الوسم: outer worlds 2

  • Top Skills for Completing a Roustabout Role in The Outer Worlds 2

    Top Skills for Completing a Roustabout Role in The Outer Worlds 2

    There are six different backgrounds you can pick for your character in The Outer Worlds 2. One of these is the Roustabout. This background basically means you’re an unskilled worker. They became an Earth Directorate Agent after a well-known villain was accidentally killed, and they got the credit for it.

    This version of the protagonist isn’t really skilled in anything. When playing as the Roustabout, your extra dialogue options tend to be funny rather than practical. If you want to fully embrace the role of a not-so-talented hero, this is the character build to choose.

    ### Best Traits for a Roustabout
    As a Roustabout, you should select the following positive and negative traits:

    | Trait | What It Does | Why It Fits a Roustabout |
    |———|—————-|————————-|
    | Lucky (Positive) | Boosts your critical hit chance by 5%, and unlocks certain opportunities | The Roustabout’s backstory as an accidental Earth Directorate Agent suggests they are lucky. |
    | Witty (Positive) | Keeps your faction reputation from dropping below neutral | Even though they’re unskilled, the character can be witty and likable. |
    | Dumb (Negative) | Locks five skills, preventing you from investing skill points in them | The character’s lack of intelligence aligns with their unskilled nature, and locking skills fits the character concept. |

    ### Best Skills for a Roustabout
    You need to pick two specialized skills, but you also have to decide which to lock because of the Dumb trait. The skills that do not suit a Roustabout are:

    – Engineering
    – Lockpick
    – Hack
    – Medical
    – Science

    Instead, focus on these skills, which are more fitting:

    | Skill | Why It Suits a Roustabout |
    |——–|—————————-|
    | Melee | Basically about grabbing a weapon and swinging — simple combat that suits a rough-and-tumble character. |
    | Sneak | Hiding behind objects and crawling around requires minimal skill. |

    You might also consider investing in Speech and Observation skills for additional versatility.

    ### Best Perks for a Roustabout
    Certain perks complement this character style particularly well. Here are some of the top options:

    | Perk | What It Does | Why It Fits a Roustabout |
    |——-|—————-|————————-|
    | Bulletshield | Grants a 10% increase to health and damage resistance, and enemies tend to focus on you more than your allies | It makes sense for a Roustabout to act as a decoy, protecting more capable team members. |
    | Heavy Handed! | Allows you to knock down enemies with a melee attack | Enhances a melee-focused combat approach, fitting the rough-and-tumble theme. |
    | Assassin | After a stealth kill, your speed doubles for five seconds | Because the Roustabout isn’t used to doing things skillfully, adrenaline kicks in after a stealth kill. |
    | Lucky Strikes | Critical damage doubles, and enemies explode upon death from a critical hit, damaging nearby foes | Luck plays a big role in this build, so this perk is a perfect match. |

    ### Skills to develop and skills to lock
    Since you must pick two specialized skills, choose melee and sneak for a straightforward, combat-ready setup. Due to the Dumb trait, you should lock skills that don’t align with this build:

    – Engineering
    – Lockpick
    – Hack
    – Medical
    – Science

    These skills don’t really suit the rough-and-tumble, unpolished nature of a Roustabout and locking them out emphasizes the character’s straightforward, unskilled background.

  • Top Skills for a Renegade in The Outer Worlds 2: Completing and Solving

    Top Skills for a Renegade in The Outer Worlds 2: Completing and Solving

    When designing your main character in The Outer Worlds 2, you have several background options. Not all are noble; for instance, the Renegade has a criminal history across multiple colonies. They now work as an Earth Directorate agent, but not because they’ve reformed—it’s simply to escape an old employer. This background isn’t the most virtuous, so your character build should reflect a less-than-honorable style.

    Best Traits for a Renegade

    You can select only one positive trait without needing a negative trait to balance it. Negative traits don’t fit this background, so stick with the following positive option:

    Trait Effect Why It Fits a Renegade
    Suave Grants a 10% discount at all vendors and doubles the bounty amount needed to be flagged as an outlaw. The Renegade’s criminal past and ability to slip away from trouble suggest a confident, smooth-talking personality.

    Best Skills for a Renegade

    Your character can specialize in two skills best suited to a Renegade’s style:

    Skill Why It Fits a Renegade
    Guns Likely experienced in using firearms during their criminal acts.
    Lockpick Useful for breaking into locked containers and areas during their shady activities.

    Other skills like Speech and Explosives also complement this build, providing additional ways to handle situations.

    Top Perks for a Renegade

    There are specific perks that enhance a Renegade’s effectiveness:

    Perk Effect Why It Fits a Renegade
    Trophy Hunter Boosts critical hit chance by 5% on all enemies, and by 15% on strong enemies. Being deadly in combat is essential for a Renegade’s survival and success.
    Crabble Rancher When your magazine is half-empty, increases ranged weapon damage by 10% and critical chance by 20% for rifles, pistols, and shotguns. Since guns are a key part of this build, improving their damage and critical potential makes sense.
    Through The Keyhole Lets you see inside locked containers before attempting to pick the lock and increases weapon range by 50%. A clever and cautious criminal would want to assess what’s inside before risking breaking in, and longer-range weapons help maintain distance.
  • Which Build Is Best for Completing a Lawbringer in The Outer Worlds 2?

    Which Build Is Best for Completing a Lawbringer in The Outer Worlds 2?

    At the beginning of The Outer Worlds 2, you can customize your character in many ways. Regardless of choices, the main character is always an agent of the Earth Directorate, a somewhat cheesy organization dedicated to delivering justice wherever they go.

    If you’d like to fully commit to the organization’s ideals, choosing the Lawbringer background is the way to go. This version of your character joined the Earth Directorate at a young age with the dream of defending the people and upholding the law. Here’s a guide on how to build a Lawbringer character effectively.

    Best Traits for a Lawbringer

    In this game, selecting traits is important. When you pick two positive traits, you must choose one negative trait to balance them out. But, since none of the negative options fit well with a Lawbringer, it’s best to stick with just one trait:

    Heroic – Reduces the cooldown time of your companions’ abilities by 20%.

    Having a heroism trait fits perfectly with a Lawbringer, emphasizing leadership and bravery.

    Top Skills for a Lawbringer

    You unlock two key skills that enhance this playstyle:

    Leadership – As a Lawbringer working for the Earth Directorate, you’re likely to take the chain of command seriously. This skill reflects your role as a commanding figure.

    Guns – Based on the organization’s vibe at the start of the game, a subtle or stealthy fighting style doesn’t seem fitting. Proficiency with guns aligns more with a straightforward, justice-focused character.

    Additionally, Speech is a valuable skill, allowing you to give inspiring speeches and rally your team.

    Best Perks for a Lawbringer

    There are several perks that match a Lawbringer’s role:

    Inspiring Commander – Every time your team scores a kill, their ability meter fills faster. This perk boosts leadership by empowering your allies.

    Commando – Grants an extra weapon slot, enabling you to carry more firepower—essential for administering quick and decisive justice.

    Crabble Rancher – When your magazine is half empty, your range damage and critical chances increase for certain guns like rifles and shotguns, which complements a gun-heavy approach.

    Space Ranger – Improves damage based on your speech skill. With this perk, you gain heroic dialogue options that suit a Lawbringer’s authoritative personality.

  • How to Reach the Medicine in Contraband Contrivance by Completing the Outer Worlds 2

    How to Reach the Medicine in Contraband Contrivance by Completing the Outer Worlds 2

    There are many quests in The Outer Worlds 2, which is typical for any RPG. However, in this game, you’ll often discover quests hidden in unexpected places. For instance, did you expect there would be a whole area beneath the second-to-last quest with even more optional locations and missions to find?

    While exploring the Cloister Underlands during your repair of the Archive, you can encounter several soldiers from the Order and Auntie’s forces who got trapped underneath the surface. They are temporarily working together against their common enemy, the Protectorate. This leads you to Trooper Ward, an improvised medic trying to tend to injured soldiers from both sides.

    How To Start The Contraband Contrivance Quest

    After entering the Underlands, you can go two directions: south or west. To meet Trooper Ward, head further south and take the lift down. You’ll see a small opening on your left inside a wall. Entering there, you’ll find Trooper Ward along with many injured soldiers from Auntie’s Choice and the Order of the Ascendant.

    She explains she isn’t really a medic but has some first aid training. She’s the only one with medical experience, but she’s out of her depth and lacks tools. The best she can offer is pain relief, but the medication she needs is missing. She asks you to find it.

    She suspects the medication is in the storage building, which is the most logical place to check. Head there now.

    Note: You can buy items from Trooper Ward if you wish, including an Advanced Decryption Key.

    Finding The Facility Where The Medicine Is Kept

    The storage building is close to Trooper Ward’s location but heavily guarded. It’s just south of where you meet her and directly across the bridge. Be cautious—this bridge has many Ursopods, so try picking them off from a distance or lure them away.

    The pathway to the building is filled with landmines, which can be triggered by accident. Having enough Explosives skill lets you disable or destroy these mines from afar. If not, quickly run and leap across the mines, making sure not to land directly on one. If you reach the entrance safely, you’re in the clear.

    Getting The Reconstituted Medicine

    Inside the facility, turn right into the room to find two characters arguing over loot. You can try calming them down, pick a side, or just let the scene unfold. Regardless, you’ll be able to take some of the loot, and one of them will confirm the drugs you’re after are stored here.

    In the main room, spot a floating rift in the center and another on the second floor. Before activating the first-floor rift, check if the elevator on the second floor is in place. After activating the first-floor lift, quickly head to the elevator and go up to the third floor.

    On the third floor, activate the second-floor rift near it, which will cause a container to appear holding the medicine. Be aware that activating the rift on the second floor will prevent progress past the top-floor elevator. Inside the container, you’ll find the Reconstituted Drug Package, and on the nearby table, the unique weapon called the Ice Breaker.

    Returning To Trooper Ward

    Once you’ve gathered the medicine, head back to Trooper Ward. She’s surprised by what you bring her because it’s not exactly what she asked for, or at least not in the same form. Still, she’s glad to see you found it and will appreciate your effort, even if she can’t use the exact item.

    As a reward, you receive an Advanced Decryption Key and a Trauma Kit.

  • The Ultimate Build for Completing and Solving in Outer Worlds 2 as an Ex-Convict

    The Ultimate Build for Completing and Solving in Outer Worlds 2 as an Ex-Convict

    When customizing your character in The Outer Worlds 2, you’ll need to choose a background that tells their story. One option is to pick “Ex-Convict.” This background explains that your character worked with the Earth Directorate to erase their criminal record. Choosing this only slightly modifies your gameplay experience by adding extra dialogue options and some special actions in certain situations. To fully embrace the life of an ex-convict, it’s best to create a specific character build.

    Best Traits For An Ex-Convict

    The traits that fit an ex-convict are:

    • Nimble (Positive):
      +25% crouch speed and +25% sprint speed during combat.
      This supports a stealthy, sneaky playstyle—perfect for someone used to running from the law, with quick movements that help you stay hidden or escape danger.

    • Resilient (Positive):
      When your health drops to zero in combat, this trait prevents death for three seconds.
      As someone who’s been through tough situations, this trait reflects their toughness and ability to bounce back.

    • Abrasive (Negative):
      Your reputation with any faction can’t go higher than neutral.
      An ex-convict isn’t likely to have good relationships with factions, so this trait aligns with their reputation.

    Best Skills For An Ex-Convict

    Your skill focus should be on sneaky, criminal-related abilities:

    • Lockpick:
      Being skilled at lockpicking makes sense for an ex-convict. Throughout the game, it allows you to open safes and doors you shouldn’t, fitting the character’s background.

    • Stealth:
      As discussed with the Nimble trait, stealth is essential. It helps you sneak into restricted areas and avoid detection, which suits a sneaky, criminal past.

    In addition, investing points in observation, speech, firearms, and melee combat also makes sense for this backstory.

    Best Perks For An Ex-Convict

    Certain perks align well with an ex-convict’s style:

    • Assassin:
      After killing someone quietly, your movement speed doubles for five seconds.
      Perfect for stealth kills and quick escapes.

    • Stalker:
      Your sneak attack damage increases by 200% on enemies who are investigating a distraction or evidence of your presence.
      This emphasizes the sneaky, deadly nature of your character.

    • Pickpocket:
      You gain the ability to steal from NPCs.
      Fits perfectly with a criminal background.

    • Palm-Greaser:
      Bribes cost half as much, and vendors pay more for stolen goods.
      Supports illegal dealings and theft operations fitting an ex-con.

    This setup creates a character that thrives on stealth, sneaky combat, and illegal activities, encapsulating the essence of a former criminal trying to navigate a dangerous universe.

  • Which Personality Should You Choose for the Archive in Outer Worlds 2?

    Which Personality Should You Choose for the Archive in Outer Worlds 2?

    The penultimate main mission in The Outer Worlds 2 revolves around the Archive, a colossal computer capable of performing an enormous number of calculations at incredible speeds. It was created by the Order of the Ascendant to help quickly solve the Universal Equation. However, multiple factions in Arcadia also want control of it.

    This mission is significant because it is one of the final main stories you will face and is where many of your choices will become apparent. Your alliances with different factions will influence how the mission unfolds and determine the future of the Archive once it leaves the Protectorate’s control.

    How to Start the A Complication with the Computronic Cerebrum Quest

    The quest is available early, right after you unlock the planet Cloister. You cannot make progress without first obtaining the Rift Modulator, as the bridge to the Archive has been destroyed by a Rift, which only the Modulator can repair. You must retrieve the Rift Modulator from Praetor before proceeding.

    Once you have the Modulator, interact with the Rift to cross the broken bridge. Doing so unlocks a new fast travel point, allowing you to return here later without rebuilding the bridge. Outside the Archive, there are no enemies, but entering the building will lock the mission, so only go inside when ready.

    Tips Before Starting

    Since this is a major mission, it’s wise to prepare thoroughly. Your approach to capturing the Archive depends on your choices beforehand. You can go solo or forge an alliance between Auntie’s Choice and the Order of the Ascendant, but this requires some negotiation on the Archive’s fate before proceeding. Without completing the quest “An Equitable Agreement,” you cannot secure alliances, and your choice will affect who helps inside and who ultimately gains control.

    Another key character is Peoria Quebecker, found in the tower opposite Winter’s Grasp. You can gain valuable intel here by talking with her, observing the crate of Crabble nearby, or pickpocketing her. The info reveals that the meat sent to the Protectorate is not Crabble meat, helping you weaken their forces once inside.

    Entering The Archive

    Accessing the Archive involves heading directly down the elevator. Since the entrance is destroyed, the building is unguarded, but expect to encounter various enemies including turrets and autonomous robots. Your strategy depends on your previous choices; if you’ve made allies, you should open the lifts at Spireton to let them enter from above and help push back Protectorate forces.

    Regardless of alliances, your goal is to retrieve the Calcaduceus, which grants control over the Archive. Once obtained, you are ready to move forward.

    Restoring the Spireton Lift Controls

    To restore the lift’s power, locate its controls across the bridge. The controls are on the opposite side, accessible early on. You have options: you can trigger the lift forcibly using the Renegade approach, repair it with the Lift Control Components, or use the Calcaduceus to restore its functions.

    In the room next to the controls, you can play the Mysterious Audio Cartridge to eliminate nearby Protectorate soldiers. To fix the lift, you will need to find Hoyt, hidden in the icy caves nearby, to gather the components. You can pickpocket, convince, or kill him to obtain what you need. Once you have the parts, repair the lift to allow your allies to storm the Archive, with your backup potently eliminating remaining foes.

    Acquiring the Calcaduceus

    The Calcaduceus is held by Assessor Torbert Ostergard. If you used the audio cartridge, he should be near the toilets, weakened and vulnerable. You can pickpocket the device, persuade him to hand it over, or confront him directly—he may even admit he must fight you if the Protectorate would kill him for losing it. Once you have the Calcaduceus, you gain full control of the Archive.

    The Cloister Underlands

    With the Calcaduceus, you confront U.E.N.I.C.A, the Archive’s fractured AI personality. The in-fighting has left it damaged, and you need to repair it before processing Rift Data. This involves two steps: fixing thermal transfer and retrieving the data brick from Cold Storage.

    Since the thermal transfer system is at risk due to heat, it’s safer to head to the Cold Storage deep in the Underlands. You’ll face Crabbles and other hazards while repairing the transfer system. Fixing involves two main parts: the auxiliary pump and the water release valve, which can be bypassed if you have enough Engineering skill.

    Once repairs are complete, you can transfer the Data Brick from Cold Storage and send it straight to the Archive, enabling processing. You might also explore optional sides in the Underlands, such as restoring power to the lifts or finding contraband to help injured troops, making it worthwhile to complete these objectives before moving on.

    Final Steps to Repair the Archive

    Back at U.E.N.I.C.A, there are two final tasks: enabling Punch Processing and restoring full power to the reactor. These can be completed in any order, though activating Punch Processing first is recommended because it unlocks additional nearby areas.

    Reenabling Punch Processing

    Go to the upper levels and find the Punch Processing system. Expect a platforming sequence involving moving punchcards, which requires timing. Use Tactical Time Dilation to slow time and plan your jumps across moving rails. Activating levers and adjusting paths will eventually lead to defeating a group of Mantisaurs and sending punchcards back into the Archive to activate the system.

    Restoring the Reactor

    Proceed toward the reactor, which is a challenge room requiring you to allocate fuses to various systems. You can customize their effects—like accessing security turrets, health caches, or fire suppression systems—by inserting fuses into different consoles. With sufficient skills, you can open locked caches or bypass components. Prioritize activating the fire suppression system to eliminate enemies.

    Once the system is operational, fight a Bunker automech to fully power the reactor and bring the Archive online.

    Choosing a Personality for U.E.N.I.C.A

    The last step is choosing the AI personality for U.E.N.I.C.A. It’s split across three options, each aligned with a faction:

    • Red: Protectorate
    • Blue: Order
    • Yellow: Auntie’s Choice

    This decision impacts your faction reputation and your ending. To make your choice, enter the control room and solve the puzzle involving nine levers tied to the personalities. Turn off the levers associated with the factions you don’t want, leaving only your chosen one active. Reboot the AI by reinserting the power node, finalizing the personality selection and completing your control over the Archive.

    Afterward, you may be prompted to transfer the Calcaduceus to the faction you’ve aligned with. You can decline, but it may not reflect well on your reputation or the story’s outcome.

  • How to Get Satellite Data Peacefully in Outer Worlds 2 by Completing and Solving

    How to Get Satellite Data Peacefully in Outer Worlds 2 by Completing and Solving

    In The Outer Worlds 2, three main factions are fighting over the Arcadian star system, and they’re unknowingly causing the star system’s destruction. However, you don’t have to choose a side. With some effort and teamwork, you can unite the Order of the Ascendant and Auntie’s Choice to face their common enemy — the Protectorate.

    This requires a lot of work from both factions. The final task for the Order involves retrieving data from a satellite that crashed on Paradise Island, deep inside Protectorate territory. Since the Order doesn’t have a presence on the island anymore, they ask you to do it as a show of trust. Expect a fight unless you can find a way to outsmart the Protectorate.


    How To Start The Crash Course In Telemetry Quest

    This quest is the last in a series leading up to your meeting with Ruth Basaar, the Presiding Bishop of the Order of the Ascendant. All these quests are given by Laureate Enola Kraft, and this one isn’t affected by your previous choices, so you can’t miss it or lock yourself out.

    Keep in mind: Since the goal of the alliance between the Order and Auntie is to storm the Archive, many related quests might end if you decide to take control of the Archive yourself first.

    Kraft wants you to find a satellite that monitored the Order’s activities. It was once an important asset but now lies in Protectorate territory on Paradise Island. The Protectorate believes the satellite belongs to them since it was once part of their system, so they refuse to give it up. That means you’ll likely need to take it by force.


    Getting Help With The Satellite

    Kraft suggests there might be a peaceful way to handle this, but she doesn’t know how. She recommends visiting the Caffeintegration Point, a cozy coffee shop near Laplace Garden’s entrance, where operatives gather for advice during tough situations.

    Your approach depends on whether you’ve met Persephone Doyle before. If you have, she’ll be outside where you last saw her, and you can ask her directly for help if you’ve previously assisted her. If not, she’ll be inside behind the counter, offering both coffee and guidance.

    Before she agrees to assist, you’ll need to help her with her own task, called the Controlling For Convenience quest. This involves gathering a water sample from Laplace Garden and sending it to her allies. As long as you complete this — even with altered samples — she’ll be willing to help.

    Persephone isn’t giving her assistance for free. You’ll need to agree to let her copy the satellite data, and she’ll then create a diversion for you. She doesn’t specify what kind of diversion, so you’ll have to find out on your own.


    Recovering The Satellite Data

    Once you’ve arranged help, head over to Paradise Island and locate the satellite, guarded by Protectorate soldiers. If you didn’t ask Persephone for help, they’ll be immediately hostile. Your options are to fight them all or sneak around to grab the data from the crashed satellite — either way works.

    If you did team up with Persephone, you’ll encounter another Protectorate officer, Cadet Warden Halstead. She’s been told an engineer will examine the satellite soon, but she’s required to follow protocol since you don’t appear to be part of the Protectorate.

    To calm her concerns, you need a Engineering skill check of just four points. If you don’t have enough, you can try persuading her with Speech checks of four and five points. Failing both, you can use the Grim Visage perk to persuade her. Failing all options might trigger combat, as she’ll call for backup, and you’ll need to fight your way through multiple enemies with limited cover.

    No matter how you proceed, once at the satellite, just take the data — no skill check needed — and then return to Cloister.


    Should You Hand Over The Satellite Data To Persephone?

    You and Persephone agreed she’d create a diversion in exchange for a copy of the satellite data. You’re not required to follow through, but it’s generally better to let her handle her end, as it maximizes your rewards. After giving her the data, she’ll reward you with a Generative Masked Flat Cap and 2,000 Bits.

    Returning the data to Kraft makes her very happy, which is unusual for her. She’ll reward you with items like the Mathematician’s Mantle, the Advanced Decryption Key, and 650 Bits. With this quest finished, you’ll finally reach the stage to meet Ruth Basaar. If you’ve already met Auntie Cleo of Auntie’s Choice, this is your last step before negotiations. Remember, Ruth still needs some convincing before she agrees to talk.

  • How Many Main Quests Are in The Outer Worlds 2? Completing and Solving Details

    How Many Main Quests Are in The Outer Worlds 2? Completing and Solving Details

    The Outer Worlds 2 is a thrilling sci-fi role-playing game that features funny dialogue, stunning graphics, and reliable shooting mechanics. It offers open-world exploration, allowing you to fully explore each planet you land on. Since it’s an RPG, the game isn’t quick to finish and can take a considerable amount of time to complete.

    The overall pace of your playthrough depends on your approach. Completing only the main story missions won’t take long, but if you aim to achieve 100% completion, you should prepare to spend quite a bit of time on it. Regardless of your gameplay style, here’s an estimate of how long it will take to finish the game, according to HowLongToBeat:

    How Long Does It Take To Beat?
    If you focus only on the main storyline and skip side content, it can be finished in around 13 hours. However, since the game offers so much to do outside the main missions, most players who also do plenty of side quests end up spending about 35 hours to complete their playthrough.

    How Long Does It Take To 100 Percent?
    To fully complete The Outer Worlds 2—by collecting all cards, finishing every faction quest, and experiencing everything it offers—you should expect to play approximately 85 hours.

    How Many Main Quests Are There?
    The game doesn’t feature a large number of main quests because each one is multi-part and often involves completing side missions along the way. In total, there are only nine main quests, which are as follows:

    1. A Cause Worth Killing For
    2. Recalling The Score
    3. The Saboteur of Paradise
    4. On The Trail of the Traitor
    5. Discrete Mathematics
    6. Friends in High Places
    7. An Instrument to Unfold Space and Time
    8. A Complication with the Computronic Cerebrum
    9. Sins of the Past on the Precipice of the Future
  • Complete Every Rift Location and Reward in The Outer Worlds 2

    Complete Every Rift Location and Reward in The Outer Worlds 2

    A key part of The Outer Worlds 2’s story involves the appearance of rifts scattered across the Arcadia system. As the story unfolds, you’ll discover these rifts pose a threat to the entire system—and possibly the galaxy. It’s a dangerous situation, but everyone is eager to seize control of the Rifts’ power. Survival of the fittest, after all.

    On a smaller scale, Rifts are just as hazardous to individual characters. Approaching them too closely can result in being “vanished into the rift,” which quickly ends your game. For most of the game, your main interaction with them is to observe from afar, much like a member of the Glorious Dawn. It will be several hours before you gain the ability to open these Rifts yourself.

    What Are Rift Anomalies?

    Rifts are tears in space-time that can swallow you if you get too close. When you approach, it’s stated that you “vanish into the rift,” which is a very unsettling experience. This leads to an immediate game over, so it’s best to stay cautious.

    There’s an achievement or trophy for the first time you experience this, marking a notable milestone. Until you unlock the Rift Modulator, you’ll need to ignore these anomalies. However, it’s important to note their locations as they are permanently marked on your map once discovered, so you can revisit them later when you’re ready to engage.

    How To Interact With Rifts

    To actually open and explore Rifts, you’ll need the Rift Modulator. Thankfully, this device is obtained during the main story, so missing it won’t be an issue. After completing certain events at Greater Tranquility Station, you’re free to choose your next main mission. It’s advisable to head to Praetor quickly to access the Rift Modulator.

    When you arrive at Praetor, go to the Interstitial Reconfiguration Center to find the Rift Modulator. During your visit, you’ll get involved in some Protectorate interdepartmental drama, but that’s up to you to handle. Once you have the Modulator, you can return to previous Rifts to unlock their rewards.

    Every Rift And What It Contains

    There are Rifts on every planet in the game, plus a few other locations. Each one contains something unique—these aren’t just remnants of the Rifts themselves but actual weapons, enemy encounters, or platforms leading to new areas. Here’s a list of some notable Rifts:

    Eden Rifts

    On Eden, there are three Rifts:

    Location Reward
    East of the Bridge of the Reverent, near the cliff’s edge Summons a container with loot
    South of the Bridge of the Reverent, after Gary is sucked into the Rift Reappears holding the Gary armor set and the Matthew Singh Tossball Card
    Inside the Crabble Spawning Grounds, southwest of the landing pad Summons platforms leading to a container with loot

    Dorado Rifts

    Dorado features three Rifts with different functions:

    Location Reward
    On the upper level near the broken tracks of the station Creates platforms to climb a rock formation, leading to a container with the Feedback Cannon marksman rifle
    At the end of the trenches to the east Summons a floating container with three Advanced Decryption Keys
    On the far west, among large metal structures Platforms lead from one Rift to the next, culminating in a container with the Minigun, a unique weapon (reachable by climbing from nearby)

    ACS Free Market Rift

    There’s only one Rift here:

    Location Reward
    Near the entrance, to the left of the landing pad Summons a vending machine selling various items (discounted with Auntie’s Choice)

    Praetor Rifts

    Praetor has several, concentrated in three key areas:

    Location Reward
    East of Central Control, within the Glorious Dawn camp The Last Whisper shotgun, 650 bits, six Voltspore, plus enemies appearing when opened
    Southwest lightning tower control station No direct reward but grants access to the station (important for the Fiddling With Fulgurating Fulminations quest); climbable from nearby pipes if you don’t have the Rift Modulator yet
    Inside the Interstitial Reconfiguration Center, in the Weapons Development room The Armageddon weapon appears

    Cloister Rifts

    Cloister has four Rifts, including one part of the main story and a tutorial:

    Location Reward
    In the center of the area beyond Laplace Garden, surrounded by NPCs Materials and new dialogue options
    In the EARL facility, southwest of the map Enriched Rift Particulates recipe, used for crafting ammo
    South of the area, through an underground tunnel Rift Residue and the Gothic Helmet (Adrenalized Bloodsoaked)
    On the bridge to the Archive, past Newton Access to the Archive

    Archive Rifts

    Beneath the Archive, there’s one more Rift with unique rewards:

    Location Reward
    In the Cloister Underlanes, inside a building Reconstituted Drug Package needed for a quest, and the Ice Breaker shotgun

    What Is Rift Residue Used For?

    As you explore Rifts, you’ll notice you’re collecting Rift Residue. Its purpose is mainly as a crafting material. However, currently, there’s only one recipe that uses it—the Enriched Rift Particulates—which is used to create the ammo for the Big Bang weapon.

    This powerful weapon can destroy almost anything it touches and is found in the EARL facility of Cloister. Since the recipe for this special ammo is located there, your supply of Rift Residue is somewhat finite. The Residue allows you to craft more ammunition for the Big Bang, but only in limited amounts.

  • Comprehensive List of Flaws and Their Effects in The Outer Worlds 2

    Comprehensive List of Flaws and Their Effects in The Outer Worlds 2

    No one is perfect. Some of us might come close, but everyone has a flaw or two that prevents us from being flawless. And honestly, that’s a good thing! If everything was perfect, life would be pretty boring. Obsidian understands this well, which is why in The Outer Worlds 2, your character can also have a variety of Flaws.

    Flaws aren’t all sunshine and rainbows, of course. But when your character isn’t perfect, it opens up many more ways for you to experience the game. Let’s go over all the Flaws available and which ones are actually worth recognizing in yourself.

    What Are Flaws?

    When creating your character, you get to choose many aspects — your appearance, Skills, Traits, and Background. But Flaws are different. They show up randomly during gameplay, often as a result of your actions, and they can both punish and reward you. For example, repeatedly crouching to stay sneaky might give you the Bad Knees Flaw, which makes you move faster while crouched but also causes you to make noise that alerts enemies.

    In the original The Outer Worlds, selecting a Flaw was just a penalty in exchange for a bonus Perk point. In this sequel, however, accepting Flaws comes with both negative and positive effects to make the decision more interesting.

    If you ignore a Flaw when it first appears, it’s unlikely to appear again, so there’s no need to second-guess your choices.

    How Many Flaws Can You Have at Once?

    In the first game, you could only have a limited number of Flaws—three on normal difficulty, up to five on harder settings. But in The Outer Worlds 2, there’s no limit. You can keep adding Flaws, and once you’ve accepted one, it stays forever. If you decide to accept the Flawed Flaw, you’ll have to accept every Flaw offered, so choose carefully.

    Every Flaw and What It Does

    The game features a wide range of Flaws. Many are unlocked through specific actions or situations, and some are quite unusual. Here are some of the known Flaws and how to get them:

    Flaw What It Does How to Unlock
    Bad Knees +50% crouch speed but makes noise within 10 meters when standing or crouching. Frequently crouching and staying crouched for long periods.
    Kleptomania Items you steal sell for 100% more, but you sometimes automatically steal items you look at. Constantly stealing items.
    Overprepared Magazine size increases by 50%, but damage drops by 40% for 8 seconds if you empty your magazine. Always reloading before magazines run out.
    Flawed Must accept all Flaws, but you gain an extra Perk point every five levels. When you accept three or more Flaws.
    Treacherous -25% max health, but +100% sneak attack damage and enemies lose awareness faster. Frequently performing Sneak Attacks and attacking undetected.
    Anger Mismanagement +50% damage taken when blocking, but +25% damage from Power Attacks. Attacking with melee or taking hits often.
    Foot-In-Mouth Dialogue choices are random after a few seconds, but you get +15% experience. Skipping dialogue before NPCs finish talking.
    Dangerously Curious Use an extra Bypass Shunt to hack, but gain +100% hacking experience. Frequently hacking into systems.
    Reckless Leadership Cannot revive teammates in combat, but when one falls, the other is healed and empowered. Letting your teammates be defeated without revival.
    Gluttony +15% healing from food/drinks but move 10% slower in combat. Healing often with food or drinks.
    Technophobia +20% damage from and to Automechanicals. Defeating or taking damage from Automechanicals.
    Hermit Prices at vendors are 50% higher, but you have a chance to double materials when breaking down items at workbenches. Breaking down items or crafting at workbenches.
    N-Radiated 5% chance when damaged to become camouflaged, but also takes 5% max health as N-Ray damage. Leaving the N-Ray zone or range.
    Energy Hog Gadget energy recharges 25% slower, but you have +50 gadget energy. Using gadgets frequently until the energy bar depletes.
    Easily Startled Footsteps quieter and enemies detect you 25% slower, but you ignore Damage Resistance and Evasion for 8 seconds after detection. Sneaking around enemies often.
    Teetotaler Medical Inhaler heals 25% more but increases Toxicity by 25%. Avoiding the use of Med-Inhalers during combat.
    Drug Addiction Less health from Med-Inhalers but 40% less Toxicity. Using Med-Inhalers repeatedly in combat.
    Dependent Deal more damage to enemies your allies recently attacked but 10% less overall damage. Letting your companions land a lot of hits.
    Consumerism 15% discount at vendors but items sell for 10% less. Shopping frequently.
    Easily Distracted +3 Skill points per level, but must put points into the lowest Skill not at zero. Spreading points over many Skills.

    Best Flaws to Take

    While Flaws always come with some drawbacks, some offer incredible benefits that may outweigh the negatives. Here are a few that are particularly advantageous:

    • Easily Distracted: Gains an extra Skill point each level, making your character much more versatile early on. Keep in mind, if you’ve already invested in Skills, you’ll need to level them evenly to keep up.
    • Dangerously Curious: Increases experience gained from hacking, which can be very useful for tech-focused builds. The extra Bypass Shunt used is easily replaced through crafting or character perks.
    • Overprepared: Your weapons’ magazines are larger without any immediate penalty, so you’re less likely to be caught empty.
    • Treacherous: Reduces health but doubles Sneak Attack damage, making stealth-based playthroughs devastatingly effective.

    Many Flaws are about weighing risks and rewards. Sometimes, accepting a flaw can give your character powerful advantages if you play your cards right.

  • Tips to Get You Started in The Outer Worlds 2: Completing and Solving

    Tips to Get You Started in The Outer Worlds 2: Completing and Solving

    When you reach the Arcadia system in The Outer Worlds 2, you’re given a quick mission before falling into ten years of cryo-sleep. After all that time, you’re probably confused about what’s happened, what makes sense now, or who the factions are at this point. It throws you right into the deep end.

    What’s key to understand about The Outer Worlds 2 is that it’s a reactive game. It encourages you to play through multiple times to see all the different outcomes and storylines. Every decision you make is important, so it’s best to choose carefully and make your moves count.

    ### Plan Your Perks
    As with many role-playing games, you’ll unlock perks as you level up that can give your character an edge. In The Outer Worlds 2, you can pick a new perk every two levels, but once you choose one, it’s permanent and can’t be refunded. Some perks require you to have invested points into specific skills, or to have previous perks unlocked. This makes picking perks more complicated than it looks.

    To make it easier, start by favoriting the perks that interest you most and plan your build around those. This way, instead of sifting through nearly 100 perks every time you level up, you can focus on your favorites and work toward them.

    ### Pick Up Those Decryption Keys
    Before stepping off the ship into Paradise Island, Valerie will mention High-Security Lockboxes and Advanced Decryption Keys. These are collectibles scattered across the planets in the Arcadia system. Decryption Keys are more common, but they’re small and easy to miss. The Lockboxes contain unique items that cannot be found anywhere else, making them highly valuable for every playstyle.

    Lockboxes don’t reveal their contents when you find them, but examining them in your inventory shows what’s inside. You can then check their contents in the ship’s hold, which displays the item’s stats and how many Decryption Keys are needed to open it. Usually, the better the item, the more keys it costs to unlock.

    A helpful tip—cycle through your High-Security Lockboxes on the ship by pressing the blue arrows next to them to keep track of what you’ve collected, especially if you end up with lots of unused items.

    ### Don’t Be Afraid To Be Flawed
    A signature mechanic in The Outer Worlds series is Flaws: disadvantages you accept in exchange for positive effects. In this sequel, Flaws also grant permanent positive effects but no longer give bonus perk points. Plus, there’s no longer a limit on how many Flaws you can have at once, allowing for a more customized, flawed character.

    Some Flaws aren’t purely negative. For example, if you tend to sneak around a lot, you might get Bad Knees, which makes you emit a loud cracking sound when you crouch or stand up. But if you’re skilled at stealth, you can move quickly while crouched, which can negate the flaw entirely.

    Be aware that if you decline a Flaw when offered, you won’t get it again. It’s a one-time choice. Also, don’t be afraid of the Flawed Flaw—it forces you to accept all Flaws offered, which can actually make your character more unique.

    ### Change Your Loadout Frequently
    The game offers an extensive selection of weapons and plenty of slots to equip them. Initially, you only have two slots, but you can increase this up to four by adding Mods like Extra Holster Slots to your armor or unlocking a perk that grants a permanent extra weapon slot.

    There are many types of weapons, from melee to ranged. The stats that matter are Guns and Melee; your skills in these areas will boost your weapon effectiveness. This makes it easy to switch up your weapons and adapt to changing circumstances, perks, or Flaws. There’s no worry about weapon levels or durability—try out what you find and see what works best for you.

    ### Spread Your Skill Points
    In the base game, there’s a level cap of 20. Each level grants two Skill points, enough to fully upgrade two Skills or improve a third to level 18. Many players max out their main focuses, but you don’t have to. Distributing points into multiple Skills can open more options and paths.

    Certain scenarios require specific Skills; if you don’t have the right one, you’ll get locked out of doors or conversations. For example, no Engineering means locked doors; no Science means you can’t decode certain puzzles. Since most Skill checks cap around level 17 or 18, spreading your points early can help you access more opportunities.

    ### Be Careful Where You Bring Your Companions
    There are six companions available in The Outer Worlds 2, all of whom you can recruit early on. Each has unique abilities that help in combat and other game parts. They also offer passive bonuses that can influence your experience.

    For example, taking Marisol on certain missions allows her to chime in during discussions, which can provide helpful insights or sway conversations your way. But some companions can be obstacles—Aza, for instance, will attack cultists at sight, making diplomacy impossible.

    Think carefully about which companions to bring on each mission, as some will make situations easier, while others might complicate things.

    ### Always Try To Find Another Way
    The game gives you many options to approach problems. Some choices are straightforward, but you can often find alternative paths through exploration and investigation. Being curious and uncovering information before characters tell you can give you an advantage in conversations.

    On the other hand, acting without full knowledge can cause you to miss critical details—such as which factions characters belong to or how to recruit certain allies. Always be observant and consider if there’s a different way to complete your objectives, such as pickpocketing someone beforehand to bypass speech checks instead of fighting or brute force.

    Finding hidden solutions often means thinking creatively, exploring thoroughly, and keeping your options open.

  • Location Guide: Completing All Lightning Towers in The Outer Worlds 2

    Location Guide: Completing All Lightning Towers in The Outer Worlds 2

    The Outer Worlds 2 is similar to the first game, but it’s not a typical open-world game. When you enter an area, you can see the entire map and quickly figure out where everything is. The game focuses more on finding the best routes and navigation than on discovering new places. It’s about avoiding dangers like local animals, rather than exploring unseen locations.

    When you first arrive in Praetor, the scene is dramatic, with lightning striking all over the map, making the area seem extremely dangerous. The Protectorate had built towers to help reduce this danger, but they fell into disrepair during the war. Fixing these towers yourself can be rewarding.

    Starting the Fiddling With Fulgurating Fulminations Quest
    This quest has a catchy name. You can start it in two ways. Head to the Grounding Tower first, where an NPC named Exemplar Simon will explain the situation with the lightning towers. That will officially start the quest. Alternatively, you can begin by finding and repairing any lightning tower in Praetor. After fixing one, you’ll see the quest in your journal under the ‘Mentioned’ category, meaning it’s active but incomplete. All the towers are linked to the Grounding Tower, so you’ll need to visit Exemplar Simon eventually.

    Finding The Grounding Tower
    The Grounding Tower is easy to find. It’s just south of the landing area where you start in Praetor. Take the lift down, then go directly south—the journey should be free of enemies. When talking to the Order Exponent at the gate who asks how you arrived, you can say it was a quick walk. He will let you inside and suggest you meet with Exemplar Simon. Simon is at the top of the tower, which is stuck due to the lightning storms. The Order Exponent says you can also climb around the hillside to reach it, making this a simple task compared to climbing the tower in the “A Final Death For Gravity” quest on Paradise Island.

    There’s also a Raptidon den along the path to the tower. You can take out these creatures for a quest from another Order member, so it’s worth doing that on your way.

    At the top of the tower, Simon will discuss how poorly the lightning towers are maintained but also mention the benefit of harnessing their power. To repair the towers, he will give you a weapon, possibly an improved version, but won’t tell you where the other towers are—only how many there are.

    Recalibrating Each Of The Lightning Towers
    There are five towers in Praetor:

    • Northeast Tower
    • Northwest Tower
    • Central Tower
    • Southwest Tower
    • Southeast Tower

    Simon doesn’t give their locations directly. Once you find one, though, you’ll likely recognize roughly where others are. Each tower has its own obstacles, with some tougher than others. Here’s where you can find and how to fix each one:

    Northeast Tower
    Located northeast of the map, just north of the landing pad, near the Tomb of the Matriarch. Inside, the parts to repair aren’t here. Instead, they’re in a Scrapper camp further northeast, which you’ll need to reach by traveling from the tower. The camp has many Scrappers, robots, and turrets, so stealth is advised. The parts you need are in the northeast corner of that camp. After retrieving them, install them at the tower and calibrate it using the terminal.

    Northwest Tower
    Found south of the Central Control area, near Tristan’s quest. It’s guarded by Verachnids rather than soldiers. Using a long-range weapon like a sniper rifle helps. Once eliminated, walk over to the tower and recalibrate it.

    Central Tower
    Located in the middle of the map, on the west side of a blockade. Since the blockade blocks your path, you’ll need to go around. The tower is engaged in a fight between Protectorate soldiers and Raptidons. Use the tall grass for cover and eliminate the enemies stealthily. You can reach it by dropping in from above or picking the lock.

    Southwest Tower
    Positioned between Auntie’s Chemical Factory (southwest corner) and the area where you get the Rift Modulator (westernmost point). There are two ways to access this tower:

    • Using the Rift Modulator to activate the rift by the door and then the exterior one to open the gate.
    • Climbing onto cliffs nearby and dropping onto the tower from above.

    Southeast Tower
    Located next to the Grounding Tower, past the area with Raptidons. Here, you’ll face many Mantiwasps, which keep spawning from their hives on the wall. Keep defeating them until the spawning stops, then enter the tower to recalibrate it.

    Returning to Exemplar Simon
    Once all towers are fixed, head back to the Grounding Tower and find Simon. Despite fixing the towers, he is still there. Fast travel directly to him. He will tell you that he has turned the weapon into a handheld grenade called the Storm Grenade and will give you the recipe to craft it. When used, the Storm Grenade attaches to enemies, increasing Shock damage and calling down lightning from Praetor.

  • Should You Let the Unhappy Use the Exclusion Zone in Outer Worlds 2?

    Should You Let the Unhappy Use the Exclusion Zone in Outer Worlds 2?

    In The Outer Worlds 2, unless you’re a particularly ruthless player, you’re usually given the chance to choose the best outcome in many situations. However, these choices often demand extra effort or require specific skills at just the right moment—something no single character can master fully, meaning you may not experience all the game has to offer.

    Some quests, though, don’t depend on your skills at all. Instead, they present you with a straightforward choice between what you believe is best, with no clear right or wrong answer. When dealing with sensitive issues like the lives of displaced refugees caught in a war zone, you definitely want to avoid making choices that could lead to more suffering or casualties.

    —

    ### Getting The Present And Future Company Excluded Quest

    After arriving in the Golden Ridge area on the planet Dorado, you’ll see a landscape glowing at night but constantly scarred from war. There’s a tenuous ceasefire in place, although tensions are still high after a nearby Zyranium payload was fired from the Order near Auntie’s Choice stronghold.

    This results in a tense situation: a poisoned, war-torn land with many refugees seeking safety. Most of these refugees are staying in Matriarch’s Mercy, protected by the Order of the Ascendant. However, the Order is more focused on solving the Great Equation than helping the displaced practically.

    Central to this is the Exclusion Zone. The Order’s seers have predicted that it will face some major catastrophe in the near future—though details remain vague—causing frustration among the refugees, who feel they’re being pushed into dangerous, unwelcoming hovel-like shelters with no amenities.

    The main characters involved in this quest are Administrant Agarwal and the Voice of the Displeased. To start the quest, Present And Future Company Excluded, you need to find the Voice of the Displaced. She’s located behind some makeshift barriers near the back of the refugee camp in Matriarch’s Mercy, where tents are set up.

    She’ll explain the situation with the Exclusion Zone and ask you to talk to Administrant Agarwal on her behalf. The worst that can happen is nothing, so it’s worth trying. You can find Agarwal inside the main Order building, located to the right.

    —

    ### Talking to Everyone in Matriarch’s Mercy

    Once inside, speak with Agarwal to the right. She has her own issues with how the Voice of the Displaced has approached the situation and with her lack of regard for the warnings about the Exclusion Zone. She understands the suffering of the refugees but believes the Zone is a necessary risk to avoid a greater disaster.

    Agarwal also acknowledges that you were foretold to arrive. With the Abbot’s approval, your final decision will carry weight. But before choosing, she insists you speak to everyone in the camp—both Order members and displaced—so you can get a full understanding of what’s happening in Matriarch’s Mercy.

    > Note: You might have already spoken to some of these folks, so you won’t need to revisit them. The game does not indicate how many people there are to talk to outside or where they are specifically, only that they are within the camp. Agarwal won’t let you progress until you’ve spoken to everyone, so be thorough and explore the entire area.

    #### Vicar Edie Orendy

    The first person you’ll speak to is Vicar Edie Orendy, standing outside the main building, giving a lecture to some refugees. Approach her to join a conversation about how the Order handles refugee needs. She explains the Great Equation—how everything in life is part of a larger balance—and believes understanding this helps justify the ongoing war as part of a necessary process.

    She emphasizes that although the situation is tragic, the Order is doing everything it can—providing shelter, food, and medicine. Your dialogue options here don’t really impact her views; you’re simply hearing her perspective.

    #### Rollo Nast

    Next, speak with Rollo Nast, a member of the Displaced, located outside near the main entrance, sitting atop a stack of shipping containers. Nast shares that, although he is not affiliated with the Order, he receives daily glimpses of his future from them. One of these predictions saved his life, so he trusts in the warnings about the Exclusion Zone. He’s aware the situation isn’t perfect but appreciates that the Order is doing its best for him and the others.

    #### Sub-Finagler Tilda Rademacher

    Further inside the camp, in the lower sections, you’ll find Sub-Finagler Tilda Rademacher. She mediates disputes among the refugees and can be paid to have fighting individuals from the Displaced resolve conflicts by contest—whoever wins gets to decide who is right. She believes they’re providing a valuable service that the Order can’t, especially given how crowded and tense the camp has become.

    #### Provisioner Adelia Plotnick

    Back inside the main building, on the left, is Provisioner Adelia Plotnick. She manages the distribution of supplies like food and medicine to the increasing refugee population. She’s a devoted member of the Order but realistic about their efforts—she’s doing everything she can to keep supply levels up, which is a clear sign of the Order’s involvement in caring for the Displaced.

    #### Doctor Hollis Beardsley

    Nearby is Doctor Hollis Beardsley, the camp’s doctor. He’s overwhelmed by the injuries and illnesses of the refugees, caused by the overcrowding and poor conditions. He can cure many ailments but admits supplies are limited. He believes prevention would help, but it’s tough in such close quarters, and resources aren’t sufficient.

    > After speaking with him, Beardsley will give you a future quest—recruit additional doctors to help at the camp—but that’s not relevant to the current quest.

    #### Violet Muncey and the Collapsed Structure

    Outside near the bounty terminal, you’ll find a collapsed shelter. If you have enough Observation and Brawny Traits or Engineering skills, you can investigate the damage. Otherwise, Violet Muncey nearby can explain the situation: refugees have packed their homes tightly on top of each other due to space shortages, built with subpar materials and little proper planning. Once you’ve gathered all information, you can return to Agarwal.

    —

    ### Making the Final Decision on the Displeased

    With all perspectives gathered, return to Agarwal to declare you’re ready to choose. She’ll lead you to the Voice of the Displeased, where you’ll review each person’s account one by one.

    She’ll then comment on where your sympathies seem to lean—though your choice remains entirely yours. Both options offer unique rewards: siding with Agarwal grants you Order Armor, while supporting the Voice of the Displeased rewards you with a Burst SMG.

    Once your decision is made, the quest ends without immediate changes. The consequences will reveal themselves later in the game.

  • Where To Find Automech Repair Parts in The Outer Worlds 2: Completing and Solving

    Where To Find Automech Repair Parts in The Outer Worlds 2: Completing and Solving

    The first area you’ll be able to explore in The Outer Worlds 2 is the planet Eden, specifically Paradise Island. Things here are far from perfect, especially after Auntie’s Choice invaded Protectorate-controlled lands to promote the Free Market. The Protectorate is left in chaos because of it.

    The city of Westport, which is located in the northeast corner of Paradise Island, was flooded during an attack by Auntie’s Choice. The Protectorate considered this a major failure because the residents survived instead of sacrificing themselves. Now, Westport has no allies left, except for you if you’re willing to help.

    Reaching Westport
    To find Westport, you’ll likely hear about it first from Niles, who asks you to go there to look for an old friend. The settlement is marked on your map and is the largest one by far compared to nearby places like Fairfields. Due to the flooding, the remaining part of Westport is smaller and oddly located on the east coast. You can’t miss it — travel north from Fairfields as far as you can, then head east. The city looms over the ocean, and you’ll see it long before you reach it. You can enter via the grand stairs or go around through the water processing plant and climb the stairs behind it. When you arrive, your main task is to find Hogarth.

    Inside Westport
    Inside the city, the biggest building in the back is Hogarth’s residence. The city isn’t off-limits, and nothing is owned, so feel free to pick up items along the way. On the second floor, you’ll find Hogarth on a balcony with his automech. Unlike most Protectorate residents, Hogarth is more welcoming because he feels abandoned by the authorities. Despite Westport’s hardships, Hogarth refuses to give up and wants to restore the city’s former glory.

    You can ask him about de Vries, about accessing the Vox Relay, or about getting Automech Replacement Parts to repair Westport’s machinery. If you already have the parts, you can hand them over and complete the quest. Otherwise, you’ll need to go on a longer journey.

    Getting to the Ministry of Accuracy
    Hogarth recommends you visit the Euphoria Automech Repair Center for more parts. The center probably has what you need, but first, you’ll need a pass to get in unless you have a high enough Engineering Skill. To get it, travel to the Ministry of Accuracy, located on the opposite side of Paradise Island from Westport, to the west. It’s just south of Fairfields and marked on your map if you helped Milverstreet in his quest for the Vox Relay. Be cautious of raptidons roaming the area — rapid-fire weapons and plasma damage are effective against them. Inside the main building, you’ll find a soldier named Inez, who might be the person you’re seeking, especially if you’re on Milverstreet’s quest.

    Explore the building carefully, and when you see a terminal, use it to print an ARC Access Pass. With this pass, you’re ready to move to the Euphoria Coast Automech Repair Center.

    Accessing the Automech Repair Center
    At the Euphoria Coast Automech Repair Center, Tierney is very friendly. With your pass, he’ll apologize and leave you to explore freely. You don’t need to talk to anyone to find the automech parts — simply look for a broken-down mech. If your Observation Skill is high enough, you’ll notice something on the roof above it. Climb there, and you’ll find the Automech Replacement parts, ready for pickup. Once you have them, head back to Hogarth.

    Exploring the Facility and Returning
    While inside the facility, talk to everyone and complete their quests — you might even unlock a new gadget that blocks damage and Zyranium poisoning temporarily. Fixing the leaks inside the building will cause automechs to be transported to the Vox Relay. You can choose to unleash them to fight enemies if you want.

    When you return to Hogarth in Westport with the parts, he’ll be glad to see you. He’ll start repairing the automechs and offer you some rewards. First, there’s the Emergency Stop repeating rifle, which does extra damage to automechs and their weak points. He also gives you a Writ of Conscription, which should help you persuade the guard at the Vox Relay to let you pass. Hogarth requests that you kill Montelli once you’re there, but you might be able to convince the guard with good Speech or Leadership skills. If you succeed, you can explore the Vox Relay freely; if not, the Writ won’t be useful, and you’ll need another way in.

  • Which Traits Should You Pick in The Outer Worlds 2 for Completing and Solving?

    Which Traits Should You Pick in The Outer Worlds 2 for Completing and Solving?

    Like the original Outer Worlds, The Outer Worlds 2 kicks off with everything going wrong—that’s pretty typical under the intergalactic capitalist system. But before things turn upside down for your character, you get to decide who you are! That starts with selecting your traits, an important choice that shapes your entire gameplay experience.

    Traits are a core part of your character. Unlike Skills, which can be upgraded over time, and Perks, which require specific conditions to unlock, Traits remain part of your character from start to finish. There are plenty of Traits to pick from, and some may suit your playstyle better than others.

    When creating your character, you must choose your Background, the Skills you want to develop, and your Traits. Skills can be improved regardless of your specialization, and your Background mainly affects dialogue options and flavor. Traits, however, have a big impact on how you play—altering combat, exploration, and interactions significantly.

    You can select up to two Positive Traits, but doing so requires you to also pick a Negative Trait. These choices are permanent—they can’t be changed later or added on later. Make sure you’re confident in your picks because they influence every part of your game, from fighting to talking.

    This also applies to Negative Traits. They can lead to some interesting interactions, even if they make the game more challenging.

    There are 12 Traits total—nine positive and three negative. If you choose one Positive Trait, you don’t need a Negative Trait, but if you pick two Positives, then a Negative is mandatory. Traits are strong because of how much they can change gameplay.

    Positive Traits:

    • Brawny: Knocking down enemies by sliding or sprinting into them. Also helps you yank open broken doors and interact with the environment.
    • Brilliant: Specialize in three Skills, with unique dialogue and environmental options.
    • Heroic: Reduces your companion ability cooldowns by 20%.
    • Innovative: Creates double the usual amount of ammo, throwables, and resources from crafting. Also unlocks special interactions.
    • Lucky: +5% critical chance, with some interactions working automatically without specific Skills.
    • Nimble: +25% crouch and sprint speed; slips through tight spaces easily.
    • Resilient: Prevents death for three seconds the first time you would die in combat.
    • Suave: 10% discount at vendors, and your bounty must be twice as high for you to be considered an Outlaw.
    • Witty: Never drop below Neutral reputation with any faction.

    Certain Traits are especially useful, like Brawny—which lets you open broken doors without relying solely on the Engineering Skill—and Lucky, which boosts your chances in tricky situations. Heroic offers situational benefits and can help with companion abilities, but isn’t as universally impactful.

    Negative Traits:

    • Abrasive: Your reputation with factions can never go above Neutral.
    • Dumb: Locking out five Skills permanently, making certain perks and gameplay options unavailable.
    • Sickly: Reduces your base health by 15% and lowers your Toxicity Crash Threshold, making combat more dangerous and healing more difficult.

    Each Negative Trait can be a heavy drawback. Sickly, for example, makes heavy combat risky, and healing harder. Abrasive can limit your faction relations, and Dumb prevents you from investing in some Skills altogether, cutting off access to perks and abilities tied to those Skills.

    Traits show up throughout the game in many ways. They often have more effects than what’s listed when you select them. For example, Brawny doesn’t just let you pull open broken doors—it allows for environmental interactions that other Skills might not enable, like opening certain doors without hacking or engineering.

    Some Traits, like Lucky, are all about chance, providing flexible but unreliable benefits. You might blend Items or set off explosions using indirect methods, but you can’t fully depend on them, unlike more consistent Skills like Brawny.

    Traits like Witty and Suave don’t influence the game environment much but do improve dialogue options and convenience, often making interactions easier or more favorable without affecting real-time gameplay. These Traits stand out because they add flavor and storytelling options rather than mechanical advantages.

    Can you change your Traits? Unfortunately, Traits are locked in once chosen—there’s no way to switch them out later. You get one opportunity to respec after completing the first mission of the game if you decide you don’t like your choices, but after that, you’re stuck with what you’ve picked. Your background and Skills are also fixed, making initial choices pretty important.