Roseway - The Outer Worlds Walkthrough & Guide (2024)

Table of Contents

  1. Introduction
    1. Tips
    2. Advanced Tips
  2. Character Creation
    1. Attributes
    2. Skills
    3. Aptitudes
    4. Perks
    5. Flaws
    6. Companions
    7. Builds
  3. Stranger in a Strange Land
    1. Edgewater
    2. Emerald Vale
  4. Passage to Anywhere
    1. Groundbreaker
    2. Roseway
  5. The Puppet Masters
    1. Byzantium (First Visit)
  6. Radio Free Monarch
    1. Monarch
    2. Scylla
  7. The City and the Stars
    1. Byzantium
    2. Byzantium (Second Visit)
  8. Brave New World
    1. The Hope
    2. Tartarus
  9. Items
    1. Weapons
    2. Armour
    3. Consumables
    4. Decorations
  10. Trophies

Passage to Anywhere

Roseway

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The Distress Signal

Set your course for Roseway Landing Pad on Terra 2. When you go to leave the ship you will find Ellie wanting to talk to you. This does not indicate the start of a companion quest, however, so feel free to leave her onboard.

You will start finding the next level of weapons - Light Pistol Mk 2, Sentry Sabre Mk 2 and so forth - to upgrade your and your companions' equipment. Look out for a handgun called The Vermin on Marauders which has sufficient single shot damage to allow you to start working towards the Never Seen trophy if you've not already obtained it.

Go down the steps from the Landing Pad where you'll find some vending machines (300XP). There's minor loot to be gathered in the area and 3 Mag Picks on a crate. Head down the road. You'll find the body of a Corporate Commander a short distance along. Further along are a group of abandoned buildings. If you bypass the level 40 lock, the first building on the left has some moderately good loot in a case.

If you head up the road to the right, you will be attacked by three raptidons. Inside an open building is a body that you can loot, some provisions and a datapad on the bed. Further along is another body and a couple of loot containers. At the end of the street, head west until you unlock the Distillery map marker. You'll probably have to kill some raptidons on the way.

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Go inside and pick up the lovely Wooly Cow Rug from the floor.

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Return the way you came back to the junction and continue past the broken down Mechanical Autoloader. You will find another body on a porch. The building across the way has a level 15 lock. Inside are some provisions and other minor loot, along with a terminal and a piece of Snakeskin for your ship. There are a bunch of bodies outside the settlement gate for you to loot. When you're ready to proceed, go inside.

Make your way up a street strewn with bodies. There is a soldier called Berke examining them. Ask him who's in charge and he will mention Anton Crane who is holed up in the comms centre. Make your way round to your left and go through the door you see. These are the quarters of Orson Shaw. He will mistake you for outlaws. He's somewhat preoccupied by his work but if you ask him what he's doing, you can make a level 30 Science check for a few XP. Ask him whether he needs help and he will mention some schematics. Agree to help to initiate Vulcan's Hammer. There is a workbench here and a level 15 locked door that leads to a storage room with moderately good loot.

Back outside, the 17th Bar is still open despite the state of the settlement. Della Jennings will sell you provisions and you can chat with her for background colour.

The Roseway Luxury Apartments building is just to the west of the 17th Bar. Go inside, turn Right and go into the apartment. Talk to Vaughn Cortes and agree to help him to initiate the Amateur Alchemist.

Return to the entrance of the building and go up. The apartment to the right has some worthwhile loot including the unique Raptidon Handler's Armor and an RPG rulebook called Systems and Serfdoms for your ship's quarters. The apartment opposite has minor loot.

Return to the entrance again, turn left and go to the upper level. There are a couple of named NPCs who don't have much to say for themselves, a workbench and a vending machine, There is also a level 25 locked door that leads to Anton's quarters. There is a case with another level 25 lock and a level 16 terminal where you can read Anton's personal files.

Head back outside, make your way over to the comms centre where you'll find Anton Crane.

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Ask him why he cancelled the distress signal and make a level 30 Intimidate check to learn the nature of the research being carried out here: appetite suppressant toothpaste. Agree to retrieve his research (5916XP) to advance the Doom That Came to Roseway. He will ask that you leave the raptidon mother alive and will also ask you to rescue his protégé Jameson from the old lab which will initiate By His Bootstraps.

Auntie-Biotics Lab

Leave via the settlement's southern entrance. Make your way along another corpse-strewn road. There are raptidons either side whom you may have to kill. There's a robot patrolling outside the laboratory that will also need to be dealt with.

Go inside. In the lobby area is a vending machine and the body of a Corporate Commander. Pick up the Cleo Lab Office Keycard next to him. There's another body you can loot, minor loot in various containers and a level 15 terminal that you can hack. Read the messages to gain a passcode for Vulcan's Hammer. You can also use the terminal to open the level 40 locked door nearby.

The right hand door in the lobby leads to a storage cupboard with minor loot. The door next to it is locked but can be opened using the terminal. Go through and go through the door on your right. You will see a security robot fighting a raptidon. Wallop both of them. Pick up some minor loot and go up the ramp. At the top is a door leading back outside which you can ignore for the moment. Go through the next door to find an office with a terminal where you can read the results of some highly unethical experiments.

The large room beyond contains a couple of raptidon enemies and a large number of bodies. At the top left is a door that you can open with the Cleo Lab Office Keycard. You'll find Jameson cowering inside.

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Chat to him and he won't be altogether pleased to see you but will head back to Roseway (9000XP). Go back to the previous room and go through the upper right door to find a storeroom with more dead bodies and minor loot in a level 15 locked container.

Leave the large room and go to the end of the balcony to find a ladder leading down to a room with several hostile robots and another bunch of dead bodies to loot. Grab some Medical Journals off a counter for Eliie's cabin. Return to the lobby and leave.

Back on the road, head east a short distance. Kill the raptidons here and loot the bodies. Leave the road and continue east, You'll come across an abandoned deforesting machine along with a number of marauder enemies. Keep an eye out for mines while you loot the area.

Storage Facility

Continue east. As you approach the Storage Facility, you will come across marauder and canid enemies. The area is mined as well so be careful as you go. There is a workbench just outside the facility entrance. You can make your way around the perimeter of the building gathering loot, although you will have to deal with a number of marauders first.

Go through the entrance by the workbench and head left. There's a single marauder here, but killing him will probably attract the attention of nearby enemies. Continue through to a large storage area and turn left. This will bring you to the other entrance to the complex. There's a terminal with background colour and two doors. One leads to a toilet cubicle while the other leads to a locker room with minor loot and a vending machine. There is a locked door with a note stuck to the wall.

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This gives you pointers for obtaining the passcode which you should already have. Go through the locked door and look on a shelf immediately to your left.

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Pick up the Acid Steeper (7200XP) to advance the Cleaning Machine. Go through the door at the back at head down the stairs to Orson's Lab (650XP). There are two robot enemies in here to deal with and some reasonable loot to pick up. When you're ready, pick up the FORCE Pistol Schematics from the wall (9000XP).

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Go back upstairs to the main room on the ground floor. Climb the ladder to the balcony above and go through the door. Kill the robotic enemy here and go through the next door. Fight off two more robots and go through another door. This was presumably the quarters of the dead scientist on the floor. Besides minor loot, there's nothing much of interest on this floor.

Go back downstairs and leave the facility. Continue southeast and deal with the marauders if you've not done so already. Follow the path up into the hills. Watch out for marauders and mines as you make your way along. Eventually, you'll come to a group of abandoned buildings with a bunch of outlaws milling around. Continue to acquire another marker on your map, the Raptidon Pens.

There'll be a bunch of raptidons ahead that you'll need to deal with. Don't rush ahead to take them on, however, because the road is mined. There's a building on the left with a level 25 lock. Inside is a workbench, a vending machine, respectable loot and a terminal with some amusing messages. Back outside, loot the now-dead raptidons and go up the ramp. There's a terminal up here that you can use to arm an electric barrier (a bit late if you ask me) and a ladder down to the pen where you'll find a couple of outlaw bodies to loot. Look on the boxes to find a Commemorative Cigarette Case (9000XP).

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Covert Lab

Make your way northwest from the Raptidon Pens. Depending on how you approach the lab, you may have to fight your way through a bunch of outlaws (and may want to kill them anyway). There's no mistaking the Secret Lab, however.

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Don't go straight in, however. Continue west to an outbuilding where you'll find Lillian, a non-hostile outlaw.

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Talk to her to find out that her boss Cassandra is pinned down in the lab. Mention the cigarette case and return it without asking for a reward (21000XP, 500 bits, unique Anarchist's Cookbook weapon).

Use the door behind Lillian to get into the Covert Lab. There are raptidons in the lower level but you may not want to kill them. Go up the ramp and through the door on the right. There's minor loot in here and a vending machine. Go out of the other door and down the ramp. Look for the Sedative Gas Canister at the bottom. This is one of three that you'll be needing to fulfil an optional objective.

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Go down the passage leading south. A door to your right is barred so go through the doors ahead. There's an outlaw sniper who will need to be taken care of. Go down the ramp and turn right where you'll find another Sedative Gas Canister and a terminal. Do not go into the large chamber beyond for the time being. Instead, return to the corridor and continue south to the end. Turn left and go down the ramp where you'll find Cassandra O'Malley, the leader of the outlaws you've been murderizing (3666XP). She has Anton's research data but is stuck in the room. You can agree to help her get out or, if you want to get this over with quickly, you can shoot her through the bars and grab the data from her remains. Be aware that she is quite tough and that shooting will probably attract nearby enemies.

Just below Cassandra's position is the door to Vaughn's Lab. You will find a third Sedative Gas Canister in here next to a terminal with Vaughn's experimental data. If you have Science 50, you can choose the "Recalibrate" option which will give you two samples of Raptidon Musk rather than the one that the "Complete Experiment" option would give you. There is also a level 30 locked container in here along with various bits of minor loot and an interesting note in a bin. Look on one of the surgical tables in the central area for the unique Rapti-prod weapon.

Now that you have three gas canisters, you can deal with the raptidon problem. Leave the lab and turn left. Return to where you picked up the second canister and go through the door to Raptidon Incubation. Sneak around the upper level avoiding the raptidons (especially the Matriarch) and make your way to the sedative gas containers.

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Continue round to the opposite end of the room and use the terminal there to flood the chamber with sedative gas. This will take care of the raptidons. Once the area is safe, be sure to pick up the Danger Sign for Felix's cabin.

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You can now safely go down to the lower level and loot the various bodies there.

Return to where Cassandra is trapped, go up the ramp and turn right. There's a robot and some outlaws up here that you may need to dispose of. Go through the door at the end to find a storeroom with decent loot. Continue along the corridor to find another storeroom with more loot at the end. Go through the opposite door to emerge in a communal area. There's a single outlaw to deal with, lots of bodies, various provisions and two vending machines.

Leave through the opposite door and turn right. This brings you to Anton's Office. There's some loot to pick up here and you can read the messages on Anton's terminal but the research is not here (as you know). Back in the corridor is a level 20 locked door (you can also get a keycard for it but you shouldn't need it). This leads to Porter's Office; use his terminal to print a Security Keycard (3666XP) and loot the place.

Leave the office, go left at the bottom of the corridor past where you met Cassandra, up the ramp on the other side, turn right, go through the door on the right and then down the ramp. Use the Covert Lab Security Keycard to unlock the door to Cassandra's hidey hole. Talk to her and insist that she gives you the research which requires an easy Persuade check or a somewhat more difficult Intimidate check. Ask for an additional reward and she'll give you 1250 bits; another Persuade / Intimidate check gets you an additional 625 (3666XP).

Backtrack until you get back to the corridor with Porter's and Anton's offices. Go through the door on the left, defeat the robot and go up the ramp. In the next area is another robot with three doors at the end. The one on the right leads to the cells. The four cell doors all have level 20 locks and one of them contains a book for your crew quarters. The level 28 terminal does nothing. Pick the level 45 door to access a room with a workbench and decent loot.

Go back to the previous area. The top door leads a toilet area so go through the other door to find Porter and his crew. If you have Persuade 45, you can get him and his men to leave peacefully if you released Cassandra. You can follow them out to the reception area where you'll find a number of bodies to loot and then leave the complex.

A short distance southwest of the main entrance is the Covert Lab Vent Shaft (700XP). If you go down it, you will emerge in a previously unexplored location in the Covert Lab where you can unbar the door that leads to the room where you encountered Porter and co.

Your journal suggests that you can turn in the research you've found to Gladys on Groundbreaker. However, you won't receive any XP for doing so and will botch the related Roseway quests.

Make your way back to Roseway. Go to Vaughn's apartment in Roseway Luxury Apartments and give him the Raptidon musk (21000XP, Auntie Cleo Reputation). If you obtained two, you can make a level 45 Lie check to keep one of them. Ask about a reward for 1875 bits.

Find Orson and give him his prototype schematics (21000XP, 1875 bits, Ultimatum handgun, Auntie Cleo Reputation). Attempting to strongarm him for the schematics will give you less reward and cost you Reputation. The handgun is less effective than the Mk 2 weapons you've been picking up but is somewhat valuable.

Finally, find Anton in the comms centre. Mention Jameson (21000XP, 1250 bits, Auntie Cleo Reputation). You can make a couple of Persuade checks to have him realign his priorities. Talk to him again and give him the research (29340XP, 3750 bits, Researcher's Scrubs, Auntie Cleo Reputation). This will also unlock the Dentastic trophy. You will get additional Auntie Cleo Reputation for having gassed the raptidons. If you talk about the toothpaste research, you can make a Medical check for a few additional XP.

If you pointed out the error of his ways to Anton during your dealings with him, he will turn his life around. Later on, you can find him in the Lost Hope on Groundbreaker.

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Fast travel to the Unreliable. Head upstairs and fit SAM with the Acid Steeper that you picked up in the Storage Facility (26400XP, 1275 bits). You will acquire SAM as a companion.

A Ticket to Anywhere (Conclusion)

Set course for Groundbreaker. Make your way the Rest-N-Go and pay Gladys a visit. If you have a spare vial of Raptidon Musk, you can get 1875 bits for it. Tell her that you have nothing else to complete The Distress Signal (11250XP).

If you initiated Balance Due earlier, buy Udom's Board seal for 8000 bits and return to him to swap it for the Byzantium Navkey (81000XP, Board Reputation). This will initiate The Puppet Masters. If you're following this path, skip to the next section.

You should easily have the 10000 bits required to buy the Stellar Bay Navkey. Find Lilya Hagen in SubLight Salvage and tell her that you have the NavKey. Accept the job to complete Salvager in the Sky (13500XP) and initiate Space Crime Continuum.

Fast travel back to the Unreliable and have ADA patch you through to Phineas Welles (38500XP) to initiate Radio Free Monarch.

If you somehow managed to fail to acquire enough bits or are too mean to pay or managed to kill Gladys, all is not lost. Fly to Monarch and use the Cascadia Landing Pad. You'll have to defeat some tough enemies to get out of the settlement and then you'll have to fight your way to Stellar Bay. Once you get there, quests will update as though you managed to acquire the Navkey.

If you're not (temporarily) working with the Board, skip ahead to the Monarch section.

Roseway - The Outer Worlds Walkthrough & Guide (2024)
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