Monster of the Monarch
Something's crawling in the Monarch's vents, and it's not a rat.
Monster of the Monarch is a short side quest aboard the player's personal vessel, the Monarch, during the early portion of The Outer Worlds. A mysterious creature has taken up residence on the ship, and the player must decide how to handle the uninvited guest. It's a small but memorable interlude that lets the player flex their combat, persuasion, or moral compass in a contained, claustrophobic setting far from the chaos of the Halcyon colony.
- Type
- Side Quest
- Location
- The Monarch (player's ship)
- Available from
- Early game
- Choices
- Yes – multiple resolution paths
- Affects main story
- No
- Companion interaction
- Yes – companions react to the player's decision
Lore & Background
The Monarch is a mid-size transport and the player's mobile base of operations throughout the Edgewater system. Its corridors, cargo holds, and engine bays are designed for cargo runs and short-haul travel, not for harboring unknown fauna. When a creature stows away—whether it hitched a ride in a container, was smuggled aboard by a nervous crew member, or simply found its way in through a hull breach—it turns the ship into a hunting ground or a sanctuary, depending on who you ask.
In the broader context of the Outer Worlds setting, small encounters like this underscore the Monarch Corporation's philosophy: everything is a product, a transaction, a line item. A creature aboard your ship is either a liability to be liquidated or an asset to be leveraged. The Monarch Corporation's branding looms over even the most personal decisions, reminding the player that their ship, their crew, and their conscience are all, in some sense, corporate property.
Fans often point to quests like this as examples of Obsidian's signature flavor: a tiny, self-contained moral puzzle that feels like a punchline in a larger comedy of corporate absurdity. The creature is never truly threatening, but the *idea* of it, the panic it stirs in a crew member, the way it forces the player to pause a bigger storyline and deal with a squirming thing in a cargo bay—that's where the charm lives.
In Their Own Story
The Monarch hums its low, familiar thrum as you drift in the quiet dark between Edgewater and Talos I. You're halfway through a cup of lukewarm coffee, scrolling through a message from the Halcyon, when the proximity alarm chirps. Not a ship. Not a drone. Something small, something wet, skittering across the floor plating of the cargo bay.
You set the coffee down. The creature is hunched in the shadow of a crate, its eyes catching the overhead fluorescents like two wet coins. It hisses. You hiss back. The coffee goes cold. Somewhere above, a crew member is already calling the bridge, voice pitched an octave too high, talking about *protocol* and *containment* and *Monarch Corp liability clauses*.
You look at the creature. The creature looks at you. The coffee is definitely cold now.
You have a decision to make, and the Monarch, as always, is watching.
Reader's Guide
Quest Giver: The quest is triggered by an event aboard the Monarch; a crew member or NPC alerts you to the creature's presence in the ship's interior.
Objective: Investigate the creature aboard the Monarch and resolve the situation.
Key decision points: Upon locating the creature, you can choose to kill it, attempt to persuade or calm it, or let it go (if the option is available). Dialogue choices and companion reactions shift based on your approach. A combat resolution is always possible if you prefer to simply put it down.
Outcomes: Killing the creature satisfies the quest and may earn a small amount of experience or a minor item. Letting it go or persuading it away is a non-violent resolution that some companions comment on approvingly. There is no long-term mechanical lock or unlock tied to this quest; it does not gate any main-story content or alter faction standing. The choice is purely narrative and roleplay-driven.
Mutually exclusive / time-sensitive: This quest is not mutually exclusive with any other quest and is not time-sensitive. It can be completed at your own pace during the early-to-mid game window while you still have regular access to the Monarch's interior. No other quest is locked or unlocked by your choice here.
Did You Know?
- The Monarch is the player's personal ship and serves as a mobile safe room throughout the game, making any creature aboard a uniquely intimate threat.
- Companions aboard the Monarch will offer reactive dialogue based on whether you chose violence or mercy, reinforcing the game's roleplay identity.
- The Monarch Corporation's branding and corporate-speak permeate even small side encounters, a running joke throughout the game's writing.
- The quest is designed as a quick, self-contained interlude, typically taking only a few minutes to resolve, making it a good palate-cleanser between larger story arcs.
More in Quests & Missions
Elsewhere in the The Outer Worlds universe
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