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The Outer Worlds - Peril On Gorgon

The Outer Worlds – Peril On Gorgon DLC Endings Guide

The Outer Worlds – Peril On Gorgon comes with the same great features seen in the main campaign, including multiple choices that can lead to story changes and different endings. Thankfully, you will not have to play through the entire campaign to see all the endings, as which one you get is determined by the choices in the DLC’s final quest.

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Before we proceed, be warned that this guide will be full of spoilers for the end segment of The Outer Worlds – Peril On Gorgon DLC so avoid reading further if you have yet to experience at least one of the endings.

The Ambrose Intersection

Which ending you get in The Outer Worlds – Peril On Gorgon depends not only on the choices you make in The Ambrose Intersection quest, but also on your stats. At one point during the quest, you will be called by Wilhelmina, and you will have a few dialogue choices at your disposal. You should pick the persuade dialogue option, which is only available at level 20, to trigger a call from Olivia. With a high enough perception, you will be able to piece everything together and understand who put the entire facility into lockdown.

At this point, you will hear from Minnie and Olivia why the Adrena-Time project should be continued or abandoned. Which side you pick determines the ending.

Side With Olivia

By siding with Olivia, you will decide to put an end to Gorgon once and for all. But you will also find Minnie and a few security robots to bar your way. You can decice to deal with Minnie however you want, but the end result will still be a gunfight. Once it is done, loot her body to get the science Burnout weapon. If you talk with Olivia after this is done, you will also get 5,000 Bit Cartridges.

Side With Minnie

By siding with Minnie, you will decide to continue the project, and like with the Olivia Ending, your decision will result in a gunfight where Olivia will die. Once she is dead, loot her body for the Equilibrium weapon, 5,000 Bit Cartridges, and the Ambrose’s Key. Once the deed is done, speak with Minnie to get another 5,000 Bit Cartridges and 114,000 XP.

Good Ending

The Good Ending is the most satisfying ending, but you will need pretty high stats to unlock it. Once Olivia and Minnie have talked with you, say that you will consider their proposals. Head over to Minnie first, defeat all the enemies you encounter and talk with her. You will need at least 150 persuade, 60 inspiration, and 40 intimidate to pick the following dialogue choices.

Let’s talk about this, Minnie.
What if you and your mother joined forces to cure the marauders?
[Persuade 60] If the marauders don’t get a fix, they’ll just rampage across the colony. OR [Inspiration 60] I thought you wanted to help people, not let them die?
[Persuade 90] Why not give her a chance? She’s been involved with Adrena-Time from the start.
[Persuade 150] The Adrena-Time project failed, Minnie. You couldn’t have saved it.
Opportunities present themselves everyday. Your Gorgon will come.
That isn’t failure. It’s a second chance to work with Olivia.

Once this is done, head over to Olivia and pick the following dialogue choices.

Whoa, hold on! I’m here to make peace!
Minnie wants to work with you on a cure for the Marauders.
[Persuade 40] You don’t. You just have to trust me. OR [Intimidate 40] Why trick you when it’d be easier for me to kill you?
She said you were invited for tea?
That’s rather sweet of you.
So you’ll work with Minnie?

After speaking with Olivia, you will have unlocked the Good Ending and you will also receive 5,000 Bit Cartridges and 114,000 XP for your troubles.

Author
Image of Francesco De Meo
Francesco De Meo
Francesco has been writing about video games and the video games industry for almost a decade, focusing on all aspects of the industry. Having always loved handheld gaming, he joined TouchTapPlay in 2013 to cover mobile gaming and, later on, the Nintendo Switch console, which is today his most played console.