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Struggling to choose between Kaur and Milverstreet in Outer Worlds 2? This guide breaks down both paths, rewards, and consequences to help you make the best decision for your playthrough.
The Outer Worlds 2 wastes no time throwing meaningful choices at you, and the Kaur versus Milverstreet decision in Fairfield is one of the first that genuinely matters. Both are members of Auntie’s Choice faction, but they have wildly different philosophies about how to handle the Protectorate threat.
This isn’t just a “pick one and forget about it” situation—your choice dramatically alters which missions you tackle, what rewards you earn, and even which companions you can recruit early on. I’ve played through both paths, and honestly, one is significantly more beneficial for most playstyles. Let me break down exactly what happens with each choice so you can make an informed decision.
Before diving into mechanics and rewards, it’s worth understanding why these two are at odds:
Acquisitions Officer Kaur represents the militaristic, aggressive approach. She wants to crush the Protectorate through direct action and sabotage. Think overwhelming force and infrastructure destruction.
Minister Milverstreet takes a more subtle, psychological approach. He believes in converting Protectorate members rather than destroying them—winning hearts and minds instead of battles.
Neither is objectively “good” or “evil,” which is classic Outer Worlds storytelling. Your choice reflects your playstyle and roleplay preferences as much as it does practical considerations.

If you throw your support behind Kaur, you’ll immediately receive the “Above and Beyond Repair” mission. This sets you on an aggressive path focused on infrastructure destruction.
First Mission Objectives:
What is the Gas-Energy Deflection Apparatus?
This gadget creates a temporary shield that protects against both status effects and direct damage. It’s essentially a panic button for when fights get overwhelming—incredibly useful throughout the entire game.
Second Mission: “Ascent in the Howling Tower”
After completing the sabotage, Kaur sends you to the Skycutter power plant on Paradise Island’s northwest coast. This is a full dungeon-style instance that culminates in sending a devastating shockwave to the Vox Relay, crippling their technical infrastructure.

Here’s what you’ll earn by siding with Kaur:
Equipment:
Strategic Benefits:

Let’s be real: Kaur’s path has some frustrating drawbacks.
Travel Time Issues:
Both major locations—the Automech Repair Center and Skycutter power plant—are far from Fairfield. You’ll spend significant time just running across the map, which slows down early-game momentum.
Difficulty Spike:
The Skycutter power plant is genuinely tough at lower levels. I’d recommend being at least Level 6 before attempting it, which means you might need to grind side content first. Check our leveling guide if you’re struggling with early progression.
No Early Companion Access:
This is the big one. Kaur’s questline doesn’t lead you to any companions, meaning you’re solo longer than necessary.

Choosing Minister Milverstreet unlocks the “A Refreshing Bit of News” mission, which takes a more psychological warfare approach.
First Mission Objectives:
This is huge. The Ministry of Accuracy is close to Fairfield, and you’ll encounter Inez during this mission—the game’s first recruitable companion. Getting a companion this early dramatically improves your combat effectiveness and opens up new dialogue options.
If you want to optimize Inez’s abilities, check our Inez Graft Choice guide for customization recommendations.
Second Mission: “Brain Benders of Auntie’s Choice”
After delivering your findings, Milverstreet sends you to Westport with a fascinating objective: gain Vigilant Hogarth’s trust, then convince him to abandon his post and lead his people to Fairfield.
This involves:
The Writ of Conscription is one of several methods to access the Vox Relay—a critical story location. Having this official document opens up diplomatic options that might otherwise require violence or stealth. If you’re planning multiple approaches to the Vox Relay decision, this flexibility is invaluable.

Equipment:
Strategic Benefits:
The Hat is Better Than It Sounds:
Don’t sleep on the Oxonian Hat. Critical hit builds are powerful in Outer Worlds 2, and getting crit bonuses this early accelerates your damage scaling. Pair it with the right perks and you’ll be landing devastating shots consistently.
Let me cut through the complexity with a practical breakdown:

Unless you have specific roleplay reasons to support Kaur, Milverstreet’s path is objectively more beneficial for the majority of playthroughs. Here’s why:
1. Companion Access Matters More Than You Think
Getting Inez early means:
Combat in Outer Worlds 2 is significantly easier with companions. Going solo through Kaur’s path means struggling through tougher fights unnecessarily.
2. The Writ of Conscription Provides Long-Term Value
Multiple story paths require Vox Relay access. Having an official writ opens diplomatic channels that pure combat approaches don’t. This becomes especially important when navigating faction relationships later in the game.
3. Better Reward Scaling
While Kaur’s corrosive weapon is nice initially, you’ll find better weapons soon enough. The Oxonian Hat’s crit bonuses, however, remain relevant throughout the entire game if you’re building for critical hits.
4. You Still Get the Shield Gadget
This is crucial: even if you choose Milverstreet, you can still acquire the Gas-Energy Deflection Apparatus. You’re not permanently locked out of it, so Kaur’s path doesn’t have an exclusive reward advantage.
Both paths technically give you access to similar gear categories—body armor and weapons. The differences are:
Kaur’s gear favors:
Milverstreet’s gear favors:
Neither set is “best in slot” for the endgame, so choose based on your starting build rather than assuming either is mandatory.
Unfortunately, no. Once you commit to either Kaur or Milverstreet, you’re locked into that questline for this playthrough. This is a permanent decision that affects:
If you’re achievement hunting or want to experience both storylines, you’ll need separate playthroughs or multiple save files.
Regardless of which leader you trust, here are some universal tips:
Before Making Your Choice:
If You Choose Kaur:
If You Choose Milverstreet:
Your choice doesn’t dramatically impact your overall Auntie’s Choice reputation—both Kaur and Milverstreet are faction members, after all. However, your approach style (military aggression vs. diplomatic conversion) might influence how other factions perceive you later.
If you’re concerned about maintaining positive relationships with multiple factions throughout the game, Milverstreet’s diplomatic approach generally creates fewer burned bridges. For comprehensive faction management strategies, see our complete factions guide.
Without spoiling specifics, this early decision sets tonal precedents but doesn’t directly determine your ending. The Outer Worlds 2 tracks numerous choices throughout the campaign, and your final outcomes depend on the cumulative weight of all your decisions, not just this one.
That said, choosing Milverstreet’s path provides more flexibility in future diplomatic situations, which can open up additional ending possibilities. Kaur’s aggressive approach doesn’t lock you out of “good” endings, but it establishes a pattern of direct action that some factions remember.
No, you must choose one or the other. The game forces a decision, and you’ll follow that character’s questline exclusively.
Not hostile, but they’ll be disappointed. You can still interact with them in Fairfield, but they won’t offer you missions or support.
Not really. The main story requires you to complete one of these questlines to progress. You can delay the choice, but eventually, you’ll need to commit.
Inez has opinions about Auntie’s Choice methods, but recruiting her through Milverstreet’s path doesn’t lock you into specific companion relationship trajectories. Your ongoing actions matter more than this single choice.
Most rewards are path-exclusive for that playthrough, but the shield gadget is accessible regardless. Unique armor and weapons from each path require separate playthroughs to collect everything.
For more background on The Outer Worlds series, the official game page, and to purchase the original game, check out these resources.
After playing through both paths multiple times, my recommendation is clear: choose Minister Milverstreet unless you have compelling roleplay reasons to support Kaur’s military approach.
Milverstreet’s path offers:
Kaur’s path is perfectly viable and offers interesting combat challenges, but for most players—especially those on their first playthrough—Milverstreet provides the smoother, more rewarding experience.
The beauty of The Outer Worlds 2 is that no choice is objectively wrong from a story perspective. Both leaders have valid philosophies, and both paths lead to interesting content. But from a pure gameplay optimization standpoint, Milverstreet edges ahead.
Whichever you choose, commit to it fully and enjoy the consequences. That’s what makes these games memorable—not finding the “perfect” path, but living with your decisions and seeing where they lead.
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