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Will Sawyer

Should you use the intercom or attack the automechs in The Outer Worlds 2?

The Outer Worlds 2 Niles, Helen, and VAL conversation about intercom.

The Outer Worlds 2 intercom choice is the first seemingly important decision you'll find, helping you get into Horizon Point station. After restoring power and accidentally activating the security automechanicals, your team will suggest posing as one of the Protectorate's own, and using the intercom to call off the mechs, but The Outer Worlds 2 gives you the freedom to just ignore them. In that case, what's the best approach? Below, I've explained all the possible options and outcomes for dealing with the intercom in The Outer Worlds 2 and how it affects the automechs at the start of the Horizon Point mission.

(Image credit: Xbox Game Studios)

What's the best Outer Worlds 2 intercom choice?

Overall, the Outer Worlds 2 intercom choice changes almost nothing in the outcome of the "A Cause Worth Killing For" mission but does become relevant towards the end via another interaction. I recommend at least trying to use the intercom, particularly if you have the relevant skills and gear to do so (I'll explain more below), but otherwise, shooting, sneaking, or hacking your way out has no clear downsides and you'll shortly be led into next choice.

If you want to know the specifics of each approach with the intercom and how they play out in Outer Worlds 2, here's what you need to know:

Option 1: use the intercom in Outer Worlds 2

(Image credit: Xbox Game Studios)

To use the intercom in Outer Worlds 2 you need to have chosen Speech as one of your Specialized Skills and grabbed the Mechanist Badge from the dead trooper upstairs. If you have both of those you can then persuade Cadet Corbin to help you and disable the automech defences.

To do that you need to first need to choose the "This is Cadet Robin Mowry…" option using the badge, then carry on the conversation until you can choose the "Then can you help me out?" Speech 1 response. Corbin will reluctantly help, but swears that you can't tell anyone about it.

Pretty much all the other options result in Cadet Corbin remaining unwilling to help. He wants to report you for your infraction and for you to turn yourself in… but you can't do that unless he lets you through, so he just ignores you and you get booted off the intercom, leaving you to follow another approach. If you tried and failed before getting the Mechanist's Badge, you can try the intercom again once you have it and convince him that you are in fact Cadet Mowry and get back on track.

Option 2: fight

(Image credit: Xbox Game Studios)

If you're not one for deception, then this choice is for you, and it doesn't actually have any negative effects on the rest of the mission. Just clear out the automechs (or even sneak past them as explained below) and then you can proceed through the exit doors and down the launch pad corridor further into the Horizon Point station to carry on with the rest of the mission.

Option 3: sneak out the vent

(Image credit: Xbox Game Studios)

This option is only available to you if chose Lockpick as one of your specialized Outer Worlds 2 Skills during character creation. You might have spotted it yourself already, but Niles will point out that there's a vent you can use in the ground-floor canteen room. Choose the "I don't have a way to pick that lock, Niles" dialogue option and he'll hand you a Mag-Pick so that you can get into that vent.

Follow the vent and you'll emerge into the courtyard area that the mechs are patrolling. You could obviously just fight them as above or continue sneaking past them, using the crates for cover, until you reach the exit doors to carry on with the mission.

Option 4: Hack the mechs

(Image credit: Xbox Game Studios)

As with sneaking, you can only hack the mechs if you picked the Hack Skill. You can get a Bypass Shunt from Niles and can then head outside and right into the courtyard that the mechs are patrolling. Inside a small workshop room to the right, you can hack a switch to deactivate the mechs, letting you get past.

© GamesRadar+. Not to be reproduced without permission.

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