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The Outer Worlds 2

The Outer Worlds 2

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Welcome to Halcyon, partner! The Outer Worlds 2 drops you back into the sprawling, corporate-controlled galaxy with Obsidian's signature blend of dark humor and player choice. You'll be navigating the untamed wilds and corporate machinations, making tough decisions, and likely shooting your way out of trouble as you explore a new frontier. It’s a story-rich, open-world RPG built for single-player exploration, perfect for those who love a good narrative and a bit of chaos.

This guide is here to help you master everything this new adventure throws at you. We'll cover combat strategies, resource management essentials, and quest progression from your first steps to tackling the toughest apex threats. Whether you're aiming to unlock all the Steam Achievements or just want to make sure you don't miss any crucial story beats, we've got your back.

Advanced Tips

Discover advanced combat strategies, unique weapon locations, and rare armor mods in The Outer Worlds 2. Optimize your build with these expert tips for challenging encounters.

This section is for players already familiar with the game. Mild spoilers ahead.

Miscellaneous Tips

Melee combat features a three-swing combo followed by a pause. The Ionized Paper Knife, a high-level 1-handed melee weapon, allows for unlimited swings and may be worth building around. Supper Time also offers unlimited swings but is lower level and acquired late, making it less effective.

The rare Reactive Kinematic Shield Protector Armor mod grants 3 seconds of invulnerability and 10 seconds of healing when health drops to 10%, followed by a 15-second cooldown. This cooldown is shared with the Chrono Field Aggregator and Electro Charged Surface mods. It might synergize well with the Last Stand perk.

The Exact-O-Sight mod adds 15% post-armor damage. For example, a Dead-Eye Assault Rifle II (263 damage) against 30 armor would deal (263 - 30) x 1.15 = 268 damage. This mod, when paired with a Mag-2-Ray magazine, can provide a significant damage increase.

Completing Vulcan's Hammer and giving the blueprints to Shaw yields the unique Ultimatum pistol. Alternatively, selling the blueprints to Gladys results in the Ultimate Bolter becoming available for purchase, with a 2.0 evolution. The Ultimate Bolter is not a great weapon but offers variety for subsequent playthroughs.

The Ultimatum pistol is unique, as is the Hibernation Helmet and the starting Hibernation Suit. Some items in Jolicoeur's shop, like the Duchess (the only explicitly feminine clothing item), are also unique.

Instead of using the trunk, unique items can be displayed in your cabin using the drop item function.

To make enemies scream, equip Parvati and/or Felix with flamethrowers and use their companion abilities to get them into range quickly.

Hard-to-Find Stuff

Most items can be found in obscure locations or by completing sidequests. Some items are mutually exclusive, such as the MSI Saltuna Searer and the Good Word. Others require specific conditions or are guarded.

  • Colony Ship Guard Armor / Mardet Helmet (non-unique armour): Obtainable by pickpocketing security guards on Groundbreaker, particularly the one in the Restricted Area.
  • Fiver (unique Revolver): Available in Stefan's stock, often unaffordable until after completing 'Now Comes the Power' when Stefan departs.
  • Long Ranger (unique Hunting Rifle): Carried by Grace Romero in Emerald Vale, superior to standard hunting rifles and includes a Super Scoper 2000.
  • The Negotiator (unique Bolter Pistol): Acquired after confronting Clive Lumbergh and killing Eva Chartrand during 'The Chimerist's Last Experiment' to become a SubLight contractor. It consumes three ammo per shot despite firing two and has high spread.
  • Nightfall Squad Armor / Helmet (unique heavy armour): Appears in Percival's stock after completing 'Demolished Woman' and 'Foundation' with 100% positive Board reputation. Features a weapon-swapping bonus but standard Stealth penalty.
  • Peacekeeper (unique Sawed-off Shotgun): Carried by Constable Reyes in Edgewater; can be pickpocketed. Considered poor quality, even for unique shotguns. Not found on her body after completing 'Foundation'.
  • Prisoner gear (non-unique clothing): Obtained by skipping 'The Hope' to Tartarus, allowing the crew to be dressed as convicts.

Chimaera Armor Early

The Chimaera Armor, normally unlocked late in Byzantium, can be acquired much earlier by playing strategically:

  • (Optional) Purchase 10 x Primal Leather from Stefan at the Botanical Lab before rerouting power.
  • Ensure you have a complete set of Marauder armor after Emerald Vale.
  • Complete all quests on Groundbreaker to earn at least 8000 bits.

Tips

Master character creation and get essential tips for The Outer Worlds 2, including vital skills like Hack 20 and Science 40.

Walkthrough
  1. 1
    Gender choice in character creation has no impact on gameplay, only on companion dialogue (e.g., Parvati saying "ma'am" instead of "sir").
  2. 2
    Don't overemphasize initial attributes; most bonuses can be replicated through skill investment and perks. For example, +35% critical hit damage from three points in Intelligence, or +50% from 40 skill points in Ranged. The only unique benefits are health regeneration from Temperament and unique dialogue options from low Intelligence.
  3. 3
    Aptitudes are not important and have no lasting impact on the game.
  4. 4
    Essential skill ranks for any build include Hack 20 (for selling to vending machines), Science 40 (for reduced tinkering costs), and Engineering 20 (for repairing weapons and armor without a workbench).
  5. 5
    Unlock Inspiration 60 if you plan to use companions, as it doubles their skill bonuses.
  6. 6
    Skill ranks beyond 100 (achieved through gear or companion bonuses) offer minimal to no benefit, as there are no skill checks above 100. Some skills offer minor exponential benefits up to 100, like critical hit chance or companion damage, which then increase only slightly.
  7. 7
    Generally, refuse Flaws (negative traits) after unlocking the associated trophy, as the penalties often outweigh the benefits of the few available perks. Accepting a mild Flaw might be considered to unlock Armor Master two levels earlier, or for role-playing reasons.
  8. 8
    After the initial cutscenes (brief narrative sequences), adjust settings in the menu. Consider hiding companion headgear to avoid seeing them in undesirable helmets, and change the item stat display to show bonuses from your skills and perks, not just base stats.
  9. 9
    Status icons on your HUD (Heads-Up Display, showing game information) are explained in the Codex, found under the Journal. The Codex also records read log entries.
  10. 10
    Plasma is the most useful overall damage type for weapons, as it deals high damage against most enemies and is boosted by any Science skill level. Shock damage is effective against automechanicals and other enemy types. Corrosion damage, rare and boosted at Science 60, is only best against manti-creatures found on Monarch. Mag-2-Power and Mr. Power mods are plentiful and cost-effective.
  11. 11
    N-ray damage ignores armor and applies damage over time to nearby enemies. While poor on single-shot weapons, it's effective on automatic weapons with a Mag-2-Ray mod (a community-made modification that changes the game). The Mr. N mod on melee weapons can cause self-damage due to its Area of Effect (AoE) effect.
  12. 12
    Tinkering increases weapon effectiveness but has exponentially increasing costs. At 40 Science, you can afford about 10-11 levels of tinkering; at 100 Science, about 12-13 levels. You will likely find higher-tier weapons before reaching these limits. Heavy Machine Guns are often better than Light Machine Guns due to their higher base level allowing more tinkering. Companions' starting equipment is already leveled; recruiting Nyoka at level 24, for example, gives her a level 24 LMG.
  13. 13
    Most unique weapons are not cost-effective to tinker due to their fixed level and high costs; sell them unless you want a complete collection.
  14. 14
    Science weapons are cost-effective to level up if your Science skill is at 100, capping tinkering at 200 bits per level. This makes builds centered around the Prismatic Hammer viable.
  15. 15
    Armor provides flat damage reduction per hit. Weapons with high DPS but low single-shot damage are most affected. A gun skill of 100 allows critical hits to ignore enemy armor.
  16. 16
    Unique armor often has useful skill bonuses (e.g., A Nice Hat, Safecracker's Jacket) beyond its protection.
  17. 17
    Body armor receives most incoming damage. You can pair heavy armor with lighter headgear like Hemlock's Eyepatch for a stylish look and sneak attack boost without significant protection loss.
  18. 18
    Carry spare outfits to boost Stealth, Tech, and Dialog skills. Heavy armor often reduces Stealth skills; swapping to clothing with +5 Stealth can provide a +10 boost to Lockpick effectiveness when picking locks.
Tips
  • Consider taking a point in a skill you don't plan to max out, as Aptitudes have no lasting impact.
  • Focus on skills like Hack 20, Science 40, and Engineering 20 for practical benefits.
  • If using companions, Inspiration 60 is make-or-break for doubling their skill bonuses.
  • Avoid taking skills significantly beyond 100, as benefits diminish greatly.
  • Generally, decline Flaws unless for specific role-playing or a minor early perk unlock.
  • Experiment with weapon damage types: Plasma is generally strong, Shock is good against automechanicals, and N-ray is effective against groups with automatic weapons.
  • Be mindful of tinkering costs; higher base-level weapons or Science weapons with high Science skill are more cost-effective to upgrade.
  • Unique armor pieces can offer valuable skill bonuses that outweigh their defensive stats.
  • Use outfit swapping to temporarily boost skills like Stealth or Lockpick for specific actions.

Tips (2)

Master The Outer Worlds 2 character creation with essential skill ranks like Hack 20 and Science 40. Learn about damage types and tinkering costs.

Walkthrough
  1. 1
    Gender choice in The Outer Worlds 2 has no gameplay impact beyond companion dialogue.
  2. 2
    Don't overemphasize initial attributes; most bonuses can be replicated through skill investment and perks. For example, +35% critical hit damage comes from 3 points in Intelligence, and +50% comes from 40 skill points in Ranged.
  3. 3
    The only unique benefits from attributes are health regeneration from Temperament and unique dialogue options from low Intelligence.
  4. 4
    Aptitudes are not mentioned after selection and have no lasting impact.
  5. 5
    Consider investing one point in skills you don't plan to max out.
  6. 6
    Essential skill ranks for any build include Hack 20 (for vending machines), Science 40 (for reduced tinkering costs), and Engineering 20 (to repair weapons and armor without a workbench).
  7. 7
    Unlock Inspiration 60 (doubles companion skill bonuses) if you are not playing solo.
  8. 8
    Investing in skills beyond 100 (via gear or companion bonuses) offers minimal to no benefit, as no skill checks exceed 100. Some skills like critical hit chance or companion damage increase exponentially up to 100 but negligibly thereafter.
  9. 9
    Generally, refuse Flaws (negative traits) after getting the associated trophy, as there are few perks to justify the penalties. An exception can be made for mild flaws to unlock Armor Master early or for role-playing reasons.
  10. 10
    After the initial cutscenes (a non-interactive sequence), adjust settings in the menu. You can choose to hide companion headgear to prevent seeing undesirable cosmetic items.
  11. 11
    Change the default setting that displays base item stats to one that accounts for your skills and perks.
  12. 12
    Status icons on your HUD (Heads-Up Display, showing game information) are explained in the Codex under the Journal.
  13. 13
    The Codex also records all read log entries.
  14. 14
    Plasma damage is the most versatile damage type, effective against most enemies and boosted by any Science skill level.
  15. 15
    Shock damage is best against automechanicals and provides increased damage against most other enemy types.
  16. 16
    Corrosion damage, rare and boosted by Science 60, is only optimal against manti-creatures found on Monarch. Mag-2-Power / Mr. Power mods are plentiful and cost-effective for general use.
  17. 17
    N-ray damage ignores armor and applies damage over time, affecting nearby enemies. While poor on single-shot weapons, it's effective on automatic weapons with a Mag-2-Ray mod (a community-made modification that changes the game) for clearing groups. The Mr. N mod on melee weapons can cause self-damage due to its area-of-effect (AoE) nature.
  18. 18
    Tinkering increases weapon effectiveness but has exponentially increasing costs. At 40 Science, you can afford to level up an item 10-11 times; at 100 Science, 12-13 times. You will likely find higher-tier weapons before reaching these limits.
  19. 19
    Heavy Machine Guns often outperform Light Machine Guns due to higher base levels allowing more tinkering. For example, a level 25 Heavy Machine Gun can be upgraded to level 35, while a level 18 Light Machine Gun caps at level 28-30.
  20. 20
    Companions' starting equipment is already leveled. Recruiting Nyoka at level 24, for instance, means she will have a level 24 Light Machine Gun.
  21. 21
    Most unique weapons are not cost-effective to upgrade due to their fixed level and high tinkering costs, making them suitable for selling unless you desire a complete collection.
  22. 22
    Science weapons are cost-effective to level up if your Science skill is maxed out, capping tinkering costs at 200 bits per level, making builds like the Prismatic Hammer viable.
  23. 23
    Armor provides flat damage reduction per hit. Weapons with high DPS but low single-shot damage are most affected. Maxing gun skills to 100 allows critical hits to ignore enemy armor.
  24. 24
    Unique armor often provides useful skill bonuses, such as A Nice Hat or the Safecracker's Jacket, beyond their defensive value.
  25. 25
    Body armor receives the most damage. You can pair lighter armor with unique headgear like Hemlock's Eyepatch for its sneak attack boost without significant protection loss.
  26. 26
    Carry spare outfits to boost Stealth, Tech, and Dialog skills. Heavy armor often reduces Stealth skills, so swapping to clothing with a +5 Stealth bonus can provide a +10 boost to your effective Lockpick skill.
Tips
  • Gender choice is cosmetic and does not affect gameplay mechanics in The Outer Worlds 2.
  • Focus on skills over initial attributes for damage bonuses, as they can be replicated.
  • Intelligence provides critical hit damage bonuses, while Temperament affects health regeneration.
  • Aptitudes have no lasting impact on your character.
  • Prioritize Hack 20, Science 40, and Engineering 20 for essential utility.
  • Inspiration 60 is clutch for maximizing companion effectiveness in non-solo playthroughs.
  • Skill levels beyond 100 offer negligible benefits.
  • Be selective when accepting Flaws; only take them if the benefit outweighs the penalty or for role-playing.
  • Customize your HUD and companion appearance settings early on.
  • Plasma and Shock damage are generally the most effective elemental damage types.
  • N-ray damage is potent against groups when applied to automatic weapons.
  • Tinkering costs escalate rapidly, making high-level upgrades expensive without high Science skill.
  • Companion gear is pre-leveled, offering an advantage.
  • Unique weapons are usually best sold due to upgrade costs, while Science weapons can be powerful with maxed Science skill.
  • Armor reduces incoming damage; high gun skills can bypass armor with critical hits.
  • Unique armor pieces offer valuable skill bonuses.
  • Work with outfit swapping to temporarily boost skills like Stealth or Lockpick.

Attributes

Understand The Outer Worlds 2 attributes: Body (Strength, Dexterity), Mind (Intelligence, Perception), and Personality (Charm, Temperament). Learn how they affect skills, damage, and more.

The Outer Worlds 2 features six core attributes, divided into three categories: Body, Mind, and Personality. During character creation, you have six points to distribute. You can opt for a penalty in one attribute to boost another, but be aware that some 'Below Average' penalties can be severe. Notably, attribute choices are permanent and cannot be respecced after character creation, unlike skills.

Each attribute rank influences associated skills and provides specific bonuses or penalties. The general effect of attribute rank on initial skill points is as follows:

  • Below Average: 0 skill points
  • Average: +3 skill points
  • Good: +6 skill points
  • High: +10 skill points
  • Very High: +15 skill points

Body

Strength

Affected Skills: 1-Handed Melee, 2-Handed Melee, Heavy Weapons, Block, Inspiration, Intimidate

RankBelow Average*AverageGoodHighVery High
Melee Damage:-10%+0%+10%+20%+30%
Carrying Capacity:60kg80kg100kg120kg140kg
*Penalty:Tactical time dilation drain for movement is doubled

High Strength is beneficial for melee builds and somewhat important for companion-focused builds due to its link with Inspiration. For other builds, it's less critical. A penalty can impact carrying capacity, requiring careful inventory management.

Dexterity

Affected Skills: 1-Handed Melee, Handguns, Dodge, Block, Sneak, Lockpick

RankBelow Average*AverageGoodHighVery High
Melee Weapon Attack Speed:-10%+0%+10%+20%+30%
Ranged Weapon Reload Speed:-25%+0%+10%+20%+30%
*Penalty:-30% Weapon Durability

Dexterity significantly boosts melee builds through increased weapon speed and is important for stealth builds due to its connection with Sneak. For other builds, it can be considered a dump stat, as the penalties are manageable, especially regarding weapon parts.

Mind

Intelligence

Affected Skills: Long Guns, Persuade, Hack, Medical, Science, Determination

RankBelow Average*AverageGoodHighVery High
Critical Damage:-20%+0%+10%+20%+35%
*Penalty:Dumb dialog options unlocked

Intelligence affects six valuable skills and is important for most builds. The penalty for a below-average score is not severe and unlocks unique 'dumb' dialogue options, adding flavor for subsequent playthroughs.

Perception

Affected Skills: Handguns, Long Guns, Heavy Weapons, Dodge, Lockpick, Engineering

RankBelow Average*AverageGoodHighVery High
Bonus to Headshot / Weakspot Damage:-100%+0%+10%+20%+35%
*Penalty:Headshot and weak spot hits do not inflict extra damage

Perception is high-stakes for ranged weapon builds and somewhat important for melee builds via Dodge. A below-average score incurs a severe penalty for most builds, except perhaps companion-focused ones.

Personality

Charm

Affected Skills: Persuade, Lie, Intimidate, Hack, Science, Inspiration

RankBelow Average*AverageGoodHighVery High
Companion Ability Refresh:-20%+0%+10%+25%+40%
Positive Faction Reputation Reactions:-35%+0%+10%+20%+35%
Negative Faction Reputation Reactions:+15%+0%-10%-20%-35%
*Penalty:Reputation Gains are significantly reduced

Charm impacts at least five important soft skills, making it valuable for most builds. Without this impact, it could be a dump stat, as the penalty is generally unnoticeable.

Temperament

Affected Skills: 2-Handed Melee, Lie, Sneak, Medical, Engineering, Determination

RankBelow Average*AverageGoodHighVery High
Regeneration (per second):023.557.5
*Penalty:No passive health regeneration

Given the severe penalty of no passive health regeneration, Temperament is rarely a desirable dump stat. It influences a varied set of skills, making increased Temperament beneficial for most builds.

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