Starfield lets players spend dozens or even hundreds of hours exploring a vast galaxy as they see fit. Sometimes, though, they’ll want to tend to the handful of interesting missions that advance the story campaign. One early mission is All That Money Can Buy, which memorably introduces them to Walter Stroud. Here is our guide telling you how to complete All That Money Can Buy in Starfield.
Starfield – How to complete All That Money Can Buy
Walter Stroud is a wealthy financier who provides the funds Constellation needs to conduct its work. He has found the location of a precious Artifact, which he is willing to buy from a known thief. To complete All That Money Can Buy, you must escort Walter to Neon and help him claim the Artifact.
Talk to Walter Stroud at The Lodge. He is on the ground floor. When you meet with him, agree to accompany him to Neon. You can fast travel directly to that planet, which is in the Volii system. Just pull up the Starmap and look to the lower right from Alpha Centauri.
When you arrive at Neon Core, check in at Stroud-Eklund HQ. The headquarters are located in the building at the far end of the street that also houses the Astral Lounge. Instead of climbing the steps to the lounge, head right near its base to find the elevator and choose the Stroud-Eklund Corporate HQ floor.
Follow Walter into the offices and meet with Issa Eklund. You’ll witness a lengthy exchange between the two partners. It’s a fairly extended discussion, but I can’t see that your answers matter much. When the conversation ends, ride the elevator back to the Lobby. Then make your way to Newill’s Goods. It is located about halfway along the main street through town, on your left as you approach it from the tower.
Speak to James Newill. Reference the meeting with Walter Stroud. The shopkeeper wants 2500 credits as a fee for his cooperation. I used Persuade to talk him into just giving me the info I needed to investigate the seller.
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Head to the Ebbside district in Neon. You’re looking for a specific Sleepcrate. The mission beacon leads you directly to it. Once you arrive, use a digipick to unlock its door. Inside, examine the Computer. There are a few files to review. Once you read the last of them, you’re ready to return to Neon’s ritzier area.
Head to the Astral Lounge. Once you arrive, cross the dance floor to meet with Boone Morgan. He is the bartender on the room’s back side, who in another case will sell you an apartment on the building’s top floor. Right now, say you have a meeting later and are worried about security. Then ask about where the meeting will take place. Also ask about making sure Security is on your side. He tries to talk you out of 2,500 credits. You can use a successful Persuade attempt to lower that number to 1,000 credits, the allowance Walter provides at the start of the mission.
Now you need to check the door controls. This objective refers to the room where the meeting will eventually take place. Ride the nearby Elevator to the upper level. Follow the hallway past a guard to find an open VIP room. There is a Computer you can investigate to hack with your digipick, as you did the door on the Sleepcrate in Ebbside.
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Once you have hacked the computer, talk to Walter Stroud again. He is waiting at the Stroud-Eklund Corporate HQ offices, where you left him. When you meet with him now, you should go to the Astral Lounge for a quick discussion on the Dance Floor.
After talking to Walter on the dance floor, look for a man with a security briefcase. It is a metal case, not a shopping bag. I roamed around the dance floor a fair bit without finding it. I’m not sure the contact is even available right away. Eventually, you should find him along the edge. His name is Musgrove. Let him know that you are with Ramsay and Travers, the agreed upon code phrase.
Talk to Walter Stroud after meeting with Musgrave. He warns you that the contact will try to secure a higher fee, and that he may threaten to leave the meeting. Then, you can head upstairs with Walter to meet Musgrove in the VIP Room.
When you meet Musgrove in the VIP Room, negotiate for the Artifact. You should probably save your progress before the meeting occurs, just to be on the safe side. As the meeting starts, Musgrove wants you to sit. I went ahead and cooperated. Next, he tries to get more money, exactly as Walter predicted. There are likely a few ways to handle this meeting, thanks to your earlier preparations. I simply chose to talk him through it, wrapping up with a comment that, ‘You might have wanted more, but this is still a good deal.‘ Then I paid an agreeable price and Musgrove left.
As you depart with Musgrove, you meet someone new. A stranger identified as Slayton Agent stops you in the corridor. Again, there are options about how to proceed. I chose to Signal Neon Security, since I paid previously for their protection. Then I followed the instructions to head to the entrance of the Astral Lounge for another opportunity to talk to Issa Eklund.
Next, go to Slayton Aerospace HQ. Their headquarters are in the same building. Simply exit the Astral Lounge, head down the steps, and catch the elevator to your left. Choose the Slayton Aerospace option and ride the elevator to the appropriate lobby, where you will talk to a receptionist, Ryleigh. I used Persuade to talk her into handing over the Executive Level Access Code. There is also an option to Attack, but that seemed unnecessary.
Take the elevator to the next floor. The game will create an Autosave file as you do, right as Walter Stroud realizes you have walked into a trap. Next, you need to follow directions Issa Eklund provides. They are very specific and walk you through the building. Follow them precisely to avoid security.
Start by finding the vent near the elevator. Now, keep following the ensuing directions:
- Follow the next corridor as it ascends to an upper level.
- Hop along the top of an elevator and follow that same corridor to its end.
- Drop through the opening.
- Continue to the end of the next hallway to find another opening in the ceiling.
- Climb through the opening.
- Follow the metallic corridor to an opening in the floor.
- Drop through the opening into an open office space.
- Pass through a doorway that Issa opens to your right to access another hallway.
- Wait without opening a door while a guard you can’t see walks down the hallway.
- When directed, open the door immediately ahead of you and cross the hallway quickly to proceed through the next door.
- Follow the long hallway around a bend and pass through the next door.
- Proceed along the wide hallway leading left.
- While avoiding detection by the guards, continue to a corridor on the right.
At this point, security is more alert and may detect you. It’s possible you can keep sneaking if you’re more careful than I was, but that’s unnecessary. Whether under fire or not, you are near your exit. Keep running in the direction the mission beacons leads. You will reach double doors taking you back into Neon.
Next, climb along the building’s exterior. There are metal steps that make the ascent a breeze. Just follow them as they wrap around the building. You will find limited resistance along the way, but nothing significant. At the top of your climb, a new door that leads back into Slayton Aerospace on its upper level.
Confront Nicolaus Slayton. He is waiting not far from where you enter. Although you have the option to make things violent, I chose instead to talk. Make him see the monetary advantage in working with you. If he agrees, he’ll next ask what should be done with the traitor in his organization. I suggested letting the authorities deal with him. Then I followed the mission beacon to talk to Musgrove. At that point, I went ahead and let him leave Neon with his life. Nicolaus didn’t seem to mind.
The next objective is to go to the ship. I backtracked the long way, following the mission beacon, but you may be able to fast travel. Eventually, you will find and can board your ship at the Spaceport.
Pleased to be back on the ship, Walter rewards you with 65MM CT (14), Fiscal Quarter, and 10,000 credits. As you launch from Neon and prepare to return to the Lodge, as per the current objective, your journey is interrupted. You have a conversation with a mysterious entity, and then the mission concludes. In addition to the rewards you already received a moment ago, you receive 400 XP. You also activate the much briefer Starborn mission.
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