Star Trek: Resurgence Walkthrough – Chapters, Choices, Endings

Star Trek: Resurgence Walkthrough – Chapters, Choices, Endings

FinalBoss·6/13/2026·8 min read

Star Trek: Resurgence is not a combat game with a “best build” or an optimal route. It is a 12-chapter narrative adventure from Dramatic Labs where you alternate between Commander Jara Rydek, the new first officer of the U.S.S. Resolute, and Petty Officer Carter Diaz, a junior engineer, and steer the story through dialogue choices and quick-time action beats. The problem most players hit is simple: they treat it like passive TV, miss the choices that actually move the ending, and only realize too late that the game has been tracking everything. This walkthrough names every chapter, flags the decisions that matter, and explains how the endings are built.

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The short version

  • Structure: 12 chapters, alternating between Rydek (bridge, diplomacy, command) and Diaz (engineering, away missions, lower-decks relationships).
  • The mission: escort Ambassador Spock to mediate a mining dispute between the Hotari and the Alydians. The real threat underneath it is the Tkon — the Scions of the Flame are a Tkon faction.
  • Endings are relationship-driven, not skill-driven. The game tracks your relationship state with each major character, and those meters decide who survives, who supports you, and which finale you get.
  • Two decisions carry the most weight: the Chapter 4 Shields-vs-Disruptor call, and the late kill-Miranda / take-the-deuterium choice.
  • Play each protagonist consistently. Inconsistent dialogue is what produces a muddy, unsatisfying ending — not bad luck.

How Star Trek: Resurgence actually plays

This is a Telltale-style adventure: you pick dialogue options and clear quick-time events, not firefights. You control two people. Rydek’s chapters are command-focused — diplomacy with the Hotari and Alydians, managing Captain Solano and the senior staff, and working alongside Ambassador Spock. Diaz’s chapters are hands-on engineering, stealth, and away-team work, and his relationships with the enlisted crew (especially Miranda and Edsilar) are where his half of the plot lives. The game gives each character a relationship tracker, and those relationships are what shape how the story ends.

The single biggest adjustment: stay physically ready during cinematic moments. Resurgence drops from conversation straight into an action prompt with little warning, and players treating a scene as passive often whiff the first beat. Keep a hand on the controls even when nothing seems to be happening.

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The full chapter list (in order)

There are 12 named chapters. Use this as your progress map — if a save or a video is labelled differently, this is the canonical order.

  1. Change of Station — Rydek arrives aboard the Resolute and meets the senior staff. Your earliest read on each character starts here.
  2. The Lower Decks — Diaz’s introduction to the engineering crew and to Miranda. The first relationship beats that pay off much later.
  3. All Hands — the mission with Spock takes shape; the Hotari/Alydians dispute moves to the front.
  4. Storm Surge — the Shields-vs-Disruptor decision lands here. This is a tactical call that sets crew opinion of your judgment.
  5. The Price of Duty — the political stakes harden and loyalties start to split around Captain Solano.
  6. The Belly of the Beast — a major away-mission set piece; the Tkon thread stops being background noise.
  7. Field Test — engineering and stealth pressure; Diaz is asked to prove he can be trusted under fire.
  8. The Hammer or the Anvil — the chapter that contains the kill-Miranda / take-the-deuterium decision. This is the heaviest binary choice in the game.
  9. Matters of the Heart — relationship payoffs come due, including the outcome of the Diaz/Miranda arc.
  10. Turnabout — the crisis turns; earlier choices begin stacking visibly.
  11. The Healing Hand — the run-up to the finale, where your accumulated relationship state locks in who will back your plan.
  12. Scions of the Flame — the finale. The Scions are a Tkon faction, and the closing decision is about how you resolve the Tkon threat.

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The choices that actually change your ending

Most dialogue options adjust tone and relationship meters. A smaller set changes who lives and which finale you see. Prioritize these.

Storm Surge: Shields vs Disruptor

This Chapter 4 power-allocation call is its own trophy split — “Shields Up” versus the Disruptor route are two separate trophies. It is a mid-game branch, not the climax, so do not over-think it as if it decides the whole story. It does, however, shape how the command crew reads your judgment, and that opinion feeds your relationship state heading into the back half.

The Hammer or the Anvil: kill Miranda / take the deuterium

This is the game’s defining binary. Choosing the gun — the route where you secure the deuterium and Miranda dies — sends the story down a measurably different path than sparing her. It is also the trigger for one of the game’s hidden achievement paths (the bioforming outcome). Decide deliberately: this is not a choice you want to make by reflex, because it changes who is alive for the finale.

The Diaz and Miranda relationship

Across Diaz’s chapters you decide whether to pursue Miranda romantically. The two outcomes are tracked as distinct trophies: “Lower Decks Dalliance” if you date her, “Platonic Vibes” if you stay friends. The romance does not fork the whole plot, but it raises the emotional stakes of the deuterium decision and changes specific final scenes. If you are chasing both trophies, this needs two playthroughs — you cannot get both in one run.

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How the endings work

There is no single ending. Resurgence resolves as a set of combinatorial variants driven by your cumulative choices and, above all, your relationship meters — the game explicitly tells you that your tracked relationships decide how each character’s story ends. The finale, “Scions of the Flame,” centers on how you handle the Tkon threat, and the outcome is assembled from three inputs:

  • The Tkon resolution — how you deal with the Tkon installation determines whether the threat is ended and how the Federation lands on the bioforming technology.
  • Who is sacrificed or bioformed — the Hammer-or-the-Anvil decision and the deuterium plan feed directly into which characters survive or are transformed.
  • Relationship state — weak relationships lock you out of the cleaner resolutions and force harsher sacrifices; strong ones give you allies willing to take risks for you.

The practical implication: you steer the ending across the whole game, not in the last scene. If you want a stable, Starfleet-minded finish, build trust early and keep your responses coherent. If you want to watch it fracture, do the opposite on purpose. A late diplomatic line will not undo ten hours of escalation.

If you are optimizing for completion, plan around the branch points specifically — our choices guide for trophy paths maps which decisions to make on each run, and the best story-route guide covers the strongest overall playthrough.

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Common mistakes that derail a run

  • Treating early dialogue as flavor. Change of Station and The Lower Decks set relationship baselines that pay off in the final chapters.
  • Playing Rydek and Diaz with the same voice. They occupy different positions in the crew — command versus lower decks — and identical role-play flattens their separate arcs.
  • Treating the Shields-vs-Disruptor call as a plot fork. It is a mid-game trophy split that shapes crew opinion, not the ending.
  • Making the Hammer-or-the-Anvil choice on reflex. Killing Miranda for the deuterium changes who is alive at the finale. Decide it intentionally.
  • Expecting one playthrough to get everything. The Miranda romance trophies (“Lower Decks Dalliance” and “Platonic Vibes”) are mutually exclusive in a single run.
  • Ignoring action beats. Quick-time failures are not cosmetic in a game built on branching scenes.

Practical takeaway

Track three things through all 12 chapters: relationship state, escalation level, and action competence. Play each protagonist consistently, treat the Storm Surge and Hammer-or-the-Anvil decisions as the ones that matter most, and remember the finale in Scions of the Flame is the sum of your run, not a final exam with one right answer. Pick the outcome you want early, then make every later choice serve it — that is how you get an ending that feels earned instead of accidental.

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FinalBoss
Published 6/13/2026 · Updated 6/25/2026
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