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Manage the Targeting Module in The Outer Worlds: Key Choices and Consequences

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Navigating Moral Quandaries and Mayhem in The Outer Worlds: A Comprehensive Guide

You’ve crash-landed in Halcyon. This colony is on the brink of collapse. Now, you are crucial. Congratulations? Perhaps. Exploring The Outer Worlds is like herding cats in zero gravity. It’s chaotic and confusing. Fear not, brave spacefarer! This guide is here to help you.

Deciphering the Targeting Module Quest: To Whom Do You Entrust This Precious Tech?

The Targeting Module quest is a key part of your Monarch adventure. You have a shiny piece of tech. Two factions desire it: MSI and the Iconoclasts. It feels like being caught between a rock and a hard place, but one is a corporation, and the other is a group of… enthusiastic rebels.

The Corporate Route: Sanjar and the MSI

Stellar Management and Infrastructure, or MSI, leans corporate. Sanjar, their leader, is pragmatic. Handing the Targeting Module to him is straightforward. It’s like choosing sensible shoes, reliable, not exciting.

Choosing Sanjar aligns you, for this quest, with the corporate side. It’s a clean, decisive way to resolve the questline. No fuss, just give the module and collect your reward. Simple, right?

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The Rebellious Route: Zora and the Iconoclasts

On the other side are the Iconoclasts, led by Zora (or Graham, depending). They are rebels, underdogs fighting corporate domination. Giving the module to them is like choosing rocket boots; it’s more chaotic and possibly exciting.

Choosing Zora means siding with the rebellion. It reflects an anti-establishment streak. If you see yourself as a space Robin Hood, this path might suit you. Just be ready for potential messiness.

The Alliance Path: A Risky Gamble

For the ambitious or indecisive, there’s another choice: forging an alliance between the MSI and Iconoclasts. This path seeks a peaceful resolution. It sounds nice, but there’s a catch.

Brokered peace may seem optimal, but you will miss out on the “Monarchs Abide” trophy. Instead, you’d receive the “Peace in Our Time” trophy. It’s trophies versus harmony? Tough choice, adventurers.

Convincing both factions to cooperate is tricky. You need diplomatic skills, persuasion, and a bit of luck. If you succeed, you gain bragging rights (and a trophy, but not *that* trophy).

Consequences of Choosing Zora: Rebellion with a Side of… Uncertainty

What happens if you give the module to Zora? You support the Iconoclasts. Expect their questline to unfold, facing the repercussions of siding with rebels. Things may get loud. Explosions could happen.

Zora aims to shake things up. Giving her the module strengthens the Iconoclasts, changing Monarch’s power balance. changes can be unpredictable. Revolutions often aren’t tidy.

Consequences of Choosing Sanjar: Corporate Order and… Paperwork

Choosing Sanjar and MSI is more predictable. You reinforce corporate power, which can be good or bad depending on your views. You can expect the MSI questline to move forward, with consequences from siding with them.

Sanjar will likely be grateful in his corporate manner. Expect rewards, potential promotions, and the satisfaction of knowing you upheld the Halcyon way of life, for better or worse.

The “Best” Choice: It’s All Relative, Really

Is there a “best” choice? That depends on what “best” means to you. Trophy hunters might find the alliance route costly. Role-players must consider their character’s motivations. Do you value corporate order? Rebellious freedom? Or improbable peace?

The Outer Worlds’ beauty lies in having no single “right” answer. Each choice yields consequences and different experiences. The cooperative path often seems “optimal,” but what is optimal varies with the player.

Faction Deep Dive: Iconoclasts and MSI – A Tale of Two Ideologies

To decide wisely, understand the factions. The Iconoclasts are idealistic revolutionaries. They envision a Halcyon free from corporations, though details are vague. It sounds good, though.

MSI embodies corporate ideals. They value order, efficiency, and profit. They might not seem friendly, but they maintain stability. Deciding between them means choosing differing visions for Halcyon’s future.

A fun lore nugget: at the Iconoclast base, Eagle’s Nest, check out a terminal. Read the log entry to find out that Graham gave the pirates the Amber Heights gate code. Interesting, right? It doesn’t directly help the quest but adds depth.

Navigating Other Contentious Choices in The Outer Worlds

The Targeting Module quest is just the beginning of tricky decisions in The Outer Worlds. Let’s explore other common dilemmas you might encounter in Halcyon.

The Data Cartridge for Sanjar: To Give or Not to Give, That Is the Question

Another dilemma with Sanjar! This time, it’s a data cartridge. Should you give it? If Sanjar is asking, it’s likely important. Handing it over advances his questline and earns corporate brownie points. But is that your goal?

Consider what you want to gain from cooperating with Sanjar. Are you after corporate favor? Rewards? Or just curious? The choice is yours, space traveler.

Stealing: A Risky Business in Halcyon

Can you steal in games? In The Outer Worlds, it’s complicated. You *can* steal. Plenty of loot exists. But beware, stealing has consequences.

Pickpocketing can lead to “major consequences” if caught. NPCs dislike theft, and guards might react poorly. Reputation could plummet, and some factions may become hostile. Think before you steal.

Is it worth it? At times, yes. That shiny weapon behind the counter may tempt you. Just be aware of risks, and consider investing in stealth skills if you want to master thievery in Halcyon.

Level Cap: Reaching for the Stars (or Level 99)

Leveling is central to RPGs, including The Outer Worlds. So, what is the level cap?

The original game’s cap was 36, respectable but limiting for dedicated grinders. However, the Spacer’s Choice Edition raised the cap to 99! That’s nearly triple! Plenty of room for growth and experimentation.

Become an unstoppable force of nature (or close enough) in Halcyon.

Unstoppable force of sarcastic space adventurer.

There’s a catch. The level cap increase to 99 applies to specific platforms: PC, PS5, and Xbox Series X/S. Sorry Nintendo Switch players, you’re with the original cap. But 36 levels offer ample room for corporate chaos.

Companions: Your Quirky Allies

No space adventure is complete without a crew. The Outer Worlds has a memorable cast of companions. You can have two at once, each with unique perks, skills, and opinions. The right choices make a difference in combat and conversations.

Who is the last recruitable companion? That would be Nyoka, the hard-drinking bug-loving hunter from Monarch. You find her during “Radio Free Monarch.” Nyoka adds value to the crew. She excels with a rifle and complains about corporate rations.

Who is the fan-favorite companion? It’s Parvati Holcomb. From your first meeting in Edgewater, she charms her way into your heart and party. She is wholesome and surprisingly insightful. Her personal questline explores her asexuality with grace.

If you want a combat companion excelling in stealth, Felix Millstone fits the bill. This enthusiastic young man wants to prove himself. His abilities are invaluable for those preferring a subtle approach to problems.

Romance: Love is Not in Halcyon Air

No steamy space romances here. “The Outer Worlds does not feature romance.” Sorry to burst your bubble, space Casanovas. Romance isn’t entirely absent, though.

Parvati’s personal quest is about romance. You help her navigate asking out and dating Junlei, the charming mechanic. It’s a sweet storyline, showing an asexual character exploring love and relationships.

You may not find personal love in Halcyon. You can play Cupid for Parvati. Helping her find happiness feels more rewarding than any generic player romance.

Endings: Multiple Paths to Halcyon’s Fate

The Outer Worlds revolves around choices. These choices lead to multiple endings. “Three main “endings exist, with “up to 20 more for specific characters and factions.” That’s a lot of potential outcomes!

Is there a “bad ending”? Yes. Betraying Phineas Welles leads you to corporate servitude and a less-than-ideal conclusion.

For a “good ending,” side with Dr. Phineas Welles from the start. Stick with him throughout the game. Helping Phineas is considered morally righteous, leading to a brighter future for Halcyon.

Turning in Welles: Embracing the Dark Side?

Should you turn Welles in? Morally speaking, probably not. “Turning him in leads to siding with mega-corporations.” It’s the “black-hat path” for the bad ending.

Turning Welles in supports the existing corporate order, despite its flaws. It’s pragmatic but not heroic. Unless your definition of “heroic” includes corporate profits.

Chartrand’s Fate: Mercy or Mayhem?

In the “Slaughterhouse Clive” quest, you meet Chartrand, a SubLight operative. What do you do? You have choices.

You can kill her for Hagen’s quest. Or you can spare her. You could even convince Chartrand to work with Phineas Welles or the Board. Each choice has consequences.

Killing her pleases Hagen and SubLight. Sparing her opens other opportunities. Regardless of your choice, you incur negative reputation with SubLight or the faction you don’t side with. No pleasing everyone in Halcyon.

Junk Items: Trash or Treasure?

Junk items are plentiful in The Outer Worlds. Useful for anything other than cluttering your inventory? “Junk items are meant to be sold.” That’s all they are—space trash with little value.

You need to sell your junk. Don’t hoard it or craft anything; you can’t. Offload it to the nearest vendor and enjoy the increased bit count in your pocket.

Cache of Medicine: A Moral Dilemma in Edgewater

Early on, you’ll face a choice: who gets the medicine cache? Esther or Abernathy? Both need it, but resources are scarce in Edgewater.

For profit and a clearer conscience (Esther’s need is arguably greater), give medicine to Esther. With persuasion, she’ll offer 1,000 bits. If loyal to Abernathy, you can persuade him for 800 bits.

Ultimately, it’s a choice between slightly more money or moral consistency? Or flip a coin. It’s Edgewater. Everyone’s morally compromised.

BOLT-52: A Beverage of Questionable Quality

The BOLT-52 quest involves retrieving a special beverage. “Return the BOLT-52 to Sanjar in Stellar Bay.” But first you find it.

The BOLT-52 is locked away. You need to unlock it—lockpick, keycard, or brute force if you’re feeling bold. Once you have it, deliver it to Sanjar and reap rewards. Just don’t ask what’s *in* it; some secrets are best buried.

Making Peace with MSI and Iconoclasts: A Diplomatic Dance

We touched on this earlier, but how do you create peace between MSI and Iconoclasts? It’s a delicate diplomatic dance.

In the questline, you’ll end up at the church in Stellar Bay, standing between Sanjar and Zora (or Graham). Speak to them in turn. Tell Sanjar to “scale it back.” Suggest Iconoclasts support Stellar Bay’s supply line to offset resource usage. With luck and charm, you might succeed.

Flaws: Embrace Your Imperfections

Flaws in The Outer Worlds are intriguing. They’re negative traits acquired during adventures. Sounds bad? Not necessarily. “If thought through, Flaws can be advantageous.”

Accepting a Flaw grants a perk point. Perk points are valuable. Flaws are bad but manageable; it’s a risk-reward system of negatives versus perks.

However, once accepted, Flaws are permanent and unremovable. The only way to discard one is to restart the game entirely. Choose wisely, and avoid falls if prone to leg injuries.

Weapons: From Gloop Guns to Dead-Eye Rifles

Weaponry is crucial in The Outer Worlds, featuring diverse tools for enemies. Let’s discuss some standouts.

The Gloop Gun is fun for crowd control. “Great for attacking groups of enemies, its gloop affects multiple foes.” It disarms enemies and gives you breathing room for headshots.

The “best weapon” is subjective, but many cite “Dead-Eye Assault Rifle II” as top-tier. Other candidates include “Euthanasia Kit,” “Supper Time,” and “Prismatic Hammer.” Experiment to find your preferred style!

Spacer’s Choice Edition: A Remastered Experience?

The Outer Worlds: Spacer’s Choice Edition is a remaster of the game. It promises visual enhancements and a level cap increase, as mentioned earlier.

But is it worth it?

“The Outer Worlds is a great game, but the Spacer’s Choice Edition remaster doesn’t measure up.” Ouch. It may look “better” with enhanced reflections and lighting, but it can be “quite dark,” and PS5 performance is “far from perfect.”

It’s a mixed bag. Visual upgrades exist, but performance issues and bad lighting harm the experience. If you own the original Outer Worlds, the Spacer’s Choice Edition may not be a must-buy. Unless you truly want to reach level 99.

Choices and Morality: Embrace Your Inner Villain (or Hero)

The Outer Worlds is about choice and consequence. This includes your moral alignment. “Your journey in Obsidian Entertainment’s The Outer Worlds is shaped by choice… you can join the antagonists and become the villain.”

Yes, you can be evil. Ruthless and corporate. Or noble, helping others and fighting for what is right. The choice is yours. The Outer Worlds doesn’t judge you too harshly. It lets you play out your space adventures, good or evil.

Continuing After Ending: The Journey Continues (Sort Of)

Once you finish the main story, can you keep exploring? “Once you finish exploring new areas, you can continue your journey past the Point of No Return.” Yes, you can. The game doesn’t just stop after the final quest.

However, “continuing your journey past the Point of No Return” might be misleading. You can explore, complete side quests, and roam around. But the main story ends. Don’t expect new content after the final mission.

Transferring Dimethyl Sulfoxide: A Matter of Life and… Un-Life?

During the “Radio Free Monarch” quest, you’ll find a terminal offering a choice: transfer 100% or 26.371% of Dimethyl Sulfoxide. Which option is best?

“If you take all of it, you will kill the people hibernating in the Hibernation Lab.” So, 100% is the villain choice. Phineas will complain if you take only 26.371%, but “it is the right thing to do.” Moral: don’t be a jerk. Leave some Dimethyl Sulfoxide for hibernating folks.

Recruiting Felix: Enthusiasm Incarnate

How do you recruit Felix? It’s easy. You meet him early in the game, being… enthusiastic. “Return to Felix at the same spot where he was earlier, and he will join your crew.” Just talk to him again after completing a certain quest (often tied to Groundbreaker). He’ll be keen to sign up.

Felix is an easy recruit and a great companion, especially if you enjoy youthful energy (and stealth bonuses) on your team.

Amber Heights: A Town in the Wilderness

Where exactly *is* Amber Heights? “Amber Heights is a Location in The Outer Worlds. It’s a town in Monarch Wilderness.” Located on Monarch, it isn’t a bustling city, but it’s important, especially for Iconoclast quests.

Carlotta: Behind a Locked Door

Need to track down Carlotta? She’s not hiding in plain sight. “Carlotta is behind a locked door to the east.” To get to her, “activate the intercom next to the door to talk to her.” So, find the intercom, give Carlotta a call, and she’ll let you in. Don’t forget to say “please.” Space manners matter.

There you have it, intrepid explorer! A detailed, if slightly sarcastic, guide to navigating The Outer Worlds’ choices and consequences. Now go ahead, make decisions (wisely or foolishly), and shape Halcyon’s fate. Just avoid getting eaten by a Raptidon. They’re not polite.

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