The galaxy is a giant place in Starfield. With an epic principal quest, tons of side-quests, and so many different actions, it’s simple to miss the smaller, environmental storytelling moments.
However for those who’re within the temper for one thing a bit of spooky that appears like one lengthy reference to traditional sci-fi horror, you may wish to take a look at a sure derelict starship. It’s simply floating on the market within the darkness. At all times an incredible signal! Certainly you’ll be able to’t hail the crew as a result of they’re having a giant ‘ol social gathering onboard. Or perhaps the shit’s hit the fan. Good factor you’re there to examine issues out.
Should you simply wish to know the situation of the ship and uncover the remaining for your self, simply learn the subsequent part and cease there. In any other case, proceed onward for an entire walkthrough of this cool little sequence.
By the way in which, so far as we presently know, that is only a goof and doesn’t appear to be part of any precise quest.
The Colander: ‘I’ve obtained a nasty feeling about this’
You’ll want to leap to the Schrodinger system and head to Schrodinger III. As soon as there, you’ll see The Colander, a starship simply floating there in orbit with no choice to hail. Good factor you’re a Bethesda protagonist, right here to unravel everybody’s issues: Go forward and get inside 500 meters to dock with the ship, and prepare for some spooky enterprise.
Notice that you just can’t take any followers with you aboard the Colander. You additionally gained’t be capable of drain any spaghetti right here. Sorry. Additionally, make your self a tough save earlier than going aboard. For causes.
As soon as inside, you’ll see a little bit of an disagreeable sight: An unmoving, intact useless physique! Nicely no less than issues haven’t gone completely Useless Area…or have they?
One of many first rooms you’ll see is Billy Ok.’s workshop. It’s locked with an Professional lock, however for those who haven’t leveled up that talent sufficient, you will discover the important thing by strolling previous the workshop, taking a left (with the medical bay dealing with your again), and on the lookout for it on a stand subsequent to a mattress.
Seize some ammo within the workshop (perhaps you’ll want it?) and skim a few of the messages on the pc. As you’ll be taught, the crew wanted to lock down the ship for causes.
Depart the workshop and head into Dr. John M.’s Medical Bay for those who haven’t already. Collect any provides from this space and skim the post-mortem reviews for those who’d like. Head west (the thickest line in your radar factors north) out of the medical bay and stroll towards the lunch tables. In your proper you’ll see one other laptop terminal. There you’ll learn some notes about one thing the crew found that had “hyper-evolutionary traits” and the way they “simply want to seek out the gene that enabled it.” That kinda stuff by no means seems poorly.
To the left of that laptop, you’ll see a gap. Enter it and go left to discover a hatch. Open it up and soar down.
As soon as down, cling a proper across the nook and also you’ll move by a pc terminal that accommodates details about life help techniques (wager you’ll be able to guess what that’ll say). Preserve shifting and cling one other proper till you get to a T-intersection. From right here you’ll be able to cling a proper and comply with the hall round a bend till you discover a locked laboratory door on the best facet. It has a Grasp lock, so until you’ve the power to choose that, return to that authentic T-intersection and go left as an alternative.
Observe the hall round a bend till you see a gap that ends with a bunch of packing containers. Hop on them and soar up by the hatch opening to discover a small room with some ammo and a locked chest with contraband, for those who’re into carrying that stuff round. Now, onto opening up that lab door.
Unlocking the lab door to find a giant ‘ol shock
Until you’ll be able to choose the lock to the lab door, drop down from the room with the contraband and stroll towards the realm you got here in by, however go left down a slim path as an alternative. When you attain the top, you’ll hit one other T-intersection with a small room in your left with a corpse and a few provides. Seize what you’ll be able to and take the best path from the T-intersection. Drop down that hatch and use the mainframe laptop there to unlock the door in entrance of you.
Head out of that door and up the ramp to your left. Proceed to the room with the purple glow simply in entrance of you. Going through the lab door, go left and up the steps, following them as much as a second brief flight of stairs that leads you to the primary space. Cling a left and go all the way in which west to discover a door that was beforehand locked now open.
Inside you’ll discover a room with Sarah P.’s laptop terminal (and a duplicate of Vanguard Area Ways 03, which can add 5% extra harm to your ships’ power weapons). Have a learn in regards to the Interloper on that laptop after which head down the steps to the lab space in your left.
Ah, so this killed the crew. Regardless of its identify, this necromorph-infector-form-lookin’ factor isn’t a enjoyable time. Seeing because the creature is degree 85, chances are you’ll want to recall that there’s no disgrace in being a coward. Should you’re robust sufficient, put just a few bullets (or lasers) into it.
Within the lab you’ll discover the pc terminal to open up the lab’s principal door.
Except for just a few slabs detailing what occurred aboard the Colander, this concludes Starfield’s horrorific little quasi-Easter egg. It’s a enjoyable, creepy time, and definitely certainly one of many, many different enjoyable secrets and techniques we’re more likely to come throughout in Bethesda’s epic galaxy.