The Pacifist Report, Redux: beating The Outer Worlds 2 killing only two people
Hey there! Do you ever feel tired of war and bloodshed? Are your arms not weary from swinging batons and axes all day? Are you not tired of washing questionable dark red stains out of your suit?
Six years ago I did a little write-up of my experiences trying a pacifist run of the first game, in what was something of a test of what sort of approaches you could take to the game and what sort of builds were viable. It went well! I cleared the game without firing a shot, got every companion, and secured almost a perfect ending for everyone except Nyoka. (Sorry, Nyoka.)
I'll tell you in advance that things did not go quite as smooth for this run, but let's get into the weeds. Our self-imposed rules:
No direct killing. We cannot do anything that would cause "Enemy Killed" to pop up on the screen.
No companion kills. A Leadership run where you outsource everything to your companions is probably an interesting enough build, but our goal is to minimise bloodshed with stealth and wit, not just outsource it.
Try to avoid indirect killing. There will be times where we can, say, gas a building, set a bunch of turrets on people, etc. Unless mandatory to progress the plot, we're going to try to avoid this. Similarly, try to avoid just luring enemies to allied NPCs.
We can be a bit looser with robots. I won't be smashing any, but if I turn a dragoon off with a terminal, I don't want to have to engage in an in-game investigation over whether it's considered mechanically "dead" or just inactive. If it doesn't pop up "Enemy Killed", it's fine.
Character build
Meet Whisper, an Earth Directorate agent who always aims for a clean job: minimal violence, minimal bloodshed.
I think some of the traits / flaws won't really come as a surprise. If you're going to spend a lot of time crouched, it is, in fact, pretty convenient to pick the trait that boosts crouch speed. Brilliant isn't super gamechanging, and some of the dialogue it unlocks is redundant with the Professor background, but it is handy to have and a nice boost early on.
Obviously for our purposes, Dumb is an ironic no-brainer. We won't be using Guns, Melee, Explosives or Leadership. That means Dumb is really just sacrificing one skill, and it's not like we'll be drowning in points to spread around. I went with Engineering, because while it's useful it usually has another alternative or just hides loot. But Observation is probably also sacrificable. Medical too, really, but it does have the odd unique quest solution.
Early on we can split our points between the various sneaky skills, but we need Speech 20 to bypass the final boss (since a "pacifist" playthrough is locked out of some info that would lower the check). I probably put more in Hack than I really needed: I wanted to play around with how the Plug Puller perk worked, and that's locked at Hack 20, but in the current version it just immediately kills a robot, complete with Enemy Killed pop-up. Granted, without combat.
I picked up most of the non-combat perks, but I'd say the big ones were Pickpocket and Ghost. Ghost, when you're attempting to sneak through a building, turns "I'm about to be detected" to "I win". Being briefly invisible is useful for stealth! Who knew?
Otherwise, you know, Nature's Friend is interesting in theory: as a perk that turns an animal non-hostile, you'd think it'd be right up a pacifist's alley. But I didn't really have that many uses for it. If I'm in stealth, and able to crouch behind a beast for several seconds holding E, seems like I could've just walked on by and saved myself any hassle. I got basically no use out of Charlatan or Tall Tale Teller. But then, it's not like they really had much to compete with by the time I picked them up.
How'd it go?
We failed! Well, okay, the title already mentioned I killed two people. Really, this side of things is a bit of a step-forward, step-back on the part of the game. We got rid of disguises and talking your way out of minor crimes, which were a little silly in the first game. Cool ideas, but the gameplay they led to could largely be described as "walking around". And we got a real stealth tool, in the form of the Distraction Device. Someone using a terminal, or watching over something you need to interact with? Fire away!
Unlike the first game, there actually are perks that are worth taking / interesting on a non-combat character, which even aside from this kind of run, I think helps add a bit more flavour to character building. Completely jettisoning combat still has an impact, of course, but it's a good change from the first game where all perks and flaws were basically irrelevant to my run.
There are a few times where the game does just drop "Okay, combat time" on you. When stealthing around the raptidons for Milverstreet in the first planet, there's a point where one jumps down from the ceiling and immediately alerts. When you go to restore power to the Archive, there are points where the game just alerts every Proctectorate in an area to your location, even if you're a mile away from them. You can run from these fights, but they are a little odd; it doesn't feel like you're being ambushed, which I think would be a fair situation to have to deal with, so much as it feels like the game occasionally just blowing your stealth for no reason.
Those moments are, to be fair, rare. For most of the game, I'd say ghosting is a valid and fun approach. I continue to take a perverse sort of thrill from crawling around, seeing all the Protectorate people at work while I slowly pilfer everything in sight and snatch an objective right from under their noses. This is a kind of run that'll force you to look around at how the environment's constructed, what platforming is possible, where the vents will take you. (Even if the vents are, in true RPG fashion, completely bonkers as architecture.) Obviously avoiding all kills does lead to a bit of an XP gap, and I finished at level 25 despite going out of my way to complete quests, but I didn't have too much trouble keeping up with checks.
Really, though, a big difference between games is less how much is blocked off from you, but rather, what. You can complete most quests in the game, aside from a few bounty board tasks (which you wouldn't expect to complete on a pacifist run). I don't really expect these kinds of challenge runs to always get the best, perfect ending, since they inherently limit your options. But whereas the first game had one companion quest locked behind mandatory killing, in the sequel you can complete... VALERIE's questline, because it's just gathering stuff. You can technically recruit Aza and Tristan, by letting them handle any killing prior to their recruitment, but chances are your ship is going to be a little quiet.
To an extent, this isn't a bad thing. Surviving ambushes, meeting someone to find their base under siege... these are fair plot beats, and show a bit more quest variety than if every companion quest was a glorified fetch quest, even if the latter would technically support this run more. I like doing these sorts of runs to poke at a game, but I do know neither game really advertises a no-kill route as a feature. But I wouldn't have objected to Niles' quest having a few more options than just "murder the museum docent".
One other loss is that companions can no longer be set to Passive Mode and offer less of a non-combat boost, which I think is something of a shame. Yes, for this run, it means the optimal thing is to leave them behind. But just generally, I like it when who you choose to bring along feels like it has a tangible impact even when out of a fight. Although I'll admit the skill boosts in the first game were a bit much.
Tricky spots
So, Vaillancourt. Vaillancourt, Vaillancourt, Vaillancourt. Did you know you can blackmail him?
If you remain on speaking terms with him, which you can only do by ratting out Dr Hurley and not outright rejecting his offer to kill her, you can use an audio-recording he kept of the Consul to bypass his boss fight without doing his dirty work. When I was initially playing, you needed an 11 Lockpick and an 11 Speech to pull this off. Quite costly! And also weirdly specific? You're an odd noncombatant if your go-to is agreeing to kill people. But the newer patch lowered it to 7, which was pretty fortunate for me.
This path doesn't feel quite developed, but it's there. In fact, taking this route led to the quest never actually being marked as complete, although I was still able to progress through the game. I feel like Vaillancourt would just kill Hurley himself once you've left, unless he ends up dragged into Mental Refreshment first, but hey. We *technically* kept our hands clean in this situation.
If you're storming the endgame by yourself, you'll have to kill three people at the Consul's hangar, or a door will just stay magically sealed. They're accompanied by a giant robot, but you can leave it standing and just run past its bullets once they're down. If you're siding with a faction, your allies will storm the bay and handle this themselves. Not the cleanest solution and I'd prefer to avoid it, but it is what it is.
Now technically, activating the Archive and restoring its thermal cooling – necessary for siding with anyone – is said to possibly disrupt the crabbles who've made their home there. This doesn't actually happen on-screen, so you could just restore cooling. But if not, don't worry. If you take the Archive yourself and end up destroying it, yes, usually you'd piss off whoever you're speaking to. But if you've already blown up the Archive and then start the negotiation between Auntie and Ruth, you can hand Ruth the Calcaduceus with nary a mention of the Archive's state. Hey, if it works. Non-Truce/Directorate endings are out anyway, because the later Auntie and Order quests have some mandatory killing in them.
So who are our unfortunate direct kills? It's the two snipers in the mission where you face off against De Vries. The door behind them is magically sealed until they're dead. Theoretically you might be able to use the robots to kill them or some such, but it wouldn't really be in spirit of the run. It's a little unfortunate: I assume it's this way to prevent just running past them, and as a setpiece activating the bridge and getting over to them is a fun enough moment. But it's not like there's much firm narrative reason why you can't just bypass these two.
Conclusion
So let's wrap things up. Just to give you an idea of how much in the game is doable non-lethally, I'm just going to list all the quests I did, and maybe some notes on how they worked out. It's not an exhaustive list of what's possible, in that I missed a few collection quests, but it's fairly hefty. Ahem.
A Complication with the Computronic Cerebrum
Fiends in High Places
On the Trail of the Traitor
The Saboteur of Paradise
Recalling the Score
A Cause Worth Killing For
Discrete Mathematics
The Mechanical Matriarch
Crash Course in Telemetry
A Study in Disruption
Mysteries of the Mental Modulators
An Equitable Arrangement
Now Hiring: Invaulable Disposable Agent
Beginning at the Endpoint
Vanquishing the Vexing Vapors
For Whom the Bridge Tolls
Obviously handing over Charlton would get him killed, but if you have this quest in your journal, it gets automatically marked as complete once you've dealt with Montelli and the Vox Relay. It's mentioned the bridge guard no longer needs people to execute now that he's gone.
The Brain Benders of Auntie's Choice!
A Refreshing Bit of News
The Pursuit of the Partite Pentaptych
A Collection of Rogues
A Way Back to the Light
The Case of the Mystery Rations
Controlling for Convenience
Escape From Placid Waters!
Walking on Eggshells
Wanted: Genuine Authenticity
Missive From the Lost Days
Imprisoned by the Riddles of Reality
The Curious Case of the Cankered Chief
Doctors Inside Borders
Present and Future Company Excluded
The Last Voyage of the ACS Free Market
Who Else But Us
An Aegis Against the Miasma
The Saga of the Malfunctioning Mechanicals
The Lab that Shouted Incoherently and Often
A Final Death for Gravity
Schemes of the Secret Smugglers
Better by Factors
Pressing Cares
A Healthy Improvement
Contraband Contrivance
The Starving Remainder
Confessions of a Sub-Finagler
By remote-hacking the turret before it explodes, we complete the quest and instead lock everyone into a, still alive, state of perpetual sickness.
Invaluable Insight for Hire
The Invocation of Inconclusive Innocence
A Sprat to Die For
Tiny Metal Death Pellets
Stalking an Associate of Angry Ascendance
The Mystifying Case of the Midnight Marauder
Diablolical Drones of Doom
This is a "bounty" task, but there's a panel we can interact with and, if we have the Manual Reset perk (or pass certain skill checks) we can just disable all the robots in one go.
Perilous Journey to the Grove
The Cadet's Degrading Dilemma
Would I recommend you go out and do a no-kill run of the game? Maybe not. I don't regret doing it, because I find these kinds of runs interesting, but it does mean missing out on some key things in the game and still requires a bit of blood on your hands. But, if you enjoy the game and want to see how you can push it, hey, maybe.
More reasonably: if you ever want to mix it up, try solving something specific with stealth rather than just storming in, I'd say go for it. If you don't hardline it like I did you can pick up Inez, go help Tristan, etc. There's definitely room to take a less aggressive approach than most would go by default.
And finally, if you're curious as to how this all worked out for everyone in Arcadia, I recorded the ending slides here:











