In Memoriam - Starfield Guide - IGN (2024)

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In Memoriam is a Companion Mission given by Sarah Morgan after she considers you a close friend, which is part of her relationship and potential romance path in Starfield. This walkthrough for In Memoriam will guide you through finding the location of Sarah Morgan's crash site, the Dauntless crash, finding the missing genetags, and what to do with Sona.

  • Rewards: 250 XP, Allyship with Sarah Morgan

How to Start In Memoriam

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This mission is Sarah's main Companion Mission, and can only be triggered once you have traveled with her enough to improve your relationship where she will talk to you about her life. We recommend using her as your dedicated traveling companion, or using the Paramour chem, and also making sure to align your decisions with things she likes (not killing innocent people, being kind and generally doing the right thing).

She will also gain relationship points simply by being a member of your crew, or through certain main story missions that involve her in conversations. Be sure to talk to her whenever an Activity notifcation pops up that mentions she has something to say.

Eventually, she will confide to you about her time in the military aboard a ship called the Dauntless, and how in the early days of the Colony War, she took command of the ship during the Battle of Cassiopea before it was destroyed, and ordered the evacuation, resulting in one crew shuttle getting destroyed, another lost on Cassiopea, while she was stranded alone on a different part of the planet before being rescued.

The next time she requests to talk with you, she'll confirm that she wants to confront her past and find the wreckage of the lost crew shuttles, but to do so she'll need to confirm the coordinates of her own camp site on Cassiopea, and MAST has the records.

Speak to Admiral Logan in MAST

Once you have the time to undertake this mission (Sarah cannot be dismissed as your companion until you do), travel to New Atlantis on the planet Jemison and head to the MAST District.


Note: When you arrive in New Atlantis, Sarah may ask to stop by the waterfall before you reach MAST. If you'd like to oblige (and you should), head through the Spaceport and look for an elevator between Terrabrew and Jemison Mercantile.

Take it up to the Waterfall Promenade and travel across the bridge until Sarah stops and you have a chat.

You can take the elevator up in the main building all the way to Central Command, and you'll find Admiral Logan in the far back left corner of the large area.

When the Admiral and Sarah start heating up, you'll be thrown into the conversation, and you can defuse things by saying "Sarah's hear to honor the fallen that served under her command."

When the Admiral asks about the risk, select "We refuse to allow the crew of the Dauntless to remain a statistic", or to "Let us worry about the danger", and Sarah will confirm that she intends to find their remains no matter the risk. You'll be given the Navy's blessing, and the Admiral will hand over the coordinates of Sarah Morgan's campsite on Cassiopea I where she had been stranded after the battle.

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Find Sarah Morgan's Crash Site on Cassiopea I

Take off from the Alpha Centauri System and set your sights on Cassiopea, which is located far up and a bit to the left of the Sol System when viewing the starmap. Get into orbit around Cassiopea I, and look for a point of interest on the surface marked "Ship".

Once you land, be sure to talk to Sarah Morgan to reassure her of your support, and set off in search of the crash site.

Luckily, you won't have to walk far, as it should be a straight shot from your ship and under a small rock arch before you discover Sarah's Crash Site. Part of the shuttle will be close by as you first enter, with the main part of the wreckage further back in the valley where Sarah made her camp while waiting for rescue. There's a small makeshift awning with a few supplies, but the wreckage -- though still functional -- is unpowered.

Speak to Sarah, and you'll learn that you need an Emergency Power Cell to power up the computer that holds the flight data of the missing shuttle, and she had used a few of them to power a distress beacon she set up on the nearby plateau.

Thankfully, there's a clear trail wrapping around the small rocky plateau, so take the path up until you find a small site full of electronics, gear, and a satellite with a power cell standing off to the right.

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Unfortunately, doing so will awaken some of the local aggressive wildlife, and you'll likely be attacked by a few Hunting Stonewalker Stalkers that burrow up out of the ground. They tend to be big and powerful up close, but you can use your boost pack to dart onto the higher rock formations out of reach and then snipe them down.

Be prepared to deal with a few more as you retrace your steps back down the path, but they may already be out in the open an susceptible to sneak attacks. Once you return to the camp, head through the red door and into Escape Shuttle 03 Cabin.

Just to the right of the computer terminal, you should see a yellow slow for the Emergency Power Cell, so insert the one you gained on the plateau and use the terminal to read Sarah's log entries if you wish, then search the Telemetry Data for Object Beta to add the map marker for the Dauntless Wreck.

Sarah will confirm that it's the right location, but way too far away to reach on foot, so you'll need to head back to your ship and fly there.


Before leaving, be sure to search the broken cabin for a small white box with a Nova Galactic Manual 01 on it, that permanently reduces fueld needed for a Grav Jump by 1%!.

Investigate the Dauntlress Shuttle Crash Site

Pull up the Planet Map Screen, and you'll see a new map marker added some distance away for another "Ship". Landing at this site will put you close to the Dauntless Shuttle that crashed somewhere nearby, in a much more jungle area than the rocky ravine where Sarah spent her days.

Head through a small cave and mine some resources if you wish, before you exit the other side and step out onto an overlook of a forest floor below. Luckily, there's an apparent path winding down from the cave exit that zig-zags down below, and any alien wildlife you meet here should be pretty harmless or low level.

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Once you reach the bottom of the ravine, cross a pool of water (its not toxic) and take out a few more wildlife before reaching a fork in the path. There should be some wreckage to the right, so take the left path instead to follow the trail of debris until you reach part of a crew compartment that's heavily damaged.

Just past the wreck, look for a longer path leading to a sloping rock upwards, and you'll find what looks to be a small home built into the crevice, including pieces of the wreckage, and a small garden area. Sarah will note that a nearby campfire is still warm, meaning someone is still here!

Head up the makeshift ramp to the left until you can reach the treeline to where a shuttle piece has been converted into a home with a red doorway, and head inside. A mysterious young girl will try to scare you off. After trying to talk her down, Sarah will lose her patience, causing the girl to withdraw.

Tell Sarah to let you handle things, and then tell the girl you're here to honor the crew or that you want to take her home. When she resists, Sarah will realize she was born on the planet, and her parents were survivors of the Dauntless shuttle. Her parents have passed away, but not before she learned all about Sarah Morgan.

When the girl, who reveals her name to be Sona, tells you that all the crew members were buried in a graveyard with necklaces nearby, Sarah will ask you to retreive their Genetags so they can be returned to New Atlantis. She'll stay behind to talk with Sona, meaning it's a solo adventure for this next part.


Before leaving, check the main circular table in the cabin for Constellation Guide 03, which permanently uses 15% less oxygen while moving when overencumbered!

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Find the 10 Genetags

To find the graveyard with the Genetags, drop down below the home to the garden area, and look for a pass through a cave leading further away from the camp. A path will wind its way up above the ravine, and you'll have to fend off a few groups of Coralbugs that usually aren't too big of a threat.

At the end of the trail, you'll enter a large open area, with a small graveyard lining a plateau just above the open area. Hop up with your Boost Pack, and start claiming the Genetags from the makeshift graves.

Once you collect 9, you may notice that one grave is knocked over, and doesn't have a tag. The answer to this problem will come running into the large area below you: A Greater Silverfish.

This giant monster is likely a tough fight, as it deals a ton of damage at close range, and can also use sonic projectiles when it roars to hit you at a distance. However, since its projectiles can be strafed, it's not a bad idea to stay up above with the graves and snipe the creature.

Kill it, and you'll find the last genetag on its body, and you can return back down the path to the camp below.

Convince Sona to Leave or Stay

When you return, Sarah will ask you to help convince Sona she's better off leaving this world to come back to civilization, but you still have a choice here. You can choose to respect Sona's wishes, or make the case for coming back. If you want to make Sarah happy, it's probably best you convince her to leave, but she won't completely hate you if Sona stays behind.

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Sona won't take too much convincing to come with you either, so you don't need to worry about passing any persuasion checks. Regardless of the outcome, you can leave with Sarah, who will want to stop at nearby overlook to discuss the adventure, where you'll have the option to pick some answers that she likes, or flirt with her.

Return to New Atlantis

With the genetags secure, travel back to the MAST District and give Admiral Logan the full debrief and the genetags. You can choose to pile on the guilt, or simply let things be and move on, and what happens next will depend on what you convinced Sona to do.

If you brought her back, you can now find her in The Lodge of Constellation, where Sarah will invite Sona to stay and live at while she acclimates to her return to civilization. She'll stay in The Lodge for the remainder of game, getting tutoring from Noel and you can visit her whenever you like.

If you didn't bring her back, you'll move right to the next step, where Sarah wants to visit the Colony War memorial at the plaza near the MAST District. Again you can choose to flirt with her, and regardless of your choice of words she'll indicate she cares about you a lot. If you've been steadily improving your relationship and haven't gotten her pissed at you, she'll want to discuss this by the waterfall promenade overlooking the Spaceport.

Return to the waterfall area to hear her big speech about how much this mission meant to her, and you'll have the opportunity to cement your Friendship, or pick the Romance option to declare your love.

This will cause Sarah Morgan to officially consider you an ally, and if you chose the Romance path, it won't be too long before she requests to speak with you again about sealing the deal with a ceremony, and start the mission Commitment: Sarah Morgan

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Until then you can keep talking to her to flirt whenever you want!

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In Memoriam - Starfield Guide - IGN (2024)
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