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The Outer Worlds 2 features many quests where players need to make decisions that can have surprising effects later on. Sometimes, what seems like the right choice at one moment may turn out to be problematic down the line.
One example occurs when you reach Matriarch’s Mercy in Golden Ridge and take on the “Present and Future Company Excluded” quest. You’ll encounter a group of refugees called the Displaced, who are unhappy with their camp life and want to move to the Exclusion Zone. The Order doesn’t want them to go.
What happens if you side with the Displaced
When you arrive at Matriarch’s Mercy, you’ll meet the Voice of the Displaced. She’s upset about the camp’s condition and has clashed with the camp’s official, Administrant Agarwal. Your task is to investigate and decide whether the Displaced should be allowed to move to the Exclusion Zone or stay under the Order’s care.
If you support the Displaced and approve their move, you’ll gain a reputation boost with the Order of the Ascendant, receive a Burst SMG, and get some extra bits and XP. However, if you give them permission, they will later be destroyed in a landslide, which is a tragic outcome.
What happens if you support the Order
Alternatively, if you believe the Displaced should stay at the camp, siding with Administrant Agarwal, you’ll also earn a reputation increase—plus a piece of armor called the Supportive Scholar Cuirass, bits, and XP. This choice saves the refugees from the landslide, keeping them safe later in the story.
Which choice is better?
Choosing to support the Order is generally the better option. It prevents unnecessary loss of life, boosts your reputation more significantly, and rewards you with gear that’s more helpful than the SMG. Making this decision aligns with providing the safest and most beneficial outcome for most situations in the game.
Ultimately, this decision shows that while the Voice makes good points, she cannot see what’s coming next. Supporting the Order leads to better overall results, making it the recommended choice in The Outer Worlds 2.
 
			 
					
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Perplexity
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