Getting into the locked room the Fairfield Jail armory in The Outer Worlds 2 might seem impossible without some special expertise or a knack for making things explode. Those methods are viable, of course, but there is a secret entrance you can take advantage of without relying on any skills or traits. While the treasures inside don’t quite match the miracles the two troopers guarding it were hoping for, it’s still worth the hassle.
Below, we explain how to get into the Fairfield Jail armory in The Outer Worlds 2 and what you’ll find inside.
How to get into the Fairfield Jail armory
The most straightforward method involves using your Lockpicking or Explosives skill. While you need two points in either to get unique dialogue options while speaking with Trooper Kemp, getting into the jail via the locked door requires three points in Lockpicking (and one magpick item) or Explosives (with no magpick).
If you don’t have either, just head outside, and turn right. Face the bounty terminal next to the jail entrance, and you’ll see some scaffolding. Climb up, hop onto the jail roof, and you’ll see a convenient opening in the roof above the locked room. Drop down, and loot everything you want. Despite the Auntie’s Choice soldiers hoping to requisition what’s inside for themselves, they don’t mind you taking it.
If you talk to Warden Sterling (the man in the jail cell next to the armory) and have two points in Speech, he’ll tell you how to enter the armory as well. The method is the same as what we outlined above, though, and you don’t have to talk to him for the vent to be unlocked.
What’s inside the Fairfield Jail armory?
Inside the locked room you can grab:
- Defensive plate armor mod
- Shotgun shells and short rounds
- Bandolier uniform armor
- Infantry cap (which speeds up toxicity drain after you use the inhaler)
- Shock rods for modding weapons
- A shock machine gun
Machine guns work best against creatures, and between raptidons and crabbles, you’ll be fighting plenty of those on Paradise Island. Shock weapons are particularly effective against automech enemies as well, so if you decide to take a more aggressive stance at the automech factory later or infiltrate the Vox Relay Station head-on, it’s a good weapon to have.
Or you can just hawk it for bits at a vending machine or retail location.
Speaking of bits, depending on your skills and traits, you might be able to convince the Auntie’s troopers to part with some cash. We managed it with characters who had two points in Leadership or two points in Speech, though there may be other avenues to press them for cash as well.
