The Outer Worlds Walkthrough is an overview of the game's main story points. Because The Outer Worlds isn't completely linear this walkthrough follows only the Main Quests, and note when there are Side Quests which the player can partake in, that are optional. Please note that while this Outer Worlds walkthrough makes recommendations about progression order, this is not mandatory and different approaches are entirely viable. You should make sure you also look out for Faction Quests, Companion Quests and Tasks.

See Endings for details on the game's many ending screens

 

 

The Outer Worlds Walkthrough

 

Stranger in a Strange Land

 

 

 

Phineas needs your help to set things right in Halcyon, but you'll need transportation first

Stranger in a Strange Land Objectives

  • Find Hawthorne's Ship
    The smuggler took your meeting location a bit too literally. Guess that means his ship is yours now, if you can find it.
  • Find a Power Regulator
    The Unreliable's power regulator has been damaged beyond repair and must be replaced. ADA suggested you seek help in the nearby settlement of Edgewater. Talk to whoever runs the town.
    You've learned that a man named Reed Tobson is in charge of Edgewater. He might be able to help you find the part you need to fix the ship.
  • Divert Power from the Geothermal Plant
    You've learned that there are power regulators in both the Edgewater cannery and a Botanical Lab elsewhere in the region, but neither can be removed unless power is routed away from them. Travel to the region's geothermal plant and route the power away from one of the locations.
    Reed asked you to deliver a message to a woman named Adelaide McDevitt before you head into the geothermal plant.
  • Retrieve the Power Regulator
    You diverted power from Edgewater to the Botanical Lab (or vice-versa). Edgewater and its cannery are now without power (or vice-versa). You should be able to salvage their power regulator now.
  • Return to the Unreliable
    You have found a power regulator. Return to your ship.
  • Install the Power Regulator
    In order to get the ship up and running, you just need to install the power regulator in the ship's engine room.
  • Speak with ADA
    Now that the power regulator is installed, speak with ADA to pilot the Unreliable out of Emerald Vale.

 

Stranger in a Strange Land Walkthrough

This is the first quest players will do, and will take them down to Haycilon's Emerald Vale region. You have unfortunately landed right on top of your supposed meetup, so you must now make your way to their ship and assume control of it.

The game will give you some movement tutorials as you move forward, as well as pointing out stealth mechanics to avoid some dogs. You'll come to a cave where you meet with an injured NPC, Guard Pelham. You can select to cure him of his wounds and persuade him to give you his gun, which will result in obtaining Light Ammo x111, Light Pistol and Sentry Sabre. Or you can kill him and take his Riot Control Armor and Riot Control Helmet. Loot the items scattered to the right of the NPC and then blow up the barrels blocking the exit.

Crouch through the narrow exit and you'll soon see some Marauder enemies. Deal with them as you see fit, and then loot the area. There is a locked container that has a Telescoping Staff.

If you continue down toward the ship, you'll come to meet Lieutenant Mercer. She tells you about an unauthorized landing and Marauders in the area, and you have several options to reply. You can tell her that you met Pelham and patched him up, and then persuade her to deal with the outlaws, or take on them yourself.

After the Marauders are defeated, enter the ship and talk to ADA to gain command of the ship. You can loot several items inside, as well as access the ship's Workbench. Here you can also Respec at the Vocational Competence Respecification Machine.

Once you exit, Mercer will confront you about the ship's ownership. You can point out that you saved Pelham to avoid the fine and be on your way toward the town or you can kill her and loot 6x Bit Cartridge, 5x Energy Cell, Adreno and Light Assault Rifle. This will negatively affect your Reputation though.

You can explore the area and you'll find a dead resident that is holding a Shovel, and there is also a Hatchet and Armor Parts to be looted. Be careful not to go toward the nearby Crash Site yet as the Primal enemies there are too strong for your level.

Detour: Marauder Encampment

Onward, a contained with 2x Weapon Parts can be looted before coming to a group of Marauder Hooligan enemies. Past them, there's the Marauder Encampment. Here you'll face 1x Marauder Lookout and 2x Marauder Vandal alongside a Marauder Goon and 2x Tamed Canid. Defeat them all if you want to loot the place and get some XP. The items you can pick up are 8x Bit Cartridge, 1x Necklace, 1x Spacer's Chaw, 1x Mock Apple, 1x Mock Apple Juice, 10x Heavy Ammo, 60x Light Ammo, 1x Adreno, 1x Gourmet Saltuna Fillets, 30x Bit Cartridge, 1x Tremor Cleaver (Weapon), Armor Parts, Weapon Parts, 25x Energy Cell, 

There's also a locked container that has some loot

Toward Edgewater

Backtrack a bit to the place where you met the first Hooligans and then continue toward your map marker. You'll come across two dead residents and can loo 1x Revolver and 1x Tossball Blocker before climbing a hill and getting your first view of the town.

Upon arrival, you can talk to Silas, Junior Inhumer for the town of Edgewater. You can ask him about the Power Regulator you're after, he says to go to Reed Tobson's office. He then asks about your job, and you have the option to accept some collector's duties - this is the Task: A Small Grave Matter.

Go into the town and you'll gain 600xp for your discovery. Find the Saltuna Cannery and go inside. You have the option to steal some items and use a terminal. Go into the nearby lift and make it go up to arrive at Reed Tobson's office. He's talking to Parvati about a malfunction of the machinery. You can ask for a power regulator and get 1028xp to advance the quest.

The Power Regulator

Reed informs you that there is a Power Regulator at the nearby Geothermal Plant, that is "mostly abandoned". He wants you to reroute power from the botanical district over to Edgewater, and then you can take the regulator. You can press the conversation to learn that the plant is inhabited by deserters (former workers) and he needs them back because their quotas are down and they might be shut down for good. He tells you to talk to the leader, Adelaide and warn her about the power - this is a separate quest called Comes Now the Power. You will get the Geothermal Passcode item.

Parvati will offer to join you. Accept to gain your first Companion. Leave the office and talk to Parvati, she will want to share some information about the people that have deserted their post. She will reveal Adelaide left after her son's death, and propose that you talk to Max, the town Vicar. This updates objectives for the quest Comes Now the Power, which you should do before continuing.

Go on to do the Comes Now the Power quest.

Once you complete Comes Now the Power speak with Ada on the Unreliable and then install the Power Regulator. Speak to Ada again to blast off the planet, ending the quest and beginning the quest Passage to Anywhere.

 

 

Comes Now the Power

 

Workers are abandoning the town of Edgewater. Reed Tobson, Edgewater's administrator, wants to foce these deserters to return to town by shutting off their power.

Comes Now the Power Objectives

  • Deliver Reed's Message
    Reed asked you to deliver a message to Adelaide and her deserters: come back to town, because he's cutting off their power. Adelaide and her people are camped out in the Botanical Lab, north of Edgewater.
  • (Optional) Speak to the Vicar
    Parvati wants to visit the town's Vicar. She's a little uncertain about the task Reed has set before you. The Vicar might be able to provide some moral guidance.
  • Divert Power from the Geothermal Plant
    You delivered Reed's message, but adelaide refused to return to Edgewater. Head to the Geothermal Plant and redirect the power.
    Adelaide proposed that you divert the geothermal plant's output to the Botanical Lab, depriving Edgewater of Power.
    The plant's master control terminal is reporting that three switches must be activated before you can redirect power.
    You activated one of the switches needed to redirect power.
    You activated a second switch in the geothermal plant.
    All three switches ahve been flipped. You should now be able to redirect the plant's power from the master control terminal.
  • (Optional) Reprogram the Automechanicals
    Chester gave you a passcode to a terminal located elsewhere in the plant. This terminal allows you to reprogram the plant's automechanicals. Changing their behaviour might make getting around in the plant easier.
    (With all the automechanicals in the plant out of commission, there's no need to modify their behavior)
  • Return to Reed
    You diverted Edgewater's power to the Botanical Lab. Reed must be furious.

 

Comes Now the Power Walkthrough

You will obtain this quest during Stranger in a Strange Land, by talking to Reed Tobson and asking questions about the welfare of the deserters' community.

You should talk to Parvati after leaving Tobson's office to obtain an optional objective to talk to the Vicar. You can do this by going left after exiting the cannery, and going into the large building past the square. Vicar Max, who is a priest for The Order of Scientific Inquiry (Scientism). You can talk to him to learn about the Grand Plan, Grand Architect, and his role within it all.

Bring the conversation to Reed's request and earn a bunch of xp. If you have high Intelligence, you can comment that it's a responsible choice based on whether the leader can provide. Max will advise that if you wish to save as many as possible, uniting the people and bringing them back to Edgewater would be ideal. Ask if that is possible, and Max will warn you that outside the walls is a dangerous place. You can ask why he says this and he will reveal he wants to retrieve heretical books in the possession of a collector outside the walls. He claims it is to keep it out of layman hands. Ask to know more about it and he'll mark you on your time and initiate the Companion Quest: The Illustrated Manual.

You can loot 1x OSI Vial from a mission counter before heading out.

Go North from Edgewater and you'll come to an intersection with several Marauders to take out and loot. Further ahead, the Edgewater Community Center area is swarming with them so give it a wide berth to avoid heavy combat for now. The road ahead has dead thugs to loot and a container with 25x Light Ammo and 20x Heavy Ammo before you make a left and arrive at the Botanical Lab sign. There are dead Canid Feral that can be looted for Canid Tail around this area.

The Botanical Lab

Discovering the Botanical Lab gives you 400xp. An armed guard ahead is Grace Romero, who you should talk to. Tell her that you're looking for Adelaide and mention Reed - she'll let you through after telling you Adelaide is over at the hothouse. If you ask about her problems she will mention someone named Zoe has gone missing. You can offer to keep an eye out and unlock the Side Quest: A Few Kindred Spirits. You can ask her follow-up questions about Zoe to assist with that quest, she will mention Stefan might know more about it.

Go to the greenhouse and you can speak to Adelaide McDevitt. Tell her Reed sent you to make peace, you will get a lot of XP. You can tell her about Reed's plan to cut off the power, or opt to say that he's willing to make amends. She will not believe Reed's good intentions, and you must tell her that he asked you to divert power. She will ask why you have agreed to his plans, and you can explain your need for a power regulator. She will counter that you should instead divert power from the town to the Botanical Lab, and free the town from service to the cannery.

If Parvati is in your party, Adelaide will comment that her father died of overwork. Parvati is not ready to accept that as a fact. If you pick up the Gold Teeth nearby and ask her about them afterwards, you can find out that she is using the corpses of dead bodies to fertilize her soil if you pass a Science (15) check.

If you investigate the rooms and pick up Gold Teeth, and learn about Eugene's death from the people of Edgewater, you can piece it together and ask Adelaide about it. You will find out that her fertilizer is being made of the dead of Edgewater, and she claims it is this natural process of proper decomposition that is making the greenery around the Botanical Lab and preventing the Deserters from catching the Plague.

Head over to the Geothermal Power Plant to continue the quest, but be mindful that the world state will change upon completing so you might want to finish up tasks, side quests and companion quests available first.

The plant is guarded by Mechanical Sentry robots. and there are some corpses that can be looted for Adreno, Ammo and some Armor. Head inside, and you'll discover the place has six floors to explore!

Power Plant Entrance (6F)

Pick up some Dervish Mist, Energy Cell, and loot containers for Adreno, Gyro Syght, Mag-Num, Bit Cartridge and other goodies. Head toward the control room and pick to redirect power. You'll be warned of an error and asked to active all three electrical track switches to perform the action manually. Go back toward the entrance and take the path going down to the 5th floor.

Power Plant Security Lockdown (5F)

Read the nearby terminal and learn about the replacement of guard personnel with machines, their malfunction and events that lead to the security lockdown. You can then lift it with Reed Tobson's passcode and explore area. There is a locked door that that requires high lockpicking or the Security Chief's Card item (found in 4F) a bunch of loot and the Corrupted Logic Module, needed for the Die, Robot quest (1700xp) so make sure to grab that and the Adrena-Time, Weapon Parts, Adreno loot.

First Switch & Repair Bay (4F)

The first switch is found soon after you descend to the 4th floor. Activate the switch then explore a nearby room to find Jeremy from Die, Robot has made its way here. Talk to Jeremy and he will say the logic is defective and all other automechanicals must be permanently dismantled. Accept its offer and explore the are to further advance your understanding of Die, Robot events. From the Repair Bay, take the staircase leading up and follow it to a room where you will find the Security Chief's Corpse. Loot the Geothermal Security Chief's Keycard from it and pick up Light Machinegun if you want. In this same room, if you have Chester's Passcode you can hack a terminal.

Second Switch (4F)

Go back to the first switch ant take the side room with the reddish light. You can go down a floor (You'll see 02 on the wall) and can then use a door to access a passage. Pick the lock on the next door you encounter to your right and you'll access a Workbench and a path that is blocked by steam. Take the ladder going up instead to return to the 4th floor and use the switch.

Third Switch (5F)

From the previous switch, take the door on that level and you'll come to a larger area with a drone and some sentry enemies. Defeat them and go up a level. The next switch is here. You can now unbar the door that was blocking your access to here. Back in the room with the second switch, going down will allow you to access a terminal and use Engineering (20) to turn off the steam you encountered before.

Higgins (1F)

Go back to the red room and descend the ladders until you see 04, your map will show you the 1st floor. Here you meet Higgins, who is convinced you are not real. Talk to him and calm him down, he will introduce himself as Chester D. Higgins. He was an engineer that got trapped when lockdown happened. You can ask him if he can stop the mechanicals, but you need Persuade or Intimidate 20 to succeed. If you persuade him, he will reveal that you can rewrite the mechanicals to attack each other. You need Engineering 10 to reveal someone tampered the logic module. Chester will give you Chester's Passcode and 1800xp. You can pick up Impact Hammer from nearby before heading off to the 5th floor to access the terminal. Redifine intruders as Spacer's Choice Automechanicals if you'd like.

Redirecting the Power

Back at the master control room, it's time to make a choice. If Parvati is in your party, she will ask you if you understand what you'll do. You can hear her opinion: she thinks that you should not cut off Edgewater's power as people there are just living their lives the only way they know how. She thinks that Ms McDevitt is delighting in Edgewater's suffering and you would be part to it if you sided with her. You can thank her for talking to you as you end the conversation for some appreciation from her.

  • Redirect power to Edgewater:
    • Spacer's Choice Reputation Up
    • Deserters Reputation Down
    • 2828xp
    • Possibility to earn trophy to "Permanently Save Edgewater" later
  • Redirect power to Botanical Camp:
    • Deserters Reputation Up (major)
    • Spacer's Choice Reputation Down (16% negative)
    • 2828xp

Return to Reed

You can go back to Edgewater to talk to reed and pick up the Power Regulator that you need in order to advance Stranger in a Strange Land.

Reed can be found down the stairs in the Saltuna Cannery. He wants to talk to you and will ask you why you did it. Selecting "To Teach you a Lesson" and "You're all slaves to Spacer's Choice. I'm Liberating You" will have him tell you he never asked to be liberated. He says he has guards posted with orders to fire on you. You can apologize, ask what will happen to Edgewater, or intimidate him (30). Pass the intimidation test and you'll earn 350xp for the check, then 1800xp for the objective and 15000xp for the quest. Reed will walk away and not talk to you anymore. You are now on Stranger in a Strange Land.

Return to Adelaide

If you redirected power to Edgewater then you'll need to speak with Adelaide. When you speak to Adelaide she tells you that you have to convince the others, and when you probe further you find out that her son died of the plague in Edgewater and is buried in the cemetery because Reed refused to use medicine on him. She will give you the optional objective to get Reed to step down or she will not return to Edgewater.

Speaking to Thomas Kent, you can convince him to go back if you've completed his quest The Frightened Engineer, by telling him to become an Engineer. If you plan to get Reed to step down, tell him to wait.

Grace will agree to return if you let Zoe die or you killed her, since she feels she cannot defend the settlement. If you plan to get Reed to step down, tell her to wait.

You can Persuade (15) Reed to step down or you can kill Reed by attacking him. If Parvati is in your group she will freak out if you kill him and she'll tell you she needs to leave. You can Determination (10) to keep her from leaving. You will obtain "Reed's Key" from looting his corpse, and you will gain max negative Reputation with Spacer's Choice from killing him.

Speak to Adelaide for 22,500 XP, Deserter's Reputation up, The Board Reputation down (by a couple percent) and you will receive Adaelaid'es Watch, which is worth 1,750 but has no other use.

 

Passage to Anywhere

 

 

 

In order to revive your fellow colonists stranded in hibernation, Dr. Welles needs you to travel to Stellar Bay on the terraformed moon of Monarch. Monarch is interdicted by the Halcyon Holdings corporate Board, so you'll have to procure a Navkey through unofficial channels.

Passage to Anywhere Objectives

  • Speak to Gladys on the Groundbreaker
    Phineas Welles wants you to contact Gladys, a black market fence located on the Groundbreaker, the only neutral station in the Halcyon colony. She can sell you a Navkey to Stellar Bay on Monarch.
  • (Optional) Retrieve the Holographic Shroud
    Phineas Welles mentioned that he gave a device to Alex Hawthorne - the Holographic Shroud. It uses biometric data from identity cartridges to project a disguise around you. This will be useful for gaining access to restricted areas.
  • Talk to Udom Bedford
    Groundbreaker security informed you that your ship has been impounded by order of the Board. You need to clear this up with Udom Bedford, the Halcyon Holdings Board representative on the station.
  • Purchase a Navkey to Stellar Bay from Gladys
    Gladys is willing to sell you a Navkey to Stellar Bay for 10,000 bits.
    Gladys offered you a job investigating a distress signal on Terra-2.
    Gladys mentioned that Junlei Tennyson, the Groundbreaker's captain, is always willing to put available captains to work. You can also check the bounty board in the docking bay for work.
  • Inform Dr. Welles You Have a Navkey
    You finally have a Navkey to Stellar Bay on Monarch. Inform Dr. Welles so you can learn why you need to travel to the restricted planet and who you need to meet once you're there. ADA should be able to establish a connection with Welles.

 

Passage to Anywhere Walkthrough

This quest begins automatically after you finish Stranger in a Strange Land. Picking up the Holographic Shroud in the captain's quarters in your Ship, the Unreliable, will net you 18600 XP. If you read the logs in the computer there next to it you'll gain the quest Weapon From The Void.

Travel to the Groundbreaker and approach the Customs officer, CPL. Leonard Wheeler. He will inform you that your ship is impounded and say you will have to take it up with Udom Bedford. Leonard can also give you the quest Solution Vial, and some information regarding the Groundbreaker's status on the system and its relationship with The Board. He will also give you directions on where to go to obtain further quests within the ship.

This area has several quests that can be completed so look out for companion quests "The Empty Man" and "Drinking Sapphire Whine" while you progress. There are also side quests and bounties to get from NPCs so talk to everyone you find.

Go to the main area of the ship and take a left, you'll come to the Rest-n-Go and can meet with Gladys. Ask her for a Navkey to go to Stellar Bay (16800xp) and she will say she has only one key and it will be expensive. You can pay 10,000 bits, or ask about the "opportunity" she offers. She will ask you to look into a distress call that came in from an outpost called Roseway, which Auntie Cleo abandoned years ago. She thinks there might be a secret worth selling. Accept and you'll obtained the quest The Distress Signal. You can ask her about other work and affairs and she will then give you Purpleberry Bunch before you leave.

Go toward the Groundbreaker Promenade and you can talk to Udom Bedford. Pretend that Alex liked him if you would like to keep it nice, and he'll lift your impounding. You get 16000 xp for your efforts. He then asks you if you know where Phineas Welles is, as Alex was apparently going to turn him in. Say he never mentioned Welles and the conversation will move on. This is also your opportunity to talk about Jessie Doyle for Worst Contact - so make use of it.

Complete The Distress Signal investigation and bring back all the research, or purchase the Stellar Bay Navkey for 10,000 bits. You will gain Groundbreaker Reputation and the quest will update asking to talk to Phillas Welles. Before you do this, you might want to head to Lilya Hagen at SubLight Salvage to begin the quest Salvager in the Sky.

You should then go to the Unreliable and have ADA contact Welles. He will tell you why Monarch is the next destination. You will get 33,000xp and the next quest: Radio Free Monarch

Alternatively, if you head straight to Monarch and land at Cascadia, you can fight your way to Stellar Bay to complete this Quest, saving you the cost of the Nav key. Be warned though, there are many dangerous enemies from 12-18 level.

 

Diverging Point: Turn in Phineas?

You have the option to turn in Phineals Welles at Groundbreaker. If you do so, your progress will change slightly. An alternative playthrough goes like this:

It's important to note that the "evil" playthrough were you align with the board does NOT prevent you from doing several of the regular non-board quests. You can do two simultaneously at times. Keep your options open! This walkthrough will assume you do not turn Phineas in, and thus will not cover Balance Due, The Puppet Masters or The Demolished Woman - but you can visit their pages to read how they go.

 

Radio Free Monarch

 

Radio Free Monarch

stranger-in-strange-land-quest-the-outer-worlds-wiki-guide
Previous Passage to Anywhere
Next The City and the Stars
Location Monarch
Rewards 64000 XP
2500 Bit Cartridges

 

 

The Information Broker promised to find the location of the chemicals needed by Phineas. Problem is, he hasn't delivered the intel on time and hasn't provided an explanation. Travel to Monarch, find him, and obtain the data.

Radio Free Monarch Objectives

  • Speak with Nyoka at Stellar Bay
    Phineas Welles contacted the Broker through a well-known Monarch big-game hunter named Nyoka. She frequents The Yacht Club in Stellar Bay, so look for her there.
  • Help Nyoka with Her Hangover [Passion Pills]
    Nyoka is willing to bring you to the Broker, but you'll have to "cure" her of her hangover first.
  • Speak with the Information Broker at Devil's Peak Station
    The Broker resides in a station at the top of Devil's Peak Station. Travel there and speak with him.
    Limited opportunities exist to scale the mountain. There is a dangerous, ascending path along the western side of Devil's Peak. A safer alternative may be found in the caverns that run underneath the mountain.
    You've reached Fallbrook Crossroads, which is roughly halfway to the station. You'll have to head further west before being able to ascend the mountain.
    The C3 mercenary company is stationed southeast of the Devil's Peak Station. You may be able to convince them to help you.
    You've been invited to speak with the station's owner via intercom.
    The Broker will unlock his door after the Marauders in the broadcast center have been cleared (Kill 7 Marauders)
    You've cleared out all the Marauders in the station's broadcast center and may now speak to the Broker in person.
  • Help the Broker Deal with MSI and the Iconoclasts
    The Broker can't deliver the location of the chemicals until you stop the Iconoclasts and MSI transmissions that are interfering with use of the tower.
    Sanjar Nandi leads MSI out of Stellar Bay, and Graham Bryant leads the Iconoclasts out of Amber Heights. Earning their favor might convince them to stop transmitting.
    Complete the quest "BOLT with His Name" for Sanjar to start earning MSI's trust
    Complete the quest "Errors Unseen" for Sanjar to earn MSI's trust
    You've found a way to end MSI's transmissions.
    Complete the quest "The Commuter" for Graham to start earning the Iconoclasts' trust
    Complete the quest "Pay For the Printer" for Graham to earn the Iconoclasts' trust.
    You were able to put a stop to the Iconoclast transmissions.
  • Return to the Information Broker
    MSI  and the Iconoclasts are no longer using the tower. Report back to Hiram
  • Jump Start the Tower
    Before you can transmit the data to Phineas, you'll need to give the tower a jump start
  • Speak with Phineas
    You have relayed the promised data back to Phineas. Travel to his lab and speak with him to discuss the next steps.

 

Radio Free Monarch Walkthrough

This quest is obtained when you complete Passage to Anywhere by obtaining the Stellar Bay Navkey and talking to Welles, or if you travel to Monarch and land. Once you get to Stellar Bay, you'll be greeted by Grimm, who will explain that it's very rare for them to get visitors. He will ask for your name and you will gain Monarch Stellar Industries Reputation (3%). Grimm offers to give you your own entry code. He also says The Board has been lying about Monarch, and mentions you should talk to Mr. Sanjar, and as you for a favor - he wants you to check with Celia if his poster has arrived. Accept and this begins the quest The Grimm Tomorrow.

Speak with Nyoka at The Yacht Club to gain the Passion Pills quest so that she sobers up. This gives you 14,400XP. While you're here, you can talk to Maguire and get a free drink 1x Zero Gee Brew. He will also explain that 10 years ago, Marauders broke into the executive compound and slaughtered everyone, making the board abandon the place. The incident is called "Amber Heights". Head to the 2F and talk to Caleb Herrick to gain 1x Glacier Water, and he tells you that they are on strike. You can offer to mediate with Velma on their behalf - this gives you the quest Herric's Handiwork.

You can head over to Sanjar's office and talk to Celia Robbins, who will confess she is buying uneeded items from Sebastian to get to talk to him. You can offer to talk to him on her behalf and get the task Flowers for Sebastian.

You can also speak to Sanjar Nandi, he will say Hiram is out at Devil's Peak. Sanjar will confide that the 10 years of isolation have been hard on Monarch, and they want to get back into the mainstream. He will reveal a plan to get MSI back into The Board. Ask him about it and you'll obtain the quest BOLT with His Name (Faction Quest). You can also learn more about the planet, that used to be called Terra 1, and the reform that Sanjar and MSI tried to achieve to give more humane working conditions for everyone within.

Complete Passion Pills

Make your way to Abigail Edwards, the medic located in a small building on the left side of the Stellar Bay map. You can ask her for Caffenoid supplements, and then have to reveal who they are for. You can lie (20) or say they are for Nyoka, or private. Abigail will reval that Nyoka's allotment is exhausted due to her non-participation in their health scheme. She mentions Dr. Williams manage the town allotments from an upstairs terminal. You can persuade (35), ask about Dr. Williams, or Intimidate (55) to get your way. Persuade her, and she'll reveal she has a key to the supply room, that is upstairs. You can ask about Dr. Williams and you'll obtain an optional objective of searching his body at the graveyard.

You can go upstairs and hack (55) the terminal to login as Williams to increase Nyoka's allotment. You can also pick your way into the supply room, or get Dispensary Supply Room Key from Dr. Williams corpse or by pickpocketing Abigail.

Return to Nyoka

Make your way back to Nyoka. You can explore near the tavern first and meet Talmadge Kerr, who will be shuoting someone has been killed inside the apartments. Go into the building to unlock the quest The Stainless Steel Rat.

Once you're back to Nyoka, you'll get 21000xp for the step and 28000xp for completing passion pills, plus 14400xp for completing Radio Free Monarch step. Accept Nyoka's offer to come with you and she will join you as your last Companion.

Head to Fallbrook

Make your way to Fallbrook, visiting Amber Heights for several quests in the process. Talk to Mortimer Bell near the entrance and, if you're doing Space-Crime Continuum, ask him where to find Catherine Malin, and you'll gain Sublight Salvage & Shipping reputation.

Devil's Peak Summit

Head northwest of Fallbrook to find Devil's Peak Station. Once you arrive at Devil's Peak Summint speak with Joy Voivode regarding the relay tower she is guarding. If you have the quest Signal Point in Space or Radio Free Monarch, it will update with a note that you may be able to convince the C3 mercenary company to help you.

They are down the hill a short ways. You can Persuade (20) them not to kill you if you said you emerged from the tunnel, and then you can ask them to help you clear the Marauders from the Station. Additionally, if you inquire further about their boss you will obtain the Task: Mandibles of Doom.

If you complete this Task then you can convince the C3 mercenaries to help you attack the Marauders if you can get the main gate open. As you approach the station, you can meet Joy Voivode, who cautions you the station is overtaken by Marauders.

Head the entrance of the Devils' Peak Station and defeat the Marauders there. There are a lot so be careful. If you have a minute head northeast and loot the Unique Weapon: Hammer of Olympus at Sundered Rock. Then head up the ramp and head into Devil's Peak Station.

Devil's Peak Station

Defeat the Marauders inside and then speak to the man via the Intercom, whom you will find out Hiram. If Nyoka is in your party he will recognize her. Hiram will ask you to wipe out the Marauders in exchange for double the going rate. He doesn't want his broadcasting equipment destroyed. There is a Lockpicking (55) door nearby that has some loot inside, so consider picking it if you can. Then double back and head up the elevator that is now open.

You'll need to kill all the Marauders here. If you finished the Mandibles of Doom task and convinced the C3 mercenaries to help you, they will help you wipe out the Marauders. Use the Intercom to open the door and speak to Hiram Blythe. You'll gain 2,500 Bit Cartridges. Ask him about the Information Broker and you'll gain an Achievement/Trophy and 16000 XP.

You can talk to Hiram to learn more about The Board, the Chairman, Sanjar, Graham and the overall system.

Hiram will ask you to jump start the tower by heading outside and flipping a switch. There is a terminal on the way that you can read some backstory about the Station if you wish. Once you flip the switch a ship will crash land nearby and Graham and Sanjar will argue over what to do with it, and the Faction Quest: Canid's Cradle will trigger. You'll gain 3800xp and 14400xp.

Return to Phineas Welles at his Lab to collect your reward of 2500 Bit Cartridges, 36640 XP and you'll gain a Nav Key to Byzantium. This will trigger the quest The City and the Stars.

 

The City and the Stars

 

The City and the Stars

stranger-in-strange-land-quest-the-outer-worlds-wiki-guide
Previous Radio Free Monarch
Next Kept Secret But Not Forgotten
Location Phineas Welles' Lab
Rewards 142000xp
The Board Reputation Down
Access to The Hope

 

 

Now that Phineas knows Minister Clarke's been hoarding dimethyl sulfoxide in Byzantium, he just needs you to get to the city to steal it. Easy.

The City and the Stars Objectives

  • Meet with Phineas' Contact
    Phineas has an associate who can help you locate Minister Clarke. This person works at the Byzantium docks.
  • (Optional) Speak to the Minister's Guards
    Some of Minister Clarke's guards hang out at a local bar. One of them might be able to provide some information regarding Clarke's residence.
    Mayfield, one of the Minister Clarke's guards, has a key to the estate. He's aggressively celebrating his promotion with Spectrum Vodka.
    You gave Myafield a Spectrum Vodka, and he's acting pretty tipsy. A couple more and you could probably get him very drunk.
    One more Spectrum Vodka ought to do Mayfield in.
    Mayfield's heading to the bathroom. This is your chance to grab his key.
    You acquired a keycard to Minister Clarke's residence from Mayfield.
  • (Optional) Retrieve the Minister's Package from HPS
    You've learned that the minister sometimes receives packages from HPS. If you showed up at his residence with a apackage for him, the guards might just let you in.
  • Speak to Minister Clarke
    MInister Clarke spends almost all of his time at his estae, which is uner heavy guard. He may be hard to reach, but he's apparently been boarding the colorny's reserves of dimethyl sulfoxide.
    You snuk into the mail room of HPS and stole the minister's package.
  • Investigate the Chairman's Office
    Minister Clarke knows nothing about the dimethyl sulfoxide and explained that Chairman Rockwell has actually been keeping him under house arrest.
    Clarke is certain Rockwell is behind the purchase of the chemicals.
    The Maintenance tunnels beneath byzantium connect to the Acropolis District.
  • Retrieve the Dimethyl Sulfoxide
    You've learned that dimethyl sulfoxide is at the Ministry of Accuracy and Morale along with whatever Chairman Rockwell is working on.
    Caroline, a scientist at the Ministry of Accuracy and Morale, has an ongoing feud with Theodore, one of her coworkers.
    You found an empty canister. There should be a way to transfer the dimethyl sulfoxide into it.
  • Return to Phineas
    Now that you have the dimethyl sulfoxide, rendezvous with Phineas at his lab to plan your next move.

 

The City and the Stars Walkthrough

This quest is obtained automatically by completing Radio Free Monarch. Travel to Byzantium and Ellie will be by the exit door, ready to grant you the quest The Low Crusade. You can also ask her about the city and find out more about her.

Go down the ramp outside the ship and right to meet Carmen Imagawa. She'll inform you of the next steps and you'll earn 22500xp. She will also tell you that you can swipe a security key from a guard relaxing at a local pub. Ask her abut Byzantium and she'll share that she joined the movement because she has noticed something off: things are not getting repaired anymore, and people from out of system are never seen.

Go up the nearby lift to enter the city. You'll come across Maverick Johnston, accept his offer to gain the quest At Central.

Continue toward the tavern and go into Billingsly's House of Inebriation. You can talk to Mr. Billingsly for some insight into the thoughts of the wealthy, talk to the Bartender Mechanical (you should buy 3x Spectrum Vodka for 58 bits each) or head straight toward Guard Mayfield, who is rather drunk.Chat him up and he'll talk about a key, and you can buy him a drink - give him the Spectrum Vodka you bought, and continue until he feels sick and goes to lay down nearby. Once he lays down, close the door and loot the Minister's Estate Key (and anything else you want). You'll get 22500xp.

Go toward the minister's residence and you will hear someone complaining. Look for Hortense Ingalesbee and talk to her to get the quest: Why Call Them Back From Retirement? and the quest item Docking Bay Terminal Codes.

After this, continue toward the minister's mansion and talk to the guard by the door. He will reveal they are expecting a delivery but he will not let you in. You can go get the package from a nearby office near where Giles Molina is looking for his sprats. Talk to him and accept the quest Cupid of the Laboratory, and obtain the Sprat Collection Crate quest item.

Go into the Halcyon Parcel Service shop, wait for the guard to move, and lockpick your way into the storage room. Pick up Parcel for Minister Clarke and head back to the front door, you can walk right in. Go up to the second floor and you can talk to Minister Clarke, ask about the dimethyl sulfoxide and he will think you want drugs. Press the issue, saying he has ordered them, and he will conclude Chairman Rockwell must have done so. He will then reveal he is under house arrest and has been so for years. He will advise to look for details on the chairman's office in HHC headquarters. Ask how to get there and you'll get 22500xp.

Clarke reveals the HQ is heavily guarded, but there might be a maintenance tunnel access point. He will give you an access card that takes you to the executive suite (Receive Minister's HHC Access Card quest item). Clarke will also ask you to use Rockwell's access to message Earth. This unlocks the task: The Lying Earth, and gets you a cartridge with details on corruption on mismanagement: Minister Clarke's Data Cartridge.

If you've completed Balance Due you will have access to the HHC building and won't need to use the Maintenance Tunnels. You can also skip the tunnels by walking to the front door and bribing the guard for 2000 bits. Once inside the HHC building go straight ahead and talk to Guard Bachmeyer. You'll take a lift heading to Percival Platt - he has nothing important to say so go left and unlock the door with Minister's HHC Access Card. You can print the keycard at the terminal to gain the Ministry of Accuracy and Morale Key. You can also send Minister Clarke's message completing the Lying Earth quest and earning you a small amount of Negative Reputation with The Board.

Once you have the key, head back out. Speak with Percival Platt and you can Lie (65) to him to get him to return to his desk. Head down the elevator and out the front door, or fast travel to the Acropolis District. Head to the locked door now on your left and use the key to open it. Head into the Ministry of Accuracy and Morale.

Once inside head for the restricted door on your right, if you have the Chairman's Keycard you can Intimidate (70) or Lie (100) to get past Guard Holte. Or you can just go around. There is also a UDL Identity Cartridge that you can find in a locked door guarded by a Corporate Officer. There is also a terminal you can Hack (47) that will update your quest and learn that Caroline has a feud going with Theodore at the Ministry of Accuracy and Morale.

Speak with Caroline Ednecott on the second floor and ask her about Theodore Isaacs or Science (70) to keep her talking. You can Lie (1) to get her to open the door to the lab for you. Head down the elevator, and head into the restricted area. There is another UDL Identity Cartridge in the lockeroom if you didn't grab the other one.

If you head up the elevator this another terminal you can Hack (68) to ??. Follow the yellow line to make your way to the Dimethyl Sulfoxide, and do so quickly so you don't have to fight everyone. Once you get there you'll find an empty container and you'll need to transfer the Dimethyl Sulfoxide to it. Use the terminal nearby to transfer all or 26.37% of it then pick up Full Dimethyl Sulfoxide Canister. You will gain 22000xp. You can also read details on the experiment. If you transfer all of it everyone in the tanks will die. Steal the Dimethyl Sulfoxide and head through the barred door nearby and up the elevator. Then head back to Phineas Welles. It doesn't seem to matter if you save or kill the people in the tanks, the outcome is the same.

If you have not betrayed Phineas to The Board: Once you are aboard The Unreliable, you'll get a message from Sophia Akande. She will say that she was impressed by your work, and mention that you have saved her work (if you cut off power to Edgewater during Comes Now the Power). She wants to negotiate to convince you to turn Phineas in, and says he's an obsessive Psychopath using you and harming the colony. If you remain impartial, you'll receive the quest Long Distance.

Return to Phineas and talk to him, you will learn that he knew about the starvation problem, and he wanted to unfreeze The Hope to have the colonists help solve the problem. He says The Board is instead planning to kill The Hope colonists and turn the vessel into a prison for the Halcyon residents who will be frozen.

If your Science and Engineer is over 40, you can propose a micro-jump within the system to get The Hope by Phineas Welles. You'll gain 22000 XP for the step and 142000xp for completing the quest and Negative Board Reputation for doing this, and gain the quest: Kept Secret But Not Forgotten.

 

Long Distance

 

 

 

Adjutant Sophia Akande has asked you to help her track down Phineas Welles. Head to Welles' lab and sen the Board a tracking signal from his terminal.

Long Distance Objectives

  • Send the Tracking Signal
    Find Welles' communication terminal and send a tracking signal to Sophie Akande.
    Phineas mentioned you could send a corrupted tracking signal to buy him some time
  • Return to ADA
    Sophia said she'd contact you as soon as her office picks up Welles' location. head back to your ship and see if Sophia has a message for your.

 

Long Distance Walkthrough

Head to Phineas' Laboratory and plant the tracking signal by using the terminal to gain 27,000 XP.Then speak with Ada aboard the Unreliable and you will be contacted by Sophia. She'll reward you with 27,000 more XP and you'll lose Negative Reputation with The Board. She'll then ask you to speak with her on Byzantium by using Adjutant Akande's Landing Pad. Go in and Guard Esparza will let you through. If you speak with her there you will gain a further 27,000 XP.

  • During your conversation, depending on what you have done before arriving here (if you got this quest after The City and the Stars), you will learn the Emerald Vale plague is a result of malnutrition, and that the Roseway research for "Diet Toothpaste" was for this purpose as well. She will then ask you to wipe out Edgewater. Refusing to do so and telling her to go to hell botches the quest and makes everyone within the building aggressive.
    • You'll get the Foundation quest at this point from her.

Sophia will then give you the quest Signal Point in Space and tell you to speak with Percival for your reward and Nav Key. This will net you 100,000 XP, 2000 Bit Cartridges and a lot of Reputation with The Board

If you speak with Phineas and let him know about the tracking signal, he'll ask you to plant a corrupt signal to buy him some time. If you do this on the terminal you will gain 27,000 XP. Sophia will also not be aware that you corrupted the signal, and you'll gain another 27,000 XP. Speak with her a gain on Byzantium to gain the same quest and receive the same XP.

 

Foundation

 

Foundation

stranger-in-strange-land-quest-the-outer-worlds-wiki-guide
Previous Signal Point in Space
or
Lost Signal
Next Kept Secret But Not Forgotten
Location Byzantium - Sophia Akande
Rewards ??

 

 

Edgewater has become a leech on the colony's dwindling resources. Adjutant Akande wants you to wipe out the town.

  • Use the Termination Protocol
    Adjutant Akande has a number of Spacer's Choice-brand automechanicals waiting at the Edgewater landing pad. She needs you to travel to the Emerald Vale geothermal plant and send the termination protocol from a terminal. The termination protocol will order the automechanicals to wipe out everyone in Edgewater.
  • Deal with the Automechanicals in Edgewater
    You sent the kill command, and the automechanicals should be attacking Edgewater now. Sophia wants you to go back to Edgewater and clean out the remaining automechanicals.

 

Foundation Walkthrough

This quest is obtained if you removed Reed from power during the Comes Now The Power quest and completed the Signal Point in Space quest.

This quest is also available if you complete Lost Signal by obtaining it during the quest The City and the Stars.

Travel to Edgewater Landing Pad and fast travel to the Geothermal Power Plant. Head inside and speak to Captain Hogarth. You can Persuade (65) him, Lie (65) him or Lie (25) him if you have the Constables Badge. Head forward and us the terminal at the nav marker and set the automechanicals to attack the citizens of Edgewater (default) or themselves (New Target). Then execute the command. Either way they'll kill the citizens if you haven't done ?

Fast travel to Edgewater if you set the mechanicals to attack the citizens, they will all be dead and you'll need to wipe out the mechanicals. Once finished travel back to Sophia. You'll gain ?? XP, 2500 Bit Cartridges and Positive Reputation with The Board. You will also gain the quest Kept Secret But Not Forgotten. You will also gain the Ludwig Was Right Trophy/Achievement for doing this.

 

Kept Secret But Not Forgotten

 

Kept Secret But Not Forgotten

stranger-in-strange-land-quest-the-outer-worlds-wiki-guide
Previous The City and the Stars
Next Brave New World
Location Phineas' Lab or Byzantium
Rewards Access to Tartarus

 

 

Phineas Welles has asked you to skip the Hope to Terra 2. Sophia Akande has asked you to skip the Hope to Tartrus.

Kept Secret But Not Forgotten Objectives

  • Travel to the Hope
    Land your ship in one of the Hope's docking bays.
  • Repower the Hope's Skip Drive
    Reroute power from your ship to the Hope's auciliary power supply
  • Patch ADA into the Hope's Communications Systems.
    ADA will make sure the ship can be skipped safely.
  • Skip the Hope
    Use the main control console to decide where to send the Hope.
  • Return to Phinea Welles' Lab
    With the Hope now orbiting Terra 2, reeturn to Phineas' Lab to speak about the next steps.
    Phineas sent you a transmission screaming about "corporate PIGS"
    You found Phienas' Lab was ransacked, Search his lab for additional info.
    Phineas' computer is locked, search the area for the passcode
    Phineas mentioned that something important could be found in a secret compartment in his room. You should retrieve it.
    Phineas's computer is locked, search teh area for the passcode

 

Kept Secret But Not Forgotten Walkthrough

You'll gain this quest automatically after the completion of The City and the Stars or the Foundation quest.

Regardless of who you are working for you will now need to travel to the Hope. Once there ADA will tell you that you need to patch her into the Hope's Communication Systems and you'll need to reroute power to the Hope's Skip Drive. You'll get 41000xp

Once you've boarded the Hope, head right and locate the terminal there. This will reroute power to the Hope's Skip Drive. Ahead is Quincy Duncan, speak with him. If you have completed Foundation he'll tell you that there is a message from Sophia Akande ahead. He'll also tell you the automechanicals think they are intruders and are attacking. You can ask him for an ID Cartridge, but you'll have to Lie (50), Intimidate (80), Persuade (50) to get him to unlock the door on the left-hand side behind him. Inside you'll find a UDL Identity Cartridge.

Head into the restricted area, and visit the terminal through a door on the left to get some lore about the Hope. Forward through the next door and then another door on the right is another terminal that will tell you about how the Skip Drive failed the Hope and they were running out of food to make it to Halcyon. There is also a UDL Identity Cartridge on the shelf if you need it. Across the way is another terminal in a room with a locked door (75) that has a transcript of people having sex on board the ship.

Head into the next room where the terminal is and use it to learn about the amount of people in stasis. Head through the door on the left and defeat the automechanicals there. Then use the terminal to patch ADA into the comm systems. Use the other terminal to get some more information about what happened to the Hope. Then head across the hall through the locked door (50). If you looted the Hope Bridge Keycard from the dead soldier then you won't need to pick it.

There is an elevator on the right here and another locked door (50) on the other side of the room. Inside is a Mega Sprat and some smaller Sprats. Defeat them and loot the containers, and read the log for some chilling information. Then head up the elevator. Once up the elevator, head right and defeat the automechanicals. Here you'll find a terminal in the crew quarters that tells you the last days of the Hope's crew, and another one that tells you one of the crew started waking colonists to eat them because they were starving. Proceeding past this point will fail the quest Foundation if you have not completed it.

When you reach the ship's computer and you can read about what happened to the Hope's crew.  Patch ADA through the Hope's computer system and decide where to Skip the Hope. It is advised you save here so that you can do multiple endings. You can take over the Skip yourself and you will die granting the Trophy/Achievement Sunburn. Or you can take it to Tartarus if you've completed Foundation, and to Terra 2 if you've completed The City and the Stars.

Terra 2 Destination

If you Skip the Hope to Terra 2 you will gain the Trophy/Achievement Lost and Found. Head back to the Unreliable and travel to Phineas' Lab. Phineas will contact you on the ship and he'll let you know he's under attack from The Board. Fight your way through the Corporate Troops and use the terminal to update the quest that you need to search the area for his passcode, which can be looted from the dead Cystypig next to his terminal (Phineas' Terminal Passcode)

You can read about Phineas on the terminal and he will mention a hidden panel with a package for you. Head into his living quarters. You'll find the Unique Weapon: Phin's Phorce and the panel which contains a Tartarus Navkey. This will complete the quest and begin Brave New World.

Tartarus Destination

If you Skip the Hope to Tartarus you will need to head back to the Unreliable. Once onboard Chairman Rockwell will contact you and tell you that Phineas has taken Sophia hostage and freed the prisoners on Tartarus. This will conclude this quest and begin Brave New World.

 

Brave New World

 

Brave New World

stranger-in-strange-land-quest-the-outer-worlds-wiki-guide
Previous Kept Secret But Not Forgotten
Next None
Location Phineas' Lab
Rewards N/A

 

 

Phineas has been captured and brought to the prison planet of Tartarus, where the Board intends to interrogate him. Now it's up to you to infiltrate the prison and rescue Phineas before the Board can enact its plan to cull Halcyon's population.

Brave New World Objectives

  • Confront Sophia
    Make your way through Tartarus and confront the person who runs the Board's operations, Sophia Akande.
  • Free Phineas
    With Sophia dealt with, release Phineas from his cell

 

Brave New World Walkthrough

This quest is obtained by Skipping the Hope to Terra 2 during the Kept Secret But Not Forgotten quest or by Skipping the Hope to Tartarus.

Terra 2 Route

Head back to the Unreliable and travel to Tartarus. When you arrive ADA will tell you that the crew would like to speak with you, which will trigger some dialogue. ADA will warn you that you should finish anything else you need to do before heading there, and you can ask your crew what they think. ADA will then once again speak with you and you will receive a transmission from a Corporate Trooper telling you that you will be executed and your vessel seized. You can Intimidate (70) or Lie (70) to get him to back off and gain a Labyrinth Security Personnel ID Cartridge. You will also find out that the Groundbreaker has docked as well.

Once on the planet make your way to the facility. If you helped Junlei on Groundbreaker her forces will help you assault the facility. Make your way to the elevator and head down. Once there head into the restricted area and head towards the nav point. There are a ton of guards here and a bunch of loot. You'll need to head through the door at the top of the lift/ladder. There is some loot and a Workbench and some Vending Machines on your lift, but then you need to transition to The Pit.

Immediately on your left is a locked door (55) that has a terminal inside with information on the procedure of the Pit. The nearby door will take you to the lift up. If you didn't head through the locked door, you'll head right, but eventually end up in the same place. You can explore further here before using the lift to find another terminal in a room that allows you to Deliver Pacification Gas, but you'll need the password for it. Speak to Melody you can Lie (100) to her to get it. Using it will wipe out all the guards on this level if you have not killed them already.

Once up the lift, if you helped the Iconoclasts on Monarch they will assist you with the guards here. Head through the door at the nav point and make your way down the hall through the door on the left. Use the terminal near the sealed door to open it and head inside to speak with Chairman Rockwell. You can Lie (90), Intimidate (90) or Persuade (90) him into helping you if you make it out alive. You can use the terminal in the room to get some info on the announcement, then head into the Restricted Access area.

Take the nearby lift up and the MSI will attack the guards if you helped them on Monarch. Head for the elevator in the middle and take it up to speak to Sophia Akande. You can Persuade (100) or Charm her.You can also use Science, Hack or Engineering (60) to tell her the experiments are wrong. Finally you'll need Lie (100) Perception or Persuade / Science (90), and Lie / Hack (90). Sophia will accept your terms and return Dr. Wells to your care.

If you have Intimidate (90), Heavy Weapons (60) and 2-Handed Melee (90) and you can threaten her. You can then Lie (100) or Pesuade (90) Science (90) her. You can then Intimidate (100) or Temperament her. If you make it through all of these she will stand down and give you back Phineas Welles.

Make your way to the nav point and loot The Chairman's Key, then use it to free Phineas. This will conclude the quest and end the game.

Tartarus Route

Then you'll have a dialogue with your crew on the Unreliable. Head to Tartarus and you will be contacted by a Corporate Trooper asking if you're the back up. You can Persuade (30) or Initmidate (30) him to get the guards to help you.

Once on the planet make your way to the facility. If you helped Junlei on Groundbreaker her forces will help you assault the facility. Make your way to the elevator and head down. Once there head into the restricted area and head towards the nav point. There are a ton of guards here and a bunch of loot. You'll need to head through the door at the top of the lift/ladder. There is some loot and a Workbench and some Vending Machines on your lift, but then you need to transition to The Pit.

Immediately on your left is a locked door (55) that has a terminal inside with information on the procedure of the Pit. The nearby door will take you to the lift up. If you didn't head through the locked door, you'll head right, but eventually end up in the same place. You can explore further here before using the lift to find another terminal in a room that allows you to Deliver Pacification Gas, but you'll need the password for it. Speak to Melody you can Lie (100) to her to get it. Using it will wipe out all the prisoners on this level if you have not killed them already.

Once up the lift, if you helped the Iconoclasts on Monarch they will assist you with the guards here. Head through the door at the nav point and make your way down the hall through the door on the left. Use the terminal near the sealed door to open it and head inside and you'll find Chairman Rockwell. He's dead. You can loot his corpse to find some consumables. You can use the terminal in the room to get some info on the announcement, then head into the Restricted Access area.

Take the nearby lift up and the MSI will attack the guards if you helped them on Monarch. Head for the elevator in the middle and take it up to speak to Phineas Welles. You can Lie (100) to him if you're Dumb or Persuade (90) Science (90) him here. You can then Intimidate (90) Handguns (90) him. Then finally you can Intimidate (100) or Temperament him to kill himself.

Make your way to the nav point and loot The Chairman's Key from Phineas' corpse then use it to free Sophia. This will conclude the quest and end the game. You have a chance to ask Phineas what he thinks has happened - take the opportunity and he'll say more about the disappeared frigate and lost contact with Earth. He will also revealed he experimented on The Hope's colonists and is burdened by his failures.

 

Game Progress Route in The Outer Worlds will help the player figure out which way to go and in what order. This is more or less a road map for The Outer Worlds, laying out just what things you must do and what is optional (and what is recommend). Below is the Game Progress Route for The Outer Worlds.

 

The Outer Worlds Game Progress Route

 

 

 

 

Endings Guide for The Outer Worlds gives you an overview of all possible ending screens for your character, your companions and Halcyon. Companion Quests and World State affect what happens to your companions in particular, but several other NPCs are also affected by your reactions and choices.

 

 

Endings Guide: The Outer Worlds

 

Endings

Description

Requirements

Welles Ending

The Hope's scientists and engineers woke up in a colony descending headlong into total collapse. With no way to return to Earth, they had no choice but to band together and devote themselves to the cause of saving Halcyon.

The people of Halcyon were nothing if not hardy. In the absence of the Board's authority, many of the colony's settlements banded together with a single purpose in mind: survival. Life was especially hard in the years to come. Some towns dissolved by attribution and starvation -- but most of them found a way to carry on.

In the years to come, Halcyon was forced to reckon with its newfound freedom. The Board was gone, and for better or worse, the colony was responsible for its own destiny.

Skip the Hope to Terra 2
Board Ending

The riots in Tartarus ended in a total victory for the Board. Without any significant threats to challenge their power, the Board asserted their control over the colony. The Lifetime Employment Program began immediately--and the people of Halcyon did exactly what they were expected to do: they obeyed.

Sophia Akande converted the Labyrinth from a prison to a processing center. She jettisoned the original colonists out of the Hope and transformed the ship into a massive storage facility. One by one, the workers of Halcyon surrendered themselves to the Program. They arrived with their families and their friends, their colleagues and their neighbors. And then, one by one, they marched into their stasis chambers.

As the workers of Halcyon slept in their hibernation chambers, their settlements became ghost-towns, left behind by the Board to be reclaimed by nature. Only Byzantium remained--a shining beacon of civilization in an otherwise abandoned colony.

The people of Byzantium spent the rest of their days gorging themselves on their stockpile of resources. As for the workers of Halcyon--they never felt the effects of the collapse. They never felt anything at all.

Skip the Hope to Tartarus
Sunburn Ending The Hope crashed into the sun, kills everyone on it, and your entire crew. Use the "Dumb" dialogue option if you try to skip the Hope without Ada's help (only available with "Below average" intelligence)

 

 

Endings of Characters/Factions

 

Name

Description

Requirements

Tartarus

The events on Tartarus brought about the end of the Board's authority -- but the Board's mistakes would haunt the colony for decades to come. The damage they left behind would require the work of a generation to repair.

Dr. Phineas Welles began reviving a handful of the Hope's colonists - engineers, scientists, technicians, and intellectuals. They were among the brightest minds the Earth had ever sent out into the stars.

Skip the Hope to Terra 2
The riots in Tartarus ended in a total victory for the Board. Without any significant threats to challenge their power, the Board asserted their control over the colony. The Lifetime Employment Program began immediately--and the people of Halcyon did exactly what they were expected to do: they obeyed. Skip the Hope to Tartarus
The Hope

The Hope's scientists and engineers woke up in a colony descending headlong into total collapse. With no way to return to Earth, they had no choice but to band together and devote themselves to the cause of saving Halcyon.

Skip the Hope to Terra 2
Sophia Akande converted the Labyrinth from a prison to a processing center. She jettisoned the original colonists out of the Hope and transformed the ship into a massive storage facility. One by one, the workers of Halcyon surrendered themselves to the Program. They arrived with their families and their friends, their colleagues and their neighbors. And then, one by one, they marched into their stasis chambers. Skip the Hope to Tartarus
Halcyon

The people of Halcyon were nothing if not hardy. In the absence of the Board's authority, many of the colony's settlements banded together with a single purpose in mind: survival. Life was especially hard in the years to come. Some towns dissolved by attribution and starvation -- but most of them found a way to carry on.

In the years to come, Halcyon was forced to reckon with its newfound freedom. The Board was gone, and for better or worse, the colony was responsible for its own destiny.

Skip the Hope to Terra 2

As the workers of Halcyon slept in their hibernation chambers, their settlements became ghost-towns, left behind by the Board to be reclaimed by nature. Only Byzantium remained--a shining beacon of civilization in an otherwise abandoned colony.

The people of Byzantium spent the rest of their days gorging themselves on their stockpile of resources. As for the workers of Halcyon--they never felt the effects of the collapse. They never felt anything at all.

Skip the Hope to Tartarus
MSI

Between MSI's worker-centric policies and the Iconoclasts' manpower, Sanjar and Zora were able to rally many of the Terra 2 townships to their cause. MSI's workforce swelled and the Iconoclasts enjoyed a significant surge in their ranks. The Board was too distracted by in-fighting and internal politics to stop MSI from becoming a powerful corporation and a refuge for townships that might have fallen through the cracks.

Establish Peace + The Phineas's ending

As the Board began to enact the Lifetime Employment Program, Sanjar and Zora brought another option to the townships of Terra 2. Many workers joined MSI, bolstering Sanjar's ranks and giving Zora more forces to work with. Though none of Sanjar's policies spread to Byzantium, many smaller townships that might otherwise have been shuttered thrived under his and Zora's combined leadership.

Establish Peace + The Board's ending

The Board’s focus on Byzantium closed the door on much of Sonjar’s civil liberties movement. As the last few townships withered away, MSI had little room to grow. Ever the savvy businessman, however, Sanjar pivoted and established Stellar Bay as the colony’s supplier of luxury seafood. Catering to the elite, MSI was allowed to continue operations as a member of the Halcyan Board and became more successful than Sanjar could ever have dreamed. 

Choose MSI + The Board's ending

Sanja’s civil liberties and worker-centric policies were slow to catch on with the other corporations. But as Halcyan began its long, arduous journey toward recovery, many of Terra 2’s smaller townships started adopting MSI’s alternative cooperation structure and eventually became entirely self-sufficient. In the coming years, many of these townships managed to eke by, where otherwise they might have starved.

Choose MSI + The Phineas's ending
  Choose Iconclasts + The Board's ending
 As the colony struggled to survive, the inspirational story of the Iconoclasts spread like wildfire. Zora's focus on logistics made for a safer Monarch, where the Iconoclasts enjoyed a surge of new blood looking to join the ranks from struggling townships. Life on Monarch slowly improved from a desperate fight for survival to prosperous growth and more permanent strength. Choose Iconclasts + The Phineas's ending
Lilya Hagen

Consumed by paranoia, Lilya Hagen took Siblight Salvage in a controversial direction - openly accusing Board officials of an extraterrestrial conspiracy. One day, an "accident" at the Groundbreaker's docking bay silenced her forever. Time would tell if her replacement could keep the Sublight Family together.

 
Sublight Salvage adopted to the changes in Halcyon, shifting their business model to suit the times. Their claims of legitimacy were scrutinized, but ultimately unquestioned. Lilya Hagen would continue to protect her family as ruthlesly as ever.

Skip the Hope to Terra 2 or Tartarus

 
Didn't complete The Chimerist's Last Experiment.
Edgewater

The collapse of Edgewater left its workers bereft of any purpose in life. Most of them made their way to Adelaide McDevitt's camp, hoping to ingratiate themselves into her favor.

Adelaide accepted only a few to her community. The rest were turned away, and likely died of starvation. Nevertheless, Adelaide's camp grew into a well-established town.

Adelaide McDevitt refused to cooperate with the ongoing effort to save Halcyon from collapse. A sympathetic Deserter stole a copy of her research and delivered it to the Hope's scientists. It is unclear how useful Adelaide's research was; an optimistic estimate suggests her work may have bought Halcyon another few years of survival. Adelaide would never know. She died that winter.

Acquired if you decided to redirect the power to the Botanical Lab during Comes Now the Power. And chose Phineas's ending.

Adelaide McDevvit replaced Reed Tobson as the leader of Edgewater. She and her followers transformed Edgewater in their image. Anyone loyal to Reed was pressured into leaving town, and those who stayed behind adapted to her way of life.

Adelaide transformed the old cannery into a new garden. The nearby Edgewater Cemetery provided a convenient source of fertilizer.

Acquired if you decided to redirect the power to the Edgewater during Comes Now the Power, and convinced Reed Tobson to step down as the town's leader.  And chose Phineas's ending.

Over the years, the ruins of Edgewater caused irreversible environmental damage to the landscape of Emerald Vale, owing largely to the presence of toxic compounds in the town's building materials.

As for Edgewater's former workers, their remains provided a source of nourishment for the region's fauna, leading to an explosion in the sprat population.

Choose deserters + The Board's ending

Edgewater’s Cannery met its production quota for the first time in three years. As a result, the Adjutant rewarded every worker in Edgewater with a place in the Lifetime Employment Program.

Reed Tobson was granted twenty-five years in suspended animation; however, a computing error adjusted his duration to two-hundred and fifty years. A trouble ticket to resolve this error remains open.

Choose Edgewater + Reed + The Board's ending

After returning to Edgewater, the Deserters negotiated workplace reforms with Reed Tobson, including a single day of rest, which came to be known as a “weekend.”

As the world around them changed, Tobson soon found himself pining for the old days. He was known to spend his weekends in the cantina, nursing one of the few remaining bottles of Zero Gee, and repeating to himself, “it’s not the best choice – It’s Spacer’s Choice.”

As for Adelaide McDevitt, she tended to her garden in solitude for another year before passing away.  Her body was discovered some months later, when Reed Tobson paid her a visit in an effort to make amends. Her remains were buried in a place of honor, underneath the floor od Edgewater Cannery. Reed believed this was what she always wanted.

Choose Edgewater + Reed + Phineas's ending
  Choose Edgewater + Adelaide + Board's ending
Groundbreaker

Under the leadership of Junlei Tennyson, the Groundbreaker held firm against corporate influence. The ship's mechanical stability gave Junlei the time to educate a promising generation of engineers schooled in her family's traditions. The future of the Groundbreaker looks promising.

Skip the Hope to Terra 2, Repair ship.

While the Groundbreaker remained mechanically stable, the changing times forced Junlei Tennyson to make some difficult calls on behalf of her community. The work of maintaining independence was an uphill climb, and she found herself caving to bad-faith compromises with the Board. Time will tell if the Groundbreaker can endure.

Skip the Hope to Tartarus, Repair ship.
  Don't repair ship, Skip the Hope to Terra 2.
  Don't repair ship, Skip the Hope to Tartarus.
Byzantium

The rediscovery of the Hope and the abandonment of the Lifetime Employment Program forced Byzantium to come to terms with some uncomfortable realities about the state of Halcyon. While Byzantines were reluctant to surrender the luxuries they'd grown accustomed to, the Board's diminished authority gave them little choice in the matter. Nearly everyone had to learn to make do with less. Some even had to get jobs.

It was a dark time, indeed.

Skip the Hope to Terra 2

As smaller settlements were swallowed up and their workers drafted into the Lifetime Employment Program, Byzantium continued to thrive. While its citizens lived in decadence and extravagance, a small cadre of scientists worked to solve the nutrition crisis that threatened Halcyon.

No one else much noticed the townships that disappeared from the map or the luxuries that slowly lost their luster year by year.

Skip the Hope to Tartarus
Ellie 

Your influence shifted Ellie's perspective. She finally admitted - albeit grudgingly - that she just might need other people. Sometimes.
With a steady income from the life insurance payouts, she was finally able to afford a ship of her own. She hired a small crew and flew supply missions to communities on the fringe.

Some of them were even legal.

Skip the Hope to Terra 2 or Tartarus and complete all Ellie's quests.

Ellie savored her adventures on the Unreliable. Once they were done, she returned to life as usual: running missions of dubious legality, shunning respectable work, and living life to the fullest.

She meant to reach out to her one-time captain, but she was always bad at keeping in touch.

Skip the Hope to Terra 2 or Tartarus and do not complete any of Ellie's quests.
  Kick out
There are no official records of Felix Millstone leaving the Labyrinth. Some say he found himself a reasonably cozy cell and carved his name into the wall. Felix sent to the Labyrinth 
Felix

Life in Halcyon was sobering for Felix Millstone. The grand revolution he'd dreamed of never came. There was no great awakening for the colony, no celebrations in the streets. There was only the hard, desperate work of trying to repair a broken colony.

Felix never had a head for numbers, but if there was labor to be done, he was there to help. Eventually, Felix realized that the work of a revolution was done with two hands.

Complete his quest + Phineas's ending

As the Board reasserted control over Halcyon, Felix came to realize that his life as an upstart rebel had come to an end. The Board's victory crushed any hope for a grand revolution across Halcyon, and so Felix once again found himself without a purpose in life.

And so, disillusioned with his former boss and with nowhere left to go, Felix left his crew without saying goodbye. He was never heard from again.

Complete his quest + The Board's ending
 

And so, with nowhere else left to turn, Felix continued to work for his boss - the only person with whom he’d ever belonged. He turned bitter and jaded over the years, but he always did as he was told.

Complete his quest + enforce him to stay + Board ending
 The story of Felix Millstone ended when he parted ways with his crew. No one knows if he survived in the years to come. Every now and then, a new story involving head injuries and tossball sticks made the rounds. Kick him out
 Felix Millstone never lived to see what became of the colony. He did not survive his encounter with you. Kill Him
 Clyde Harlow and his gang of pirates never had the chance to go down in a blaze of defiance. The deteriorating state of the colony took its toll, and they fell into mutiny when their supplies ran low. Felix was not one of the crew killed in that mutiny. He disappeared, only to reappear a few months later in Terra 2, looking to help the effort to save Halcyon. He was given a job hauling boxes for a local laboratory. Leave him to Harlow + Phineas's ending
 He disappeared, only to reappear a year later in Board custody. Out of respect for his previous services, Sophia Akande spared his life, and added him to the Lifetime Employment Program instead. He remains in suspended animation to this day.  Leave him to Harlow + The Board's ending
Vicar Max

As much as he enjoyed his adventures aboard the Unreliable, the Vicar known as Max eventually decided that it was to move on, to live out the life he had sought so long to create.

He knew there were many in the colony who carried burdens much worse than the ones he had struggled with, and he devoted himself to easing their suffering wherever he could. He only ever took up arms again to defend the defenseless. 

Unshackled from a lifetime of striving and fighting the universe and himself, Vicar Maximillian DeSoto was finally at peace.

Skip the Hope to Terra 2 and complete all Max's quests.

After all he'd seen and heard adventuring with you, the Vicar Maximillian DeSoto renounced his faith and joined the effort to rebuild the colony. Ironically, he finally found the joy that had eluded him over the course of his life, and realized that perhaps he was always meant to be just a simple laborer after all.

He quickly dismissed the idea.

Skip the Hope to Terra 2 and do not complete any of Max's quests.

As a reward for his part in her courageous rescue, the Adjutant invited the Vicar known as Max to become one of the leaders of the Order of Scientific Inquiry.

Max eventually rose to the top, becoming the Presiding Bishop of the OSI. He denounced his spiritual meanderings as a misguided attempt to come to terms with his long-dead parents. His only regret was that they had not lived long enough to see that he was right all along.

Skip the Hope to Tartarus and do not complete any of Max's quests.

As a reward for his part in her courageous rescue, the Adjutant invited the Vicar known as Max to become one of the leaders of the Order of Scientific Inquiry.

But Max had no interest in serving any organization--let alone the OSI, which he knew would never tolerate his "heretical" theories. Instead, he attempted to minister to the people of Byzantium. They rejected his idea, being far too satisfied with their own material comforts. Disillusioned, Max gave up and left the city. He was never heard from again.

Skip the Hope to Tartarus and complete all of Max's quests.
  Complete his quest + kick out
  Don't complete his quest + kick out + Phineas's ending
  Don't complete his quest + kick out + The Board's ending
Parvati

Though Parvati grew comfortable aboard the Unreliable, she never quite came out of her shell. She seemed to prefer the company of ADA to the crew, and she could often be found neck-deep in cables and greases, telling ADA funny stories from her childhood.

While the colony fell into chaos, she found an island of relative peace with ADA, and they formed an unusual bond. She decided to remain on the Unreliable permanently, as its chief - and sole - engineer.

Skip the Hope to Terra 2 and do not complete any of Parvati's quests.

Though Parvati grew comfortable aboard the Unreliable, she never quite came out of her shell. She seemed to prefer the company of ADA to the crew, and she could often be found neck-deep in cables and greases, telling ADA funny stories from her childhood.

As the Board began to roll out their Lifetime Employment Program, Parvati was increasingly plagued by dreams of freezing to death, and rarely left their shared quarters. Stymied by dwindling resources, Junlei struggled to keep the Groundbreaker afloat. Their relationship couldn't survive the strain. Parvati moved into crew quarters and found work servicing water pumps in hydroponics.

Skip the Hope to Tartarus and do not complete any of Parvati's quests.

Once the matter with the Hope colonists was resolved, Junlei bashfully asked Parvati if she'd like to join her permanently on the Groundbreaker, and Parvati enthusiastically - if somewhat awkwardly - agreed.

The stories of her adventures spread across the colony, and Parvati soon found herself the center of attention. Having served as the engineer of a renowned spacecraft, tramp freighters and wildcat miners sought her out by name, and in no time, she was a fixture in the Groundbreaker's mechanical ecosystem. She and Junlei were never far apart.

Skip the Hope to Terra 2 and complete all Parvati's quests.

Once the matter with the Hope colonists was resolved, Junlei bashfully asked Parvati if she'd like to join her permanently on the Groundbreaker, and Parvati enthusiastically - if somewhat awkwardly - agreed.

As the Board began to roll out their Lifetime Employment Program, Parvati was increasingly plagued by dreams of freezing to death, and rarely left their shared quarters. Stymied by dwindling resources, Junlei struggled to keep the Groundbreaker afloat. Their relationship couldn't survive the strain. Parvati moved into crew quarters and found work servicing water pumps in hydroponics.

Skip the Hope to Tartarus and complete all Parvati's quests.
 

After Junlei’s murder, Parvati turned inward. She was merely quiet at first, and she wouldn’t speak unless spoken to. Eventually, she stopped speaking at all. Once the matter of the Hope colonists was resolved, she slipped unobtrusively from the Unreliable during a refueling stopover. She took nothing from her berth and left no word of where she’d gone.

Junlei Murdered - Companion Quest Incomplete
 

After Junlei’s murder, Parvati disappeared from the Unreliable during a refueling stopover. She left no word of where she went, only a snippet of a poem she’d meant to send Junlei, written by a long-dead Earth writer, John Donne.

It reads: Study me then, you who shall lovers be / At the next world, that is, at the next spring / For I am every dead thing / In whom Love wrought new alchemy.

Junlei Murdered - Companion Quest Complete
 

After Parvati left the crew of the Unreliable, little was heard from her again. She exchanged occasional messages with ADA, but they were light on details and grew increasingly infrequent. Months later, her name appeared on the manifest of a research vessel that vanished during an unexpected solar storm.

Kick out
Nyoka

As hard as she tried to drink them away, Nyoka's memories eventually overcame her. Traveling with a crew, served as a constant reminder of the family she'd lost, and so she eventually returned to Monarch to get back to what she found most comfortable. The deep end of a bottle and the far end of a trail. Few have seen her since, but travelers often swear they hear her and her machine gun in the night, screaming swears and spitting bullets.

Skip the Hope to Terra 2 or Tartarus and do not complete any of Nyoka's quests.

Nyoka returned to Monarch to take another crack at making a permanent life for herself. She formed the Charon Group, a mercenary outfit of ragtag survivalists and wilderness experts. Anyone in need of a guide - or just looking to throw back a beer and swap stories - could find her camping on the trail or clearing an infestation.

Skip the Hope to Terra 2 or Tartarus and complete all of Nyoka's quests.
SAM 

Before his untimely death, Captain Alex Hawthorne had plans to restore and modify for combat purposes, a sanitation and maintenance automechanical that he'd found in a state of despair in Emerald Vale's scrapyard. That unit remains broken down and forgotten in the Unreliable's supply closet to this day.

Skip the Hope to Terra 2 or Tartarus and do not complete SAM's quest.

The SAM unit that accompanied you spread awareness of the product line's superior sanitation and maintenance capabilities across what was left of the colony. This led to a boost in SAM unit sales.

"Did you know that SAM units are the longest-lasting, toughest acting cleaning solution in Halcyon?"

Skip the Hope to Terra 2 or Tartarus and complete SAM's quest.
Minister Clarke

Minister Clarke was released from house arrest, and his contact with you gave him a sense of renewed purpose and vigor.

Once it became clear that no help would be coming from Earth, he threw his considerable efforts and talents into helping Halcyon manage the crisis before it.

 There is no appearance of him in the ending if you don't accept his help.

Complete his quest
  Don't complete his quest
Sophia Akande

It was widely suspected that Sophia Akande was the true power behind Chairman Rockwell. However, after the riots on Tartarus, she was never again seen in the colony. Various theories circulated as to her fate. Some believed she boarded an interstellar ship capable of journeying to a distant colony. Others believe she died trying to escape Tartarus. Some few suggest she fled to Monarch, where she continued to live among a small band of loyalists.

There is another theory, which suggests that Sophia's encounter with you changed her, and she deliberately retreated from public view. However, she continued supporting the colony in secret. When Dr. Welles began reviving the Hope's colonists, he found himself with a sudden windfall of additional supplies and resources, courtesy of an anonymous donor.If Welles knew who his supplier was, he never told a soul.

Skip the Hope to Terra 2. Don't kill + Phineas's ending

Adjutant Sophia Akande was instrumental in executing the Lifetime Employment Program.

Following the death of Chairman Rockwell, Sophia Akande served as the loyal adjutant to her former freelancer, now the most powerful person in Halcyon.

The Board's ending + she helps the player rule

Adjutant Sophia Akande was instrumental in executing the Lifetime Employment Program.While the rest of Byzantium celebrated, Sophia returned to work by partnering with you.

The two of you worked hard to ensure the Lifetime Employment Program ran smoothly.

The Board's ending + she rules

 Adjutant Sophia Akande was instrumental in executing the Lifetime Employment Program.

She was true to her word, and rewarded her most reliable freelancer by making her the wealthiest citizen in Byzantium.

The Board's ending + she give wealth to player
Chairman Rockwell

Chairman Rockwell served as the public face for the changes in Halcyon to come. Whenever you needed strings pulled or a voice to sell a policy change, Rockwell was only happy to oblige.

Skip the Hope to Terra 2
Dr. Phineas Welles

As for Dr. Phineas Welles -- he spent his remaining years in his orbital lab. 

He eventually came to terms with his own past, and was able to forgive the mistakes of his younger self by devoting his remaining years to serving the colony.

Dr. Welles was able to revive many more scientists and engineers than he first expected, thanks to the additional batch of chemicals you stole from the Ministry. Welles never forgot about the human lives that were lost in acquiring these chemicals.

In the end, Dr. Welles was able to save every scientist and engineer aboard the Hope. Over the next decade, nearly all of the Hope's remaining colonists
were successfully revived. Halcyon saw a period of rapid technological and scientific advancement. Breakthroughs in dietary supplements saved the colony
from starvation. Geo-engineering projects and social reforms began to change the structure and character of the colony.

Dr. Welles laid the groundwork for the project to save the colony, but he would never live to see the fruits of his labor. He passed away a few years later. His work was carried on by the scientists and engineers he revived.

Skip the Hope to Terra 2
Halcyon

Today, Halcyon has stabilized. The people of the colony work hard to adapt to their new circumstances. Nearby colonies send aid and supplies. Life will never be easy in Halcyon, but for the first time in its history, there exists a sense of real, genuine hope about the future.

Skip the Hope to Terra 2

With Halcyon's workers suspended in a state of hibernation, starvation and chaos are problems of the past. The Lifetime Employment Program succeeded in its goals, but that success came at a price.

The Halcyon of today is nothing at all like the colony of yesteryear. Power remains concentrated in Byzantium, but all the colony's resources serve the lifestyle of the elite, thereby transforming Halcyon into one of the smallest--and most exclusive--colonies in the system.

Skip the Hope to Tartarus
Main Character

 

You brought an end to the riot on Tartarus, and partnered with Chairman Rockwell to run the colony together.

As Halcyon looked toward the future, you remained a constant presence in the colony's administration. You were never weighed down by bureaucracy, and you never had to dirty your hands with politics. You had "people" who did that for you.

By your influence, Halcyon survived the turbulent years that were to follow.

No one knows what's happened to Earth. And no one knows what the future has in store for Halcyon. All we know for certain is this: the name of the Unreliable, and that of its intrepid captain, will remain the subject of countless stories for years to come.

Phineas's ending + become a leader + Rockwell helps the player rule

You brought an end to the chaos on Tartarus, and proved yourself the most capable leader left in the colony. With Sophia Akande as your Adjutant, you returned in triumph to Byzantium. All of Halcyon was yours.

In time, you demonstrated a talent for leadership that far surpassed your predecessor, Chairman Rockwell. With your steady hand, you guided Halcyon through the turbulent years to follow, and helped ensure the colony's survival.

The Board's ending + become a leader + Sophia helps the player rule

 

After fighting in Tartarus came to an end, you returned to Byzantium in triumph. As a reward for you service in saving the colony, you lived until the end of your days in luxury the likes of which Byzantium had never seen. Your estate was the envy of the city, and your revelries were things of legend.

With all the wealth of the colony concentrated in Byzantium, you wanted for nothing until the end of your days.

The Board's ending + player lives in Byzantium

After the riots on Tartarus came to an end, you threw in your support with Sophia Akande. While Akande administered the board herself, you oversaw the Lifetime Employment Program, stamping out corruption and negligent. Under your leadership, the Program ran smoothly. Halcyon’s workers were treated with a modicum of dignity.

Your involvement kept the Board honest, and allowed the Board's scientist to work without the meddling of bureaucracy.

The Board's ending + Sophia rules + player helps to rule

 You brought an end to the chaos on Tartarus, and made Chairman Rockwell your own puppet-- a role he was all too eager to play.

The colony never realized you were the true power behind the new administration. By acting vicariously through agents and third parties, you controlled Halcyon from the shadows.

As a result, Halcyon survived the turbulent years that were to follow.

Phineas's ending + make Rockwell a leader + be a grey Cardinal

Long after Welles passed away, you carried on his work with more energy, determination, and brilliance than he could ever muster.

The years that followed were hard, but Halycon survived by the efforts of the Hope’s most promising colonists – the greatest of which was you.

Phineas's ending + help Phineas

You bought an end to the chaos on Tartarus, and left Dr. Welles to his own devices. The affairs of the colony never distracted you from living out your own dreams to captain a ship, to sail the aether, and to earn a reputation as the greatest spacer Halycon ever had.

Phineas's ending + become a space captain

You bought an end to the chaos on Tartarus and proved yourself the most capable leader left in the colony.

You administered the colony in your own image. With the old power of the Board destroyed, a new government of Halycon rose with you at its center. With your steady hand, you guided Halcyon through the turbulent years that were to follow and helped ensure the survival of the colony until the end of your days.

Phineas's ending + become a leader + Kill Rockwell

You brought an end to the chaos on Tartarus, and left Dr. Welles to save Halcyon on his own. You have more pressing matters to attend to.

As you tasted your first scoop of Rizzo's Partially-Emulsified Semi-Frozen Milklike Dessert, you realised something. All your troubles, all your adventures, all your struggles, and choices, they had all led to this single moment. And it was all worth it. 

Phineas's ending + turn down leadership for ice cream [dumb option]

 

 




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