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Quest: Journey to the Outpost
Rue Valley

Quest: Journey to the Outpost

Follow our comprehensive walkthrough for Rue Valley's 'Journey to the Outpost' quest. Learn how to navigate the early game, manage intentions, and uncover memories.

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Follow our comprehensive walkthrough for Rue Valley's 'Journey to the Outpost' quest. Learn how to navigate the early game, manage intentions, and uncover memories.

Walkthrough
  1. 1
    Begin by defining your character's personality using 9 points. Different traits affect dialogue and 'Checks' (e.g., persuasion).
  2. 2
    Wake up and talk to Dr. Finck. Dialogue choices don't matter initially.
  3. 3
    Exit and attempt to talk to the woman by the vending machine; your 'Total Lack of Motivation' prevents interaction.
  4. 4
    Enter the motel reception and talk to Robin. Passing an 'Extraverted' check (1 point) helps, but dialogue choices are flexible. Obtain your room key card.
  5. 5
    In your room, interact with the suitcase. Your character's traits determine if they sit on the bed or chair. Time passes, and you receive a phone call; accept or reject, choices don't matter.
  6. 6
    Review your 'memories' by clicking icons.
  7. 7
    Experience a dream sequence; pay attention for character insight.
  8. 8
    After the dream, an icon appears; you'll need to 'Hold to Recall' later.
  9. 9
    Exit the room and witness a truck hitting a transformer.
  10. 10
    Achievement: Tap Out! Go to your room's bathroom and drink from the tap.
  11. 11
    Interact with the vending machine downstairs, press the 'reddish button' for water, and drink it to lose the 'Thirsty' status.
  12. 12
    The sky turns red, and explosions occur. You wake up in Dr. Finck's office and receive a Purple Pill.
  13. 13
    Repeat the process: get your key card, check into your room, attempt to put away the suitcase (it won't work). Take the purple pill or not. Sit on the chair to pass time. You'll get the same phone call.
  14. 14
    Pass time until you can review memories again. You'll receive your first 'Intention'.
  15. 15
    Commit to the 'Memory or Fantasy?' Intention. You'll need 'Willpower' to commit. Take the pill to sleep, losing 'Anxious Apprehension' and gaining 'Inspiration' (same as Willpower).
  16. 16
    Commit to 'Memory or Fantasy?' and go outside. Investigate the damaged transformer.
  17. 17
    Select all dialogue options to complete the Intention. The sky turns red, signifying the loop's end.
  18. 18
    After talking to Dr. Finck, open the memories screen, select the Intention, and 'Hold to Wrap Up' to gain 1 Inspiration.
  19. 19
    Outside Dr. Finck's office, decide to go home, unlocking the 'Leave' Intention.
  20. 20
    Commit to 'Leave' and interact with your car. You'll fail to leave and return to Dr. Finck's office.
  21. 21
    A dialogue option tied to this intention will appear. As you try to leave again, you'll trigger a Decisional Check.
  22. 22
    Decisional Check: If you have 'Calculated' +1, you regain control; otherwise, you lose control. You gain 2 Inspiration regardless. The intention fails, but you unlock the 'The Escape Failed Successfully' achievement.
  23. 23
    Select the Intention again and 'Hold to Give up'.
  24. 24
    Free Roaming: Talk to the woman hitting the vending machine to gain the 'Fix Vending Machine' Intention. Commit to it in your memories.
  25. 25
    Speak to the woman again and select 'Maybe I can help?'. Attempt and fail to fix the machine, then give up.
  26. 26
    Go to reception and speak to Robin. Select the vending machine Intention dialogue option to learn how to fix it.
  27. 27
    If the clock is 8:07 or earlier, give Riley (the woman) a coffee to complete the Intention and earn 3 Inspiration.
  28. 28
    Gain memories: Robin's and Ben Fleming (Robin's father). Ask Riley about the red sky for the 'Coral Destiny' memory. Update the 'Rocket Launch' memory by asking if she's watching it.
  29. 29
    Wrap up the vending machine Intention in your memories. Interact with the door left of your room on the second floor to gain the 'The Stocky Man' Memory.
  30. 30
    Go to reception and speak to Robin about the time loop and Ben Fleming.
  31. 31
    The 'Stocky Man' (Jason Burns) enters reception at 8:12. If present, hear his conversation with Robin. Afterwards, learn his name and backstory from Robin.
  32. 32
    Driving South - Max Gas: Drive south to Max Gas. Interact with the camera to the left of the store to unlock the 'Reality Show' Intention.
  33. 33
    Enter Max Gas. Talk to Max (and possibly Riley). Listening to them updates/creates memories: 'Careless Driver', 'Max Gas Lady', 'Where's Walter?'.
  34. 34
    Talking to Max alone updates her memory to 'Maxine Kay'. Asking about Jason Burns updates her and Jason's memories.
  35. 35
    Interact with the Kitty Poster for 1 Inspiration.
  36. 36
    Select dialogue options related to the Time Loop and Reality TV Intentions.
  37. 37
    Use your phone to ask the police about Walter Kay (limited immediate effect). Use your phone to pass time and restart the loop.
  38. 38
    Before the loop restarts, you'll see a dream icon; you need 5 Willpower/Inspiration to recall it.
  39. 39
    Next Loop: In Dr. Finck's office, ask about Coral Destiny and explore options for the Reality Show Intention.
  40. 40
    Go outside and give Riley coffee again. Ask Riley about Co... (text cuts off)
Tips
  • Personality traits significantly impact dialogue options and success in 'Checks'.
  • 'Intentions' are central to progression and understanding the narrative.
  • Pay attention to dialogue and memory updates to piece together the story.
  • The game features loops; don't be discouraged by failed attempts or repeated events.
  • Achievements are tied to specific actions, like drinking from the tap.
  • Inspiration (Willpower)
  • New Memories
  • Achievements (e.g., Tap Out!, The Escape Failed Successfully)
  • Unlocking new Intentions

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