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To begin the [[mission]] "All That Money Can Buy", you'll need to find [[Walter Stroud]] who is located beside the artifact pedestal in the library. Engage him in conversation to receive your instructions. Following this, set your course for [[Neon]] in the [[Volii]] [[system]]. Walter will accompany you on this expedition for an artifact piece.
To begin the [[mission]] "All That Money Can Buy", you'll need to find [[Walter Stroud]] who is located beside the artifact pedestal in the library. Engage him in conversation to receive your instructions. Following this, set your course for [[Neon]] in the [[Volii]] [[system]]. Walter will accompany you on this expedition for an artifact piece.


Upon landing on Neon, Walter will be waiting near the edge of the landing pad. Speak with him to find out what's next. Your immediate objective is to head into the city to Stroud-Ekland Corporate HQ to meet [[Issa Eklund]], Walter's business partner. Make your way to the [[Trade Tower]] building and take the elevator up to the Stroud-Eklund floor. Once there, follow Walter to Issa and converse with her.
Upon landing on Neon, Walter will be waiting near the edge of the landing pad. Speak with him to find out what's next. Your immediate objective is to head into the city to [[Stroud-Ekland]] Corporate HQ to meet [[Issa Eklund]], Walter's business partner. Make your way to the [[Trade Tower]] building and take the elevator up to the Stroud-Eklund floor. Once there, follow Walter to Issa and converse with her.


Before any deal can go down, a little investigative work is in order. Head to the [[Astral [[Lou]]nge]], which conveniently is in the same building as Stroud-Eklund. At the lounge, engage the [[bartende]]r in conversation about the security of the area. He'll direct you to the VIP area upstairs. Even though the entry fee is initially set at 4000 Credits, a successful [[Persuasion]] check can bring it down to 1000 Credits, the exact amount Walter handed you earlier.
Before any deal can go down, a little investigative work is in order. Head to the [[Astral Lounge]], which conveniently is in the same building as Stroud-Eklund. At the lounge, engage the [[bartende]]r in conversation about the security of the area. He'll direct you to the VIP area upstairs. Even though the entry fee is initially set at 4000 Credits, a successful [[Persuasion]] check can bring it down to 1000 Credits, the exact amount Walter handed you earlier.


Next, go upstairs to the VIP area and locate the door controls. Hack into the computer system to reprogram the doors. If you run out of [[digipick]]s, stores in the city like [[Newill's Goods]] offer them for purchase. From there, you'll continue your investigation into the seller. Head over to Newill’s Goods in the main city area and talk to [[James Newill]]. You can either bribe him or [[persuade]] him to give you the seller's information.
Next, go upstairs to the VIP area and locate the door controls. Hack into the computer system to reprogram the doors. If you run out of [[digipick]]s, stores in the city like [[Newill's Goods]] offer them for purchase. From there, you'll continue your investigation into the seller. Head over to Newill’s Goods in the main city area and talk to [[James Newill]]. You can either bribe him or [[persuade]] him to give you the seller's information.
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With preparations complete, head back into the Astral Lounge with Walter. Once inside, locate a man named [[Musgrove]] near the bar; he'll have a case just like Walter described. Speak with him and use the passphrase “Ramsay and Travers” to establish trust. Return to Walter, and then move to the VIP booth to commence the deal. How you handle the transaction doesn’t affect the outcome; eventually, the seller will take Walter’s money and you'll have the artifact.
With preparations complete, head back into the Astral Lounge with Walter. Once inside, locate a man named [[Musgrove]] near the bar; he'll have a case just like Walter described. Speak with him and use the passphrase “Ramsay and Travers” to establish trust. Return to Walter, and then move to the VIP booth to commence the deal. How you handle the transaction doesn’t affect the outcome; eventually, the seller will take Walter’s money and you'll have the artifact.


Exiting the room, a man from [[Slayton Aerospace]] will confront you claiming to be the original owner of the artifact. You can either persuade him, call security, or engage him in combat. Issa will then inform you that your [[ship]] has been impounded by Slayton and you have a bounty on your head.
Exiting the room, a man from [[Slayton Aerospace]] will confront you claiming to be the original owner of the artifact. You can either persuade him, call security, or engage him in combat. Issa will then inform you that your [[ship]] has been impounded by [[Slayton]] and you have a bounty on your head.


Time to deal with Slayton Aerospace. Upon entering their HQ, you can persuade the receptionist for a meeting or go in guns blazing. Either way, you’ll end up at the elevator. Hack it and head up, where Issa patches you through to open the doors. Sneak or fight your way through the next floor as directed by Issa. Go outside and ascend the Trade Tower to confront Nicolaus Slayton. After dealing with him, decide Musgrove's fate. Your [[companion]]s like [[Sarah]] will have varying reactions depending on your choice.
Time to deal with Slayton Aerospace. Upon entering their HQ, you can persuade the receptionist for a meeting or go in guns blazing. Either way, you’ll end up at the elevator. Hack it and head up, where Issa patches you through to open the doors. Sneak or fight your way through the next floor as directed by Issa. Go outside and ascend the Trade Tower to confront [[Nicolaus Slayton]]. After dealing with him, decide Musgrove's fate. Your [[companion]]s like [[Sarah]] will have varying reactions depending on your choice.


Finally, return to your ship. Walter will automatically initiate a conversation. Respond however you like, and then take off from Neon to wrap up the mission.
Finally, return to your ship. Walter will automatically initiate a conversation. Respond however you like, and then take off from Neon to wrap up the mission.
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