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Learn how to get Savannah's Journal in Outer Worlds 2 at the Excogitation Chapel. Discover why this pickpocketed item unlocks critical dialogue options during the De Vries main quest confrontation.
The Outer Worlds 2 loves hiding important quest items in plain sight, and Savannah’s Journal is a perfect example. At first glance, it seems like just another random piece of loot you can steal from an NPC. But if you’re aiming for the optimal outcome in one of the game’s major story decisions involving De Vries, this journal becomes absolutely essential.
Here’s the thing: the game never explicitly tells you to grab this journal before it matters. By the time you realize you need it, Savannah might have already left the area, locking you out of certain dialogue paths entirely. Let’s make sure that doesn’t happen to you.
Quick Reference:

The Excogitation Chapel sits just northeast of Fairfield, the main settlement you’ll become very familiar with during the early hours on Paradise Island. If you’ve been following the main questline and dealt with the Vox Relay situation, there’s a good chance you’ve already unlocked this location as a fast travel point.
Pro tip: The chapel is also tied to the Cloister Excogitation Logs collectibles, so if you’re hunting those down, you’ll definitely pass through here.
This isn’t complicated, but timing matters—especially if you want to avoid missing your window.
The Pickpocket Perk:
If you haven’t invested in lockpicking yet, now’s the time. Level 1 is easy to reach—just allocate a single skill point during character progression. The Pickpocket perk itself is incredibly valuable beyond this one journal, so don’t think of it as a wasted investment. You’ll use it constantly if you’re playing any sort of stealth or exploration-focused build.
For more context on skill investment strategies, check out the best starting builds guide.

Critical timing note: Do this BEFORE you talk to Savannah to complete the “Stalking an Associate of Angry Ascendance” side quest. Once certain main quest events progress (specifically the De Vries confrontation), Savannah leaves the chapel permanently. If she’s gone, you can’t get the journal, and you’ll be locked out of the best dialogue outcomes later.
Okay, so you’ve stolen a journal. Now what? This is where things get interesting from a quest design perspective.
When you finally sit down to talk with Savannah (after pickpocketing her, ironically), the journal becomes a conversation tool. Here’s how:
If you couldn’t hack De Vries’ terminal:
This is classic Outer Worlds 2 design—multiple paths to the same information. If you’re not playing a tech-focused character who can hack terminals, the journal becomes your backup plan.

Here’s where Savannah’s Journal transitions from “nice to have” to “actually essential”:
Key Dialogue Choice: During your conversation with Savannah, make sure to select the option: “Seem like knowing her was unsettling for you”
This specific dialogue choice, combined with the journal information, gives you crucial intel that unlocks special dialogue checks when you eventually confront De Vries in the main storyline.
Without this information: You’re locked out of what the community generally considers the “best” outcome for the De Vries confrontation. The game doesn’t tell you this is happening—you just won’t see certain dialogue options appear, and you’ll wonder why you can’t achieve the resolution other players are talking about.
With this information: You unlock additional persuasion and dialogue options that can dramatically change how the De Vries situation resolves, potentially avoiding violence or achieving a more nuanced outcome aligned with your character’s values.
The Outer Worlds 2 is built around player choice, but not all choices are equal—and not all choices are available unless you do the groundwork. Savannah’s Journal is a perfect example of how the game rewards thorough exploration and careful attention to side quests.
Think of it this way:
Neither approach is wrong, but if you’re the type of person who wants to see all the best outcomes (or you’re going for specific achievements and trophies), missing this journal will haunt you.
Based on player experiences, here are the pitfalls:
❌ Talking to Savannah before pickpocketing her Once dialogue starts, it’s awkward to back out and steal from her immediately after. Do the theft first.
❌ Progressing too far in the main quest Savannah leaves the chapel after certain story events. If you’re already at the De Vries confrontation, it’s too late.
❌ Skipping the “unsettling” dialogue option Even if you have the journal, you need to pick the right conversation choice with Savannah to unlock the later dialogue checks.
❌ Not having the Pickpocket perk You can’t improvise this. The perk is mandatory. Plan your perk investments accordingly.
Short answer: Yes, if you care about optimal quest outcomes.
Long answer: The Pickpocket perk is useful far beyond Savannah’s Journal. Throughout The Outer Worlds 2, you’ll encounter NPCs carrying keycards, access codes, and valuable items that can simplify or bypass entire sections of quests.
For example, earlier in the game you can use pickpocketing to steal Kaur’s War Chest Keycard instead of lockpicking the chest directly. It’s a perk that consistently provides shortcuts and alternative solutions.
If you’re playing a character focused on stealth, social skills, or exploration, the Pickpocket perk is arguably essential. Even combat-focused characters benefit from the flexibility it provides.
Since Savannah’s Journal ties into broader storylines, these guides will help you navigate the connected content:
If you’re planning your character around quest outcomes and dialogue checks, consider these resources:
Savannah’s Journal is one of those items that perfectly encapsulates what makes The Outer Worlds 2 engaging for RPG enthusiasts. It’s not handed to you. It’s not marked with a giant quest marker. The game trusts you to explore, experiment, and connect the dots between seemingly unrelated side quests and main story decisions.
If you’re the type of player who enjoys feeling like you’ve earned the best outcomes through thorough exploration rather than just following waypoints, this is exactly the kind of content you should be hunting down.
And honestly? Successfully stealing a journal from someone, then using the information in that journal to confront them in conversation, then later using that confrontation to unlock special dialogue with a completely different character? That’s satisfying RPG design. It feels like you’re playing the game at a deeper level than just “go here, shoot this, move on.”
So grab that journal, exhaust those dialogue trees, and enjoy the payoff when you’re standing in front of De Vries with options other players wished they had.
More Outer Worlds 2 Quest & Choice Guides:
Collectibles & Exploration Guides:
Progression & Systems: