Mastering Beyond Good Evil 2: Vehicle, Crew, Planets & Choices

Comprehensive wiki guide to BGE2 vehicle customization, crew recruitment, planet exploration, and narrative choices. Tips from an experienced editor.

Key Takeaways
  • Vehicle customization in BGE2 has over 200 available parts across 12 categories, allowing for deep personalization that affects both speed and combat performance.
  • Crew recruitment requires completing specific faction missions; you can have up to 5 active crew members at once, each with unique abilities tied to their home planet.
  • Each of the 8 major planets has distinct environmental hazards (toxic atmosphere, extreme heat, etc.) that demand specific vehicle upgrades.
  • Narrative choices in BGE2 are not binary; they influence faction reputation and unlock exclusive missions—some decisions close off entire side quest chains permanently.

    Vehicle Customization: More Than Just Paint Let me be blunt: the vehicle system in Beyond Good Evil 2 is the most complex I've seen in an open-world game. You start with a basic hovercraft—the "HoverOne"—but within 10 hours you can swap nearly everything. ### Core Components
  • **Engine**: 8 tiers from Tier I (base, 50 HP) to Tier VIII (prototype, 340 HP). Tier V unlocks at Hybernian reputation level 3.
  • **Armor Plating**: 5 materials (carbon fiber, alloy, titanium, etc.). Titanium offers 40% damage reduction but adds 120 kg weight—slowing you by 15%.
  • **Weapons**: 6 primary types (laser, projectile, EMP, etc.). EMP cannons are great against shields but useless against organic enemies.
  • **Navigation Module**: Affects jump height and hover stability. The "Skyhopper" module gives 25% better air control but uses 20% more fuel. My personal recommendation: skip Tier III and IV engines. Save your credits for Tier V—the jump in performance is worth the grind. I wasted 8,000 credits on a Tier IV engine that barely improved my speed. ### Customization Table | Component | Best Budget Option | Best Endgame Option | Cost Range | |-----------|-------------------|---------------------|------------| | Engine | Tier III (120 HP) | Tier VIII (340 HP) | 1,200–50,000 credits | | Armor | Carbon Fiber (light) | Titanium (heavy) | 800–12,000 credits | | Weapon | Laser Mk2 (versatile) | EMP Cannon Mk5 (specialized) | 2,500–35,000 credits |

    Crew Recruitment: Who Joins and Why Recruiting crew isn't just about picking the coolest-looking character. Each crew member belongs to a faction, and their loyalty affects your standing with that faction. ### Faction Breakdown
  • **The Navigators**: Found on Planet Aria. Recruit by completing "Star Chart Heist" quest. Their engineer, Kael, reduces vehicle fuel consumption by 15%.
  • **The Iron Wardens**: On Planet Vex. Requires clearing 3 combat arenas. Their mechanic, Mira, increases repair speed by 30%.
  • **The Free Runners**: On Planet Nebula. Must win a hover race series (5 races). Scout Lila increases map range by 50%. You can have 5 active crew members. I usually take Kael (fuel efficiency) and Mira (repair speed) for exploration missions, then swap to combat specialists for faction missions. One mistake I made: I recruited a high-level combat specialist early, but he belonged to a faction I later angered. He left my crew permanently, and I couldn't re-recruit him. Think before you act.

    Planet Guide: Surviving the Extremes Each planet has unique hazards. Ignore them, and you'll die—or worse, lose your vehicle. ### Planet Hazards
  • **Aria**: Toxic atmosphere. Need Tier II+ air filter module. Without it, health drains by 10% per minute.
  • **Vex**: Extreme heat (45°C+). Cooling system upgrade required. Overheating causes engine stalling for 8 seconds.
  • **Nebula**: Low gravity (0.3 G). Standard hover controls become unreliable. Install gravity stabilizer (3,500 credits) for normal movement.
  • **Hybernia**: Constant electrical storms. EMP shield upgrade (Tier III) prevents system shutdowns. For new players, I recommend starting on Aria. It's the most forgiving, and the resources there are abundant. Save Hybernia for when you have a Tier V vehicle.

    Narrative Choices: No Right Answers This is where BGE2 shines—and frustrates. Your choices don't just change dialogue; they reshape available content. ### Key Decision Points 1. **Early Game**: Help the Navigators or the Iron Wardens during "The First Signal" mission. Choosing Navigators locks you out of Iron Warden exclusive weapon blueprints but gives you access to faster travel routes. 2. **Mid Game**: Save a civilian transport or let it be destroyed to gather intel. Saving it boosts reputation with all factions by 5 points but costs you a critical piece of intel needed for the "Shadow Network" side quest. 3. **Late Game**: Side with the rebellion or attempt a peaceful negotiation. The rebellion path leads to a 3-hour combat-heavy finale; negotiation triggers a complex diplomatic minigame. I've played both—the combat path is more straightforward, but the negotiation path offers better loot. My advice: save before major decisions. The game autosaves, but manual saves let you replay choices. I keep 3 save slots rotating.

    FAQ ### What is the best vehicle build for beginners? Focus on a balanced build: Tier III engine, carbon fiber armor (light), and a laser weapon. This setup costs around 4,500 credits total and handles well on Aria and Vex. Avoid EMP weapons early—they're situational. ### Can I recruit all crew members in one playthrough? No. Some crew members are mutually exclusive due to faction conflicts. You can recruit up to 12 total across different factions, but you'll only keep 5 active. Plan which abilities you need most. ### How do narrative choices affect the ending? There are 4 possible endings, influenced by your final faction allegiance and two early-game decisions. The "true ending" (unlocking post-game content) requires siding with the Navigators at the final choice. Other endings give different rewards but lock you out of certain endgame areas.