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Find the Commander's Safe key location in The Outer Worlds 2, learn lockpicking requirements, and discover what valuable loot awaits inside. Complete walkthrough with screenshots.
There’s something hilariously meta about being the Commander of a starship and not having access to the Commander’s Safe in your own quarters. Welcome to The Outer Worlds 2, where bureaucracy and locked containers follow you even into deep space.
Der Commander’s Safe is one of the first “puzzle” containers you’ll encounter, located right in your personal quarters aboard the Interceptor. You’ll probably notice it within the first hour of gameplay, sitting there tantalizingly locked despite the fact that you literally own this ship. Classic Obsidian design—teasing you with loot that requires a bit of detective work to access.
Here’s everything you need to know about where to find the Commander’s Safe, how to get the key, the lockpicking alternative, and what valuable rewards await inside. Spoiler alert: it’s worth the effort, especially those Bypass Shunts and Mag-Picks for early-game lockpicking needs.
Before starting this hunt, make sure you’re familiar with basic ship navigation using our Anfängerleitfaden Und what to do first guide.
Let’s start with the location, since some players actually miss this safe entirely.
The Commander’s Safe is located in your personal quarters on the second floor of the Interceptor (your ship). This is the same room where you picked up your identification documents at the very beginning of the game.

Schritt-für-Schritt-Navigation:
Visuelle Orientierungspunkte: You’ll find the safe sitting behind the table, near the Moon Man bobblehead. If you’re standing at the entrance to your quarters looking in, it’s in the far right corner, somewhat tucked away.
Why you might miss it: The safe isn’t prominently displayed or highlighted with special lighting. It blends into the room’s aesthetic, and if you’re not in the habit of thoroughly checking every corner (you should be—this is an Obsidian RPG), you could easily walk past it dozens of times.
Profi-Tipp: Get in the habit of checking every room on your ship thoroughly. There are multiple hidden items, lore pieces, and containers scattered throughout the Interceptor. This safe is just the most obvious example.
Like most locks in The Outer Worlds 2, you have options for how to gain access.

Anforderungen:
Vorteile: ✅ No skill investment required ✅ No consumable items needed ✅ Canonical/intended solution with some nice dialogue ✅ Available to everyone regardless of build
Disadvantages: ❌ Requires a bit of detective work ❌ Takes longer than just lockpicking ❌ Involves navigating tight spaces on your ship
This is the “intended” solution that most players will discover naturally if they’re thorough. We’ll cover the full step-by-step process in the next section.
Anforderungen:
Vorteile: ✅ Immediate access (no detective work needed) ✅ Good if you’re already investing in Lockpick skills ✅ Faster than hunting for the key
Disadvantages: ❌ Requires skill point investment ❌ Uses a consumable Mag-Pick ❌ Not available to low-Lockpick characters ❌ Misses out on some fun detective work and lore
Wann Sie diese Methode verwenden sollten:
For lockpick-focused builds, check our perks guide for perks like Pickpocket Und Through the Keyhole that enhance lockpicking capabilities.
Alright, let’s do this the “proper” way with the full detective experience.
Standort: On the ground immediately to the left of the Commander’s Safe
When you approach the safe, don’t immediately try to interact with it. Instead, look down and slightly to the left. You’ll see a piece of paper on the floor—the Crumpled List.
Interact with it to pick it up and read it.
What it says: This is a to-do list written by Niles (your companion and the ship’s previous… occupant? It’s complicated). The list contains various tasks, but the important entry is the last one:
“Hide the safe key with VAL”
Was das bedeutet: Niles, in an attempt to keep himself away from the alcohol stored in the safe (we’ll get to that), hid the key with VAL—your ship’s AI assistant.
Lore-Hinweis: This is a nice character moment for Niles, showing his struggle with substance abuse and his attempt to create barriers between himself and temptation. It’s also hilariously relatable—hiding your own key so you can’t access your snack stash is very human behavior.

Standort: VAL’s interface is on the main deck of your ship, near the central control systems
Head down to the main deck and interact with VAL’s terminal/interface. If you’re not sure where it is, it’s the main computer system you use for ship navigation and communication.
Dialogue option: Ask VAL: “Do you know where the keycard to the safe in the commander’s quarters is?”
(Note: This dialogue option only appears AFTER you’ve read the Crumpled List. If you try talking to VAL before reading the note, you won’t see this option.)
VAL’s response: She’ll explain that Niles gave her the key and asked her to hide it somewhere he couldn’t easily find it. She then reveals the location:
“The Commander’s Safe Key is hidden behind the Skip Drive at the rear of the ship.”
Additional dialogue: VAL also mentions that Niles hid alcohol in the safe and asked her to prevent him from accessing it. She’s been doing her job… until now, when you—as the new Commander—have overridden her restrictions.
Character moment: This conversation adds depth to both Niles and VAL. Niles is struggling with alcoholism and created a support system (literally, an AI) to help him stay sober. VAL, despite being artificial intelligence, shows loyalty to Niles’ wishes while also understanding her duty to the new Commander (you).
Standort: The very rear of the ship (back of the Incognito)
From VAL’s terminal, head toward the back of your ship. You’re looking for the Skip Drive—the massive piece of technology that enables faster-than-light travel. It’s pretty hard to miss; it’s the biggest piece of equipment on the ship.
Navigationstipp: If you’re facing the cockpit/front of the ship, turn around 180 degrees and head toward the back. The Skip Drive is in the aft section, taking up a significant portion of the rear compartment.
Here’s where it gets tricky: The key isn’t just “near” the Skip Drive—it’s hidden behind it in a tight space.
Was zu tun:
What it looks like: Der Commander’s Safe Key is a small, easy-to-miss item on the floor. It’s not glowing or highlighted with any special effects—just a regular key sitting on the deck plating.
Camera angle tip: You might need to adjust your camera angle significantly to spot it. Look in the narrow gap between the Skip Drive housing and the ship’s rear bulkhead. The key is tucked into this space, presumably thrown back there by Niles in a moment of determination.
If you’re having trouble finding it:
Once you spot it, interact with it to pick up the Commander’s Safe Key.

With key in hand (well, inventory), head back up to your quarters on the second floor.
Approach the Commander’s Safe and interact with it. You’ll now have the option to use the key to unlock it.
No skill check, no consumables needed—the key works perfectly, and the safe opens to reveal its contents.
Was all that detective work worth it? Let’s see what you get:
1. Tossball Card: Eva Wierzbicki
2. Bit Cartridge (322 Bits)
3. 2x Bypass Shunts
4. 2x Mag-Picks
5. 2x Numb Rum
6. 1x Ascendant Bourbon
7. 1x Spectrum Vodka
Short answer: Absolutely yes.
Let’s break down the value:
If you sold everything:
Total sellable value: ~1,922 Credits
That’s not bad for a few minutes of detective work, especially in the early game when Credits are tight.
But you SHOULDN’T sell the consumables. Hier ist der Grund:
2x Bypass Shunts early game = Access to at least two locked terminals that would otherwise cost you 1,100 Credits to buy the Shunts for, or require you to craft them (using valuable materials you might not have yet).
2x Mag-Picks early game = Access to at least two locked containers, which almost certainly contain items worth more than 300 Credits total.
The real value: Using these consumables to access locked content will net you MORE total value than selling them. Locked containers and terminals often contain rare weapons, armor, quest items, and Credits that far exceed the cost of the consumables needed to access them.
Check our guide on breaking down vs. selling junk for more on resource management economics.
Tossball Card collectors: If you’re going for 100% collection, you need this card. It’s missable (sort of—your ship doesn’t go anywhere, so you can always come back), but it’s one of many scattered throughout the game.
Lore enthusiasts: The safe’s contents tell a small story about Niles’ character and his struggles. It’s environmental storytelling at its finest.
Zeitaufwand: ~5-10 minutes of detective work Skill investment: None (if using the key method) Consumable cost: Keiner Risk: Zero
Urteil: There’s literally no downside to opening this safe. The rewards are useful, the detective work is fun, and you learn something about your companion. Do it.
Zeitliche Überlegungen:
Warum: The Bypass Shunts and Mag-Picks are most valuable in the early game when you don’t have a stockpile yet. The 322 Bits also matter more when Credits are scarce.
Wann: You can do this essentially as soon as you gain control of your ship after the prologue. As soon as you have freedom to explore your vessel, head to your quarters and start the quest.
Nutzen: Early access to locked content throughout your first major planet (Paradise). There are multiple locked terminals and containers in Fairfield and surrounding areas that you can immediately access with these free consumables.
Warum: If you’ve already put points into Lockpick and have Mag-Picks to spare, you can just lockpick the safe and skip the detective work.
Wann: Whenever you reach Lockpick level 4+
Nutzen: Faster access if you’re already a lockpicking build. But honestly, the detective work takes like 5 minutes and adds some fun environmental storytelling, so I’d still recommend doing it the “proper” way.
Warum: Some players wait until they’ve spent more time with Niles as a companion before accessing his hidden stash, feeling it’s more appropriate character-wise.
Wann: After completing several Niles-related quests and understanding his backstory
Nutzen: Additional emotional weight to the discovery
Downside: You miss out on using the valuable early-game consumables when they matter most. From a pure optimization standpoint, waiting is suboptimal.
Seriously, use them. They’re worth far more as tools than as vendor trash. Early-game locked content often contains weapons, armor, and mods worth hundreds of Credits each.
The Commander’s Safe isn’t the only hidden item on your ship. While you’re doing detective work, check:
You’ll find additional consumables, lore items, and flavor text that add depth to the world.
The three alcoholic beverages heal health when consumed. Save them for emergency healing during tough fights, especially early on before you’ve built up a stockpile of proper healing items.
Alternatively, if you’re roleplaying a character who wouldn’t enable Niles’ struggles, you could destroy them or leave them in the safe unopened as a symbolic gesture. (Though mechanically, this just wastes healing items.)
If you’re doing multiple runs of The Outer Worlds 2, you might want to experience both methods:
The Crumpled List contains some nice character details about Niles beyond just the key location. It’s a small piece of environmental storytelling worth capturing if you’re into that sort of thing.
New players see “550 Credits each for Bypass Shunts” and think they’ve hit the jackpot. Resist the urge. USE them to access locked content, which will net you far more value.
If you try to interact with the safe without reading the Crumpled List first, you won’t trigger the dialogue option with VAL. Read the note on the floor before doing anything else.
You MUST crouch to access the narrow space where the key is hidden. Standing players can’t reach it, and some people give up thinking it’s not actually there.
The key method requires ZERO skill investment. Don’t feel like you need to level Lockpick just for this safe—save those points for your actual build. Check our starting builds guide for optimized skill point allocation.
Some players never discover this safe at all because they don’t thoroughly explore their own ship. Don’t be that player. Check every room, every corner, every container on your ship at least once.
The Commander’s Safe is a microcosm of The Outer Worlds 2’s design philosophy: thorough exploration and paying attention to environmental details rewards you with valuable loot and interesting story beats.
Other similar secrets to hunt for:
If you enjoyed the Commander’s Safe quest, you’ll love the rest of the game’s hidden content. Just remember to check every corner, read every note, and talk to every NPC. Obsidian rewards curiosity.
Standort: Commander’s Quarters, second floor of Interceptor, back right corner behind table
Method 1 – Key (Recommended):
Method 2 – Lockpick (Alternative):
Contents to Collect:
The Commander’s Safe is a perfect example of why Obsidian RPGs are special. What could have been a generic locked container instead becomes a small environmental puzzle with character backstory, multiple solution paths, and tangible rewards that help you throughout the early game.
The detective work is fun, the rewards are useful, and the whole experience takes less than 10 minutes. There’s literally no reason not to do this as soon as you gain access to your ship.
Now get out there, find that key, and claim your rightful loot. Your quarters, your safe, your rules. Niles had his chance to stay sober—now it’s time to use those Bypass Shunts for the greater good of unlocking every terminal in Fairfield.
Related guides to maximize your early game: