The Best There Is Walkthrough - Starfield Guide - IGN (2024)

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The Best There Is mission is the fifth Mission for the Crimson Fleet Faction in Starfield. This mission centers around infiltrating a top secret UC Starstation by way of a smuggling cargo ship, and finding the prototype device called the ComSpike needed to help locate Kryx's Legacy, and extracting yourself from the military research base. This guide contains tips on how to get aboard SY-920, how to get a disguise, where to find the ComSpike, and how to escape - as well as where to find incriminating evidence along the way.

  • Rewards: Experience, Credits, ComSpike Ship Module
  • Evidence Slates: Huan's Talk, Eubanks and Woods

Meet Your Contact on New Atlantis

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After the previous mission concludes, talk to Naeva and Jazz to learn about finding the ComSpike, which is apparently located on a top secret UC Starstation SY-920. In order to find and get aboard it, you'll need the help of a new smuggler named Huan Daiyu - a contact for the Crimson Fleet who is waiting for you at New Atlantis.

Naeva will caution you to stay on her good side so you can sneak aboard the Starstation, and after that it will be up to you to locate and steal the ComSpike in whatever prototype form it is in. She won't have any qualms about you going in guns blazing, but if you do go that route, expect extreme heavy resistance with the large military presence on the station. Stealth and persuasion will get you a long way in this mission, so it's not a bad idea to stock up on chems that help you in that regard.

Note: If you want to get bloodthirsty, or feel forced into that situation, UC SysDef will not be happy with your results. If this is your second violent offense working for them, you'll be arrested and banned from the UC Vigilance for good.

Arriving on the planet Jemison in the Alpha Centauri System, head to The Well district of New Atlantis, which is located down an elevator either in the Spaceport past Jemison Mercantile, or the one under the MAST building by the tram. Huan can be found on the upstairs balcony of Kay's Place, a small restaurant in The Well across from the House of the Enlightened.

Huan Daiyu won't talk too many specifics with you, and you don't have to tell her what you're really after if you don't want to. The short and simple version is you board her ship, the Jade Swan, and let her do her thing to get you aboard the StarStation. Your ship and crew will be left behind during this portion, so its all on you to get the job done once you sneak aboard as an anonymous cargo guy.

Before you leave to meet her on her ship at the New Atlantis Spaceport, be sure to head back downstairs and into the kitchen of Kay's Place. Over by the refrigerator, you can find Huan's Plans (Evidence) Audio Slate that can be used to incriminate her later should be in league with UC Sysdef's plans to arrest everyone involved with the Crimson Fleet.

UC SysDef Evidence - Huan's Talk

You'll find the Jade Swan parked over near your ship in the New Atlantis Spaceport. It's a massive cargo hauler with several tiers and storage areas. Since you're playing the part of the crew, you won't be reprimanded for taking stuff you find on the ship should you want to browse.

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To reach the pilot seat area, head from the back of the ship's crew quarters into a large cargo room towards a central area near the back with a ladder, and climb up to the pilot's cabin.

You can even swipe some items from the Captain's Hold or Ship's Cargo terminals should you wish without anyone getting mad!

Huan will instruct you to play the part of a normal crew member by keeping your mouth shut and letting them do their job, but it's not as harrowing as she makes it sound. The pilot will automatically lift off from Jemison to travel to the UC StarStation S7-920, which orbits the singular planet of the Luyten's Star System. Once he docks with the StarStation, your turn will be up.

Huan will brief you on what to expect: Checkpoints - lots of checkpoints. If you want to be able to freely explore the base, you'll have to find a worthy military uniform to fool most of the people there. Huan will reccomend looking for vents leading to the StarStation's barracks where you can find a disguise - and from there you'll need to get past any addtional checkpoints to find the ComSpike.

Luckily, you'll be able to communicate with her via a few intercoms while you sneak about if you need help on what to do next.

SY-920 Cargo Bay

Leaving the Jade Swan, you'll enter a large two-tiered cargo bay for the StarStation, where several cargo haulers and a few marines wander about. You may notice they have red icons that mark hostile targets, but they won't immediately attack - but they will if they catch you in an area you're not supposed to be in.

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There are a few assorted cargo containers you can steal from if careful, as well as a lot of useful Digipicks found on tables, in open buckets, and elsewhere. Since the upper level leads to an orange-tinted checkpoint you can't pass, head down to the lower level instead. Note that if you do fancy yourself a cunning linguist, you can try and bullsh*t your way past the checkpoint guard with a bit of persuasion, allowing you to skip the next step.

Be sure to search around the edges of this lower cargo bay area for a desk with a Cargo Bay Computer you can read about someone named Elijah constantly losing their keycard.

Find a Uniform in the Barracks

Speaking of which, check the far right corner of the lower bay to find some small stairs to an Expert-locked orange door leading to a maintenance room. There's an intercom just next to it that you can use to speak with Huan. Aside from lockpicking, she'll also advise you listen in on people to hear about a key. You can also just simply pickpocket the key off several different Haulers or Marines, if you think your steal and stealing skills are up to the task.

As luck would have it, there's a group of UC Haulers not far away who will laugh about the Elijah mentioned in that computer terminal searching for his key. You can find Elijah down in the corner opposite the maintenance door, and if you talk to him, you can ask about any place he hasn't looked.

He'll mention the large forklift in the middle of the lower cargo bay area not far away, and how a marine is guarding it. Annoyingly, you can't grab the key sitting right behind the guard even if you find it early, as the marine just shoos you away.

However, now that you have the intel from Elijah, you can approach the marine and convince him to go talk to Elijah, leaving the SY-920 Maintenance Keycard. Return with it (or another you've stolen) to access the locked orange door -- just be sure nobody is watching when you cross the threshold or they'll consider you a trespasser and open fire!

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The maintenance hall leads to stairs up to the Mess Hall, which you should avoid getting spotted in for the moment, so instead take the first right into a Storage room, which has various supplies and a vent grate you can open. The opposite expert-locked grate leads right past a second checkpoint to a lift down to the Command Bay, but without a keycard tied to an ensign uniform, there's no reason to go there yet.

Instead, use the sloping path up the vent to crawl up to the ascend upwards to reach a bathroom area, which happens to be right next to the military barracks.

Be sure to move slowly as you exit the bathrooms, as there are two patrolling marines that talk and move around the two hallways that connect three sets of bunks for the ensigns. There's also a third marine who occasionally watches from a booth with a window in the back right corner.

Prioritize entering either the far right bunk first, or the middle row using the doors on the left - if the marines are currently patrolling the far right. In the middle row's second bunk you can find Ensign Akasaka's Uniform, as well as a Crew Quarters Computer next to an Eon Pistol. The computer explains that the ensign Leanna Ziremi was currently in possession in Akasaka's uniform, but don't worry about the implications of entering the wrong code and getting shot on site.

If you check the far right row of barracks, the first bunk has Ensign Ziremi's Uniform on the desk next to a Crew Quarters Computer, with messages back to Wynn Akasaka from Leanna about their quarrel.

As an added bonus, equipping the clothing will not only drop any suspicions the Marines on this level will have, but you can also grab literally anything in the base without it being considered stealing - even if you have to pick locks in plain sight!

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Reach the Cargo Lift

Now that you've got a disguise, you can pick the barracks clean and search the various lockers and pack stands, as well as the windowed room at the end of the hall that has a weapon rack and small advanced-locked safe.

There's also a third Crew Quarters Computer in the far left row of bunks that explains that a third uniform for Haukea Ngata is being kept at a checkpoint.

Now that you have a uniform, head through the door to the lounge area, which also holds a cafeteria you can explore to find food, and then pass by the first checkpoint to the cargo bay that should no longer be an obstacle should you wish to backtrack.

Past the first checkpoint on the right is a small hall leading to a sealed door and a window overlooking the cargo lifts area below. With a uniform equipped, you can stroll right on to get cleared to open the door, but you can also open the Expert-locked door and sneak into the security checkpoint office to take Ensign Ngata's Uniform if you bypassed the other two.

If you went in guns blazing or were caught, you'll need to get into this security checkpoint to access the Security Computer to unlock the sealed door. You can also find a wealth of treasure here, from several lockers (one locked), an expert-locked weapon rack with two guns, ammo crates, and more.

The cargo lift area only has one guard, and the locked vent leading back to the maintenance hall, but if you're properly disguised, you can move right to the lift labeled "Command Bay" and use your uniform's ID card to access the lift. Don't worry about the other lift.

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SY-920 Command Bay

Now you've reached the Command Bay, the second of three main areas in SY-920, and things will only get harder from here on out. Even with your Ensign rank and uniform, you're not technically allowed to be here without orders, and can get pulled into an awkward conversation because of it.

While in the Command Bay, you should aim to avoid getting near any Marines whenever possible. While some will simply raise an eyebrow at you, or imply you might be lost or in the wrong area, other officers can randomly pull you into a conversation and demand to know what you're up to. You'll have to pass a vague persuasion check to get them to ease off - but if you fail, everyone will be on high alert!

Ignore the other Cargo Lift doors and head to the end of the hall where another intercom is that you can use to talk to Huan Daiyu. She'll advise that this far in, your uniform alone won't cut it for getting in deeper - you'll need to be authorized with a code as well, and finding it should be your top priority, after which you'll want details on where the ComSpike is located.

Obtain a Clearance Code

Entering the Command Bay lobby, you can spot a UC Clerk and Marine off on the left talking - one of them has a good chance of trying to talk to you if you stray too close. There's also a UC Marine's Slate on one of the coffee tables you can read while you're here.

To the left near the two guards is another series of lifts you can't access yet on the left side, and a path to the Security Office and Logistics on the right (Logistics is a dead end for now, and has a few marines that may try and stop you).

The Security Office has a weapon crate next to a UC Specialist Slate, and a novice-locked Clearance Code Computer between two robot bays you can use to find the code to get you through the next checkpoint.

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Of course, there's a bit more to this code than you might think. Depending on which ensign uniform you stole, you'll need to look up the correct code associated, and supply that code when stopped at the checkpoint:

  • Ensign Akaska - AK127C
  • Ensign Ngata - NG983P
  • Ensign Ziremi - ZX321D

The good news is you're allowed to get the code wrong from the list they provide, so if you get it wrong, just consult the list above and you'll be on your way.

If you're not having luck getting past the marines to the security office, you can also consider taking the path to the right of the lobby, though it leads to the checkpoint you need a code to cross (the guard behind the desk near it is too far to trouble you), there's also a Utility Room next to a mannequin equipped with a full spacesuit. Even though the display case has a master lock, you can always carefully target between the case seam to loot the suit directly!

The Utility Room has stairs leading up to a vent you can access that will bypass the security checkpoint entirely, but you'll need to stick to a very thin line of pipes to make it to the other side without attracting suspicion.

The main Command Bay is still a little risky to traverse, as your clearance code won't stop random Marines from asking if you're supposed to be here. Thankfully, that risk does not extend to Commander Natara from her perch at the top of the bay (despite her questioning words if you get close to her). Feel free to take a peek at the Commander's Computer for her private thoughts -- and an interesting note that she holding onto evidence of the previous Commander Woods' questionable activities, but more on that later.

Be sure to check her personal office nearby for an advanced-locked safe, and an expert-locked storage closet that holds another mannequin with a suit, and various storage containers of items.

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Skirt around the marines in the Command Bay as best you can to either reach the far door past Commander Natara's platform, or go down all the way to the bottom and through one of the Server Rooms to enter the Data Room. There's one or two patrolling Marines here that you should be able to dart around and reach the Data Access Computer in the far corner.

Read up on all the projects, and you'll learn the location of the ComSpike down in the Engineering Bay headed by Dr. Gabriel Vogel in Lab 4. You'll need additional clearance to take the elevator down, which can thankfully be done with the push of a button.

Now that you have the directions (and clearance) to travel to the Engineering Bay to find the ComSpike, you can use the other terminal nearby to open the sealed door back to through Records to Logistics.

You'll still want to steer clear of most Marines at their desks in this place, but there are a few workstations you can read emails on about secret projects, and a Novice safe on someone's desk.

Be sure to look for the storage closet in the back for storage crates and a SY-920 Marine's Slate. You can also check out Lieutenant Messina's office for her workstation that catalogs efforts to track down the source of missing and smuggled cargo, and while the Jade Swan comes up, they don't have enough proof, yet.

Speaking of which, as you head back into the lobby, you can usually spy Messina and Natara walking and talking on their way back to the main Command Lab, while Natara assures Messina that they'll be monitoring the Cargo Bay to catch whoever is leaking info and smuggling cargo.

Wait until they leave, and use the lifts they walked away from to take yourself down to the Engineering Bay.

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SY-920 Engineering Bay

Entering the Engineering Bay is the last stop you'll make in SY-920, and it's under even more guard than the other parts of the base. With more people likely to stop and check if you're allowed to be down here, you're going to need to find a new way to blend in.

To make matters worse, stopping to check in with Huan Daiyu you'll find that she can no longer stall any longer, and will be forced to leave you behind. Her last bit of parting advice is to find a new disguise to help you move around easier, so that's what you'll want to focus on before anything else.

The labs beyond are divided up into rooms that each house info on different projects: Lab 1 has a terminal for Project Archangel (now discontinued), that mentions the transfer of the pilot Alex Vong, who you may have seen on the UC Vigilance. Turns out he was involved in an accident that saw two colleagues dead, but there's more info to find on that elsewhere.

Lab 2 has an expert-locked door, and for good reason - the back of the room holds an SY-920 Scientist Outfit next to an advance-locked safe that you can swap out of your ensign uniform to blend in with. While wearing it, you'll actually be allowed in all areas of the starstation without anyone giving you a second look, including previous bays, should you be interested in revisiting earlier secure areas to do some looting.

If you don't have a high enough lockpicking skill, you can also use the adjoining room that's unlocked - but there is a Marine inside you'll want to move away from just in case. While in Lab 2, be sure to check the two terminals for info on a suspended project labeled XNN, and another that has a brief overview of Project ComSpike. The back of the room also has a vent leading down to the lower level (and a hidden upper platform with some loot), if you want to take the fast an unseen route down to where Dr. Vogel is.

However you approach the lower floor of the labs, you can find Lab 3 in the corner where the vents lead down to, and a few interesting terminals that implicate a Dr. Marcin Eubanks receiving "benefits" from the former Commander Woods and being fired after complaining to the new Commander Natara. There's also an email called Safety of our Test Pilots which contains evidence of misapporpriated funds meant for safety led to the accident the pilot transferred to UC SysDef was involved in -- which you can bring up to him the next time you meet.

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Moving to the room that joins Lab 3 and 4, look to the right as you enter past a large storage crate for a moving tray that has Eubanks and Woods (Evidence) Audio Slate - a key piece for you to add to your collection to get Woods thrown in UC SysDef's jail.

UC SysDef Evidence - Eubanks and Woods

Lab 4 is where you'll find Dr. Vogel himself, and depending on your persuasion skills, you'll have a few options:

Persuading Vogel

Talking to Vogel about the ComSpike, you'll learn that its built into a prototype ship in need of a pilot. You can try persuading him that you are a test pilot ready to go, and he'll ensure you have everything you need to make the test flight.

He'll start by pointing you to the locker rooms to get yourself a Pilot Outfit (which works just as well as the scientist outfit for clearing suspicion.

He'll also give you both SY-920 Docking Port 8 Keycard to reach the ship, and SY-920 Control Center Password to authorize the test flight in the Engineering Bay's Control Center.

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He'll also authorize you to get through the checkpoint leading to the main bay outside the lab, which only he has the power to do.

Once you use the control tower to log your test flight, you can hop on board and undock without anyone giving you trouble, letting you fly off with your very own ship!

Snitching on Huan Daiyu

If your persuasion isn't cutting it, you can double-cross Huan Daiyu and have Vogel alert the station that she's a spy.

This will not only mobilize almost all the marines to head to the Cargo Bay, but you'll also get direct authorization to secure the ComSpike yourself from Vogel and Natara, allowing you to steal it before they realize your mistake

You won't even need to log a test flight, as they'll assume you're keeping the ship safe from the big bad pirates!

Sneaking Onto the ComSpike Ship

If you don't want to betray Huan Daiyu, you can get the info on what and where the ComSpike is from either Vogel's terminal, or the one near where you found the evidence in the room beyond.

You'll still need access to the ship, and you can pickpocket the docking port keycard from Vogel himself, or a few random NPCs wandering around.

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Since you don't get Vogel's blessing, you'll have to bypass the checkpoint by using a vent in the locker room showers nearby to get to the main Engineering Bay.

However, since you don't have the code to authorize a test flight, you'll be attacked when trying to fly out of the StarStation, so be ready to divert all power to the GravDrive!

Be sure to grab the contents of the Military Crate before entering Docking Port 8 where the prototype ship is stored.

You won't be able to keep this ship like you did the prison transport at The Lock, so loot whatever you can from the Captain's Locker. If you logged the plan in the control room tower on the opposite side of the Engineering Bay, they'll let you fly off without a second glance, but if you stole aboard or shot your way through, they'll activate a number of floating turrets and other ships to harass you.

Though it does have some weapon systems operational, you probably don't want to get into a sustained firefight, so take all the power from weapons and pump them into your GravDrive and set a course of the Kryx System to blast out of there before they can deal any lasting damage.

Return to The Key

When you board The Key, you'll find Jazz waiting at the docking bay with some friends to pick apart your newly heisted ship, meaning it will no longer be yours to fly around, sadly.

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If you didn't get Huan busted while trying to gain access to the ship, you can find her at the Last Nova, so be sure to speak with her first before going to tell Delgado and Naeva the good news. Otherwise, she'll be waiting in the command deck to chew you out and blame you entirely - convinced you are not what you appear to be (though double-crossing doesn't seem too out of the way for a pirate?). Whichever option you chose, you'll find Delgado and Naeva up above and can relay the news - this will unlock the ComSpike module to be added to your ship, and to make things easier, you can install it at any ship services tech.

They'll be impressed with your work (the most the Crimson Fleet can be at least) and move you right along to briefing your next task: getting electrical absorption tech from the city of Neon. After Naeva tasks you to meet up with an informant named Estelle Vincent, they'll shoo you away to start your next task - but you'll have one last objective.

Debrief at the UC Vigilance

The UC SysDef headquarters has moved yet again, this time to Procyon B System just next to Sol, and are orbiting the lone planet of this system.

Once aboard, you'll probably spot that one hotshot pilot, Alex Voss, and he'll admit begrudging respect if you didn't kill his old friends on SY-920. You can use this opportunity to get his side of the story on what happened with Project Archangel, and how he blames himself for what happened. If you read the terminals in Lab 3, you'll be able to present a "fragment" of evidence that the allocation of funds away from safety inspections are to blame for the crash, which will be a nice gesture - though not totally absolving.

Head up to the command deck and speak to Commande Ikabe to let him know how things went. As we mentioned earlier, if you ended up killing people, and this is your second offense after murdering people on the Ragana or the Siren of the Stars, you'll be out of SysDef for good. Otherwise, you can clue in SysDef on the Crimson Fleet's next plan, and hand over the two new evidence slates you've found against Huan Daiyu and the SY-920 Commander.

Up Next: Absolute Power Walkthrough

PreviousBreaking the Bank WalkthroughNextAbsolute Power Walkthrough

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The Best There Is Walkthrough - Starfield Guide - IGN (1)

Starfield

Bethesda Game Studios

ESRB: Mature
Xbox Series X|SPC

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