The Outer Worlds 2 Alva vs Svoboda Choice Guide for Key Decisions and Companions

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In the tangled cosmos of The Outer Worlds 2, few choices cut as deep as deciding between Alva’s calculated pragmatism and Svoboda’s fiery idealism. Each offers power, purpose, and peril-but which allegiance truly shapes the future of Eikona?

Should you side with Alva or Svoboda in The Outer Worlds 2?

Choosing between Alva and Svoboda in The Outer Worlds 2 shapes not only your story but also your moral compass. Alva offers a path rooted in pragmatism and control, prioritizing order and technological progress, while Svoboda champions freedom and rebellion against oppression. Your decision affects alliances, missions, and ultimately the fate of the colony, making it a critical choice that reflects your playstyle and values.

Would you like this paragraph to have a more detailed analysis or be more neutral?

After speaking with Abbot Newell at Matriarch’s Mercy in Golden Ridge, you will start a new main quest: “On the Trail of the Traitor.” One of the quest objectives is to explore the N-Ray Range, and the other is to investigate Zyranium Manufactory VII. If you pursue the latter (you may visit both locations eventually), you’ll be informed that a Zyranium bomb dropped on Auntie’s Choice territory was launched from this facility. The question is: Who did it?

Upon entering Zyranium Manufactory VII, Proctor Svoboda will inform you that she’s identified the responsible party: Initiate Alva, who’s currently locked herself in the control room. She’ll ask you to stop Initiate Alva from doing further damage, killing her if needed.

However, when you speak with Initiate Alva, she’ll accuse Proctor Svoboda of launching the Zyranium bomb instead. You now have two options: Side with Alva or Svoboda, and defeat the other.

Speaking with Alva will start the “Beginning at the Endpoint” quest. You can search the following locations for evidence: the dead bodies, the Records Repository, Central Processing, and Refinement Logistics. While it’s not quite conclusive, here’s an overview of the evidence you may discover before making a final decision in “Beginning at the Endpoint.”

  • Evidence in favor of Proctor Svoboda: According to the records, Initiate Alva launched the attack, and she seized control of the launch controls afterward, killing two people in the process. Svoboda doesn’t have the expertise needed to have launched the attack.
  • Evidence in favor of Initiate Alva: Initiate Alva could’ve destroyed the facility already, yet she hasn’t. The records seem to have been tampered with, and Alva doesn’t have the clearance needed to launch the attack.

The culprit’s identity shall be confirmed after you’ve completed “Beginning at the Endpoint.” If you’d like to know with certainty who it is, scroll down to the end of this guide.

Beware that there’s a point of no return after which you cannot change sides anymore. The point of no return is during your third conversation with Alva, after investigating Central Processing and Refinement Logistics. Here’s how to pick a side:

  • How to side with Alva: If you pick “I say we force the Proctor to reveal who she’s working with” or “So do I. And I haven’t seen enough proof [.],” Initiate Alva will come out and kill Proctor Svoboda – you can’t stop her from doing this.
  • How to side with Svoboda: If you pick “Enough lies!”, Alva will attack you and you’ll have to kill her. Beware that this is a pretty tough fight.

Ready to make your choice? Here’s what happens when you side with Alva or Svoboda:

  • Side with Alva: Alva kills Svoboda and you’ll get the option to accept Alva as a companion, though she’ll be known by her real name, Marisol. Further investigation will uncover a secret room, the Toxic Effluvium Repository, which is accessible through Svoboda’s private terminal. This, along with a conversation later in the game, will confirm that Alva is innocent.
  • Side with Svoboda: You don’t gain a companion. Svoboda will direct you to “the culprit’s” secret room, the Toxic Effluvium Repository. As revealed later in the game, Svoboda is the culprit.

Which choice gives the better long term rewards in The Outer Worlds 2

The choice that gives the better long-term rewards in The Outer Worlds 2 is siding with Minister Milverstreet over Officer Kaur. Choosing Milverstreet provides more lucrative rewards, including better access to the Vox Relay Station later in the story, fewer casualties during the related mission, and the opportunity to recruit Inez as a companion. This path favors diplomacy and dialogue checks and generally leads to greater benefits in terms of story outcomes and gear. In contrast, siding with Kaur is more combat-focused, offering powerful weapons and heavy armor early but does not provide as advantageous long-term rewards. Milverstreet’s path also tends to require less work overall while still enabling valuable quest and faction interactions.​

Thus, for better long-term rewards, both in gear and story advantages, siding with Minister Milverstreet is the preferred choice.​

Compare Milverstreet rewards versus Kaur endgame benefits

Siding with Milverstreet versus Kaur in The Outer Worlds 2 leads to distinct endgame benefits and rewards suited to different playstyles.

Milverstreet Rewards

  • Provides lighter armor focusing on speed and evasion, including a replica of Milverstreet’s suit and hat with critical hit damage bonuses.

  • Unlocks the questline that leads to recruiting Inez Silang as a companion.

  • Grants additional side quests involving diplomacy and subterfuge, allowing less direct combat.

  • Offers a safe evacuation option in Westport during the “Saboteur of Paradise” quest.

  • Grants access to the Writ of Conscription for safe entry into the Vox Relay.

  • Rewards include bit currency and specialized ammunition.

  • Delays initial access to the Vox Relay until completing secondary objectives but results in more story content and companion recruitment opportunities.

Kaur Rewards

  • Provides heavier body armor (Kaur’s Kuirass) with the Adrenaline Shot mod, which reduces toxicity damage when taking hits.

  • Rewards players with a unique elemental weapon, Kaur’s Korroder pistol, featuring bouncing corrosive projectiles.

  • Kaur’s quests involve direct combat and sabotage, including missions at the Automech Repair Center and Skycutter A102.

  • Grants early access to the Gas-Energy Deflection Apparatus, useful for dealing with hazardous environments.

  • Missions are more combat-intensive and give higher XP gains but involve longer travel and tougher encounters early on.

  • Does not offer companion recruitment or diplomacy-based options.

  • Provides a more straightforward, combat-heavy path into the Vox Relay without the diplomatic delays of Milverstreet’s route.

Summary Comparison

Aspect Milverstreet Kaur
Armor Type Light armor with crit bonuses Heavy armor with Adrenaline Shot mod
Weapon Reward Specialized ammo, less combat-focused Unique elemental pistol (Kaur’s Korroder)
Companions Recruit Inez No companion recruited
Quest Style Diplomacy, subterfuge, stealth Direct combat, sabotage
Vox Relay Access Delayed but secure via Writ Early but combative
Environmental Gear Limited Gas-Energy Deflection Apparatus early
XP and Combat Moderate Higher but tougher early
Story Content
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Cara Ellison

Roles: Freelance Game Journalist, Game Writer, Writer, Freelancer
Genres: Reporting, Game Culture, Indie Games, Game Culture, Reviews, Narrative

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