DIRECTIVE 8020
← Back to Walkthroughs
Episode 7~1 hour

Episode 7 Walkthrough — Search Party, Stealth & the Clone Reveal

Overview — The Calm Before the Final Decision

Episode 7 is the setup for the finale. If Episode 6 was the action peak, this is the information dump — everything about Cycle 13, the Corinth corporation, the clone program, and what Directive 8020 actually means gets laid out here. The episode ends by handing you the final choice that defines which ending you get.

The gameplay mostly alternates between stealth sections and exploration. Nothing here is mechanically harder than what you've already survived in Episodes 4 and 6, but there are a couple of branching paths where the wrong call costs you a character.

What hit me hardest on my second playthrough: Knowing that Carter's wife and daughter are waiting at home for a man who was actually a clone — and that they'll never know. The game doesn't dwell on this. It just drops the information and moves on, and it's devastating if you're paying attention.


Scene 1: The Truth Comes Out

The crew learns what "Directive 8020" actually refers to. It's not a mission designation or a star chart reference. It's a neural control compound program — Corinth Corporation's attempt to weaponize or control the Growth organism using clone crews as test subjects.

The Cassiopeia wasn't a research vessel that crashed by accident. It was a mobile laboratory, and this crew — this exact group of people — has been sent here 12 times before. They're the 13th iteration. Every previous cycle ended with the Growth wiping everyone out, and Corinth just... sent more clones.

Cycle 13 quote from the game: "Cycle 13 was a significant milestone for the program. For the first time, the life form intercepted the Cassiopeia outside orbit."

What this means in plain English: on previous cycles, the crew landed, started researching, and then the Growth killed them. This time — Cycle 13 — the Growth intercepted them before they even entered orbit. It's getting smarter. It's learning. And the crew is running out of chances.


Scene 2: The Caribdus Probe

With the Cassiopeia destroyed and the Andromeda still six months away, the crew is running out of air. Then someone spots Caribdus — one of twenty landing probes scattered across Tau Ceti F's surface. Each probe has a long-range FTL transmitter.

If they can reach Caribdus, they can broadcast a signal strong enough to reach the Andromeda. If they can't, they suffocate.

The plan: Navigate the remaining intact sections of the ship, reach the probe, and send the signal. This is a traversal sequence with occasional stealth and QTE breaks. Keep moving — there's no exploration reward here, just forward momentum.


Scene 3: Search Party — Find the Real Anders

⚠ Path choice moment. You're searching for Anders in a collapsed section of the ship. Two paths appear — one goes right through a cave with stalactites, the other goes left into a dark tunnel that looks like a natural cove.

Key Choice: Which way?

OptionConsequenceRecommended
Turn RIGHT — stalactite path, stay outsideFind the real Anders. He survives. Relationship maintained for Episode 8.✓ Correct
Turn LEFT — enter the cave (the "cove")Point of no return. Anders is not down there. You find a mimic instead. Anders dies.✗ Wrong — irreversible

This is the same trap as Episode 6's outdoor junction, just presented differently. The left path looks bigger and more interesting. It's not. The real Anders is on the right path, outside with the stalactites. If you go left, you find a mimic wearing Anders' face, and the real Anders doesn't survive.

I went left on my first run because it looked like the main path. The game doesn't warn you. After losing Anders to the exact same type of trap in Episode 6, getting hit with it again here felt almost cruel. But that's Supermassive for you.


Scene 4: Pod Room — Osmond's Stealth Section

You control Osmond through a section called the Pod Room. The Growth has overrun this area. Visibility is low. Movement sound matters.

What worked for me:

  • Stay crouched. Standing movement is too loud and the Growth organisms react to audio cues.
  • Use the pods as cover. Move from pod to pod in a zigzag pattern — don't try to sprint through the middle.
  • There's a QTE at the far end of the room. It triggers when you reach the exit hatch, not before. Don't relax when you see the door.

This section took me two tries on my first run because I tried to rush the final stretch before the QTE kicked in. Just stay patient. It's maybe 90 seconds of gameplay but it feels longer because the tension is high.


Scene 5: Geoscience — Cernan's Survival Run

You switch to Cernan in the Geoscience lab. This section has Growth organisms patrolling on a loop. Learn the pattern and you'll get through clean.

The patrol pattern I memorized: The first Growth organism passes left to right every 12 seconds. Wait for it to pass, move to the central workstation, and crouch. The second one sweeps right to left about 8 seconds later, but it doesn't check behind the central console. Use that gap to reach the door.

If you get spotted, there's a QTE escape. You can survive a detection, but it triggers a chase sequence that's harder than just doing the stealth correctly. I got spotted on my first run and barely made it through the QTE. On my second run, I just waited for the patrol pattern and walked through without incident.


Scene 6: The Clone Program — Full Context

Between the stealth sections, you get the full story through dialogue and found logs:

  • Corinth Corporation has been running this program for years. Clone crews. Same ship. Same mission. Different outcomes — but they all end the same way.
  • Williams wasn't a random crew member. He was embedded by Corinth to observe each cycle and report back. That's why he knows things he shouldn't. That's why his behavior in Episodes 2-5 felt "off."
  • The neural control compound — the actual "Directive 8020" — was Corinth's endgame. They wanted to control the Growth, not destroy it. Weaponize it. The clones were just a delivery system.
  • Carter died on Cycle 13 — and his family on Earth is waiting for a man who will never come home, because the man they knew was a clone, and the corporation that made him doesn't consider clone deaths reportable.

This is the lore that makes a second playthrough feel completely different. Every conversation. Every "memory" a character shares. You realize they're fabricated. Implanted. None of these people have the pasts they think they have.


The O Death Secrets

Five hidden collectibles reveal the full Corinth clone program story. By Episode 7, you can find all five using Turning Points to revisit earlier chapters.

What they unlock: The complete timeline — Cycles 1 through 13, who died when, what Corinth learned from each failure, and what they were planning for Cycle 14.

If you've been collecting these across your playthrough, now's the time to check your total. Finding all five is required for the "Found All Curator's Secrets" trophy and gives you the deepest understanding of the story going into Episode 8.


Episode 7 Checklist

  • Understood Cycle 13 — the crew are clones, this has happened 12 times before
  • Found the Caribdus probe and initiated the broadcast sequence
  • Turned RIGHT during Search Party — found the real Anders (stalactite path)
  • Completed Osmond's Pod Room stealth without detection
  • Completed Cernan's Geoscience stealth without detection (or survived the QTE)
  • Found at least 1 O Death secret (ideally all 5 by now)
  • All playable characters still alive heading into Episode 8

← Episode 6: Hostile Takeover | Episode 8: The Finale →

Everyone still alive? You're one episode away from the true ending. Check the Save Everyone tracker and the All Endings page — Episode 8 is where you lock it all in.