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The first main mission in The Outer Worlds 2 is called The Saboteur of Paradise. You start right after the tutorial, landing on Paradise Island to find Augustine de Vries.
Even though it’s the first big quest, it’s packed with surprises and tricky problems that are easy to overlook. Here’s a simple guide to help you handle the mission, gain access to the Vox Relay Station, and face your first big moral choice.
How to Start The Saboteur of Paradise Quest in Fairfield
As soon as you arrive, you’ll be outside the town of Fairfield. The town is under Auntie’s Choice control after recently being taken over in a fight against the Protectorate.
Head to the main building further into town and talk to the leaders. You’ll see Minister Milverstreet and Acquisitions Officer Kaur speaking with their superiors via video call. They don’t agree on how to run Fairfield or represent Auntie’s Choice on Paradise Island. Both will offer you their own quests to gain favor.
Milverstreet wants your help in a peaceful way, and Kaur wants you to go after the Protectorate directly. You can only pick one, with the other becoming unavailable once you decide. But for now, you can ignore that and just focus on tracking down Augustine de Vries without choosing a side.
How to Investigate de Vries’ Past in Fairfield
Talk to Milverstreet about de Vries. He’ll send you to the records office, where you learn de Vries lived in Fairfield when the Protectorate was in control. Follow the map to her old house and look around. Inside, you’ll find her journal and her tracker device.
The tracker points you toward the Vox Relay Station on the north side of Paradise Island. Reaching it isn’t as simple as walking up; you’ll need to do some other tasks first. Luckily, there are different ways to get to the north side.
How to Reach the North Side of Paradise Island
The quickest way is to help either Milverstreet or Kaur. However, you don’t have to support either. If you prefer the Protectorate, ignore Fairfield altogether. Go to the bridge guarded by Protectorate troops. If you persuade the Warden, she’ll give you a mission, and completing it lets you pass. This puts you close to the Vox Relay Station, but not inside yet.
You can also bypass both factions entirely. There are hidden paths to the north on both the east and west sides of the river.
- East side: Unlock the double jump ability from the quest A Final Death For Gravity. Once you have it, reach the eastern end and find a shipwreck, then jump across.
- West side: Survive Zyranium poisoning by obtaining armor from the quest An Aegis Against The Miasma. This armor protects you temporarily from the gas.
Whichever route you choose, you’ll eventually arrive on the north side and get closer to the Vox Relay Station.
How to Enter the Vox Relay Station
No matter the path, the map marker leads you to the station. Inside, you’ll meet another guard who isn’t hostile right away and might let you in if you talk your way past her.
To do this, you need permission from Vigiliant Hogarth in Westport. If you’ve completed his quest, he’ll give you a written permit. Show this to the guard, and persuade her to ignore her orders and let you in. If she refuses or you haven’t completed Hogarth’s quest, you’ll have to sneak inside or fight your way through.
Dealing with Montelli at the Station
Once inside, you confront Montelli. This part of the game can play out in several ways depending on how you got here and your previous choices.
If you helped Cadet Corbin in the early mission and he’s now Marshal Corbin, you can work with him against Montelli. He’ll want evidence, which you can gather earlier, and together you can challenge him.
If Corbin isn’t around, proceed through the station alone. You’ll eventually face Montelli in a conversation. The outcome depends on your prior decisions, your skills, and what you’ve learned during your exploration. You can try to persuade him to stand down. Be sure to explore thoroughly first, as gathering evidence for Corbin may help, and you’ll need something convincing to sway Montelli.
Failing that, you might have to fight him, possibly with support from Corbin if he’s present.
Deciding Between Saving Fairfield or Westport
After dealing with Montelli, you’ll try to find de Vries. Turns out, she’s sabotaged the station to prevent herself from being caught. Interacting with her terminal triggers a countdown: the Vox Relay Station is about to launch into orbit, crashing onto Paradise Island, targeting Fairfield.
Here’s your moral dilemma: you can choose to let the station continue its march onto Fairfield, or redirect it to Westport instead.
To save both towns, you need the Lucky trait, four points in Hack, and six Bypass Shunts. Without this, you must pick one town over the other.
- If you save Fairfield, Inez will leave your party permanently, but her previous lab should survive. You might still be able to recruit her later if the game allows.
- If you choose Westport, Fairfield will be destroyed, and Westport will be spared.
Whichever choice you make, it brings you closer to finding de Vries and opens up new directions in your quest.





