Companions are a crucial feature of The Outer Worlds 2. They assist players and give them access to Questline and Story points. You’ll encounter plenty of them, and you have the choice if you want to add them to your team. Bringing them along for the ride will give you plenty of rewards, but also support you in combat. If you want to know which ones to join your squad, here’s a guide on all the Companions in The Outer Worlds 2.
What are Companions in The Outer Worlds 2
Companions are NPCs in The Outer Worlds that you can recruit to join you in The Incognito. They’ll assist you with your missions and are a core feature of the game, just like the first rendition of the game.
Companions will give you more than just extra firepower; they’ll also enhance your gameplay. Each Companion has unique abilities and traits that can help you in your missions. As well as earn you Perk Points that will give you bonuses that help your combat. The game has 6 Companions that you can recruit.
📌Note: You can only have 2 Companions to actively assist you during missions, so you need to choose carefully who to bring.
📌Note: Companions are also missable. If you don’t recruit before the Point of No Return, you’ll risk losing Questlines and Story points. If you make choices that go against your Companion’s beliefs, there’s a chance that they’ll leave you permanently, which will also risk you losing major questlines.
All Companions in The Outer Worlds 2
Here are all the possible Companions in The Outer Worlds 2. The list includes their location, how to recruit them, and their Companion Abilities and Traits.
|
Companion |
Location |
How to Recruit |
Companion Ability |
Companion Traits |
|---|---|---|---|---|
|
Niles |
The Incognito (Your Ship) |
Default companion from the start of the game after the prologue. |
Spread Out, I'll Hold 'em!: Taunts all nearby enemies to draw their aggression, then fires three shots at the targeted enemy for increased damage. |
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|
VALERIE |
The Incognito (Your Ship) |
Default companion from the start of the game. |
Emergency Protocols: Fires a volley of syringes at the player, applying a strong heal-over-time effect and granting massive damage reduction for a short period. |
|
|
Marisol |
Zyranium Manufactory VII on Golden Ridge |
Found during the Quest Pressing Cares. You must side with her during the investigation in the manufactory. |
Torpifying Blast: Shoots a blast of energy that stuns the targeted enemy. While the effect lasts, the target is immobile, and all attacks against them are automatic critical hits. |
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|
Aza |
Decommissioned Autonomous Extractorium on Golden Ridge |
Kill the cultists and free her from where she is locked away. |
Spread the Message: Uses her wrist-mounted explosive gadget to fire a charge in a cone, dealing heavy damage and staggering all enemies caught in the blast. |
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|
Inez |
Ministry of Accuracy, West of Fairfield |
First found at the Ministry of Accuracy. Then, speak to her in Fairfield after she leaves Auntie's Choice and agree to help fix her graft, which starts the Better Than Nature Quest. |
The Magic Bullet: Releases and shoots out a blast of hot plasma at enemies. |
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|
Tristan |
The 2nd Choice Bar on Free Market Station |
Found at the bar, which initiates his personal Quest, Arbitrary Measures. Complete this Quest to recruit him. |
Judgement: Charges at the targeted enemy and slams his hammer down. The blast damages and knocks back the target and nearby enemies, and all enemies within a moderate range are taunted. |
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