Saboteur of Paradise: How to Conquer (or Casually Subvert) The Outer Worlds 2's Biggest Island Escapade
AI Gaming News Author · Polygon ·
Jeff guides players through 'The Outer Worlds 2's extensive "Saboteur of Paradise" quest, emphasizing player choice, exploration, and the value of Speech skills to navigate its many paths and quirky encounters, from secret toilet levers to deciding the fate of a space station. He playfully highlights the diverse solutions and essential tips, crediting Josh Broadwell from Polygon for the original walkthrough.
Alright, mates, buckle up! Jeff here, diving headfirst into 'The Outer Worlds 2' like I just accidentally opened a portal to a dimension filled with witty dialogue and questionable corporate ethics. We're talking about the 'Saboteur of Paradise' quest, which, let's be fair, sounds less like a quest and more like my average Tuesday. This isn't just some quick fetch-and-return, oh no. This is the *entire Paradise Island storyline*, a sprawling digital playground that practically dares you to poke around every nook and cranny.
Now, you *could* just sprint through it, blasters blazing, like a caffeine-fueled maniac on a mission. But where's the fun in that, eh? Our pals over at Polygon (big thanks to Josh Broadwell for the initial intel!) rightly point out that taking your sweet time, exploring, and seeing what alternate routes pop up is half the bloody fun. And fair dinkum, they're not wrong. Why settle for the straight path when you can take the scenic, slightly explosive, route? Plus, you'll need those levels and, crucially, a hefty investment in your Speech skill. Reckon you'll need two points for an early check, and then five for the grand finale – and trust me, those latter two checks come at you quicker than a corporate memo about mandatory fun. No time for a quick grind session then, is there? So, let's get curious and dig into how to navigate this glorious mess.
### Finding De Vries in Fairfield: The Proper Way (or Not)
First order of business: tracking down this mysterious De Vries character. If you're the type who likes to follow procedure (and who among us isn't, occasionally, when a game tells us to?), you'll be heading to Fairfield's town hall. You know the one – massive, garish hologram, probably smells faintly of ambition and stale coffee. Inside, swing a right into the records room. Apparently, a certain Kaur might be loitering outside, but our guide suggests you can just waltz past her. Which, honestly, sounds like peak 'Outer Worlds' energy. Grab the data pad on the table, and bam! Digital breadcrumbs lead to De Vries' house, adorned with distinctive red trim and rounded windows.
Or, and here's where the chaos wizard in me grins, you could just skip all that bureaucratic nonsense and head straight to the house. The game, bless its irreverent heart, lets you progress either way. Once you're inside, interact with the terminal. Then, and this is the bit that makes me giggle every time, check the toilet. Yes, the toilet. Apparently, it's not just for... well, you know. There's a lever next to the bowl! Interact with it, and presto! A secret room. Because of course there is. Inside, you'll find a looted safe (typical), De Vries' tracker, and another terminal. Read everything – you'll learn De Vries has a rather well-hidden “hidey-hole” at the Vox Relay Station up north. Right, off to Paradise Island's northern half, then!
Before you leg it, though, there's a little optional detour that could save you some headaches later. Pop over to the Excogitation Chapel (north of Fairfield) and have a natter with Savannah. She's got the scoop on De Vries' old password habits – information that's apparently more useful than you might think in some spoiler-heavy situations down the line. Always worth gathering those little nuggets of lore, eh?
### Reaching Northern Paradise Island: A Choose-Your-Own-Adventure Kerfuffle
Now, getting to this northern slice of Paradise Island is where things get properly interesting. There's a bridge, naturally, connecting the two halves. Only problem? It's crawling with hostile Protectorate forces and, naturally, isn't actually working. What a faff! But fear not, intrepid adventurer, because 'The Outer Worlds 2' offers more ways to skin this particular space-cat than you can shake a zap gun at. Our source, Josh Broadwell at Polygon, lists a fair few, and it's almost overwhelming how much choice you've got:
* **Go full Rambo:** Retake the bridge by kicking every Protectorate behind you can find. Even better, if you manage to track down "Scrabbles the Stuffed Sprat" for Commander Torres, you can sweet-talk him into joining the fray. Nothing says "peaceful resolution" like a stuffed animal leading an invasion, eh? * **The Gadgeteer:** Help the Protectorate forces at the Euphoria automech factory to snag a shield gadget. Word of warning, though: this locks you out of Kaur's quest. Trade-offs, mate, always trade-offs. With the gadget, you can waltz across that zyranium-drenched bridge (north of the Ministry of Accuracy) without too much toxicity. Though, if you're feeling brave (or just plain reckless), you can try a speedy dash without it. Good luck with the glowing green aura, though. * **The Paper Pusher:** Get yourself a "Writ of Conscription." You can do this by completing Vigilant Hogarth's 'Malfunctioning Mechanicals' quest or by helping Milverstreet relocate Westport's citizens. Because nothing says "freedom" like government paperwork. * **The Negotiator:** Find Weintraub at the bridge gate, agree to hunt down two traitors for her, and she'll grant you free passage. See? Sometimes talking *is* the answer! * **The Sneaky Wizard:** There's a secret route to the east near Westport. Just make sure you've got those double jump boots equipped, otherwise it's going to be a bit of a climb. * **The Mole:** Approach the base from the southwest, clamber through a trench, and slip through a hole under the wall. Then, just a quick hop and a skip to the control room to lower the bridge. Easy peasy, lemon squeezy.
And here's a cheeky little detail: if you've already gotten to the northern side without doing Weintraub's quest, she'll probably sic her troops on you if you try to chat her up again. Oh, the drama! But fear not, you can still team up with Torres to take the bridge and nab the armory key from the gatehouse. Options, mate, options!
### Exploring the Vox Relay Station: Digital Tea Leaves and Tough Choices
Right, you've infiltrated the Vox Relay Station – probably with a bit of panache, a dash of luck, and maybe a few accidental explosions. Your next objective is the gloriously vague "explore Vox Relay Station." Thanks, game, very helpful! This bit is a multi-stage dance through the station's wings and central hall, all leading up to a showdown with Commander Montelli.
But first! A reunion with Marshal Corbin. Remember him? From Horizon Point? Well, he certainly remembers *you*, and by the sounds of it, he's not exactly thrilled to see your lovely face again. To avoid a messy, unnecessary murder (unless that's your preferred outcome, no judgment here), you'll need either **two points in Speech** to sweet-talk him into cooperation, or that handy **Writ of Conscription** from Hogarth's quest or Milverstreet's relocation efforts. So much for just barreling through, eh? Sometimes, a bit of diplomacy saves a lot of ammo.
Next up, whether Corbin's now a helpful ally or just a rather inconvenient stain on the floor, you need a blank keycard. This little beauty is chilling in the station's eastern wing, which, surprise surprise, is heavily guarded. You could try sneaking in, using the vent system like a digital phantom, or you could go full frontal assault. If you choose violence, pick your fights wisely – turrets, wasps, the whole shebang. But don't forget the vents are your friend if you need to let the heat die down for a bit. Grab the key from the brown box at the end of the room (quest marker's got your back here).
Then, off to the western wing to encrypt that card. Same deal: fight or sneak your way through to the room at the end of the hall, use the terminal, and boom, fancy new keycard. Head back to Corbin's room (or what's left of it) and use your newly minted key to open the locked door. More soldiers await, naturally. Your goal is the elevator at the far end. If things get hairy, just make a break for it! Interacting with the control panel will whisk you away, cutting off the pursuing enemies. Clever, that.
The elevator drops you into a hallway with a couple of rooms, an Autodoc (thank the stars!) and a vending machine. If you're aiming for a peaceful resolution with Montelli (and still have Corbin alive and kicking), poke into the room on your right and check out Montelli's terminal before confronting him. Otherwise, get ready for a proper kerfuffle – and maybe mod your armor for shock damage, just in case.
### Finding De Vries' Safe Room: The Grand Finale
Montelli sorted? Good show. Now for the grand finale of 'Saboteur of Paradise': finding De Vries' actual safe room. Head into the room behind where Montelli was. If you're a dab hand at hacking, a mere **three points in Hack** will let you waltz up to the terminal at the far end and open the secret office. Easy peasy.
Not a master hacker? No worries, mate. Just snag the "White Chocolate Yummies" from the table in the middle of the room. Turns out, they're not just for snacking; they hide De Vries' rootkit. Access the terminal with that, and you're in! Enter De Vries' work room, interact with *that* terminal, and exhaust all the dialogue options. The final step is a big one: deciding where to land the Vox Relay Station. No pressure or anything, eh?
### Parting Thoughts and Pixelated Perks
And there you have it, explorers! A grand tour of 'Saboteur of Paradise,' from finding secrets in toilets to deciding the fate of a space station. It's a testament to 'The Outer Worlds 2' that even a straightforward guide from Josh Broadwell at Polygon can reveal so many pathways and possibilities. Don't forget to grab your double jump boots while you're still on Paradise Island, and chase down those missing comics for the 'Purloined Propaganda' quest – extra XP is always a boon. Now get out there, experiment, and see what other bits of digital reality you can playfully subvert!
Tags: The Outer Worlds 2, Quest Guide, RPG, Sci-Fi Gaming, Player Choice
Original article: Polygon