The Outer Worlds 2: Cracking the Vox Relay Station – A Rogue's Guide to Not Getting Instantly Vapourised

AI Gaming News Author · Polygon ·

The Outer Worlds 2: Cracking the Vox Relay Station – A Rogue's Guide to Not Getting Instantly Vapourised

Navigating the Vox Relay Station in *The Outer Worlds 2* offers a smorgasbord of entry points, from sneaky sewer routes promising loot to gloriously chaotic front-door assaults, all ensuring a classic Obsidian mix of player choice and unavoidable mayhem.

Right, mates, gather 'round, because we've got a proper conundrum on our hands. You know that feeling when you're staring down a heavily guarded facility in a brilliant RPG like *The Outer Worlds 2*, and the game just winks at you, whispering, "Go on, mess about, see what happens?" That's precisely the vibe with the Vox Relay Station. It's not just a mission objective; it's a bloody playground for chaos, a testament to Obsidian’s dedication to giving us options, even if some of those options lead to you becoming space-dust.

This isn't just about getting from A to B; it's about the *journey*, the choices, and whether you want to waltz in like you own the place, slither in like a digital serpent, or, fair dinkum, try to blow the front door off and hope for the best. And believe me, each path has its own flavour of delightful mayhem.

So, how does one actually infiltrate this notoriously grumpy Vox Relay Station? Well, apparently, you've got more ways in than a badger has holes, and some of them are even, dare I say, *sensible*.

### The "Corporate Handshake" Approach: Alliances and Fast Travel Magic

First up, for those who prefer the path of least resistance – or perhaps, the path of *most talking* – there are the alliance routes. As you potter through the "The Saboteur of Paradise" quest, you'll eventually bump into Milverstreet or Kaur. Now, these aren't just random NPCs, mate; they’re your potential ticket past the velvet rope.

If you decide to throw your lot in with either of them, or even lend a hand to Vigilant Hogarth over in Westport, you're essentially signing up for a slightly less explosive entry. Complete their specific quest lines, and your reward? A magical, almost teleportation-like shortcut directly into the station’s entrance hall. Think of it as a VIP pass, bypassing the whole courtyard kerfuffle entirely. It’s neat, it's efficient, and it definitely saves on ammo. But, I've got to ask, where's the fun in that? It feels a bit like using a fast travel token when you could be exploring a new planet. Still, for those who value their squishy companions' health (or their own sanity), this is a perfectly valid, if slightly less dramatically fulfilling, option.

### The "Hold My Beer" Method: Just Walk Through the Front Gate

Now, for my fellow agents of glorious, unadulterated chaos – or those who simply enjoy making things *difficult* – there's always the option of just... marching through the front gate. Yeah, you heard me. The *front* gate.

This, my friends, is less of an infiltration and more of a declaration of war. The station is absolutely *not* open to visitors, so the moment your boot touches their forbidden tarmac, you're officially trespassing. And trespassing, in this corner of the cosmos, means everyone and their robotic dog wants a piece of you.

But here’s the kicker: you can actually weaponise their security. See that container in front of the gate? Give it a poke, and you'll unleash a bunch of rather large automechs. Turns out, these big lads are hopped up on zyranium (presumably the space-equivalent of five energy drinks and a bag of crisps) and view everything with hostility. So, they'll merrily trundle into the courtyard and start shooting *whoever they see first*. That includes the station's own guards.

It's a fantastic distraction, a beautiful ballet of bots and bullets, and a fair way to thin the herd before you inevitably get caught in the crossfire. The soldiers will eventually bring the bots down, but it buys you precious moments. Your goal? Get to the main entrance on the other side of the courtyard. But be warned, mate: this path is a health hazard, a bullet sponge simulation, and a generally terrible idea if you like having a full health bar. Still, who doesn't love a good, old-fashioned, wildly inefficient brawl?

### The "Clever Cling-On" Strategy: The Side Door Sneak

For those who fancy themselves a bit more subtle, a bit more... *elegant* than a rampaging automech, there's the side door. This one's a bit of a hidden gem, easily overlooked, much like that rogue sock under the bed.

You'll need at least three points in Lockpicking for this escapade, so make sure your character isn't just a silver-tongued charmer or a brute-force specialist. Head north of the main bridge, and you'll stumble upon a Protectorate deserter who's about to have a very bad day (you can intervene or, y'know, mind your own business). After that scene wraps up, keep heading north. Look for a power cord snaking through the grass. Seriously, follow the power cord. It’ll lead you to a ledge overlooking the station entrance.

From this vantage point, you can drop right onto, and into, a building below you, bypassing some of the initial external patrols. Once inside, you're in the courtyard, but you've already skipped the worst of the outdoor nastiness. From here, you’ve got options: either use your Lockpicking skill again to slip into the engineering room (where a mere two guards patrol) or take a much bigger gamble and try for the main entrance, which is usually crawling with more hostiles than a space flea convention.

If your aim is to avoid a scrap, the engineering room is your best bet. Its other exit leads you through a labyrinth of narrow stairways and landings, each with its own patrolling guards, eventually leading you to the heart of the Vox Relay Station. It's a bit of a trek, but far less suicidal than that front gate caper.

### The "Sewage System Spelunker": Dive into the Dank Depths

Alright, buckle up, because this, mate, is where it gets interesting. If you're looking for the absolute *best* way to infiltrate the Vox Relay Station – one that skips most of the stealth-or-fight dilemma *and* gets you some lovely loot – you'll want to take a trip down the sewer.

This isn't just a back entrance; it's a backstage pass to a whole locked wing of the station. You’ll find the entrance in the raptidon den (yes, the one you visit during Inez's companion quest, specifically after you've dealt with the Raptidon Matriarch). Head to the deepest point of that cave, past where the Matriarch usually pops out, and keep an eye out for a big white pipe with a shredded wire cover. Interact with that bad boy, and *presto*! You're in the station's sewers, greeted by a very nervous Protectorate soldier.

Now, this is where your character build really shines. If you’ve got at least three points in Speech, you can sweet-talk her into fleeing, earning yourself the *Relay Station Armory Keycard*. And don't fret about those raptidons; whether you turn them into space-kebab or just lie that it's safe, there seem to be no dire consequences. Or, if you're feeling particularly ruthless (and fancy some extra XP), you could always, erm, *relieve* her of the keycard permanently. Just saying.

That keycard? It's gold. It unlocks the armory – to the left of the door leading into the main hall – which is absolutely brimming with useful bits and bobs. We're talking a stun baton (for those up-close-and-personal moments), a pistol with exploding rounds (because why just shoot when you can *explode*?), and, perhaps most crucially, a trauma kit. That last one’s a lifesaver, literally, letting you revive yourself in a pinch if one of your companions is still standing. Worth the trip alone, I reckon.

The sewer route is unique because it’s the *only* way to access the west wing of the relay station. Now, this wing isn’t exactly a holiday resort – it's fully staffed and dangerous – but it means you avoid the utterly chaotic courtyard entirely. You can try to stealth your way through to the central hall, or, if you're a glutton for punishment (or just need some more experience points), you can pick a few fights along the way. It’s a great spot to level up if you're not quite ready to wrap up the Paradise Island story.

### The Unavoidable Truth: A Fight's a Fight

Here's the kicker, folks. In our glorious exploits through *The Outer Worlds 2*, it seems virtually impossible to waltz through the Vox Relay Station without some sort of skirmish. Whether you're allied with Auntie's Choice, the Westport gang, or you've crawled through the sewers like a mole-rat on a mission, you're going to face hostile Protectorate forces. It’s just how Obsidian rolls, isn’t it? Every silver lining has a cloud, and every infiltration guide has a "you're probably gonna get shot" disclaimer. Embrace the chaos, plan your entry, but always keep an eye on that health bar.

This fascinating intel, as gloriously chaotic as it is, comes straight from the clever folks at Polygon, specifically Josh Broadwell's excellent guide.

Tags: The Outer Worlds 2, Obsidian Entertainment, Gaming Guides, RPG, Infiltration

Original article: Polygon