The Freestar Collective stands as a major faction in Starfield, encountered during key story missions. Like the United Colonies and the Rangers, its influence spans multiple star systems. This guide gives a thorough overview of the faction’s missions and helps players make informed decisions along the way.
Complete additional Starfield tasks
How to start the Freestar Collective quest chain in Starfield. Job disappeared
Gamers meet the Space Rangers during the story quest “Empty Nest.” Concurrently, the mission “Wrong work” begins, introducing Marshal Daniel Blake on Aquila, a planet in the Cheyenne system.
If the mission concludes after the main story, players can choose ‘Starborn’ in dialogue with the city guard or skip ahead and speak with the marshal directly.
After speaking with Daniel, interact with the console beside the bank door and talk to the robbers. Several options let the player persuade them to surrender. If the first attempt fails, retry and leverage any available skills to gain leverage.
The recommended approach is to avoid bloodshed. If negotiations stall, save the game and reload from the last save. Return to the ranger to claim a reward of 8200 credits and 150 experience points.
Deputy
Head to Ranger HQ to meet Emma Wilcox. She offers a small trial—select one of the terminal’s orders. Four missions are available, and the guide highlights the choice “Kill the Captain of All Laws on Vesta.”
Kill the Outlaw Captain on Vesta
Travel to the Lunara system and land at the Abandoned Research Base on Vesta. Take the elevator to the top floor where several enemy groups await. The bandit leader sits a dozen levels above the player; a fast, powerful weapon is advised to bring him down.
Upon completion, return to Emma to receive a reward. She then escorts the player to the Marshal, who awards an assistant badge, faction weapons, and uniforms. The mission, however, does not end there.
Visit Wagoner Farm
The plot drives the player to investigate peasant troubles—journey to Montara’s Moon and speak with Mikaela. From there, track down the criminals. Markers appear on the map, and the player follows them while fending off local mutants. The confrontation culminates on a cliff where the bandit leader resists arrest.
Search the corpse pockets and read the tablet note: ‘Job done.’ Show the tablet to the supervisor and return to the farmer. The quest concludes with 250 experience and 11,300 credits.
Where hope is built
Speaking with the marshal updates the task. The player must now enter Polvo’s orbit. Near the ranger station, the wrecked ship Nia Kalu is visible. Board it, speak with the captain, and help repair the ship by interacting with three objects.
The captain directs the player to locate the criminals’ ships, which involves following Miatha’s orbit and destroying several low-level targets. If the ship lacks power, buying repair kits beforehand and saving progress is wise.
Land on Polvo, proceed to the Hope Tech building, and meet Director Ron Hope. Completing this step yields 11,300 credits and 250 experience points.
Shadows in neon
Jump to Neon in the Volii system and meet a man named Jaylen. Follow him to Billy Clayton, then use persuasion to uncover information about the spaceship thief. If the test fails, diplomacy may help if the right skills are present.
If persuasion fails, visit the loan shark and secure a debt write-off for Billy. Several approaches exist. A brutal option is to eliminate everyone in the building, though this is not required. A guard may be killed during the exit as well.
Afterward, head to the bar. In Grace’s conversation, either intimidation or persuasion can extract information about the girl. An encrypted tablet is added to the inventory.
Deliver the tablet data to the ranger base technician and report to the marshal. The run earns 11,300 credits and 250 experience points. Two missions become available concurrently, allowing flexible sequencing.
Surgical attack
Travel to the star station orbiting Dalvik in Narion. Dock at the clinic and locate Ranger Ben, who introduces Ari Miller. Wait for confirmation of the criminal’s name, then speak with several patients for clues.
Even if patient details are scarce, return to the hall and speak with Dr. Titus Cassidy. A persuasion check may be required; possessing Medicine at level 2 or higher helps access the VIP area without issue.
After obtaining a key card, explore the sector and locate a single tower. Destroy it, then enter the room and manage concealed mines by throwing a grenade to trigger them.
On the left table, grab the tablet marked ‘Urgent – read immediately.’
The tablet reveals that the patient visited an abandoned asteroid mine near Bonner in the Sakharov system. Docking at the station, approach the red pressure door and contend with small mutants in the vicinity.
To open the door, shoot the yellow bars. The mechanism isn’t common in mainline missions, so the solution may require experimentation.
This leads to a multi-level cave with elevators and passages. The marker route is flexible, and eventually a large room with a control tower becomes accessible. The tower entrance is blocked by a pressure door; destroy the bars and confront the fugitive. Interact or engage in combat as desired.
Return the tablet to the ranger base technician to complete the task. The standard reward is 11,300 credits and 350 experience points.
On the run
The pursuit takes the player to Porrima, landing on Porrima III at the Red Mile Casino. After speaking with Ranger Autumn McMillan, contact May and express interest in serving the person of interest. Agree to take the test, the so-called “Race.”
Tip: In one room on the second floor you’ll uncover contraband under a bed. Expect intense combat, and be prepared for a significant number of enemies on higher floors.
Once the door opens, ride the elevator into a swarm of high-level mutants. Armored mutants have substantial health, so strong weaponry is essential.
Your objective is to climb a hill, reach a button, and return the same way. If equipped with a boosted pack and the Training using Boost Pack skill, sliding down can avert further battles by using terrain to your advantage.
On the return journey, a ballistic weapons specialist may appear. This companion isn’t essential, and hiring him is inexpensive.
With information from May, head to Codos where the Fortuna awaits with a dozen criminals. Decisions affect the path—hostile action may unfold or a tablet with information could be offered in exchange for credits.
You may choose to eliminate Marco and his crew or accept 2500 credits and a tablet. The former yields an additional key card and access to a safe, though little value is found there. Deliver the tablet to the codebreaker to finish the task. Rewards include 350 experience and 11,300 credits.
First to fight, first to die
Consult the rangers and head to Arcturus II in the Arcturus system. In orbit, three waves of enemy ships appear. Prepare for the naval engagement, then land and explore the abandoned fur factory. The dungeon contains several large zones with continuous enemy density. The boss, Paxton Hull, wields a grenade launcher; moving constantly is advised to avoid repeated hits.
Defeating him allows the player to learn the client’s identity. Hull turns hostile after dialogue, so another confrontation often follows. If the weapon is knocked from his hands, Hull can be overwhelmed without close-quarters risk.
Defeating Hull yields 250 experience and 14,400 credits. The final quest then begins.
The Hammer falls. Kill Ron Hope or accept a bribe?
Return to Hope Tech and confront the director. Show the debt tablet and decide a path: arrest, bribe, or kill—each path changes consequences and rewards.
- Arrest triggers security to fire; a firefight erupts.
- Take a bribe. Each time, 20,000 credits are earned, rising to 50,000 with higher Negotiation. Truth cannot be told to the marshal as the hero lies automatically.
- Kill again mirrors the arrest option.
In practice, Ron Hope’s death rarely changes the outcome, but it costs a substantial credit bonus. The Rangers may uncover the truth, yet the faction’s missions often close here. Players choose their own path.
Birgit, Hope’s assistant, may be unhappy with his murder and voices concerns about leadership decisions.
Return to the Marshal and report outcomes. The available responses vary by prior choices. The guide notes two possible visual references: Ron Hope’s death and the bribe acceptance.
Ultimately, Daniel offers full ranger status. Acceptance grants a ranger badge, equipment, a boost pack, plus 150 experience points and 18,800 credits.