The Outer Worlds: Spacer's Choice Edition
69 Achievements
51-63h
PS5
Impossible Mission
Succeeded at 3 dialog conversation checks with a single disguise.
3.6%
How to unlock the Impossible Mission achievement in The Outer Worlds: Spacer's Choice Edition - Definitive Guide
The achievement unlocks when you pass your 3rd consecutive dialog check while wearing the holographic shroud in a restricted area. Upon finishing the Stranger in a Strange Land and Comes Now the Power main story quests in Emerald Vale, when you return to the Unreliable, you will have access to the captain’s stateroom. To the left of the terminal, you will find the holographic shroud.
The shroud needs an ID cartridge to work and is only active in restricted areas that match the permission of an ID cartridge in inventory. The holographic shroud has a limited charge. When it runs out, you can be challenged and must pass a dialog check. The achievement pops when you pass your 3rd consecutive check without leaving the restricted area.
Note that, as stated above, you cannot leave the restricted area between dialog checks. Doing so, resets the shroud. The achievement is unlocked only if three consecutive dialog checks are passed without leaving the restricted area.
The earliest you can earn the achievement is when you land on Groundbreaker. There are no restricted areas on Emerald Vale. Leave the ship, making sure you have picked up the holographic shroud to the left of the terminal in the captain’s stateroom. For the achievement, you will need to pass a dialog check of 40 in any one of lie, persuade, and intimidate. If your skill rating in all three is less than 40, the base skills can be adjusted upwards through the use of companions, armor, and consumables.
If you have it in inventory, equip armor that provides a +5 dialog skills bonus preferably with Silver Tongue mod kit applied for an additional dialog skills +5. Wear a helmet that provides a +5 in either lie, persuade, or intimidate depending on which skill you are trying to raise to 40. If you don't have it in inventory, you can get the necessary armor, helmets, and mods on Groundbreaker.
If available, take Parvati and Vicar Max with you. Parvati increases persuasion skills and Vicar Max increases intimidate skills while in your party. If possible, equip them with armor that provides a dialog skills bonus and a helmet that provides a persuade bonus for Parvati and an intimidate bonus for Vicar Max.
When you leave your ship with Parvati and Vicar Max, your objective is to have an adjusted persuade value of 35 OR an adjusted intimidate of 35 OR an adjusted Lie of 40. Persuade can be raised +3 to +5 by drinking a caffeine drink. Intimidate can be raised +3 to +5 by drinking a sugary drink. An alcohol drink, before the hangover effect kicks in, increases Lie by +6 to +10 and Persuade and Intimidate by +3 to +5 each. You can see your adjusted skill value by pressing and pressing to tab to Character. Under character, tab to skills by pressing or . The adjusted skill value is shown in parentheses to the right of the base skill. The adjustments (bonuses and deficits) are shown in the lower center part of the skills screen.
Providing you have met the skill prerequisites. Go to the far left of the area surrounding the landing pad. Turn right when you get to the wall. Proceed until you get to a flight of stairs. To the bottom of the stairs, you’ll find a Mardet ID cartridge. Pick it up. You are stealing so make sure you are not seen. Climb the stairs. You’ll see a Restricted Area notification in front of a locked door. Wait for the sentry to leave if one is present, and unlock the lock with a lockpick skill check of 30. Note that Parvati also boosts your lockpick skill, a caffeine drink provides +3 to +5 in lockpick. If necessary, you can change armor to a Stealth bonus +5 suit with a Stealth bonus +5 mod installed. Equip a lockpick +5 helmet.
After unlocking the door and entering, you will enter an area restricted to Mardet personnel. The holographic shroud begins to work since you have the Mardet ID cartridge. Exit the door to your left. Wait for the shroud’s charge to fail. One of the 3 people in that room will challenge you. Respond with the dialog skill check of your choice—lie, intimidate, or persuade. They are low values and you should easily pass. Do NOT leave the restricted area. The shroud will recharge. Wait for it to lose its charge noting that moving causes it to discharge more quickly. Again, you will be challenged. The skill check values are slightly higher but should not be an issue.
Do NOT leave the restricted area. The shroud will recharge. This is the money skill check for the achievement. Drink alcohol, caffeinated, or sugary drinks just before the shroud discharges if you need an extra boost to get the applicable dialog skill to 40. When the shroud runs out, use whatever skill allows you to pass the dialog check and the achievement will pop. You can now exit the restricted area or reload a save you made before going for the achievement.
In the event, you could not hack the door, consult your map to approach the restricted areas from the other (unlocked) side. Go up the other set of stairs—you will be making a right hand turn from the perspective of the Mardet ID cartridge you picked up. Turn left. You will go through a checkpoint where you talk to Cpl. Wheeler. There are two windows to your left. Do not talk to the people at either window—depending on your choices, Pvt. Flores may invite you in. This makes you authorized for the area and prevents the dialog checks needed for the achievement. Enter the door to the right of Pvt. Flores. Turn right and enter the next door. You are now in the same area you would have been had you lock picked the other door. You can now wait for the 3 dialog checks as described above. When you pass your third, the achievement will pop.
There are a number of restricted areas throughout the game. If your character build has deemphasized dialog skills, you may want to wait. A convenient area a little later in the game is on Monarch. If you are determined not to increase your player-character’s dialog skills, withhold some skill points when you level up and apply them to dialog on a throwaway save file when going for the achievement.
Once you have Felix, he (like Parvati) increases your persuade skill. More importantly, if you activate Felix’s bonus support persuade, you will get another +10 persuade. In short, even if your base dialog skills are zero, you can adjust persuade upwards sufficiently through the use of Felix & Parvati, armor with bonus dialog skills, helmets with bonus persuade, and a caffeinated drink &/or alcohol.
Accept the Slaughterhouse Clive and a Cysty-Dance with Death sidequest from Catherine in the town of Fallbrook. Also get the Boarst Factory ID Cartridge from Duncan Elley, a Fallbrook vendor. This will require a moderate dialog check but, since you’ll need the skill for the achievement, this will not be an issue. Follow the quest marker to the C&P Boarst Factory. Once inside, allow the holographic shroud to discharge 3 times without leaving the restricted area—passing a dialog check each time. The achievement will pop on your 3rd successful dialog skill check.
The shroud needs an ID cartridge to work and is only active in restricted areas that match the permission of an ID cartridge in inventory. The holographic shroud has a limited charge. When it runs out, you can be challenged and must pass a dialog check. The achievement pops when you pass your 3rd consecutive check without leaving the restricted area.
Note that, as stated above, you cannot leave the restricted area between dialog checks. Doing so, resets the shroud. The achievement is unlocked only if three consecutive dialog checks are passed without leaving the restricted area.
The earliest you can earn the achievement is when you land on Groundbreaker. There are no restricted areas on Emerald Vale. Leave the ship, making sure you have picked up the holographic shroud to the left of the terminal in the captain’s stateroom. For the achievement, you will need to pass a dialog check of 40 in any one of lie, persuade, and intimidate. If your skill rating in all three is less than 40, the base skills can be adjusted upwards through the use of companions, armor, and consumables.
If you have it in inventory, equip armor that provides a +5 dialog skills bonus preferably with Silver Tongue mod kit applied for an additional dialog skills +5. Wear a helmet that provides a +5 in either lie, persuade, or intimidate depending on which skill you are trying to raise to 40. If you don't have it in inventory, you can get the necessary armor, helmets, and mods on Groundbreaker.
If available, take Parvati and Vicar Max with you. Parvati increases persuasion skills and Vicar Max increases intimidate skills while in your party. If possible, equip them with armor that provides a dialog skills bonus and a helmet that provides a persuade bonus for Parvati and an intimidate bonus for Vicar Max.
When you leave your ship with Parvati and Vicar Max, your objective is to have an adjusted persuade value of 35 OR an adjusted intimidate of 35 OR an adjusted Lie of 40. Persuade can be raised +3 to +5 by drinking a caffeine drink. Intimidate can be raised +3 to +5 by drinking a sugary drink. An alcohol drink, before the hangover effect kicks in, increases Lie by +6 to +10 and Persuade and Intimidate by +3 to +5 each. You can see your adjusted skill value by pressing and pressing to tab to Character. Under character, tab to skills by pressing or . The adjusted skill value is shown in parentheses to the right of the base skill. The adjustments (bonuses and deficits) are shown in the lower center part of the skills screen.
Providing you have met the skill prerequisites. Go to the far left of the area surrounding the landing pad. Turn right when you get to the wall. Proceed until you get to a flight of stairs. To the bottom of the stairs, you’ll find a Mardet ID cartridge. Pick it up. You are stealing so make sure you are not seen. Climb the stairs. You’ll see a Restricted Area notification in front of a locked door. Wait for the sentry to leave if one is present, and unlock the lock with a lockpick skill check of 30. Note that Parvati also boosts your lockpick skill, a caffeine drink provides +3 to +5 in lockpick. If necessary, you can change armor to a Stealth bonus +5 suit with a Stealth bonus +5 mod installed. Equip a lockpick +5 helmet.
After unlocking the door and entering, you will enter an area restricted to Mardet personnel. The holographic shroud begins to work since you have the Mardet ID cartridge. Exit the door to your left. Wait for the shroud’s charge to fail. One of the 3 people in that room will challenge you. Respond with the dialog skill check of your choice—lie, intimidate, or persuade. They are low values and you should easily pass. Do NOT leave the restricted area. The shroud will recharge. Wait for it to lose its charge noting that moving causes it to discharge more quickly. Again, you will be challenged. The skill check values are slightly higher but should not be an issue.
Do NOT leave the restricted area. The shroud will recharge. This is the money skill check for the achievement. Drink alcohol, caffeinated, or sugary drinks just before the shroud discharges if you need an extra boost to get the applicable dialog skill to 40. When the shroud runs out, use whatever skill allows you to pass the dialog check and the achievement will pop. You can now exit the restricted area or reload a save you made before going for the achievement.
In the event, you could not hack the door, consult your map to approach the restricted areas from the other (unlocked) side. Go up the other set of stairs—you will be making a right hand turn from the perspective of the Mardet ID cartridge you picked up. Turn left. You will go through a checkpoint where you talk to Cpl. Wheeler. There are two windows to your left. Do not talk to the people at either window—depending on your choices, Pvt. Flores may invite you in. This makes you authorized for the area and prevents the dialog checks needed for the achievement. Enter the door to the right of Pvt. Flores. Turn right and enter the next door. You are now in the same area you would have been had you lock picked the other door. You can now wait for the 3 dialog checks as described above. When you pass your third, the achievement will pop.
There are a number of restricted areas throughout the game. If your character build has deemphasized dialog skills, you may want to wait. A convenient area a little later in the game is on Monarch. If you are determined not to increase your player-character’s dialog skills, withhold some skill points when you level up and apply them to dialog on a throwaway save file when going for the achievement.
Once you have Felix, he (like Parvati) increases your persuade skill. More importantly, if you activate Felix’s bonus support persuade, you will get another +10 persuade. In short, even if your base dialog skills are zero, you can adjust persuade upwards sufficiently through the use of Felix & Parvati, armor with bonus dialog skills, helmets with bonus persuade, and a caffeinated drink &/or alcohol.
Accept the Slaughterhouse Clive and a Cysty-Dance with Death sidequest from Catherine in the town of Fallbrook. Also get the Boarst Factory ID Cartridge from Duncan Elley, a Fallbrook vendor. This will require a moderate dialog check but, since you’ll need the skill for the achievement, this will not be an issue. Follow the quest marker to the C&P Boarst Factory. Once inside, allow the holographic shroud to discharge 3 times without leaving the restricted area—passing a dialog check each time. The achievement will pop on your 3rd successful dialog skill check.
This is the most helpful guide:
You can get this as early as your first dock on Groundbreaker, you’ll need at least 40 points in either Lie, Intimidate or Persuade.
Make sure you grab the holographic shroud from the captain’s quarters before you leave your ship.
On the main promenade, on the left hand side, is a medical suite. (Where you first meet companion Ellie)
Past the reception desk is a ward with a few beds. At the back on a table is a Mardet ID cartridge. Pick it up then walk through the restricted door. Walk around in this room (there should be a person or two) until your shroud meter depletes. When it happens one of the people will walk up and ask you what you’re up to. Use lie, Intimidate or Persuade on them, and they’ll walk off, and your meter will be reset.
Repeat another two times for the cheevo! The shroud meter has three little boxes at the end to show you how many dialogues you’ve passed.
You MUST do this with one disguise - don’t leave the room and come back, just drain the meter and it will refill each tome you ass the dialogue. The final one requires a skill of 40 to pass.
Thank you Swebbie Jr for the guide!
You can get this as early as your first dock on Groundbreaker, you’ll need at least 40 points in either Lie, Intimidate or Persuade.
Make sure you grab the holographic shroud from the captain’s quarters before you leave your ship.
On the main promenade, on the left hand side, is a medical suite. (Where you first meet companion Ellie)
Past the reception desk is a ward with a few beds. At the back on a table is a Mardet ID cartridge. Pick it up then walk through the restricted door. Walk around in this room (there should be a person or two) until your shroud meter depletes. When it happens one of the people will walk up and ask you what you’re up to. Use lie, Intimidate or Persuade on them, and they’ll walk off, and your meter will be reset.
Repeat another two times for the cheevo! The shroud meter has three little boxes at the end to show you how many dialogues you’ve passed.
You MUST do this with one disguise - don’t leave the room and come back, just drain the meter and it will refill each tome you ass the dialogue. The final one requires a skill of 40 to pass.
Thank you Swebbie Jr for the guide!