Guide for The Outer Worlds (Windows) (2024)

Peril on Gorgon

➤➤Persuade 150 is required for one of the achievements

➤➤Lockpick 150 is recommended for the Peril on Gorgon DLC.

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  • These are the values after all adjustments will be made. On the Skills screen under character, the adjusted skill value, if applicable, is shown in parentheses to the right of the base value. It will be in green if the adjustment is a net positive and in red if the adjustment is a net negative.
  • If you do not have an adjusted value of 150 for Persuade &/or Lockpick, consider playing the Murder on Eridanos DLC before Peril on Gorgon if it will help improve those skills. Note that you can always respec your character aboard the Unreliable.
  • Page 14 of the guide provides information on how the player-character's skills can be boosted with equipment, companions, and consumables.

Completing either Radio Free Monarch or Signal Point in Space and traveling to a new destination will trigger the Peril on Gorgon DLC. Once you travel to a new destination, the Halcyon Parcel Service will contact you and deliver a mysterious package.

This activates a new main quest, “The Ones Who Walk Away From Gordon.” The package is placed to the right of the cot situated across from the ship’s workbench and is highlighted with the marker for this mission. The game recommends you be level 25. Nevertheless, if you are playing on Story or Normal modes, it is not challenging even if you are well below that level.

You can play the Peril on Gorgon DLC at any time from this point onwards including after completing the main story. If you have completed the main story, you would load up the special system save file created at the point of no return and continue with your game. To begin it, open the container. A message from Lucky Montoya will play, unlocking the following achievement:

  • Peril at Hand

    Listened to Lucky Montoya's message.

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Once you have listened to it, a 'portable phonograph' appears on the table. Pick it up by pressing Guide for The Outer Worlds (Windows) (6). It will begin to play again. This is not redundant. You must pick up the device to count this phonograph towards the 20 required for the Good Listener Achievement. This peculiarity is unique to this instance. All other portable phonographs are picked up and play simultaneously.

Portable Phonograph 1 of 20: Lucky Montoya's Last Message

Open the navigation screen. A new planet, Gorgon, is now available as a destination. Travel there. The Ambrose Manor Landing Pad is the only option at this time.

The Ones Who Walk Away From Gorgon

Exit the Unreliable, taking Felix & Parvati with you. Equip the entire party with the best stealth and lockpick bonus armor and helmets. Descend the landing pad elevator and inspect the shed to the left. You’ll find a Groundkeeper’s Journal Vol. 1 and a kitchen keycard.

Go to the rear of the landing pad killing the rabid sprats. They are more robust than those encountered in the preceding quests and yield decent XP. They are an indication that enemies are more of a challenge than they were previously. The locked chest has a high lockpick skill check and its contents are valuable—an indication that loot in the Peril on Gorgon DLC is of higher quality than the preceding quests.

Before entering the manor, check the surroundings for containers. A locked container near the Saltuna pond to the left of the path heading to the manor, for me, contained a level 36 Dead-Eye Assault Rifle III. This is the top of the line sniper-type long gun in the entire game.

As a reminder, the penultimate weapons for our build are as follows:

  1. Dead-Eye Assault Rifle III—Extend-O-Sight, FunTimes barrel, and Mag-2-Melt mods
  2. Light Assault Rifle Mk 3—Extend-O-Sight, FunTimes barrel, and Mag-2-Zap mods

These are the most advanced of the weapons best suited to your character build. If they have not been available previously, they soon will be. When you acquire them, modify them as shown above and add them to your arsenal.

Enter the manor and go straight through a couple of double doors. In the back, on the left corner of a long table, you’ll find Olivia Ambrose’s death certificate. Turn left, use the keycard to enter the kitchen. Find an enclave in the rear and climb the ladder into Olivia Ambrose’s office. The safe requires a 150 lockpick check but its contents are not particularly noteworthy. More significant is the master bedroom keycard on the desk. You can check the terminal for background info.

Unbar the door, turn left and check the two bedrooms at the end of the hall. Minnie’s bedroom contains a tablet with a Goodbye Letter to her mother (Olivia) and father. The keycard opens the master bedroom that contains a special level 26 N-Ray pistol named “Doctor’s Orders" and a recorded message from Olivia. The audio log is:

Portable Phonograph 2 of 20: Olivia's Goodbye

Enter the big center room and talk to Minnie. Exploring the house beforehand provides a couple of lines of additional dialog. Exhaust the conversational choices. Doing so will provide you with the Navkey to the main Gorgon landing pad. Return to the Unreliable and go there.

Go down the landing pad elevator. Check the 3 vending machines at the bottom. The Auntie Cleo machine should have a couple sets each of Dialog Skills +5 and Stealth Skills +5 armor in case you need them. The other two machines should have the Improved Silver Tongue Kit (Dialog Skills +10, Leadership Skills +10).

On your way following the quest marker to the Sprat Shack, you’ll run across Khaleel Chakroun. Exhaust his dialog to learn about Charles from Accounting. Trade with him if you need to. He should offer a decent discount if you have stuff to buy or sell. Then, follow the quest marker the rest of the way to the Sprat Shack. Entering it will create an auto-save.

Inside, talk to Von (choices do not matter) and go down the elevator. Talk to Lex to find out where Lucky was staying. Trade with her if you want. She sells some good armor and mods.

Go two flights upstairs. Look at Lucky's Case Notes to get the code to his safe. Unlock it and pick up the Preserved Eye. Return downstairs and talk to Lex again. If you can afford it, buy the Maintenance Room keycard from her for 6000 bits. The keycard is not a requirement so, if you find it too expensive, pass on the purchase. If you have decent sneak skills, you can pickpocket it.

Exit Sprat Shack and head east following the quest marker to the Office of Creative Incubation (OCI). You may want to ditch your companions. You won't need them for a while. They are at considerable risk because they do not resurrect when killed on supernova. There are enemies along the entire route we are taking--much more powerful than those in preceding quests and companions are more of a hindrance than a help on supernova.

This is especially true if you have acquired the Lone Wolf perk (+25% damage when alone in party) &/or Lone Master (All skills +5 when no companions are in party) perks. If you are not playing on supernova, the companions will assist significantly. If killed, they will resurrect automatically when the combat is over.

In the above map, you are walking on the darker terrain making your way from the Crashed Ship to the OCI Lower Exterior. The numbers on the map correspond to the following:

  1. Sprat Shack Exterior
  2. Crashed Ship
  3. Phonograph #3: Lucky’s Notes: More to the Story
  4. Worker Domiciles
  5. Marauder Stronghold
  6. Lucky Montoya (Unlocks Lucky Stiff achievement) & Phonograph #4: Lucky’s Notes: Smoke & Mirrors
  7. Abandoned Mines
  8. Phonograph #5: For Benji

One of the enemies is near a Crashed Ship that appears as a location on your map when you approach it. Make note of it because we'll be using it as a landmark or point of reference.

The OCI will show up on your map as a fast travel point once you approach it. To the right of the OCI entrance, find an audio log among the black and white boxes.

Portable Phonograph 3 of 20: Lucky's Notes: More to the Story

Use the preserved eye to gain access to the OCI and immediately exit. This creates an autosave. Those not playing on Supernova can just create a hard save. There is a bit of combat coming up. We will be returning later to explore the OCI fully.

Upon exiting, take the first path east. The road veers to the down into the Worker Domiciles. You will 'discover' the location, earn XP, and it will show up on the map.

Refer to your map. Continue down a short ways until you reach an encampment. This is the Marauder Camp. Defeat the marauders with special care towards Charles from Accounting. Loot his body. The weapon you recover is required for an achievement:

Science Weapon 1 of 3: Special Delivery

After you defeat the marauders, find a passageway shown on your map in the bottom right of the encampment. You'll see a Canid investigating a body.

Kill the Canid and approach to discover Lucky Montoya's body. You will unlock the following achievement.

  • Lucky Stiff

    Found Lucky Montoya's body.

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Pick up the audio log next to him:

Portable Phonograph 4 of 20: Lucky's Notes: Smoke and Mirrors

Return the way you came. Pop into the OCI and immediately exit to create an auto-save.

Head north. A short distance past the road leading east to the Worker’s Domiciles, you’ll come to the Abandoned Mines—XP and a new discovered location on your map. It is characterized by green rails used by carts, in better days, to transport the ore. Just before the northbound tracks terminate at a wall, head right of them, around a big rock, and into a tunnel. At the end of this very short tunnel, is a shaft of light that illuminates an audio log. Pick it up:

Portable phonograph 5 of 20: For Benji

Return to the northern end of the green tracks. Hugging the wall to your right follow it away in the direction away from where you picked up the audio log. You’ll hear the sound of creatures. If companions are with you, they will comment on the danger. Look to your left to find an enclave. Among some ammo strewn on the ground, you’ll pick up an audio log:

Portable phonograph 6 of 20: Lucky's Notes: Narrow Escape

Optionally continue towards the creature sounds. This is a very tough fight against a Mega Ice Queen and some Frostsaur minions. She is a far more dangerous Mantisaur than you’ve encountered previously. The Mega Ice Queen will yield substantial XP and a lot of loot but is not required for achievements or story. If the thrill of the hunt does not interest you, fast travel back to your ship. If you decide to take on the Ice Queen, defeat her and discover the Mining Accident location.

Loot the bodies and explore the area to find Accident Report: Gorgon Mines for some lore and the grenade launcher, Coolant Distributor. This is a unique weapon distinguished by featuring the very rare cold damage and Chilled Effect. You'll find it near a marauder body.

Look at your map. Walk down hugging the wall to your right. You will discover Virgil's Research Site. Check the surroundings around the cabin. Find Night Light—a named, unique helmet near the head of a corpse. Inside the cabin, you’ll find The Exhilarating Adventures of Archibald Excelsior, #2. It’s a quest item we’ll need later.

The numbers on the map above correspond to the following:

  1. Abandoned Mines
  2. Phonograph #6: Lucky's Notes: Narrow Escape
  3. Mega Ice Queen
  4. Mining Accident location
  5. Coolant Distributor
  6. Night Light
  7. The Exhilarating Adventures of Archibald Excelsior, #2

When you are finished, fast travel back to your ship. We’ll need to pass a hack skill check of 35-45 in the next segment (the value differs according to player level). You should be able to do this without the need for companions. Sleep the minimum time of 6 hours—we don’t want to give the enemies time to respawn unless you’re a glutton for punishment and/or need the XP.

This assumes you bought or pickpocketed the maintenance room keycard from Lex in the Sprat Shack. If you did not, one option is to take Felix and Parvati with lockpick bonus armor & helmet if their inclusion in your party will enable you to lockpick the door with a 150 lockpick skill check. Otherwise, we can clear the OCI without relying on opening the maintenance room door.

Sleep the minimum time of 6 hours—we don’t want to give the enemies time to respawn unless you’re a glutton for punishment and/or need the XP. Go to the OCI and enter.

Entering creates an autosave. Continue forward through the double doors. Hack the terminal in the center of the lobby to unlock the Showcase. My skill check was 45—yours may differ but will be in the same range. Also unlock the lavatory without a skill check. Open either set of doors to the right of the terminal. They are the showcase doors you just unlocked. Crouch through one of the holes to enter the showcase. Pick up the weapons and loot.

There are no enemies on the ground floor so loot at your leisure. The same is not true of the next floor up. Kill the marauders and hack a security terminal (skill check 45 or thereabouts) to, “Reverse Intruder Definitions.”

This will ensure turrets are not hostile. This is of little benefit. There is one turret that you have to watch out for and, actions you take against robots, may reverse the results of this hack. In other words, don't rely on this. It's better to get the XP by destroying all auto-mechanicals..

Facing the security terminal, look to your right. Past a sink, you’ll spot a locked door. This is the maintenance door. Unlock it with the keycard. This was the keycard held by Lex in the Sprat Shack. You could get it from her as a result of dialog or by pickpocketing it.

Alternatively, lockpick it with a 150 lockpick check. If you are unable to unlock the door, you’ll have to go around through the unlocked door to the right of the maintenance door. This will expose you to more hostiles, but the threat is minimal. You have ample cover and can pick them off one by one before they notice you.

The numbers on the map correspond to the following:

  1. Maintenance Room
  2. Ladder from Maintenance Room
  3. Phonograph #7: An Interview with Dr. Ambrose Part 1

After looting the maintenance room, climb the ladder. At the top, turn right and find an audio log on a shelf.

Portable phonograph 7 of 20: An Interview with Dr. Ambrose Part 1

As you proceed, be mindful of the rotational ordnance turret drone. If you are unaware of its presence, it can ambush you from above. It circles the ceiling of the main area of the 3rd floor. You may have rendered it non-hostile through the security terminal but I have found that attacks on robots may nullify the hack. It is easy to avoid and it is best to do so.

Exit through the door to the right of the Spacer's Choice vending machine. On the top floor hug the wall to the left and proceed towards the quest marker.

Use the terminal at the quest marker to unlock the Synthesis and Manufactory Center and the elevator. A mysterious figure appears on the terminal and issues a warning. Proceed straight towards the elevator. On your way, pick up the unique weapon, "Flurry." It's on the gold-colored cabinets on the right.

The elevator lets you out on the ground floor. This approach has bypassed a lot of enemies. If you want, go through, floor by floor and eliminate them for the XP. Exit and reenter, beforehand, for the autosave. The enemies are clearly marked with red blips on the center top bar. When you're finished, take the OCI elevator up. Climb the stairs and transition to OCI Upper Exterior.

The numbers on the map above correspond to the following:

  1. OCI Upper Exterior
  2. Executive Apartments
  3. Phonograph #8: An Interview with Dr. Ambrose Part 2
  4. Entrance of mined passage to Maurice’s Research Site
  5. Maurice’s Research Site
  6. Phonograph #9: Dr. Ambrose's Diary: Memory
  7. Phonograph #10: Dr. Ambrose's Diary: Metamorphosis
  8. The Exhilarating Adventures of Archibald Excelsior, #1

Kill the canids to the left. Inspect the area. You will discover Executive Apartments. Go up the ramp and enter the apartment. You’ll find an audio log:

Portable phonograph 8 of 20: An Interview with Dr. Ambrose Part 2

There’s nothing further above the ground floor except for a bin on the roof. It requires a moderately tricky jump and the contents are unremarkable. After looting the area, go behind the buildings until you find a path. You’ll know it when you find it because it is mined. The mines are on the path and the walls so make sure you shoot them all.

Once you’re through, you discover Maurice’s Research Site. In a structure, you’ll find two audio logs:

Portable phonograph 9 of 20: Dr. Ambrose's Diary: Memory

Portable phonograph 10 of 20: Dr. Ambrose's Diary: Metamorphosis

Outside on a crate, read Eustace Kim's Datapad and pick up The Exhilarating Adventures of Archibald Excelsior, #1. It’s the third of four comic books required for a future side quest. Return to the OCI. Enter. Take the elevator down to the ground floor and exit to OCI Lower Exterior.

Head in the direction of your ship towards the Crashed Ship. Refer to your map. It should show the Crashed your map. There are a few enemies in the vicinity. Although they are not to be taken lightly, they are not as formidable as the ones you encountered previously. After disposing of them, check out the Economy Flats. From the elevator, walk and go up a ramp to your left front.

To verify you are in the right place, you’ll find Letters From Edgewater 1 through 3 in an apartment at the top of the first ramp. Then go up two more ramps to the top. The furthest apartment requires about a 55 lockpick skill check. Inside, you’ll pick up an audio log:

Portable phonograph 11 of 20: I Feel Like Me Again

Search the connecting buildings. In structures perpendicular to the one you were just in, you'll find an Engraved Flask and Jerome's Journal. Jerome's Journal is in a building with a big lit-up Spacer's Choice sign. The "R" and "H" are burnt out.

The flask is in the area to the left of this building. Finding the engraved flask initiates the sidequest Love is the Plan the Plan is Death. The flask and journal are of interest to Leonora in the Sprat Shack and you'll earn some XP and bits from her.

When you have explored and looted Economy Flats and the neighboring Gorgon Ruins to your satisfaction, Head to Transmission Tower Alpha at the west corner of this area. Loot it before investigating the terminal. When you look at, "Locate directory staff," you will complete The Ones Who Walked Away From Gorgon main quest and begin the Mostly Harmless main quest. You must go to Clarence Mostly on Byzantium.

Fast travel back to your ship. If you are a little more adventurous, you can cross a bridge heading north just to the right and above the crashed ship. Then, head northeast a short ways. Go down the elevator you find and hit a switch to remove the barrier. You’ll end up very close to the landing pad with your ship—a little to the northeast of it.

You cannot use the elevator from the bottom until you go down it from above and shut down the barrier. The excursion will earn you some XP and loot but is, otherwise, unremarkable for those who do not enjoy exploring for its own sake.

Before you go to Byzantium, head back to the Sprat Shack. Don't sell your items yet, even though your inventory should be pretty full. Talk to Lex. Talk to her either about the flask or the engraving. Next, choose the option that states, I found this in the ruins. Lex will direct you to Leonora who hangs out in the storage room on the second floor.

Leonora will ask, "Any chance you've seen a journal around these parts? For the best outcome, answer, "[Lie 1] I found Jerome. It looks like he died peacefully." If you have Parvati with you, she will ad lib approving remarks. In addition to XP and bits, Leonora will give you the unique weapon, Medal of Honor, one of the best light assault rifles in the game.

Exit the Sprat Shack and return. Lex tells you Leonora left for good with a spring in her step and told Lex to thank you. Lex gives you a free drink. If you trade with her now, she should give you the max discount which is why we waited before selling our stuff. Return to your ship and go to the Byzantium Freight Port Landing Pad on Terra 2.

Mostly Harmless

As soon as you land, ADA notifies you regarding an incoming communication from Minnie. Accept her call and exhaust the dialog options. You will inform her of the dangers of Adrena-Time and that the drug has created marauders. You can choose the tone of the conversation. For the sake of the story, I chose to be forthcoming and polite. However, the conversational choices don’t matter.

Disembark. Take Felix and Parvati with you so you can lockpick 150 skill check locks. Take the elevator up and follow the quest marker to Musgrave Family Collection.

This new location is added to your map and you earn some XP. Entering creates an auto-save. Optionally, wear the Chimaera for some additional dialog and the Dialog Skills +10 bonus.

Talk to Nina Prescott and ask her about Clarence Mostly as well as exhausting other conversational choices. She directs you to the Prep Room. Clarence will help you only on condition that you steal a trophy for him. Go downstairs and take the elevator down.

The door to your right can be lockpicked with a 105 lockpick skill or thereabouts. The door in front of you is unlocked and the passage goes around to the locked door.

Be mindful of the two auto-mechanicals. They are hostile. You can sneak past them but it’s best to kill them. Just before you get to the locked door, you’ll find a dead corporate technician. Loot his body to get the technician’s keycard that opens the locked door as well as a small room with some loot.

Enter the central enclosure. Among the loot, you’ll find a valuable Improved Silver Tongue Kit with Dialog and Leadership Skills +10. Take the elevator up. Lockpick the 150 skill check safe to get the unique hunting rifle, Most Dangerous Game. More importantly, take the Canid Revue trophy. Unbar the door and return to Clarence.

Clarence reveals the names of the two researchers. Optionally, you can exhaust the conversational choices for more back story. This concludes Mostly Harmless and initiates two new main quests: The Man in High Orbit and A Clockwork Mock Apple. Leave Musgrave and fast travel back to your ship.

A Clockwork Mock Apple

Go to the Groundbreaker Auxiliary Maintenance Bay Landing Pad. Disembark, taking Felix and Parvati with you. Taking Parvati is particularly important to avoid a bribe or a fight.

The Gardener Lookout stops you. With Parvati in the party, you can persuade him to let you pass. Otherwise you have to bribe him an exorbitant amount or fight your way through.

When you reach floor 2/4 on your map, look around the big room. You will find an audio log on a table:

Portable phonograph 12 of 20: Observational Notes, Undated

Look on your map. Enter the passageway leading to the right from the large room. Take a left and enter a passageway that runs parallel to the one you just entered. Turn right and then left as soon as you can. The short passageway dead ends. There, you find a phonograph on a small table:

Portable phonograph 13 of 20: Observation Log: Percy

You can either drop down a hole or take the elevator down. Kill the auto-mechanicals or sneak by them. Follow the quest marker and speak to Marion.

Marion will give you the HIA key. Exhaust her conversational choices for some backstory. This concludes A Clockwork Mock Apple and initiates the We, in Spacer’s Choice’s Employ… main quest.

We, in Spacer's Choice's Employ...

Return to Gorgon. Taking Parvati and Felix with you to pass a 150 lockpick skill checks, disembark. The lockpick skill check unlocks a door to a room with some decent but not spectacular loot so you can leave companions behind if you prefer.

Go or fast travel to Gorgon Ruins. It should appear on your map—it’s next to Economy Flats where you found an Audio Log and Jerome’s Journal. Cross the bridge north—the one that is just to the right of the Crashed Ship. Go straight, killing or sneaking by enemies. You will ‘discover’ the Human Inquiry & Auditing (HIA) Facility.

Alternatively, if you took the “more adventurous” way back to the ship earlier, instead of going to Gorgon Ruins, go up the elevator you gained access to. You, most likely, will already show the HIA on your map. If not, go towards the objective marker sneaking by or killing enemies as you see fit.

The HIA Passkey lets you in. Entering creates an autosave.

Go to floor 3/5: Volunteer Quarters. Look at the map. Proceed towards the left of the two objective markers. This pertains to the optional objective: Get Inside the Observation Room. Note that one of the enemies is an auto-mechanical drone that heals the berserk human test subjects. If you are not one-shot killing the enemies, prioritize the drone and take it out first.

Once the enemies are defeated, you’ll see a locked door and a terminal next to it. Use the Testing Supervisor’s Passcode (obtained from Marion) on the terminal. Opening the door achieves the optional objective earning 30K XP give or take depending on your level.

Go through the door and up the stairs. Go down the stairs on the far side of the observation room and open the barred door. Go through it. Turn left and go up some stairs. At the top, right in front of you, is an audio log. Pick it up:

Portable phonograph 14 of 20: Incident Report

Turn right. To the left of a door (don’t open it, yet), is a big vertical pipe. Inspect the area between the pipe and the wall to find an audio log. Unlike most of the phonographs, this one is almost hidden and is easy to miss. Refer to the picture below.

Portable phonograph 15 of 20: An Interview with Dr. Ambrose Part 3

Open the door. There will be a lot of enemies in this area—mostly marauders with some drones. On supernova, this can be challenging. An effective tactic is to snipe an enemy from the door you just opened, then quickly double back through the observation room.

Looking at the map with respect to the terminal you used to open the observation room, there is a big bay door up and to the right. Open it. This allows you to snipe another enemy from this different direction.

Keeping an eye on the enemy blips, double back to where you first attacked them. By going back and forth, you can prevent them from pinpointing your position and can take them out one by one.

When you have defeated all enemies, loot the area. Of note, is the unique, named sniper gun, Agony. It’s a good weapon but not as good as the Dead Eye Assault Rifle III and the Hunting Rifle Hyper that you should be using by now for your sniping.

When you’re ready, go to the bottom part of the 3/5 floor map. Take the stairs down and make your way to the elevator. Take it up to the administrative level. There’s a locked door that requires a lockpick 150 skill check. This is the only reason we took Felix & Parvati.

You'll find a lot of decent loot but nothing noteworthy. Use the terminal to the left of the other door (Supervisor). Read the messages and, with a hack skill check of 65 or so, look at the deleted messages.

Enter the supervisor’s office. Empty the open safe—it includes the named, unique melee weapon, Shock and Awe. Use the terminal to override the lockdown. This completes the quest We, in Spacer’s Choice’s Employ…

Climb the stairs. Optionally, look at the terminal in the top office for some lore. Use the door to transition to HIA Facility Rear Exterior. Loot the area. This is Birdie’s Research Site. Take note of Virgil’s Datapad and The Exhilarating Adventures of Archibald Excelsior, Ace Exterminator, and the Invasion of Flesh-Eating Sprats! Issue #3 of 4. This is a quest item for a future side quest. Fast Travel back to your ship.

Sell unwanted items, mod & tinker weapons & armor, and prepare yourself for a little action. Then, travel to Byzantium Freight Port Landing Pad on Terra 2. You will be intercepted by pirates. Choose to let ADA deal with them. This may be a stopgap measure because the tracking device is still present but you get a boatload of XP for initiating and completing the main quest: Starship Hunters

Should you decide to engage the invading ship, with or without ADA’s help, you can loot it after a moderately challenging fight. I recommend against it—the juice is not worth the squeeze. Of note, though, is that you can get the Joch Plasma Rifle 3.0.

  • The Level 36 Joch Plasma Rifle 3.0 is lying on the right side of the workbench on the upper floor of the invading ship.
  • It is a powerful weapon especially when charged to the max. It’s a long gun so all our long gun skills apply. Its burn damage is magnified by our high science.
  • Nevertheless, I still prefer the Deadeye III with the Mag-2-Melt corrosive mod. Once we got the We All Fall Down achievement for turning enemies into ash, we moved away from plasma to corrosive damage. There were two reasons for that. First, it's easier to loot if you don't have to search for obscure piles of ash. Second, corrosive ignores armor. Finally, I, personally, find charged weapons to be less convenient than conventional sniper-type weapons especially with the TTD tactics we have been employing.
  • Plasma is weak against armor especially mantisaurs. During Peril on Gorgon, we face armored enemies—marauders, manti-creatures, and automechanicals. Thus, despite the power of the Plasma Rifle 3.0, during this questline, I prefer the corrosive Deadeye III with the Mag-2-Melt mod.
  • Nevertheless, during Murder on Eridanos, many of the enemies are fleshy and vulnerable to plasma. The Joch Plasma Rifle 3.0 excels against them.
  • There is, however, another Plasma Rifle 3.0 available on Eridanos. Since its effectiveness is diminished on Gorgon and better on Eridanos, the most efficient approach is to complete Starship Hunters by disabling the tracker and not engaging in combat. Then, on Eridanos, you can decide whether or not to add the Plasma Rifle 3.0 to your arsenal.
  • The choice is up to you. It’s an interesting mission should you decide to engage the invaders. The Plasma Rifle 3.0 is an exceptional weapon. If it appeals to you, don’t let my personal preferences discourage you from adding it to your repertoire.

Go to the Orbital Pharmaceutical Station on Olympus.

The Man in High Orbit

Disembark, taking Felix and Parvati with you for lockpick skill checks. Pick the locked door with a skill check around 40. It leads to a kitchen. Crouch and enter a vent. Loot the containers. One has a lockpick skill check of 150. Go down a ladder. If you want to take a stealthy approach, go through another vent, through a bathroom, and sneak to an elevator.

If you want to maximize, XP, go back to the first room. Open the unlocked door. From your high vantage point kill the auto-mechanicals—first the two undocked and then the two docked. Go downstairs and into the same elevator we found with the stealthy route.

Take the elevator up. Look at the map. You are on floor 2/3 in the upper right sector of the map. Once again, you have a nonviolent option. You can sneak to and hack a computer at the very upper part of the map and disable the sentries. Or, you can use your higher vantage point to snipe the auto-mechanicals. You can retreat back down the elevator if they start to pose a threat.

The terminal does not disable all auto-mechanicals. The remainder are disabled by hacking a terminal on the right side of the large lower area in the center.

When there is no threat, loot the area. You’ll find an orbital station keycard on the left side of the map. There are a couple of high lockpick skill check safes but nothing remarkable in them. In a room to the upper left of the map is the named, unique heavy weapon, Storm Cannon. It’s a good weapon for Parvati and inflicts shock damage—very effective against auto-mechanicals.

On the right side of the map note the room above the one with the objective marker. Enter it. Descend the ladder to find Receptionist Kelley. Ask her about Dr. Low. Exhaust the conversational choices. She wants a lift to Groundbreaker. Agree but ask for payment. She will give you the Cell Stability Mono-Lens, a unique helmet that provides the very valuable +25% bonus damage to headshot/weakspot. Alternatively, you can pickpocket her for the item.

Unbar the door. She will leave and go to your ship for passage to Groundbreaker. When ready, go to the objective marker on the lower right of your map, floor 2/3.

Dr. Low requires you to repair the Electromechanical Turbine before he’ll agree to help you. With the access card he gives you, open the door, climb the stairs, and take the elevator to the top. Activate the turbine using the terminal.

Kill the auto-mechanicals. On supernova, they are formidable, but you can use the elevator to escape pursuit. When the area is clear, use the two levers designated by quest markers to effect the repair. Activate the turbine again from the terminal near the elevator.

Report your success to Dr. Low. He’ll give you an audio log with a passphrase to access the CHEM Lab:

Portable phonograph 16 of 20: CHEM Lab Passphrase

Continue to press him for access and he’ll give you the CHEM Lab Security Pass. As a reward, he gives you a special handgun:

Science Weapon 2 of 3: Employee Benefits:

Return to your ship. The fastest way is the ladder that took you to Receptionist Kelley. This concludes The Man in High Orbit and initiates the main quest Experiment Perilous.

Receptionist Kelley stays on your ship until you go to Groundbreaker. Then, she disappears. You can talk to her while she’s aboard the ship. She’s just to the left of the makeshift cot across from the workbench. I hope she was given a cabin and didn’t sleep there.

It has nothing to do with missions, completing the game, or achievements; but I popped over to Groundbreaker just for the sake of completeness. The logical progression is to go to Gorgon after getting the CHEM Lab access, but it seemed appropriate to help out Receptionist Kelley. After all, she did pay for her passage with the Mono-Lens and some bits.

Whether or not you decide to make a nice gesture, head to Gorgon.

Experiment Perilous

Assuming you’ve taken care of your inventory including modding & tinkering weapons and armor and, slept, eaten, repaired equipment, and had something to drink; disembark. I did this bit without companions. There are a few locked chests with a high lockpick skill check but their contents is nothing to write home about. If you want to maximize loot, though, take Felix and Parvati with you.

Take the elevator just past the Crashed Ship and head towards the Gorgon Ruins. From the top of the elevator, head straight and cross a bridge to a security checkpoint. This is a discoverable map location. Naturally, there are enemies that have to be dealt with.

The buildings to the left requires a lockpick skill of 60 or thereabouts to open and the one on the right about 15 points higher. The building on the right has a Dealer’s Stash Keycard. The building on the left has three safes that each require a lockpick skill of 60 or higher depending on your level. It also has the unique, named silenced handgun, Contraband.

The building on the far side of the checkpoint has a terminal you can hack to get the Gorgon Security Checkpoint Keycard. Although this will open the two locked buildings, you’d still need to lockpick the safes.

Our main interest here is the elevator that is next to the lefthand building from the perspective of your point of entry into the area—the one with the three safes. Take it and go down.

At the bottom, go left towards the quest marker—no need to engage the enemies to the right. Follow the route in the direction of the quest marker mindful of the primals before you get there.

Before you address the quest marker, and before going up the stairs, face the facility and go to your right, hugging the facility on your left. At the end, you’ll find an audio log on a small box:

Portable phonograph 17 of 20: Lucky’s Notes: Onto Something

Use the aural scanner at the quest marker and play Dr. Low’s recording. This is portable phonograph 15 that you got in the last mission on Olympus. Enter.

There are two quest markers inside. Follow the marker towards the Security Door. You’ll recall we pressed Jasper during The Man In High Orbit and received the CHEM Lab Security Pass and the optional Journal entry, Unlock Security Office Hall.

However, don’t go directly to the marker. Instead, take your first right and another right. Open the door and deal with a couple of auto-mechanicals. Enter a door on the far side of the room, turn right, and find an audio log on the shelf:

Portable phonograph 18 of 20: To Roscoe

Loot this area and look at a couple of terminals in the large room for some lore. Look at your map. Mindful of the auto-mechanicals go to the rooms on the upper right—one upstairs, one downstairs. Downstairs, you’ll find Jasper’s Storage Key in a cabinet and, on the floor, an audio log:

Portable phonograph 19 of 20: Ambrose Lab Notes #1

Exit the room and take a ramp to the very bottom. Open a bay door in the bottom left sector on your map—mindful of the two auto-mechanicals inside. On a cart, you’ll find an audio log:

Portable phonograph 20 of 20: Ambrose Lab Notes #2

Finding the 20th portable phonograph unlocks the achievement:

  • Good Listener

    Found 20 Portable Phonographs.

    Guide for The Outer Worlds (Windows) (25)

    2 guidesGuide for The Outer Worlds (Windows) (26)Guide for The Outer Worlds (Windows) (27)Guide for The Outer Worlds (Windows) (28)

Below is an illustration of 23 Audio Logs from Gorgon (we will find three more) and another 7 bonus audio logs from Eridanos that also count towards the achievement. They are shown in a sequence that, most likely, does not conform to the order in which you picked them up.

You can see the audio logs you have collected by pressing Guide for The Outer Worlds (Windows) (29) to go to your inventory screen followed by Guide for The Outer Worlds (Windows) (30) to tab to the journal. Press Guide for The Outer Worlds (Windows) (31) to switch from Quests to the Codex Screen. At the top, you will see Gorgon Audio Logs and Eridanos Audio logs once you have acquired at least one audio log from the applicable planet. Press Guide for The Outer Worlds (Windows) (32) to expand the entry and view all listed audio logs:

Go up the ramp in this room and open the door at the top. You are on the far side of an electrical barrier. Using the CHEM Lab Security Pass unlock the door next to you. This completes the optional Journal task, Unlock Security Office Hall.

Shoot the mines in the hall before proceeding. Jump over the first electrical barrier and crouch under the second. You’ll find a workbench. Ignore the elevator to the left. Instead, go forward. Use the security terminal to remove all restrictions including auto-mechanical hostility. Find the unique, named melee weapon, Tanaka’s Peacekeeper hanging on the wall.

Drop through the hole in the floor and proceed to the marker. The auto-mechanicals should not be hostile unless you antagonize them. Use the terminal and Override Synthesis & Manufactory Center Lockdown. This completes Experiment Perilous and starts the main quest Red Tape of Command.

Use Jasper’s Storage Key to investigate the lowest level. There is nothing much of note except for some primals to kill. Go back up to floor 2. Look at your map. At the upper right is an exit to CHEM Lab Lower Exterior. Below it on the map, you'll see some stairs. Go to the room just to the left of those stairs. You'll find a portable phonograph on some metal shelves to the right of a big crate. Pick it up for a bonus audio log:

Portable phonograph 21 of the required 20: Ambrose Lab Notes #3

Open the bay door marked exit. Go forward and transition to the CHEM Lab Lower Exterior. Take the walkway shown on the map below the Chem Lab Lower Exterior. You will discover Eustace’s Research Site. Search it to discover Birdie Sharp’s Datapad and The Exhilarating Adventures of Archibald Excelsior, #4—the last of four comic books for a future side quest.

Return to the CHEM Lab Lower Exterior door. With your back to it, go forward and to your left. Call the elevator and go down.

Kill the primals and find the passageway to the Trash Dump—a discoverable location on your map. Enter the hut to find a Torn-Out Page From Garbage Processing Log and a bonus audio log:

Portable phonograph 22 of the required 20: Follow-up Interview with Dr. Ambrose

Return to the CHEM Lab Lower Exterior door. This final bit is optional. If you’d like you can skip it and fast travel to your ship. You may want to pop in and out to create an auto-save—as insurance for an upcoming fight with a mega-creature. With your back to the door, go forward and to your right. Follow the walkway down.

Avoid the acid pits and kill the primals including the Mega-Primal Miasma. As a minor point of trivia, you’ll find the body of Herbert St. Germain. If you’ve been following the lore, you learned about him from an e-mail on Dr. Low’s terminal. He left Spacer’s Choice employ under suspicious circ*mstances after being reported as an agent provocateur for a rival corporation. Fast travel to your ship.

The Red Tape of Command begins the sequence for the four different endings—each with an associated achievement. So, this is the time to mop up everything you want to do. There is one more non-story/ending achievement to get which we’ll unlock when doing the A Dialog Between Dead Men side quest.

There are two purely optional activities—the task Rendezvous at Llama and the side quest The Electric Fling. I’ll briefly describe them—they are each very short—but feel free to skip them and begin the main quest.

A Dialog Between Dead Men

Go to the security checkpoint and take the elevator down. Turn right and kill a few enemies. Discover the Fossil location on your map but run by it without talking to anyone. Right after this location, you’ll see a pathway through the rocks to your left. Its entrance will be lit up making it fairly easy to spot. Entering keeping to your right. Just before a bridge, there are steps to the left. Go up them.

You’ll discover the secret hideout. Read messages to unlock the A Dialog Between Dead Men side quest. Select, Enter “True Fan” Passphrase. There’s a hack option but you’ll need to pass a hack skill check of 150 and I believe you miss out on a large chunk of XP.

The four comic books we found earlier each have a part of the passphrase. You can read the comic books by going into inventory and tabbing to quest items. Highlight the issue to read it. Right stick click (Guide for The Outer Worlds (Windows) (35)) to inspect it in more detail. For convenience, the answer to each issue's question is listed below:

  1. Issue #1: Sissak Sassafrass, Spindle Knight of Olympus!
  2. Issue #2: The skull of King Alpha's own mother!
  3. Issue #3: Tricking Archibald with his dastardly Mind Control Ray!
  4. Issue #4: With a bolt of lightning from above!

Pick up the weapon on the table:

Science Weapon 3 of 3: The P.E.T.

You pop an achievement for acquiring the three science weapons in Peril on Gorgon. The other two need not be in your possession at the time you pick up the third for the achievement to unlock:

  • Special P.E.T. Benefits

    Acquired Special Delivery, P.E.T., and Employee Benefits.

    Guide for The Outer Worlds (Windows) (37)

    1 guideGuide for The Outer Worlds (Windows) (38)Guide for The Outer Worlds (Windows) (39)Guide for The Outer Worlds (Windows) (40)

The remaining achievements in Peril on Gorgon are all story and ending related. If you’d like, you can return to the ship and skip to the Red Tape of Command. If you’re a completionist, go back to the fossil and talk to Raquel to begin the task Rendezvous at Llama. You agree to find a package near a llama shaped rock.

Make the task active to get a quest marker. Go back to the passage through the rocks except, this time keep to your left. When you get back on the road, turn right and follow it to the Worker’s Domicile, a location on your map. At the quest marker, you’ll discover the Llama Rock location. Pick up the package for Captain Babbage. Return to Raquel for the reward—XP, some bits, and the Chrono-Adaptive Outfit.

The Electric Fling

Go to the Sprat Shack. Go up the stairs to the second floor. Talk to Roscoe to begin The Electric Fling side mission. Give him the phonographs. You earn bits, XP, and the unique N-Ray melee weapon Wall of Swords as a reward.

Talk to Roscoe some more to get some interesting lore. Exhaust the conversational option. As a point of interest, Raquel and her crewmates are in the bar area following their mission success with you retrieving the package.

If you check out the journal entry, the Electric Fling side quest could have been very involved. Giving the phonographs to Roscoe is the most expedient option and is not a bad choice—Roscoe seems like a decent sort.

The auto-mechanical to whom you could have given the phonographs as Georgie’s agent, frequently glitches. So, it’s not worth the effort to explore that avenue. As a final point, this side quest and the achievement for finding 20 phonographs often work at cross purposes. Accordingly, you do not want to start The Electric Fling before unlocking the achievement. Return to your ship.

The Red Tape of Command—Going Postal

After you’ve taken care of your inventory including modding & tinkering weapons and armor and slept, eaten, repaired equipment, and had something to drink; make a manual save. Do not overwrite this save. We are going to make some duplicitous choices leading to a diabolical outcome and an achievement. We'll reload the save and take a virtuous path to the best ending.

  • There are three bad endings each with an achievement. We’ll be getting all three and a couple of others on a throwaway file. So, just go through as expediently as possible without worrying about kills, XP, inventory, etc. We’ll be playing the entire throw-away file without companions unless you’d prefer otherwise.

Travel to the Ambrose Manor Landing Pad on Gorgon. Go to the manor and up to the second floor. Optionally, ask Minnie some questions about the attempt to board your ship. Kill her for no apparent reason. If you loot her body, you will get the named, unique plasma long gun Burnout.

Return to your ship and fly to the Gorgon Landing Plan. You will get a message from Lucien. Apparently, removing Minnie has upset his plans. He needs the journal. Agree to get it for him. Disembark. Take Parvati and SAM with you. We’ll be interacting with an auto-mechanical and this is the best party for doing so.

Go to the security checkpoint. Take the elevator down. Mindful of potential enemies, take a right and an immediate right at the junction. Follow the road to the quest marker. Dispose of the enemies in front of the facility and use the terminal to unseal the door. Transition to the Synthesis and Manufactory Center (SMC). This creates an auto-save.

Talk to the auto-mechanical in front of you, PAM. You get the optional journal entry, Enlist PAM’s Help. The easiest way to do this is to have SAM charge him up. This is why we brought him. Otherwise, we would have had to seek out a PAM Unit Energy Cell elsewhere in the facility. After SAM charges her energy up to 100%, use Persuade (or Lie or Intimidate) to complete this optional sub-task.

Go to Olivia’s Office on Floor 4/5—you can follow PAM almost all of the way. She’ll dock right before you get to the quest marker. Remember, we’re taking the most expedient route so there is no need to explore. We’ll come back later on our non-throwaway game file. Pick up the journal off Olivia’s Desk. Doing so, unlocks an achievement:

  • Synthesize This

    Found Olivia Ambrose's journal.

    Guide for The Outer Worlds (Windows) (43)

    1 guideGuide for The Outer Worlds (Windows) (44)Guide for The Outer Worlds (Windows) (45)

The facility goes into lockdown. Hack the terminal next to where the journal was and cancel the lockdown. Exit the door to the right of the desk. (If you can’t hack, you can crouch through a vent to exit the office.)

Take a right and go down the elevator. Unbar the door, exit the facility, and fast travel to your ship. You may have to kill some hostiles before you can fast travel.

Go to ADA. She patches you through to Lucien. You’ll have an interesting conversation. Side with Lucien and get through the conversation as quickly as possible. Then, while still on the ship, make a manual save. Don’t overwrite the one we made at the beginning of the mission and don’t overwrite this one. I’ll refer to this as the Olivia save.

Travel to the Ambrose Manor on Gorgon. Sprint to the other side of the first floor, around a table, & find a new door on the first floor leading to an elevator. There are a couple of enemies but they will not be a threat if you move quickly. The elevator creates an autosave.

When you exit, there will be hostiles—marauders and auto-mechanicals. It’s most expedient to sprint past them and follow the quest marker to a terminal. The route is straight-forward. Put on your best armor and load up on Stimu-Lotion or other consumables that provide a movement speed boost. Note that the more you take, the longer the duration.

If you are hit by enemy fire, don’t use the inhaler which is an action that takes time. Instead, go to the inventory screen by pressing Guide for The Outer Worlds (Windows) (46). Use the Adrenol to heal directly from the inventory screen. Each Adrenol heals only 25% of your health so you may want to use more than one at a time.

Note there are two quest markers. Currently, we are following the Activate the NDA Protocol marker. When you get to the terminal, use it to activate the NDA protocol, unlocking an achievement:

  • NDA Protocol

    Destroyed the Synthesizer.

    Guide for The Outer Worlds (Windows) (47)

    1 guideGuide for The Outer Worlds (Windows) (48)Guide for The Outer Worlds (Windows) (49)Guide for The Outer Worlds (Windows) (50)

As soon as the ensuing dialog terminates—choices don’t matter—load the Olivia save. Exit the ship, go to the SMC, and enter it. Follow the quest marker Olivia to the reactor in the basem*nt. When you get there, a conversation will automatically ensue.

Choose the option Attack Shove her into the reactor. Then, go to the quest marker just left of where you pushed Olivia into the reactor. Press Guide for The Outer Worlds (Windows) (51) to use, unlocking an achievement:

  • Greenlight Protocol

    Powered the reactor.

    Guide for The Outer Worlds (Windows) (52)

    1 guideGuide for The Outer Worlds (Windows) (53)Guide for The Outer Worlds (Windows) (54)Guide for The Outer Worlds (Windows) (55)

Exit the SMC. Facing the elevator you came down in, take the one to your right. This is a shortcut that immediately transitions to SMC Upper Exterior. Fast travel to your ship—you can do so without going outside. Talk to ADA who patches you through to Lucien. Agree to deliver the journal to him. Travel to Byzantium—either landing pad will do. Exit. You don’t need to take any companions with you.

Follow the quest marker to the maintenance tunnels. Interact with a mailbox at its location. Simon Rentoe will get your attention. Speak to him. Choose [Intelligence] Do you work for Lucien although the choices don’t really matter. At the end of the conversation, you will unlock two achievements:

  • The Postman

    Delivered the journal to Lucien.

    Guide for The Outer Worlds (Windows) (57)

    2 guidesGuide for The Outer Worlds (Windows) (58)Guide for The Outer Worlds (Windows) (59)Guide for The Outer Worlds (Windows) (60)

  • Peril on Gorgon

    Completed Peril on Gorgon on any difficulty.

    Guide for The Outer Worlds (Windows) (61)

    1 guideGuide for The Outer Worlds (Windows) (62)Guide for The Outer Worlds (Windows) (63)Guide for The Outer Worlds (Windows) (64)

The Red Tape of Command—Model Employee’s Choice

Load up the save file you made before “going postal.” We’re now going to finish the Peril on Gorgon DLC and get the ‘good’ ending. Take Parvati and SAM with you and go to the SMC as before. Enter and talk to PAM. Choose the option, SAM, can you spare some power? SAM obliges and PAM is powered up to 100%.

Use Persuade to keep PAM working. Then, follow her. She’ll clear hostiles along the way. However, since you're on supernova, you’ll have to pitch in. Use TTD liberally to keep her in sight while you help her eliminate the enemies. She will stop at her station near an elevator. There’s a workbench here if you need it. Take the elevator.

Proceed to Olivia’s office. Pick up the watercolor painting from the easel. It will provide some additional dialog choices with Minnie later on. Turn to Olivia’s desk and pick up the journal. Hack the terminal as you did before to remove the lockdown.

You can also leave the room by crouching through a vent hole but this is more elegant. Turn right and go down the elevator to the lobby. Unbar the door and exit the facility. Fast travel to your ship.

For the next part, we’ll need persuade to be at least 150. With the armor master perk that doubled armor (but not mod) bonuses, I was able to squeeze out 103 bonus points as follows. In other words, a base skill of 47 persuade would have been sufficient to pass the skill check:

  • Cashier, Sub-Grade: +1
  • Caffeine Drink +5
  • Wearing the Chimaera +20
  • Wearing the Nice Hat +14
  • Felix wearing Dialog Skills +5 armor with Dialog skills +10/Leadership Skills +10 kit & persuade +5 helmet. Total: +27
  • Parvati wearing Dialog Skills +5 armor with Dialog skills +10/Leadership Skills +10 kit & persuade +5 helmet. Total: +26
  • Felix Perk Bonus Support Persuade: +10

If you can’t get to the 150 persuade mark with consumables, companions, and the entire party wearing the best armor and helmets for bonus dialog skills and persuade; use the vocational competence respecification machine on your ship to respec your character.

There, you can reset your skills aboard your ship in order to meet this prerequisite. The machine is above the workbench. Use the ladder in the workbench area to find it.

Once you're satisfied that your adjusted persuasion will be at 150 once you've disembarked and picked the right companions to boost your skill, go to ADA. Skill checks in the ensuing dialog will be low. You will not need the 150 persuasion until after you disembark.

ADA will connect you with Minnie. First choose, [Persuade] I think it’s time you tell me the truth, Minne. Olivia cuts into the video. Choose [Perception] So you’re the one who put the Gorgon facility on lockdown.

Follow it up with [Intelligence] This was never about the family name, Minnie. You wanted to revive Adrena-Time. You can choose other dialog choices if you want. The key decisions are not going to happen here. But, in the spirit of what we are trying to do—reconciliation—noncommittal answers would seem to fit best. I like to conclude the conversation with Get ready to be surprised!

Go to Minnie at the Ambrose mansion. Take Parvati and Felix with you for max Persuade. Mindful of the auto-mechanical sentries, first use Olivia’s terminal at the objective marker on the second floor to unlock the elevator. This opens the hidden door on the first floor leading to an elevator. It’s the one you went through previously.

Take the elevator down to the lab. This is a transition that creates an auto-save. There will be mission objective markers on both Minnie and Olivia so make sure you follow the objective marker for Minnie at the mansion and not Olivia at the Synthesis & Manufactory Center.

You can sprint through the enemies if you want. The threat will disappear as soon as the dialog with Minnie begins. Be mindful of the Rotational Ordnance Turret Drone on the far side of the room across from a sunken area. I sprinted all the way to the objective marker. The path is clear and straightforward on the map.

A less risky approach is to go into TTD, sneak attack the drone—on supernova, it takes multiple shots even with your most powerful sniping weapon. When you destroy the drone, step back and take the elevator up and then down again.

The remaining enemies shouldn’t present a problem. You should be able to sprint your way through to the objective marker. There are two more Rotational Ordnance Turret Drones in the room with Minnie but the dialog will start before they present a threat.

As you approach your objective be prepared for the dialog to start abruptly. If you need to, ingest a caffeine drink when you are a few meters away. As you begin the dialog with Minnie, immediately suggest a compromise as soon as the option becomes available. The dialog differs depending on what your character has discovered during the game. Be positive and work towards reconciliation. This is a sample dialog, yours might differ:

--What if you & your mother joined forces to cure the marauders.

--[Persuade 65] If the marauders don't get a fix, they'll just rampage across the galaxy.

--[Persuade 100] Why not give her a chance, she's been involved with Adrena-Time since the start.

--[Persuade 150] The Adrena-Time project failed, you couldn't have saved it.

--Opportunities present themselves every day, your Gorgon will come.

--This isn't failure, this is a second chance to work with Olivia.

Minnie will say that maybe her family deserves a second chance. At this point, you will have three options for the Ambrose Intersection Mission:

  1. Restore power to the Adrena-Time reactor
  2. Activate the NDA protocol
  3. Find a compromise between Minnie & Olivia

We opted to get all three bad endings out of the way at the earliest opportunity. However, except for the Postman ending, we could have gotten 3 of the 4 endings at this point.

  • In other words, If we’d wanted the NDA protocol, we could open the door, walk up the stairs to your right and left, and go to the terminal behind Minnie.
  • Minnie would protest, but we could use the terminal to activate the NDA protocol and get the achievement for doing so if it had not been previously unlocked.
  • Then, we could have loaded the auto-save made when entering the elevator and proceeded forward with the good ending (and one more bad ending).

To complete the compromise, we must go to Olivia. Facing Minnie, take the stairs to your left. You’ll see a door marked EXIT. Open it and go up the ladder marked, Transition to Ambrose Manor. This is a shortcut back to your ship. You’ll discover a Discreet Cave.

Pick up the loot and, for some lore, read Groundkeeper’s Journal Vol. II. Unbar the door and go through. You are in the Groundkeeper’s Shack near your ship—the first location you explore on Gorgon. Return to your ship and go to the Gorgon Landing Pad.

From there, go to the SMC facility again taking Parvati and Felix with you for max Persuade. If you had befriended PAM before, talk to her. She will be right inside the entrance to the facility and will again lead you through the facility helping eliminate hostiles if any are left. She will stop next to the final elevator that leads down to Olivia.

This is the most expedient way to get to Olivia but you may have difficulty keeping up . The best way is not to engage the enemies. Let PAM do the work although she will not kill all the enemies.

If you are hit by enemy fire, instead of using the inhaler, go to the inventory screen by pressing Guide for The Outer Worlds (Windows) (68). Use the Adrenol to heal directly from the inventory screen along with any hardening or status prevention consumables you may desire. Once you get into the final elevator, you are home free.

Alternatively, you can make your own way through the facility. Take the stairway on your far left. You can sprint to it. When you get to the bottom of the stairs, you’ll transition through a door to the SMC Sub-levels.

Proceed, killing enemies or sprinting by them, to the stairs on the bottom left of the map, floor 3/3. From there, make your way, killing enemies or sprinting by them to the elevator at the top of your map, floor 2/3.

When you exit the elevator on floor 1/3—whether or not you followed PAM—use a caffeine drink if you need a +1 mind boost, open the bay door & a smaller door in front of you, and go forward to trigger the dialog with Olivia.

For those who need the Greenlight Protocol achievement, choose the option Attack Shove her into the reactor. Then, go to the control panel just left of where you pushed Olivia into the reactor. Press X to use unlocking the Greenlight Protocol achievement. Load your most recent save and proceed towards the good ending.

Your conversation with Olivia might be slightly different; but here are some possible dialog choices leading to reconciliation:

--Whoa, hold on! I'm here to make peace!

--Let's take it down a notch.

--Your daughter's agreed to a compromise.

--[Persuade 45] You don't. You just have to trust me.

--She said you were invited to tea?

--Explain

--So you'll work with Minnie.

There are differing scenarios that work. Nevertheless, providing that you choose positive responses, eventually, Olivia will acquiesce.

Once Olivia agrees, exit the SMC. Facing the elevator you came down in, take the one to your right. This is a shortcut that immediately transitions to SMC Upper Exterior. At the top, unbar the door on the offhand chance you might want to return to the SMC sub-levels. You can fast travel to your ship without going outside.

The Ambrose Intersection Mission is complete at this point. You get a green check mark in the reconciliation option and red checks in the other two options. Return to the mansion for a short dialog with Minnie and Olivia to finish the Peril on Gorgon story and pop the following achievement:

  • Family Reunion

    Achieved a compromise between Olivia and Minnie.

    Guide for The Outer Worlds (Windows) (70)

    1 guideGuide for The Outer Worlds (Windows) (71)Guide for The Outer Worlds (Windows) (72)Guide for The Outer Worlds (Windows) (73)

Return to your ship and continue your game. Next up, for us, is the Murder on Eridanos DLC, talk to ADA and choose, “You mentioned an aetherwave drama? I’d like to see it.” If you're on a different path and this completes your game, congratulations.

12. Murder on Eridanos10. Phineas's Lab

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