Quick Links
- Clarissa's Story
- Howard's Story
- Renee's Story
- Eli's Story
Tails: The Backbone Preludes is a story meant to be played multiple times. It features some randomized events and various branching paths that can seriously alter the endings that the characters you play as will achieve, some of them more optimistic than others. While the stories all hit the same story beats and reach similar conclusions, the manner in which you get there can be quite different.
This guide will present you with the important decisions that you can take into account when playing the Backbone Preludes, along with the outcomes.
Clarissa's Story
Clarissa is the daughter of a mob boss in Gastown, with high expectations for her own future.
Act | Branch | Description | Possible Outcomes |
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Act 1 | Trait | You'll get an obvious text prompt that lets you know which of the three personality types you'll unlock. This will unlock different dialogue throughout the game. | Powerful Cunning Ambitious |
Act 2 | Talking to Father | After getting out of the church, you can talk to Carlo, Clarissa's father to the right. If you antagonize him enough, he will strike Clarissa. If you ignore him or end the conversation in the manner Carlo orders, you won't antagonize him. | Antagonizing father and getting struck Leaving father to his business |
Act 3 | Convincing Clemence | As this act progresses, you'll get multiple conversations with Clemence. Depending on how savvy Clarissa comes across, you can convince Clemence that she has it in her to change things. The key to this is convincing him that your father is the wrong man for the job and that you can work together, and do this without getting too emotional about the body or angry at your father. | Clemence is unconvinced that you'd be able to change anything Clemence is partially convinced You convinced Clemence of your point of view and he offered to help through everything |
Act 4 | Father | This scene opens after a bloody confrontation between Clarissa and her father, Carlo. There are two ways for this conversation to end. | You killed Carlo You left Carlo alive and bleeding on the office floor Something else |
Act 4 | Clemence | After the confrontation with Carlo, Clemence will join Clarissa on the balcony. The possibilities here are based on how able you were to convince Clemence of your ability to rule and the other outcomes for Clarissa. The possibilities include Clemence asking to become your consigliere or asking to retire. |
Howard's Story
Howard is a budding photographer dealing with the stresses of university life.
Act | Branch | Description | Outcomes |
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Act 1 | Trait | You'll get an obvious text prompt that lets you know which of the three personality types you'll unlock. This will unlock different dialogue throughout the game. | Sarcastic Social Investigative |
Act 2 | Flirting | There are three people you can flirt with, all in the hallway outside your room. | Niles Freja Wisconsin |
Act 2 | Flirting Success | You'll have to make a go of flirting with your chosen person in this act – there are four levels of success, depending on how taken with you the person is. | Something You didn't leave an impression, positive or negative. You held your own throughout the conversation, being charming. You did amazingly well. |
Act 3 | Dealing with the clock | When you begin this chapter, the perpetrator of the crime against the clock is randomized, so you don't actually get to choose how to fix it. There are four possibilities. | You confronted the teens and fixed the clock You managed to repair the clock after the flock of geezers had demolished it You got the clock hand back from the mother and daughter You convinced the mechanic to let you put the clock hand back in place |
Act 3 | Photos | There are a few different people you can take photos of in this scene, but if you upset too many or fix the clock with any remaining, you can take one of Larry. | You saved the last photograph in the roll for Larry You made the people of Gastown your subject |
Act 4 | Larry | After dividing up your belongings and saying goodbye, you have one last chance to talk to Larry before leaving. | You made sure he knows You decided not to drag things out |
Renee's Story
Renee is a journalist married to a cop who cannot resist seeing a story through to its conclusion.
Act | Branch | Description | Outcomes |
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Act 1 | Trait | You'll get an obvious text prompt that lets you know which of the three personality types you'll unlock. This will unlock different dialogue throughout the game. | Caring Logical Driven |
Act 1 | Convincing Lukas | After examining the terminal the files on it, you'll get a conversation with Lukas in which you go over the case. There are four points in this conversation where you can convince Lukas, you must pass them all to completely convince him. | Not convincing Lukas at all Convincing Lukas your concerns are founded Convincing Lukas that something is up |
Act 2 | Conversing with Lukas | During dinner with Lukas, there are two possible eventualities. After bringing up the case, Lukas will ask if you can not talk about it, despite Renee obviously having the case on her mind. | You insisted on discussing the case You agreed not to discuss the case |
Act 3 | Point of View | This scene involves one long conversation with Lukas in which Renee breaks up with him. Depending on how the conversation goes, Lukas can have one of three different reactions. To get the best reaction, you'll have to be extremely rational yet caring. To get the worst outcome, you'll have to be more callous. | Lukas understood that the relationship has ended Lukas understood your point of view but didn't share it Lukas refused to see the problems in your relationship, blaming it on you |
Act 3 | Comfort | At the end of the conversation, unless you had a full-blown argument, you'll have the chance to comfort Lukas or leave to the office. | You comforted Lukas You did not comfort Lukas |
Act 4 | Writing | After unpacking all of Renee's things, she sits down to write something at her typewriter. You get to choose the first thing she writes in her new apartment. | Write a letter to Lukas Write about the fire again Write a paper on Systemic State Power Dynamics |
Eli's Story
Eli is a scientist assigned to a dig site far away from civilization.
Act | Branch | Description | Outcomes |
---|---|---|---|
Act 1 | Trait | You'll get an obvious text prompt that lets you know which of the three personality types you'll unlock. This will unlock different dialogue throughout the game. | Idealist Realist Cynic |
Act 1 | Informing HQ | At the end of the act, you'll get the opportunity to inform HQ of the discovery or lie about it. | Immediately report the artifact to HQ Don't inform HQ about the artifact |
Act 2 | How To Proceed | After completing a series of tests on the artifact, you'll get to decide what you think you happen next. | You concluded that the artifact is too dangerous and should be quarantined You concluded that the artifact should be studied in seclusion You concluded that the artifact should be studied by a large team |
Act 3 | Plan for the Visitor | During this scene, you'll be forced to pick a plan to deal with the Visitor. | Something You emphasize your experience and experience with the Artifact You tell the Visitor that nothing conclusive was found and destroyed your research |
Act 4 | Result | The events and results of Act 4 are highly malleable, depending on what happened in the previous acts. Ultimately, to keep Eli and Jorge alive you will need to convince the Visitor of two things: that you are extremely important thanks to your knowledge of the artifact, and that you are no threat to HQ, whether through malice or incompetence. In addition, make sure your stories are straight. It is possible for the pair to die at the end of this act. |
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