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Complete guide to all 6 major factions in The Outer Worlds 2. Learn how to join Auntie's Choice, Order of the Ascendant, Sub Rosa, and navigate the Protectorate, Earth Directorate, and Rift Cult.
The galaxy of The Outer Worlds 2 isn’t just planets and corporations—it’s a complex web of competing factions, each with their own ideology, goals, and vision for humanity’s future. Some want to squeeze every last credit out of you, others want to mathematically calculate your destiny, and a few just want to sell you contraband from a crashed spaceship.
Understanding these factions is crucial because your reputation with them unlocks tangible benefits: vendor discounts, unique dialogue options, exclusive quests, and different story outcomes. Some factions you can actively join and build reputation with, while others serve as major story players you’ll encounter repeatedly but can’t officially align with.
Here’s everything you need to know about the six major factions in The Outer Worlds 2: who they are, what they stand for, and most importantly, how to actually join the ones that accept members. Whether you’re planning a corporate climber playthrough or want to stick it to the man with the black market, this guide has you covered.
Before diving into faction politics, check out our beginner’s guide and what to do first guide to understand the broader game systems.
Let’s start with the mechanics before we get into the individual factions.
Not all factions are created equal when it comes to reputation:
Reputation-Based Factions (You Can Join These):
Story-Only Factions (No Joinable Reputation System):
For the three reputation-based factions, your standing ranges from hostile to exalted, and your current reputation level determines how faction members treat you.
What you get for being liked: ✅ Vendor discounts (cheaper purchases, better sell prices) ✅ Unique dialogue options (talk your way through conflicts) ✅ Exclusive quests (faction-specific storylines) ✅ Safe passage through faction-controlled areas ✅ Access to restricted areas and special vendors ✅ Story consequences (different endings based on your alliances)
What happens if you’re hated: ❌ Faction members become hostile on sight ❌ Locked out of faction quests and benefits ❌ NPCs refuse to trade with you ❌ Certain story paths become unavailable
Here’s something crucial: you can simultaneously be exalted with one faction and hostile with another. The game doesn’t force you to pick one faction for the entire playthrough—you can play multiple sides against each other, though there are consequences.
This is where the Negotiator perk becomes incredibly powerful—it gives you +75% reputation gain with ALL factions, making it easier to stay on everyone’s good side (or quickly recover from mistakes).

Auntie’s Choice is what happens when you let mega-corporations run society with zero restraints. Born from Auntie Cleo’s hostile takeover of Spacer’s Choice (both from the original Outer Worlds), this corporate behemoth represents ultracapitalism at its most grotesque and comedic.
Core ideology: Ruthless individualism, corporate ladder climbing, profit über alles
Life in Auntie’s Choice: Everyone—from waste management engineers to corporate executives—is locked in constant competition to climb the corporate hierarchy. It’s a society built on stepping on others to get ahead, wrapped in a veneer of “freedom” and “opportunity.”
The reality: You’re surrounded by:
Who should join: Players who want to embrace a Gordon Gekko “greed is good” mentality, enjoy corporate satire, or want to climb to the top of a dystopian capitalist system. Also great for morally flexible characters who prioritize personal gain.
Moral alignment: Lawful Evil to Neutral Evil (they follow rules, but only the ones that benefit them)
Step 1: Reach Fairfield After your relatively successful (read: chaotic) invasion of Paradise, Auntie’s Choice established the city of Fairfield on the southern island. This is the first major city you’ll encounter if you head north from your landing pad.
Step 2: Find the Main Corporate Building Look for the gigantic holographic Auntie Cleo advertisement (you can’t miss it—it’s designed to be visible from orbit). The main corporate building sits beneath this monument to consumerism.
Step 3: Choose a Side (Kaur vs. Milverstreet) Inside, you’ll meet two competing corporate climbers: Kaur and Milverstreet. They’re locked in a power struggle, and helping either one grants you Auntie’s Choice reputation.
Your choice here matters:
Both paths lead to Auntie’s Choice reputation, but the consequences ripple through later quests. Choose based on who you find less insufferable (or more useful).
Step 4: Complete Auntie’s Choice Missions Any quest tagged as an Auntie’s Choice mission grants reputation with the faction. Keep helping them out to climb the reputation ladder from Neutral → Friendly → Respected → Exalted.
Advantages: ✅ Early access (first major faction you encounter) ✅ Widespread presence (vendors and facilities everywhere) ✅ Good shopping discounts (they love customers with loyalty) ✅ Morally flexible quest design (do whatever it takes)
Disadvantages: ❌ Morally bankrupt ideology (if you care about that) ❌ Conflicts with Order of the Ascendant frequently ❌ NPCs are generally unpleasant to be around ❌ Quest objectives often involve screwing over regular people
Pro tip: If you’re planning a Speech-focused build, Auntie’s Choice offers numerous opportunities to talk, bribe, and manipulate your way through quests. Check our perks guide for Speech perks that synergize with this approach.

The Order of the Ascendant is genuinely unique in video game factions—they’re quasi-religious zealots who worship mathematics instead of gods. They believe the universe operates on a Universal Equation that, once solved, will allow them to predict the future and “ascend” humanity to a higher plane of existence.
Think of them as what would happen if you gave a cult of theoretical physicists governmental authority.
Core ideology: Mathematical determinism, academic rigor, the pursuit of the Universal Equation
Life in the Order: Members dedicate their lives to understanding the underlying mathematics of reality. Every decision is filtered through calculations, predictions, and probability matrices. Emotions and human intuition are considered unreliable variables to be minimized.
The philosophy: “The math doesn’t lie, even if the results are uncomfortable.”
The problem: Sometimes the math says “sacrifice the few to save the many” or “let this settlement die because the equation predicts a better outcome.” They’re so focused on the numbers that they lose sight of the human cost.
The noble core: Unlike Auntie’s Choice (profit) or the Protectorate (power), the Order genuinely wants to advance humanity. They’re just really, really bad at the “compassion” part of that goal.
Who should join: Players interested in science fiction philosophy, characters who value knowledge over emotions, or anyone who wants to align with the “least evil” of the major factions. Also great for intellectual/science-focused builds.
Moral alignment: Lawful Neutral (they follow the equation rigidly, consequences be damned)

There are actually two ways to join the Order, with the second being earlier but more obscure.
Step 1: Complete the Paradise Main Mission Finish the main quest objective to find the Vox Relay on Paradise. This is part of the critical path, so you can’t miss it.
Step 2: Return to Your Ship When you board your ship after completing the Vox Relay objective, you’ll be approached by an envoy of the Order of the Ascendant who “just happens” to find you at exactly the right moment.
(Spoiler: They predicted your arrival almost to the minute using the Universal Equation. It’s simultaneously impressive and creepy.)
Step 3: Watch Their Recruitment Tape The envoy provides a holotape explaining the Order’s mission. Watch it to receive the location of their main settlement.
Step 4: Travel to Golden Ridge Head to Golden Ridge, the Order’s primary base of operations. From the ship landing pad, go south to find an outpost where Order members are dealing with a refugee crisis.
Step 5: Help With the Refugee Situation Complete the refugee management quest to officially join the Order and start building reputation.
If you’re thorough and unlock Free Market Station via Emeline Galloway and Sub Rosa (more on that below), you can meet an Order member earlier.
Step 1: Get to Free Market Station Complete the Sub Rosa questline (detailed below) to unlock access to Free Market Station.
Step 2: Find the Archivist On Free Market Station, locate an Archivist working for the Order of the Ascendant. She’s conducting research on the station’s history.
Step 3: Complete Her Request She’ll ask you to catalog the history of Free Market Station—essentially gather historical data and artifacts from around the station.
Step 4: Early Order Access Completing this request grants Order of the Ascendant reputation before you even reach Golden Ridge through the main story. It’s a nice head start if you know about it.
Advantages: ✅ Most “noble” faction motivation (advancing humanity) ✅ Fascinating science fiction philosophy ✅ Conflicts less with other factions than Auntie’s Choice ✅ Unique quest design (moral dilemmas based on math) ✅ Access to advanced technology and research
Disadvantages: ❌ Bureaucratic and slow-moving ❌ Emotionally disconnected (NPCs feel robotic) ❌ Quest outcomes can feel cold and calculating ❌ Sometimes the “right” mathematical answer feels morally wrong
Thematic fit: If you’re playing a Science-focused character or took an intellectual background, the Order is your natural home. Check our backgrounds guide for synergistic starting options.

Sub Rosa is the galaxy’s worst-kept secret—an interplanetary association of black market traders, smugglers, and “independent entrepreneurs” who operate in the legal gray zones across all of Arcadia. It’s like if the Thieves’ Guild from fantasy RPGs worked in space and had better PR.
Core ideology: Free trade (emphasis on “free” from regulations), mutual profit, discretion
Life in Sub Rosa: Members keep their association quiet in public but trust each other implicitly in private. When you join, you gain access to expanded inventories, unique vendors, and items that definitely aren’t legal in most jurisdictions.
The network: Sub Rosa has representatives and vendors in almost every major location in the game. Look for their symbol—a stylish yellow rose with a split black circle—to identify contacts.
The philosophy: “What the Protectorate doesn’t know won’t hurt them. And if it does, we weren’t here.”
Faction neutrality: Sub Rosa isn’t officially aligned with any major power. They sell to everyone, which makes them simultaneously indispensable and untrustworthy to the other factions.
Who should join: Literally everyone. Even if you’re playing a lawful good character, Sub Rosa’s vendor access and quest opportunities are too valuable to pass up. Think of it as the “utility” faction that complements whatever other faction allegiance you choose.
Moral alignment: True Neutral (they’ll work with anyone if the price is right)

This is the most detective-work-heavy faction to join, requiring you to follow a trail of clues across Paradise.
Step 1: Access the Tower Terminal on Paradise Go to the tower near the landing pad on Paradise (should be one of the first structures you see). Inside, access the terminal to read about recent smuggling activities on the island.
This is your first breadcrumb.
Step 2: Investigate the Fairfield Constable’s Office The terminal mentions suspicious activity tied to Fairfield. Travel to Fairfield and locate the Constable’s Office. Hack or talk your way into accessing their terminal.
(If you need help with hacking, check our Mag-Picks and Bypass Shunts guide to make sure you have the consumables needed.)
Step 3: Find the Trail to Emeline Galloway The Constable’s terminal reveals that Emeline Galloway, the greenhouse overseer in Fairfield, is connected to the smuggling ring.
Step 4: Confront Emeline Galloway Head to the greenhouse and speak with Emeline. She’ll admit to being involved with Sub Rosa once you present the evidence.
Step 5: Complete Her Request Emeline asks you to alter evidence of Sub Rosa’s activities in Fairfield—basically covering up their smuggling operations by tampering with official records.
Your choice:
Step 6: Travel to Free Market Station Once you help Emeline, she provides coordinates to Free Market Station—Sub Rosa’s headquarters, which is literally a crashed ship repurposed as a black market bazaar.
Visit the station to unlock Sub Rosa vendors and continue building reputation through their questlines.
Advantages: ✅ Best shopping access (unique items, rare mods, hard-to-find consumables) ✅ Present in every major location (always a vendor nearby) ✅ Doesn’t conflict with other faction allegiances ✅ Interesting noir-style questlines (detective work, moral gray areas) ✅ Free Market Station is genuinely cool (great atmosphere)
Disadvantages: ❌ Requires detective work to even find them (missable) ❌ Illegal activities can conflict with lawful character builds ❌ Vendors are expensive (black market premium) ❌ No major story impact (more utility than narrative weight)
Essential tip: Even if you’re playing a “by-the-book” character aligned with the Earth Directorate, join Sub Rosa anyway. Their vendor access is too useful, and you can mentally justify it as “maintaining underworld contacts for intelligence purposes.”
The unique items they sell—especially Advanced Decryption Keys and rare weapon mods—make them invaluable throughout the game.

The Protectorate is the primary antagonistic faction in The Outer Worlds 2, though “antagonist” doesn’t mean “completely evil in every way.” It’s a complex authoritarian regime with some sympathetic individual members.
Core ideology: Absolute authority, order through control, worship of the Sovereign
The structure: Founded by the inventor of the Skip Drive (the technology that enables faster-than-light travel), the Protectorate is now ruled by the Sovereign—a god-like figure who demands complete fealty and adoration from all subjects.
Life under the Protectorate:
The complexity: Not every Protectorate member is a mustache-twirling villain. Many genuinely believe in the Sovereign’s vision of an ordered, stable society. Some are just trying to survive within the system.
You cannot gain formal reputation with the Protectorate, but you can still interact with and help individual Protectorate members without aligning with the organization as a whole.
Example scenario: Even if you’re highly respected by Auntie’s Choice, you can still visit the automech facility south of Westport (a Protectorate operation) and help them with their Zyranium problem. Your actions help those specific people without improving your standing with the Protectorate as a governing body.
Why this matters: The game distinguishes between helping people who happen to be in the Protectorate versus supporting the Protectorate’s authoritarian agenda. You can be compassionate to individuals while opposing the system they’re trapped in.
The Protectorate serves as the main antagonist force throughout the narrative, representing the oppressive system you’re generally working against (or, in some playthroughs, trying to reform from within).
Your interactions with them are primarily through:
The Earth Directorate is the faction your character commands at the start of the game. You’re literally a Commander in this organization, which means you’re not “joining” it—you’re already a card-carrying member.
Core mission: Combat corrupt corporations and tyrannical governments across the universe
Your role: As a Commander, you’re essentially a troubleshooter sent to problem areas to… well, shoot the problems. Or talk to them. Or blow them up. It depends on your build and dialogue choices.
Background influence: Your specific motivations and methods depend on the background you chose during character creation. Different backgrounds provide different justifications for why you joined the Earth Directorate and what you hope to accomplish.
You’re already a member, so there’s no reputation system to track. The Earth Directorate represents your “default” faction standing—you’re automatically aligned with them unless you actively choose to betray or abandon them through story choices.
The Earth Directorate serves as your:
Your relationship with the Earth Directorate is less about gaining reputation and more about whether you complete your mission, betray your oath, or find some third option that accomplishes the mission while defying orders.
The Rift Cult is exactly what it sounds like—a group of fanatical cultists who worship the mysterious Rifts appearing across Arcadia. These Rifts are reality-warping anomalies that defy scientific explanation (much to the Order of the Ascendant’s frustration).
Core belief: The Rifts are divine/supernatural phenomena that will transform reality
Their goal: Embrace the Rifts, prepare for the coming transformation, and “ascend” through the anomalies (very different from the Order’s mathematical ascension)
Where you first meet them: Golden Ridge, in the same general area where you’ll encounter the Order of the Ascendant. You can also find Rift Cult activity in the Crabble Spawning Grounds next to the Paradise Landing Pad, where a Rift is actively warping the environment.
You cannot gain formal reputation with the Rift Cult. They’re too insular, too fanatical, and too focused on their cosmic mission to accept outsiders in any formal capacity.
Despite not being able to join, you can cooperate with certain Rift Cult members to understand the Rifts and their impact on Arcadia. These interactions are more about gaining information than building reputation.
Why this matters: The Rifts are a major plot element, and understanding them is crucial to completing the main story. The Rift Cult, for all their insanity, might actually know something important about what’s happening to reality in Arcadia.
The Rift Cult serves as:
Expect the Rift Cult to become more important as the story progresses and the true nature of the Rifts is revealed.
Now that you understand all six factions, let’s talk about how to navigate their competing interests without accidentally making everyone hate you.
Auntie’s Choice vs. Order of the Ascendant: These two are ideological opposites. Auntie’s Choice values profit and individual gain; the Order values mathematical progress and collective advancement. Quests frequently force you to choose between them.
Everyone vs. The Protectorate: The Protectorate is the dominant power, which means everyone else has grievances against them (even if they’re too scared to act openly).
Sub Rosa vs. Nobody: Sub Rosa’s neutrality is their greatest asset. They don’t pick sides, which means you can maintain high reputation with them while fighting the Protectorate or climbing Auntie’s Choice corporate ladder.
Yes, but with caveats:
Easy combination: Sub Rosa + (Auntie’s Choice OR Order of the Ascendant) Sub Rosa doesn’t conflict with anyone, so you can max them while pursuing another faction.
Difficult combination: Auntie’s Choice + Order of the Ascendant Quests frequently pit these factions against each other. You can balance them, but it requires careful quest selection and sometimes accepting that you’ll hurt one to help the other.
Impossible combination: Earth Directorate + Betrayal If you betray your Earth Directorate mission objectives completely, you lock yourself out of certain endings. Partial betrayal is possible, but complete abandonment has consequences.
If you’re trying to maintain good standing with multiple factions, the Negotiator perk is essential:
Negotiator (Leadership 9 + Speech 9):
Build around this: If you want to be a faction diplomat, invest heavily in Leadership and Speech skills. Check our starting builds guide for a Charismatic Commander build that maximizes faction management.
Sub Rosa is easy to miss if you don’t follow the investigation trail. Don’t skip them—their vendor access is too valuable. Make finding Emeline Galloway a priority.
Don’t commit hard to Auntie’s Choice or Order of the Ascendant immediately. Do early quests for both to understand their ideologies before deciding which aligns with your character.
Every faction quest you complete builds reputation. Don’t ignore side quests from faction members—they’re not just filler content, they’re reputation gains.
If you’re even slightly interested in faction management, get Leadership 9 and Speech 9 as soon as possible. The +75% reputation gain is gamechanging.
Murdering faction NPCs tanks your reputation hard. Even if they’re jerks (looking at you, Milverstreet), killing them has consequences.
Many quests explicitly state which faction they’re for and what the consequences are. Read carefully before accepting to avoid accidentally betraying your chosen faction.
Your faction standings directly influence the endgame and available story conclusions. Without spoiling specifics:
High Auntie’s Choice reputation: Corporate-friendly endings where profit wins High Order of the Ascendant reputation: Scientific/mathematical utopia endings High Sub Rosa reputation: Underground/independent endings Balanced reputation: Compromise endings where factions coexist Low all reputation: Violent, destructive endings
The best endings typically require high reputation with AT LEAST one faction, so even if you’re playing a chaos agent, pick someone to be friendly with.
The faction system in The Outer Worlds 2 is more nuanced than most RPGs. There’s no obvious “good guy” faction (even the Earth Directorate has morally gray methods), and each organization has compelling reasons to join and compelling reasons to oppose them.
My recommendation for first playthroughs:
The beauty of this system is that subsequent playthroughs feel genuinely different based on faction choices. A corporate drone working for Auntie’s Choice plays nothing like a mathematical zealot serving the Order of the Ascendant.
Related guides for faction-focused builds:
Now get out there and pick your allegiance. The galaxy is watching, and your choices matter more than you think.