Tag: alva

  • Should You Side With Svoboda or Alva in The Outer Worlds 2? Completing or Solving?

    Should You Side With Svoboda or Alva in The Outer Worlds 2? Completing or Solving?

    The second major area you explore in The Outer Worlds 2 is Golden Ridge. While there, you meet a man named Abbot Newell, who asks for your help with a few different tasks. One of those tasks is to investigate Zyranium Manufactory VII.

    This factory is located directly north of Matriarch’s Mercy, where you first met Abbot Newell. When you arrive, use the intercom at the front entrance to notify them that you have a Writ of Investigatory from Abbot Newell. This will grant you access inside.

    Let the person on the other end know the Writ is with you, and they will permit entry. Once inside, approach Factor Metadier, who is in the small room to your left as you enter. Use your Writ of Investigatory again to gain access to the elevator and learn more about the situation by chatting with him.

    After that, head through the door beneath the flashing red light and take the elevator down. Once it stops, speak with Proctor Svoboda, who will firmly believe Initiate Alva is responsible for the attack on Auntie’s Choice. You should investigate further rather than accepting her statement immediately, so don’t just agree with her.

    Proceed to talk with Initiate Alva, who is inside a room locked behind a door marked with bloody handprints. Use the intercom to speak with her—she seems to be hiding something. Agree to help her by heading to the Records Repository to look for evidence of her innocence.

    The Records Repository is located slightly north of where Alva is held. Inside, you’ll find a large book titled the records book. Examine it—doing so may allow you to look closer, lick the paper (if you have the Dumb trait), or apply your expertise (if you have the Ex-Convict background). There will be something odd about the records.

    Next, check the terminal in the same room for more details. After reviewing the records, return to Alva. She will be talking to Factor Metadier, and you should report your findings to both. They will direct you to investigate a few more locations.

    One key place is Central Processing, situated south of Alva’s location. Head across the bridge to another elevator that will take you up to Central Processing. There, you’ll encounter numerous enemies—eliminate them to proceed.

    After clearing the enemies, focus on the broken door with someone behind it. If you possess the Brawny trait or have Engineering skill at level 3, you can unjam the door directly. Otherwise, head to the left and around the corner to find a switch on the wall that opens the door.

    Once inside, speak with Archivist Conkling, who is available to answer your questions. Your main goal is to ask if you can reroute launch coordinates from Central Processing.

    Further investigation requires examining exposed wires in the back of the room. Return there after the conversation and inspect them—using Observation 5 skill or the Innovative trait will help you learn more, but a closer look will suffice.

    Another area to explore is Refinement Logistics, located in the northern part of the facility. Find the hatch leading into the Toxic Effluvium Repository; it’s to the left after exiting the main office area. Navigate around to reach it.

    When you reach the hatch, work your way through the area, climbing up to an elevated platform by following the path along and jumping across pipes, then climbing the ladder nearby. Inside, find a blue device on the wall. Examine it using expertise at Explosive 5, a Lucky trait, or just a careful look.

    This room contains multiple computers and machines. Check the one on the wall to the right—the blue device—to gather more information, then you’re finished here.

    Throughout your investigation, you’ll be faced with a choice: side with Alva (whose real name is Marisol) or Svoboda. When you return to Alva, she will reveal that she’s been lying about her identity, and fully believes Svoboda pulled the strings behind the attack.

    You must decide whether to confront Svoboda or blame Marisol. Siding with Svoboda involves rejecting Marisol’s claims and results in killing her, with little reward besides loot. Siding with Marisol, on the other hand, delivers true justice since Svoboda is guilty, and gives you access to her terminal, revealing dirt on Abbott Newell and the Seer. Additionally, Marisol can become your companion after the decision.

    Most players find little benefit in siding with Svoboda, whereas siding with Marisol grants a valuable companion and access to her terminal, aiding in future quests like On the Trail of the Traitor.

    Next, proceed to the Toxic Effluvium Repository. Whether you side with Svoboda or Marisol, you need to access it—Svoboda grants you direct entry, but if you sided with Marisol, you will have to use the villain’s terminal to gain access.

    Exit Svoboda’s office and locate a hatch on the left, which marks the entrance to the toxic repository. Work your way around to it, navigating the area when you reach it.

    Once inside, explore the items on the table and find the terminal behind it. Interact with the terminal to finish your investigation.

  • Should You Let Alva Complete Dagmar in The Outer Worlds 2?

    Should You Let Alva Complete Dagmar in The Outer Worlds 2?

    Many companions in The Outer Worlds 2 are charming and sometimes challenging, adding variety but also with their own personal struggles. Aza, in particular, has significant issues.

    It’s clear that Aza isn’t entirely stable. The Glorious Dawn looms large in her life, and its leaders have now decided she should be killed. To her, this is a serious mistake, caused by a traitor within the cult. She wants you to uncover the truth behind it all.

    How To Get The Stabbing At Shadows Quest

    Starting this quest can be tricky. The main requirement is that you’ve already finished Aza’s earlier companion quest, The Dawn Of A Glorious Betrayal. In that quest, she learns that someone ordered her assassination from the leader of the Glorious Dawn, Dagmar, but she doesn’t believe it. She’s the only one the leader, Dagmar, communicates with.

    Once that quest ends, you’ll likely encounter this new quest while traveling with Aza. She’ll approach you for help, signaling that she’s ready to start. Look for a speech bubble above her head after you get the Rift Modulator on Praetor, which is often when she’ll offer the quest.

    If she doesn’t approach you herself, you can manually start it by taking her to any Glorious Dawn camp. Since you’ll need to visit these camps anyway for other parts of the quest, it’s convenient to do so now.

    Which Glorious Dawn Camps to Explore

    When Aza brings up this quest, she’ll mention she needs to contact a friend named Severin inside the Dawn. He might have left a message for her in one of the camps, which are located on both Cloister and Praetor.

    In her previous quest, Aza used a communication device to find out who led the cultists that kidnapped her. You’ll look for similar devices in the camps to find Severin’s message.

    Aza gives a list of possible camps, but only one contains the device you’re after. For our playthrough, the right camp was on Praetor, directly across from Central Control. Head there and interact with the communication device to get Severin’s message, which confirms she should meet him on Cloister. Since secure messages aren’t sent over open lines, this makes sense.

    Note: There’s also a Rift nearby you can open with the Rift Modulator. Doing so can reveal unique weapons emerging from the Rift, though hostile Glorious Dawn cultists may also appear.

    Meeting With Severin

    Travel to Cloister now. Severin, who isn’t near fast travel points, will likely be hiding in the icy dunes, away from main areas. Be prepared for a trek.

    When you find Severin, he appears tense. Aza said he was trustworthy, but not necessarily reliable. Severin reveals that Dagmar, the exalted leader, told him directly that she intended to kill Aza. This infuriates Aza, as she was the only one Dagmar communicated with. She becomes furious and wants Severin to suffer.

    You have a chance to persuade Aza to show mercy by passing a Speech check of at least 11. Without it, Severin and his Protectorate Sentinels will be eliminated.

    Afterward, Aza learns that Dagmar is working with the Protectorate. If she seeks answers, she tells you to return to Central Control on Praetor, where details about Dagmar’s dealings with the Protectorate are likely stored.

    Finding Dagmar

    Head back to Praetor. If you’ve previously completed parts of Tristan’s quests, you might have already been inside Central Control. If not, you’ll need to gain access through one of several ways:

    • Climb over the wall near the containers’ left side.
    • Find the hidden wall in the Tomb of the Matriarch leading directly into Central Control.
    • Talk to a Protectorate soldier at the entrance and pass some Skill checks.
    • Or, just rush in and fight your way through (not recommended due to tough enemies).

    Inside, beware of a powerful Bunker Automech, which hits hard and has a lot of health. Stealth or high Hack skills paired with strong Shock weapons are best for taking it down.

    Your main goal is to find the room on the right of the entrance where soldiers and the Automech gather. There’s a northern door that leads into the same room with less protection. Interact with the terminal inside to see a message from Dagmar, who has sent a kill order against Aza. This confirms that she’s acting against Aza and secretly working with the Protectorate.

    Note: If you visit this station before starting the quest, the terminal will be inactive.

    Next, a monitor turns on showing Dagmar herself, in a Protectorate uniform. She’s a Sentinel, revealing she’s part of the Protectorate and created the Glorious Dawn to mislead the Sovereign about rifts, steering him back to Protectorate control. Aza, of course, plans to kill her for this betrayal.

    Dealing With Dagmar

    To confront Dagmar, locate her office inside Central Control. Even if you’ve cleared out the enemies, more will appear as part of the story. Find a vent and go through it to approach silently. The door to her office is locked, but there’s a small panel on the wall you can remove to crawl through ventilation into her room.

    Aza is eager to kill her, but you have options. If you have a Speech skill of at least 17, you can talk her down. Without that, you’ll need to fight and defeat her.

    If Dagmar dies, you can retrieve Aza’s Advanced Mod Kit from her body. If she survives, she might surrender it. If Aza kills Dagmar, she will take over as the cult’s new leader. If Dagmar lives and Aza refrains from killing other cult members, she might turn away from her violent path altogether.