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MARTINEZAI STUDIOS
CONTRABANDEdge of the Fold
← Campaign archiveCONTRABAND: Edge of the Fold

Side quest: The Twin Who Isn't

Follow the dialogue, inspect the available options and move between connected scenes.

STORY SPOILERSOpen the campaign recordsDialogue, outcomes and endings are revealed inside. ↓

Dialogue follows the supplied game text. The listed choices include alternate and expansion scenes; the archive does not simulate your save or certify that every route is reachable.

01 / Narration

Your ship, at a distance

You are nineteen light-minutes out from any station when your sensors report a ship on an identical heading, same hull configuration, same transponder — yours. The other vessel hails on your private channel using a handshake only you know because you invented it. You answer. The face on your viewscreen is yours, three days older than it should be, and tired in a way you recognize. 'Pilot,' the other you says. 'We need to talk. I'll come aboard unarmed. Please do not shoot me.'

Available options

Allow the docking

Read the next scene ↗

Refuse and pull distance

  • The campaign records this decision for later scenes.
Read the next scene ↗

Open fire — this cannot be real

  • The campaign records this decision for later scenes.
Read the next scene ↗
02 / Narration

Face to face

The other you comes aboard unarmed, as promised. They move through your ship without needing directions because they know every scuff on the deck. They sit in your chair because it is, in a way, their chair. 'I'll make this fast. We branched three days ago when you accepted a job I refused. In my branch, the refusal was correct. You are in a tributary that dead-ends in about six weeks. I've come to swap. You take my line. I take yours. One of us has to finish your arc so the Guardian signal has a closed loop; the other gets a future.' They hold out a small blue sphere. 'Press this and we trade. Think about it. I can wait until the station cycle ends.'

Available options

Prove you're really me

Read the next scene ↗

What happens in my timeline if I don't swap?

Read the next scene ↗

No. Get off my ship.

Read the next scene ↗

Press the sphere. Trade.

Read the next scene ↗
03 / Narration

Small, true things

They know. They know the name you whispered to yourself at seven when you were scared of the dark. They know the color of the ribbon your mother wore the day she stopped picking you up from school. They know what you did last year at Keros-2 that you have not told anyone. You are them. They are you. This is not a trick; it is a cousin, a sibling, a ghost of a choice. 'I could tell you more,' they say, sadly. 'I could tell you what our father whispered to us the day we left home for the academy. But I think you already knew I wasn't lying.'

Available options

Ask about the future again

Read the next scene ↗

Refuse. Even if it's true.

Read the next scene ↗
04 / Narration

Six weeks

'In six weeks, a Black Fleet patrol catches you outside Belu. You fight well. You die clean. Your ship is recovered by a salvager who sells the logs to a broker. The broker sells them to a Guardian who archives them in the Loom. You become a footnote. My line continues — I marry a woman named Ana, we have a child, I fly light cargo into my sixties. Neither of us is a hero. But one of us has a life and the other has a grave. The Guardian signal doesn't care which of us sits in which.'

Available options

Trade — you'll live their life

Read the next scene ↗

I'll take the six weeks

Read the next scene ↗

Is there a third option?

Read the next scene ↗
05 / Narration

What the sphere is

They look at the blue sphere in their hand for a long time. 'Elder Sera gave this to me. I didn't ask. They said it was a mercy. I am not going to tell you what the third option is because if I do, we both go. But there is one. If you find a Guardian who will look you in the eye — not the young ones, the old ones — they will know what to do.' They set the sphere on your console. 'Keep this. In case you decide I was right. I won't wait anymore. I'm going to try to live the six weeks for you.' They leave.

Available options

Keep the sphere. Find a Guardian elder.

  • Reputation · Guardians: +10
  • Receives an item or story object.
  • The campaign records this decision for later scenes.
06 / Narration

Pressing the sphere

You press the sphere. The other you exhales a breath they have been holding for three days. The world stutters. You are in their ship now. Your console shows their logs. Your hands have their calluses. Somewhere, the you you were is finishing your arc in your place, and you will never know how that story ended. You are inheriting a future. You did not earn it. The other you — the one who was you — fades from view, already accepting the six weeks. 'Be kind to her,' they say, meaning Ana. 'Be kind to the kid.' They are gone before you can answer.

Available options

Live the other life

  • Credits: +20,000
  • The campaign records this decision for later scenes.
07 / Narration

Yours

You tell them no. Kindly. Meaning it. You say the six weeks are yours because the last eight years were yours. You say: 'If I die clean, that's mine. If I die badly, that's mine too. I didn't trade for the good parts and I'm not trading for this.' The other you considers you for a long moment. They nod slowly. 'Yeah. That's what I'd have said too. Good luck, pilot.' They leave. Their ship vanishes into a fold that is not a standard warp. You never see them again. Whatever happens in the next six weeks, you will know you chose to be there for it.

Available options

Fly on

  • Reputation · Guardians: +5
  • The campaign records this decision for later scenes.
08 / Narration

They do not follow

You pull distance. The other ship does not chase. On your channel, a final message: 'I understand. I did this in your shoes and refused, too, the first time. Good luck, pilot. I hope I'm wrong about the six weeks.' The signal dies. You sit with that for a long time.

Available options

Continue your timeline

  • The campaign records this decision for later scenes.
09 / Narration

You killed yourself

Your shot is clean. The other ship detonates. The explosion is smaller than it should have been — more like a held breath escaping than a fuel fire. The blue sphere they held drifts out of the wreckage, intact, unburned. It lands on your hull. You cannot bring yourself to touch it. Six weeks later, on a patrol run near Belu, you feel something go wrong in your chest as a Black Fleet frigate cuts across your bow. You have just enough time to realize they were right. You had been killing yourself already. The shot only made it faster.

Available options

End it

  • The campaign records this decision for later scenes.