الوسم: otto’s

  • All Correct Answers for Otto’s Rules of the West Completing Quiz in Far Far West

    All Correct Answers for Otto’s Rules of the West Completing Quiz in Far Far West

    When you arrive at the Canyon in Far Far West and begin your mission, you’ll meet Otto at Otto Ranch & Co. He’ll give you quests for the area. Otto’s main concern is making sure you operate a horse legally, so you’ll need to get a license to avoid riding around in Far Far West without a permit.

    This involves taking a written test, which you must pass by answering Otto’s driving questions. Since Otto wrote the quiz himself, the answers might not be what you’d expect. Here are all the answers to his quiz questions.

    Once you talk to Otto, you’ll be offered a choice of quests. The first one, The Rules of the West, is the written exam for your rider’s license. Select this option, click start, and follow Otto outside. You’ll step onto the side of a building where a screen will lower, displaying multiple-choice questions to answer. To pick an answer, approach the buttons on the platform’s edge and press the one that matches your choice. There are 20 questions in total, and you need to answer at least 15 correctly to pass.

    Below are all the questions and answers from Otto’s quiz:

    | Question | Answer |
    |—|—|
    | A harmless tumbleweed rolls across your path. What do you do? | I spur my horse and ride it down. |
    | A cow stops you and asks for your mount’s papers. What do you do? | No way, I’m going too fast to get caught. |
    | A bandit tries to horse-jack you at a crossroads. What does the code say? | The code requires an official duel, even at 2 a.m. |
    | Wearing a seatbelt is mandatory while riding. How do you strap in? | As long as my hat stays on, nothing else really matters. |
    | How do you make sure you’re on the right path? | I don’t follow paths. I make my own. |
    | 1 in 5 horse accidents is caused by booze. What does that tell you? | 4 out of 5 accidents are caused by sober hunters. |
    | You arrive at an intersection at the same time as another rider. Who has the right of way? | Whoever has the bigger caliber goes first. |
    | Your horse is running low on energy. What do you give it? | The souls you just ripped from your enemies. |
    | Night falls, and you can’t see well. What do you do? | I shoot into the air every 5 seconds to light the way and keep moving. |
    | A man in striped clothes with a ball and chain calls out from the roadside. What do you do? | There’s a bounty on his head, so I take him to the sheriff. 1,000 gold ain’t nothin’. |
    | Which of these road users am I legally allowed to run over? | Cryptids and marauders. What are they even doing on the road anyway? |
    | How do you brake on your robot horse? | I jump off the saddle with style. |
    | A reckless rider passes you on the right. What do you do? | Yeehaw, now that’s a real cowboy! |
    | You see a post with ghostly skulls hanging from it. What does it mean? | Cryptics ahead. Time to start shooting. |
    | You enter town. When are you allowed to “honk” (whistle through your fingers)? | Because you feel like it, it’s stylish, and you want attention. |
    | Your mount’s reverse sensor isn’t working. How do you back up safely? | A real cowboy never backs up. |
    | You arrive at the Tired Horse Saloon. How do you park? | I don’t tie my horse. I trust it. It won’t go anywhere without me. |
    | A convoy moves slowly and blocks the road. Can you lane split with your horse? | Yes, I’m a fearless cowboy. |
    | You accidentally trigger a storm with your horse. What do you do? | I deal with my teammates’ judgment first, then the enemies. |
    | You’re about to pass a Cryptic Grunt. Where are its blind spots? | Why bother? I blow it up. |

    You need to answer at least 15 questions correctly out of the 20. Once you pass, you’ll see a notification that the quest is complete.

  • How to Open Otto’s Room in The Outer Worlds 2: Completing & Solving

    How to Open Otto’s Room in The Outer Worlds 2: Completing & Solving

    After you send the Vox Relay and escape Paradise Island in The Outer Worlds 2 to explore other planets, you’ll face two options: go to Dorado, which takes you to the next main story location, or visit the ACS Free Market. The market is operated by Sub Rosa, a black market organization that operates on the edges of the Arcadia system, trading with any side willing to make a deal. The market has a mysterious past that most people there aren’t keen to discuss, but some may still ask questions about it.

    How to Start The Last Voyage of the ACS Free Market Quest

    When you arrive at the ACS Free Market, you’ll notice tons of strange advertisements. There, you’ll overhear a conversation between Stallworth, a member of the Order, and Seybold, a Sub Rosa guard. Seybold refuses to share information with Stallworth because she’s associated with the Order, which makes her hesitant to speak openly.

    You don’t have to worry about her secrecy. You can approach Stallworth, chat with her, and even agree to help her find information. She claims it’s just for cataloging, since the market’s history is pretty unclear. Since no one else is willing to talk, she wants you to investigate for her.

    Gathering Information for Stallworth

    To begin your investigation, Stallworth recommends checking out several spots:

    • The saloon
    • The bazaar
    • The Sub Rosa headquarters
    • The wrecks around the ship

    These locations will give you clues, but progress might be slow. Here are some more direct avenues to explore:

    Interviewing Prospero

    The first person to talk to is Prospero, who’s in the 2nd Choice Saloon in the bazaar. It’s best to speak with Tristan and the bartender first to keep things quiet and avoid drawing too much attention. Prospero claims he knows about the station’s tragic history but will only tell you if you bring him his favorite drink: Glacial Age Icebery Aged Whiskey.

    If you have the right skills, you can bypass this requirement, but the easiest way is to find the whiskey nearby—behind the bar, sitting untouched. Once you grab it, bring it to Prospero, and he’ll share some dramatic but somewhat truthful details about the market’s past.

    Searching the Sub Rosa Terminal

    Next, you can investigate the Sub Rosa headquarters, located beneath the saloon. The entrance is through a locked door next to the bar—originally sealed, but accessible after completing Tristan’s first quest. You can also access a section earlier by sneaking through a vent in the toilets, which leads behind the door. The guard below is asleep, so you can move freely once inside.

    Access the terminal inside and retrieve data, which reveals that the ACS Free Market had taken out an insurance policy—possibly indicating someone planned to profit from the ship’s destruction. Plus, there’s a strange, unrelated entry about Milverstreet worth checking out.

    Getting Otto’s Information

    Otto is another key source of insight. He’s located in the bazaar, on the right side as you enter from the landing pad. His shop looks rundown, and he seems a bit odd compared to other vendors. You can ask him about the ship, though he’s pretty guarded. Using Engineering skills, you can get him to open up, or you can explore his personal room to find out more.

    Otto’s room is hidden behind a wall hole near the start area, and to open the safe, you need the N-Ray Scanner from Golden Ridge. The puzzle involves activating power boxes in a specific order, linked by invisible lines unless you use the scanner. There are three power lines that must be carefully traced to unlock the safe, which contains valuable items like an Advanced Decryption Key and Otto’s journal—detailing the ship’s history.

    Note: You can attempt the puzzle without the scanner, but it’s much harder to get right.

    Returning to Stallworth

    Once you gather all this info, go back and speak with Stallworth, who is waiting in the same spot as before. She reveals she’s been collecting this intel for the war effort against Auntie’s Choice. You can choose to betray her by killing her, object to her motives, or agree to her plans to increase your standing with the Order. That’s the end of the quest.