Stranger in a Strange Land is the opening main quest on The Outer Worlds.
Synopsis[edit | edit source]
The Stranger is awoken from cryogenic stasis by Phineas Vernon Welles. Welles informs them that they have been woken up using a special concoction of his own creation; however, the rest of the crew remains in stasis. Attempting to awaken the crew at this point would likely result them suffering explosive cell death.
With his ship damaged and few options remaining Welles enlists the stranger's help setting things right in Halcyon, but first, transportation is needed.
Walkthrough[edit | edit source]
Find Hawthorne's Ship[edit | edit source]
After gaining control, the Stranger finds that the smuggler they were supposed to meet, Alex Hawthorne, was crushed to death. Phineas recommends that they take over the smuggler's former ship, the Unreliable. Proceed down the hill and around a corner; a dead marauder will be found that can be looted for an Adreno. Ahead, two timid canids are feasting on a corpse. One can sneak through the tall grass and leave them be, but if spotted, they will flee.
Enter the cave and time will slow down for a few seconds before returning to normal with Phineas coincidentally commenting about possible side effects. Continue onward and drop into the opening below, which will cause some damage. One will find Guard Pelham, whose pistol misfired while on patrol and as a result of this, choose to barricade himself in the cave with explosive barrels. One can go through a level 5 Medical check to patch him up, receiving his sentry sabre, one can also ask questions to gain some understanding about Emerald Vale and Spacer's Choice. He'll also mention a ship that made an unauthorized landing as well as nearby marauders. Pass either a level 1 Persuade, Lie, or Intimidate check to convince him to lend his light pistol.
Loot the area for mag-pick and consumables, then use the pistol to blow up the barrels and continue towards the exit. On exitinf the cave, time will slow down again for a few seconds as Phineas loses contact, at the end of which control of the Tactical Time Dilation ability is gained.
Outside the cave will be two marauders. To get past, either engage them in direct combat: there are explosive barrels near the first marauder that can be shot, or use stealth to quietly eliminate enemies using the sabre. Loot the marauders and area, and near the campfire is a bin that requires a level 5 Lockpick skill and 2 mag-picks, containing a telescoping staff. Proceed down the hill where three more marauders are standing guard. Kill them or sneak past and continue onward.
The Stranger will encounter Lieutenant Mercer and Private Kimball, the other members of Pelham's patrol, as well as the smuggler's ship are surrounded by marauders. Mercer will explain that they would fine the ship for a landing violation but can't due to the marauders. One can also inform Mercer of Pelham's health. If Pelham was killed, there will be a level 1 Lie check saying he's fine. One can pass level 5 Persuade, Lie, or Intimidate checks to convince them to help kill the marauders, but otherwise, the Stranger must clear out the area on their own.
The Unreliable[edit | edit source]
After killing all of the marauders, enter the ship, named the Unreliable. The Autonomous Digital Astrogator onboard the vessel, abbreviated as ADA, accuses the Stranger of being a marauder and tries to eject them via the airlocks, though this fails seeing as the ship isn't in the vacuum of space.
ADA will explain she is programmed to only accept orders from Captain Alex Hawthorne, to which the Stranger informs her of the smuggler's demise. She expresses sorrow and thanks them for telling her. With Hawthorne dead, ADA proposes that the Stranger take on the identity of the captain, no matter what one says. She then tells them that the main drive's power regulator has been damaged and needs to be replaced. There is a level 5 Engineering speech option, though it doesn't make a difference. She informs the Stranger that a nearby town named Edgewater could possibly help. She prints them a new captain's tdentity cartridge, giving the Stranger ownership of the Unreliable, and bids them farewell.
Before leaving, the ship can be searched. In the main area, there is a level 5 Lockpick locker that requires 4 mag-picks. In the cargo hold, there is a workbench, and nearby, there is a sawed-off shotgun and tossball stick.
Exit the Unreliable, and Mercer will question if the ship belongs to the Stranger. There is a level 5 Lie option, though all responses result in her disregarding the fine. There is also an option to attack if one so wishes. If one elects to kill Mercer and Kimball, or if they had previously died in the fight with the Marauders, Ernest will appear instead, and ask what happened. There is a level 1 Lie option, however it doesn't matter what answer is given to him, as he will not turn hostile. Afterwards, travel to Edgewater. Be careful of marauders prowling the roads as well as primals in the hills.
Edgewater[edit | edit source]
After entering the settlement, continue towards Saltuna Cannery. Inside, take the elevator to the top floor where Reed Tobson, the outpost administrator, is questioning a mechanic named Parvati Holcomb about issues with saltuna production. Talk with Tobson and he'll explain that while he can't give the cannery's power regulator to the Stranger, there is another one at the old botanical labs that can be obtained by switching off the power from the geothermal power plant. However, the place is inhabited by a group of deserters led by Adelaide McDevitt. Tobson proposes that by switching off the power, they will be forced to return to Edgewater and leave their power regulator free to be taken. Reed asks the Stranger to speak with the deserters before they go to the power plant and convince them to return to Edgewater, beginning Comes Now the Power. Although Comes Now the Power is intertwined with this quest, it is not necessary to speak to the deserters. Parvati will offer to join the Stranger as a companion, which one can either accept or refuse.
Retrieving and installing the power regulator[edit | edit source]
Travel to the Geothermal Power Plant and use the terminal in the main control room inside the plant to divert the power to either Edgewater or the Botanical Labs. Depending on the choice made, go to the other location and retrieve a Power Regulator. Return to the Unreliable and speak to ADA who will instruct the Stranger to install the power regulator in the ship's engine room, located behind the cargo bay, up the ladder.
After installing the Power Regulator, return to ADA. Speaking to her will complete the quest.