All That Money Can Buy is aStarfieldmission that’ll have you traveling to Neon to recover yet another artifact. Along the way, you meet Walter Stroud’s wife and find yourself at odds with the powerful Nicolas Slayton. You can get through this mission with minimal violence if you resort to sneaking and persuasion, though the choice to use your guns is always available.
It’s a long mission with a few ways to make it to the end. This guide will show you the easiest way to complete All That Money Can Buy inStarfield.

How to start All That Money Can Buy in Starfield
This is a Constellation mission that comes after Into the Unknown.To start it, head to the Lodge and speak to Walter Stroud.He’ll inform you that the next artifact has been found by a vendor who isn’t going to give it up so easily. Following this, you and Stroud head toNeon, which is located on the planet Volii Alpha in the Volii system.
Preparing for the seller
Once you’re in the colorful settlement, head to Stroud-Ecklund HQ. You’ll find it to the right of Astral Lounge which is hard to miss with its bright purple-lit entrance. Inside you’ll meet Issa Stroud, who is Walter’s wife. You learn that the artifact holder is headed to Astral Lounge, so you need to go there next. Before you go to the club, take some persuasion-boosting aids.
At the Astral Lounge, speak to the bartender, and tell him you need some security for later. He’ll offer you a VIP booth for4,000 credits, though you can reduce it to 1,000 credits if you’re persuasive enough. Next, head upstairs and check the door of your VIP booth. You’re looking for Booth 3. Once inside, check the computer to learn how the doors are controlled.

Now you need to learn more about the secretive seller. Walk to Newill’s Goods, which is near the elevator to the Spaceport Terminal. There, speak to James Newill. You can persuade him to give up the information, but it’s honestly easier to just pay him for it.
The last thing you need to do for preparation is to rummage through the seller’s sleepcrate. Follow the quest marker until you arrive at a locked sleepcrate you canbreak into with a Digipick. Inside, interact with everything, including the computer. Now that you’ve got all the information you need, head back to Stroud at his headquarters.

Retrieving the artifact
You and Stroud will head back to Astral Lounge where you’re tasked with finding the seller. He’s near the bar, arms crossed, and he has a large briefcase next to him. You can beeline to him, or you can talk to the other clubbers first and score a few more crew members.
Once you’ve found the seller, tell him the password given to you by Stroud (it’s “Ramsay and Travers”). Report back to Stroud, then head with him to Booth 3 upstairs where the deal will go down. It’s a good idea to take more persuasion-boosting aids at this point. In the booth, the seller’s going to play hardball. Lock the door, do a bit of threatening, and he’ll eventually give it up for a reasonable price. There’s no need to get violent.

You may have the artifact, but your troubles aren’t over just yet. As you attempt to leave the club, you’ll be stopped and told you have the property of Slayton Aerospace. you may persuade your way out of the club, but you’ll have to deal with the fact that your ship has been impounded.
Getting your spaceship back from Slayton Aerospace
The next part of the mission is the most fun if you enjoy stealth gameplay. Visit Slayton Aerospace, but you may want to take more persuasion-boosting aids if the previous ones have run out. Inside, speak to the receptionist and persuade your way to the next floor. If you fail, you’ll have to shoot it out which is a lot harder.
Unfortunately, you’ll be detected which gives you two options – fight your way to Slayton or sneak your way there.Sneaking is the safest option, and you’ll have Issa in your ear telling you where to go.Follow her instructions and you’ll eventually find your way back outside. Issa can’t help you here so try your best to sneak but it’s no biggie if you’re detected and have to pick off a few guards.

Use your scanner to light up the path that’ll lead you back into the building. Inside, you’ll face Slayton and his guards. Don’t pull out your guns just yet. Instead, talk to Slayton, and he’ll tell you the seller is grievously injured. You get to decide what happens to him. Whether you let him live or not is irrelevant outside of your personal role-playing goals.
You’ll finally be allowed to have your spaceship back. You’ll receive 10,000 credits from Walter and before the mission ends, you’ll have astrange encounter with the Starborn. You’ll have to complete more Constellation missions to learn more about them.




