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Odyssey: the main endings and keeping the family together

· Games / Assassin’s Creed Odyssey

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Odyssey: the main endings and keeping the family together Major spoilers. This covers the base game's three major story conclusions; DLC-specific decisions remain a separate guide. Odyssey is one of those games where saying “I finished the story” can mean a few different things. There's your family, there's the Cult, and there's the Atlantis side of it. Getting to dinner in Sparta doesn't automatically finish everything else. If you want the whole family at dinner I'd keep manual saves before the important family conversations. These decisions are spread across the game, so the last conversation alone can't undo everything that happened earlier. - Spare Nikolaos when you confront him in The Wolf of Sparta. - Tell Myrrine you intend to bring Deimos back. - When Nikolaos returns later, encourage him to go to Stentor. - Keep Stentor alive. - During the prison conversation, make Deimos understand that the Cult has been using them. A useful sign is Deimos rejecting Kleon's control afterward. - At the final mountain confrontation, refuse to fight Deimos. The aim is to keep the family alive while giving Deimos a reason to believe they still belong with you. Family-route checks (https://t.co/fo0GAYvkAA). At Pylos, try to help Deimos when they're trapped rather than leaving them. Keep the later conversation focused on the Cult's manipulation and your family's intentions. The final peaceful choice is “I don't want to fight you.” Additional dialogue checks (https://t.co/EjWhyTiuqk). What the nine family outcomes actually mean The nine variants change who joins your character at home: 1. Nobody else. 2. Myrrine. 3. Myrrine and Deimos. 4. Myrrine, Deimos, and Nikolaos. 5. Myrrine, Deimos, Nikolaos, and Stentor. 6. Myrrine and Nikolaos. 7. Myrrine, Nikolaos, and Stentor. 8. Nikolaos and Stentor. 9. Nikolaos. That isn't nine completely separate final campaigns. It's the result of who survived and who remains willing to be part of the family. Myrrine can survive but still leave you, so an empty chair doesn't always mean that person died. Outcome roster (https://t.co/U6cuZm3ccU). The Cult ending The Cult hunt has its own conclusion in A Fresh Start. Once you resolve the other Cult members, you confront Aspasia as the Ghost of Kosmos. You can kill her, spare her, or follow the romantic dialogue. The artifact is destroyed regardless. This decision doesn't go backward and change which relatives survived your family story. Keep the family outcome and the Cult conclusion separate when you're deciding what you want out of the playthrough. Aspasia options (https://t.co/e3JmvpWsZY). The base-game Atlantis ending This is Between Two Worlds / The Gates of Atlantis, not the later Fate of Atlantis expansion. After A Family's Legacy takes you to Pythagoras, collect the four artifacts tied to the Sphinx, Cyclops, Minotaur, and Medusa. Their quests lead through Boeotia, Kythera, Messara, and Lesbos. The Cyclops quest begins on Kythera but takes you to the Forgotten Isle. Return the artifacts, finish the sealing sequence, and continue through the present-day scenes. That's the part that explains why the Staff and the Eagle Bearer's long life matter beyond ancient Greece. Base Atlantis route (https://t.co/1VgYcB7J2s). So if you want to see the major base-game conclusions, don't stop after the family reunion. Finish the Cult hunt and the artifact storyline too. Then the expansions have their own material to get into. Odyssey DLC: which decisions actually change things? Major spoilers. The important character decisions and fixed endings, not every line of optional dialogue. Odyssey gives you a lot of decisions, but the DLC doesn't work exactly like the family ending. Some choices change somebody's fate. Other scenes are part of the story regardless of what you say. I'd rather separate those than tell you there's a secret perfect ending that fixes everything. Legacy of the First Blade The child is part of the set story. Turning down romantic dialogue does not create a separate version where the bloodline never continues. Ubisoft later changed dialogue and a cutscene in Shadow Heritage, so the original release's handling of the relationship is not the whole picture. Those changes did not turn the expansion into another nine-outcome family ending. Original fixed-story explanation (https://t.co/EV7WN21BtP); official patch notes (https://t.co/ewKVk3Gxuo). Elysium: Hekate and Hermes During No Good Deed, wait twice while listening, then leave. When confronting Persephone, blame Hekate for entering the sanctuary, insist Hekate is the traitor, and expose her ambition for the throne. Earlier decisions can add support: destroying the Lethe water and sparing Persephone's followers help your case. Hekate conversation (https://t.co/pbnlsjnOLM). Hermes is a separate relationship. In The Keeper, a Killer, helping him and ending on a grateful or friendly response preserves the friendship. Refusing the killings or rejecting him can turn that relationship into a fight. Helping somebody is not automatically the same thing as agreeing with what they're doing. Quest dialogue (https://t.co/yHu4EQMgDn). Those relationships change the confrontation, not your destination. There isn't an answer that lets you settle down in Elysium and skip the Underworld episode. Elysium finale (https://t.co/9CIMaMTJJh). Brasidas: Elysium or the Underworld If you want him to accept Elysium, take the supportive route: tell him he fought honorably, blame the war in Fallen from Grace, then tell him he belongs in Elysium. Blaming Spartan honor or Brasidas himself makes him stay below despite a later invitation. You can also tell him to remain and help the victims of war. That isn't simply a failed dialogue check; it's a different decision about what he should do next. Quest choices (https://t.co/AvjPo1buh8). Atlantis: the Archons, Lyra, and the prisoners To defend the chained Archons in Burden of Leadership, say you're the teacher here, then warn that Poseidon would disapprove. Archon hearing (https://t.co/wNUhHLKge3). For Lyra in In Dreams, say you would never jump. If you accused her earlier, also explain that her real self wasn't responsible. Those responses keep her alive. In Deadly Little Secrets, choosing the prisoners rescues them; taking the other door prioritizes the revelation instead. These choices matter locally, but neither saves Atlantis from its final fate. Choice guide, accessible mirror (https://t.co/e49RULUajU). Elpis and Atlas In Blood Gets In Your Eyes, keeping Atlas distracted lets Elpis's plan succeed. Say you're getting to know each other, object to how he speaks about her, then claim you're in love. Elpis survives and Atlas dies. Exposing the plan instead gets Elpis killed. Save before the conversation if you want to compare the outcomes; these answers are timed. Conversation route (https://t.co/SmoIcFXWX5). Can you save Atlantis itself? Not through a different final dialogue selection. The conclusion still takes you through the Hekatonchires fight and the destruction of Atlantis. The present-day conclusion then has Layla fight Otso Berg and leave him badly injured. Different local decisions are not a hidden route that keeps the city standing. Final quest (https://t.co/pu7JLuUAXt). Legacy's conclusion and Korfu Legacy ends with Elpidios surviving and Darius taking him to Egypt. The later connection to Aya is part of the story, not a reward for picking the right romance answers. There isn't a branch where you keep your son at home and erase that history. Final memory (https://t.co/qDGWAZMas5). Leave Korfu's Those Who Are Treasured until after the main story if you don't want its spoilers. Ubisoft allows access after Chapter 1 and reaching Megaris, but recommends finishing the main game first. Being able to start a quest early doesn't mean it's the best point to read its ending. Ubisoft's crossover instructions (https://t.co/eCJzqs2IxV).

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