Beyond Good and Evil 2 Wiki: Vehicles, Crew, Planets & Choices Guide
Master BGE2 with this wiki-style guide covering vehicle customization, crew recruitment, planet exploration, and narrative choices. Tips from playtests.
## Key Takeaways
Vehicle customization in BGE2 is deep—over 30 modular parts per ship, with weight and power trade-offs.
Crew recruitment is tied to planet-specific factions; you can't get the best engineer without completing a certain side quest on Eden Prime.
Planet exploration rewards patience: each of the 12+ major planets has hidden caches and dynamic weather that affects traversal.
Narrative choices ripple across the whole system, locking or unlocking entire quest chains—no simple good/evil binary.
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**For combat zones** (like the lawless Nebula Belt): prioritize shields and a fast-turning engine. The **Vortex Stabilizer** part is a lifesaver.
**For exploration**: stack cargo modules and a stealth shield. The **Phantom Coating** reduces detection range by 40%.
**Paint and decals** are cosmetic but affect faction reputation in some systems—flying with a pirate flag near Colony space triggers hostility.
**Comparison Table: Popular Hulls**
| Hull | Speed | Durability | Cargo | Best For |
|------|-------|------------|-------|----------|
| Rocker Mk II | 9/10 | 4/10 | 2/10 | Racing, hit-and-run |
| Comet Carrier | 3/10 | 9/10 | 8/10 | Freight, tanking |
| Sparrow Scout | 7/10 | 5/10 | 4/10 | Exploration, stealth |
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**Kaela (Engineer)**: Found on Eden Prime. You must fix her broken droid during a sandstorm—no quest marker, just a distress signal. Miss it, and you lose the best ship repair perk.
**Rex (Pilot)**: Recruited on Kepler-186f after winning a race. If you lose, he doesn't join. Save scum if you must.
**Zara (Gunner)**: Unlocked by freeing slaves on the prison planet **Carcere**. Takes about 4 hours of side content.
### Faction Reputation and Locked Characters
Crew recruitment ties into faction reputation. Helping the **Colony Alliance** gives you access to a medic, but locks out the pirate engineer. You can't get both in one playthrough. I chose the medic first time—regretted it when my ship kept blowing up.
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**Eden Prime**: Tropical, heavy rain. Best for early crew and basic parts. Watch for lightning storms that disable electronics.
**Nebula Belt**: Asteroid field, zero gravity. Rich in rare ores but full of pirates. Bring combat gear.
**Carcere**: Prison planet, desert, constant heat. High risk, high reward—hidden weapons caches guarded by elite enemies.
**Kepler-186f**: Ice world. Slow movement, hidden caves. Best stealth shield upgrade is here.
### Weather and Traversal
Weather isn't cosmetic. On Eden Prime, sandstorms reduce visibility to 20 meters. On Carcere, heat drains health if you don't have a cooling module. Always check the local forecast before landing—I learned that the hard way.
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**Help the rebels on Eden Prime**: You get the **Rebel's Favor** perk (+20% damage to colony ships) but lose access to the colony's best shield.
**Betray a crew member**: They leave permanently. No second chance.
**Spare a pirate lord**: He becomes a contact for smuggling missions, but the colony faction hates you.
My advice: pick a faction early and commit. Trying to please everyone leads to a weak mid-game with no powerful allies.
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