Outer Wilds Final Loop: How to Reach the Ending Safely
Complete the Outer Wilds final loop: retrieve the warp core, navigate Dark Bramble, power the Vessel, and reach the Eye of the Universe to finish the game.
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How to Complete the Final Loop
The Outer Wilds final loop asks you to carry the Advanced Warp Core from the Ash Twin Project to the Vessel, then use the Eye’s coordinates to leave the solar system. Removing that core disables the system that sends your memories back, making the trip through Dark Bramble especially tense. This walkthrough contains full ending spoilers, including what happens after you reach the Eye of the Universe.
The route is straightforward once you know each destination:
- Enter the Ash Twin Project.
- Remove its Advanced Warp Core.
- Carry the core to the Vessel inside Dark Bramble.
- Install it and enter the Eye’s coordinates.
- Warp to the Eye and complete the final sequence.
Before committing, locate the Vessel and retrieve the three coordinate symbols from the Probe Tracking Module. Practice the Dark Bramble route while the loop is still running so you can concentrate on flying quietly during the real attempt.
Meeting Solanum on the Quantum Moon adds to the ending. If you own Echoes of the Eye, meeting the Prisoner can also change the final gathering.
Official page: Outer Wilds (mobiusdigitalgames.com)
Retrieve the Advanced Warp Core on Ash Twin
Fly to Ash Twin and park near a pole while the sand exposes its towers. The paired towers become accessible around seven minutes into the loop; use the changing sand level as your cue rather than worrying about an exact second.
Image: Steam / Mobius Digital
- Find the paired Ash Twin Towers, exposed after the Sun Station tower.
- Shelter beneath the bridge connecting them.
- Wait until Ember Twin is directly overhead, then step onto the warp pad leading to the Ash Twin Project.
- Inside the project, move the large central ball switch upward to open the core’s protective shielding.
- Turn off artificial gravity using the separate switch.
- Jetpack to the Advanced Warp Core and remove it.
- Return to the warp pad, leave the project, and get back to your ship.
Removing the core disables the memory loop; it does not stop the Sun from exploding. The normal cycle lasts 22 minutes, and the time you spent waiting for tower access is already part of that window.
Leave the core installed during any practice visit. Take it only when you are ready to head for the Vessel.
Navigate Dark Bramble Without Alerting the Anglerfish
Dark Bramble’s anglerfish are blind and hunt by sound. Moving slowly helps you control your approach, but using thrusters near a fish can still attract it.

Coast past nearby anglerfish without thrusting. Avoid firing your Scout near them, too.
Find Escape Pod 3 and the Nomai Grave
- Enter Dark Bramble.
- Set your signalscope to the distress beacon frequency.
- Follow Escape Pod 3’s signal through the appropriate seed.
- At the escape pod, follow the trail of Nomai lights.
- Continue to the Nomai Grave, where the trail ends at a small seed.
- Fire your Scout through that seed to reveal a route toward the Vessel.
The opening at the grave admits your Scout, but it cannot accommodate your ship. Follow the Scout signal through the larger passages instead.
Pass Through the Red Seed
The route leads through the red seed into the Nest, where three anglerfish wait near the entrance.
Release your thrusters as you pass them and let your ship drift. Resume maneuvering after you have cleared the nearby fish, then continue following the Scout signal toward the Vessel’s seed.
Do not navigate by bright lights alone. Anglerfish lures resemble seed lights, and the passage leading to the Vessel does not emit light. Use the Scout signal to identify your destination.
The Vessel’s chamber contains no anglerfish. Once you reach it, enter the ship and head to the core housing.
Power the Vessel and Enter the Eye’s Coordinates
Install the Advanced Warp Core in the Vessel’s housing. Power and artificial gravity will return.
Image: Steam / Mobius Digital
- Move the floor’s ball switch toward the window, away from the entrance.
- Use the raised coordinate console to trace the first symbol from the Probe Tracking Module.
- Move the input ball down and then right to rotate the panel.
- Repeat for the remaining two symbols.
- Once all three symbols are entered and the panel lowers, activate the warp control.
Keep the coordinate shapes available while you enter them. Each symbol must match the pattern you discovered; the destination is not selected from a menu.
After the Vessel arrives at the Eye, operate the floor switch to open the black hole that takes you outside.
Cross the Eye and Enter the Observatory
You emerge onto the Eye of the Universe. Travel from the north pole toward the south pole, continuing through the quantum storm and shifting scenery.
At the south pole, find the large crater where quantum material streams upward. Enter that rising vortex. The fall carries you through a sequence of strange spaces before placing you inside a changed version of Timber Hearth’s Observatory.
Explore the exhibits if you want to read how their descriptions reflect your discoveries. Then go upstairs and interact with the solar system display.
That interaction takes you into the Ancient Glade, the forest where the final gathering begins.
Gather the Travelers Around the Campfire
Walk through the forest as its distant lights fade. When an unknown signal appears, use your signalscope to find where it originates.
You will reach a tree that changes when you look away and back. Continue changing your view until a campfire appears, then light it. Further changes bring a chair and Esker into the scene.
Follow the Instruments
Speak with Esker, then use the signalscope to locate Riebeck’s banjo inside a Nomai tower. Look away and back until the tower crumbles enough to let you reach the instrument, then gather it.
Return to the fire and follow the remaining musical signals to collect the other travelers’ instruments. Feldspar, Gabbro, and Chert join the gathering, with additional participants depending on your discoveries:
- Solanum: Appears if you met her on the Quantum Moon.
- The Prisoner: Can participate if you met them in Echoes of the Eye. You must specifically invite them to join.
Speak with everyone around the campfire and ask them to play. A blue sphere grows above the fire as their music comes together.
When the performance ends, enter the sphere to finish the game. Stay through the credits: the next scene takes place 14.3 billion years later, in a new universe.
Meeting Solanum adds insectoid travelers roasting marshmallows around a campfire. Including the Prisoner adds a blue pond surrounded by stones; including both also adds a lantern-carrying creature.
What Happens if You Fail or Take Another Route?
Dying after removing the core produces the “You Are Dead” ending and returns you to the main menu. You can load your save afterward and try again. Ending the loop in the story does not permanently erase your playthrough.
Other destinations and experiments can also end the run:
| Ending | What triggers it | What happens |
|---|---|---|
| Isolation | Remove the core and fly beyond the supernova’s reach | You survive the explosion but drift until your supplies run out. |
| Quantum Moon | Remove the core and remain at the moon’s sixth location through the supernova | Your journey ends with you sharing Solanum’s fate. |
| Breaking Spacetime | Create a causality paradox, such as removing a High Energy Lab warp core after the Scout exits but before it enters | Reality breaks, and you earn You've met a terrible fate. |
| The Stranger | Remove the core and remain aboard the Stranger after it escapes the blast | You are left alone aboard the abandoned world. |
| Dream | Remove the core, die at a dream fire, and remain alive inside the simulation | You remain in the dream as your former life fades from memory. |
There is one unusual complication worth checking before a serious ending attempt: jumping into the Ash Twin Project’s black hole during a previous loop creates a duplicate of your character. Failing to repeat that jump creates a paradox.
That paradox can still interrupt a run after you reach the Eye. If you have created a duplicate, enter the Eye’s south-pole vortex and reach the Observatory before the supernova closes your opportunity to complete the causal loop.
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