The Outer Worlds Codexery

The Crime

In a colony run by shareholders, every crime has a board meeting waiting behind it.

The Crime

"The Crime" is a side-quest in The Outer Worlds that drops the player into the gritty, morally ambiguous underbelly of the Halcyon's colony settlements. Rather than a straightforward fetch or kill mission, it asks the player to wade into a local dispute where the lines between victim and perpetrator blur, and where the Monarchies' corporate hand looms over every resolution. It sits among the game's many character-driven side stories that reward players for listening before acting.

The quest functions as a microcosm of the game's broader theme: in a world where a corporation has rewritten the social contract, even a single act of violence or theft ripples outward, and the player's choice of who to side with reshapes small communities in ways that are rarely fully reversible.

Type
Side quest
Setting
Halcyon colony settlements (The Outer Worlds)
Quest giver
Local NPC (varies by settlement)
Player role
Investigator / mediator
Tone
Moral-ambiguity, dialogue-driven
Game
The Outer Worlds (Obsidian Entertainment, 2019)

Lore & Background

The Halcyon was designed as a generation ship carrying humanity to a new star, but the Monarchies—its corporate backers—seized control before the vessel ever reached its destination. The colonies that sprang up along the ship's interior corridors were never meant to be permanent settlements; they were staging posts, profit centers, and, in the eyes of the Monarchies' executives, expendable assets. Into that framework, a single crime—whether a stolen shipment, a broken contract, or a body in a back alley—becomes a matter of corporate liability as much as personal justice.

The Outer Worlds' writers leaned into that tension by giving nearly every side-quest at least one twist where the person asking for help is not the innocent party, or where the 'criminal' has a sympathetic motive rooted in the Monarchies' exploitation. "The Crime" is a prime example: the player is pulled in as an outsider with no stake in the local politics, which makes their judgment both more objective and more consequential, because the locals have already exhausted their own options.

The quest's dialogue trees are written with the game's signature deadpan humor—characters deliver existential dread with the cadence of a sales pitch—while the underlying choices carry real weight. Picking one side can lock you out of a companion's approval, alter a settlement's faction alignment, or simply mean that one NPC is no longer in the world the next time you visit.

In Their Own Story

The neon flickers in a rhythm that almost looks like a heartbeat. You step off the transit pod and the smell hits first—synthetic coffee, ozone, and something faintly organic that the air recyclers never quite scrub clean. The woman who hired you is waiting in the back booth of a bar that smells like it's one bad decision away from a fire. She doesn't look up when you sit. She slides a credit chip across the table like a playing card.

"You want the truth," she says, finally meeting your eyes. "Or you want the version that keeps the Monarchies from auditing this whole block? Because I can't afford both, and you look like you've got a ship that needs fuel."

Behind you, the jukebox plays something with a saxophone that sounds like it's apologizing for existing. You take the chip. You always take the chip. That's the job.

Reader's Guide

The quest is given by a local NPC in one of the Halcyon colony settlements who asks you to investigate a recent crime—typically a theft, assault, or murder that has disrupted the community. Your core objective is to uncover what actually happened and decide who, if anyone, gets punished.

Key decision points include: whether to trust the quest-giver's initial account or dig into the accused's side of the story; whether to turn evidence over to the Monarchies' local authority or handle the matter privately; and whether to side with the victim, the perpetrator, or a third party who benefits from the status quo.

Outcomes vary: siding with the quest-giver typically earns their faction's favor and a material reward but may anger a rival group or a companion. Siding with the accused can unlock a hidden dialogue path or a one-time item, but locks you out of the quest-giver's future interactions. Choosing to let the Monarchies handle it is the 'safe' corporate route that preserves settlement stability but marks you as a tool of the system, affecting later dialogue options with anti-Monarchy characters.

No major time-sensitivity applies, but the quest is mutually exclusive with certain companion-favor missions if you pick the wrong side, so check your active objectives before committing.

Did You Know?

More in Quests & Missions

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