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You are at:Home » ‘Saboteur of Paradise’ quest walkthrough in The Outer Worlds 2
Lifestyle

‘Saboteur of Paradise’ quest walkthrough in The Outer Worlds 2

30 October 20259 Mins Read

The “Saboteur of Paradise” quest in The Outer Worlds 2 is the entire Paradise Island storyline and includes several additional quests along the way, but there’s a lot to do outside of it as well.

You can just barrel your way through the quest, of course, but it’s worth taking your time and exploring the island in the process, both to level up more and to see what alternate routes you can find, if you’re not keen on the options the main quest presents you with. Leveling up is mandatory; if you want the best outcomes with the fewest deaths on your hands, we recommend investing in your Speech skill. You’ll need two points for the first major check inside the relay station and five points for the final check, the latter two of which happen within maybe 15 minutes of each other. Not enough time to do some quick leveling up, in other words.

Our Outer Worlds 2 guide includes a complete walkthrough of “Saboteur of Paradise,” from finding information about De Vries in Fairfield to how to progress in Vox Relay Station, along with multiple routes for reaching the island’s northern part and what stats you need to get a peaceful outcome at the end. And if you’re getting lost in paradise, keep our Outer Worlds 2 interactive map handy.


Find information on De Vries in Fairfield

If you want to do this part the proper way, head to the town hall — the large building towering over the rest of Fairfield with a garish hologram at the top — and take a right once you’re inside to enter the records room. If this is your first visit to the town hall, Kaur will be standing in front of it, but since the room isn’t off limits, you can just ignore her and go inside. Read the data pad on the table in the center of the room to learn that De Vries lived in a home with red trim and rounded windows.


Graphic: Josh Broadwell/Polygon | Source images: Obsidian Entertainment/Xbox Game Studios via Polygon

Or you can just go straight to De Vries’ house. The quest progresses whether you tick all the optional boxes or not.

Interact with the terminal in De Vries’ house, then look at the toilet, where you’ll notice a lever next to the bowl.

The lever that opens the secret room in De Vries' house in Outer Worlds 2
Graphic: Josh Broadwell/Polygon | Source images: Obsidian Entertainment/Xbox Game Studios via Polygon

Interact with the lever to open a secret room that contains a looted safe, De Vries’ tracker, and another terminal. Check out with the tracker, and read everything on the terminal to learn that De Vries made a hidey-hole for herself at the Vox Relay Station on the northern side of Paradise Island.

Getting there is your next main objective, but first, you have to figure out a safe way to reach the northern half of the island.

The Excogitation Chapel location in Outer Worlds 2 Image: Obsidian Entertainment/Xbox Game Studios via Polygon

An optional thing you can do first that’ll help a bit in the long run is to visit the Excogitation Chapel north of Fairfield and speak with Savannah there. She’ll discuss her friendship with De Vries and tell you the code De Vries always used for her passwords, both of which are useful bits of information at separate, spoiler-y points later in the game.


Reach the northern part of Paradise Island

The bridge on Paradise Island in Outer Worlds 2 Image: Obsidian Entertainment/Xbox Game Studios via Polygon

There’s a bridge connecting both sides of Paradise Island, which sounds convenient, except it’s in hostile Protectorate hands and out of commission. You’ve got more than a few ways to reach the northern part of Paradise Island, though.

  • Retake the bridge by defeating all Protectorate forces. If you find Scrabbles the Stuffed Sprat for Commander Torres at the camp, you can convince him to fight alongside you with his soldiers, which makes the invasion much easier.
  • Obtain the shield gadget from the Euphoria automech factory by helping the Protectorate forces stationed there. Doing this bars you from completing Kaur’s quest. With gadget in hand, take the zyranium-drenched bridge north of the Ministry of Accuracy. (You can cross the bridge without the gadget, if you’re fast, but you’ll gain a lot of toxicity.)
  • Complete Vigilant Hogarth’s Malfunctioning Mechanicals quest or help Milverstreet relocate Westport’s citizens to Fairfield to obtain a Writ of Conscription. You can leave and explore the northern part of the island at any time.
  • Speak to Weintraub, the guard at the bridge gate, and agree to find two traitors for her. You’ll earn free passage across the bridge.
  • Take the secret route to the east near Westport, but make sure you have the double jump boots to make the trek easier.
  • Enter the base from the southwest, by climbing through the trench and slipping through a hole under the wall. Sneak up to the control room, and lower the bridge.

If you reach the northern side of the island without completing Weintraub’s quest, she’ll order her troops to attack if you speak to her at the bridge again. However, you can still attack the bridge with Torres, which will give you access to the bridge armory (the key to which is in the gatehouse on the northern side of the river).


Explore the Vox Relay Station

Corbin in Outer Worlds 2 Image: Obsidian Entertainment/Xbox Game Studios via Polygon

After you infiltrate the Vox Relay Station, your next objective is the rather unhelpfully named “explore Vox Relay Station.” It’s a multi-part objective that takes you into both wings of the station and the central hall before your final showdown against the brutal Commander Montelli.

First, though, it’s time for a reunion with Marshal Corbin. You may or may not remember him from the bridge at Horizon Point — but he certainly remembers you. And he’s not very happy about it, either. The only way to get Corbin’s help and avoid having to murder him is if you either have:

  • Two points in Speech and convince him to cooperate, or
  • The Writ of Conscription from Hogarth, which you get by completing his automech quest or by helping Milverstreet relocate Westport’s citizens to Fairfield

Your next task, whether Corbin lives or dies, is getting a blank keycard that you can encrypt the right credentials on. The card is in the station’s eastern wing, which is heavily guarded. You can sneak in, turn, left, and use the vent system to reach the next room without alerting too many guards, though even if you want to take the violent approach, we recommend picking your fights carefully. Multiple soldiers are patrolling the corridor, and once combat starts, an autoturret deploys from the roof, and a few wasps emerge from their mechanical nest in the wall. You can, however, retreat into the vents to let the heat die down some before re-emerging and starting the fight again.

The blank keycard and vent to the Vox Station west wing in Outer Worlds 2 Image: Obsidian Entertainment/Xbox Game Studios via Polygon

Either way, enter the room at the end of the hallway, and grab the key from the brown box to your left. If you mark the quest as active in your journal, you can follow the quest marker to find it. The terminal where you can encrypt the key is in the station’s western wing. You can take the vent above the table the keycard was on to reach that side of the station or, if you infiltrated via the sewers, just go back the way to came in.

The situation here is similar to the one in the eastern wing. Fight or sneak your way to the room at the end of the hall, and then interact with the terminal to encrypt the keycard. Return to the room where Corbin is (or where the mortal remains of Corbin are, if you killed him), and use the card to enter the locked room.

The central chamber in Vox Relay Station in Outer Worlds 2 Image: Obsidian Entertainment/Xbox Game Studios via Polygon

Your goal is reaching the elevator at the opposite end of the room, and you can get there by fighting your way through or sneaking around the many soldiers in your way. If you do accidentally end up in combat, we recommend just running toward the elevator and interacting with the control panel there. It’ll instantly activate and cut you off from the wave of oncoming enemies.

The elevator lets you out in a hallway with two rooms, one in front of you and one to the right, along with an Autodoc station and a vending machine. If you want to resolve the Montelli situation peacefully and are working with Corbin, enter the room to your right and interact with Montelli’s terminal before heading in to face the commander. If you don’t want to resolve things peacefully, get ready for a fight (and consider modding your armor to reduce shock damage).


Find De Vries’ safe room

The chocolate bar where De Vries hid her rootkit in Outer Worlds 2 Image: Obsidian Entertainment/Xbox Game Studios via Polygon

After resolving the Montelli situation, your next task in “Saboteur of Paradise” is to find where De Vries holed up. Enter the room behind where Montelli was. If you have at least three points in Hack, you can interact with the terminal at the room’s far end and open De Vries’ secret office. If not, grab the White Chocolate Yummies from the table in the middle of the room to get De Vries’ rootkit, then access the terminal. Enter De Vries’ work room, interact with the terminal, and exhaust all options. The final step is deciding where to land the Vox Relay Station.


For more help on your Arcadia adventure, check out our Outer Worlds 2 beginner guide and recommendations for the best skills and best perks. Don’t forget to grab your double jump while you’re still on Paradise Island, and scoop up the missing comics for the “Purloined Propaganda” quest for some extra experience points.

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