The Broken
On a colony ship, everything is either broken, being fixed, or being sold as a fix.
"The Broken" is a side quest in Obsidian Entertainment's space-western RPG *The Outer Worlds*, set aboard the colony ship Halcyon. It thrusts the player's Captain into the gritty underbelly of the settlement, where the collateral damage of the Monarch's corporate grip has left people, machinery, and entire communities in a state of repairable ruin. The quest weaves together the game's signature blend of dark humor, moral ambiguity, and faction politics, asking the Captain to decide whether to mend, exploit, or simply walk away from what they find.
As a side mission, it operates independently of the main campaign but deepens the player's understanding of how the four major powers—the Monarch, the Union, the Church of the Broken Eye, and the Merchants—shape daily life on Halcyon. The choices made here ripple into faction standing and can alter the flavor of later encounters, reinforcing the game's design philosophy that even small acts of repair or neglect carry weight in a closed ecosystem.
- Type
- Side Quest
- Setting
- Halcyon colony ship
- Tone
- Darkly comic, morally ambiguous
- Faction involvement
- Multiple (Monarch, Union, Church of the Broken Eye, Merchants)
- Player role
- Captain of the Halcyon
- Companions available
- Yes (party of up to three)
Lore & Background
Halcyon was designed as a self-sustaining ark, a generation ship carrying humanity's future across the void. In practice, it is a pressure cooker of competing ideologies squeezed into a few square kilometers of pressurized corridors, hydroponic bays, and rusting maintenance shafts. The Monarch's corporate architecture—its supply chains, its security drones, its carefully metered rationing—keeps the ship technically alive while quietly starving every subsystem of the redundancy it was engineered to have. Things break. People break. And the four factions that now carve out territories aboard the ship each have their own theory about why, and their own proprietary solution that costs you something.
The Church of the Broken Eye preaches that brokenness is a spiritual state, a test of faith that the Monarch's materialism cannot comprehend. The Union sees broken infrastructure as a labor dispute waiting to be resolved with a picket line. The Merchants, characteristically, see a broken thing as a discount opportunity. The Monarch, for its part, simply logs the failure in a maintenance ticket and moves on. "The Broken" as a quest concept sits at the intersection of all four perspectives, forcing the Captain to pick a philosophy of repair—or to admit that some things on Halcyon are beyond what any single faction can fix.
The colony's physical decay is also a narrative device. Corroded bulkheads, flickering halogen strips, the particular silence of a ventilation shaft that has stopped humming—these details ground the player in a world that is, despite its sci-fi trappings, fundamentally a working-class environment. The ship is old, it is tired, and it is not the gleaming utopia the Monarch's marketing promised the colonists. Every quest, including this one, is a small negotiation with that reality.
In Their Own Story
The maintenance shaft behind Edgewater's eastern hydroponics bay smells like ozone and old coffee. You crouch under a dripping coolant line, your companion's flashlight cutting a pale cone through the murk, and you realize the pipe isn't leaking. It's been *cut*. Clean. Deliberate. Someone wanted this section of the ship to fail, and they wanted it to fail quietly, in the middle of the night, so the only people who notice are the ones who live in the lower decks and can't file a complaint with the Monarch's front desk.
Your companion kicks a loose panel. "So. We fix it, we sell it, or we pretend we never saw it?" You look at the severed pipe, the puddle spreading across the grated floor, the faint glow of a Church of the Broken Eye prayer card tucked under the junction box like a little talisman. You look at your companion. You look at the pipe.
"We fix it," you say. "But I want to know who cut it before I'm done."
The flashlight flickers. Somewhere above, a drone hums its patrol tone, indifferent and eternal. The puddle keeps spreading.
Reader's Guide
The quest is given by a local NPC in the settlement area of Halcyon who has been affected by a specific piece of infrastructure or a personal situation that has gone wrong. The core objective is to investigate the cause of the breakdown and choose how to resolve it.
The first key decision is diagnostic: you can investigate the mechanical or structural cause (a Union-adjacent approach), the social or political cause (a Monarch or Church-adjacent approach), or the economic cause (a Merchants-adjacent approach). Each path leads to a different set of dialogue options and a different set of NPCs you interact with, and each nudges your standing with the corresponding faction.
The second key decision is the resolution. You can repair the situation directly, which costs resources but earns the gratitude of the local community and a modest faction reputation bump. You can escalate the issue to the relevant faction's leadership, which may resolve the problem but locks you into that faction's preferred outcome and can sour relations with the others. You can also, in a very *Outer Worlds* move, simply pocket the salvage or sell the fix to the highest bidder, gaining currency at the cost of the NPC's trust and potentially triggering a hostile encounter later in the settlement.
There are no strict time limits, but the quest becomes mutually exclusive with a follow-up interaction if you complete a certain main-quest milestone that reshuffles the settlement's power dynamics. If you have already aligned strongly with one faction, some dialogue options and resolution paths are locked, so completing this quest earlier in the campaign gives you the widest range of choices.
Companions can be sent to investigate while you handle dialogue, and their personal skills can unlock hidden information about who is responsible for the breakdown.
Did You Know?
- The Outer Worlds' four major factions—Monarch, Union, Church of the Broken Eye, and Merchants—each have distinct visual design languages, dialogue tones, and moral frameworks that bleed into nearly every side quest, incl
- The game's setting aboard the Halcyon is deliberately designed to feel like a closed, working-class ecosystem: every resource, every repair, and every social interaction is constrained by the ship's finite space and the
- Companions in The Outer Worlds have skill-based abilities that can unlock unique dialogue options and hidden quest information, meaning the party composition you bring to a quest can change what you discover.
- The game's darkly comic tone—corporate satire wrapped in space-western aesthetics—means that even morally serious quest moments are often undercut by a well-timed joke from an NPC or a companion, a hallmark of Obsidian's
More in Quests & Missions
Elsewhere in the The Outer Worlds universe
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