The First Contact quest will see Starfield gamers taking over the position of a diplomatic go-between for 2 events: One established colony run by a morally questionable board, and a ship filled with Earth Colonists seeking to decide on the identical planet. There’s a reasonably large ethical option to make right here, with probably the most reward coming from the evil possibility, after all.
The moral possibility will come at nice private price, credits-wise (until you are specialising in persuasion and gathering wealth), although you possibly can bag a neat pistol and a few baseball memorabilia. In any other case, there’s an arduous fetch quest route with little reward, which I do not advocate.
This information comprises spoilers, so go away now in the event you don’t wish to damage the sport for your self.
For those who’ve picked up the Exercise that directs you to Paradiso, you may have the choice of beginning First Contact virtually instantly. After coming into the Porrima system, a transmission from one Chief Sugiyama of Porrima 2 units the mission in movement. They’ll direct you to take a look at a craft orbiting the planet, however hailing it will not work because the comms system is garbled, so merely wander over and dock with the ship to talk with the would-be settlers inhabiting it.
After welcoming you to the Earth Colony Ship Fixed, Captain Diana Brackenridge sends you off on a diplomatic mission, in order that they could have an opportunity to finish their very own mission to decide on the planet their ancestors supposed them to. Head on all the way down to Paradiso on Porrima 2 to begin the subsequent a part of the mission.
Communicate with Chief Sugiyama then head to the lodge through the waypoint. Test in with Keavy on the reception—or attempt to enter the board room and be compelled right into a dialog together with her—then communicate to Paradiso CEO, Oliver, who will let you know the “aliens” are inflicting points for his or her fancy resort. He’ll current you with three choices:
- Persuade them to settle some other place, and outfit their ship with a Grav Drive to allow them to discover a new house.
- Persuade them to take a short lived settlement deal through which they would wish to work off their boarding debt.
- Or have them “stop to exist solely.”
The simplest and most cost-effective possibility is the latter, although it’d upset sure companions.
Persuade them to settle some other place
This selection is probably the most morally acceptable, and probably probably the most complicated and expensive.
Oliver will direct you to Bennu St. James at HopeTech, who has entry to an historic Grav Drive he reckons shall be suitable with their ship, after some modifications. The mixed price of elements and labour will set you again 40,000 credit. Nevertheless, rolling excessive on a persuasion verify may see that price diminished to 25,000, because it’s for trigger.
Heading again to the ECS Fixed, you need not communicate to Diana—you possibly can head straight to Amin in engineering who already is aware of concerning the incoming upgrades. A excessive Astrodynamics will allow you to impress him together with your data of Grav Drive tech. Both means, he’ll ask you to assist him prep the ship for the mods.
- First, head to the Engineering Management Laptop Alpha panel and reroute energy from the port turbopump (scroll down to seek out it) to the auxiliary cryogenic radiator—that’s the highest possibility.
- Subsequent you’ll want to show the plasma run-off inhibitor operate to five% at Engineering Management Laptop Beta.
- Then, at Engineering Management Laptop Gamma, decouple the magnetic flange pipe enclosures from the auxiliary module meeting.
That’s that. Simply communicate to Diana to finish the hunt. And for the reason that Fixed is now free to roam, and you will get a quest to come back again to go to—although at this level it hasn’t left the present system for me, so it could be some time earlier than I’ve an replace for that. She offers you a good pistol and a bunch of old-timey baseball stuff to your troubles.
Persuade them to take a short lived settlement deal
This selection is the most important time sink, although it does imply you don’t need to spend out on an costly Grav Drive. It’s the middleground morally since they’ll basically need to reside in servitude throughout their keep, however there is a good probability some companions will not prefer it.
For this one it’s a must to pay money for:
- 40 fiber
- 20 sealant
- 80 iron
- 10 lithium
It takes a good chunk of time to do all this, so I do not advocate this selection.
Make them disappear
Essentially the most morally corrupt possibility includes rigging the ship’s reactor to blow; it additionally occurs to be probably the most worthwhile possibility. You’ll want at the very least one rank in pickpocketing, and a few stealth ability to get the job completed.
It’s dangerous, however in the event you can pickpocket the engineer (or kill him) to get the important thing, you possibly can then sneak over and set the reactor to self-destruct by choosing emergency reactor overdrive. Then it’s only a case of operating again to your ship in time earlier than it blows. Grim.
In return, Oliver can pay you 6,500 credit, and can grant you unrestricted entry to the resort. It is ot plenty of credit for killing an entire ship of Earth’s colonists.