
In the first episode of Directive 8020, players will face a critical moment where they must rescue Simms after an accident sends her drifting into space. This happens soon after Carter and Simms exit the Cassiopeia to fix damage from a meteor strike. An explosion unexpectedly launches Simms away, leaving her life in danger. Whether Simms survives or is lost in space depends on how quickly players respond to a quick-time event. This guide details what happens depending on which outcome occurs.
What Happens if Carter Saves Simms from the Disaster in Directive 8020?
If you complete the quick-time event on time, Carter will rescue Simms and bring her back onto the ship, saving her from drifting into space in Directive 8020. However, after returning to the ship, Carter will lose radio contact with Simms, suggesting something went wrong.
When Carter goes to find Simms, he’ll discover her in a dark hallway. This will present him with a choice: he can show concern and ask if she’s alright, or he can try to lighten the mood by reminding her about their unfinished chess game. Regardless of his approach, Carter will soon realize this isn’t the real Simms – it’s a mimic.
If you save Simms in Directive 8020, you’ll see Eisele watch a recording of Simms fixing the ship when she returns to Cassiopeia. This will help explain what happened to Simms after her communication with Carter was interrupted in the first episode.
In Chapter 4, Young finds Simms’ body hidden in the vents, proving that the Simms they knew wasn’t the original.
Saving Simms is the better choice here.
What Happens if Carter Fails to Save Simms in Directive 8020?
If you don’t complete the quick-time event quickly enough, Carter will lose his hold on Simms, and she’ll float away into space. If this happens, Carter will go back to the ship and investigate strange noises coming from a hallway. He’ll encounter a mysterious figure there, and won’t realize it’s Simms.
This time, players face a decision: they can either approach a strange character named Simms Mimic, or try to escape. It’s generally better to run, which will trigger a thrilling chase through the building’s corridors.
Compared to the ‘Saving Simms’ situation, players will experience a unique sequence of events in Chapter 2 when Eisele reviews the evidence footage. Also, a key difference is that Young won’t find Simms’ body while checking the vents in Chapter 4.
You can always go back and try saving Simms by using the Turning Points feature in Directive 8020.
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2026-05-12 17:48