Starfield First Contact Quest Walkthrough
If you went into Starfield with the expectation that there would be at least a minimal number of divergent quests with significant choices, you have l...

If you went into Starfield with the expectation that there would be at least a minimal number of divergent quests with significant choices, you have likely begun to realize that there is actually a good amount of them. Although you probably won't encounter decisions that are more profound than choosing which weapon to equip at all those abandoned stations in the inhabited systems, some of the handcrafted tasks will put your determination to the test.
If you went into Starfield with the expectation that there would be at least a minimal number of divergent quests with significant choices, you have likely begun to realize that there is actually a good amount of them. Although you probably won't encounter decisions that are more profound than choosing which weapon to equip at all those abandoned stations in the inhabited systems, some of the handcrafted tasks will put your determination to the test.
Reaching Porrima II
Some of the quests in Starfield follow a familiar trend of Bethesda. You can either stumble upon them randomly or hear about them from NPCs. Given the way Starfield handles its activity system, it's possible that you might find yourself in the latter situation.
Do you know that feeling when you sometimes walk past seemingly random citizens, and one of them says something, and suddenly a new activity appears in the top left corner of the screen? Getting to know the city of Paradiso can happen in this way. If this occurs, your mission log will provide you with the coordinates: the Porrima star system, specifically Porrima II. The alternative sequence here, of course, is that you fly there while exploring on your own.
Do you know that feeling when you sometimes walk past seemingly random citizens, and one of them says something, and suddenly a new activity appears in the top left corner of the screen? Getting to know the city of Paradiso can happen in this way. If this occurs, your mission log will provide you with the coordinates: the Porrima star system, specifically Porrima II. The alternative sequence here, of course, is that you fly there while exploring on your own.
Initiating The 'First Contact' Quest
When you speak with the unidentified ship, which turns out to be the Constant, you will be invited to come aboard. Here, you will meet the captain and gain a better understanding of the situation. Afterwards, you will proceed to Paradiso to speak with Chief Sugiyama, who will have sent you a distress call by then. Our next objective is to meet Chief Sugiyama, regardless of whether we have already encountered the crew of the Constant at this point.
It's evident that Sugiyama is in a dilemma. He will send us to Oliver, the leader of Paradiso, who will ultimately present us with three options. None of them are perfect, but your moral compass will play a significant role in determining your choice.
- You can let the would-be settlers live on the planet, but they'll be required to provide the corporation with labor in exchange. To us, this isn't far removed from forced servitude - if, indeed, it's removed at all.
- You can buy the Constant a new Grav Drive so that they can easily choose a different world somewhere. It's a shame they'd be leaving a world behind that they were so set upon, but at this point, it's kind of hard to do more for them.
- You can blow up the Constant's reactor, killing the crew. Yes, you read that right.
Choosing The Right Solution For You
As shown in the screenshot above, we have decided to purchase a new grav-drive. This means we need to speak with Bennu, who has a grav-drive available on the market for 40,000 credits. There is really no reason to simply agree to such a high amount when there is the possibility of attempting to negotiate.
If you have wine or spirits on hand, along with some Hippolyta, you'll have an easier time persuading Bennu. All of that, combined with full proficiency in the persuasion skill, should seal the deal effortlessly. However, we don't expect everyone to have developed their builds to such an extent.
The goal is to pass the persuasion attempt, which will lower the price to 25,000. It's no small feat, but in our opinion, not only is it the most ethical approach, but it's also easier to get what is needed than accepting the settlement offer. Now, go to the Constant, speak with Amin, and do the following:
- Choose Magnetic Flange Pipe Enclosures
- Decouple rather than Recouple.
- Choose Auxiliary Module Assembly.
Head to the next computer to continue!
- Choose Turbopump Port
- Choose Cryogenic Reactor Auxiliary
Now for the final terminal.
- Choose Plasma Run-Off Inhibiter.
- Pick 5 Percent.
Going the settlement route means obtaining the following:
- 40 Fiber
- 20 Sealant
- 80 Iron
- Ten Lithium
If you have all of that at your disposal and truly believe it's the best approach according to your taste, then go ahead with it. It's definitely better than the evil path of destroying the ship.
To do this, return to the Constant, steal Amin's key from him, locate the reactor computer, and select the emergency reactor overload.
You may need to wait for a moment until Amin moves, so you can steal the key. Alternatively, you could make him move by initiating a conversation with him and then abruptly ending it.
Things aren't quite as simple when you want to blow up a ship from the inside, which is probably for the best. You'll need to go to the bridge and confirm the override on the captain's computer. Then quickly make your way back to your ship, as everyone will try to shoot you as soon as you leave the computer. To be fair, that's justified.
Claim your reward for the path you've chosen, and 'First Contact' comes to an end. Oh, and needless to say, your companion probably won't be thrilled if you go on a killing spree, murdering a lot of innocent people here!