All Choices and Consequences in The Outer Worlds 2 showcase a list of possible outcomes that you will encounter throughout your journey in-game. This guide will highlight the paths and turning points of the quest choices that are available, and give you information about what the outcome and consequences will be should you choose a particular quest line. This guide will also provide detailed information about the differences in outcomes, a comparison of rewards and loot available, and the impact and changes that will be encountered based on character build, playstyle, dialogue, and actions
NOTE: You can only Respec your character ONCE with the help of VALERIE after completing the prologue quest, "A Cause Worth Killing For".
All Choices and Consequences in The Outer Worlds 2
Should I Choose Central Dispatch or Security Ops?
After the mission debriefing with Augustine de Vries on the Incognito Ship, you, as the Commander, and the rest of your crew set forth on a mission on Horizon Point Station, which is to infiltrate the facility. When you create your character, we highly recommend that you take the Brilliant trait so you can choose up to three skills. And as for skills, choose Hack, Lockpick, and Speech. Upon arriving at Horizon Point Station, your initial objective is to restore the power of the landing pad. This will also activate the automechs, and there are a couple of ways you can approach this situation:
- With the Mechanist Badge on hand, you can use the intercom to communicate with Cadet 4th Class Corbin while pretending to be Cadet Robin Mowry. With the Speech skill at level 1, you can successfully persuade Corbin to disable the automechs.
- With Hack and Lockpick, you can go with Niles' plan to sneak your way towards a terminal that you can hack, which also disables the mechs.
- If you didn't choose any of the mentioned skills, then sneak your way past the automechs until you reach the next area.



Once you've dealt with the automechs, you'll be given a choice to infiltrate the Security Ops or Central Dispatch. This choice determines how you want to approach gameplay: are you into stealth, or do you prefer upfront action?
- If you prefer stealth gameplay, then choose Security Ops.
- And if you prefer a more upfront combat approach, go for Central Dispatch.
Our Recommendation: Depends on what your playstyle is, do you prefer a more covert experience, or are you hungry for action? What's important is that you take Hack and Speech skills for a missable task!
Hack and Lockpick are useful here since there are a couple of vaults that you can lockpick, and there are some terminals that you can hack. For example, if you go for Security Ops, you can find a terminal that you can hack to acquire the Pumping Station Keycard, a key you can use to reach the skip labs via the Pumping Station.
Picking Security Ops
- You get the Sentry Blade.
- If you have the Hack skill, you can hack a terminal to get the Pumping Station Keycard.
- You also have the option to rewire or tamper with the automech's targeting module from the automechanical repair station.
- The objective is different, which requires you to disable the deployment of automechs or use the rewired/tampered targeting module.
Picking Central Dispatch
- You get the Stun Baton.
- You can unlock an armory to find some resources with the use of the Lockpick skill.
- You can hack into a terminal with the Hack skill to acquire 500 Bit Cartridge.
- And the objective is different, which requires you to disable the communications tower by removing the backup power core or Hack into the media port to insert the Earth Directorate Propaganda Cartridge.
Missable Task Quest: The Cadet's Degrading Dilemma
In Horizon Point Station, no matter what department you choose to infiltrate, you will end up at the Skip Labs bridge, where you'll meet Cadet 4th Class Corbin. This is a missable task that we highly recommend players finish, since choosing to help this NPC unlocks a different approach and scenarios in the main quest, "The Saboteur of Paradise". To keep it short, finding an important log regarding Corbin's demerits and having the Hack and Speech skills are vital if you want to succeed in the dialogue skill checks, persuading Corbin to help you easily gain access to Skip Labs, and picking up this missable task. To find the full walkthrough of the quest, please visit this page.
Our Recommendation: Complete this task to expand the story of Corbin, and you'll also unlock an extra choice for later when you encounter Brigadier Montelli.
Important Notes for Corbin's quest:
- You must find and read his journal, Cadet 4th Class Corbin's Journal.
- Speak to Corbin at the bridge and answer freely when he asks about your identity.
- At some point in the dialogue, you can ask him about the protocols when he asks that you turn yourself in.
- Asking him will show that he's not aware of the Articles of Doctrine.
- With the knowledge you have from reading his journal, you can use the information against him and follow up by reminding him that he is terrified about the Mental Refreshment program.
- He'll then mention that his records can be found from a terminal inside the Skip Labs. And with the Hack skill, you can choose to help him.
- He won't understand the idea of how you can help, but you can persuade him again with Hack by telling him you can erase his records.
- Finally, he won't be fond of the idea, but you can successfully convince him with the help of the Speech skill.
- By doing so, he'll agree to lower the bridge, and you'll pick up the task, "The Cadet's Degrading Dilemma".
- NOTE: You must complete the task by erasing his records if you want that extra approach and additional scenarios that involve the main quest, The Saboteur of Paradise.
Should You Work For Minister Milverstreet or Officer Kaur?
Upon completing the Recalling the Score quest on the Incognito Ship, you will disembark on Paradise Island along with Niles and VALERIE to proceed with your next mission, which is The Saboteur of Paradise, and the first objective is to find intel about Augustine de Vries in Fairfield. At the entrance to Fairfield, Corporate Trooper Coetze will welcome you and inform you to meet Minister Milverstreet as part of the protocol for newcomers.
Entering the Town Hall, you will meet Minister Milverstreet and Acquisitions Officer Kaur, who are having a meeting with Auntie Cleo. You will then speak with Minister Milverstreet and Acquisitions Officer Kaur, with Milverstreet being the first person you will talk to. In this dialogue exchange, you will have the choice to work with either of the two. Once you have chosen which side to take, it will result in being locked out of the other NPC's unique quests. Rewards are also different, and the series of events/follow-up quests will be different.
Please take note that you can fail their quests in certain conditions, primarily at the end of the main quest, The Saboteur of Paradise. If you leave the course of the Vox Relay to crash into Fairfield, it will destroy the town and kill all of the people in it, except for Ethel Tinsley and her lab. The following conditions are:
- You fail to meet Kaur and Milverstreet at the Town Hall.
- You meet Kaur and Milverstreet, and you forget or don't choose who to work with.
- If you leave any of their quests currently active or pending, and you finish The Saboteur of Paradise, leaving the Vox Relay by default to crash into Fairfield.
Our Recommendation: Work with Mivlerstreet, you get fun rewards, and also access to the quest "The Brain Benders of Auntie's Choice" which tasks you to secure defcetions or sabotage Westport so they move to Fairfield. And trust us when we say, it's best to leave Westport as a ghost town.

Work with Minister Milverstreet
- Choosing to work with Milverstreet will lock you out of Officer Kaur's questline.
- Access to Milverstreet's questline, A Refreshing Bit of News, followed by The Brain Benders of Auntie's Choice.
- Receive a unique reward, Topmost Coat, for completing A Refreshing Bit of News.
- Receive a unique reward, Limited Production Gentleperson's Oxonian, for completing The Brain Benders of Auntie's Choice.
- Completing both side quests will yield + Reputation points with Auntie's Choice.
Work with Acquisitions Officer Kaur
- Choosing to work with Officer Kaur will lock you out of Minister Milverstreet's questline.
- Access to Kaur's questline, Above and Beyond Repair, followed by Ascent in the Howling Tower.
- Receive a unique reward, Kaur's Kuirass, for completing Above and Beyond Repair.
- Receive a unique reward, Kaur's Korroder, for completing Ascent in the Howling Tower.
- You will be locked out of the side quest path with Minister Milverstreet.
- Completing both side quests will yield + Reputation points with Auntie's Choice.
- Completing Above and Beyond Repair will fail the side quest, Vanquishing the Vexing Vapors.
- Completing Vanquishing the Vexing Vapors will fail the side quest, Above and Beyond Repair.
Should I Secure Westport Defections or Sabotage Westport
Before doing this quest, we highly recommend that players complete "The Saga of the Malfunctioning Mechanicals", a quest given by Vigilant Hogarth, so you can secure an important item that will help you in entering the Vox Relay. The Brain Benders of Auntie's Choice is the second quest you'll acquire from Minister Milverstreet. This side quest tasks you with either sabotaging the key structures of Westport or persuading key members to defect to Fairfield using the items given by Milverstreet. Both choices will result in the residents leaving Westport, but each differs in its approach, requirements, and interactions with related NPCs.
Choosing to Sabotage Westport is a more "direct" approach to completing the quest, while trying to persuade key Protectorate faction members to defect allows you to have unique interactions and additional objectives. No matter what decision you make, the rewards for completing the quest are fixed, but what's vital is ensuring everyone moves to Fairfield. Turning Westport into a ghost town will help alleviate your conscience and avoid a significant decrease in reputation with Auntie's Choice, knowing that you can change the crash course of the Vox Relay into a town where there will be no casualties.


Secure Westport Defections
- A choice that heavily relies on skill checks, such as Speech. Recommended level for Speech is 3.
- Before you can convince Vigilant Hogarth to defect to Fairfield, there are three NPCs that you need to persuade:
- Charlton Weintraut
- Interim Chief Mechanist Pinckney
- Curativist Rowe
- Doing this route requires you to do extra objectives for the three NPCs, so you can push them to defect to Fairfield.
- Once you've persuaded the three key NPCs, return to Vigilant Hogarth to tell him about his people defecting and that Westport is no longer a viable place to live in.
Sabotage Westport Infrastructures
- If you don't have the required skills to pass the dialogue skill checks, then sabotaging Westport will be the best or only way you can accomplish the tasks and complete the quest.
- There are three key infrastructures you need to sabotage before you can convince Vigilant Hogarth to defect.
- This path takes you on a quick journey to find keys and explore Westport, so you can find ways to open locked doors.
- Directly, you are to use items on key components to sabotage them. Those infrastructures are:
- Water Purifier
- the loudspeaker broadcasting a message
- and the generator
- Upon sabotaging all the mentioned configurations, you can tell Vigilant that there's nothing left of the town and try to convince him to join his people to move to Fairfield.
Inez Silang: Fixing Her Soldier's Graft
Inez Silang is a companion that you can recruit in the first region you explore, Paradise Island, and you can find her at the Ministry of Accuracy and at the Fairfield Town Hall. Naturally, you'll meet her at The Ministry of Accuracy when you're taking side quests such as A Refreshing Bit of News, Above and Beyond Repair, or The Saga of the Malfunctioning Mechanicals, since these quests provide you with objectives to explore the facility. After talking to her, she will move to Fairfield, and you can find her at the Town Hall, having a heated argument with Minister Milverstreet. Speak to them and ensure you choose dialogue options that push Inez to break her contract with Auntie's Choice. Dialogue lines such as asking Milverstreet to allow Inez to fix her graft and supporting her decision to quit.
After the conversation, you can speak to Inez at the entrance of the Town Hall, where she offers a proposition. Basically, she'll agree to join the party if you help fix her graft, and by doing so, you'll retain the services of a fully functioning soldier. Ensure that you agree to help her so you can recruit her as a Companion, and you'll also trigger her personal companion quest, Better than Nature. The quest tasks the player to collect a special implant that is used to fix Inez's defective graft, which will save her life and grant an ability. Yes, you read it right, due to her defective graft, by default, Inez doesn't come equipped with a companion ability, and refusing to help her by ignoring the quest will result in her death.
So when you're ready, head over to Ethel Tinsley's lab in Fairfield to learn about the two targets that you can hunt and collect their grafts. When doing Inez's companion quest, it is optional for you to just get one or hunt both targets, but we highly recommend to just get both grafts for that extra XP. However, when you do collect both, Inez will ask for the commander's opinion, and choosing for her will lock in the graft that Inez will have implanted upon returning to Ethel Tinsley. To learn more about the quest, please visit the Better than Nature page.
Our Recommendation: It depends on how you want to build Inez. Would you prefer her to be someone who focuses on support or being offensive in combat?
Other Notes to Consider:
- You can easily miss out on recruiting Inez if you head over to the Vox Relay to complete the main objective.
- If Inez is in Fairfield and you don't recruit her, she will die from the impact of the Vox Relay crashing into Fairfield.
- If Inez is recruited as a companion, leaving the Vox Relay to crash into Fairfield will result in her leaving the party permanently.
- The only way you can convince her to stay after the Vox Relay does its damage on Fairfield is to lie, which requires a Speech 3 skill check.
Acquire the Raptidon Matriarch Graft
- The Raptidon Matriarch is located at the Raptidon Den, north of Paradise Island, near the Vox Relay.
- You'll face Raptidons and the Matriarch herself.
- If you have Science 2, you can recommend Inez to mix the pheromone with Nebulium to make the matriarch a little "woozy" and confused.
- You can collect the Raptidon Matriarch Grafting Specimen from the Raptidon Matriarch.
- Choosing to have this graft implanted in Inez will grant her a defensive-support ability that allows her to camouflage and heal the party.
- Good choice if you are trying to build her as a support companion.
- Bonus Aesthetic: Inez's arm will have blue scales and fins from the Raptidon Matriarch.
Acquire the Skeleton Crabble Graft
- The Skeleton Crabble is located in the Mysterious Cave, south of Paradise Island.
- Convenient and accessible to reach, unlike the Raptidon Den, which is far north.
- You'll face Crabbles and the mysterious Skeleton Crabble.
- You can collect the Skeleton Crabble Grafting Specimen from the Skeleton Crabble.
- Choosing to have this graft implanted in Inez will grant her an offensive ability, allowing her to fire ranged scalding bullets that damage and pierce armor.
- Great choice for a combat-centric offensive build for Inez.
- Bonus Aesthetic: Inez's arm will have white muscle tissue from the Skeleton Crabble.
Should You Spare or Kill Brigadier Montelli?
Brigadier Montelli is encountered in the command room of the Vox Relay, and he is the primary enemy you'll face before proceeding further in investigating De Vries' whereabouts during the main quest, The Saboteur of Paradise. The common option that players will mostly encounter is to fight him regardless of whether Marshal Corbin shows up at the Vox Relay or not; however, if you meet certain requirements and, with the help of Marshal Corbin, you can persuade Montelli to surrender, avoiding an intense battle while also still acquiring his gear.
Our Recommendation: Try to persuade Montelli to surrender since Marshal will peacefully leave the station with Montelli. If you fight Montelli, yes, you get extra items from looting his body, but Marshal will most likely die while in combat.

Persuade Montelli to Surrender
Persuading Montelli to surrender involves various requirements for this option to become available:
- First, ensure you complete a missable task, "The Cadet's Degrading Dilemma" on Horizon Point Station.
- Complete the side quest The Saga of the Malfunctioning Mechanicals so you can acquire the Writ of Conscription.
- Show the Writ of Conscription to Sentry Second Class Lehman at the main entrance of the Vox Relay, then show it to Marshal Corbin once you're inside.
- When you meet Marshal Corbin inside the Vox Relay, you must agree with his plan, which involves trying to reason with Montelli.
- We highly recommend choosing the dialogue option "All right. We'll do things your way. How do I reach Montelli's terminal?", so you won't get locked out of the option to send out a message to high command that Corbin will be taking control of the station.
- Proceed with the main objectives while you are in the Vox Relay until you reach the command floor.
- Check Montelli's terminal in his office and ensure to "Send Corbin's Official Notice of Relieving Montelli of Command" and read all the messgaes and entries.
Unique Dialogue Options listed below when confronting Montelli:
- Montelli: If only the Sovereign heeded his Consul's wisdom, he could restore the Protectorate's honor, instead of shaming his forebearers by leaving such a grave task to others, like myself.
- Response (Requires Lawbringer Background): I see no honor here. Only a madman's empty justifications for violence.
- Montelli: The only thing I would welcome in this moment is your head upon a pike, you fraternizer.
- Response (Requires Info from Montelli's terminal): These extreme measures were never your idea in the first place, were they, Montelli?
- Montelli: You speak of... an impossibility. Were it so easy to choose another path, do you think either of us would be here?
- Response (Requires Speech 5): Do what you know is right, not what your puppeteer tells you.
- Response (Requires Leadership 5): ???
During our playthrough, we chose the response that required the Speech skill check. And by doing so, Montelli will surrender himself, and he will leave the Chainspark Cannon and Officer Regalia for you to loot.
Fight Montelli
By default, most of the dialogue options you choose will result in fighting Montelli. Unique Dialogue Options listed below:
- Montelli: If only the Sovereign heeded his Consul's wisdom, he could restore the Protectorate's honor, instead of shaming his forebearers by leaving such a grave task to others, like myself.
- Response (Requires Lawbringer Background): I see no honor here. Only a madman's empty justifications for violence.
- Response (Requires Speech 4): [Attack] Brigadier Montelli, you are hereby relieved of command. Effective immediately.
- Marshal Corbin: It's as I feared. You really have gone beyond the reach of all reason and honor.
- Response (Requires Speech 4): [Attack] You're a puppet, Montelli, doing someone else's dirty work. You know it, too, don't you?
- Marshal Corbin: I don't suppose you have anything more to add? Something that might further our purpose? Now would be the time to deploy it.
- Response (Requires Speech 4): [Attack] You're a puppet, Montelli, doing someone else's dirty work. You know it, too, don't you?
When you defeat Montelli, loot his body to collect his unique weapon, Chainspark Cannon, Officer Regalia armor, and other items.
Where Should You Crash the Vox Relay in The Outer Worlds 2?
The main quest that takes place on Paradise Island tasks the player with tracking down Augustine De Vries and finding clues as to what had happened on Horizon Point Station. The final objectives of the main quest, "The Saboteur of Paradise", will take players to the Vox Relay, where they will find De Vries' secret safe room that contains her private terminal. Reading the logs will trigger a failsafe ejection routine that launches the station at a self-destruct altitude that crashes in Fairfield, destroying the town and causing multiple casualties.
Although the objective tells you to "Escape", you can change the destination course of the Vox Relay from the Secure Connection Interface, the same terminal that you used at the center of the room to reveal De Vries' safe room. There is also a choice that allows you to try your "luck" to change the crash course, but it requires the player to have the Lucky trait. For this guide, we will talk about what will happen if you leave the Vox Relay to crash into Fairfield or change the course to Westport or space. So where should you crash the Vox Relay?
Our Recommendation: The best option is to set the course to space. But... That's if you have the required skill check. On the other hand, complete The Brain Benders of Auntie's Choice so that Westport residents defect or move to Fairfield, and you can sleep with a clear conscience knowing that you were able to save the lives of many as you change the course of the Vox Relay to crash in Westport.
Destination: Fairfield
- By default, the crash course of the Vox Relay is set to Fairfield, and doing nothing will obliterate the town.
- All NPCs in Fairfield will die and lock you out of their quests. If you have active quests that you picked up from Fairfield, it will fail.
- If Westport residents defect or move to Fairfield in the side quest "The Brain Benders of Auntie's Choice", they will also die.
- If Inez is in Fairfield and you fail to recruit her, she will die, locking you out of recruiting her as a Companion.
- If Inez is recruited as a companion and you leave the Vox Relay to crash in Fairfield, she will leave the party permanently. However, you can stop her from leaving if you pass a Speech 3 skill check.
- The destruction of Fairfield will yield -10 Reputation with Auntie's Choice.
- The only NPC that survives the crash is Ethel Tinsley and her lab.
Destination: Westport
- Change the destination of the crash course to Westport.
- Destroys Westport and kills all NPCs if they did not defect or move to Fairfield in the side quest "The Brain Benders of Auntie's Choice".
- Highly recommended to complete the side quest "The Brain Benders of Auntie's Choice", so Westport residents defect or move to Fairfield.
- If NPCs die, especially Vigilant Hogarth, you will be locked out of his quest.
- You can also fail or get locked out of The Brain Benders of Auntie's Choice side quest.
- If there are no NPCs in Westport, then you can change the course, knowing that there will be no casualties from the crash.
Destination: Space
- Requires Hack 4 and a Bypass Shunt so you can hack into the system and set the destination to space.
- The best option! Changing the course to space avoids the destruction of Fairfield or Westport, and there will be zero casualties.
- Inez will appreciate the commander for stopping the Vox Relay from crashing into Fairfield. She will also remember this moment.
Should You Side With the Order or the Displaced?
This is a Side Quest that takes place at Matriarch's Mercy on Golden Ridge, where you will need to negotiate between The Displaced and The Order. You will be helping the refugees at Matriarch's Mercy, who are seeking a place to settle. However, the Seer predicted that a calamity would occur in the Exclusion Zone, which is why The Order opposes the idea of the refugees seeking settlement in the Exclusion Zone. You will have two ways to start this quest: either you speak first to Administrant Agarwal, who is located inside a building on the eastern side of Matriarch's Mercy, or talk to the Voice of the Displaced by the settlement outside the main building.
After starting the side quest, you will be tasked to talk to a few key NPCs who will give their thoughts about the situation. As you finish speaking to all the key NPCs, you will go back to the Voice of the Displaced, where you will also come across Administrant Agarwal and conduct the mediation between both parties from here. There are three ways you can approach this side quest: You can either rule in favor of the side of The Order or The Displaced, or leave the issue unresolved. You will get unique rewards and consequences, depending on the side that you take. You will also have the option to leave them out, which will result in failing the quest objectives of the Present and Future Company Excluded side quest, leaving you with no rewards, and also both parties will be displeased with you.
Our recommendation: The best choice is to side with The Order. You will get +3 Reputation with the Order of the Ascendant faction, a better reward, and the choice of stopping the refugees' move to the Exclusion Zone. This choice should give you the best rewards, and it will avoid further casualties for the Displaced and the refugees. Siding with the Displaced only yields +1 Reputation with the Order of the Ascendant, you get a Burst SMG weapon, and they will claim the Exclusion Zone, which leads them to their demise. Both choices will grant you the same 1,080 EXP reward and 500 Bit Cartridges; the difference will be in the amount of reputation and the item that you get.
Rule with The Displaced
- Ruling for The Displaced rewards you with +1 Reputation points with the Order of the Ascendant.
- The Voice of the Displaced will also give you a unique reward for this choice, which is a Burst SMG weapon.
- The Displaced will continue with claiming the Exclusion Zone, which leads them into their demise later on.
Rule with The Order
- Ruling for The Order rewards you with +3 Reputation points with the Order of the Ascendant.
- Administrant Agarwal will also give you a unique reward for this choice, which is the Supportive Scholar Cuirass.
- You will be able to save The Displaced from the actual disaster that will take place later on in the game.
Leave the issue Unresolved
- Both parties will be displeased with you.
- The quest will be marked as a "Botched" quest, and you will not get any rewards.
Should You Give the Pupa to Wentworth or Bradford?
Pinching the Pupa is a Side Quest that you can acquire in Fort Endurance. There are two ways for you to learn about it: First, during the task, The Invocation of Inconclusive Innocence, Officer Durban will ask for your help to address multiple issues, one of which is resolving a dispute for the highest-ranking officer at Fort Endurance. The second is that you can pick up the quest by speaking to Wentworth and Bradford without hearing it from Durban. The quest tasks you to recover a zyranium-infected pupa from the Mantisaur Nest and bring it back to Wentworth or Bradford. To learn more about the quest, please visit the Pinching the Pupa page.

Our recommendation: It is better to give the Pupa to Biologist Bradford since you'll get better rewards, such as more Reputation points with Auntie's Choice and additional Bits on top of what you'll receive if you successfully persuade her with a Speech 5 skill check.
Give the Pupa to Trooper Wentworth
- You will get +1 Reputation with Auntie's Choice.
- Wotjek the tamed Mantisaur will eat the pupa, making Wentworth angry and exposing the truth behind Trooper Wentworth's madness.
Give the Pupa to Biologist Bradford
- You will get + 3 Reputation with Auntie's Choice.
- While negotiating the terms, if you pass the Speech 5 skill check by choosing the dialogue line "You'll have to do better than simply matching his Offer if you want me to choose you.", you'll receive extra Bit Cartridge.
- Biologist Bradford will use the pupa in her research advancements.
Should you Spare or Kill Victor Clemens?
The choice to spare or kill Victor Clemens takes place during the main quests, On the Trail of the Traitor and Discrete Mathematics. We highly recommend that you collect the N-Ray Scanner to navigate the N-Ray Range facility with ease, which you can acquire if you explore the facility or learn the specifics from Exemplar Foxworth. To learn more about the quest, please visit the Discrete Mathematics page. Ultimately, you'll reach Victor and confront him, giving you the choice of killing him or persuading him to stand down.
NOTE: If you want to spare Victor, you must increase your Speech skill to level 5 and ensure you read all of the messages and logs from Victor's terminal, which is located on sub-level 2 of the facility. The Speech skill will help you pass the dialogue skill check, and reading the messages will be used later in the dialogue exchange with Victor.

Persuade Victor to Surrender
- Victor peacefully gives you the Maintenance Hatch Key.
- You can further interrogate Victor to learn more about De Vries' plans.
- Sparing his life, you'll find him working as a janitor aboard the ACS Undisputed Claim.
Listed below are the unique dialogue lines we chose to reason with Victor:
- I thought you were a scientist, not a martyr. Is this how you want to be remembered?
- Requires Info from his terminal:
- You're here to limit collateral damage. Blowing me up wouldn't limit anything. Or;
- Wait a minute... de Vries put you up to this. That's what her message was implying.
- Requires Speech 3: If it could prevent needless death, why not try?
- Requires Speech 5: Even when the "perfect" path is offered to them, people will still deviate from it.
- I think I finally understand you. You're afraid to live with what you've been doing here.
- Response to his line: "What?! How- do you not understand the present situation?! What coward would strap an
explosive device to himself?!"- Requires Lawbringer: The Criminal type. Or;
- Someone afraid of living to see the consequences of his actions. Or;
- Violence isn't the answer, Victor.
- Response to his line: That - that's not... all this, helping de Vries, completing the work on my explosives - is
important! It matters! De Vries agrees!- De Vries destroyed Horizon Point, killing hundreds of people. You wanna be like her?. Or;
- A brave man doesn't murder innocents today for the chance at a peaceful tomorrow. Or;
- [Say Nothing]
Provoke and Kill Victor
- Take note that choosing aggressive dialogue lines will provoke Victor.
- No skill checks required, a straight forward approach.
- The Maintenance Hatch Key is looted from his body.
- An optional way to kill Victor is to let Aza "interrogate" him if you have her with you. Even if you've persuaded Victor, you'll have a dialogue option that you can choose to let Aza kill him.
Should you Spare or Kill Seer Landon Wiley?
During the progression of your main quest On the Trail of the Traitor, you will need to confront Seer Landon Wiley. This conversation will lead you to two choices: You can persuade him to stand down, or you can fight him. We recommend that you persuade Seer Landon Wiley to stand down for a more peaceful resolution, and you will skip through the boss fight, which can be quite challenging. To know more about what happens in detail when you persuade or fight him, you can visit this page: On the Trail of the Traitor.
NOTE: Seer Landon Wiley will become hostile if you end up killing the Abbot before confronting him.

Persuade Seer Landon Wiley to Stand Down
- You can persuade him to stand down by choosing the dialogue option Your calculations are falling apart. Stand down, or I'll have to take you apart, too. Requires you to have Speech (5) and the Discovered Info on a secret message that you can read from Proctor Svoboda's terminal.
- If you have the Pickpocket skill, you can steal the Abbot's Universal Key, x 1,368 Bit Cartridge, Explosive Grenade, and Fruit Casts from him after the dialogue exchange.
Fight Seer Landon Wiley
- Should you not have Speech (5) and the Discovered Info from the secret terminal, all the other dialogue choices will lead you to fighting Seer Landon Wiley.
- Simply choosing to [Attack] him will also trigger a fight.
- Having the Intimidator perk, you can use it on one of the dialogue checks and choose the option: She'll have one less ally when I'm finished with you... Hm, Not much of a loss, actually. This will result in you fighting Seer Landon Wiley.
- You can loot Abbot's Universal Key, x1,368 Bit Cartridge, Explosive Grenade, and Fruit Casts from Landon's body after defeating him.
AnonymousYikes, on my playthrough, I accidentally killed Corbin, thinking he was a random mob when he aggroed while missing his journal. Making the spare Monteli locked out :(

AnonymousThere is a luck check for sending the vox relay station into space if you picked luck as a stat/perk when creating your character

AnonymousYou can speech check Milv to get a better reward, a hat that reduces companion cooldown by up to 30% scaling with Speech and it was 5% crit and 40% crit damage

AnonymousThe Vox Relay can also be sent to space with the Lucky trait.







Sooooooo, will this page be updated to include choices and consequences beyond just Paradise Island? Orrrrrrrrrrr.
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