All That Money Can Buy

Main Mission

Location New Atlantis
Neon
Reward 400 XP
Previous The Empty Nest
Into the Unknown
Back to Vectera
Next Starborn

All That Money Can Buy is a Main Mission in Starfield. All That Money Can Buy tasks you with buying another piece of the Artifact. Completing Missions allows players to learn more about the world and characters in Starfield. Players can take on Main Missions which progress the main story forward, and other types types of optional secondary missions that do not. These Side Missions enrich the lore of the game while presenting optional NPCs, Enemies, or Bosses that are not directly tied to the main storyline. Completing Missions earns players experience, Weapons, Armor, and other types of loot.

 

Walter has asked me to come with him to Neon, where he intends to purchase an Artifact. He'll be riding as a passenger in my ship until we get there.

Table of Contents for Starfield All That Money Can Buy

  1. Starfield All That Money Can Buy Unlock Requirements
  2. Starfield All That Money Can Buy Rewards
  3. Objectives for All That Money Can Buy in Starfield
  4. Walkthrough for All That Money Can Buy in Starfield
  5. Other Notes & Tips for Starfield All That Money Can Buy

 

How to unlock All That Money Can Buy in Starfield

All That Money Can Buy can be unlocked by the following NPC or the following actions:

 

Starfield All That Money Can Buy Rewards

We were ambushed by a group calling themselves the Starborn. We'll need to speak to the other members of Constellation about this.

All That Money Can Buy gives the following rewards once completed:

  • 400 XP

 

Starfield All That Money Can Buy Objectives

  1. Talk to Walter Stroud.
  2. Travel to Neon.
  3. Talk to Walter Stroud.
  4. Check In at Stroud-Eklund HQ.
  5. Talk to Issa Eklund.
  6. Investigate the Seller.
  7. Search the Seller's Sleepcrate.
  8. Ask About Security.
  9. Check the Door Controls.
  10. Talk to Walter Stroud.
  11. Go to the Astral Lounge.
  12. Talk to Walter Stroud.
  13. Locate the Seller.
  14. Talk to Walter Stroud.
  15. Negotiate for the Artifact.
  16. Head to the Entrance.
  17. Talk to Issa Eklund.
  18. Go to Slayton Aerospace HQ.
  19. Find a Way to the Next Floor.
  20. Take the Elevator.
  21. Talk to Walter.
  22. Go to the Next Floor,
  23. Climb the Trade Tower.
  24. Confront Nicolaus Slayton.
  25. Talk to Musgrove.
  26. Go to the Ship.
  27. Take Off from Neon.
  28. Return to the Lodge.

 

Starfield All That Money Can Buy Walkthrough

All That Money Can Buy can be unlocked after finishing The Empty Nest, Into the Unknown, and Back to Vectera. After finishing all three missions, Walter Stroud will call you over to discuss something. He asks you to accompany him to Neon to buy an Artifact possibly stolen by the seller. Make your way to Neon, a city on Volii Alpha in the Volii System. You'll be scanned for contraband by the Freestar Collective Ships, and once you've been cleared touchdown at Neon.

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Speak to Walter at Neon and he points you towards the Stroud-Eklund offices. Pass through the checkpoint and follow the mission marker to an elevator. Choose the button going up to the Stroud-Eklund Corporate HQ. Speak to the receptionist, Oscar Trinidad, briefly and you'll eventually be introduced to Issa Eklund, Walter's partner. Walter will ask Issa for all of the company's discretional funds in order to purchase the Artifact. Issa will offer some advice in investigating the seller and securing the Astral Lounge in case anything goes wrong. Walter will give you 1000 Credits to spend on preparing for the meeting.

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Return to the elevator and head down to the Lobby. Follow the mission marker to Newill's Goods and speak to James Newill. You may start the Miscellaneous Quest All for One by asking him about Sieghart. To progress the mission, mention that he set up a meeting with Walter Stroud recently. You can pay him 2500 Credits for him to cough out the information, or you can Persuade him to make the information free. If you choose the latter choice, you'll have three turns to get 4 Persuasion 'points'. Below are some examples of Persuasion options:

  • You already got paid for connecting the seller to Walter. We're not paying twice. (+4)

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He'll tell you to that one of his workers tailed the seller back to Sleepcrate One. Follow the mission marker the unit at Ebbside. When you get there, the door will be locked. Lockpick the door with some Digipicks, then enter and read all three Personal Correspondence on the computer. You'll learn that the seller has been blackmailed due to the Artifact.

Return to Bayu Plaza and this time follow the mission marker to the Astral Lounge in the Trade Tower. Speak to Boone Morgan at the other end of the bar. Tell him that you're worried about security and if you choose the option saying that you want security to be on your side if a fight broke out, he'll offer you the Astral Lounge VIP package for 4000 Credits. He can be Persuaded to provide it for a lower price, however. If you try to Persuade him, you'll have three turns to get 4 Persuasion 'points'. Below are some examples of Persuasion options:

  • You lower the fee, I'll be sure to stop by the Astral Lounge every chance I get. (+4)

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If you succeed, you can buy the VIP option for just 1000 Credits. Your next course of action will be to check the door controls to the Astral Lounge. Head into the elevator to the VIP Lounge. Circle over to Booth 3 and interact with the computer to start a lockpicking minigame. When you succeed, you can read the Remote Door Control message to see that it has been programmed to lock with an approved hand gesture.

Will all the preparations finished, return to Walter at the Stroud-Eklund Corporate HQ. Speak to him to get him to follow you, then return to the Astral Lounge. Speak to Walter to learn the code phrase required to identify the seller - "Ramsay and Travers". The seller's name is Musgrove and can be seen leaning on the wall near Boone with a suitcase by his feet. Give him the code phrase and return to Walter. He'll tell you not to worry about the credits you spend and focus on securing the Artifacts without being killed.

Use the elevator to get up to the VIP Lounge where Musgrove is already waiting. You'll be asked to sit, to which you can agree to. As Walter predicted, Musgrove asks for double the initial price settled. If you call him out on the fact that he needs money, he'll tell you that he needs the extra money to escape from those threatening him. You can keep calling Musgrove on his bluff that he'll cancel the deal if he's not paid double, and he'll eventually relent for the original price.

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When you leave the booth, you'll be confronted by a Slayton Agent stating that the Artifact belongs to Slayton Aerospace. You can choose to attack him, with Neon Security since you have VIP privilege, or you can talk him down. If you choose the latter, you'll have three turns to get 6 Persuasion 'points'. Below are some examples of Persuasion options:

  • Beating up people like you is how I get my kicks, you know. (+5)
  • I'm getting real tired of all the scumbags in this city. Let us go, or you're dead! (+6)

If you succeed, you'll be able to leave without a fight. When you get to the exit of the Astral Lounge, you'll find Issa waiting for you. Speak to her to learn that Slayton has put a bounty on your heads and your ship has been impounded. Walter will suggest going to speak to Slayton, to which Issa agrees on, pointing you towards the Slayton Aerospace offices in the Trade Tower.

Exit the Astral Lounge and enter the elevator within the Trade Tower. Choose to alight at the Slayton Aerospace floor and speak to Ryleigh behind the counter. Your only options forward here are to either attack or Persuade her to let you see Nicolaus Slayton. If you do the latter, you'll have three turns to get 6 Persuasion 'points'.Below are some examples of Persuasion options:

  • [Commerce] I have an exciting business opportunity to discuss with Mister Slayton. (+3)
  • It can't wait. You need to let me through. (+3)

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If you succeed, she'll give you the access code required to use the elevator. If you don't, you'll have to take the Executive Level Access Code from the security office nearby. Note that doing this will aggro the guards in the building. Take the elevator up to the Executive Level. The elevators will stop in the middle and you'll hear an intercom message from Slayton. Luckily, Issa will be able to override the elevator controls and let you out. Follow her instructions and head into the vent to your right. She'll guide you over the elevator, into a conduit room, and into another set of vents. Head down the open hatch and continue following her instructions. If at any point you go against her instructions, you'll be forced to fight through the floor.

Issa will eventually lead you to a series of catwalks outside the building itself. Even if you've managed to get this far by sneaking around, you'll have to start fighting Slayton Security at this point. Follow the catwalks around and up to the next floor to get to a door leading back inside. When you make it to the end of the hallway, you'll get to confront Nicolaus Slayton. If you speak to Nicolaus rather than attack him, you can bring up an opportunity for business between him and Walter. He'll express an interest in the deal, but wants you to deal with Musgrove for the humiliation he caused.

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Musgrove can be found in the next room, heavily injured. You can choose what to do with him - let him go, put him in jail, or finish the job. Slayton will make a quick comment about your choice, then let you go. The Industrial Crate in the room will have a Rare Navigator Spacesuit you can take freely. When you're done with the place, exit the building using the elevators and return to your ship at the Spaceport. Walter will have a few things he wants to say to you, then you'll be free to take off from Neon.

When you leave the planet, you will get a transmission from the Helix. They introduce themselves as the Starborn and demand the Artifact, even willing to use force to take it. Walter will suggest you make a run for it, Grav Jumping to any place. You can follow his suggestion, or give up the Artifact. This interaction will end All That Money Can Buy and push you straight into Starborn.

 

Starfield All That Money Can Buy Notes & Tips

  • Other Notes & Tips for Starfield All That Money Can Buy go here

 

 
All Missions in Starfield
A Break at Dawn  ♦  A Legacy Forged  ♦  A Light in the Darkness  ♦  A New Narrative  ♦  A Parting Gift  ♦  A Shipment for Salinas  ♦  A Tree Grows in New Atlantis  ♦  Absolute Power  ♦  Access is Key  ♦  Accidents Happen  ♦  All For One  ♦  Alternating Currents  ♦  Among the Stars  ♦  Back to the Grind  ♦  Back to Vectera  ♦  Background Checks  ♦  Balancing the Books  ♦  Bare Metal  ♦  Beautiful Secrets  ♦  Beer Run  ♦  Blast Zone  ♦  Breach of Contract  ♦  Breaking the Bank  ♦  Burden of Proof  ♦  Captain's Bounty  ♦  Cargo  ♦  Charity of the Wolf  ♦  Commitment: Andreja  ♦  Commitment: Barrett  ♦  Commitment: Sam Coe  ♦  Commitment: Sarah Morgan  ♦  Deep Cover  ♦  Defensive Measures  ♦  Deliver Adaptive Clothing to Polvo  ♦  Deliver Disinfectants to Mars  ♦  Deliver Electro-Plated Wafers to Akila  ♦  Deliver Hygiene Products to Gagarin  ♦  Deliver Inertial Batteries to Porrima III  ♦  Deliver Medical Treatments to Montara Luna  ♦  Deliver Psychoactive Spices to Porrima III  ♦  Deliver Smart Sensors to Porrima II  ♦  Deliver Specialty Crops to Dalvik  ♦  Deliver Ultra Batteries to Montara Luna  ♦  Delivering Devils  ♦  Deputized  ♦  Destroy the Crimson Fleet Captain at Beta Andraste  ♦  Destroy the Crimson Fleet Captain at Porrima  ♦  Destroy the Crimson Fleet Ghost at Maheo  ♦  Destroy the Crimson Fleet Haunt at Oborum Prime  ♦  Destroy the Crimson Fleet Haunt at Piazzi  ♦  Destroy the Crimson Fleet Phantom at Piazzi  ♦  Destroy the Crimson Fleet Phantom at Sol  ♦  Destroy the Crimson Fleet Reaper at Procyon II  ♦  Display of Power  ♦  Distilling Confidence  ♦  Divided Loyalties  ♦  Drydock Blues: Deimos Staryard  ♦  Due in Full  ♦  Earth  ♦  Echoes of the Past  ♦  Entangled  ♦  Executive Level  ♦  Eye of the Storm  ♦  Eyewitness  ♦  Failure to Communicate  ♦  False Positives  ♦  Final Glimpses  ♦  First Contact  ♦  First to Fight, First to Die  ♦  Fishy Business  ♦  Freight Fright  ♦  Friends Like These  ♦  Further Into the Unknown  ♦  Gem Jealousy  ♦  Groundpounder  ♦  Grunt Work  ♦  Guilty Parties  ♦  Hard Luck  ♦  Heart of Mars  ♦  High Price to Pay  ♦  Hostile Intelligence  ♦  In Memoriam  ♦  In Their Footsteps  ♦  Into the Unknown  ♦  Job Gone Wrong  ♦  Juno's Gambit  ♦  Keeping the Peace  ♦  Kill the Outlaw Captain on Maheo III  ♦  Kill the Outlaw Gang Leader on Eridani III-a  ♦  Kill the Pirate Corsair on Guniibuu VI-d  ♦  Kill the Pirate Corsair on Jaffa VI-c  ♦  Kill the Pirate Rover on Procyon III-a  ♦  Kill the Va'Ruun Zealot on Tau Ceti IV-B  ♦  Last Will and Testament  ♦  Late Bloomer  ♦  Leader of the Pack  ♦  Left Behind  ♦  Legacy's End  ♦  Locate Crystalline Crust in Altair  ♦  Locate Pelted Fields in Vega  ♦  Locate Primed For Life in Procyon A  ♦  Locate Psychotropic Biota in Eridani  ♦  Loose Ends  ♦  Maintaining the Edge  ♦  Mantis  ♦  Matters Of the Hart  ♦  Media Sponge  ♦  Missed Beyond Measure  ♦  Mob Mentality  ♦  No Sudden Moves  ♦  Olive Branch  ♦  On the Run  ♦  One Giant Leap  ♦  One Small Step  ♦  One Step Ahead  ♦  Operation Starseed  ♦  Out on a Limb  ♦  Overdesigned  ♦  Pirate Activity  ♦  Power from Beyond  ♦  Power from Beyond (Piazzi II)  ♦  Power from Beyond (Piazzi IV-c)  ♦  Primary Sources  ♦  Proper Tea Theft  ♦  Psyched  ♦  Re-Re-Application  ♦  Red Tape Blues  ♦  Red Tape Reclamation  ♦  Red Tape Runaround  ♦  Reliable Care  ♦  Relief Run  ♦  Rescue Hostage at Carinae V-a  ♦  Return to the Fold  ♦  Revelation  ♦  Rook Meets King  ♦  Rough Landings  ♦  Run the Red Mile  ♦  Sabotage  ♦  Saburo's Solution  ♦  Search and Seizure  ♦  Shadows in Neon  ♦  Short Sighted  ♦  Sowing Discord  ♦  Space Frog from Outer Space  ♦  Special Delivery  ♦  Starborn  ♦  Start-up Stopped  ♦  Superfan  ♦  Supply Iridium (IR) to Mars, Sol  ♦  Supply Line  ♦  Supply Monopropellant to Akila, Cheyenne  ♦  Supra et Ultra  ♦  Surgical Strike  ♦  Survey Cassiopeia II-a in ETA Cassiopeia  ♦  Survey Suvorov in Kryx  ♦  Survey Toliman II in Toliman  ♦  Suspicious Activities  ♦  Tapping the Grid  ♦  Taste of Home  ♦  The Akila Run  ♦  The Art Dealer  ♦  The Audition  ♦  The Best There Is  ♦  The Bounty that Got Away  ♦  The Devils you Know  ♦  The Empty Nest  ♦  The Great Laredo Caper  ♦  The Hammer Falls  ♦  The Key Ingredient  ♦  The Kindness of Strangers  ♦  The Old Neighborhood  ♦  The Showdown  ♦  Top Secrets  ♦  Transport Tourists to Akila  ♦  Transport Traders to Montara Luna  ♦  Unearthed  ♦  Unity  ♦  Vapor Analysis  ♦  War Relics  ♦  Where Hope is Built  ♦  Winning Hearts and Minds



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