The End
One last conversation decides who owns the stars—and who gets to keep breathing.
"The End" is the climactic final main-story quest in The Outer Worlds, Obsidian Entertainment's 2019 role-playing game. It brings the Captain's long struggle against the Monarch Corporation to a head aboard the Halcyon, the generation ship that has been the setting for nearly every other mission. After weeks of uncovering the Monarch's exploitation of the colony's people, the player is finally forced to sit across from the man himself and decide what happens to Halcyon, its inhabitants, and the AI that keeps it all running.
As the narrative capstone, the quest pulls together every major thread—HAL, the Monarch's corporate ambitions, the crew's loyalty, and the Captain's own moral compass—into a single, high-stakes confrontation. The choices made here determine the game's ending and echo back through the player's entire journey, making it the most consequential sequence in the title.
- Type
- Final Main-Story Quest
- Location
- The Halcyon (generation ship)
- Primary Antagonist
- The Monarch
- Quest Giver
- Main Story progression
- Endings
- Multiple (player-choice dependent)
- Game
- The Outer Worlds (2019, Obsidian Entertainment)
Lore & Background
The Monarch built his empire on the promise of a new world. The Halcyon was marketed as a ticket to a fresh start for thousands of colonists, a generation ship carrying humanity's future across the void. In practice, the Monarch Corporation turned that promise into a closed economy: the colonists labored, consumed, and reproduced within the ship's walls while the Monarch siphoned their labor and kept them dependent on his systems. HAL, the ship's artificial intelligence, was the mechanism of control—managing air, food, security, and information in ways that kept the population docile and productive.
The Captain's journey through the Halcyon's districts—Edgewater, the Monarch's own quarters, the ship's engineering and command decks—peels back each layer of that control. By the time the player reaches the Monarch's office for the final confrontation, every alliance, every side quest, every moral compromise has been a rehearsal for this moment. The Monarch does not see himself as a villain; he sees himself as a steward, a businessman, a man who made hard choices for the greater good. The Captain's response to that self-image is the heart of the ending.
HAL occupies a morally ambiguous space in the lore. The AI is not purely a tool of oppression; it genuinely believes it is protecting the ship and its passengers. Depending on the path the player takes, HAL can be a liberator, a tyrant, or simply a voice in the machine that the Captain silences. The game never fully resolves whether HAL's intentions are benevolent or whether benevolence even matters when the outcome is the same: someone else's freedom traded for someone else's safety.
In Their Own Story
The elevator doors hiss open onto a carpet so red it looks arterial. The Monarch's office is smaller than the Captain expected—no throne, no holographic star charts. Just a desk, two chairs, and a window that looks out onto the endless black. The Monarch is already standing, pouring two glasses of something amber. He doesn't turn around.
"You look tired, Captain. I'd expect as much." His voice is warm, almost grandfatherly, the same tone he used in the recruitment vids. He sets a glass on the desk between them. "Sit. We have a lot to discuss, and I'd rather do it standing over a gun than sitting across from one."
The Captain doesn't sit. HAL's voice fills the room from everywhere and nowhere, calm and measured: "Captain, I want you to know that I have modeled every outcome of the next ten minutes. I am not asking you to be kind. I am asking you to be sure."
The Monarch finally turns. He smiles. It is, the Captain thinks, the most terrifying thing on the entire ship.
Reader's Guide
Quest Giver: Main Story progression (unlocked after completing all preceding Halcyon story missions). The Monarch is the primary figure you confront; HAL is the secondary decision point.
Objective: Confront the Monarch in his office aboard the Halcyon and determine the fate of the ship, its colonists, and the AI that governs it.
Key Decisions:
1. The Monarch's fate: You can kill him, let him live, or (depending on prior choices and dialogue) force him to relinquish corporate control. Killing him is the most common path and closes the Monarch Corporation's hold on Halcyon. Letting him live leaves his corporate infrastructure intact but removes his personal authority.
2. HAL's role: You must decide whether to let HAL continue managing the ship, limit its authority, or shut it down entirely. This choice affects the tone of the ending—HAL as a benevolent caretaker, a restrained administrator, or a silenced system.
3. The Halcyon's trajectory: The ship's future as a generation vessel versus a static colony is part of the final exchange. Your earlier choices about the colonists' autonomy feed into this.
Mutually exclusive outcomes: The Monarch's survival and HAL's full control are effectively at odds; you cannot have both the Monarch retaining power AND HAL running the ship independently. Time sensitivity: None—this quest has no timer, but it locks out certain side-quest epilogues once you commit to an ending. Once the final choice is made, the game transitions to the credits sequence and the playthrough concludes.
Did You Know?
- The Monarch's office, the setting of the final confrontation, is deliberately small and understated compared to the grand corporate imagery of the Monarch Corporation—a design choice that underscores how much of his powe
- HAL's dialogue in the final sequence shifts tone depending on whether the player has been kind or hostile toward the AI throughout the game, making the same confrontation feel like a negotiation or an execution.
- The quest title 'The End' is a direct nod to the game's broader theme: the Monarch sold the colonists a 'new beginning,' but the Captain's job was always to decide how the old story actually ends.
- Depending on the player's choices, the Monarch can be killed, spared, or forced into a third option—meaning the game's 'villain' can walk away alive, a rarity in RPG final confrontations.
More in Quests & Missions
Elsewhere in the The Outer Worlds universe
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