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We’ve already explored the islands and the Ocean Depths of Outer Wilds’ Giant’s Deep. But before we leave, there’s one last thing to do.
This guide will walk you through finding the Tower of Quantum Trials, navigating all of its floors, and learning the first quantum rule.
Table of contents
Tower of Quantum Trials
- Seek the wandering arch
- Island Shard
- Observing a quantum object
- The arch and the crystal
- The last one
- The rule of quantum imaging
- What have we learned? // What’s next?
Find the Tower of Quantum Trials
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Head to the north pole of Giant’s Deep. There’s a permanent and unmoving gigantic tornado there. You can’t fly through the wall, though. Instead, get close, then head into orbit.
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Your goal is to come back down inside the tornado’s eye. Look for a large darker area in the clouds, right along the line between day and night. It might take a couple tries to pull off, but keep at it.
Tower of Quantum Trials
Land on the landing pad, and head inside. Ignore the pool of water for now, and head up the ramp on the left. Check the sign at the top, and step into the elevator. It will take you all the way to the top — it’s a long ride.
Read the sign when you land, and step into the hole in the floor.
Seek the wandering arch
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When you land, find the sign for this room (it moves around) that tells you to seek the wandering arch. All you have to do is walk up to the archway (wherever it is at the moment), but if you look away, it’ll move.
Keep the arch in sight while you move — you’ll have to go up the stairs backward — and step into the hole beneath it.
Island Shard
In the next room, pull out your signal locator tuned to quantum fluctuations to identify the rock as the Island Shard. Step through the hole.
Observing a quantum object
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Look for the sign in this room to read: Observing a quantum object; observing an image of a quantum object. These are the same.
There’s another wandering arch in this room, but you have to break line of sight to reach it. Find the arch, and fire your scout launcher nearby. Pull up an image on the scout that shows the arch. Now you can move without the arch disappearing. Just don’t look at the sign if you pass it — that’ll pull up your translator instead.
Retrieve your scout, and step into the hole.
The arch and the crystal
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The next room is just the Island Shard again, so just drop through the hole.
Find the sign in the next room to read: The arch and the crystal do not naturally meet.
To get out of this room, you’ll have to make the arch appear (and stay) above the gravity crystal. But the gravity crystal also moves.
Find the arch, and plant your scout on a wall near it. Frame the image from the scout so that you can see the arch, but not the wall leading up to it. Put you back to that wall. If you step forward at all, you’ll be able to see the other three alcoves. That will make the gravity crystal appear behind you, and you’ll get sucked up against the wall.
Walk backward up the wall to the arch, and drop through the hole.
The last one
The next room is the Island Shard again — drop through the hole.
Find the sign in this room to read: The is the last one (but we made it harder).
There are two gravity crystals in this room, but the walls they appear on need three gravity crystals’ influence to climb.
- Look back and forth between the walls until the crystals appear on the bottom and middle of the same wall. Left versus right doesn’t matter — the influence reaches both sides.
- Fire your scout, and frame its image so that it’s only looking at the bottom crystal.
- Walk to the wall, keeping the middle-level crystal in sight. Climb up, and stand right next to the middle crystal.
- Turn yourself toward the edge of the wall, so that all you can see is the middle crystal.
- Turn the scout’s camera toward the floor — away from you — so that it loses sight of the bottom crystal.
- Turn the camera back around until you can see yourself and the top crystal. If it’s not there, turn the camera to the floor and try again.
- Once the scout’s camera can see both crystals and you, you’re free to walk to the top of the wall.
You can see us do all of these steps (and get mildly confused) in the video above.
Spin around until you find the wandering arch, and fall through the hole.
The rule of quantum imaging
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Read the script in the last room to learn that you’ve just been testing the rule of quantum imaging.
Drop through the final hole to fall into the water at the base of the tower. Climb out, and head back to your ship.
What have we learned? // What’s next?
There are three quantum rules you’ll learn over the course of the game. You just picked up the first — and it’ll fill in on your ship’s log.
Now that we’ve done everything on Giant’s Deep, it’s finally time to head to the Hourglass Twins — starting with the Ember Twin.