The first big mission in The Outer Worlds 2 is the saboteur of Paradise. This starts right after the tutorial and sees you land on Paradise Island trying to track down Augustine de Vries.
But just because this is the first main quest doesn't mean it holds back. There are lots of twists and turns and many solutions to problems that are easy to miss. Here's your guide on how to take on the mission, enter the Vox Relay Station, and confront your first big moral dilemma.
How to start the Saboteur Of Paradise Quest in Fairfield
As soon as you land, you are just outside the town of Fairfield. As you will quickly discover, Fairfield is under Auntie's Choice control, having recently been captured in battle against the Protectorate.
To focus on the mission, get to the main building further into town and talk to those in charge.
You will see Minister Milverstreet and Acquisitions Officer Kaur talking to their senior managers on a video call, making it clear that the pair disagree on how to run Fairfield and represent Auntie's Choice on Paradise Island. It is a dispute that you will be drawn into, where both offer you their own quest to gain their favor.
Milver Street want you to help Aunties Choice in a non-violent way. Kaur want to get straight to the point and send you for the protectorate. You can only choose one of these missions, with the other locked once you've chosen a side. But we can ignore that for now. First, you will want to follow in the footsteps of Augustine de Vrierand you can do it without standing on any of them yet.
How to investigate De Vries' past in Fairfield
Talk to Milverstreet and ask about de Vrier. He will direct you to the registry office, where you can find out that de Vries lived in town when it was under the control of the Protectorate. Follow the map marker to her former homeand explore. You will reveal a journal belonging to de Vriesas well as her tracker.
The tracker points you towards the Vox Relay Station on the north side of Paradise Island. But as you'll quickly discover, you can't just walk up to Vox and get in without at least covering a few other steps first. Fortunately, you have a wide range of options to come to north side of Paradise Island.
How to get to the north side of Paradise Island
The fastest method of getting into the North – and therefore the Vox Relay station – that help either Milverstreet or Kaur. But despite what the mission markers may suggest, you don't actually need to help any of them,
If you want to help the Protectorate instead, you can ignore Fairfield entirely. Instead, go to the bridge guarded by the Protectorate. If you play your cards right with the Warden, she will give you a quest to complete for her. do it, and she lets you pass. This won't be enough to get you directly into Vox, but you'll be on the north side, so you're one step closer.
Alternatively, you can ignore both of these factions, but this will require some extra steps. There is hidden paths to the north side of Paradise Island on both east and west sides of the river. You have to get past a different obstacle depending on which side you choose:
- East side: You must unlock the double jump through the A Final Death For Gravity quest. Once you've unlocked this, make your way to the east end of the river until you come across a shipwreck. With the double jump you will be able to jump over.
- West side: Your biggest obstacle here is surviving Zyranium poisoning. To do this you need to acquire armor against this, which you can acquire by completing the quest An Aegis Against The Miasma. This temporarily protects you from the effects of Zyranium gas.
Whichever way you choose, your goal of getting to this side of Paradise Island is complete, allowing you to get to the Vox Relay Station.
How to enter the Vox Relay Station
No matter which route you took, the map marker will take you to the Vox Relay Station facility. However, once you're here you'll find another guard. She won't turn hostile right away (unlike the Protectorate troops in the nearby areas – be careful there), so you can try to talk yourself into it.
If you want to enter like this, you have had to complete a task for Vigiliant Hogarth in Westport. If you haven't, go back and do it. He will give you his written permission to enter the Vox relay to show the guard.
But since he's been branded a traitor by the Protectorate, this alone won't be enough to get past her. Instead, you must show her his permission, and then convince her to defy her superiors. If you succeed, she'll sneak you right into the Vox Relay Station.
If you can't convince her (or just don't want to complete the hunt for Hogarth), then you either have to sneak or fight your way past the guards.
How to deal with Montelli at the Vox Relay Station
This episode will play out differently depending on how you entered and how you handled a situation in the opening mission of the game.
We start with the decision in the opening mission. If you met a character named Cadet Corbin and helped him wipe his disciplinary recordhe is coming was now Marshal Corbin and displayed on the station. If you mention Hogarth, then you can convince Corbin that the head of the station, Montelli, must go. You then have the choice to work with him by gathering evidence against Montelli, while he gathers support for the confrontation.
If Corbin isn't there, take yourself through the station. Eventually, regardless of your method, you find Montelli himself, and you're drawn into the conversation.
As with most important encounters in the main story, Montelli may be talked down without violence based on your previous decisions, information you learned during the mission, and the skills your character has. To get a chance to talk Montelli down, be sure to explore the base thoroughly before the encounter, as Corbin wants proof, and you need something to say to Montelli himself to convince him not to fight you. If you fail that, you will fight Montelli (alongside Corbin, if he's there).
How to choose between saving Fairfield or Westport
With Montelli dealt with one way or another, you can continue through the station and try to track down de Vries, just as you came here to do.
Alas, you will not find her here, but you will find a message from her; she has sabotaged the station to prevent you from stopping her. By interacting with her terminal, you have triggered a countdown to when the Vox Relay Station will launch into orbit and crash down on Paradise Island – specifically targeting Fairfield.
So you face your first big moral dilemma in The Outer Worlds 2. If you go to the controls, you will see that you can let the Vox Relay Station continue on its way to Fairfield or reroute their route to Westport.
You will only be able to save both Fairfield and Westport if you have the Lucky Trait, or if you have four points in Hack, and six bypass shunts.
If you miss these, you will be forced to choose between the two cities. If you choose Fairfield, and Inez will leave your party permanently and no longer be available as a companion. We haven't tested trying to recruit her afterwards, but if this is possible you'll still be able to complete her companions, like the lab you have to take her to just survive the injury.
Whatever you choose, you're now one step closer to finding de Vries, and you have new clues to follow.