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Outer Worlds 2

The Midpoint to the Endpoint Walkthrough

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The midpoint to the endpoint walkthrough

The Midpoint to the Endpoint is a companion quest for Marisol in the Outer Worlds 2. Read on for a full walkthrough of the companion quest, including info on how to unlock it and its rewards.

Previous Quest Next Quest
Beginning at the Endpoint Endpoint's End

How to Unlock The Midpoint to the Endpoint

Complete Fiends in High Places

Talk to Marisol to start the quest

The Midpoint to the Endpoint only starts when you complete the Fiends in High Places main mission. Fly the Incognito to Cloister, head down to the hangar, and talk to Marisol. Offer your help to start the quest.

The Midpoint to the Endpoint Walkthrough

Companion Quest Objectives
1 Meet Marisol's Contact at Reason's Pass
2 Navigate Unorthodox Notion Reclusion
3 Access the Burndown Initiation Controls
Choices
Partial Burn Near Full Full Burn
4 Leave Winter's Grasp

Click on a step to jump to its section in the walkthrough!

Meet Marisol's Contact

Step-by-step Walkthrough
1

From the Launch Pad, follow the road and head south until you reach Reason's Pass. This is where you'll meet Marisol's contact.
2

Beware of the hostile Scrappers that are posted outside Reason's Pass. Eliminate them until you hear Anais Bujold, Marisols contact and her former colleague.
3

Initiate a conversation with Anais while trying not to provoke her. You'll know more details about their friendship and the matter regarding Marisol's request for help.

Navigate Unorthodox Notion Reclusion

Step-by-step Walkthrough
1

Before you enter Unorthodox Notion Reclusion, you'll need to pass through Field Agent Aurebach. He is relatively easy to convince and will let you through as long as you don't provoke him.
2

As you make your way to the Unorthodox Notion Reclusion, you'll once again see Anais. She will inform you about an unsealed vent that will help you for the next step.
3

Open the door next to Anais to enter the small room. Enter the vent that you'll see on the upper right side of the room.
4

Exit the vent and head to the balcony. From there, drop down to the beam, turn around, and enter another vent.
5

As you exit the vent, you'll notice that some parts of the floor are electrocuted. Use the environment to stay clear off the floor and reach this terminal.
6

If you have Hack 4 and a Bypass Shunt, you can enter the command to Unlock the Burndown Rooms. Choosing this option disables the floor traps and fences on the ground floor.
7

Head to the second floor and talk to Auxiliary Dabbler Spoonhower. You will have to decide his fate by freeing him or leaving him. If Inez and Marisol are your companions, they will have a disagreement on how to handle this situation. Still, the choice is yours to make.
8

Parkour through the traps until you reach a dead end. To your right, you'll see a vent that you'll need to enter to deactivate the traps.

Once again, you can open all Burndown Rooms and disable all traps if you have Hack 7 and a Bypass Shunt. Choosing this option also frees Auxiliary Dabbler Spoonhower if you haven't freed him the first time you saw him.
9
Vent behind traps 3rd floor

Head to the third floor and parkour over the first set of traps. You should be able to enter the vent ahead.
10

Exit the vent and head to the terminal located on the left side of the room. Make sure to read all Research Request logs as this information is important for the quest's progression.

Once you exit the terminal, Anais will inform you that an Auntie's Choice Representative wishes to speak with you. This results in the traps being deactivated regardless of your decision. However, should you want to deactivate the defense systems yourself, you'll need Hack 17 and a Bypass Shunt.

Access the Burndown Initiation Controls

Choices
Partial Burn Near Full Full Burn

Talk to the Auntie's Choice Representative, Field Agent Pham, to start a negotiation. She'll ask you to spare some evidence rooms as it will be useful for Auntie's Choice. From here, you have 3 choices:

  1. Partial Burn- Only incinerate Cataclysmic Ends evidence room.
  2. Near Full- Incinerate all evidence rooms except Time-Wasting Contrivances.
  3. Full Burn- Incinerate all evidence rooms.

Take note that what you say to the representative doesn't matter as the choice ultimately depends on what you choose to do with the Burndown Controls.

Partial Burn

Partial Burn

Choosing Partial Burn on the Burn Controls nets the most amount of rewards with x2000 Bits and a total of +6 faction reputation points towards Auntie's Choice. Marisol will be neutral with this decision.

Near Full

Near Full

Choosing Near Full nets you with less rewards than Partial Burn. You'll get x650 Bits and a total of +2 faction reputation points towards Auntie's Choice. Marisol agrees with this decision.

Full Burn

Full Burn

If you choose Full Burn, the representative will walk away with a threat. Once you exit the facility, all troopers outside will be hostile. Furthermore, you'll lose a total of -6 faction reputation points and you'll be branded as an Outlaw by Auntie's Choice.

Marisol agrees with this decision and is glad that the both of you see eye to eye when it comes to this matter.

Leave Winter's Grasp

Depending on your decision, you can leave Winter's Grasp with or without combat. Finishing Midpoints to the Endpoint unlocks Marisol's next companion quest, Endpoint's end.

The Midpoint to the Endpoint Choices

Choose Partial Burn to Net the Most Rewards

x2000 bits, +6 Rep points

Choosing to only burn the Cataclysmic Ends evidence room nets you the most rewards without damaging your relationship with Marisol. Furthermore, you'll be able to leave Winter's Grasp without combat.

Choose Near Full to Stay Neutral

x650 bits, + 2 rep point

Near Full is the most neutral option among the three choices, as you grant the representative's wishes without giving her extra resources to work with. Marisol will also agree with this decision instead of being neutral with the Partial Burn option. You can also leave Winter's Grasp without combat.

Choosing Full Burn Results in the Worst Outcome

Branded as a Outlaw

While this option can be chosen, it will reap you no short or long term rewards with a bunch of enemies waiting outside the door. Furthermore, you will be branded as an Outlaw by Auntie's Choice.

The Midpoint to the Endpoint Rewards

Rewards Differ Based on Burndown Choice

  • Partial Burn: x2000 Bits, + 6 Reputation Points towards Auntie's Choice, Marisol's Mod Kit.
  • Near Full: x650 Bits, + 2 Reputation Points towards Auntie's Choice, Marisol's Mod Kit.
  • Full Burn: Marisol's Mod Kit.

The Midpoint to the Endpoint Info

The Midpoint to the Endpoint Info
Type Marisol Companion Quest
Location The Incognito
Quest Giver Marisol
How to Start
After finishing Fiends in High Places, fly the Incognito to Cloister. Once there, head down to the hangar and speak to Marisol. Offer to help her to trigger this quest.

Outer Worlds 2 Related Guides

Companion Quests

List of Companion Quests

All Companion Quests

Companion Quests
NilesNiles Pressing Cares
Do More Harm
VALERIEVALERIE A Healthy Improvement
Better by Factors
InezInez Better than Nature
A Most Extraordinary Specimen
 ┣ Half Truths in Advertising
 ┗ Full Measures
TristanTristan Arbitrary Measures
Listening For a Clue
Casting Off the Veil
MarisolMarisol Beginning at the Endpoint
The Midpoint to the Endpoint
Endpoint's End
AzaAza The Dawn of a Glorious Betrayal
Stabbing at Shadows

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