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If enough team members are still alive at the start of chapter seven in The Dark Pictures Anthology: Directive 8020, your task is to send a message back to Earth and the folks monitoring the mission on the planet Andromeda behind you, based on your previous choices.
In this episode, three crew members can die, all involved in the Charybdis mission, each risking their lives at different points. Your goal is to get your survivors back aboard the ship and uncover the truth behind the strange phenomena occurring during the mission.
Holdout – Discovery
If there are survivors, you’ll begin a mission to follow the probe to the main station to send your chosen message. This is mainly a straightforward escort task: follow the waypoints until you reach an area where you need to repair the transmitter to send the message.
To repair the transmitter, interact with the marked spots on it, replacing a broken chip. However, the serial number is incomplete, so you must guess the code. Use “2540” to access it.
A cutscene then separates the crew, leading to a scene called Search Party, where you’ll need to find Anders. To identify the authentic Anders, talk to her over the communication system to triangulate her location, which is near stalactites in a cave.
Stalactites are rocks hanging from cave ceilings. When you reach the fork in the path, the cave with stalactites is on the right. Finding the real Anders here will unlock the “Stalactites” scene. If you find an imposter, it will instead unlock a scene called “Cavern.”
The next part involves the Charybdis encounter. The scene varies depending on what message you sent last episode — WARNING SENT if you informed the crew of the dangers on Tau Ceti F, or help request if you didn’t.
From there, the crew returns to the Cassiopeia ship, revealing further scenes based on whether Mitchell is alive or has died during the previous fire test involving alien matter.
Infested – Truth
This chapter features a tense sequence of hiding from monsters, with some wearing the faces of your crew members. Briana Young gets separated early on and must navigate the Pod Room to evade a creature.
The power to the door gets cut when Young reaches it, so restoring power is necessary. Enter the bathroom to repair the power. Success here unlocks the “Slip Away” scene; failure results in Young being caught.
Next, Cernan and Anders try to escape together. They evade a creature in the Geoscience area but find the door without power. To fix this, scan the environment for a power control module on the wall. Carefully avoid the monster as you reroute power upstairs and then move to the waypoint to evacuate.
Later scenes depend on who makes it to the reunion. If all survive, Young reunites with the others, escaping through the Pod Room, and Cernan and Anders do the same from Geoscience and The Hunt. If someone is caught, you’ll see scenes where they are trapped or evade monsters, with alternative routes depending on who survives.
The Clones and the Final Scene
Another decision hinges on who is alive — especially regarding Cernan and Anders. There are multiple paths:
- Find the real Anders during the Search Party scene and make it out without Cernan, avoiding the monster.
- Identify the impostor Anders while also escaping without Cernan and the monster.
- Trust Cernan, who is alive when you reach the Bridge Ops.
In the scene where everyone gathers in Bridge Ops to watch a message from the original Briana Young, what you see depends on whether Williams survived.
- If Williams is alive: You get scenes where he admits he knew about the program all along, despite being a clone, leading to interrogation. Depending on prior decisions, you might see Mitchell dead but with Anders saved, or Mitchell alive but with complications related to earlier choices.
- If Williams is dead: The scene proceeds without further details, leading into the final chapter.
The game’s ending varies significantly based on your choices, setting the stage for an unpredictable and intense conclusion.





