![]() When Delilah wakes you up to see the first fire of the summer, it turns into an oddly tender moment if her and Henry are friendly. This option doesn’t seem to pop up on later days, however, such as when you hike up to the supply box to pick up your food (and only your food, hopefully). ![]() If you push her, you’ll still get a funny little conversation for your troubles. If you ask Delilah about it, she’ll tell you it’s only for emergencies and that you definitely can’t go for a ride in it - hinting even early on that she doesn’t actually want to meet you. While the game doesn’t lead you to this point until the very end, you can still stumble across the emergency cable car as early as Day 2. To check it out for yourself, head over to this spot on the map: The Cable Car If you walk up to the area below his living space at any time during the game, you can’t actually see his little habitat but you can hear his chimes. Ned’s WorkshopĪt the end of the game, Ned lets you up to his hideout to have a bit of a rummage through his stuff and you discover that he has quite a nice view over the valley, complete with a set of home-made chimes. Being in the ‘wrong’ area generally tends to result in some new dialogue - if you radio Delilah about the utility poles on Day 1, she’ll also give you the helpful tip that you are way off course. This won’t happen on Day 2, though you will get a chance again in the last couple of days while the air is smoky. Most people would have found the decrepit old outhouse, but if you hike a little further along from that you’ll find a burnt out old shack.Įxplore the house and you’ll encounter an event that you can radio Delilah about - in exchange for an interesting story about the house and its former inhabitant, ‘Racoon Carter’. This little scene can be experienced either really early in the game or right near the end, but your best chance of getting it is to hike out to the power poles on Day 1 instead of going through the cave back to your tower. As a plus, this is one of the earliest places you can pick up Turt Reynolds/Shelley Duvall. ![]() “What is this, the Twilight Zone?” she asks. The trail is completely blocked off by an ‘impassable rock slide’, and a conversation with Delilah reveals that this is indeed the only way in or out of the Two Forks area. ![]() While in my first playthrough I didn’t try to return to the Thorofare Trailhead at all - Delilah never asked Henry to go back there, after all - if you do decide to make the hike back down there, you’ll be in for a bit of a shock. The stuff I said up there is the full answer to this question, but, in short: "No, there aren't really multiple endings.Author’s note: As Firewatch was my top game for 2016, I’ve republished this story from earlier this year for anyone else planning a replay over the holidays! The Road In So from how i understand it, there are different dialogues throughout the game, depending on your choices, but that doesn't seem to resolve in multiple different endings. Beyond that, we've tried to infuse the world with enough space and points of interest for it to be convincing and to stand up to player exploration and curiosity. You aren't going to be unlocking a bunch of endings or finding crafting components or doing "side quests." (All those things are great, but not what this particular game is about.) The world and game are built to support a particular story, which we did our best to tell, and to facilitate two fully-realized characters, which we did our best to outfit with enough player responsiveness to create a meaningful sense of interactivity and realism. It is a narrative game first and foremost. If people like spending time in the game enough to play it again, I could imagine dedicating more time and energy to poking into all the corners.Īll that said, this isn't The Elder Scrolls or Dragon Age. Generally speaking, I suspect people's first playthroughs will be somewhat non-intentional. I think it would be hard to find "everything" unless you have explored the world pretty thoroughly and know your way around the map. Most of the people I've seen play through the entire game have found different instances of these things. There are also locations and things to find in the world that are not required by or even related to the main story of the story. That's one of the big things that will differentiate multiple playthroughs. Originally posted by chrisremo:There is far more dialogue in the game than you could ever see in a single playthough, and much of that different dialogue is mutually exclusive, which means if you say one thing rather than another thing, it will affect what happens next, and you can't go back and "change what you said".
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