress. Along the way, Peter Quill discovers the ability for his Element Guns to freeze anything he fires upon.

Objectives[]

  • Search your quarters for units.
  • Exit the Milano.
  • Reach Lady Hellbender's fortress.
  • Get to higher ground.
  • Cross the jungle.
  • Get across the chasm.
  • Get to higher ground.
  • Get atop the wrecked ship.
  • Reach Lady Hellbender's fortress.
  • Climb the wreckage.
  • Cross the ravine.
  • Get over the cliffs.
  • Reach Lady Hellbender's fortress.

Compendium[]

Category Entry Notes
Characters -- ??
Factions -- ??
Creatures Jackogel, Mantane, Slakebeast, Common Barbwing ??
Places Seknarf Nine ??
Items Chitauri Sear-Cuffs ??
Archives Collateral Damage, Off The Grid, Stupid Job ??

Outfits[]

Outfit location seknarf nine

Location for Groot's outfit.

Walkthrough[]

This chapter begins on the Milano with the crew overwhelmed by the fine of 7000 / 8000 / 9000 that they must pay in three cycles. If the player picked up the Collectible items—Spinal Control Unit, Ravager Comm Bracelet, Broken Translation Device—during Chapter 1: A Risky Gamble, their conversations can be started in Rocket and Peter's rooms, or in the cargo bay near Groot's. The first objective is completed upon entering Peter's room and checking his dresser. The cutscene, regarding what they will do, ends with an inevitable choice: "Sell Groot" or "Sell Rocket", which will radically alter what occurs in Chapter 4: The Monster Queen. This can be changed towards the end of this chapter.

Once the Milano lands on Seknarf Nine, the player must descend, choose a dialogue option ("Build morale", "Work on sales pitch", or say nothing), and follow the available path to an area with trees resembling circular platforms. Jumping from plant to plant, lightning will strike at certain intervals; moving forward is only possible with a lot of duck and cover behind bushes. These platforms offer Components useful for new improvements. There is also another choice: "Fan the flames", "Refocus the team", or keep quiet.

This goes on until a mighty lightning strikes and tears up the platform the crew is on. The next moment, they land in the jungle below and fight against jackogels. To climb the Resistance ship, Peter must destroy brittle material so that Drax can drag a reactor out to climb; after, shoot more brittle material and have Rocket lower the wing array. While climbing ths ship, Peter can find Collateral Damage.

Upon arrival at an area where Gamora finds footprints, Peter can do a little detour to find a 'mysterious' cave by looking for a huge red curly structure, walkings in that direction, and turning to the right. Walk though a path with some Components to the very end and look to the left for the cave. Peter can go inside, pick up Components, then shoot at regenerating matter; he will run into two Jackogel and must fight them. (See Trivia below.) Shoot brittle stuff to dicover more Components and Gamora's Guardians of the Galaxy (2014) outfit. Here, Peter can talk to Rocket and choose: "Empathize", "Doubt it", or say nothing.

Walk towards the Seknarfian Dungblotch, next to which lightning strikes, and have Gamora cut the pistil. Another choice appears: "Refocus team", "Defend Gamora", or remain silent. The crew will then find a retracted Chitauri bridge. Peter can decide to "Encourage Drax" (Drax throws Rocket over the chasm and he extends the bridge, but becomes furious) or "Stop Drax". If Rocket isn't thrown, the player must look down to the left of the bridge. Jump down and shoot the brittle material. The passage leads to a cave and a chasm, where Drax can create a bridge by pushing a stone obelisk.

In the next area, the crew fights a number of Mantane. Afterwards, let Gamora cut a path and move on. Another banter choice will come up: "Make up a legend", "Question Drax", or stay silent. After Gamora cut more vines, the crew will find a chasm across which a Nova Bomber lies. Go to the left where eventually the crew must shimmy across a ledge, and cross a stone bridge that is split in two by a massive tentacle. An action event follows (PS: , XB: ?, PC: C) where Gamora saves Peter.

After a short cinematic, the player must fight a Slakebeast; during the battle, the "Health Markers" and "Call-To-Action" (PS: ?, XB: ?, PC: E) tutorials appear. After the enemy retreats, the player must find a way up the Nova shipwreck (or shoot regenerating matter to find a hidden Workbench area). The player must let Gamora anchor herself to the ship's craggy wall and pull Peter up; once on top, shoot brittle material to release a reactor that Drax can move about. The player can place it next to a rectangular-shaped rock wall; climb it to pick Components and jump down to grab the Chitauri Sear-Cuffs and more Components. To leave this secret area, have Gamora pull Peter over and slide down back to the main area. Drax must then move the reactor to a spot below the cables; Gamora will cut them and release the bomber's wing to serve as a bridge. On top of the ship is the archive Off The Grid.

After a short section of tree platforms, the crew falls into a pool of red goo and Peter unlocks a new form for his Element Guns. After that, more Jackogels attack and the "Element Shots" tutorial appears. With the enemies gone, the player must climb the Chitauri wreckage and instruct Drax to pull out the lower extendable cannon cartridge. To keep it in place, Peter must freeze the machanism with the Ice Shot and have Rocket enter the access point to free the other cartridge. Peter must freeze it as well. After climbing, Gamora can cut the cables. Pick up the archive Stupid Job before jumping down.

Peter can explore the area. Jumping to the left to find regenerating matter, the player can destroy it and squeeze inside the passage. Then Peter must slide and jump to find Components, freeze geysers, climb up to find more Components and jump down to rejoin the group. Then, by going right, they will find another retracted Chitauri bridge. If Rocket wasn't thrown earlier, Peter can choose: "Stop Drax again" or "Encourage Drax". He will extend the bridge with the latter choice. Otherwise, an alternative route is needed. It involves destroying brittle material to the right, and sidle into the corridor. Scan the structural weakness in the 'stink-wall', have Drax throw a boulder at it to create a path, and pass through.

In the new area, follow the conversation regarding the cage and fight the two Slakebeasts. After the fight, Peter will pick up the cage and take it with him. Rocket will then complain about the mission; Peter can join in and choose "Rally the team", "Horse around", or keep quiet. Jump down on a rock; there is mooring for Groot to make a bridge. One can advance by freezing a geyser to the right, or take a detour to the left. Jump, destroy the brittle material to enter a cave, freeze another geyser and climb to the top to find Groot's Five Horsemen of the Apocalypse outfit. Go back to the crew.

After having Gamora cut the vines, freeze two geysers in succession to climb and get a look at Lady Hellbender's Fortress. Upon seeeing an Acanti fly by, Peter can join in the conversation: "Stay optimistic", "Vent with team", or "(...)". Walk until the team reaches a narrow gap and squeezes in, where a cutscene starts. Peter activates the cage, but upon Gamora or Drax voicing their disagreement with the idea of selling Rocket or Groot, respectively, Peter can choose between two options: "Stand your ground" or "Change your mind". Whichever is chosen, the player must walk towards the fortress.

During the cinematic, Peter's mind wanders and the scene fades to the flashback scene from the Prologue at the Quill Farm, just before Meredith leaves young Peter's room. If one didn't inspect the room closely before, this is another chance to do so. The objective is to join Meredith in the kitchen. There is a quicktime event, where Peter can blow out the candles. During the conversation, Meredith is reluctant to let him go to the cinema with his friends. Peter gets three different choices soon after the other. First, "Deflect" or "Qualify"; then "Rationalize" or "Compromise"; and finally, "Reassure" or "Argue". In the end, she relents—gives him the money—and sends Peter upstairs to her bedroom to pick up his birthday gift. Some exploration can be done here (if not, this can be done during Chapter 6: Between a Rock and a Hard Place). Interacting with the gift will initiate the next chapter.

Gallery[]

Trivia[]

  • It should be possible to avoid the Jackogels in the "mystery" cave if Peter doesn't squeeze through the gap and returns to the main area; proceed with the lightning strikes scene, let Gamora cut the pistil, and advance to the next area. After the banter choice, return to the cave. The enemies shouldn't appear in the cave then.
  • The "hockey mask one" movie that Meredith mentions is none other than Friday the 13th. It is unclear which they are talking about, but it might any of the first seven films in the franchise (since Peter seems to have been kidnapped during or after 1989). Peter counters her argument with her watching the 1973 horror film The Exorcist.

References[]

  1. In-game information.


Walkthrough
0: Meredith  •  1: A Risky Gamble  •  2: Busted  •  3: The Cost of Freedom  •  4: The Monster Queen  •  5: Due or Die  •  6: Between a Rock and a Hard Place  •  7: Canine Confusion  •  8: The Matriarch  •  9: Desperate Times  •  10: Test of Faith  •  11: Mind Over Matter  •  12: Knowhere To Run  •  13: Against All Odds  •  14: Into The Fire  •  15: Broken Promises  •  16: Magus
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