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Directive 8020 Guide – How to Unlock All Endings

See how to unlock every Directive 8020 ending, including Everyone Lives, Beacon, Docked, Hitchhiker, Massacre, Game Over, and Everyone Dies routes, with the key requirements and best Turning Points approach.

Directive 8020 All endingsDirective 8020 has 10 main ending variants, built around survivor count, final-message consequences, Character Destinies, intruder status, and the final escape route.

Your result depends on who survives, if the Growth/mimic threat is resolved, which Destinies you unlock, how you handle Young’s final message, and if Eisele ends as The Humanitarian or The Scientist in the post-credit branch. 

Major spoiler warning: this guide covers Episode 8, Cycle 13, the Cassiopeia, the Growth, the cloning program, Eisele’s post-credit decision, and bad endings.

1. What Is the Best Ending in Directive 8020?

The best ending is treated as the Everyone Lives route with Eisele as The Humanitarian.

Directive 8020 does not label this route with a trophy called “True Ending,” but it is the cleanest and most complete resolution because the crew survives, the escape succeeds, and Eisele stops the cycle instead of letting the clone program continue.

2. All Directive 8020 Endings List

Mitchell

Mitchell

Directive 8020 has one main finale that branches into different consequences, such as Homeward Bound, Hitchhiker, Docked, Docked / Not Alone, Game Over, and the wider epilogue branches like Forever and Ever, Beacon, Eisele the Humanitarian, and Eisele the Scientist.

EndingBasic RequirementEnding Outcome
Best EndingSave the crew and make Eisele The HumanitarianThe crew survives and Eisele stops the cycle.
Everyone LivesKeep the crew alive through the final escapeThe crew escapes Tau Ceti f together.
Forever and EverPush the route into the clone-cycle endingThe story focuses on the repeated Cycle 13 / clone program.
DockedReach the docked route without the worst hidden threatThe ship docks and the final consequence is relatively safe.
BeaconSend the distress / signal routeThe ending centers on the message sent out.
Docked / Not AloneDock while the threat is still unresolvedThe crew docks, but something is still aboard.
Homeward Bound / MassacreEscape, but lose most of the crewThe escape succeeds, but at a heavy cost.
Homeward Bound / Masks OffEscape while exposing the mimic / identity truthThe final cutscene focuses on who was real and who was not.
HitchhikerEscape while a hidden threat remainsThe crew leaves, but the danger comes with them.
Game OverLose all playable routesThe story collapses because no viable crew route remains.
Everyone DiesLet the crew be wiped outEveryone dies and the threat is not stopped.

3. How to Unlock All Endings in Directive 8020

The easiest way to unlock every Directive 8020 ending is to create one clean survival route first, then use Turning Points to branch into the darker outcomes. Do not replay the full story unless you also need trophies, collectibles, or death scenes.

3.1. Everyone Lives + Eisele the Humanitarian

Young Escaping

Young Escaping

The true ending is the cleanest version of the story. It is not just “escape alive.” You also need Eisele to reach the Humanitarian route, so she decides the clones are human and stops the cycle.

  1. Keep the crew alive through the early and mid-game routes.
  2. Do not shoot Williams when the game gives you the choice.
  3. Handle the Eisele duplicate test correctly and avoid sending the wrong Eisele forward.
  4. Find the correct Anders on Tau Ceti f.
  5. Take Williams with you when the game gives you that option.
  6. Choose crew-first / humanity-first answers whenever Eisele’s empathy is being shaped.
  7. Pass the Episode 8 QTEs and help the crew instead of running from them.
  8. Reach Eisele’s Humanitarian route so she stops the cycle.

Outcome: The surviving crew escapes together, giving you the cleanest survival route. Best to make sure Eisele becomes The Humanitarian by increasing her Sympathy trait.

3.2. Forever and Ever 

Young

Young

Forever and Ever is tied to the wider clone-cycle side of the story. This focuses less on simple survival and more on the repeated cycles, the Cassiopeia mission, and the truth behind the experiment.

  1. Reach the finale with the clone-cycle truth exposed.
  2. Follow routes that reveal the mission is part of a repeated experiment.
  3. Let the final area lean into the Cycle 13 / clone-program interpretation.
  4. Pay attention to Eisele’s final Destiny state.

Outcome: The ending reframes the story around the repeated cycle and the purpose of Directive 8020 rather than only showing a normal escape.

3.3. Docked 

Docked ship

Docked ship

Docked is the safer version of the docking route: the ship reaches its docked outcome without triggering the Not Alone reveal from an unresolved mimic or intruder threat.

  1. Keep the escape or docking route active.
  2. Do not let the story collapse into Game Over.
  3. Resolve the worst mimic/intruder danger before the final QTE locks.
  4. Reach the final docked state without triggering the Not Alone variant.

Outcome: The ship docks, and the final scene does not immediately reveal a hidden threat aboard. It is safer than Docked / Not Alone, but it is not necessarily the true ending unless Eisele’s Humanitarian route is also active.

3.4. Beacon 

Beacon message

Beacon message

Beacon is tied to the signal/message route. It is one of the easier endings to test with Turning Points because it depends on a late-game communication branch.

  1. Reach the final message branch.
  2. Choose the SOS / distress-style signal route.
  3. Continue through the finale.
  4. After unlocking Beacon, return through Turning Points and choose the other final-message option to compare the alternate message outcome.

Outcome: The cutscene focuses on the signal being sent out and what that means for the wider story. It is a message-focused route rather than a pure survival or death.

3.5. Docked/Not Alone 

Not Alone consequence

Not Alone consequence

Docked/Not Alone is the horror version of Docked. The crew reaches a docked outcome, but the danger is not really gone.

  1. Reach the docked route.
  2. Leave the mimic / alien threat unresolved.
  3. Fail to fully expose or remove the hidden danger.
  4. Keep enough of the route alive to dock instead of fully failing.

Outcome: The ship docks, but the scene suggests the crew is not alone. The threat is still aboard, turning the apparent success into a darker ending.

3.6. Homeward Bound/Massacre

Massacre consequence

Massacre consequence

Homeward Bound/Massacre is a pyrrhic victory. The crew gets away, but too many people die.

  1. Keep the main escape route active.
  2. Let several crew members die before or during the finale.
  3. Fail some late survival checks or QTEs.
  4. Still complete the final escape route.
  5. Do not kill everyone, or the route may become Game Over / Everyone Dies instead.

Outcome: The escape succeeds, but only after heavy losses. The ship or shuttle lifts off while most of the crew dies during the final sprint.

3.7. Homeward Bound/Masks Off 

Masks off consequence

Masks off consequence

Homeward Bound / Masks Off focuses on the mimic and identity reveal. This is the route where the escape continues, but the truth about who was human becomes the main point.

  1. Collect evidence about the mimic/duplicate threat.
  2. Pay attention to suspicious behavior and visual clues.
  3. Confront the identity problem instead of ignoring it.
  4. Reach a Homeward Bound-style escape route with the reveal still active.

Outcome: The crew moves toward escape, but the ending focuses on exposing the truth about impostors, duplicates, or who was really human.

3.8. Hitchhiker

Hitchhiker consequence

Hitchhiker consequence

Hitchhiker is another dark escape route. The crew leaves Tau Ceti f, but the alien threat comes with them.

  1. Keep the escape route active.
  2. Leave a hidden intruder / mimic condition unresolved.
  3. Miss or ignore evidence that would expose the threat.
  4. Complete the escape anyway.

Outcome: the final scene looks successful at first, but a final reveal suggests something dangerous is traveling with the survivors. This makes Earth unsafe even though the crew escaped.

3.9. Game Over 

Final Cutscene

Final Cutscene

Game Over happens when the story loses every playable path.

  1. Let playable characters die across the route.
  2. Fail major QTEs or stealth sections.
  3. Make unsafe choices when characters are already vulnerable.
  4. Keep pushing bad branches until no viable playable route remains.

Outcome: The story reaches a fail state because there is no usable crew route left. This is best saved for ending cleanup, not your first playthrough.

3.10. Everyone Dies

Directive 8020 QTE

Directive 8020 QTE

Everyone Dies is the worst full ending. The crew is wiped out, and the threat is not stopped.

  1. Fail important survival checks.
  2. Let trust and relationship routes collapse.
  3. Choose unsafe mimic/intruder branches that leave the threat unresolved and push the crew toward failed escape outcomes.
  4. Fail the final escape sequence.
  5. Let every major crew route end badly.

Outcome: everyone dies, the mission fails, and the horror continues. This is different from Massacre, where the escape can still happen with heavy losses.

4. Best Turning Points Route for All Endings

The best way to unlock every ending is to build one clean base route first, then branch from late Turning Points. Do not change every variable at once. Change survivor count, message choice, mimic status, and Eisele’s Destiny separately so you can see what caused each consequence.

  1. Build the Best Ending route first. Save the crew, unlock Young’s heroic route, push Eisele toward Humanitarian, and survive the finale.
  2. Branch Eisele’s Destiny. Compare The Humanitarian with The Scientist.
  3. Branch the final message. Test the distress/SOS route against the warning route for Beacon-style differences.
  4. Branch mimic status. Leave the threat unresolved for Hitchhiker or Docked / Not Alone, then clean it up for safer routes.
  5. Branch survivor count. Let some characters die but still finish the escape for Homeward Bound / Massacre.
  6. Branch duplicate confrontation. Push evidence and accusation choices for Homeward Bound / Masks Off.
  7. Do failure routes last. Use bad branches for Game Over and Everyone Dies.

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