How to infiltrate the Vox Relay Station in The Outer Worlds 2

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Figuring out how to infiltrate the Vox Relay Station in The Outer Worlds 2 is your first major task, and you’ve got a lot of ways to accomplish it. There’s the deadly way of just walking through the front door, and more than one method that involves an alliance with a faction. However, you can also sneak in using a couple of secret entrances.

Below, we’ve outlined all the ways we found to infiltrate the Vox Relay Station in The Outer Worlds 2, including what skills you need to make the first part of the mission go smoothly. And if you need some help getting your bearings in the Arcadia system, keep our Outer Worlds 2 interactive map handy.


How to infiltrate the Vox Relay Station in The Outer Worlds 2

There are many ways to enter the Vox Relay Station in The Outer Worlds 2, depending on who you decide to work with. You can follow the path of Auntie’s Choice or the Protectorate, or go down a few independent paths.

However, if you don’t want to work with either Auntie’s Choice representative or the Protectorate outcasts, you have another option for infiltrating the relay station. Three others, actually, and two of them won’t even put you in harm’s way initially.

Siding with Milverstreet or Kaur

As you progress through the “The Saboteur of Paradise” quest, you’ll be given the option to work with Milverstreet or Kaur. If you decide to side with either of them and follow their questlines or help Vigilant Hogarth in Wesport, you’ll have a way to get into the station after completing their tasks. The method is the same for each. After completing the required quest, you’ll be given a means to essentially fast travel into the station’s entrance hall, bypassing the courtyard entirely.

The front gate

The Vox Relay Station's front entrance in Outer Worlds 2 Image: Obsidian Entertainment/Xbox Game Studios via Polygon

Another option is, of course, just walking through the front gate, which is a bad idea for a lot of reasons. The station is off-limits, which means stepping foot inside immediately counts as trespassing and prompts enemies to attack you on sight.

You can interact with the container in front of the gate to unleash some large automechs. You’ll learn after visiting the automech factory, or from reading a data log in the station’s engineering room, that these big guys are hyped up on zyranium and view everything as a threat, so they march happily into the station’s courtyard and shoot whoever they see first. There are enough soldiers in the area to bring the bots down pretty quickly, but this method is a decent way of taking out a few enemies while creating a distraction. It also works regardless of whether you visit the automech factory or read the terminal.

The goal is to reach the station’s main entrance at the other end of the courtyard, but given how many enemies you have to kill or avoid to get there, this method is definitely not the healthiest option for your squad.

The side door

Where to look for the second Relay Station entrance in Outer Worlds 2 Image Obsidian Entertainment/Xbox Game Studios via Polygon

The third choice gets you into the yard via a side entrance, and it’s the easiest to overlook. If you don’t have three points in Lockpicking, though, you may want to skip this method.

A little ways north of the bridge, you’ll find a Protectorate deserter about to face execution. You can save them or let them die, but if you walk a little further to the north after the scene ends, you’ll notice a power cord in the grass. Follow it to your right, and it’ll take you up to a ledge overlooking the station entrance. Drop onto, and into, the building below you, and then make your way into the courtyard.

The second entrance to the Vox Relay Station in Outer Worlds 2 Image: Obsidian Entertainment/Xbox Game Studios via Polygon

From here, you can cross the courtyard and use Lockpick to get into the engineering room, where two guards are, or you can take a bigger risk and try to make it through the front door. There are a lot more guards on the other side, though, so if the goal is making it through without combat, make sure to save before trying this.

The engineering room’s other exit leads you to a series of narrow stairways and landings where more guards patrol, and at the top is the entrance to Vox Relay Station proper.

The sewer

The Raptidon Den in Outer Worlds 2
Image: Obsidian Entertainment/Xbox Game Studios via Polygon

The final method is the best method as it skips having to stealth or fight your way into the relay station. Additionally, you gain access to a locked wing of the station, where you can find a lot of goodies.

You can enter the relay station via the sewer in the raptidon den, where you’ll visit during Inez’s companion quest, if you decide to challenge the Raptidon Matriarch. At the cave’s deepest point, beyond where the Raptidon Matriarch pops out, you’ll notice a large white pipe with a shredded wire cover. Interacting with it takes you to the station’s sewers, where you’re greeted by a nervous Protectorate soldier.

The sewer entrance to the Vox Relay Station in Outer Worlds 2  
Graphic: Josh Broadwell/Polygon | Source images: Obsidian Entertainment/Xbox Game Studios via Polygon

In our playthrough, you can only convince her to leave if you have at least three points in Speech and tell her she should flee the station. She’s scared of the raptidons, but in our experience, there’s no consequence if you kill the beasts and tell her it’s safe or don’t and lie that it’s safe. If she does leave, you’ll get the Relay Station Armory Keycard. Alternatively, you could kill her and loot the card. You can also enter it if you have four or more points in Lockpick or Explosives, though it’s not required for making it through the station — just for getting some extra loot from the armory.

That said, what’s inside the armory — to the left of the door leading into the main hall — highly useful. You can get a stun baton and a pistol with exploding rounds, among other things, but the best item is a trauma kit, which you can use to revive yourself if you fall in battle (and one of your companions is still alive).

An image pointing out where the Vox Relay Station armory is in Outer Worlds 2
Graphic: Josh Broadwell/Polygon | Source image: Obsidian Entertainment/Xbox Game Studios via Polygon

Anyway, the sewer route is the only way to enter the west wing of the relay station. This wing is fully staffed and dangerous, but it does mean you don’t have to deal with the courtyard at all. Stealth is an option when making your way to the station’s central hall, though you’ll get more experience points if you pick some fights along the way. If you want to level up some more before finishing the Paradise Island story, this is the way to do it.

In our experience, you face hostile Protectorate forces regardless of whether you ally with Auntie’s Choice or the Westport gang and no matter how you enter the station. It’s, seemingly, impossible to waltz through the relay station without a fight.


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, between helping Milverstreet or Kaur and getting into the Fairfield armory. And speaking of Eden, our guide for how to handle the final Vox Relay Station choice explains the outcomes of your actions and how to get around harming anyone.



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