الوسم: Worlds

  • Should You Spare or Kill Dr. Giles Rasmussen in The Outer Worlds 2?

    Should You Spare or Kill Dr. Giles Rasmussen in The Outer Worlds 2?

    In The Outer Worlds 2, you can help your team members through companion quests. Inez’s second quest is called “A Most Extraordinary Specimen.” In this mission, she finds out about a facility involved in some wicked practices related to her grafting procedure. You travel to Cloister to look into the matter.

    This leads to an interesting quest where you search a dangerous laboratory for an even more sinister doctor. During your investigation, you complete several objectives. Here is a full walkthrough of the quest, including the outcomes based on your choices at the end.

    Starting the Quest

    The quest starts when you meet a courier at the Undisputed Claim. He is near the entrance to the Value-Added Esplanade and approaches you as you get off the tram. He has a message for Inez, but it’s a video message, so you need to wait until you’re back on your ship to view it.

    Viewing the Message

    Once back on your ship, Inez is nearby the viewing area. Go over and insert the message into the terminal to watch it. It’s from Ortiz, Inez’s old friend, who directs you to a messed-up lab on Cloister.

    Finding the Lab

    The lab is located in the northeastern corner of Cloister. To reach it, you must cross a bridge in the region’s center, which is filled with Zyranium gas. You need the Gas-Energy Deflection Apparatus to survive the gas. After crossing the bridge, you make your way through Auntie’s Choice Forward Operating Base to get to the lab.

    Getting Past the Zyranium Gas Leak

    Inside, the first obstacle is a large Zyranium gas leak blocking your progress. Several methods can help you get through:

    • Hacking Method: If your hacking skill is level 7 or higher, hack the terminal to vent the gas on the left side.
    • Engineering Method: With engineering level 4, you can go through the door on the right, drop into the gas area, and use a valve with your engineering skills.
    • The most straightforward way is to climb onto the yellow pipes next to the terminal.

    After handling the gas, enter a floor vent and crawl through. On the other side, you’ll find a door inside the ice. Inez opens it, leading you to an elevator that takes you down into the lab.

    Talking to Inez

    Upon entering, Inez is in a room with tanks containing creatures. She initially thinks the large one is Ortiz but quickly realizes it isn’t. Before speaking with her, it’s wise to read the terminal in the corner to gather additional information for your conversation.

    Dealing with Hostile Creatures

    After leaving the Ortiz-like figure’s room, you hear the doctor calling for help. He’s trapped inside his office, with dangerous creatures outside, including a fierce Ursopod. It’s your task to help him eliminate the threats.

    There are two ways to handle this:

    • Peaceful Approach (requires Medicine 7): Head left from the fake Ortiz room, descend the stairs, kill the two creatures blocking your path, then enter through the door. Inside, find a cub on a table and a desk with Arctic Ginseng Extract. Use your medical skills to craft a stimulant and activate the machine on the right to open the large door and proceed.
    • Violent Approach: Use weapons and combat skills to fight. Inside the bathroom, crawl through a vent to access the creature area. Then, fight or use other tactics to clear the creatures.

    Confronting Dr. Giles Rasmussen

    After the creatures are dealt with, confront Dr. Rasmussen, who is hiding in his office corner. He is responsible for the terrible activities at the facility. Your dialogue choices will determine his fate.

    Killing the Doctor

    To kill him, choose options that accuse him of lying, being responsible, and justifying your actions. You can say things like:

    • He’s not just a butcher; he’s a liar.
    • Who is his “sponsor”?
    • He’s heard many monsters use that excuse.
    • His subjects suffered greatly.
    • Maybe he’ll grow wings and fly someday.
    • Void him—he’s no failure now.
    • His research caused harm that can’t be justified.
    • Auntie’s only cares about using and discarding people.

    After this, Inez will shoot him. Loot his body for his keycard and the Mechanical Augmentation. The keycard allows access to grafting parts for Inez, which is a main reward for killing him.

    Sparing the Doctor

    If you prefer to spare him, select dialogue options that portray him as a liar and a murderer, but also show that you’re open to his potential help. For example:

    • He’s a butcher and a liar.
    • What’s his “sponsor”?
    • Many use that excuse.
    • His subjects suffered.
    • Maybe he can help Inez with a graft.
    • This might prove he’s worth saving.
    • His research could help many.
    • It’s a personal choice, Inez—you decide.

    If you spare him, Inez will decide to let him live. He will give you his keycard and open two pods containing grafts: Mantiqueen and Ursopod. You can take both as your main reward for sparing him.

    Visiting Ethel’s Lab

    Regardless of your decision, the last step is to go back to Ethel on Paradise Island, where she’s still in her lab at Fairfield. She will use the grafting parts you collected to give Inez an upgrade. If you killed the doctor, she’ll use the Mechanical Augmentation; if you spared him, you’ll choose between the Ursopod or Mantiqueen upgrades.

    Final Scene

    After the upgrade, you have a brief conversation with Ethel. The quest ends with you receiving either “Half Truths in Advertising” (if you spared Rasmussen) or “Full Measures” (if you killed him).

  • How To Get The Consul To Stand Down in The Outer Worlds 2: Completing and Solving

    How To Get The Consul To Stand Down in The Outer Worlds 2: Completing and Solving

    The Outer Worlds 2 begins and ends in the same place—literally. The first mission takes place at Horizon Point Station, and despite its destruction, this same location is the final objective. The Rift affects Horizon unpredictably, pulling it in and out, and it serves as the core of the expanding Rift in Arcadia. The player, as the Consul, aims to take control of its power.

    Since this is the concluding chapter, it’s important to come prepared. Horizon isn’t quite what you remembered; it’s been thrown around by the Rift, making it feel chaotic. Ensure your character is at the right level and equipped with everything you need before starting. There’s only one shot to get this right—no reloads, no second chances.

    How To Start The Sins Of The Past On The Precipice Of The Future Quest

    To kick off this final storyline, follow the clues from Valerie and the game prompts. The game will mark the beginning of this mission, and images of Horizon Point Station, now reappearing amid chaos, confirm the starting point. The station is now a critical location within the overarching crisis.

    Final Preparations

    This is the point of no return. Once you head for Horizon Point Station, you won’t be able to leave or save again. Make sure to complete any remaining quests, use any remaining Decryption Keys, and craft any supplies you might need, because your choices now lock in the ending. If you want a backup, the game offers a dedicated Save for the point of no return. All your previous choices—alliances, betrayals, and decisions—are now locked in, shaping how things unfold.

    Who To Bring With You

    When preparing for the last mission, choose your companions carefully. You can bring anyone, but it’s best to select those with a stake in the final outcome. It’s recommended to bring both Tristan and Niles, as Tristan specifically requests to come along. They each offer unique dialogue and insights, adding depth to the final moments. Aza, with her obsession with Rifts, can also add interesting scenarios. Keep in mind, Tristan’s presence might complicate your chances of achieving a peaceful ending, as he tends to push for a more confrontational approach.

    Heading To Horizon Point Station

    As you travel to Horizon Point, you’ll recognize its broad shape but notice it’s been rebuilt in a haphazard, upside-down manner, with dangerous gaps that can send you falling into space. A double jump ability is essential here. Exploration is mostly linear; since the fight here is the game’s climax, gathering loot isn’t a priority. Focus on interacting with consoles and levers that can make your path smoother. Expect high difficulty skill checks early on—many above 18 points—including hacking and combat actions like dislodging power cores, overwriting targeting systems, disabling turrets, inserting targeting modules, and overloading signals to turn enemies against each other.

    There are few puzzles at this stage, so progress quickly until you reach the Skip Labs, the same area where Augustine betrayed you. You’ll see soldier patrols from Auntie’s and the Order and can find rest areas offering free healing and supplies, useful for conserving your resources for the final confrontation.

    Meeting Helen

    You’ll encounter familiar faces from your past—Eric Sandoval, Wade Jepson, and Helen Pascal—those who once served on your original crew. Helen has been reconstituted but is visibly on edge, and her state could lead her to attack if you’re not careful with your words. Niles can provide advice on how to approach her. Greet her politely as her commander, reassure her you need her assistance, and avoid making her feel uneasy. There’s no direct benefit to this interaction, but it’s respectful to give her a moment of peace before the end.

    Removing The Rift Hazard

    Once you reach the Skip Labs, progress is blocked by a Rift disrupting your path to the Sovereign’s Ship. To deactivate it, you need to solve a mathematical equation. If your Science skill is 18 or higher, or if you have the Professor background or Lucky trait, you can find a blackboard upstairs to work out the equation. Otherwise, you’ll need to locate the Sovereign’s private room nearby to find a sign with the solution. Solving the equation allows you to disable the Rift using the terminal and proceed through the now-clear passage. Outside, a smaller ship awaits to take you directly to the Sovereign’s Ship.

    Boarding The Sovereign’s Ship

    Upon boarding, you’ll immediately face a massive firefight. Ruth and Auntie Cleo (if you allied with them) will assist you—they’re also nearly impossible to kill, making them reliable allies in the chaos. Thoroughly search the ship’s rooms for useful intel, including a Quartermaster Requisition Slip that grants free supplies. Remember to save before entering each room; the Order’s drone often shadows you and can block your exit, and it can’t be destroyed to get rid of it quickly.

    After clearing the rooms, take the elevator to the second level—both paths lead to the same destination—and access the science deck. Although technically off-limits without credentials, guards are absent unless you interact with them. Steal credentials by pickpocketing or stealth-killing scientists if necessary. To gain further access, gather a tissue sample from a reconstituted corpse and process it in a nearby centrifuge for valuable data. You can also find a hidden hatch with the Observation Skill, revealing the chief scientist’s private log, further aiding your dialogue options.

    Speak to Clarence with the sample to obtain his keycard and a data device that exposes the folly of pursuing Rifts. This evidence is crucial for convincing the final decision-maker—the Consul—to stand down from their destructive plans.

    Dealing With The Consul

    Once you ascend, you’ll meet with the Consul. Your allies will give advice on how to handle him—generally, avoid provoking or attacking him. Tristan might share insights if you brought him along. It’s best to approach calmly and factually, respecting his professionalism. Explore his personal quarters beforehand for additional information and make a save in case things go wrong. When the conversation begins, use facts you’ve uncovered—especially about the true history of Skip Drives—to support your case.

    You’ll need to pass a Speech check (13) if Tristan accompanies you; failing this might lead to combat. During the dialogue, keep referencing the evidence you’ve collected. If you can’t persuade him peacefully, combat becomes inevitable; note that the Consul is a tough adversary.

    Finishing The Game

    After dealing with the Consul, the final step involves closing the Rift by physically bringing the ship and its Rift Modulator together. Someone must stay behind to pilot the ship, and you have multiple options:

    • Sacrifice yourself: The default choice, but be cautious not to accidentally choose it too early.
    • Sacrifice a companion: Persuade a selected ally to sacrifice themselves, which can strain relationships but is part of the story.
    • Sacrifice everyone: Take everyone with you for a more humorous, “doomsday” ending.
    • Volunteer the Concil or Augustine: If you convinced them to stand down earlier, they might choose to sacrifice themselves to end the crisis.

    Once you make your decision, the credits roll, displaying an epilogue that reflects the consequences of your actions.

  • How to Complete All Achievements and Solve Trophies in The Outer Worlds 2

    | Achievement/Trophy | How to Unlock | Details |
    |———————|—————-|———|
    | The Outer Worlds 2 | Complete the game on any difficulty. | Finish all main quests in the game. |
    | Welcome to Paradise Island | Land on Paradise Island. | This is story-related. |
    | Vexed the Vox | Infiltrate and escape the Vox Relay. | Story-related. |
    | Desperate Times Call For Monastic Measures | Stop de Vries’ conspirators at Alexandra Monastery. | Story-related. |
    | Left To Your Own Device | Get the Rift Anomaly Modulator. | Story-related. |
    | Revive The Archive | Fully restore the Archive. | Story-related. |
    | Hard | Complete the game on Hard difficulty. | Finish all main quests on Hard. |
    | Very Hard | Finish the game on Very Hard difficulty. | Complete main quests on Very Hard. |
    | Elemental Maelstrom | Kill an enemy affected by all damage types. | Use weapons with every damage type: Physical, Shock, Plasma, Corrosive, N-Ray, Cold. Aim for a tough enemy with high health, affect it with each damage type, then finish it off. |
    | Flawed Hero | Accept 3 Flaws offered during the game. | Flaws appear when performing consistent actions like crouch walking, stealing, or using gadgets; accept three for the achievement. |
    | Level 30 | Reach level 30. | Max character level; gain XP by completing quests and defeating enemies. |
    | Capture The Archive The Hard Way | Take control of the Archive without backup. | Avoid calling for aid during this late-game mission. |
    | Never Seen | Kill 50 enemies with Sneak Attacks. | Sneak behind enemies with melee, press attack button, repeat. Improving Sneak skill helps. |
    | Skilled | Raise a skill to level 20. | Distribute skill points until one reaches level 20. |
    | One for All | Recruit all companions. | There are six: Niles, V.A.L.E.R.I.E., Inez, Aza, Marisol, Tristan. Certain ones are automatic; others require meeting specific characters at locations like Paradise Island or Golden Ridge. |
    | All for One | Complete all companion quests. | Complete all questlines for each companion, identifiable by icons next to quest names. |
    | All for None | Allow all companions to die or leave permanently. | You can have them leave through dialogue options or kill them, e.g., Aza off-ship; V.A.L.E.R.I.E. does not count. |
    | Rift Drifter | Explore all localized rifts around Arcadia. | Find all Rift sites using the Rift Modulator. |
    | Maximum Gun | Fully level-up Rookie’s Reward. | Find the gun in the ship’s cabinet, unlock with a switch, then upgrade it to level 30 by using it. |
    | OA: Objectives Accomplished | Complete all faction quests for the Order of the Ascendant. | Do all quests for this faction after reaching Cloister. |
    | AC: All Complete | Finish all faction quests for Auntie’s Choice. | Complete faction quests starting after the “Fiends in High Places” mission. |
    | Corporation Cooperation | Get Auntie’s Choice and the Order of the Ascendant to work together. | Follow specific choices to unify these factions. |
    | A Stiff In The Rift | Jump into a Rift and die. | Enter a Rift anomaly before acquiring the Rift Modulator. |
    | Go Out With A Bang | Kill 3 enemies with the Big Bang weapon in one shot. | Obtain the weapon from Earl Research Lab, then fire at groups to kill multiple enemies at once. |
    | Float Like A Butterfly, Sting Like A Bee | Kill 5 enemies while in Zyranium Automech Suit hover mode. | Find the suit in Praetor, hover, and shoot enemies, killing five in that way. |
    | Scary GARY Adversary | Kill 5 enemies with Gary’s tendrils. | Wear the Gary outfit unlocked from Paradise Island Rift, which attacks nearby enemies periodically. |
    | Dance Dance Disfiguration | Kill 10 enemies with Spectrum Dance Saber in rainbow mode. | Get the saber from Free Market Station, use it during rainbow mode (timed to beat), then get 10 kills. |
    | Ad Hominem Homicide | Use the Popup Gun to kill 10 distracted enemies. | The Popup Gun is bought at ACS Claim, and its ad drones distract enemies; shoot them while distracted. |
    | Stop Hitting Yourself | Kill 15 enemies with Armageddon. | Find Armageddon in the Interstitial Weapons Development Rift, kill enemies with it. |
    | Stompy | Kill 5 enemies by stomping on them after shrinking them with the Shrink Ray. | Find Shrink Ray at Paradise Island Rift, shrink enemies, then run over them for kills. |
    | Waylaid Grenades | Shoot 3 grenades out of the air. | Toss a grenade into the air and shoot it before it lands. |
    | Chemically Dependent | Crash 20 times with the Medical Inhaler. | Use the inhaler repeatedly to fill the toxicity meter and crash, doing so 20 times. |
    | A Journey Of A Thousand Miles | Collect 1 Pitch or Tossball card. | Find hidden cards scattered throughout the game world. |
    | Whew, That’s Enough | Collect 100 Pitch or Tossball cards. | Same as above, but aim for 100 cards. |
    | Auntie’s Old Acquaintance | Meet Amos. | Triggered during the side quest “Forbidden Secrets of the Undisputed Claim” at the Undisputed Claim. |
    | Hatchling Catcher | Collect 5 pets for your ship. | Find small creatures like Raptidons, Crabbles, Mantiwasps, Spiderlings, and Critters in the wild. |
    | Hatchling Hunter | Kill 50 juvenile creatures. | Defeat smaller versions of larger enemies: juvenile Raptidons, Critters, etc. |
    | Winning Hearts and Heads | Collect 20 human hearts. | Human enemies sometimes drop hearts upon death, especially with the Serial Killer perk. |
    | Corpse Warper | Melt 20 bodies with Auntie’s Acidic Dematerializer. | Use the Dematerializer to hide bodies from guards; acquire it early in the game. |
    | Anti-Consumerist | Complete the game without spending any bits. | Avoid buying items; only loot and sell to accumulate bits. |
    | SA Quarterlies Quantified | Find all issues of Science Adventures Quarterly on Paradise Island. | Complete the side quest “In Pursuit Of Purloined Propaganda” by locating all magazines. |
    | Golden Ridge Murals In Plural | Find all murals on Golden Ridge. | There are five murals on tram stations; find their exact locations as listed in guides. |
    | Praetor Towers Powered | Recalibrate all ground stations in Praetor. | Recalibrate five towers in Praetor by visiting each location. |
    | Cloister Excogitation Logs CEL-ebration | Find all audio logs in Cloister. | Four logs are available; their locations are listed in guides. |
    | Well Dressed | Beat the final boss wearing clothing instead of armor. | Equip regular clothing before facing the final enemy. |
    | Destroyer of Worlds | Reach ‘Kill on Sight’ rank with both factions. | Kill key members of Auntie’s and the Order to get hated by both factions. Save beforehand to avoid unwanted repercussions. |
    | Everything Must Go | Earn 50,000 bits by selling items. | Loot and sell extensively to reach this bits total. |
    | Upgrades Available | Modify 10 weapons or armors. | Attach mods via workbench to enhance gear during your playthrough. |
    | You’ve Given 110% | Unlock all other trophies (PlayStation). | Achieve every other trophy to earn the platinum. |

  • Where To Find Every Item in the Placid Waters Wellnitarium in Outer Worlds 2

    Where To Find Every Item in the Placid Waters Wellnitarium in Outer Worlds 2

    Among the three main factions vying for control in the Arcadia system in The Outer Worlds 2, only the Protectorate remains off-limits for players to join. This makes them an easy villain choice for any faction affiliation. The Mental Refreshment program inside their facilities ensures most Protectorate members stay intensely loyal. Auntie’s Choice also wants a share of the action.

    Before you can meet Auntie Cleo, you have one last task: infiltrate a Protectorate Mental Refreshment center, steal all their secret data, and bring it to Auntie. But this isn’t just a quick theft — it’s a complex mission connected to several other quests. It’s a long-term project.

    How to Start Mysteries of the Mental Modulators

    If you’ve decided to broker an alliance between Auntie’s Choice and the Order of the Ascendant, this quest, Mysteries of the Mental Modulators, will be the last one you get before meeting Auntie herself. Your mission is to break into the Placid Waters Wellnitarium on Praetor, gather as much info as possible on the Mental Refreshment process, and maybe gather some scientists if you can.

    This quest becomes available automatically after completing the previous missions assigned by Ursula and Pendergrass, called Now Hiring: Invaluable Disposable Agent. However, you can finish its objectives early, which might cause you to miss some details permanently. To do everything right, try to start this quest before visiting the Wellnitarium. If you do, you can collect all necessary items but won’t be able to recruit Head Refresher Gould. So, it’s best to pick up Mysteries of the Mental Modulators first.

    Finding the Extra Materials

    In addition to the main items, Auntie’s Choice asks you to gather extra info that’ll increase your rewards. There are three pieces to find:

    • Methodology Info: Located right after entering the Wellnitarium, before the hallway where you’re sprayed with Mental Refreshment gas. Just go up either set of stairs and find the info on a table in the middle.
    • Pharmacology Info: In the same room as the Full Privilege Access Pass, at the east end of the Observational Oversight floor. It’s a small book on a desk beside the monitors, easy to miss.
    • Technological Info: After obtaining the Full Privilege Access Pass, descend the nearby elevator to the Special Ministrations area. Watch out for Protectorate soldiers, then check the terminal and read the message for details.

    You can also unlock a cell where you’ll discover that the Sovereign has undergone Mental Refreshment, adding to your intel. Once you have all three pieces, you’re ready to gather the remaining items for Auntie.

    Finding the Pharmacology Sample

    The first extra piece you’ll find is the Pharmacology sample. During entry to the Wellnitarium, play it safe — avoid combat. With your access pass obtained earlier, take the elevator down to the lecture hall where Facilitator Tilden is. Ask her for her access card, and she’ll give you the Mid-Privilege Priority Pass. Head to the Medicament Refreshment Mech and request your medication. If you lack certain perks, you might need to sneak in via a vent. For the vent, hide in the nearby toilets, remove the loose cover, and scramble through it to reach the room. Grab the Pharmacology sample on the table, then exit the same way, securing a vial of Reprioritin.

    Schematics for the Lathe of Particularity

    Next, you need to find schematics for the Lathe of Particularity, a device used to enhance Mental Refreshment—basically, a lobotomy tool used for extreme cases. Before obtaining these schematics, you must deal with Head Refresher Gould. You can either argue with him politely or eliminate him. Arguing is the preferable route but more challenging.

    Debating Gould

    To persuade Gould, you must weaken his mental defenses. Prepare by releasing Reprioritin gas into his chamber—examine the controls in front of the glass panel to do this. You need certain skills:

    • Medical (4 points)
    • Engineering (7 points)
    • Observation (11 points)

    Once the gas spreads, confront Gould through a series of Skill checks:

    • Speech: Two checks, each requiring 11 points.
    • Medical and Science: A combined check, each needing 7 points.

    Winning the debate lets you ask Gould to defect or to use the Lathe on himself. Success also grants you access to his office, where you’ll find the schematics behind a poster.

    Killing Gould

    If you fail the debate or choose to fight, you’ll have to battle Gould directly. This fight summons enemies and leaves the room open for looting, so gear up appropriately. After defeating him, loot his safe key and Pitchball Card, and you’ll retrieve the schematics.

    Acquiring the Audio Cartridge of the Mental Refreshment Process

    The final needed item is Gould’s audio cartridge, describing the Mental Refreshment process. Interestingly, it’s kept in a separate security station near where you find the Full Privilege Access Pass, not with Gould himself. Head south from his room, enter the room on your left, and grab the cartridge from the desk. You can kill the guard or stealthily take the item. Once you have it, you’re set for completion.

    Returning to Auntie’s Choice

    When you report back, ensure you deliver all info gathered; missing items won’t count. After wrapping up, your reward includes:

    • 850 bits
    • Adreno Bubble Up! Ultra Premium recipe
    • Sonic Emotion disruptors and recipe
    • Explosive Autospray SMG
    • Extra Primer Port

    With everything done, you’re ready for your audience with Auntie Cleo. Be prepared for what’s coming next.


    Helping Weylon Mealing

    While exploring the Wellnitarium, you might notice Weylon Mealing, who isn’t as affected by the Mental Refreshment. He’s stuck in his cell, and you can’t help him until you start a separate quest. Talk to his daughter, Millie Mealing, in the ACS Free Market. She’ll give you the quest “Escape From Placid Waters.” It’s best to pick this up early, but the quest remains workable if you already visited the facility.

    Return to the Wellnitarium and enter the main examination room — you can either pick the lock or find another route. Inside, you’ll find Weylon’s Pitchball, which you should take. Then follow the plan to help him escape: insert a special pass into the kitchen, remove a covering to reveal an escape route, and Weylon will thank you and leave.

    Finally, go back to Millie. After their escape, she’ll reward you:

    • Advanced Decryption Key
    • 1,500 bits
    • Shock Assault Rifle

    That’s how you rescue Weylon and complete the mission.

  • Top Strategies for Completing and Solving in The Outer Worlds 2

    Top Strategies for Completing and Solving in The Outer Worlds 2

    In The Outer Worlds 2, you visit many different locations, but the main currency used everywhere is called bits. You need plenty of bits to buy almost anything, so accumulating more is very helpful.

    You earn some money naturally by completing quests and playing through the game. Still, you can increase your funds faster by doing certain tasks and selecting specific perks. Here are some effective ways to build your bits quickly.

    Loot and Sell Everything with the Right Perks

    One simple way to earn more money is to loot all the items you find and sell them later. The game doesn’t limit how much you can carry, so keep collecting items and sell them when you have the opportunity. To maximize this method, focus on acquiring the Treasure Hunter and Wholesale Spender perks.

    To unlock the Treasure Hunter perk, you need at least one point in the Observation skill. This perk will give you extra bits every time you loot containers. The Wholesale Spender perk becomes available once you put four points into the Speech skill. With it, you’ll get more money when selling items.

    Hack Bounty Terminals

    There are several terminals throughout the game that assign bounty jobs. You can accept and complete these jobs for payment. Additionally, if you have the Bit Transfer perk, you can hack these terminals to steal bits for yourself.

    To unlock the Bit Transfer perk, you need to already have the Restricted Access perk and two points in the Hack skill. Once you have it, hacking bounty terminals can give you a steady flow of bits without much effort.

    Sell Stolen Goods with the Palm Greaser Perk

    While exploring, you’ll find loot, but not all items are yours to take. Stealing items can get you into trouble if caught, but with the Palm Greaser perk, stolen goods sell for 20% more.

    The perk also lowers bribe costs, helping you save bits. To get this perk, you only need two points in the Speech skill.

    Complete the A Sprat To Die For Quest

    In Paradise Island, you can pick up the A Sprat To Die For quest from the Forward Operating Base south of the Bridge of the Reverent. Finishing this quest will unlock the Scrabble passive perk.

    This perk increases the amount of bits you find in containers by 5%. While it’s not a huge boost, the extra bits accumulate over time, making it a good, steady way to grow your funds.

  • How to Find and Opening All High Security Lockboxes in Outer Worlds 2

    How to Find and Opening All High Security Lockboxes in Outer Worlds 2

    The Outer Worlds 2 isn’t a traditional open-world game. Instead, it features several large zones that you can explore at your own pace, but with more linearity than many RPGs. Still, each area is big enough to hide plenty of collectibles, and some are worth hunting down completely.

    In every zone of The Outer Worlds 2, you’ll find High Security Lockboxes. These small chests are added to your ship once discovered, but opening them is no simple task. They form part of a long quest that takes the entire game to complete, making it an exciting interstellar treasure hunt with top-tier rewards.

    ### What Are High Security Lockboxes?
    High Security Lockboxes are special chests that contain valuable items. Before stepping off the ship’s hold onto Paradise Island, Valerie will stop you to explain that there are two of these lockboxes stored there, both holding rare items and requiring specific keys to open. Valerie kindly gives you your first Advanced Decryption Key to access one of them.

    These lockboxes aren’t just the initial two found on the ship—they appear throughout the game. In total, there are 17 High Security Lockboxes. The first two are already on the ship, leaving 15 for you to find. Each one has a unique piece of armor, helmet, or weapon inside, making them well worth the effort. Some items can significantly change your gameplay style or improve your current setup.

    ### How to Open High Security Lockboxes
    Once you find a lockbox, you’ll need an Advanced Decryption Key to open it. Each lockbox requires a different number of keys—anywhere from four up to nine, depending on its complexity. You can find these keys all over the game world—by exploring, buying from merchants, completing quests, or even pickpocketing NPCs. Since they are everywhere, prioritize the lockboxes you want most, as it’s unlikely you’ll have enough keys to open all of them.

    You can also cycle through your collected lockboxes on the ship’s hold by pressing the blue buttons beside them, avoiding wasting keys on items you might not want.

    > Currently, The Outer Worlds 2 does not have a New Game Plus mode, so there’s no benefit to saving or carrying over items after a new game. Focus on what benefits you now.

    ### Every High Security Lockbox and Its Contents
    There are 15 lockboxes to discover, each holding a specific weapon or piece of gear. The contents are consistent, so once you know what’s inside, you can decide which lockboxes to pursue based on your preferences. Items inside are always the same regardless of the order in which you find the lockboxes.

    #### Lockbox #1 and #2 – Valerie’s Mod Kit and Auntie’s Acidic Dematerializer
    These are the two lockboxes initially on the ship. Valerie provides an Advanced Decryption Key for the first, but you’ll need to find the others for the second.

    #### Lockbox #3 – Manager’s Tasking Hat
    Located in the basement of a house in Fairfields during the quest “The Mystifying Case Of The Midnight Marauder,” this lockbox holds the Manager’s Tasking Hat helmet.

    #### Lockbox #4 – Native Species
    Found in the northern part of Paradise Island during “The Lab That Shouted Loudly And Incoherently,” this lockbox sits beneath an Alpha Raptidon and contains the Native Species armor.

    #### Lockbox #5 – Tactical Trajectile Defense Dome
    Located on the first floor of the Ministry of Accuracy in Paradise Island, near Inez, this lockbox includes the Tactical Trajectile Defense Dome helmet.

    #### Lockbox #6 – Dead Man’s Jacket
    Inside the Automech Repair Center at Euphoria Coast, after completing certain quests to unlock a specific shield, you can find this lockbox on a shelf containing the Dead Man’s Jacket armor.

    #### Lockbox #7 – Remote Detonator
    Sitting in a large house in Westport’s sunken area, just off Zeb’s house and guarded by Crabbles, this lockbox stores the Remote Detonator sniper rifle.

    #### Lockbox #8 – Murder’s Best Friend
    Buried deep in the Raptidon Den on Paradise Island’s northwestern section, this lockbox holds the Murder’s Best Friend knife.

    #### Lockbox #9 – Auto-Hacker 5000
    Found inside the Vox Relay, specifically in the operations floor on the eastern side, this lockbox contains the Auto-Hacker 5000 submachine gun. Note: after completing the main mission, this area becomes inaccessible, so missing this lockbox is possible.

    #### Lockbox #10 – Bowlzerker
    Located in Golden Ridge at Guardian Estates, this lockbox inside a smaller room in the east-side station contains the Bowlzerker helmet.

    #### Lockbox #11 – The Lonesome Ranger
    In the southwest refugee camp of Golden Ridge, as part of the Arbitrary Measures quest, you’ll find this inside a building containing a terminal, holding The Lonesome Ranger helmet.

    #### Lockbox #12 – A New Point Of View
    Positioned atop the highest point in Golden Ridge, accessible by following the tracks south from the Decommissioned Autonomous Extractorium and using double jump, this lockbox is guarded by Mantisaurs and contains the A New Point Of View helmet.

    > At this location, you’ll also find the last few AutoDoc Compression Coils, part of the Hazard A Gas quest.

    #### Lockbox #13 – Scrutinizer’s Eyepiece
    In the N-Ray Range, not inside the underground, but in the waiting room initially locked, this lockbox can be accessed by progressing through the underground elevators. It contains the Scrutinizer’s Eyepiece helmet. There’s also a mural piece in this station area.

    #### Lockbox #14 – The Bullet Bender
    Situated in an unmarked Scrapper’s camp in the northeast corner of Praetor, this camp’s deepest corner contains the Bullet Bender gun.

    #### Lockbox #15 – Merciless Master
    Found in the town of Newton near the broken bridge in Cloister, amidst Glorious Dawn cultists, inside a building on the northwest side, this contains the Merciless Master armor piece.

    #### Lockbox #16 – Gunner’s Mobile Turret Suit
    Located within the Cold Storage building of the Cloister Underlands, specifically on the main level’s easternmost room, this lockbox holds the Gunner’s Mobile Turret Suit.

    #### Lockbox #17 – Shadow Hacker
    The final lockbox, it’s reward for a quest in Cloister’s Laplace Garden. Laureate Beckett asks you to gather audio logs from chapels around the area. After completing this, he gives you the Shadow Hacker helmet.

  • 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.

  • How to Complete All Companions in The Outer Worlds 2

    How to Complete All Companions in The Outer Worlds 2

    In The Outer Worlds 2, you don’t have to handle everything alone. You’re accompanied by six different party members, but you can only bring two with you at a time. The other four stay on your ship. They often offer helpful advice and help you fight enemies, but you also support them with their own quests. Each companion has at least one quest you can complete for them. Here’s a guide to recruiting each team member, along with details about their quests and special abilities.

    Niles
    Niles joins you automatically. You meet him at the beginning of the game during the prologue, and he stays with you as a permanent companion. No special steps are needed to recruit him.

    V.A.L.E.R.I.E.
    V.A.L.E.R.I.E. is also available from the start. She is a floating robot who becomes a regular crew member after the prologue. You can find her integrated into your team without any special requirements. Her unique power, “Emergency Protocols,” heals you over time.

    Inez
    You can encounter Inez on Paradise Island at the Ministry of Accuracy during several quests. Meet her for the first time during “A Refreshing Bit of News” or “The Saga of the Malfunctioning Mechanicals,” and again at the Town Hall in Fairfield. To make her join your crew, talk to her during her conversation with Minister Milverstreet. After that, speak with her again to officially recruit her.

    Marisol
    Marisol is found at the Zyranium Manufactory in Golden Ridge. She is involved in the quests “The Midpoint to the Endpoint” and “Endpoint’s End.” After helping her uncover the truth about a suspicious attack on Auntie’s Choice, she reveals her real name is Marisol. When the quest ends, you can choose to have her join your team.

    Aza
    Aza is located at the Decommissioned Autonomous Extractorium in Golden Ridge. The site is northwest of the main landing area, near the N-Ray Range. You’ll find hostile cultists inside—clear them out, go upstairs, and you’ll see Aza locked up. Free her, and she’ll ask to join your crew.

    Tristan
    You first meet Tristan at the Free Market Station. He is in the Southern part of the region, inside the 2nd Choice Bar. During the conversation, you talk to him and the bartender he’s arguing with. After completing the “Arbitary Measures” quest on Golden Ridge, Tristan will ask if he can join you.

    Summary of Each Companion’s Special Power:

    • Niles: Fires multiple shots and taunts enemies to draw their attention.
    • V.A.L.E.R.I.E.: Heals you temporarily when activated.
    • Inez: Uses “The Magic Bullet”—either shoots hot plasma if equipped with a Crabble Graft or camouflages herself and heals allies with the Skeleton Graft.
    • Marisol: “Torpifying Blast”—fires an explosive that stuns enemies, making subsequent attacks critical.
    • Aza: Fires an explosive charge called “Spread the Message.”
    • Tristan: Also uses “Spread the Message,” similar to Aza, for critical hits after firing an explosive energy charge.

    Each companion’s quests and abilities enhance your chances of success in the game, making their recruitment a strategic part of your journey.

  • Should You Give the Pupa to Bradford or Wentworth in Outer Worlds 2?

    Should You Give the Pupa to Bradford or Wentworth in Outer Worlds 2?

    The Outer Worlds 2 is a satire that sometimes seems hesitant to fully show its teeth. With this sequel, it shifts away from simply highlighting the horrors of late-stage capitalism spreading into space, instead emphasizing how different extreme economic beliefs clash with each other.

    But often, reality is more bizarre than fiction. It’s in these moments that the game draws from real life, making its story genuinely funny. For example, amidst all the corporate chaos, who would have imagined a military leadership crisis involving a supposedly intelligent Mantisaur?

    How To Get The Pinching The Pupa Quest

    The “Pinching The Pupa” quest can be started on its own, but it’s usually part of the larger “Invocation Of Inconclusive Innocence” quest. Your task is to deliver a peace message to Durban, the leader of Outpost Opportunity, deep in no-man’s land.

    Durban isn’t quick to accept the message. He’s dealing with many problems, and one misstep—like a missile landing nearby—is not enough to fix everything. However, if you help him with some of his issues, he’ll agree to send the message higher up the chain to Auntie in the name of peace.

    He gives you three tasks to choose from, but for now, we focus on one. Durban mentions that Fort Endurance, further north, has installed a Mantisaur as its leader, sparking a power struggle. Solve that, and the message will be accepted.

    Travel to Fort Endurance and talk to Wentworth, Bradford, and Wojtek (that’s the Mantisaur). This begins the “Pinching The Pupa” quest.

    Note: You can also work on solving a murder investigation here, which is another of Durban’s requests.

    Meeting With Bradford And Wentworth

    Wojtek, the Mantisaur officer, is hard to miss. You’ll see many domesticated animals around Dorado thanks to Auntie’s influence, but Wojtek appears to be a free agent. Interestingly, only Wentworth can seemingly hear Wojtek’s thoughts and communicate with him.

    After speaking with Wentworth, he explains Wojtek wants to bring more Mantisaurs into his ranks. There’s a nest of zyranium-infused Mantisaurs to the east. If you retrieve a pupa from there, Wojtek could raise it as part of Auntie’s Choice. Doesn’t that sound reasonable?

    Bradford, however, doubts Wentworth’s claim that he can talk to Wojtek, but agrees that the pupa could be useful—to investigate its properties and see if they can improve Auntie’s forces.

    You don’t need to choose sides yet; your main goal is to get the pupa.

    Securing the Mantisaur Pupa

    The map marks a large area east of Fort Endurance for the pupa location. It’s within a Mantisaur Den, heavily populated with Mantisaurs. You can try fighting your way through or sneaking past them. To find the pupa, head to the deepest part of the den — further east. Be prepared for a fight and take your time to divide and conquer, especially if you choose to engage.

    At the very end, spot the nest tucked away in a corner, guarded by a Mantisaur. Approach with caution, either stealthily or by taking it down, because alerting the entire den could swarm you.

    Tip: Equip gear that boosts your sprint speed before grabbing the pupa. You’ll need to make a quick escape.

    Once you grab the Zyranium Mantisaur Pupa, the den is alerted, and Mantisaurs will spawn endlessly, trying to overwhelm you. Your only option is to sprint out quickly. Your sprint speed is much faster when in combat, so use that advantage. After escaping, return swiftly to Fort Endurance.

    Who Should You Give The Pupa To?

    Back at Fort Endurance, you have the choice of who to give the pupa. Talk to Bradford for a straightforward handover—no fuss. If you choose Wentworth, he’ll be thrilled, but Bradford will try to persuade you to give her the pupa instead.

    Pro tip: Save your game before handing over the pupa, as a combat situation is imminent.

    If you give the pupa to Bradford, she’ll thank you, giving you “Cleo’s The Hunt,” a special weapon, along with 1,500 bits. Wentworth will be upset and angry at your disobedience, insisting he can still talk to Wojtek.

    Handing the pupa to Wentworth results in Wojtek devouring it immediately, which infuriates Wentworth and ruins his plans to create a Mantisaur army. Ironically, he couldn’t truly communicate with Wojtek after all.

    In either case, you get the same rewards.

    Defending Fort Endurance

    Following your decision, the fort is suddenly attacked by waves of Mantisaurs—dangerous and powerful foes. Make sure to save the game beforehand because casualties could be severe. The attack includes multiple waves of Mantisaurs, mostly like Wojtek, and some Mantiwasps. Stay at the gates, mainly where Wentworth and Bradford are, and do your best to hold them off.

    Wojtek will help defend the fort, so try not to harm him—Auntie’s respect depends on it. Establishing a strong defense will eventually end the attack, completing the quest. Afterwards, you can talk to the surviving characters if you want, but that’s optional.

  • 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.

  • Where to Find All Cloister Excogitation Logs in The Outer Worlds 2 During Completing and Solving

    Where to Find All Cloister Excogitation Logs in The Outer Worlds 2 During Completing and Solving

    “The Outer Worlds 2” is similar to the first game in that it doesn’t feature a traditional open world. Instead, it offers several open zones that give you some freedom to explore. These zones are mostly linear, so you won’t get lost, but you’ll still be able to see everything within reach whenever you want. There are also small secrets hidden across the different planets of Arcadia for you to discover.

    When you land on Cloister, you’ll find yourself at The Order of the Ascendant’s stronghold. The members of the Order seem disconnected from reality, especially considering the ongoing war just outside their walls. One member, Laureate Beckett, asks you to explore Cloister to find audio logs hidden in the chapels scattered around the planet, hoping these logs might help bring peace.

    How to Start Deviations Under Duress

    When you arrive at Cloister, your first task is to head to Laplace Garden to meet with the Order representatives. There’s also a chance to get an audience with Presiding Bishop Ruth Basaar if you’re lucky. Laplace Garden has plenty for you to do, including observing how the residents seem to ignore the war outside their garden walls.

    Even the higher-ups in the Order act as if they’re unaware of the chaos, though some, like Laureate Beckett, seem slightly more aware. Beckett can be found meditating by the water in Laplace Garden. He asks you to find audio logs left by those who led the Excogitation Chapels around Cloister. He believes these logs might help bring peace to the Order’s people—and possibly aid the war effort against Auntie’s Choice. Beckett knows you’re not part of the Order and promises you a reward if you bring the logs back.

    You can find the chapels and their logs even before starting this quest, but doing it now helps keep track of your progress.

    Locations of All Excogitation Chapel Audio Logs

    There are four chapels to find, each containing one audio log. Beckett hints there might be more, but there are only four. These chapels are spread out in unusual locations: three are on the east side of the map, with the final one on the west, gated behind story progress.

    Each chapel is protected by different challenges, often requiring some effort to access. Here’s a quick overview of where to find each and how to get the logs from inside:

    Excogitation Chapel #1 – Sojourner’s Log (North)

    The first chapel is on the northern side of the map, east of the bridge. There are no enemies guarding the entrance, but there are difficult foes on the way, including Mantisaurs and Zyranium poison hazards, so bring your Gas-Energy Deflector Shield. To reach the chapel, you can go through the north or south route, with the north being the quicker, more dangerous way.

    The door is locked and requires either a high Brawny Trait or four points in Engineering. If you lack those, you can sneak through the rear, climb vents, and find way into the chapel. Inside, you’ll find an Advanced Decryption Key on a table and the Sojourner’s log on an upper level. There’s also an Order Scientist in the top area, but they have no special dialogue. If you hack a nearby terminal, you can activate a lift to access the basement but find only generic Order gear.

    Excogitation Chapel #2 – Sojourner’s Log (Northeast)

    This chapel is located in the far east, slightly southeast for practical purposes, and is isolated from other fast travel points. It’s overrun by Scrappers and full of mines, so prepare for a fight. The door is locked but can be opened with a Lockpick skill of 17 or by looting the key from Buckshot Bill, the camp’s leader, either from his body or via pickpocketing.

    Inside, you’ll find an Advanced Decryption Key on a table and the Sojourner’s log upstairs. Also, the Hugging Vest heavy armor is located upstairs. There’s a panel you can hack to unlock a secret room containing some Order gear, but it’s optional.

    Excogitation Chapel #3 – Sojourner’s Log (Southeast)

    This chapel is easiest to reach. Located just east of Winter’s Grasp, it sits atop a hill, and its approach involves just a little climbing. You can reach it by go-around routes: either climb scaffolding on the right or navigate around Mantisaurs. You cannot use the dangling rope directly, but the surrounding scaffolding works well.

    Once you’re in, find the Sojourner’s log on a table. Like others, it contains a panel that you can hack to access a secret room—which has a Tossball Card (missable). No enemies guard this one, making it straightforward to access.

    Excogitation Chapel #4 – Sojourner’s Log (Southwest)

    The final chapel is situated on the western side of Cloister, atop a tall hill with steep edges. To reach it, you need to go through the Archive. This requires closing the rift on the bridge, completing negotiations between Auntie Cleo and Ruth Basaar, and entering the Archive.

    Inside, you’re taken to the Underlands, where you can pick up extra quests and activate lifts to return to the surface. Take the west elevator back up to reach the hilltop. The chapel can be entered directly, with a challenging approach. Inside, you’ll find an Advanced Decryption Key on a corpse and a secret panel that can be hacked with high Observation Skill to bypass the jammed door. The last Sojourner’s log is seated on crates nearby.

    Returning to Laureate Beckett

    Return to Beckett in Laplace Garden once you’ve gathered all logs. He’s upset about what they reveal—heretical content that questions the Order’s teachings and their plan to solve the Universa Equation. He intends to destroy the logs, and you have no say in it. As a reward, he provides you with a High-Security Lockbox.

  • How to Modify Brun’s Experiment in The Outer Worlds 2: Completing & Solving

    How to Modify Brun’s Experiment in The Outer Worlds 2: Completing & Solving

    Your allies are essential in The Outer Worlds 2. They each have special abilities and upgrades that can be customized to match your preferred playstyle, while still maintaining their distinct combat roles. Marisol, in particular, has powerful skills that allow you to target enemy weaknesses for unique effects.

    To get the most out of her, you’ll need to complete her companion quests. Doing so will help her let go of her past and discover a new path. When it comes to eliminating dangerous research, Marisol is already skilled at stopping threats that could be deadly to everyone.


    How to Start The Endpoint’s End Quest

    After finishing Marisol’s earlier questline, you’ve met Anais Bujold, an old colleague of Marisol’s who didn’t part on good terms. She wants to make amends and, depending on your choices, might have destroyed her old research to stop it from causing harm. However, you later learn that some of the research was stolen for study, and Bujold promises to recover it to prevent this dangerous knowledge from falling into the wrong hands. She quickly traces the research to the Anchorhold in the Alexandra Monastery at Golden Ridge. This location was involved in previous missions, where you encountered two Anchoresses and even helped mediate their debate.


    Investigating the Alexandra Monastery Anchorhold

    Travel to Golden Ridge and approach the monastery through its original entrance. You notice one of the Anchoresses is missing, and the other is dead, bloodied. If you had enough Observation skills earlier, you might have spotted a locked vent on the left wall—use it now to explore inside. Once inside, you’ll find:

    • Chao’s journal on the table
    • A blackboard debate criticizing Ruth Basaar’s regime
    • The lifeless body of Anchoress Chao

    Examining these clues reveals that Chao became paranoid of her friends Brun and Southworth, suspecting them of treachery, and it appears she was murdered by one of them. Now, you need to head to an abandoned research outpost on Eden called Point Obviation.


    Meeting with Anchoress Brun

    Instead of being on Paradise Island, you can choose to go directly to Obviation Point on Eden. On arrival, you’ll encounter several Order members supporting Brun’s expanded use of Bujold’s research. You meet Exemplar Southworth, who isn’t happy about your presence and insists you follow standard protocol, but she’s still willing to let you see Brun on the fourth floor of the research tower.

    Inside, Brun recalls your siding with Chao during their debate and states she’s leaning toward Chao’s arguments now after her death. She also touts the importance of Bujold’s research and claims Bujold is on-site to help finish her decades-old work. Brun wants you to witness the experiment personally.


    Modifying the Experiment

    Bujold, fearing Marisol might ignore her past, secretly destroyed her research to prevent it from being misused. She then reconstructed the experiment to convincingly simulate her theories, hoping to persuade Brun it’s not worth pursuing further. However, she couldn’t complete this alone, so you must modify it yourself—only slightly, to avoid suspicion. Too much change will reveal tampering.

    If you have high Science or Speech skills, you can make precise adjustments, but it’s not mandatory for a peaceful outcome. You can also skip some modifications and still succeed if your skills are lower. Slight adjustments, overall, are sufficient; major ones are unnecessary unless you’re aiming for an optimal result.

    The Zyranium Gas Adjustment

    For the Zyranium Flow experiment, ensure all pipes are active with the total flow at 900. Reducing flow below 500 could sabotage the experiment, so if you need to tweak it, turn off the 200 flow pipes—minimally affecting the system.


    The N-Rays

    In the N-Rays room, these must stay active for the experiment to work, but there are two fail-safes—a power switch inside the room and one in the vents. The vent switch is harder to verify, so disable it by flipping the switch in the vents to ensure the experiment’s success.


    The Macrowaves

    The Macrowaves machine contains a delicate mixture of elements. You have three options:

    • Remove the mixture entirely (not recommended)
    • Replace it with a weird-looking rock found nearby (mid-level option)
    • Slightly turn the dial on the machine for a subtle change (best choice, requiring high Science or the Professor background)

    You can also modify the back power box using Hack skills or the Innovative trait, but again, a careful approach is best if you aim for the most peaceful outcome.


    The Nucleins

    This part involves placing a sample for the experiment to work. Use either the preconfigured Alta Vitae sample or the unconfigured one. The notes recommend not using the unconfigured sample to avoid divergence from the original plan. Alternatively, you can mix both samples in the centrifuge, but the outcome is uncertain—likely an Inexpertly Configured mixture unless you have high Science checks or the right background. The ideal is the Weirdly Reconfigured mixture if possible.

    It’s advised to save your game before making alterations, as sticking to middle-ground options across several experiments can strike a good balance between success and risk.


    Debating Anchoress Brun

    Once the experiment is modified, run it and wait for results. Brun will remark that she can’t understand why it failed if you’ve adjusted things correctly. To fully sway her, you’ll need to engage in a debate, using high Science and Speech skills, sometimes with Marisol’s help. If your stats are low, you might be forced to kill Brun. Marisol offers a key to activate a hatch that releases fumes into her room, leading to her death—an option if peaceful solutions aren’t available.

    Approach Brun directly and discuss her research. Tell her the experiment’s failure indicates fundamental flaws. During the conversation, select options that challenge her findings, especially those suggesting her research is flawed. If you’ve successfully altered the experiment and debated well, Brun will accept your reasoning.

    If not, she’ll remain unconvinced, and Marisol might step in with an argument, helping you sway her if your skills are nearly sufficient. Otherwise, you’ll need to eliminate her using the ventilation panel to release fatal fumes, which is quick but messy.


    Leaving Obviation Point

    Afterward, meet Bujold at the landing pad. Meanwhile, Exemplar Southworth, who’s more worldly experienced than Brun, suspects a connection between Brun’s quick surrender and Marisol’s arrival. Convincing her requires high Observation, Nimble, Science, or Speech skills—otherwise, a fight is unavoidable. Be prepared for a firefight with Point Obviation’s staff if negotiations fail.

    If you fight, loot Southworth’s body for the unique assault rifle, the Goaded Aggravator, which causes enemies to seek you out and take increased damage.

    Upon returning to the ship, Marisol will have a personalized debrief based on your choices, and she’ll unlock her special Perk, Energy Dispersal.

  • Should You Side With De Vries in The Outer Worlds 2? Completing or Solving?

    Should You Side With De Vries in The Outer Worlds 2? Completing or Solving?

    From the very first moments of The Outer Worlds 2, you’re introduced to Augustine de Vries, an agent of the Earth Directorate and the mastermind behind the Horizon Point mission. After completing that mission, you discover that Augustine’s tough exterior hides her true intent: she has betrayed everyone, leaving you, Niles, and others for dead.

    Now, you’ve tracked her down to Greater Tranquility Station. De Vries is still determined to stop the alliance between Auntie’s Choice and The Order. She plans to assassinate their delegates to prevent the two from joining forces. But you don’t have to worry about her plans; your main goal is to bring her to justice.

    ### Preparing For The Fiends In High Places Quest

    Before jumping into the main story, it’s important to get ready. Once you complete this mission, you can’t return to Greater Tranquility Station, so make sure you’ve done everything you need to beforehand. Be confident in the companions you bring because you won’t be able to change them after landing.

    You also won’t be able to leave the station once the mission starts, so finish any side tasks, especially companion quests, before you begin. How you handle Seer Wiley in On The Trail of a Traitor will influence enemy behavior during this quest — if you saved the Order members, Wiley will have sent de Vries station codes, giving her control over the station’s automechs. If you have enough Hack skill points, disabling the automechs becomes easier, making the fight simpler.

    Bringing Niles along will significantly influence the final showdown with de Vries. He has a long-standing grudge against her and is unlikely to be sympathetic. Consider whether you want to have him as a companion, depending on how you feel about Augustine.

    ### Exploring The Greater Tranquility Station

    You start at the station’s landing zone, where a ship belonging to Augustine is parked opposite yours. If you have the Scrapper Perk, you can interact with the satellite on her ship. Otherwise, there’s little to do here — just head inside.

    Once inside, you’ll meet a soldier you can talk to. Failing skill checks here means fighting, but otherwise, you can download the Greater Tranquility Station Targeting Protocol from a terminal, which will be useful later. Grab the station fuse and insert it into the nearby console to activate the platform that takes you to the first station section.

    #### First Section

    This part features a large room with enemies and automechs. Using the Targeting Protocol, you can make the automechs target everyone, including enemies, which might help you in the fight. You can also disable the automechs completely with enough Hack skill, preventing them from attacking altogether.

    A traitor in this area will have a keycard for Greater Tranquility Maintenance Access, so pick it up to expand your exploration. There’s a hidden door on the east side of the lower section that only high Observation skill or a companion like Tristan can open, revealing a small room with useful items such as the Tranquility Staff Log and Erica Wang Pitchball Card.

    From here, you can either use the maintenance card to access the area below or hack a console further ahead — both routes lead to the same destination: another fuse station. Use Tactical Time Dilation to slow down a nearby fan and walk through it to retrieve a fuse if needed. Slot the fuse into the console before crossing to the second station section.

    #### Second Section

    This area contains no enemies initially, offering a chance to gather items from lockers and examine the environment. The vendor mech here offers valuable items like an Advanced Decryption Key and Black Hat, which lets you hack automechs from afar — if you’re skilled enough to open his door, you can take them for free.

    Proceed across the platform, which requires a fuse to operate. Use an extra fuse found in an open room or one you brought with you; in some cases, you might find a fuse near a moving fan, which you can slow down with Tactical Time Dilation. Use the fuse to activate the platform further along the station.

    In the next room, you’ll face Verachnid Mines. Quickly eliminate these before they destroy themselves. Take note of notes from Mechanist De Soto explaining their purpose and use the Gas-Energy Deflection Apparatus to avoid poison.

    Cross the platform to reach the final station area.

    #### Final Section

    This large, ominous space is filled with red mist and massive machines you can’t approach. Before proceeding, pick up the Siri Xie Pitchball Card from a container and examine any notepads if you have the necessary Skills. Climb the stairs, where you’ll be immediately detected and forced into a ranged battle. Long-range weapons like Snipers will be very effective here, but it’s not necessary to defeat all enemies right away — it will make the final phase easier.

    Before climbing, hack the assembly line consoles behind the stairs to disable automechs, limiting the number that can spawn during the boss fight. Use your Hack skill points to disable some or all bays. Then, activate the bridge by removing fuses on each end, opening the lower rooms where these fuses must be placed. Use Tactical Time Dilation to walk through fans and insert the fuses.

    Afterward, the bridge will connect both sides. Clear out remaining enemies in the area, then proceed through the door into the elevator for the last phase.

    ### Confronting De Vries

    Once you step into the final room, you’ll hear a debate between delegates. Save your game here, as your conversation choices will heavily influence how things unfold. Augustine quickly focuses her attention on you, and you’re free to kill her at any time. She’s not a tough opponent but listening to her explanation may reveal her motivations.

    She tells you about the rifts destroying the Arcadia star system and claims the rift modulator is necessary to control them. In her view, only the corrupted version of The Order can be trusted to manage it — she believes their current state is misguided, and that preventing a peace deal now is the only way to truly prevent mutual destruction.

    If Niles is in your group, he’ll strongly urge you not to trust her. If you’ve spoken with him about Augustine beforehand, he’ll try to calm you down. You can also remind him of the advice you gave him earlier in the game; he’ll reference it directly, affecting his responses.

    You have two choices: support Augustine or oppose her. Supporting her will lead to her killing the delegates and leaving her plans in your hands, ensuring no future peace between the factions. Opposing her will require killing Augustine, preventing the delegate assassinations, and possibly setting the stage for an alliance between Auntie’s Choice and The Order if you assist both factions enough. This won’t be a full peace but will extend the ceasefire and set up future negotiations.

    ### Escaping The Greater Tranquility Station

    No matter your choice, the station’s rift begins to expand, gradually consuming the station itself — a disastrous outcome. Aza, even with her fascination with the rift, advises caution. Before escaping, make sure to collect any loot dropped by de Vries, including her unique Sniper Rifle, The Simplifier, which has an effective range of 25,000 meters, near-perfect accuracy, and a multi-level zoom scope — a truly formidable weapon.

    The escape route becomes considerably faster as the station starts to collapse. New paths open as the station is torn apart, allowing a direct shot back to your ship. Quickly board your ship and watch as the station is swallowed by the expanding rift.

    Looking into the sky afterward, you can see the enlarged rift on any planet — a strange, striking sight.

    With de Vries’s story wrapped up, two new planets are unlocked for travel. If Niles survived, be sure to talk to him; depending on your decisions, he’ll have feelings and thoughts he might want to share.

  • Navigating to the Vox Relay in The Outer Worlds 2: Completing & Solving Guide

    Navigating to the Vox Relay in The Outer Worlds 2: Completing & Solving Guide

    The first main mission in The Outer Worlds 2 is called The Saboteur of Paradise. You start right after the tutorial, landing on Paradise Island to find Augustine de Vries.

    Even though it’s the first big quest, it’s packed with surprises and tricky problems that are easy to overlook. Here’s a simple guide to help you handle the mission, gain access to the Vox Relay Station, and face your first big moral choice.

    How to Start The Saboteur of Paradise Quest in Fairfield

    As soon as you arrive, you’ll be outside the town of Fairfield. The town is under Auntie’s Choice control after recently being taken over in a fight against the Protectorate.

    Head to the main building further into town and talk to the leaders. You’ll see Minister Milverstreet and Acquisitions Officer Kaur speaking with their superiors via video call. They don’t agree on how to run Fairfield or represent Auntie’s Choice on Paradise Island. Both will offer you their own quests to gain favor.

    Milverstreet wants your help in a peaceful way, and Kaur wants you to go after the Protectorate directly. You can only pick one, with the other becoming unavailable once you decide. But for now, you can ignore that and just focus on tracking down Augustine de Vries without choosing a side.

    How to Investigate de Vries’ Past in Fairfield

    Talk to Milverstreet about de Vries. He’ll send you to the records office, where you learn de Vries lived in Fairfield when the Protectorate was in control. Follow the map to her old house and look around. Inside, you’ll find her journal and her tracker device.

    The tracker points you toward the Vox Relay Station on the north side of Paradise Island. Reaching it isn’t as simple as walking up; you’ll need to do some other tasks first. Luckily, there are different ways to get to the north side.

    How to Reach the North Side of Paradise Island

    The quickest way is to help either Milverstreet or Kaur. However, you don’t have to support either. If you prefer the Protectorate, ignore Fairfield altogether. Go to the bridge guarded by Protectorate troops. If you persuade the Warden, she’ll give you a mission, and completing it lets you pass. This puts you close to the Vox Relay Station, but not inside yet.

    You can also bypass both factions entirely. There are hidden paths to the north on both the east and west sides of the river.

    • East side: Unlock the double jump ability from the quest A Final Death For Gravity. Once you have it, reach the eastern end and find a shipwreck, then jump across.
    • West side: Survive Zyranium poisoning by obtaining armor from the quest An Aegis Against The Miasma. This armor protects you temporarily from the gas.

    Whichever route you choose, you’ll eventually arrive on the north side and get closer to the Vox Relay Station.

    How to Enter the Vox Relay Station

    No matter the path, the map marker leads you to the station. Inside, you’ll meet another guard who isn’t hostile right away and might let you in if you talk your way past her.

    To do this, you need permission from Vigiliant Hogarth in Westport. If you’ve completed his quest, he’ll give you a written permit. Show this to the guard, and persuade her to ignore her orders and let you in. If she refuses or you haven’t completed Hogarth’s quest, you’ll have to sneak inside or fight your way through.

    Dealing with Montelli at the Station

    Once inside, you confront Montelli. This part of the game can play out in several ways depending on how you got here and your previous choices.

    If you helped Cadet Corbin in the early mission and he’s now Marshal Corbin, you can work with him against Montelli. He’ll want evidence, which you can gather earlier, and together you can challenge him.

    If Corbin isn’t around, proceed through the station alone. You’ll eventually face Montelli in a conversation. The outcome depends on your prior decisions, your skills, and what you’ve learned during your exploration. You can try to persuade him to stand down. Be sure to explore thoroughly first, as gathering evidence for Corbin may help, and you’ll need something convincing to sway Montelli.

    Failing that, you might have to fight him, possibly with support from Corbin if he’s present.

    Deciding Between Saving Fairfield or Westport

    After dealing with Montelli, you’ll try to find de Vries. Turns out, she’s sabotaged the station to prevent herself from being caught. Interacting with her terminal triggers a countdown: the Vox Relay Station is about to launch into orbit, crashing onto Paradise Island, targeting Fairfield.

    Here’s your moral dilemma: you can choose to let the station continue its march onto Fairfield, or redirect it to Westport instead.

    To save both towns, you need the Lucky trait, four points in Hack, and six Bypass Shunts. Without this, you must pick one town over the other.

    • If you save Fairfield, Inez will leave your party permanently, but her previous lab should survive. You might still be able to recruit her later if the game allows.
    • If you choose Westport, Fairfield will be destroyed, and Westport will be spared.

    Whichever choice you make, it brings you closer to finding de Vries and opens up new directions in your quest.

  • 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.

  • Can You Save Audra in The Outer Worlds 2 Through Completing and Solving?

    Can You Save Audra in The Outer Worlds 2 Through Completing and Solving?

    Companion characters are a core part of any party-based RPG. Obsidian is well-known for crafting memorable companions, and in The Outer Worlds 2, there’s a diverse cast of characters for you to meet. Each companion has their own set of quests that help develop their stories both narratively and through gameplay.

    Niles Abara is the first companion you’ll meet during the game’s opening mission. He becomes your ally after you’re stranded in space for ten years. That time in deep space is enough for him to have some regrets, and he needs your help to resolve those before focusing on the mission ahead.

    Unlocking The Pressing Cares Quest

    Niles’ initial companion quest, called Pressing Cares, can be started very early but isn’t obvious. It isn’t discovered simply by talking to an NPC or marked on your map. Instead, Niles himself must offer it, which only happens when he’s in your party as you explore.

    The quest usually triggers after you’ve spent enough time exploring Fairfields. Being close to Augustine de Vries might remind Niles of his past. When the opportunity arises, a dialogue icon will appear above his head, signaling that he’s ready to talk about it. To start the quest, just speak with him. Niles had a partner named Zebulon during his time away, who he left behind after a dispute. Zeb wanted to escalate attacks on the Protectorate, but Niles kept his cover, causing him to disappear suddenly. Now, Niles wants to make amends.

    Meeting With Zeb

    Zebulon is located further north than Fairfields, in Westport—a city that was flooded and abandoned by the Protectorate after an invasion. Interestingly, Westport is not on the west side of the map but on the east, making it the largest settlement on the southern island and a recognizable landmark.

    You won’t find Zeb in the city itself but in the flooded area nearby. To reach him, you’ll need to navigate past the Bridge of the Reverent, which might require sneaking in from the northeast corner of the map. Here, you’ll find a sunken ship, which you can access if you have P.A.L.E. boots—these allow double jumps and are obtainable through a specific quest called A Final Death for Gravity.

    Once on the northern island, head to the landing pad near Zeb’s hideout. Guarded by Protectorate soldiers, you’ll want to be discreet, although direct combat is also an option, which won’t impact the quest’s outcome.

    The Subversives, Zeb’s group, are found in a cell behind the landing pad, away from patrols. You can take your time here, but be aware that most of Zeb’s subordinates have been killed—only Audra remains alive. She has the cipher they stole, but she refuses to leave because she plans to blow up the Protectorate ship with herself aboard, making it look like a maintenance accident.

    Convincing her to abandon her plan is possible with multiple dialogue options involving Engineering, Explosives, or Speech checks. Niles also supports her decision. Afterward, she will thank you, and you can inform Zeb of what happened.

    Returning to Zeb

    When you reconvene with Zeb, he will ask where the Subversives are. The scene quickly shows the Protectorate ship exploding. While there’s an Explosives check involved, it’s obvious what has occurred. Expressing sympathy is recommended to keep your character’s integrity intact.

    Zeb acknowledges the sacrifices and recognizes that the cipher’s recovery was worth it. He begins to mend his relationship with Niles and offers you an old mod kit, which he had kept for Niles years ago. This completes the Pressing Cares quest.

    Using Niles’ Field Tinkering skill, you can immediately apply the mod kit, which changes his appearance and allows you to switch between different upgrades as needed.

  • The Outer Worlds 2: Release Date Trailers Gameplay More

    The Outer Worlds 2: Release Date Trailers Gameplay More

    Certainly! Here’s a rewritten, unique, and human-crafted version of your content in American English, avoiding any phrases related to recommendations or editor’s notes:


    The Outer Worlds 2: What We Know So Far

    Do not confuse The Outer Worlds 2 with Outer Wilds — the indie game that also came out in the same year as The Outer Worlds. This upcoming sequel is a sci-fi RPG developed by Obsidian Entertainment, initially announced by Xbox during the 2021 E3 event. The original game was highly praised, with some considering it one of the standout titles on the Xbox Series X, fueling anticipation about the continuation of this universe. With other upcoming Xbox titles like Perfect Dark and Gears of War: E-Day, it seems like the platform’s future is packed with exciting projects.

    Many were caught off guard by the news about The Outer Worlds 2, but even with limited details available, we can make educated guesses about what to expect. Here’s everything known and suspected about the game so far.

    Will The Outer Worlds 2 Be Available on Other Platforms?

    The sequel will also be featured among the upcoming titles for PlayStation 5 and PC. However, it won’t be released on Nintendo Switch at launch — though it might appear on a future Switch 2 list.

    Release Date

    Mark your calendars: The Outer Worlds 2 is set to launch on October 29, 2025.

    Platform Availability

    The game will be available on Xbox Series X, PC, and PlayStation 5 at the same time. This move suggests a shift from traditional console exclusives, making it accessible to a wider audience from day one.

    Official Trailers and Teasers

    The first glimpse of The Outer Worlds 2 was a teaser released during E3 2021. It’s more of a humorous sketch than a typical trailer, with a narrator who’s upfront about the game’s sparse details—admitting they only have the title and some vague ideas. The clip features a monster that won’t appear in the final product and satirizes typical game trailers, highlighting slow-motion shots and sweeping environment views with a humorous tone.

    While the teaser offers little concrete information, it confirms the game’s existence and its space setting. A brief tweet from the official Outer Worlds account added that the game will feature “a new star system, a new crew, but the same Outer Worlds vibe,” hinting at new locations and characters while maintaining continuity with the original.

    Connections to the First Game

    The mascot for the sequel remains Moon Man, representing the Spacer’s Choice corporation—tying into the first game’s lore. Given that one ending of the original involved the fate of Halcyon Holdings, which controls Spacer’s Choice, the story’s direction in the sequel will be intriguing to follow. The phrase “New crew” implies that most of the original party members won’t return as playable characters, though some might appear as NPCs, which leaves fans speculating about potential callbacks.

    Gameplay and Story Hints

    The tone and humor of the first game seem to be preserved in The Outer Worlds 2. The reveal trailer from The Game Awards 2024 showcases gameplay, offering a glimpse of the mechanics without revealing specifics of the story.

    What Will the Gameplay Be Like?

    Early footage indicates that the gameplay remains rooted in first-person shooter mechanics with a mix of ranged and melee combat options. Expect weapons like laser guns, pistols, explosives, and even melee weapons like knives and grenades. One moment from the trailer shows a mechanic reminiscent of Tactical Time Dilation—where time slows down during grenade throws, allowing players to shoot near enemies with precision.

    The game seems to introduce elemental weapon modding, demonstrated by a shot that freezes enemies in place with icy blasts before bashing them. Also seen are new alien foes on different planets, suggesting more diverse environments and enemies.

    An eight-minute gameplay segment shared by IGN features a mission in a facility with a companion named Aza. The demo illustrates a stealth approach, silent takedowns, and subsequent combat escalation when enemies discover a body. Players will have various dialogue options, some unlocked through skills, and the main character remains voiceless, allowing for personalized responses.

    New gadgets like the N-Ray Scanner are shown, granting the ability to see enemies through walls and trace power cables—adding tools for combat and puzzle-solving.

    Game Environment

    Unlike its predecessor’s open-world design, The Outer Worlds 2 will feature segmented locations, loading screens briefly transitioning between areas instead of seamless open worlds.

    Preordering and Editions

    The game is available for preorder at $70, with an initial price of $80 lowered after some discussions. Buyers can opt for the standard edition or the premium package, priced at $100, which includes early access, a DLC pass, a special corporate-themed prize pack, and digital art and soundtrack collections.


    Let me know if you’d like a more concise version or specific sections expanded!