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Outer Worlds 2

The Brain Benders of Auntie's Choice! Walkthrough

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The Brain Benders of Auntie

The Brain Benders of Auntie's Choice! is a Paradise Island side quest in the Outer Worlds 2. Read on for a full walkthrough of the quest, including info on how to unlock the quest and its rewards.

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A Refreshing Bit of News -

How to Unlock The Brain Benders of Auntie's Choice!

Complete A Refreshing Bit of News

Immediately after A Refreshing Bit of News, Minister Milverstreet will give you another request, this time concerning the Protectorate civilians of Westport. Accepting it will trigger The Brain Benders of Auntie's Choice!

Note: While talking about the request, you can convince Minister Milverstreet to reward you with his personal hat instead of a replica. However, there isn't much difference between either hat.

A Refreshing Bit of News Walkthrough

The Brain Benders of Auntie's Choice! Walkthrough

Side Quest Objectives
1 Make Your Way to Westport
2 Speak to Vigilant Hogarth
3 Get Westport to Leave for Fairfield
Option 1 Option 2
Sabotage Westport's Infrastructure Convince Westport to Defect
4 Report Your Success to Minister Milverstreet

Click on a step to jump to its section in the walkthrough!

Make Your Way to Westport

World View Map Location

To start, make your way over to Westport. Rather than west, this location is found to the northeast of Fairfield. If you have it unlocked, you can also opt to fast travel as soon as you get the quest from Minister Milverstreet.

Speak to Vigilant Hogarth

Upon arriving in Westport, head over to the largest building in the settlement. Look for Vigilant Hogarth at the 2nd floor balcony and ask him about what it'll take to get the people of Westport to defect to Fairfield.

During this conversation, you can offer to help the settlement in exchange for info on how to reach the Vox Relay. This will trigger The Saga of Malfunctioning Mechanicals side quest.

Complete the Saga of Malfunctioning Mechanicals First

At this point, we recommend that you complete The Saga of Malfunctioning Mechanicals first since it is a missable quest. Plus, completing this quest means you can squeeze a few more Bits out of Minister Milverstreet later on.

The Saga of Malfunctioning Mechanicals Walkthrough

Sabotage Infrastructure or Get Westport to Defect

How to Convince Hogarth to Leave
Sabotage Westport's Infrastructure Convince Westport to Defect

In order to persuade Vigilant Hogarth into abandoning Westport, you'll need to either sabotage the settlement infrastructure or convince the citizens to defect. Of the two, the easiest to pull off will be sabotaging the infrastructure of the settlement.

How to Sabotage Westport Infrastructure

Step-by-step Walkthrough
1

In order to make Westport unliveable, you'll need to sabotage its generator, broadcast facility, and water supply. To start, exit your conversation with Hogarth and look to your right.

You should see a table with the Keycard - Westport Broadcast Facility on top of it. Swipe the keycard before exiting the building.
2

Once outside, look towards the west of the settlement until you spy a building with a spinning radio dish. This is the broadcast facility. Head on over and use your newly acquired keycard to enter the structure.
3

Inside, head over to the back room and interact with the terminal. Choose the option, Permanently overwrite Protectorate broadcasts to sabotage Westport's broadcasts.
4

Next, exit the building then head over to the southeast side of the settlement. Your next stop is the generator building.
5

Circle over to northeast side of the building to find the jump puzzle leading into the generator room.
6

Parkour your way up to the roof of the generator building before dropping down on the ledge next to one of its blown out walls.
7

Drop down into the generator room and inspect the Main Power Generator. Choose the option Use the Galvanic Subverter in order to destroy the generator.

Alternatively, players with Explosives 2 can simply rig the generator to blow.
8

Pick up the Keycard - Westpoint Generator Station on top a nearby box and use it to open the doors. Exit back into the settlement.
9

Your final stop will be the water supply. To start, fast travel to Westpoint so you get teleported right outside the settlement.
10

Next, face north and head into the abandoned outer section of the settlement. This area is infested with Crabbles. Exterminate them all before proceeding.
11

Once they're gone, head over to the large dock area outside the northern wall of Westport. Sneak past the drone and dragoon patrol to reach the other side with the water supply.
12 Interact with the Westport Potable Water Supply and choose the option Add Skin Powder to the purifier. This sabotages the settlement's water supply.

Alternatively, players with Engineering 2 can sabotage the purifier without having to use the Skin Powder.
13 Finally, head back up to Vigilant Hogarth. Choose the dialogue options that tell him that Westport's infrastructure is in shambles. You don't really need to do much here since all dialogue options will convince him to leave (levels in Speech are not required).

▼ Jump to Next Step ▼

How to Convince Westport to Defect

Only go this route if you're rocking at least Speech 4, otherwise, you're better off sabotaging the town instead.

Step-by-step Walkthrough
1 To convince the people to leave Westport, you'll first need to do a few tasks for 3 key people in the settlement. Begin by heading over to the clinic on the first floor of the main building.
2

Inside the clinic, look for Curativist Rowe and offer to help her out. Give her the Case of Auntie's Choice Ambidextrine. She'll be skeptical at first, but if you pass a Speech 2 check she'll change her tune and accept the medicine.
3

After giving Rowe the case of medicine, pick any of the dialogue options to continue (does not matter at this point). Eventually, she'll agree to leave Westport but only if they have extra medicine for the road. You have 3 options:

① Collect 4 Waterlogged Protectorate Medicine from the abandoned section of Westport (north).
② Pass a Speech 2 and Medicine 2 check to convince her that the medicine you gave her was enough.
③ Pass a Leadership 3 check to convince her that deaths are inevitable while moving to Fairfield.

Naturally, option 1 is the hardest since you'll need to fight off Crabbles to get the medicine. However, it does net you a ton of XP and you'll be visiting the location anyway in order to convince Charlton Weintraut later on.
4

Once you've convinced Curativist Rowe, head over to the entrance of Westport and look for Mechanist Pinckney. Speak to him and pick the following dialogue choices:

① He was very welcoming, in fact.
② Mech repair's mech repair, isn't it?
③ Speaking of Vigilant Horgath, what's your take on him?
④ Bet it's tough. Ever think of packing it in and moving to Fairfield?
⑤ But in Fairfield, you'd be paid for all your work.
⑥ Tell me. What would cause such a severe decline around here?

Eventually, he'll tell you that you need to sabotage the generator to convince him to leave. However, if you pass the Speech 4 and Speech 3 checks, you can just convince him to leave without having to destroy the generator.
5

If you didn't have enough Speech, look for the generator in the south side of town. Use the boxes to parkour your way up to the blown out wall of the building. Use it to reach the generator.
6

After dropping down into the generator room, inspect the Main Power Generator. Choose the option Use the Galvanic Subverter in order to destroy the generator.

Alternatively, players with Explosives 2 can simply rig the generator to blow.
7

Finally, your last target is Charlton Weintraut. Before confronting him, head over to the abandoned western section of Westport (the area outside its walls). Clear out the Crabbles here before making your way to the cluster of 3 buildings to the northwest of the ruins.
8

The leftmost building in this cluster will be Charlton's old haunt. Head inside and interact with the terminal. Read all of his memos before exiting. This gives you enough info to call out his allegiance to Auntie's Choice products.

Before leaving, you can pick up the Tossball Card: Shaina Grade on the desk to the left of the terminal.
9

With the info in hand, return to Westport and speak to Charlton Weintraut in the central courtyard. After he introduces himself, call out his allegiance using the info you found in the terminal.

After he acknowledges you, simply go through the dialogue options (no need to pass the Speech check) until you can tell him: "I met with Minister Milverstreet, the director of those advertisements you adore".
10

Next is the convincing part. Fortunately, Milverstreet saw to give you a Case of Auntie's Choice Purpleberry Krunch. Use it to bribe Charlton into defecting.
11 Finally, all that's left is to confront Vigilant Hogarth one last time. Speak to him and pick the following dialogue options:

① I... hate to rain on the mood, but Westport's finished. You all need to move to Fairfield.
② That's no longer true. Westport's failing. Your people are overwhelmed and ready to leave.
③ I'm sorry, Vigilant. But your people have lost faith in the Protectorate.
④ You should leave with your people.
⑤ Being a loyal subject shouldn't require you to die needlessly.
⑥ The Protectorate failed Westport. It's not too late for you to live. The others need you.

This persuades him and the others to leave, completing your task in Westport.

▼ Jump to Next Step ▼

Return to Minister Milverstreet and Report Your Success

With your job in Westport is done, fast travel back to Fairfield and head on up to Minister Milverstreet to report your success. He'll reward you with 2382 Bits and a Limited Production Gentleman's Oxonian.

Then, choose the dialogue option, Only on getting into the Vox. Which you promised to help me with, in order to finish the quest. Completion nets you 1080 XP.

Press Him for Additional Bits if You Finished Hogarth's Side Quest

If you completed the side quest, The Saga of Malfunctioning Mechanicals, you can choose the dialogue option, Hogarth helped me on his own. You still owe me. This forces Milverstreet to give you an additional 350 Bits.

The Brain Benders of Auntie's Choice! Choices

Sabotage Westport or Leave it Alone

The big question during this quest is whether you should sabotage Westport or leave its people alone. If you sabotage Westport, all its people will leave for Fairfield, turning the bustling settlement into a ghost town.

Sabotaging Westport is the best choice since it unlocks a critical option later during the main story quest, The Saboteur of Paradise. If you let people stay in Westport, your choices during the mentioned main quest will be very limited.

The Brain Benders of Auntie's Choice! Rewards

Quest Completion Rewards
・1080 XP
・Limited Production Gentleman's Oxonian
・x2382 Bits
Faction Reputation +3 Rep for Auntie's Choice

The Brain Benders of Auntie's Choice! Info

The Brain Benders of Auntie's Choice! Info
Type Side Quest
Location Fairfield, Paradise Island
Quest Giver Minister Milverstreet
Missable? This quest is missable.
How to Start
After completing the side quest, A Refreshing Bit of News, speak to Minister Milverstreet and ask details about his next task for you.

Outer Worlds 2 Related Guides

Side Quests

List of Side Quests

All Quests by Location

Quest Guides by Location
Paradise Island Golden Ridge Free Market Station
Praetor Cloister Undisputed Claim

All Side Quest Guides

Paradise Island
A Refreshing Bit of News Above and Beyond Repair
Schemes of the Secret Smugglers A Final Death for Gravity
The Lab that Shouted Incoherently and Often The Brain Benders of Auntie's Choice!
The Saga of Malfunctioning Mechanicals An Aegis Against the Miasma
Vanquishing the Vexing Vapors Ascent in the Howling Tower
Who Else But Us For Whom the Bridge Tolls
The Routine Reconnaissance of Rarefied Resources
Golden Ridge
Present and Future Company Excluded Pinching the Pupa
The Curious Case of a Cankered Chief Imprisoned by the Riddles of Reality
Doctors Inside Borders Beginning at the Endpoint
Missive From the Lost Days -
Free Market Station
The Last Voyage of the ACS Free Market Arbitrary Measures
Praetor
Fiddling with Fulgurating Fulminations Walking on Eggshells
A Noble History Escape From Placid Waters
Undisputed Claim
Forbidden Secrets of the Undisputed Claim -
Cloister
Controlling for Convenience The Case of the Mystery Rations

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