The Outer Worlds 2 The Brain Benders of Auntie's Choice quest guide

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The Outer Worlds 2 The Brain Benders of Auntie's Choice quest guide

How do you complete The Brain Benders of Auntie's Choice in The Outer Worlds 2? When you reach Eden, your main aim is to infiltrate the Vox Relay to chase down De Vries. To accomplish this task, we recommend completing some side quests to make your journey to the base as easy as possible.

As part of your The Outer Worlds 2 adventure, you'll meet Minister Milverstreet in Fairfield, and he'll promise to help get you into the Vox Relay if you persuade Vigilant Hogarth and the inhabitants of Westport to relocate to Fairfield. Be warned: you'll need to unlock particular Outer Worlds 2 skills and Outer Worlds 2 traits before you kick off the quest.

The water pump location in Westport in The Outer Worlds.

The quest gives you two ways of convincing Vigilant Hogarth to evacuate Westport and head to Fairfield: sabotage three key pieces of Westport's infrastructure or convince three inhabitants to head to Fairfield. One of those people is Charlton Weintraut, whom you also need to convince to head to the Bridge as you attempt to gain access to the Vox Relay in the For Whom the Bridge Tolls quest.

By far the easiest option is to sabotage Westport in three ways, forcing Hogarth to head to Fairfield. In our playthrough, we attempted to convince the three inhabitants, and while they reluctantly agreed, they said they'd only relocate if Vigilant Hogarth approved it. It's easier to skip the headache and focus on sabotaging the town.

Sabotaging the water pump in The Outer Worlds 2.

How to sabotage Westport's water supply

The first thing to sabotage is Westport's water supply. Exit the main courtyard and head down to the coast. Continue to the right again, away from the town, and you'll see a guarded area with two machines ready to attack.

You have two options: sneak past or defeat the robots. If you go for the latter, try to use an electrical weapon, as they're weak to them. At the back of the guarded area, you'll spot a pump where you'll have two options to sabotage it:

  • Add Skin Powder to the purifier.
  • Use your Engineering skill (level two required).

Before you leave, there's also an Anthony Rodgers Tossball Card in the box next to the water pump, so don't forget to grab it.

The keycard for the Westport radio station.

How to sabotage Westport's broadcast facility

The second piece of equipment to sabotage is the town's radio system. On the balcony where Hogarth is situated, you'll find a keycard to the radio system's room on a table to the right of him. Grab that and head back out to the courtyard via the main building's front door.

The radio room is in the far-right corner from you - simply go there and use the keycard to open the door. Once you're in, interact with the terminal and use the Auntie's Choice Automated Propagandizer to change what's being played throughout the town.

The hole in the generator room roof in Westport.

How to get the Westport generator room keycard

The final thing you need to sabotage is the town's generator. Now, while it's easy to find where it is, getting into the room is tough. If you're looking at the front of the main building, the generator room is up on the raised section to the right, at the back, behind some residential buildings.

The door requires a keycard, which you can find by making your way to the other side of the building. There are some boxes you can climb to get to the roof of the generator room. Jump up and fall down into the building through the hole in the roof. Interact with the generator, and you have two options for how to sabotage it:

  • Use your Explosives skill (level two required).
  • Use a Portable Galvanic Subverter.

Convincing Hogarth to leave Westport.

Convincing Vigilant Hogarth to leave Westport

With the three pieces of infrastructure broken, head back to Hogarth in the main building and let him know. You'll be able to convince him to head to Fairfield and let everyone know to evacuate. Make sure you use the following three dialogue options. During the conversation, it doesn't matter what other replies you give:

  • "I… hate to rain on the mood, but Westport's finished. You all need to move to Fairfield."
  • "Dying is one thing, but without a generator, your mechs can't be recharged. Fixed or not." (Speech 2 skill is required)
  • "Well, have fun listening to those loudspeakers. Day after day after day. By yourself."

Following those dialogue options, he'll head to Fairfield and give permission to everyone else you've convinced. If you then head to Fairfield, you'll be able to complete the quest by speaking to Minister Milverstreet.

However, he won't actually be able to give you any way of infiltrating the Vox Relay. You need to speak to Hogarth about that, and he'll offer some help in return for completing another side quest called 'The Saga of Malfunctioning Mechanicals.' It's best to complete it before he heads to Fairfield, though.

Once you've done that, the quest will be complete, and you'll be able to do the final part of 'For Whom The Bridge Tolls'. Check out how far through the RPG game you are with the complete The Outer Worlds 2 quests list guide.

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