(logo dings) - [Falcon] "Starfield" is here and as we've gone through it, we've found a whole bunch
of interesting stuff, and you could pretty
easily decide not to do some of the more interesting
content in the game. Hi folks, it's Falcon,
and today on Gameranx 10, weird side quests in
"Starfield" you shouldn't skip. Starting off with number
10, it's Breach of Contract. This is a side quest that
takes a little time to see. It's actually Barrett's side quest, which only becomes available after talking to him multiple times, which only happens if you
got him as a companion for a pretty long time. When you finally do unlock this quest, it seems like it's
gonna be fairly mundane. Barrett wants to investigate the suspicious death of a friend. He managed to get some
new evidence on his own, and he wants you to come
with him to meet a lawyer. Lawyers, legal meetings. Ah, so exciting sounding. But when you talk to them, the lawyer tells you in so many words you need a lot more evidence
to prove the mining company that Barrett's buddy worked for was responsible for his death. - Documentation, recordings,
a witness, something. - It's been so long. How could we find anything like that? - Now you're running
around the city of Gagarin looking for evidence. You're checking an old apartment, you're looking at old mining logs, and eventually it takes you
to the mine where he died. Now there's a bunch of nasty
spider monsters around, but otherwise, it seems like a normal mine until you get deeper in and the walls turn into gray biomass, you
start finding plants, and giant spores growing down there. Apparently, there's an
entire biological system of microorganisms living under
the surface of this planet, and the mining company's
disruption of that ecosystem led to the entire planet's
ecosystem collapsing. It's a pretty weird turn for what was an otherwise
straightforward quest, but the mine itself is pretty creepy the deeper into it you get. There aren't any awesome
rewards for finishing this one, but it's worth doing 'cause it's probably my favorite companion quest. It's a lot of fun, the
story is really interesting, and it's weird, just not normal, especially for a Bethesda game. (ominous music) At number nine is Juno's Gambit. A cool one that comes outta nowhere while you're exploring space. Randomly, you'll come across
this ship under attack from an Ecliptic ship. Pretty standard in "Starfield," but when you dock the
ship to check on the crew, you find two Ryujin operatives and a big computer that's talking. So here's where the quest actually starts. Revealing there's two
operatives that are here to destroy this machine,
which reveals itself to be the Juno probe
that was somehow uplifted and became self-aware. - [AI] Answer false. Explanation, NASA programmed Juno. While Juno traveled, Juno became me. Error processing corruption. I became me. - [Falcon] If that
sounds kind of familiar, you might be thinking
of "Star Trek The Movie" where the Voyager six probe
was given intelligence by a mysterious race of machine beings. Pretty much the same thing happened here, with the unusual side
effect of making Juno sound like HK-47 from Kotor. I have to imagine this was on purpose. - My physical abilities
are well above those of your average meat bag,
as are my sensor functions. An assassin if you would. - [Falcon] I don't know though. It's up to you to decide
what to do with the AI. Do you kill it and protect humanity, or trust that it's harmless
and let it live on? It's your classic sci-fi moral dilemma played out in just a few
minutes, and overall, it's a pretty interesting little mission that's easy to miss,
but worth seeking out. And number eight is space
frogs from outer space. This very small, very easy to miss mission is found in Sedonia on Mars
in the residential area. You can find this kid sitting
on the ground in a hallway, and if you talk to him, he'll send you up to put posters around the city. Space frogs from outer
space is the poster. - It's space frog from outer space, and he's a little frog
character that I made up. - The children's drawings, but each one is unique and
has a certain charm to it. But I mean, why wouldn't you? It's a space frog from outer space. Why wouldn't you get behind that? Once you put up all the posters, you return to the kid, mission ends. Like I said, extremely basic, but the reward is absolutely worth it. Now you can craft your
own space frog pictures to hang up at your base. Like, look at this majestic thing. How could you not cover your base from top to bottom with these? Yeah, looks a little
deranged, but that's it. End of sentence. At number seven, a tree
grows in New Atlantis found by talking to a scientist staring at a big tree in New Atlantis. This very creatively named
mission starts out a little dry, but gets weirder as it goes on. At first, the scientist just wants you to plant some sensors around
the city for vague reasons. Pretty simple stuff. But you do that and you return to 'em, and you find out the
tree is for some reason actually a danger to New Atlantis. The whole situation with the
tree's pretty silly honestly, but the game acknowledges it. Your character is especially
full of zingers in this one, making tree jokes and
constantly suggesting you just cut the tree
down as dialogue options. This is a quest where
someone says a tree is upset, and the consequences could be dire which sounds like a "Futurama" line. They're definitely being a
little tongue-in-cheek here. - A tree is upset? You scientists are something else. - [Falcon] It's all ridiculous. They know it sounds ridiculous, nobody's pretending it's not. The quest culminates
into you breaking into a Freestar museum to steal
a literal olive branch that is for some reason going
to pacify the tree's wrath. All completely beyond
silly, but it's worth it. And honestly, this is the kind of thing that keeps me coming
back to Bethesda games. You get these really serious missions, and well thought out quest lines, and you get stuff like this too because it's certainly
not the creation engine that keeps me coming back. I know I have largely got
my mouth shut about that in the recent "Starfield" videos, but whenever I really
think about something that's great about "Starfield," that's what's creeping
into the back of my mind. I just had to say it. Sorry. This is a great example
of why the creation engine is worth it at least. At number six is sabotage. Normally not gonna talk about
faction quest on this list. They're all really good,
they're all worth seeing, but they're mostly not
weird except this one which is unusual in a lot of ways. This quest is found deep in the Ryujin Industry's
faction quest line. I'm just gonna come across and say it. It's a quest where you get the power to control people's minds. For most of that story, you're hearing the mysterious new project could have major consequences
for all the satellite systems. And you're like, ooh, what did that mean? And in this mission it
becomes clear what that means 'cause they install it in your head. It's a prototype neuro amp that gives you the manipulation power which allows you to control people like puppets. Literally the first thing
you do with this power is you use the power on a person, and when they're under control, you command them to pick up a key, and then go to the door,
and so on and so forth. - [Game Character] Neat trick. - [Falcon] It's a ridiculously powerful ability for stealth, and
now you have this power for the rest of the game. You can force enemies to fight each other, or if you're sneaking,
you could force a guard to leave their post and
look at something else. Giving you a great little
opportunity to sneak by, or you can just have 'em
follow you in a dark corner so you can take them out. It's literal game changer of an ability. This is bizarrely complex and powerful compared to anything
else you get in the game, and it's only found by doing this quest. At number five is loose ends. One of those quests I
passed on for a long time 'cause it seems very mundane, but it goes in some really fun directions. It starts when you first enter Neon and see a guy getting busted by security. You can go and talk to him in the lockup, and he'll beg you to help him out. - Please, have a heart. You need to help me. - [Falcon] From here, you
meet up with his boss, deal with a little problem, and then things get a
little more interesting when the boss offers you a job. - You look like talent, serious talent, and no one knows you, yes. - [Falcon] This leads to the real weird and interesting side quest
called fishy business when you're instructed to get a job at the Xeno Fresh fishery as a chemist so you can make the illegal drug, Aurora. To do that, you literally
have to go to their office, put in a job application complete with some really funny responses that do get commented on later. You get the job, put on a fresh suit, and from there, you just
work a shift as a chemist, getting resources from the conveyor belt, and then you use them to make Aurora, and then drop the final
product into a hopper where you're graded on
how quickly you can do it. - [Voiceover] Something for
personal use or for sale? - [Falcon] This is a game that most quests either involve talking to
people or shooting them. So this one stands out as
particularly unique and fun. At number four is the audition. Another one that sounds more
just plain odd than weird, which you'll understand
what I mean by in a second. But for some reason, the
game lets you join a gang. They're called the Ebbside Strikers, and you can find the recruiter
in the barn Ebbside in Neon. It's a surreal moment,
especially if you're like me, and you've already gone through all the Ryujin Industries faction quests. I'm already top dog in Neon. Why slum it with these gangster nobodies? Your companion expresses
their disbelief as well. Saying things like, of all the things I expected to do today, joining
a gang was not one of them. - Joining a street gang
was not something I felt we needed to do today, but so be it. - [Falcon] The first
mission, fairly basic, they just want you to steal
something from a warehouse without getting violent. Not too difficult. And for your reward, you
get the striker outfit, pretty awesome cyberpunk looking jacket, and a face mask combo. The quest line doesn't stop there. There's multiple missions
where you can do stuff working for these guys. It eventually escalates
into a full blown gang war, but your rewards never get better than what you get in the first mission. Still, it's worth seeing
it through to the end, and actually not a bad set of quests. More just 'cause narratively,
it's interesting. At number three is tourists go home. This one's pretty small,
it's easy to miss, and it's found in the
mostly unimportant colony of New Homestead. It was found on Titan in the Sol system. Most the side quests here are very basic, not that interesting. In all honesty, in terms
of mechanical complexity, this one isn't that exciting either, but the premise and the rewards are some of the weirdest in the game. If you wander around,
you'll get an activity to talk to on the colony doctor
who doesn't like tourists, which is no joke because
when you talk to her, she concocts this whole scheme
where you and seriously, she wants you to dress up in a costume to scare away tourists as a monster. It's a Scooby-Doo plot. It's just usually the guy who shouts I would've gotten away with it
if not for you meddling kids after they get unmasked in the end, it's usually the big bad
villain instead of some guy who got hired by a doctor who was annoyed. It's a ridiculous costume too, and your goal is to just
go to a random location to scare some tourists. You do it three times, then doctor lets you keep the costume, which is totally unique and
quite ridiculous looking. Apparently, it's a Tardigrade costume that used to be a school mascot. Like, whatever you say, game. It's completely worthless as armor, but it's just so weird and goofy looking that I can't help but love it. At number two is first contact. This one is found when
you first go to Paradiso. The first big quest in the area. It starts off with an intriguing premise where a strange ship
is orbiting the planet, making unidentifiable noises, and it gets more interesting from there. The CEO asks you to investigate, and when you dock with the
ship and don't find aliens but Earth colonists that
have been adrift in space for hundreds of years
longer than anyone else, it's kinda wild. - We weren't expecting to find life, let alone human life out here. We thought we were the
only ones to leave Earth. - You thought you were the only ones? I am afraid you have been
unaware of a great many things. - [Falcon] The ship was made
before everyone left Earth using grab jump drives. So it took them a lot longer
to reach their destination. They're presented as
sort of "Star Trek-like" explorers and idealist, but the planet they've chosen to settle on is owned and operated
by a private corporation that doesn't want anything to do with 'em. So they send you back to
negotiate on their behalf, and that's when the quest
takes a turn for the cynical. The owners of Paradiso are hilariously blase about
the flight of these colonists, and dismiss their claims outright. Paradiso actually have legal documents to the land on the planet as
part of the galactic charter, so the colonists really have
no legal grounds to fight them. All the company will do is either let them settle on the planet, but force them to pay all the expenses basically making them indentured servants, or install a working grab drive on their ship at their expense. These guys are penny
pinching to the extreme, and wouldn't even pay for a grab drive to get rid of the colonists. So your only options are to doom these guys
basically to slavery, or foot the bill to get them to go away. At least with a little persuasion, you can lower the price of the drive, but it's still not cheap. And while it's not the
solution they wanted, it's a lot better than the alternative. It's one of "Starfield's"
best missions actually. There's not a lot of shooting or action, but it gives you some
very interesting stuff. A dilemma that you get to
sort out however you choose. And finally at number one is Mantis. Finding this one's pretty specific. To even start it, you need to read a slate on a dead spacer in the
Nova Galactic shipyard. The place you explore
near the start of the game during the mission, the old neighborhood. It's pretty easy to miss, but at least you can always come
back later if you want. It's on a station in orbit around earth so it's not hard to find. The slate's vague, but it
talks about a secret outpost. that's supposed to hide
some amazing treasure, and they're not kidding. The side quest contains
some of the best rewards in the entire game. The base itself is swarming with spacers trying to get the loot,
and it's filled with traps so you have to tread carefully,
but it's more than worth it. Get past all the traps, you find the hidden layer of Mantis, a literal superhero who hunts
down pirates and criminals. Basically space Batman. That's just what they are. There's a Mantis cave and everything, and the story leading up
to it is pretty funny. You can learn more on the
identity of the Mantis, how they've died and left behind a legacy for their son to take over as the hero. Only you find his corpse about
halfway through the place. Resentful of the Mantis and annoyed that he couldn't get past all the traps. So when you get inside,
the system just assumes you're the new successor
to the title of Mantis, and unlocks their ship, The Razor Leaf, and you get the Mantis costume. Both pretty awesome actually. The ship, especially if
you're still rolling around with a crappy starter,
costume's pretty good. You get some special dialogues
in certain instances, and they put a lot of
effort in this side quest. It's totally ridiculous, but
the rewards speak themselves, particularly the ship. Got a quick bonus for you. Operation Star Seed. It's found on the crucible
of Planet Charybdis III in deep and uncharted space. The quest's pretty difficult
to reach, but it's easily the most elaborate and
ridiculous in the entire game. The Crucible itself is totally absurd. It's a colony run by
robots and inhabited by, deep breath here, clones of
famous historical figures. The first guy you talk to
it's Franklin Roosevelt, complete with an Atlantic accent and an old timey suit. - When your ship landed, I feared the robots
would shoot you on site. I am greatly relieved that they
let you enter our community, but you come during a delicate time. - [Falcon] Amelia Earhart,
Wyatt Earp, Genghis Khan, they're all there causing trouble. Whole thing is totally nuts, but what makes it so
great is all these guys have their own unique costumes. Even the basic colonists
have their own costumes, and it's just the start of it. There's an entire mystery to solve about why this project even exists, and also how to free the clones from their current miserable existence. The colonies, it's split up into factions and each leader has their own ideas about how to resolve the problem. And depending on who you
choose, you're forced to fight against the side of the colony that disagrees with your decision. There's a whole lot of talk
and a whole lot to talk about, including a side mission where Wyatt Earp might not be who he says he is, but the weirdest thing
about the whole quest is what you can get after it's all over. Amelia Earhart as a companion. Seriously, you can tool around in space with one of history's
most famous aviators. She's easily the weirdest
companion in the whole game too, and honestly, her skills
are not even that good, but it's a great and unexpected reward. The quest line is absolutely
worth checking out. It's not just extremely weird, it's also really good and
one of the games best. And that's all for today. Leave us a comment, let
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