Now that all the companions in Starfield have been returned to Constellation, Walter presents the player with an intriguing mission involving tactical and corporate espionage. This exciting main mission in Starfield serves to demonstrate that navigating the vast galaxy and exploring the stars may be less intricate than meddling in the complex world of corporations and the perilous affairs of their CEOs.
In "All That Money Can Buy," players are enlisted to join Walter on a mission to Neon. They are entrusted with the task of negotiating a deal for a fragment of the Artifact and breaking free from the clutches of a rival corporation. This mission exudes strong Cyberpunk vibes, making it a remarkable standout in the game.
Talk To Walter
In The Lodge, Walter will approach the player with a quick and easy task to discuss. He will propose a trip to the Neon City in the Volii system, specifically on Volii Alpha. Once the players are prepared, they can invite Walter to join them on their spaceship and travel to Neon City. This city is known for its vibrant atmosphere but also for its corrupt corporate culture and reliance on a unique lightning cloud for power.
Upon arrival in Neon City, players should reconnect with Walter. He will provide them with a mission to enter the city and make their way to the Stroud-Ekland Headquarters. The objective is to locate his partner and collaborate in the pursuit of finding an Artifact and identifying the seller.
Talk To Issa Eklund
Upon reaching Stroud-Ekland Headquarters, players will quickly realize that the companies' merged names serve a purpose beyond financial gain – they signify the marital bond between Issa and Walter. In the midst of a world where business prowess, influence, and temptation intertwine, exploring Walter's married life sheds light on the delightful chemistry and unwavering support between the two characters.
While accompanying players through the game, Issa imparts valuable information regarding their next steps. This guidance leads to two promising leads that demand further investigation. The first entails visiting the Astral Lounge, while the second involves gathering information about the mysterious seller by discreetly questioning individuals.
Head To The Astral Lounge
In the Trade Tower, players should make their way to the Astral Lounge, bypassing the dancers and civilians to reach the bar at the club's far end. It is crucial to speak with Boone Morgan, the bartender, who will assist in arranging a meeting. Express concerns about security and offer a VIP fee of 4,000 Credits to persuade Boone to enhance security measures for the buyers.
Alternatively, players may try to persuade Boone for a discount, with a payment of only 1,000 Credits. However, it is advisable to retain the leverage and opt for purchasing the VIP package. Subsequently, players should proceed to the VIP Balcony elevator and, bypassing security, head left to access a computer terminal. Novice Picklock skills are required to gain entry. Once inside, clicking on Remote Door Control will enable players to lock the door of the VIP lounge, ensuring that the seller remains trapped during the meeting.
Investigate The Client
After leaving the Astral Lounge, players should make their way downtown to Neon and visit Newill's Goods. It is recommended to approach James Newill and inquire about the arranged meeting, hoping that he can provide some leads on the seller. Gathering this information from him will require a payment of 2,500 Credits, but players can also attempt to persuade James to share what he knows, potentially leading them to Ebbside's Sleepcrate One.
Equipped with a Novice Digipick skill, players can enter Sleepcrate One, the seller's vacant residence. By accessing the computer and reading the Personal Correspondence Emails, they will discover the seller's desperate need for Credits and their urgency to obtain the money quickly. This makes them susceptible to manipulation, giving Walter and the player an advantage in this transaction.
Return To Walter
When players return to the Stroud-Ekland Headquarters, they will be asked to wait while Walter and Issa share a tender moment. Their conversation is simply adorable, and their affection for each other is evident in their cuteness. Players can then interrupt and share their findings with Walter, who will inform them that it's time to make their way to the Astral Lounge.
Find The Seller At Astral Lounge
Once inside the Astral Lounge with Walter, players must locate the mysterious seller by saying "Ramsay and Travers". To find the seller in All That Money Can Buy, players should go to the bar where they talked to Boone Morgan. On the right side, they will spot Musgrove, a man leaning against the wall with his arms crossed. Confirming that he is the seller by saying "I'm with Ramsay and Travers" will prompt him to walk to the VIP Lounge elevator and initiate the deal.
Find Walter, and confirm that the seller has been located. Walter will provide detailed instructions on the upcoming process and advises not to be taken aback when the seller demands double the amount, as it is customary in such operations. Nonetheless, both Walter and the player can engage in a battle of cunning with the seller, finalize the transaction, and obtain ownership of the Artifact.
Start The Meeting
Upon entering the room that had previously been hacked by players, the seller and Walter can be found awaiting their arrival. It is advisable for the players to take a seat for this important transaction. However, whether they decide to sit or not, it does not significantly impact the outcome. Sitting simply creates a more casual and relaxed atmosphere, which is appropriate given the magnitude of the deal. There are several possible ways to reach a satisfactory agreement:
Get the Artifact: Killing the seller is not advisable as it will trigger an attack from security and cause the club to descend into panic and chaos. Alternatively, players can exploit their VIP membership status to intimidate the seller into surrendering the Artifact without any charge.
Secure the Door: If the security door is hacked, Musgrove will become frightened. By additionally using the leverage of security, he will be compelled to hand over the Artifact since he stands to gain no profit from this potential transaction.
Leverage: Utilizing the knowledge of the seller's desperation to sell the item for Credits, players can cleverly maneuver the negotiation process to convince the seller to lower their price back to the original asking fee, rather than doubling it. Ultimately, this outcome serves Walter's interests, not the player's.
Deal With The Slayton Agent
Upon departing the meeting, a machinist carrying a high-caliber firearm will be stationed outside. This individual was enlisted by a rival and the initial possessor of the Artifact, Slayton. Strategies for managing this agent encompass various approaches:
Attack: Engaging in combat with the Slayton Agent will unleash chaos and transform the Astral Lounge into an unfavorable environment for those seeking enjoyment through dancing. It is advisable to refrain from a direct assault.
Persuade: Players have the option to employ their verbal skills in an attempt to de-escalate the situation. If their endeavor proves successful, the Slayton Agent will retreat but caution that this encounter won't be the final one.
Signal Neon Security: By being a VIP member, players have access to the Signal Neon Security feature, which enables them to disarm the Slayton Agent and compel him to withdraw from the scene, as he is overwhelmed in terms of numbers and firepower.
Head To Slayton Aerospace HQ
Issa interrupts the player and Walter's successful purchase of the Artifact to deliver the news that their ship has been confiscated and they are now targets of a bounty, courtesy of Slayton. In order to resolve this predicament, players must make their way to Slayton Aerospace HQ and attempt to mend the strained relationship between Slayton and Walter. This particular location can be found on the same elevator as Stroud-Ekland, just a few floors above.
Inside the building, players have multiple options for handling this situation:
Engage in Combat to Reach Slayton: Although this approach is ill-advised due to its lengthy nature and high level of danger, players can opt to eliminate any obstacles they encounter on each floor while progressing towards Slayton.
Persuading Ryleigh: Players can attempt to use the Persuade Perk at the front desk to deceive Ryleigh into granting them a meeting with Slayton. This will grant them the Executive Level Access Code key required to proceed to the elevator, offering a less violent approach.
However, if players choose this option, Slayton will quickly catch onto their plan and prevent the elevator from reaching the Executive Level. Fortunately, Issa possesses security clearance and can remotely control the doors, vents, and communication systems. She will provide instructions to navigate the upper floors and avoid hostile enemies lurking about. It is crucial for players to heed her guidance, swiftly moving from vent to door as instructed, and pausing to allow patrolling enemies to pass when indicated. By doing so, players will eventually reach the outdoor area and ascend Trade Tower. Though there are a few enemies present outside, players can easily follow the orange railing to swiftly reach the Executive Floor.
Confront Slayton
After reentering, players will come across Slayton and his gang. Instead of engaging in a firefight and eliminating Slayton and his forces, it is advisable to avoid this course of action. This is due to the presence of a considerable number of members from Slayton's security team, and attracting unnecessary attention from corporate enemies would not be beneficial for the player, particularly Walter and his wife. It is recommended to allow Walter to handle the situation. Walter proposes a mutually beneficial agreement whereby the profits can be shared. Slayton agrees to this proposal, but only on the condition that the player decides how to deal with Musgrove, the thief of the Artifact.
The most favorable action regarding Musgrove is to turn him over to the authorities. By doing so, Musgrove will have a chance to face justice and most of the companions in Starfield will perceive this as a commendable decision. Additionally, this choice will always bring satisfaction to Walter, who adamantly opposes the idea of an innocent man losing his life. Within the same room, players will encounter Musgrove, and they will also discover an Industrial Crate containing valuable loot. With this matter resolved, players can finally proceed to the Spaceport Terminal, take the necessary steps to return home, and conclude their journey.
Leave Neon
Once players have retrieved their ship, it is time to venture back into space. Walter will inquire about their mission, and the most favorable response is to mention how adorable he and his wife are together. This will impress Walter and cause the companion to appreciate the comment. As a result, players will be rewarded with 10,000 Credits and the rare Fiscal Quarter Rifle upon completing the quest.
Upon leaving Neon, players will notice that the mission has ended, but their journey to the Lodge is interrupted by the sudden appearance of a mysterious and futuristic vessel known as The Helix. This spacecraft is occupied by enigmatic beings called Starborn, who should be avoided at all costs. Players are advised to activate their Grav Drive and promptly make their way to the Lodge.
Starfield is available now for PC and Xbox Series X|S.