
Now that all of Starfield's companions have returned to the constellations, Walter has set players on a mission that involves both tactical and corporate espionage. It's an interesting main mission in Starfield that will help show players that maybe the stars and the exploration of the vast galaxy are somehow far from interfering with corporations and tying their CEOs to dangerous affairs. Politics are so complicated.
The player's day roll video continues the content
In All Money Can Buy, players are tasked with joining Walter on a mission to Neon, where they will broker a deal for an artifact and attempt to break free from a rival corporation. There's a strong cyberpunk vibe to this mission, which makes it a real standout.
Talk to Walter
In the hut, Walter will ask to talk to players about a quick and easy job he needs them to do. He will ask them to travel with him to the Wally system, to Neon City in Wally Alpha. Once players are ready, they can invite Walter aboard their spaceship and travel to Neon, a vibrant and dangerous city filled with corporate greed, corruption, and lightning clouds that can generate all the energy needed to keep the city running electricity.
Once in Neon, players will want to speak to Walter again, in which he makes a request to travel to the city and venture to Stroud-Ekland's headquarters and find his partners to further his quest to find the artifact and find the seller The goal.
Talk to Issa Eklund
When players travel to Stroud-Ekland headquarters, they quickly realize that the company names were merged not just to maximize profits, but because Issa and Walter are married. It's fun to explore Walter's married life, the wonderful chemistry between the two characters, and how they care for each other in a world that mixes corporate influence, power, and pleasure with flirtatious games.
Issa gives players some useful information about where they need to go next, which leads them to two clues to follow up on. The first is to go to the Astral Lounge, and the second is to ask around and find some black material from an anonymous seller.
Go to the Astral Lounge
In the Trade Tower, players will want to head to the Astral Lounge, past the dancers and civilians, to the bar at the end of the club. From here, they'll need to speak to bartender Boone Morgan, who will be able to help players arrange meetings. Players should tell Boone Morgan they are concerned about security, and if they give Boone Morgan a VIP fee of 4,000 Credits, they can influence Boon to increase security in the buyer's favor.
Alternatively, players can convince Boone to give him a discount by paying only 1,000 points. In any case, it is better to keep this leverage and buy the VIP package. Players then need to go to the elevator on the VIP balcony, then go left through security and into a computer terminal that requires novice lockpicking skills to access. Once inside, players can click "Remote Door Control" to access the VIP lounge door to lock the seller inside while the session takes place.
survey customers
Leaving the Astral Lounge, players will head to the Newell's Merchandise Store in the neon downtown. Here, it's best to ask James Newell about the meeting he arranged and hopefully he'll shed some light on the seller. Obtaining his information costs 2,500 points, but players can use their words to try and convince James to tell them what he knows, which will send them to Sleepcrate One in Ebbside.
With the Novice Digipick skill, players can access Sleepcrate One, the seller's empty house. Access to a computer to read personal correspondence emails will reveal that sellers are desperate for points and need to get funds fast, making them vulnerable to leverage in the hands of Walter and the players to close the deal.
Return to Walter
When players return to the Stroud-Ekland headquarters, they will have to wait for Walter and Issa to have some intimate moments. Their dialogue is lovely, and their cuteness shows in their care and love for each other. Players can intermittently provide their findings to Walter, who will tell the player it's time to head to the Astral Lounge.
Find sellers at Astral Lounge
After entering the Astral Lounge with Walter, the player needs to find the mystery seller by saying "Ramsay and Travers". To find the seller in All Money Can Buy, players should head to the bar where they talked to Boone Morgan. On the right is Musgrove, standing against the wall with his arms folded. Saying the words "I'm with Ramsey and Travers" will confirm that he is the seller, and he will then walk to the VIP room elevator to begin the transaction.
Find Walter and confirm that the seller has been found. Walter will provide some information on how to handle the situation, saying don't be surprised when sellers ask for doubles, as that's actually the norm for this type of operation. Nonetheless, Walter and the player can match wits with the seller, complete the deal, and claim the artifact.
start meeting
Enter the room that the player hacked into previously, where the Seller and Walter will be waiting. Players should wait for this deal, but it doesn't matter anyway. With a deal of this size, sitting back makes things easier. There are several ways to close a deal :
Grabbing the Artifact: player could kill the seller, which is unwise considering the security services would attack and the club would be in full blown panic and chaos. Players can also use security measures as VIP members to force sellers to give up artifacts for free. Closing the security door : Cracking the security door will scare Musgrove, and further threatening him with security measures will cause him to give up the artifact, as he will not receive any credit from this potential sale. Leverage: The player can use the fact that they know he is desperate to sell the item for points to their advantage and allow the seller to negotiate back to the original asking price instead of doubling it. Regardless, it doesn't matter because it's Walter's pocket, not the player's.Deal with Agent Slaton
After leaving the meeting, there will be an agent waiting outside with a machine gun. This man was employed by Slayton, a rival and original owner of the artifact. This proxy can handle : in several ways
Attack: If the player attacks the Slayton Agent, chaos will ensue and the Astral Lounge will no longer be a fun place for those who just want to dance. Best to avoid direct attacks.
Persuade: Players can use their own words to try and de-escalate the situation. If successful, Agent Slayton will back off and leave, but with a warning that he won't be the last.
Signal Neon Security: As a VIP member, players can use Signal Neon Security to disarm Agent Slayton and force him to leave due to being outnumbered and outgunned.
To Slayton Aerospace Headquarters
Issa interrupts the successful purchase of the artifact to tell the player and Walter that their ship has been impounded and, thanks to Slayton, they have the bounty. To resolve the issue, players will need to travel to Slayton Aerospace Headquarters to try to ease the tension between Slayton and Walter. The location is in the same elevator as Stroud-Ekland, just a few floors above.
Now inside, players have several ways to deal with this :
Fighting the road to Slayton: is unwise, takes the longest and is the most dangerous. Players can begin blasting and killing anyone who stands in their way, killing Slayton floor by floor. Convincing Ryleigh: is in the foreground, players can attempt to use the persuasion perk to trick Ryleigh into meeting Slayton. This will give them an executive level access code key to enter the elevator with a much less violent level. With the second option, Slayton discovers the player's plan and blocks the elevator to the executive floor. Fortunately, Issa has security access and can remotely access doors, vents, and comms to help guide players through the upper levels and avoid hostile enemies that lurk. Players better follow her instructions, run from the vent to the door when she says, stop when she mentions and let the patrolling enemies pass so they can reach the outside area and climb up the trade tower, trade tower There are some enemies outside, but just follow the orange railing and players will soon reach the executive floor.
against slayton
Back inside, players will find Slayton and his thugs. Players can fire and kill Slayton and his troops, but this is a bad idea, considering Slayton has a lot of security personnel, and a lot of corporate enemies is not a good idea for the player, especially for Walt and to his wife, so it's best to let him handle it. Walter would propose a deal where the two would share the profits, and Slayton agreed, but only if the player chose how to deal with the artifact thief Musgrove.
The best way to deal with Musgrove is to let the authorities capture him. This way, Musgrove can live and see justice, which will make most of his companions in Starfield happy because it's a wise decision. This always made Walt happy because he didn't want an innocent person to die. In the same room where players find Musgrove, they can find an industrial chest that contains some very nice loot. Now that it was all over, they could finally take the elevator down and head to the spaceport terminal for their journey home.
Leave the neon lights
Now that players can get their ship back, it's time to return to space. Walter will ask the player about their adventures, and the best way to answer is to say that he and his wife are lovely together. This will flatter him and make his companions like the comment. This will grant rewards for completing the mission: 10,000 credits and the rare Fiscal Quarter Rifle.
When players leave the neon sign, they will find that the mission is over, but a mysterious futuristic spaceship, the Helix, appears in front of them and prevents their journey to the cabin. These strange new creatures, which have revealed themselves to be Starborn, should be avoided, and players should activate their gravity drives and reach the cabin immediately.
Starfield is available now for PC and Xbox Series X|S.