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Guide and Walkthrough by Skarr
Version: Final | Updated: 08/23/2002
Highest Rated Guide
SHADOWRUN Sega Genesis FAQ/Walkthrough Final version - August 21, 2002. Final updates made on August 23, 2002. Written by Skarr. Copyright (c) 2002, Skarr. E-MAIL: firstname.lastname@example.org ======================================================================= T A B L E O F C O N T E N T S ======================================================================= SECTION 1.>===================================== A. INTRO E. POCKET SECRETARY B. GETTING STARTED F. TERMINALS C. CONTROLS G. INNS, KARMA AND STATS D. PAUSE MENU H. OTHER PLACES/THINGS SECTION 2.>===================================== A. MAPS B. CYBERDECK/THE MATRIX SECTION 3.>===================================== A. SHADOWRUNNING D. CONTACTS B. MR. JOHNSONS C. SHADOWRUNNERS SECTION 4.>===================================== A. ITEMS/WEAPONS/ARMOR SECTION 5.>===================================== A. CYBERWARE/ETC B. MAGIC C. ENEMY LIST SECTION 6.>===================================== A. WALKTHROUGH B. SECRETS AND SUCH C. EVENTS SECTION 7.>===================================== A. OUTRO ======================================================================= SECTION 1-A. I N T R O =======================================================================W elcome to Shadowrun, a great Sega Genesis game, closely based on its' pen 'n' paper counterpart. The year is 2050. You are Joshua, a 'runner who hears of your brother Michael's untimely and mysterious death. Now, you pay a visit to your bro's last known hole-up, a motel in the Redmond Barrens area of Seattle, "Stoker's Coffin Motel". Broke, armed and bent on revenge, it's up to you to gun your way to the top and take matters into your own hands! That's the storyline for this cyberpunk adventure RPG. Sound good? It is. I'm not sure if this FAQ will ever see usage, but hey, I'm a huge fan of this game, and as long as you enjoy the guide, I'm happy. Oh, and if you feel the need to use this FAQ on another site or take some ideas/inspiration from it, be sure to credit me (Skarr). NOTE: this guide may contain SPOILERS. You have been warned. ----------------------------------------------------------------------- 1-B. G E T T I N G S T A R T E D ----------------------------------------------------------------------- Getting started is no mystery. Just select a new game (or load game if you have a saved adventure), pick one of three occupations, each with its' own strength and weakness, and go 'running, frag-face! Whatever you choose will not affect the story, so no worries. SAMURAI: Best occupation, if you ask me. You are super tough and get the option of being as good as a decker in terms of The Matrix. You cannot use magic, however, due to cyberware. DECKER: You start with a cyberdeck and are decent in the fields of hacking. Average strength rather than Samurai. Blah. You can be a decker as a Samurai, so what's the point? GATOR SHAMAN: The only one capable of using magic. You get the picture, but you lose the ability of hacking/acquiring cyberware. I say forget it seeing as you can just go hire a magic user. But if you're a spell casting nut, this is for you. ----------------------------------------------------------------------- 1-C. C O N T R O L S ----------------------------------------------------------------------- There's a few things in Shadowrun you'll have to know how to operate, and the most important ones are the controls. Below is a list of the varying controls and screens. =====================WORLD (Birds' eye)========================= D-PAD: move Joshua A: Attacks with equipped offense B: Targets an enemy. If there are plenty of punks around, continually hitting B will cycle through who to shoot. C: Changes characters if you have a shadowrunner or two. START: Enters pause menu. =====================PAUSE MENU/STORE MENU======================= D-PAD: moves cursor A: Chooses highlighted option B: Chooses option sometimes, others it has no function C: In stores and pause menu, it changes teammates. In pocket secretary, it does nothing. START: Exits out of given subscreen. =====================CYBERSPACE=================================== D-PAD: moves cursor around A: In main screen, loads a program. In battle, runs a program. Launches Strong attack. B: Loads a program, launches medium attack, chooses node options. C: Loads a program, launches light attack. START: Exits out of given menu/enters main deck screen. ----------------------------------------------------------------------- 1-D. P A U S E M E N U ----------------------------------------------------------------------- The pause menu features many options and functions, and here is a quick run-up on what you can rely on in it. Pressing start exits out of everything, while button C selects a different 'runner, if you aren't alone. These controls also apply in stores. SIDE INVENTORY: You can equip, unequip, discard or trade weapons/armor, use healing items, and others. Sometimes, automatically used items like the maglock keys will appear here, too. POSTURE: Set a chosen character's posture to either full/medium defense, full/medium offense, or neutral, depending on what your style is. Full offense for everyone is usually best in terms of back-up. CLIPS: Selecting this allows the chosen character to either reload, trade clips, distribute clips, or you can cancel out. ATTRIBUTES/SKILLS: Allows you to look at a chosen characters' stats. Highlighting a stat tells you what its main purpose is. You cannot raise your stats with karma through this screen, however. CYBERWARE: Allows you to see what cyberware the chosen character has. MAGIC: Allows you to see what spells a chosen character is equipped with. If you are not a magic user, it will display your magical defenses. POCKET SECRETARY: Your portable organizer. See below for list. ----------------------------------------------------------------------- 1-E. P O C K E T S E C R E T A R Y ----------------------------------------------------------------------- Selecting your pocket secretary brings up a whole new menu. Here are it's features. pressing start exits out of what you're looking at. NOTEBOOK: CURRENT RUN: Tells you what your current job title and description, if you have one. Otherwise, it calls you a bum. TIPS AND CLUES: These are gathered up as you progress/hack nodes for files in cyberspace. They prove to be very helpful. CONTACTS: Shows the list of contacts you have. MR. JOHNSONS: Shows list of Johnsons you've met and their stats. SHADOWRUNNERS: Shows list of runners you've met and their stats. GROUP ITEMS: Key items, in other words. Important things that apply to the whole party and are automattically used (Fake IDs, gang propaganda, etc) can be seen here. CYBERDECK: If you got a 'deck, you can check it out here. This also has a number of options. DISMISS RUNNER: If you got a 'runner you're growing sick of, give him or her the boot with this option. SAVE/LOAD GAME: Allows you to save or load a game, as it says. ----------------------------------------------------------------------- 1-F. T E R M I N A L S ----------------------------------------------------------------------- Terminals are identified on the screen as ATM machine-resembling consoles. When you walk into one, you will be taken to its menu, with the following options. CALL TAXI: After you get Michael's stuff, you can take a taxi anywhere except the Salish-Shidhe. They cost a little nuyen, but if you have an Orc armband, you can ride for free! VID-PHONE: Call any contacts you have with this. CYBERSPACE: Jack into the grid through here. ENTER PASSCODE allows you to choose what system you want to hack, RUN PASSCODE is what you choose when given a Matrix run, and SYSTEM SEARCH randomly chooses a system. EXIT: Leave the terminal. =========================THE SCREEN================================ The screen is the one you will be seeing alot of. I'll call it the "World" screen. To the right is a bar which displays your portrait, mental and physical strength meters. The other empty slots are for 'runners. Physical strength is taken down by gunshots, while your mental strength can be taken down by magic. If either reach zero, you will be rushed to Little Chiba's or Downtown Seattle's Hospital, depending on if you've retrieved Michael's things. The weapon icon shows what weapon/spell you are currently armed with, and the number gauge next to it represents your ammo counter. The rest of the screen is self-explanitory, with a birds' eye type of view on the cities. ============POINTERS WHILE IN WORLD MODE============== -If a Shadowrunner is killed, you can revive him/her at the pause menu with a healing item. Leaving the screen while the runner is out cold will send him back to where you found him. -If you seem to be walking slow and can't enter any buildings, it means you're being attacked, or are going to be attacked. Turn around and unload! -Beware when throwing grenades. If the blast radius is close, it can do you in, too. -When in corp. buildings, be sure to use a silenced weapon. If you don't have any, use your bare fists. Any loud blasts will set off the alarm and prevent you from leaving the floor and building for a lengthy amount of time. -When in corp. buildings, beware of security cameras. They will sound the alarm if they spot you. Hack into a building terminal and turn off the alarm at a CPU node, not to mention crash the system to kill all cameras. -Setting all your character's posture to full offense will result in proper teamwork, with full protection. Anything less may send your brutally prepared runner, running. Literally. -If Joshua is killed and you use another runner in your party, DON'T leave the screen. Doing so will have the same effect as getting killed and you will lose all runners you had in your party. -Beware of Lone Star encounters. If you're carrying illegal gadgets/weapons and they want to bust you, they will. And they'll also rape you of anything illegal you were carrying, not to mention fine you big time. -If a party member gets lost, just choose him to find him. -If your character refuses to pick up an item off a dead character, then he/she must be maxed out in that item, or inventory slots. -Every now and then, an event will take place at random, each varying in results. You will have to decide what to do, each response representing the A, B and C buttons. Refer to the events section for more info. -Once in a rare while, a runner hired for life will take off on you. I have no idea why, but if it happens, level up your stats a little before trying to get that same runner again, or you might be wasting money. =======================DEATH========================= In this game, death seems to almost not exist, since you never really actually "die". Basically, when either of your health bars reach zero, you are rushed to a nearby clinic and resusicated, but here are some things you need to know. First, what causes you to be rushed to the clinic: -If Joshua's health reaches zero and has no other party members -If Joshua's health reaches zero and another party member is used to enter a building/walk to an adjacent town -If everyone in the party is killed Now, once "dead", you will be rushed to Little Chiba's in Redmond Barrens if you haven't obtained Michael's belongings. If you have obtained them, you will always be rushed to Seattle General Hospital in Downtown Seattle for the remainder of the game. You will then pay a small fee and be good as new, but here's a few more things to point out. -If you were on a run (excluding ghoul kill runs), the run will be cancelled. -If you had any runners, they will be gone, back in their respective bars. Despite all of this, you basically have unlimited lives, so don't panic. ----------------------------------------------------------------------- 1-G. I N N S, K A R M A AND S T A T S ----------------------------------------------------------------------- "A steaming mug of soykaf would be just wiz right about now." Now we will talk about karma, how to raise/obtain it, and what to use it for. (NOTE: Every shadowrunner besides Joshua also has stats you can raise.) KARMA is acquired by either completing runs, or being a good citizen when an event happens (See events). It is used to raise your attributes and skills, and is a must in this game. INNS are where you go to raise your attributes/skills with karma. Just walk in, get a room and you can go to your attributes screen. When you're all done, you can CHECK OUT. ATTRIBUTES AND SKILLS are things you'll want to max out, and high amounts of karma will allow you to do so. Below is a list of what stats you have, and how they will help you. NOTE: everytime you level up an attribute with karma, the karma cost will be as much as the level you are upgrading to, i.e.: upgrade to level 5; cost 5. NOTE: Be careful when going to Stoker's Coffin Motel. Sometimes, you will be attacked by some Halloweeners when you try to enter, much like walking in on a bar fight. ============================ATTRIBUTES============================== EXTRA NOTE: Get cyberware before raising any of the following, if you're not a shaman. Then, an extra point will be added to nearly everything! B O D Y FOR: resisting all physical damage SKARR SAYS: Wanna be tough? Max it out. Q U I C K N E S S FOR: increasing movement/combat/cyberspace speed SKARR SAYS: Always a relief to have maxed. S T R E N G T H FOR: higher damage with bare fists/grenade accuracy SKARR SAYS: This is a good ol' python booster, great for punching people's lights out when maxed. C H A R I S M A FOR: reducing runner prices, increases luck in events SKARR SAYS: Handy to have maxed, as you will be able to talk your way out of most troublesome events, or handle them in better ways. I N T E L L I G E N C E FOR: See Quickness. SKARR SAYS: Maybe it has other functions, but it seems to be the exact same thing as quickness. W I L L P O W E R FOR: increasing combat success/resisting magical drain and mana spells SKARR SAYS: If you want to withstand magical drain and have a decent capacity of mental damage, max it out. =======================SKILLS========================= S O R C E R Y FOR: determining success with spell casting SKARR SAYS: Only raisable if you're a Gator Shaman. this helps your spells to do more destruction/assistance, and is handy for the magic-user when maxed out. F I R E A R M S FOR: determining success with ALL guns SKARR SAYS: MAX THIS OUT BEFORE RAISING ANY WEAPON STATS!!!!!! If you do this, you can automatically raise your pistols/SMGs/shotguns skill levels from 0 straight to 13. Handy! P I S T O L S FOR: determining success with pistols SKARR SAYS: Don't raise this with karma until your firearms level is maxed. Then you can take it to 13. S M G S FOR: determining success with SMGs SKARR SAYS: Same guidelines apply as above. S H O T G U N S FOR: determining success with shotguns SKARR SAYS: See above. M E L E E C O M B A T FOR: determining success in hand-to-hand combat SKARR SAYS: If you want even more of a 'roid boost, max it out! T H R O W I N G FOR: higher grenade success SKARR SAYS: For better accuracy, like it says, max it out. C O M P U T E R FOR: higher success in cybercombat/operating nodes SKARR SAYS: Max it out. When this is maxed, you'll be able to hack nodes/corp. terminals easier, battle Ice easier, and have a faster loading time on your programs. Handy, handy! B I O T E C H FOR: better usage of medkits SKARR SAYS: If you have this maxed out, the usage of a medkit will pretty much heal you 100%. Otherwise, medkits may seem more useless than stim/trauma patches if biotech is at a low level. E L E C T R O N I C S FOR: higher success at maglocks SKARR SAYS: If you want to avoid setting off corp. building security like a fool, max this out. Then you can crack maglocks easier, and hack databases for info better. R E P U T A T I O N FOR: determining overall notoriety of the character SKARR SAYS: You'll have to get this leveled up in order to progress in the game, so i suggest maxing it out early on. N E G O T I A T I O N FOR: lowering costs on everything/heightening prices when selling something SKARR SAYS: If you want a bit of a discount on verything, not to mention a good deal when selling, max this out. ==========================MISCELLANEOUS======================== ESSENCE Essence cannot be raised with karma, and is used to purchase cyberware from hospitals. When essence is spent, it cannot be regained, so spend wisely. If you are a shaman, chances are your essence will always be at 6.0. This is good for magic users, seeing as how essence allows fast magical healing. In any case, it's nothing to worry about, just be sure you are going to be pleased with your cyberware before spending, if you are no mage, because once you use it, that's it! MAGIC Magic is also another option on the karma screen that cannot be raised with karma. Magic determines the maximum force of cast spells, and decreases if cyberware is installed, like it says. If you're a samurai or decker, this is irrelevant. ----------------------------------------------------------------------- 1-H. O T H E R P L A C E S/T H I N G S ----------------------------------------------------------------------- Other things you will need to be aware of in Shadowrun= ABANDONED BUILDINGS: These are all over the place, and are a tad bit dangerous if you're a beginner. Lots of harsh baddies infest these, such as ghouls, gargoyles, and vampires. Rarely, you'll find bandersnatch, wendigo, warriors and hellhounds. Once in a rare while, you'll get an event (see events). CAVERNS: Found in the Salish-Shidhe. These are no different than abandoned buildings, but pose more of a threat, and occasional events (see events). BARS: These are everywhere except the Salish-Shidhe. They can sometimes house a Mr. Johnson, sometimes a shadowrunner. Sometimes, they have both, or neither. Harmless places. ==============List of Bars============== KEY: *: Not there until conditions are met >: A fight may break out upon entering **: Disappear after meeting Ito Ogami +: Need a reputation level of 4 or higher to enter ++: Need a reputation level of 6 or higher to enter THE JUMP HOUSE THE JACKAL'S LANTERN AT: Redmond Barrens AT: Redmond Barrens CONTAINS: Mr. Gunderson (Johnson) CONTAINS: Ricky (runner) *Ilene Two Fists (runner) >THE WANDERER >THE FRAG GRENADE AT: Puyallup Barrens AT: Renraku Arcology CONTAINS: Petr Uvehr (runner) CONTAINS: Phantom (runner) **Vigore & Jarl (Johnson) UNDERGROUND '93 THE BIG RHINO AT: Puyallup Barrens AT: Penumbra District CONTAINS: *Stark (runner) CONTAINS: Winston Marrs (runner) +CLUB PENUMBRA THE SPACE NEEDLE AT: Penumbra District AT: Downtown Seattle CONTAINS: Freya Goldenhair (runner) CONTAINS: Trent (runner) MATCHSTICKS ++ICARUS DESCENDING AT: Downtown Seattle AT: Downtown Seattle CONTAINS: Rianna Heartbane (runner) CONTAINS: Caleb (Johnson) Julius Strouther (Johnson) FRIENDSHIP RESTAURANT AT: Council Island CONTAINS: Walking Bear (runner) HOSPITALS: Go to these places to heal up/buy cyberware. CORP. BUILDINGS: Chances are, if you're not on a corp. related run/mission, you will be denied at the front door. Big name corporations in this game feature ARES, FUCHI, MITSUHAMA, AZTECHNOLOGY, and RENRAKU. LONE STAR: Located in the Penumbra District. Unless assigned a run, stay out of this building, otherwise, you're liable to get arrested and stripped of illegal items/lots of nuyen. ========================GANGS================================== Gangs are usually a pain, but sometimes decent. Below is a list of the gangs, where they're at, and all their info. THE HALLOWEENERS AT: Redmond Barrens BOSS: RatSpike ALLY: Yakuza COST TO MEET BOSS: Y1,500-1000 (FREE if neg. level is 4-12) OFFERS: Halloweener Patch (Y3,000) Agira Tetsumi contact (Y10,000) SKARR SAYS: In terms of gang protection, it never makes a difference, so don't blow your money on the patch. However, Agira Tetsumi can supply you with the best armor in the game, so shoot for that. Allying with the Yakuza will put you on Mafia hit lists, so watch your back. THE EYE-FIVERS AT: Penumbra District BOSS: Mauler ALLY: Mafia COST TO MEET BOSS: Y2,000 (FREE if neg. level is at 6-12) OFFERS: Eye Fiver ear cuff (Y4,000) Mr. Faradouchi contact (Y10,000) SKARR SAYS: IMO, these guys are a waste of time, and if you ally with Faradouchi, you will make Yakuza hit lists, killing your opportunity at the best armor in the game. THE ORKS AT: Puyallup Barrens BOSS: RoadRash ALLY: - COST TO MEET BOSS: Y750 (FREE if neg. level is at 5-12) OFFERS: Orc Armband (Y2,000) Henry J. Culver contact (Y5,000) SKARR SAYS: These guys are cool. The armband will score you free taxi rides anywhere, and Henry J. Culver isn't that bad of a contact, either. It's worth it. ======================================================================= SECTION 2-A. M A P S ======================================================================= Here are maps of all areas. ========KEY=================== [o]: TERMINAL \: DOOR =========REDMOND BARRENS================ ______________________________________________________________ | |The Jump|Jackal's| | Boris | |abandoned | __| |House |Lantern | | Errascoe | |building | | |_\_[o]__|___\____| |______\____| |___\__[o]_| | | |_________________ _________________ _______________| _______________ | |Stoker's| Ares | |Little Chiba's | | | | |Coffin |Weapon | |Chop Shop | | Hollywood | | |Motel |Emporium| |___ _____| | Correctional | | |__\_____|___\____| |__\__| | |______\________| | | |_____ _________| | | | |__________ _____ ______ ______________| | _____ __ | _____________ ___ | | | | |__| | |Shiawase | |___| ___ | | |__\__| ____ | |Atomics | ___ |___| | | RAT'S NEST | | | |Nuclear Plant| |___| HALLOWEENERS | | .-----. |_\__| | |_[o]_\_______| |_\__| | | |_____| | | ======================================================================= =============DOWNTOWN SEATTLE================ ___________________________________________________________________ | | Space | |Gates | |Fuchi Inc.| | _| |Needle | |Undersound| |_\___[o]__| | | |_[o]_\_| |__\_______| | | __________ | | | | ______________ _________________| | |Mitsuhama | | The | |Icarus | | |____\_____| | Matchstick | |Descending | | |___ ______| | ___________| <-to Penumbra |_\_| |__\__| | _________ District_________ _________ to Renraku Arcology-> Roscoe | |abandoned| |abandoned| ________________ the Fixer| |building | |building | |Seattle General | _[o]_\___| |___\_____| |___\_____| |Hospital | | |__\____[o]______| ======================================================================= ===========RENRAKU ARCOLOGY=================== ________________________________________________________ |_| | | |Renraku| | | | | |_| | |_[o]_| |__\____| |_[o]_| |_[o]_| | |_________________ ___________ _____________________| | Weapons World | || || |Wire-Masters | | | ||_________|| | | |__________/______| | | |___\_________________| | | |_______________ _________________ ______________| | Merlin's | | | |The Frag | | Lore | | Microtronics | |Grenade __[o]_| |__________\____| |________\________| |___\___| | <-To Downtown Seattle | ======================================================================= ==========PENUMBRA DISTRICT================== ____________________________________________________________ | | | | |abandoned | | |Lone Star HQ| | [o] |_Mitsuhama_| |_building _| | | | |Fuchi| |__\____| |__\____| | |__\____[o]__| | _\_| |_______ __| |_| ____________ ____________ _____________| | |The Big | | abandoned | |abandoned | | |Rhino_______| |_building | |building | | |_\__| |___\______| | __\__ | | ________________ ___________ |___| |___| | | Wylie's Gala | |Eye Fivers | to Downtown Seattle-> | |Inn____\_____ | | __\__ | __________________ | |[o] |__| |__| |__| | Club Penumbra | | |__[o]___\_________| ======================================================================= ==========PUYALLUP BARRENS=================== _________________________________________________________ |abandoned | |Tarislar Garden | |Tarislar | |building | | ___ Apts. ___ | |City Inn | |___[o]__\__| |__| |__\__| [o]_| |__\______| | | |___________ _________ ___________ _________| | Crime | | | |Underground| |Ares | | Mall | | ______| |____\__'93 | |__\______| |____\______| |__| |___| | |____________ __________ _______________ | |Riannon's | | The | | Dr. Bob's | | |Magic Shoppe| |Wanderer | |________\______| | |____\_______| |____\_____| | |___________ _______ _______ ______________| |abandoned | | ORKS | | ORKS | |abandoned | |building | | _\__| |__\_ | |building | |___\__[o]__| |__| |__| |___\___[o]____| | | ======================================================================= ===========COUNCIL ISLAND===================== ____________________________________________________________ | | ______________| |Medicine| | | |___________ __| ||Friendship| |Lodge | | | |___________ | ||Restaurant| |__\_____|__\___| | | Passport | |______|| | __________ | | | Lodge | |_____\____| |Council | | Spirit | |_[o]__\____| ______ |Island Inn| | Eyes | | | |__________ |____\_____| |__________| |______________| | _____________|______ | |__________ | | |Council Island| | | Ork |_____________________| |_____| Hospital | | |Embassy | | __ | | |Building / |__| |__\_____| | |__________|________________________________________________| ======================================================================= ===========SALISH-SHIDHE====================== _______________________ | [o] \======O | | | village | O===O========\ (Owlfeather, | | | | Red Buffalo | | | | Woman) \=======O=======O _\___\__ |_______________________| | | | _____|_____ | | | / | O=====\ /========O==========O===========\ Lodge /===(to |________| | |___________| start) | O=====O | _______|________ | \ | | | | SinSearch | O=====O=====\ | |________________\=====O=====O | | Feathered <-=====O====O====O====O Serpent | | O====O ======================================================================= N O T E S: -Beware of many dangerous enemies in the caverns while in the Salish Shidhe. Hellhounds, wendigo, bandersnatch, gargoyles and warriors run rampant all over. Also expect some events. -Be careful on Council Island. There are "wandering" enemies that will unexpectedly hassle you. -On Council Island, you will not have access to Spirit Eyes until later in the game. -You can only get to the Salish-Shidhe with a passport. No cabbie can take you there. Get a passport at the Passport Lodge. The contact Sharkey can also give you a ride there, for a price. -You can only get a passport if you DO NOT have a criminal record. -DO NOT visit the Feathered Serpent until Spirit Eyes sends you off for serpent scales. Otherwise, you're liable to scare it away and screw yourself. ----------------------------------------------------------------------- 2-B. C Y B E R D E C K/T H E M A T R I X ----------------------------------------------------------------------- Here is the info you will find in your cyberdeck. COMBAT/DEFENSE/MASK-SENSE: You can add/remove each program type. In order to get more upgraded programs, you have to buy them from whoever may have them. These are also universal between decks, so you won't have to re-buy them once you got a new deck. CYBERINFO: You can either check your deck stats, or check your job description, if you're on a matrix run. STORAGE: View or delete any files you may have downloaded in cyberspace. SYSMAP: Handy in the Matrix. Shows you where you are in the grid. JACK OUT!: Sometimes handy; serves as an emergency exit. Use when things are too hairy, or you're just tired of being in the grid. It's best to have your computer/electronics skills very high before fiddling in cyberspace, not to mention a good deck for more memory and storage, and faster Load/IO speed. That way you can operate nodes/fight Ice easier, not to mention download more files, which is handy for gaining nuyen if you take the files to a fixer and sell them. ===================CYBERSPACE======================== Cyberspace consists of a behind-the-character view of your "persona", your character's form in the matrix, and features a bar across the bottom of the screen. This bar consists of the attack/defense/mask programs you should have. If you don't have any in the bar, you better load some programs in via the cyberdeck menu. You can only have 5 programs loaded in at a time, depending on your deck stats. The rest of the cyberspace screen, other than your persona and program bar, consists of the grid world (Matrix), a stat box for you and a stat box for a node/Ice. Your stat box contains the following: -Name and level of your selected program. -Current event status. (ex: Loading, Attacking, Hit, etc.) -Current alert level. For the upper right box: -Node type, color, level. -Node name/energy bar. -Main Ice type/level. -Alt. Ice type/level. NOTE: If the box remains incognito, perhaps using the Analyze program will help. ===================ALERT LEVELS============================ Alerts can be caused either by failing to operate nodes correctly, or by allowing Ice to send off a warning signal/use Tar pit. There is passive alert status, which is only minor. Ice hassles you a bit more, and it's tough to operate nodes. Active alert is maximum, and everything will be alot more of a pain to deal with. If you fall from grace a third time, the system just boots you from the grid, and you're back in the real world. Beware of stronger Ice, which is depicted by the speed the barrier is at (the faster, the tougher). If your persona's portrait is replaced with your own, that means the Ice is trying to ruin your whole day in the real world as well, which can result in death. If your mug remains in persona form, you have nothing to fear. =======================CYBERDECK LIST=============================== Here's some of the decks you can get in the game, along with their locations and potential performance ratings/price ranges. Prices depend on how high your negotiation skills are. The higher, the cheaper. Allegiance Alpha: The default deck you first get after purchasing Michael's belongings from Stoker's Coffin Motel, Redmond Barrens. RATING: Very poor. COST: N/A CyberShack PCD-500: Located at Microtronics, Renraku Arcology. RATING: Poor. COST: Y5,000-3,440 Fuchi Cyber-5: Located at Microtronics, Renraku Arcology. RATING: Below average. COST: Y25,000-17,190 SEGA CTY-360: Located at Microtronics, Renraku Arcology. RATING: Average. COST: Y60,000-41,250 Fuchi Cyber-7: Located at Crime Mall, Puyallup Barrens. RATING: Good. COST: Y125,000-76,200 Fairlight Excalibur: Located at Crime Mall, Puyallup Barrens. RATING: Best. COST: Y250,000-152,400 You can also get the Fairlight Excalibur deck from a contact named Kipp David for Y185,000. ===========================PROGRAMS========================= Below is the list of programs you can get for your deck, their functions, locations, useful rating and price levels. A T T A C K Used to destroy Ice. AT: Crime Mall, Puyallup Barrens + Microtronics, Renraku Arcology. RATING: Very high. Good to get highest level. Lvl 1: Y60-50//Lvl 2: Y480-330//Lvl 3: Y1,620-1,120// Lvl 4: Y3,840-2,640//Lvl 5: Y7,500-5,160//Lvl 6: Y12,960-8,910// Lvl 7: Y20,580-14,150//Lvl 8: Y30,720-21,120 S L O W Reduces Ice actions, delays alerts and attacks. AT: Crime Mall, Puyallup Barrens + Microtronics, Renraku Arcology. RATING: Low. Doesn't exactly change a thing. Lvl 1: Y120-90//Lvl 2: Y960-660//Lvl 3: Y3,240-2,230// Lvl 4: Y7,680-5,280//Lvl 5: Y15,000-10,320//Lvl 6: Y25,920-17,820// Lvl 7: Y41,160-28,300//Lvl 8: Y61,440-42,240 D E G R A D E Lowers a node's security rating, weakens the node and Ice's defenses. AT: Wilma Temmenhoff (Lvl 3), Kipp David (Lvl 6) RATING: Average. Can get rid of those active alerts. Lvl 3: Y3,000//Lvl 6: Y30,000 R E B O U N D Bounces attacks back at the Ice/Node. AT: Wilma Temmenhoff (Lvl 3), Kipp David (Lvl 6) RATING: Pathetic. Use this as a dump on tar pits in order to save more useful programs. Lvl 3: Y3,000//Lvl 6: Y30,000 M E D I C Repairs damage to the persona. AT: Crime Mall, Puyallup Barrens + Microtronics, Renraku Arcology. RATING: Average, but it's rare that you'll ever need to use it. Lvl 1: Y120-90//Lvl 2: Y960-660//Lvl 3: Y3,240-2,230// Lvl 4: Y7,680-5,280//Lvl 5: Y15,000-10,320//Lvl 6: Y25,920-17,820// Lvl 7: Y41,160-28,300//Lvl 8: Y61,440-42,240 S H I E L D Decreases damage taken by persona. AT: Crime Mall, Puyallup Barrens + Microtronics, Renraku Arcology. RATING: Average. Usually all hits will miss you and are weak to begin with, but it's still handy. Useless against Black Ice, though. Lvl 1: Y120-90//Lvl 2: Y960-660//Lvl 3: Y3,240-2,230// Lvl 4: Y7,680-5,280//Lvl 5: Y15,000-10,320//Lvl 6: Y25,920-17,820// Lvl 7: Y41,160-28,300//Lvl 8: Y61,440-42,240 S M O K E Disrupts all things Matrix, everything is more difficult. Degrades every 4 seconds. AT: Crime Mall, Puyallup Barrens. RATING: Useless. Unless you prefer your Matrix adventures to be nearly impossible, this one speaks for itself. Lvl 1: Y60-50//Lvl 2: Y480-330//Lvl 3: Y1,620-1,120// Lvl 4: Y3,840-2,640//Lvl 5: Y7,500-5,160//Lvl 6: Y12,960-8,910// Lvl 7: Y20,580-14,150//Lvl 8: Y30,720-21,120 M I R R O R S Confuses Ice and deckers, causing them to miss more. AT: Crime Mall, Puyallup Barrens + Microtronics, Renraku Arcology. RATING: Hokey. Mirrors is basically a dodge method that rarely works. Lvl 1: Y90-70//Lvl 2: Y720-500//Lvl 3: Y2,430-1,680// Lvl 4: Y5,760-3,960//Lvl 5: Y11,250-7,740//Lvl 6: Y19,440-13,370// Lvl 7: Y30,870-21,230//Lvl 8: Y46,080-31,680 S L E A Z E Used to bypass a node without any drama. AT: Crime Mall, Puyallup Barrens + Microtronics, Renraku Arcology. RATING: Above average. Although you can't activate a node by using this, you can bypass any Ice battles with this. Go for a higher level. Lvl 1: Y90-70//Lvl 2: Y720-500//Lvl 3: Y2,430-1,680// Lvl 4: Y5,760-3,960//Lvl 5: Y11,250-7,740//Lvl 6: Y19,440-13,370// Lvl 7: Y30,870-21,230//Lvl 8: Y46,080-31,680 D E C E P T I O N Creates a phony code to fool Access and Gray Ice. Doesn't work on Black Ice or Barriers. AT: Crime Mall, Puyallup Barrens. RATING: Great. Get a high level version and you can win battles by doing practically nothing. Lvl 1: Y60-50//Lvl 2: Y480-330//Lvl 3: Y1,620-1,120// Lvl 4: Y3,840-2,640//Lvl 5: Y7,500-5,160//Lvl 6: Y12,960-8,910// Lvl 7: Y20,580-14,150//Lvl 8: Y30,720-21,120 R E L O C A T E Sends any Trace Ice on a "wild goose chase". AT: Crime Mall, Puyallup Barrens. RATING: So-so. It can be as handy as Deception sometimes, but Attack would be a more reliable source. Lvl 1: Y60-50//Lvl 2: Y480-330//Lvl 3: Y1,620-1,120// Lvl 4: Y3,840-2,640//Lvl 5: Y7,500-5,160//Lvl 6: Y12,960-8,910// Lvl 7: Y20,580-14,150//Lvl 8: Y30,720-21,120 A N A L Y Z E Scans a node/Ice for its' statistics. AT: Microtronics, Renraku Arcology. RATING: Handy. Although it won't destroy anything, it will give you a good idea of what you are up against. Lvl 1: Y90-70//Lvl 2: Y720-500//Lvl 3: Y2,430-1,680// Lvl 4: Y5,760-3,960//Lvl 5: Y11,250-7,740//Lvl 6: Y19,440-13,370// Lvl 7: Y30,870-21,230//Lvl 8: Y46,080-31,680 ===========================NODES====================================== Nodes consist of the big, floating masses you come across. They have their own distinct types, shapes, colors, security ratings and functions. A nodes' strength/toughness depends on its color/rating, so for example, Blue is weak, green is less weak, orange is moderate, and red is tough. The higher the rating number also determines for a more advanced difficulty (1 blows, 7 owns). Below is a list of the many nodes you'll run into, along with their stats. -C P U (Central Processing Unit) MAP: Small hexagon with little hex inside MATRIX: 3D hexagon with 3 rings --FUNCTIONS-- GO TO NODE: advance to next node path. CANCEL ALERT: if there's an alert of any type, this cancels it. CRASH SYSTEM: Crashes the CPU system and boots you from the grid. Usually done on Matrix runs, and can deactivate all security cameras and maglocks when you're in a corporate building. -D S (DataStore) MAP: Square MATRIX: Cube w/ hole --FUNCTIONS-- LEAVE NODE: Self-explanitory. TRANSFER DATA: If you're on a run that requires uploading or downloading something, this is what to choose. Also you can download files for your own pleasures, occasionally finding something that you'll jot down in your notebook into "Tips and Clues". Also you can download other files and sell them to a fixer for good nuyen, depending on how well the fixer is interested. You can only hold 5 files at a time. ERASE: If you're on a Matrix run to delete a file, this is what to choose. Otherwise, it's useless. -I O P (Input/Output Port) MAP: Triangle MATRIX: Pyramid --FUNCTIONS-- LEAVE NODE: Self-explanitory. LOCKOUT: Supposedly locks out the node, but I don't see how it changes things. -S A N (System Access Node) MAP: Rectangle MATRIX: Rectangular CPU chip --FUNCTIONS-- ENTER SYSTEM: Enters the system. Is always the first node you come across in public terminals. Serves as a "front-door" node. -S M (Slave Module) MAP: Circle MATRIX: Sphere --FUNCTIONS-- LEAVE NODE: Self-explanitory. TURN OFF NODE: Turns the node off. Seems to be useless. -S P U (Sub Processor Unit) MAP: Hexagon MATRIX: 3D Hexagon --FUNCTIONS-- LEAVE NODE: Self-explanitory. ==============I C E==================== Ice is lamen's terms for Intrusion Countermeasures. Each type of Ice in Shadowrun has its own weakness, characteristic and behavior. Ice strength is determined on a 1 to 7 scale, 7 being toughest. Strength levels increase by one on a passive alert, 2 on active alert. Low rate systems feature one Ice, but big budget companies will have around 2 Ice guarding its nodes. Below is a list of all the Ice types. A C C E S S APPEARANCE: Square hatch with sliding doors COMBAT: Releases pulsing spheres that trigger an alert if they reach the edge of the screen. WEAKNESS: Deception DIFFICULTY: Simple. B A R R I E R APPEARANCE: Spinning circular spark COMBAT: See Access WEAKNESS: None. Just attack. DIFFICULTY: Below average. B L A C K I C E APPEARANCE: Color-changing circle that morphs into a star, back into a circle COMBAT: Essentially dishes out attacks against the character rather than the persona. WEAKNESS: None. Just attack. DIFFICULTY: Average. Not to shabby, although Lvl 8 can eat important programs with tar pit. NOT GOOD. B L A S T E R APPEARANCE: Orange/black explosion COMBAT: See Black Ice. WEAKNESS: Deception DIFFICULTY: Average. K I L L E R APPEARANCE: Light blue sphere with electric waves. COMBAT: See Black Ice. WEAKNESS: Deception DIFFICULTY: Average. T A R P A P E R APPEARANCE: Brown bubbling tar COMBAT: Erases a program from your memory (not the deck). Active alert is triggered when tar paper is unleashed. Can be hidden behind any Ice. WEAKNESS: --- DIFFICULTY: --- T A R P I T APPEARANCE: Brown sphere with tar bubbling inside. COMBAT: Will permanently erase a program from the whole deck, which is no good, since you'll have to rebuy it with loads of nuyen. Also, active alert is triggered when tar pit strikes. Can be hidden behind any Ice besides Trace, and is your biggest problem. It can only be used once, but once is more than enough. Feed it a useless program. WEAKNESS: --- DIFFICULTY: --- T R A C E + B U R N APPEARANCE: Cylinder and sphere with fire. COMBAT: Releases a shere towards the edge of the screen. If it reaches its destination, you will be booted from the grid, and your cyberdeck's MPCP may be fried. If so, go get it repaired by a fixer. WEAKNESS: Deception, Relocate DIFFICULTY: Average; Hard for beginner. T R A C E + D U M P APPEARANCE: Cylinder and sphere with smoke. COMBAT: Same as Trace and Burn, only this will not damage your MPCP. WEAKNESS: Deception, Relocate DIFFICULTY: Harmless, but a pain for beginners. ================POINTERS IN CYBERSPACE================== -Limit your actions when in nodes. Every action you make is one step closer to alerting the system. This includes checking the map. Be sure you have a high computers skill level. -If you suspect a tar pit is hiding behind an Ice, try feeding it a worthless program to salvage more useful programs like attack. Otherwise you'll have to blow all that nuyen on another good attack program. -If you jacked in via corp. building terminal, canceling an alert via CPU node will kill the building alarms. Choosing crash system deactivates most maglocks and kills all cameras. ======================================================================= SECTION 3-A. S H A D O W R U N N I N G ======================================================================= One of the main ways to make nuyen is by going to "Mr. Johnsons" (which is the incognito term for an illegal jobber)runs. They are located here and there, and supply you with decent runs. Below is a list of the run types you can go on, not to mention how much karma you get upon completion. GHOUL BOUNTY RUNS JOB: The Johnson will send you to an abandoned building where you kill as many ghouls as you can for big money. Fairly easy. KARMA: 1 BODYGUARD RUNS JOB: The Johnson sends you to a specific building to pick up a client and escort him to another location safely. Fairly easy. KARMA: 1 COURIER RUNS JOB: The Johnson sends you to pick up a package from a given location and transport it to another location. Fairly easy. KARMA: 1 ENFORCEMENT RUNS JOB: The Johnson sends you to a Gang hideout where you destroy any signs of life. Return to the Johnson for payment. Easy when prepared. KARMA: 2 MATRIX RUNS JOB: The Johnson sends you to hack into a specific grid and either crash the system, erase a file, download a file or upload a bug. They can be easy, mild or hard. To begin the run, go to a terminal, select cyberspace, and choose "Run Passcode". KARMA: 2 (easy), 3 (mild), 5 (hard) ACQUISITION RUNS JOB: A Johnson sends you to retrieve a package that was taken from a courier. These take place in corp. buildings. The package can be found in one of the many wall safes. It's good to have a high rating in charisma and electronics, not to mention a fake ID. Also be sure to deactivate all security cameras, and NEVER let a gun be fired without a silencer while in a building. Otherwise, the alarm will go off, elevators will shut down, and security will be on your tail. Some terminals allow you to turn off the alarms without jacking into the Matrix; others tell you what floor your target is on. But remeber to have a high electronics/computers skill level. The difficulty of the run depends on the Johnson and the Corporation you are storming. KARMA: 2 (easy), 4 (mild), 6 (hard) EXTRACTION RUNS JOB: Similar to above, only you are retrieving a client. You are sent to retrieve a client that is looking for a change in career, but is being held prisioner at his current employer. Refer to the Retrieval guidelines for pointers. KARMA: 2 (easy), 4 (mild), 6 (hard) ----------------------------------------------------------------------- 3-B. M R. J O H N S O N S ----------------------------------------------------------------------- Need to know the down low on all the Johnsons? Below is a list of what to expect out of these boys. MR. GUNDERSON (low-rate) AT: The Jump House, Redmond Barrens --TYPE-- Bodyguard runs (Y45-55) Ghoul Bounty runs (Y10-20 per kill) Courier runs (Y35-55) EXTRAS: Offers Wilma Temmenhoff contact (Y1,000) JULIUS STROUTHER (mid-level) AT: Matchsticks, DownTown Seattle --TYPE-- Bodyguard runs (Y200) Courier runs (Y180) Enforcement runs (Y160) Mild Matrix runs (Y2,600) Easy/Mild Acquisition runs (Y600 easy, Y1000 mild) Easy/Mild Extraction runs (Y500 easy, Y900 mild) EXTRAS: Offers Capt. Quinton James contact (Y1000) MORTIMER REED (mid-level) AT: The Big Rhino, Penumbra District --TYPE-- Bodyguard runs (Y200) Ghoul Bounty runs (Y40 per kill) Courier runs (Y180-190) Enforcement runs (Y190) Easy Matrix runs (Y425) Easy Acquisition runs (Y550) Easy Extraction runs (Y450) EXTRAS: Offers Fairlight Excalibur cyberdeck, offers Alesandro Hobbs contact (Y500) VIGORE AND JARL (mid-level) AT: The Wanderer, Puyallup Barrens --TYPE-- Enforcement runs (Y230) Hard Extraction runs (Y4,000) All Matrix Runs (Y500 easy, Y3,000 mild, Y6,350 hard) Mild/Hard Acquisition runs (Y1,700 mild, Y4,500 hard) EXTRAS: Offers Max contact (Y750) NOTE: After you meet Ito Ogami, Vigore and Jarl will disappear, so do what you have to while you can. CALEB BRIGHTMORE (expert-level) AT: Icarus Descending, Downtown Seattle --TYPE-- Mild/Hard Matrix runs (Y2,550 mild, Y6,000 hard) Mild/Hard Extraction runs (Y2,100 mild, Y3,500 hard) Mild/Hard Acquisition runs (Y1,400 mild, Y3,850 hard) EXTRAS: Offers Kipp David and Sgt. Chillicut contacts (Y2000 each) NOTE: In order to gain access to the Icarus Descending, you must have a high reputation level. To gain access to Caleb, you must ask Boris Errascoe about Michael. ----------------------------------------------------------------------- 3-C. S H A D O W R U N N E R S ----------------------------------------------------------------------- Shadowrunners are various people who are seeking work of any sort, that you can meet in bars, and hire for either a single run, or for life. Below is the run-up on all the Shadowrunners. Their hiring prices depend on your negotiation skills and whether or not the character likes you. RICKY GENRE: Dwarf Rat Shaman AT: The Jackal's Lantern, Redmond Barrens USEFUL FACTOR: Only in the beginning as a helping gun. Otherwise, he's a weakling. COST: Y230-72. WINSTON MARRS GENRE: Troll Samurai AT: The Big Rhino, Penumbra District USEFUL FACTOR: If you want sheer brute strength, and a guaranteed back-up, hire Winston for life. He is my favorite runner. COST: Y570-135. PETR UVEHR GENRE: Dwarf Decker AT: The Wanderer, Puyallup Barrens USEFUL FACTOR: Decent for more firepower, but not exactly the greatest runner you would want to hire.
COST: Y430-90. TRENT DELISARIO GENRE: Human Mage AT: The Space Needle, Downtown Seattle USEFUL FACTOR: Has a decent selection of spells, and if you ask before hiring him, he will offer you the Prof. Jefferson contact (for free!). COST: Y430-90. PHANTOM GENRE: Elf Decker AT: The Frag Grenade, Renraku Arcology USEFUL FACTOR: Good for low-rate decker runs, but other than that..no. COST: Y855-180. RIANNA HEARTBANE GENRE: Elf Decker AT: The Matchstick, Downtown Seattle USEFUL FACTOR: Decent back-up and an average decker. COST: Y1,995-360. WALKING BEAR GENRE: Orc Bear Shaman AT: Friendship Restaraunt, Council Island USEFUL FACTOR: Decent magic user 'runner, good back-up. COST: Y1,000-180. ILENE TWO FISTS GENRE: Human Samurai AT: The Jump House, Redmond Barrens USEFUL FACTOR: Alright in terms of extra Samurai strength, but wait and go for Stark instead. You can't get her right away; consult the Walkthrough on how to get Ilene. COST: Y1,140-225. FREYA GOLDENHAIR GENRE: Elf Mage AT: Club Penumbra, Penumbra District USEFUL FACTOR: Best magic using runner. Get her as a lifer if you are a magic-user buff. Your reputation level must be over 4 to gain access to Club Penumbra. COST: Y1,710-315. STARK GENRE: Human Samurai AT: Underground '93, Puyallup Barrens USEFUL FACTOR: Super tough cybered-out runner who is up there with Winston in terms of brutality. Second favorite runner. You have to meet a few conditions before Stark will appear. COST: NOTHING! ----------------------------------------------------------------------- 3-D. C O N T A C T S ----------------------------------------------------------------------- Contacts are people you can call on the vid-phone and get asistance from. Here's a list of what benefits they serve, and where to get them. CAPT. QUINTON JAYMES Ex-Merc ACQUIRE BY: Julius Strouther (Y1,000) --BENEFITS- Info on Hollywood Correctional Sells Frag Grenades (Y400) Sells stripped HK227-S (Y1,000) Offers Sharkey contact (Y2,800) SKARR'S NOTE: Sharkey and the HK227-S can prove to be useful. ALESANDRO HOBBS Company Man ACQUIRE BY: Mortimer Reed (Y1,500) --BENEFITS- Info on paranormal creatures Sells Lvl 3 Maglock key (Y10,000) Sells Lvl 5 Maglock key (Y20,000) Offers Sgt. Macklemann contact (Y8,000) SKARR'S NOTE: Good for that Lvl 5 Maglock! SHARKEY Rigger ACQUIRE BY: Capt. Quinton Jaymes (Y2,800) --BENEFITS- Offers ride to Salish-Shidhe (Y3,000) Offers ride to Sinsearch (Y5,000) Sells smart goggles (Y3,000) SKARR's NOTE: Damn handy contact. KIPP DAVID Corp Decker ACQUIRE BY: Caleb Brightmore (Y2,000) --BENEFITS- Info on the Matrix Sells Lvl 6 Rebound (Y30,000) Sells Lvl 6 Degrade (Y30,000) Sells Fairlight Excalibur cyberdeck (Y185,000) SKARR'S NOTE: Not too amazing, the programs he offers are near Useless, with the possible exception of degrade. And with a maxed out Negotiation skill, you can get the Excalibur deck cheaper at the Crime Mall. WILMA TEMMENHOFF Street Decker ACQUIRE BY: Mr. Gunderson (Y1,000) --BENEFITS-- Info on the Matrix Sells Lvl 3 Rebound (Y5,000) Sells Lvl 3 Degrade (Y5,000) SKARR'S NOTE: Blah. SGT. MACKLEMANN Hollywood Security Guard ACQUIRE BY: Alesandro Hobbs (Y8,000) --BENEFITS-- Info on corp. security Info on avoiding security detection Offers access to Hollywood Correctional (Y5,000) SKARR'S NOTE: Decent with info, but you can get access to Hollywood Cheaper than Y5,000 elsewhere. GREGORY WILNS Corp. Mage ACQUIRE BY: Prof. Jefferson (Y2,000) --BENEFITS-- Info on corp. security Sells Lvl 2 Power Focus (Y50,000) Offers discount at Merlin's Lore, Renraku Arcology (Y4,000) SKARR'S NOTE: Good if you're into magic using. MR. FARADOUCHI Mafia Don ACQUIRE BY: Mauler (Eye Fiver Boss) (Y10,000) --BENEFITS-- Free stay at Wylie's Gala Inn, Penumbra District Gives discount at Crime Mall Gets Lone Star off your back SKARR'S NOTE: Sure, the Mafia does kick butt, but in this game, you will see more useful benefits in the Yakuza. Also, if you are allied with the Mafia, you will be on the Yakuza's hit list, so choose wisely! You must also have a 5 in reputation to even be allowed to talk to him. AGIRA TETSUMI Yakuza Boss ACQUIRE BY: RatSpike (Halloweener Boss) (Y10,000) --BENEFITS Gives discount at Little Chiba, Redmond Barrens Sells Heavy Combat Armor (Y30,000) Sells Lvl 3 Power Focus (Y80,000) SKARR'S NOTE: Go Yakuza. You'll turn up on the Mafia/Eye Fiver's hit Lists, but tough titty. You get the best armor in the game with The Yakuza! HENRY J. CULVER Seattle City Official ACQUIRE BY: Road Rash (Ork Boss) (Y5,000) --BENEFITS-- Offers to clear Lone Star record (Y2,500) Offers access to Hollywood Correctional (Y1,500) Offers weapon permit (Y8,000) SKARR'S NOTE: Not too impressive, but can get you into HC cheap and delete your criminal record! MAX Fixer ACQUIRE BY: Vigore and Jarl (Y750) --BENEFITS Sells corp. badges (Y6,000) Sells HK227 (Y1,500) Sells AK-97 (Y2,000) Sells Lvl 4 Maglock key (Y30,000) Sells Lvl 5 Maglock key (Y42,000) SKARR'S NOTE: Good for those badges. SGT. CHILLICUT Lone Star Detective ACQUIRE BY: Caleb Brightmore (Y2,000) --BENEFITS-- Offers to clear Lone Star record (Y5,000) Offers access to Hollywood Correctional (Y3,000) Sells weapon permit (Y10,000) SKARR'S NOTE: Henry J. Culver's benefit clone. Cheaper to acquire, but His benefits are more expensive than Henry's. PROF. JEFFERSON University Mage ACQUIRED BY: Trent Delisario (free) --BENEFITS-- Info on paranormal creatures Offers discount at Riannon's (Y1,500) Offers Gregory Wilns contact (Y2,000) SKARR'S NOTE: Handy when it comes to magic users, and hooks you up With another Mage contact. ======================================================================= SECTION 4-A. I T E M S/W E A P O N S/A R M O R ======================================================================= Below is a list of the items/weapons/armor you can get, and what stores have them, along with extra info. All prices vary, depending on your negotiation skill level. ===============WEAPONS==================== You'll need a firearm in order to show these dregs who's boss. Here is a list of helpful resources. BARE FIST BUY: - DAMAGE/POWER: varies SELL: - LEGAL: yes ROUNDS: - AT: - SKARR SAYS: handy if you're tough as nails and in a corp building without a silencer. Winston Marrs can push the damage factor to "incredible!" if maxed out. Hand Razors and Spurs can also up the ante on this. AMERICAN L36 LIGHT PISTOL BUY: Y300-210 nuyen DAMAGE/POWER: light/light SELL: Y150-190 nuyen LEGAL: yes ROUNDS: 11 AT: Ares Weapon Emporium, Redmond Barrens SKARR SAYS: Forget about it! MODEL 101T LIGHT PISTOL BUY: Y350-250 nuyen DAMAGE/POWER: light/light SELL: Y175-225 nuyen LEGAL: yes ROUNDS: 12 AT: Ares Weapon Emporium, Redmond Barrens (also found on dead gangers) SKARR SAYS: You gotta be kidding me. SECURITY 500 LIGHT PISTOL BUY: Y675-465 nuyen DAMAGE/POWER: light/light SELL: Y225-295 nuyen LEGAL: yes ROUNDS: 25 AT: Weapons World, Renraku Arcology (also found on dead Lone Star officers) SKARR SAYS: P.O.S.! STREETLINE SPECIAL DAMAGE/POWER: light/low BUY: - LEGAL: yes SELL: Y50-60 nuyen ROUNDS: 6 AT: Trent Delisario and Ricky have this SKARR SAYS: Pretend it doesn't exist! MAX POWER HEAVY PISTOL DAMAGE/POWER: medium/high BUY: Y630-440 (Weapons World) LEGAL: yes Y585-405 (Ares) ROUNDS: 10 SELL: Y225-295 AT: Weapons World, Renraku Arcology Ares Weapon Emporium, Redmond Barrens SKARR SAYS: Alright for beginners. PREDATOR HEAVY PISTOL BUY: Y540-380 (Weapons World) DAMAGE/POWER: medium/high Y675-465 (Ares) LEGAL: yes SELL: Y225-295 ROUNDS: 15 AT: Weapons World, Renraku Arcology Ares Weapon Emporium, Redmond Barrens (also found on dead corp. security guards) SKARR SAYS: Good gun. You'll fall in love with this Robocop-esque hand cannon. Best of all, it's legal. Get it! WARHAWK HEAVY PISTOL BUY: Y550-380 (Weapons World) DAMAGE/POWER: medium/brutal Y500-350 (Ares) LEGAL: yes SELL: Y250-320 ROUNDS: 6 AT: Weapons World, Renraku Arcology Ares Weapon Emporium, Redmond Barrens (also found on dead gangers) SKARR SAYS: A nose more powerful than the Predator, but holds a lot less ammunition. MACH 22 SMG BUY: Y1,600-1,100 (Crime Mall) DAMAGE/POWER: medium/light Y1,000 (Boris) LEGAL: no SELL: Y400-520 ROUNDS: 24 AT: Crime Mall, Puyallup Barrens (also sold by Boris Errascoe) SKARR SAYS: there are better guns in the world. AK-97 SMG BUY: Y2,000-1,380 (Crime Mall) DAMAGE/POWER: medium/light Y2,000 (Max) LEGAL: no SELL: Y500-650 ROUNDS: 30 AT: Crime Mall, Puyallup Barrens (also found on dead Lone Star officers) (also sold by Max contact with Gas Vent III, Smartgun system and sound suppressor) SKARR SAYS: Decent, but you can always save up for better. HK227-S SMG BUY: Y4,500-3,100 (Crime Mall) DAMAGE/POWER: medium/medium Y1,000 (Capt. Jaymes) LEGAL: no Y1,500 (Max) ROUNDS: 28 SELL: Y750-980 AT: Crime Mall, Puyallup Barrens (also sold by Capt. Quinton Jaymes contact) (also sold by Max contact with Gas Vent II, laser sight and sound suppressor) (also found on dead Renraku strike teams) SKARR SAYS: Best SMG, always effective. ALLEGIANCE SHOTGUN BUY: Y2,800-1,930 DAMAGE/POWER: high/brutal SELL: Y700-910 LEGAL: no ROUNDS: 5 AT: Crime Mall, Puyallup Barrens SKARR SAYS: Great power, toughest gun in the game, but holds less ammo than the Roomsweeper, which is just as tough as this. ROOMSWEEPER SHOTGUN BUY: Y2,000-1,380 (Crime Mall) DAMAGE/POWER: high/high Y1,500-1,040 (Weapons World) LEGAL: no SELL: Y500-650 ROUNDS: 8 AT: Crime Mall, Puyallup Barrens Weapons World, Renraku Arcology SKARR SAYS: Best gun in the game, no question. CONCUSSION GRENADE BUY: Y180-130 (both stores) DAMAGE/POWER: medium/brutal SELL: Y90-110 LEGAL: yes ROUNDS: - AT: Weapons World, Renraku Arcology Ares Weapon Emporium, Redmond Barrens (also found in corp. building safes) SKARR SAYS: Not too wonderful. Go for frags. SCATTER GRENADE BUY: Y360-250 DAMAGE/POWER: high/light SELL: Y90-110 LEGAL: yes ROUNDS: - AT: Ares Weapon Emporium (also found in corp. building safes) SKARR SAYS: P.O.S.!!! FRAG GRENADE BUY: Y600-420 (Crime Mall) DAMAGE/POWER: high/medium high Y400 (Capt. Quinton Jaymes) LEGAL: no Y180 (random thug) ROUNDS: - SELL: Y150-190 AT: Crime Mall, Puyallup Barrens (also found in corp. building safes) (also sold by Capt. Quinton Jaymes contact) (also found on dead gangers/corp. security) (also sold by random thugs: sometimes an undercover cop) SKARR SAYS: Finally, effective grenades. Get the hang of lobbing these, and you'll love them. ==================ARMOR====================== You'll need armor if you plan on living a lengthy amount of time! ARMOR VEST BUY: Y200-140 WEAPON/GUN: poor/low SELL: Y100-130 LEGAL: yes AT: Weapons World, Renraku Arcology SKARR SAYS: Like using paper as armor. ARMOR CLOTHING BUY: Y500-350 WEAPON/GUN: low/poor SELL: Y250-320 LEGAL: yes AT: Weapons World, Renraku Arcology SKARR SAYS: Hapless cousin to Armor Vest. LINED DUSTER BUY: Y700-490 WEAPON/GUN: low/good SELL: Y350-450 LEGAL: yes AT: Crime Mall, Puyallup Barrens SKARR SAYS: When the description of this says it "can conceal illegal weapons", I wonder why cops see through this trench like a damn screen. Sorry, but no thanks. Alright in the protection dept. however. VEST W/PLATES BUY: Y600-420 WEAPON/GUN: fair/good SELL: Y300-390 LEGAL: yes AT: Ares Weapon Emporium, Redmond Barrens SKARR SAYS: Better than average, but better does exist! ARMOR JACKET BUY: Y900-620 (Crime Mall) WEAPON/GUN: fair/great Y1,080-750 (Ares) LEGAL: yes SELL: Y450-590 AT: Crime Mall, Puyallup Barrens Ares Weapon Emporium, Redmond Barrens SKARR SAYS: Best until you find combat armor. LIGHT COMBAT ARMOR BUY: Y10,000-6,880 WEAPON/GUN: great/excellent SELL: Y5,000-6,560 LEGAL: no AT: Crime Mall, Puyallup Barrens SKARR SAYS: The second best armor in the game. HEAVY COMBAT ARMOR BUY: Y30,000 (Agira Tetsumi) WEAPON/GUN: excellent/awesome SELL: Y10,000-13,120 LEGAL: no AT: - (sold by Agira Tetsumi contact) SKARR SAYS: Better than the best. =====================ACCESSORIES======================== Accessories are add-ons to your weapon, the latter making the weapon stronger/more accurate/etc. To purchase an accessory, you must first select a firearm to accessorize. NOTE: you cannot sell any accessories. GAS VENT II BUY: Y450-310 (Crime Mall) WORKS ON: SMGs Y900-620 (Ares) FOR: more accuracy AT: Crime Mall, Puyallup Barrens Ares Weapon Emporium, Redmond Barrens SKARR SAYS: Decent, but save up for gas vent III. GAS VENT III BUY: Y700-490 (Crime Mall) WORKS ON: SMGs Y1,400-970 (Ares, W.W.) FOR: more accuracy AT: Crime Mall, Puyallup Barrens Ares Weapon Emporium, Redmond Barrens Weapons World, Renraku Arcology SKARR SAYS: Decent addition to your arsenal when you have spare pocket change for it. LASER SIGHT BUY: Y600-420 (Crime Mall) WORKS ON: pistols/SMGs Y500-350 (Ares) FOR: more accuracy Y300-210 (W.W.) AT: Crime Mall, Puyallup Barrens Ares Weapon Emporium, Redmond Barrens Weapons World, Renraku Arcology SKARR SAYS: Handy if you aren't a smartgun buff. SILENCER BUY: Y400-280 (Crime Mall) WORKS ON: pistols Y500-350 (Ares) FOR: silent gunfire for pistols AT: Crime Mall, Puyallup Barrens Ares Weapon Emporium, Redmond Barrens SKARR SAYS: Handy. SOUND SUPPRESSOR BUY: Y750-520 (Crime Mall) WORKS ON: SMGs Y1,500-1,040 (Ares) FOR: silent gunfire for SMGs Y1,400-970 (W.W.) AT: Crime Mall, Puyallup Barrens Ares Weapon Emporium, Redmond Barrens Weapons World, Renraku Arcology SKARR SAYS: Also handy. SMARTGUN SYSTEM BUY: Y800-550 (Ares) WORKS ON: pistols/SMGs Y600-420 (W.W.) FOR: more accuracy AT: Weapons World, Renraku Arcology Ares Weapon Emporium, Redmond Barrens SKARR SAYS: Best for accuracy. Works best when paired with smartlink, but can also be used with smart goggles. UNIVERSAL GUN CLIPS BUY: Y50-40 (Crime Mall) WORKS ON: every gun Y25 (Ares) FOR: shooting! Y40-30 (W.W.) AT: Crime Mall, Puyallup Barrens Ares Weapon Emporium, Redmond Barrens Weapons World, Renraku Arcology SKARR SAYS: The essential to firing a gun. Go to Ares and Stock up! =======================ITEMS============================== Below is a list of all the other items, with all their information. ELECTRONIC KIT BUY: Y1,000-690 FOR: cracking maglocks SELL: Y500-650 USES: infinite LEGAL: no AT: Crime Mall, Puyallup Barrens SKARR SAYS: Won't do much good unless you have a high electronics skill level. MAGLOCK PASSKEY level 2 + 3 BUY: Y20,000-13,750 (Lvl 2) FOR: unlocking maglocks lvls 2 + 3 Y30,000-20,630 (lvl 3) USES: infinite Y10,000 (Alesandro Hobbs) LEGAL: no AT: Crime Mall, Puyallup Barrens (lvl 2 and 3 keys) (Lvl 3 also sold by Alesandro Hobbs contact) SKARR SAYS: Decent, but won't get you into lvl 4 or 5 doors. MAGLOCK PASSKEY level 4 + 5 BUY: Y30,000 (Lvl 4, Max) FOR: unlocking maglocks lvls 4 + 5 Y42,000 (Lvl 5, Max) USES: infinite Y20,000 (Lvl 5, A. Hobbs) LEGAL: no AT: - (Lvl 4 and 5 key sold by Max contact) (Lvl 5 key sold by Alesandro Hobbs contact) SKARR SAYS: You can get the Lvl 5 key off Alesandro Hobbs for cheaper than Max's Y30,000 Lvl 4 rip-off. MEDKIT BUY: Y400-280 (W.W.) FOR: healing boo-boos Y200-140 (Ares) USES: 6 SELL: Y100-130 LEGAL: yes AT: Weapons World, Renraku Arcology Ares Weapon Emporium, Redmond Barrens (also found on dead enemies, usage number varying) SKARR SAYS: Unless you're a magic crazy mage, this is your other reliable portable recovery unit. Always good to have 2 full sets of them in your inventory, not to mention a high biotech level. SMART GOGGLES BUY: Y3,000 (Sharkey) FOR: operating a smartgun SELL: Y1,500-1,960 USES: infinite LEGAL: yes AT: - (sold by Sharkey contact) (in Stark's inventory) SKARR SAYS: Not as efficient as a smartlink. STIM PATCH BUY: Y210-150 (Ares) FOR: heals mental health by 20% Y300-210 (W.W.) USES: 4 LEGAL: yes AT: Weapons World, Renraku Arcology Ares Weapon Emporium, Redmond Barrens (also found in corp. building safes) (Shaman Joshua starts with some) SKARR SAYS: Decent in the beginning, but once you get a high biotech level and use medkits, you'll forget these. TRAUMA PATCH BUY: Y300-210 (W.W.) FOR: heals physical health by 20% Y210-150 (Ares) USES: 4 SELL: Y150-190 LEGAL: yes AT: Weapons World, Renraku Arcology Ares Weapon Emporium, Redmond Barrens (also found in corp. building safes) (Shaman Joshua starts with some) SKARR SAYS: See Stim Patch. FETISH FOR: absorbs drain from spell-casting BUY: Y500-350 (Med. & Riannon's) USES: 10 Y650-450 (Merlin's) LEGAL: yes SELL: Y250-320 AT: Medicine Lodge, Council Island Merlin's Lore, Renraku Arcology Riannon's, Puyallup Barrens (Shaman Joshua starts with some) (also found on dead magic-users) SKARR SAYS: Handy, but not enough. BARRIER SPELL FOCUS level 3 BUY: Y7,200-4,950 FOR: increases spell potency SELL: Y2,000-2,620 USES: infinite LEGAL: yes AT: Merlin's Lore, Renraku Arcology SKARR SAYS: If you want to hype up your barrier spell casting, try this. COMBAT SENSE SPELL LOCK BUY: Y17,500-12,040 (lvl 2) (levels 2, 3 and 4) Y35,000-24,070 (lvl 3) FOR: enhances combat abilities Y56,000-38,500 (lvl 4, Merlin's) USES: infinite Y61,250-42,110 (lvl 4, Riannon's) LEGAL: yes AT: Riannon's, Puyallup Barrens (lvl 2 and 4) Merlin's Lore, Renraku Arcology (lvl 3 and 4) SKARR SAYS: These are basically defense/offense boosts for magic users, and are only handy if you're a magic user. Shoot for the level 4 one at Merlin's Lore. Very handy! CONFUSION SPELL FOCUS BUY: Y4,000-2,750 (lvl 2) (levels 2 and 3) Y8,000-5,500 (lvl 3) FOR: increases spell potency SELL: Y2,000-2,620 USES: infinite LEGAL: yes AT: Medicine Lodge, Council Island SKARR SAYS: if you like confusion, go for the level 3 version. HEAL WOUNDS SPELL FOCUS BUY: Y4,000-2,750 (lvl 2) (levels 2 and 3) Y7,200-4,950 (lvl 3) FOR: increases spell potency SELL: Y2,000-2,620 USES: infinite LEGAL: yes AT: Riannon's, Puyallup Barrens SKARR SAYS: See Confusion spell focus. HELLBLAST SPELL FOCUS BUY: Y4,000-2,750 (lvl 2) (levels 2 and 3) Y7,200-4,950 (lvl 3) FOR: increases spell potency SELL: Y2,000-2,620 USES: infinite LEGAL: yes AT: Riannon's, Puyallup Barrens SKARR SAYS: See Heal Wounds spell focus. INVISIBILITY SPELL FOCUS BUY: Y4,000-2,750 (lvl 2) (levels 2 and 3) Y7,200-4,950 (lvl 3) FOR: increases spell potency SELL: Y2,000-2,620 USES: infinite LEGAL: yes AT: Medicine Lodge, Council Island SKARR SAYS: See above... MANA STORM SPELL FOCUS BUY: Y4,000-2,750 (lvl 2) (levels 2 and 4) Y12,800-8,800 (lvl 4) FOR: increases spell potency SELL: Y2,000-2,620 USES: infinite LEGAL: yes AT: Merlin's Lore, Renraku Arcology SKARR SAYS: See above... ROCKSKIN SPELL FOCUS BUY: Y4,000-2,750 (lvl 2) (levels 2 and 3) Y7,200-4,950 (lvl 3) FOR: increases spell potency SELL: Y2,000-2,620 USES: infinite LEGAL: yes AT: Merlin's Lore, Renraku Arcology SKARR SAYS: See above... SLEEP SPELL FOCUS BUY: Y4,000-2,750 (lvl 2) (levels 2 and 3) Y7,200-4,950 (lvl 3) FOR: increases spell potency SELL: Y2,000-2,620 USES: infinite LEGAL: yes AT: Medicine Lodge, Council Island SKARR SAYS: Look, up there! STINK SPELL FOCUS lvl 2 BUY: Y4,000-2,750 FOR: increases spell potency SELL: Y2,000-2,620 USES: infinite LEGAL: yes AT: Merlin's Lore, Renraku Arcology SKARR SAYS: Lookie, up at sleep! POWER FOCUS BUY: Y50,000 (lvl 2) (levels 2 and 4) Y80,000 (lvl 4) FOR: increases all spell potencies SELL: Y7,500-9,840 USES: infinite LEGAL: yes AT: - (lvl 2 sold by Gregory Wilns contact) (lvl 4 sold by Agira Tetsumi contact) SKARR SAYS: Rather than wasting money on isolated spell foci, save up nuyen and cash in on a power boost on ALL your known spells with this little gadget. Get the level 4 beast. GATOR/BEAR/RAT TOTEMS BUY: - FOR: magic users SELL: - USES: auto LEGAL: yes AT: - (Shaman Joshua, Walking Bear, Ricky all automatically equipped with own distinct totems) SKARR SAYS: Not much to say about these, other than you cannot sell them, discard them or anything else. They are there to stay, and are the given magic users' source. ======================================================================= SECTION 5-A. C Y B E R W A R E/E T C ======================================================================= Cyberware is for samurais/deckers, and can have many useful purposes. They use up irreplacable essence, which is sorta like karma (see section 1-G for more info) so choose what you want wisely, because once you purchase cyberware, it's there to stay. Get cybered up before trying to raise your attributes/skills with karma, because being cybered out seems to add some extra points. Rule of thumb: If you plan on getting cyberware, flush your magic-using dreams down the toilet. Below is a list of all the cyberware and it's lowdown. Cyberware can be found at HOSPITALS. DATAJACK BUY: Y1,500-1,040 (C.I.Hospital) FOR: Jacking into cyberspace Y550-380 (Dr. Bob's) MAXIMUM: 1 Y400-280 (Lil Chibas) ESSENCE COST: 0.2 Y600-420 (Seattle Gen.) AT: Y500-350 (Wire-Masters) Council Island Hospital, Council Island Dr. Bob's Quickstitch, Puyallup Barrens Little Chiba's Chop Shop, Redmond Barrens Seattle General Hospital, Downtown Seattle Wire-Masters, Renraku Acrology SKARR SAYS: If you want to be a great Samurai/decker hybrid, this is for you. Otherwise, just get a decker 'runner for life and put your essence into other things. CYBEREYES BUY: Y1,800-1,240 (C.I.Hospital) FOR: higher combat accuracy/ Y2,000-1,380 (Dr. Bob's) counters invisibility Y3,500-2,410 (Lil Chibas) MAXIMUM: 1 Y3,200-2,200 (Seattle Gen.) ESSENCE COST: 0.2 Y3,000-2,070 (Wire-Masters) AT: See Datajack. SKARR SAYS: Not really necessary...Invisibility isn't too hard to spot in the first place. SMARTLINK BUY: Y3,000-2,070 (C.I.Hospital) FOR: using a smartgun Y2,500-1,720 (Dr. Bob's) MAXIMUM: 1 Y2,000-1,380 (Lil Chibas) ESSENCE COST: 0.5 Y1,800-1,240 (Seattle Gen.) AT: See Datajack. Y1,500-1,040 (Wire-Masters) SKARR SAYS: If you want to be a smartgun juggernaut, this is your perfect choice. Better than the goggles, and don't waste any inventory slots. HAND RAZORS BUY: Y1,500-1,040 (C.I.Hospital) FOR: hand-to-hand combat Y1,000-690 (Dr. Bob's) MAXIMUM: 1 Y2,000-1,380 (Lil Chibas) ESSENCE COST: 0.1 Y1,700-1,170 (Seattle Gen.) AT: See Datajack. Y1,500-1,040 (Wire-Masters) SKARR SAYS: Don't waste essence on these if you haven't already. Save up for the spurs. SPURS BUY: 4,000-2,750 (C.I. Hospital) FOR: hand-to-hand combat 3,600-2,480 (Dr. Bob's) MAXIMUM: 1 5,000-3,440 (Lil Chibas) ESSENCE COST: 0.1 4,200-2,890 (Seattle Gen.) AT: See Datajack. 4,000-2,750 (Wire-Masters) SKARR SAYS: Nifty! Especially on Stark/Winston, these babies can tend to make your bare hands the most destructive weapons in the game. MUSCLE REPLACEMENT BUY: Y15,000-10,320 (C.I.Hospital) FOR: increasing strength/quickness Y18,000-12,380 (Dr. Bob's) MAXIMUM: 4 Y12,000-8,250 (Lil Chibas) ESSENCE COST: 1.0 Y9,000-6,190 (Seattle Gen.) AT: See Datajack. Y10,000-6,880 (Wire-Masters) SKARR SAYS: A big chunk of essence, but these can up the ante on your bare fists. DERMAL PLATING BUY: Y3,200-2,200 (C.I. Hospital) FOR: added armor boost Y3,000-2,070 (Dr. Bob's) MAXIMUM: 3 Y3,800-2,620 (Lil Chibas) ESSENCE COST: 0.5 Y2,800-1,930 (Seattle Gen.) AT: See Datajack. Y3,000-2,070 (Wire-Masters) SKARR SAYS: Also very handy; get some. WIRED REFLEXES BUY: Y40,000-27,500 (C.I.Hospital) FOR: increasing combat speed Y35,000-24,070 (Dr. Bob's) MAXIMUM: 3 Y30,000-20,630 (Lil Chibas) ESSENCE COST: 2.0 (1.0 on second buy) Y38,000-19,250 (Seattle Gen.) AT: See Datajack. Y20,000-13,750 (Wire-Masters) SKARR SAYS: Handy if you like to be quick, but a mondo chunk of essence is required to achieve this. =========================GROUP ITEMS========================== Group items are sometimes vital items, other times just handy. But in any case, they are automatically used items that benefit the whole party, and cannot be sold. Here's a list of all the group items and where to get them. ORK ARMBAND GET FROM: RoadRash (Ork Boss) FOR: Getting free taxi rides, Ork protection SKARR SAYS: Get it! HALLOWEENER PATCH GET FROM: RatSpike (Halloweener Boss) FOR: Halloweener protection SKARR SAYS: Forget this. EYE-FIVER EARCUFF GET FROM: Mauler (Eye-Fiver Boss) FOR: Eye-Fiver protection SKARR SAYS: Also useless. MAP OVERLAY GET FROM: Renraku building FOR: Determining wherabouts of tomb SKARR SAYS: A bitch to get, but handy-dandy. LANDMARK MAP GET FROM: Rat's Nest, Redmond Barrens (Harlequin) FOR: Harlequin SKARR SAYS: An essential to finishing the game. GARGOYLE HORN GET FROM: dead gargoyle (Spirit Eyes mission) FOR: giving to Spirit Eyes SKARR SAYS: A one-time item, these can be obtained off of killing a gargoyle. HELL HOUND PELT GET FROM: dead hell hound (Spirit Eyes mission) FOR: See above. SKARR SAYS: Also one time, but tough to get. FEATHERED SCALE GET FROM: Licourtrix (Spirit Eyes mission) FOR: giving to Spirit Eyes SKARR SAYS: Tough to find Licourtrix, but easy to get. SECURITY PASS GET FROM: Max Contact FOR: keeping corp. security at bay in buildings SKARR SAYS: These are a must for corp. buildings. WEAPON PERMIT GET FROM: Henry J. Culver contact, Sgt. Chillicut contact FOR: earning right to bear illegal arms SKARR SAYS: Get this if you don't want Lone Star bothering you about illegal weapons. PROTOTYPE CYBER-HEART GET FROM: Fuchi building, Penumbra District FOR: Reviving Stark SKARR SAYS: If you want Stark, this is your ticket. GIFT FOR RED BUFFALO WOMAN GET FROM: Lady Gillian (Gillian mission) FOR: Red Buffalo Woman SKARR SAYS: Kinda like a courier run. Give it to Red Buffalo Woman (located in the Salish-Shidhe, next door to Owlfeather) and report back to Gillian. PACKAGE FOR CURRENT RUN GET FROM: Find on acquisition/courier runs FOR: Retrieving SKARR SAYS: Just get this back to the Johnson or destination to receive nuyen. ----------------------------------------------------------------------- 5-B. M A G I C ----------------------------------------------------------------------- Magic is what you'll be relying on if you are a shaman. Access your spells menu through the pause menu. Below are the things you'll see: SUCCESS: This meter represents how successful the spell will be. DRAIN: This meter represents how much magical drain the spell has. For instance, if the drain meter on a spell is half full, this means it will take half of your mental health bar to cast the spell. -DEFENSE Vs.- PHYS: Your magical defense against physical attacks. MANA: Your defense against mental attacks. FORCE: this meter represents how powerful you want your spell to be from 1 to 4; 4 being the strongest. POSTURE: Just like the posture meter in the pause menu. No different. =============SPELLS================ Below is a list of all the spells you can get as a shaman, and what they can pull off. The drain meter is on a 1 to 9 scale, 9 representing 99% of your mental health. B A R R I E R FOR: creating a magical wall that inhibits movement DRAIN: 1-2 SKARR SAYS: A handy spell if you're being tailed and outnumbered. Settle for Super Barrier instead. S U P E R B A R R I E R FOR: creating a magical wall that inhibits everything DRAIN: 3-5 SKARR SAYS: Perfect for getaways, or just unfair fighting if you manage to freeze an enemy up inside it. C O N F U S I O N FOR: distracting all nearby enemies DRAIN: 3-4 SKARR SAYS: Decently effective, you'll get to see some poor fools whale on each other instead of you sometimes. S T I N K FOR: making all targets sick with a foul stench DRAIN: 3-4 SKARR SAYS: Not very effective. Forget it. H E A L W O U N D S FOR: healing characters DRAIN: none-1 SKARR SAYS: Handy when in a pinch. You always need a healing source! S L E E P FOR: rendering enemies unconscious DRAIN: 3-4 SKARR SAYS: Knocks an enemy out with ease. R O C K S K I N FOR: reducing taken damage DRAIN: 1-2 SKARR SAYS: If you feel you are in a rut, this can come in handy. I N V I S I B I L I T Y FOR: rendering a character invisible DRAIN: none-1 SKARR SAYS: Works sometimes, but fails on paranormal enemies like hellhounds, vampires, etc. Security cameras and other non-humans can also spot invisibility. So, in a word, it's nearly useless. M A N A S T O R M FOR: striking all nearby enemies with lightning DRAIN: 3-5 SKARR SAYS: Effective, be careful not to blast yourself. Always nifty to see an enemy crumble into dust when killed by this. H E L L B L A S T FOR: destroying enemies within vicinity with fire blast DRAIN: 8-9 SKARR SAYS: Very heavy in the drain department, but the damage factor behind this spell, aka "the shitload", is enough to turn baddies into ashes. Just make sure you are a safe distance out of the way, or you may fry yourself, too! M A N A B L A S T FOR: blasting a target with a single bolt of lightning DRAIN: none-1 SKARR SAYS: A tougher version of mana zap. F L A M E B O L T FOR: blasting a target with a fireball DRAIN: none-2 SKARR SAYS: A tougher version of flame dart. M A N A Z A P FOR: zapping a target with a lightning bolt DRAIN: none SKARR SAYS: Like it says. Moderately tough. F L A M E D A R T FOR: blasting a target with a low level flame blast DRAIN: none SKARR SAYS: See Mana Zap. ----------------------------------------------------------------------- 5-C. E N E M Y L I S T ----------------------------------------------------------------------- Below is the list of baddies you'll be putting up with, along with some notes. E Y E F I V E R S APPEARANCE: Black clad thugs with circular symbol on backs COMBAT: firearms AT: Penumbra District, Downtown Seattle, Renraku Arcology SKARR SAYS: These punks can spell trouble, but are easy to overpower if you have some decent offensive measures and fellow runners. O R K S APPEARANCE: Hulking thugs with blue or black/red outfits COMBAT: bare fists, firearms (occasionally) AT: Puyallup Barrens SKARR SAYS: Don't let them thump your skull; they're tough. But they shouldn't come off as a problem. H A L L O W E E N E R S APPEARANCE: Black clad thugs with elf-type ears and painted faces COMBAT: bare fists AT: Redmond Barrens SKARR SAYS: These guys are nothing, unless you are just beginning. But even then, they seem simple. L O N E S T A R APPEARANCE: Black/yellow or black/blue clad cyber police COMBAT: firearms AT: all towns except Salish-Shidhe, corp. buildings SKARR SAYS: Can be tough, but shouldn't be a problem if you're well equipped. C I V I L I A N S APPEARANCE: Brownish/tan bald characters that walk around aimlessly COMBAT: none; running away from danger AT: all towns except Salish-Shidhe SKARR SAYS: Not really enemies, but sometimes they drop nuyen if you kill them. Always fun for target practice, and can serve as a heads-up for on coming enemies when you see them start to run away for no reason. G H O U L S APPEARANCE: Eye Fiver bodies with blue skin/red eyes COMBAT: bare fists, teeth AT: abandoned buildings SKARR SAYS: Think zombie; If these guys manage to touch you, they will drain your life bar rather quickly. Keep away and plug 'em full of holes. V A M P I R E S A N D M A G E S APPEARANCE: Thugs in trench coats and hats COMBAT: magic AT: Downtown Seattle, Penumbra District, Renraku Arcology, Council Island, Salish-Shidhe, abandoned buildings, corp. buildings SKARR SAYS: The same thing. Both of these enemies look alike and both rely on spell-casting. Sometimes a pain. H E L L H O U N D S APPEARANCE: Brownish dogs COMBAT: lunge, fire breath AT: Salish-Shidhe, caves, abandoned buildings SKARR SAYS: Easily the most dangerous and annoying enemies. These boys can easily take even the leveled-up runner down to zero energy in seconds, and can get past tough armor. Be careful! Also occasionally pop up at Council Island. NOTE: One time, a pack of these popped up in a Renraku AND Ares building before, on a run. Maybe it's a glitch, but I advise you to watch your ass! G A R G O Y L E S APPEARANCE: Winged, grayish humanoids COMBAT: bare fists AT: abandoned buildings, caves, Salish-Shidhe SKARR SAYS: Not as tough as most paranormal creatures, but can be formidable in groups. Sometimes pop up at Council Island. W E N D I G O APPEARANCE: Hulking, very tall, white humanoids COMBAT: bare fists AT: Salish-Shidhe, Council Island, abandoned buildings, caves SKARR SAYS: Be careful of these, especially in groups. Blast away before you are pounded into the dirt. W A R R I O R S APPEARANCE: Blue skinned civilians COMBAT: firearms/bare fists/magic AT: Salish-Shidhe, caves, Puyallup Barrens SKARR SAYS: Not too difficult if they are not casting spells. B A N D E R S N A T C H APPEARANCE: invisible warriors COMBAT: bare fists AT: abandoned buildings, caves, Salish-Shidhe, Council Island SKARR SAYS: Not too tough to spot or deal with, but your shot accuracy may drop a little due to their invisibility. R E N R A K U S T R I K E T E A M S APPEARANCE: See Eye Fivers/Lone Star. COMBAT: firearms AT: Renraku Arcology, Renraku corp. buildings, other towns at random SKARR SAYS: Can be a pain, but are basically just Eye Fivers. They'll usually come after you in events. E L V E N M A G E S APPEARANCE: Cybered-up female elves COMBAT: firearms, magic AT: Puyallup Barrens, caves, Salish-Shidhe SKARR SAYS: Royal pains in the you-know-what. One pops up when failing to enter Hollywood Correctional by force. These, as well as all other magic-using baddies, tend to blast you with a spell before you even know what's going on. BEWARE. I T O O G A M I APPEARANCE: See Eye Fiver COMBAT: SMG AT: The Matchstick, Downtown Seattle SKARR SAYS: You'll find Ito here when you are on his tail to kill him. As hyped up as people make him, he's really nothing. After you kill him, you'll get some nice rewards. V I G O R E A N D J A R L APPEARANCE: See Halloweeners. COMBAT: SMGs AT: Ellisia's Tomb SKARR SAYS: And to think you actually did some runs for these punks...They are actually not too much of a problem, seeing as you will be highly leveled up by the end, these two can be considered Joshua fodder by the time you fight them. T H O N APPEARANCE: Large, robed, wolf-headed baddie COMBAT: magic AT: Ellisia's Tomb SKARR SAYS: The main problem. He has the former Johnsons, Vigore and Jarl, armed with heavy weaponry to help him, but they're no problem. Thon's spells can be devastating, but constant healing will ensure victory. ======================================================================= SECTION 6-A. W A L K T H R O U G H ======================================================================= NOTE: Referring to the MAPS section may be helpful. 1) MICHAEL'S STUFF================================ You begin walking into Stoker's Coffin Motel in the Redmond Barrens. Ask of Michael's things, and the manager will want Y250 for it. Well, go on some runs from Mr. Gunderson, who is located in the Jump House. Make that nuyen, and buy Michael's things from Stoker's. If you have decent nuyen (or used the nuyen cheat), go to Ares Weapon Emporium and get some better firepower. A choice weapon would be the Predator heavy. When you have bought Michael's things, you'll get Y500, a cyberdeck, a note from a Tabatha Shale to your bro, a few holopix, and a wristband that, if you are killed, alerts a DocWagon to rescue you and revive you at Seattle General Hospital, Downtown Seattle. 2) MEET TABATHA SHALE============================== Now take a taxi to the Puyallup Barrens. Find the Tarislar City Inn and ask about a tenant named Tabatha Shale. You will be introduced, and Tabatha will tell you some valuable info of your bro and some last known acquisitions of his, including Caleb Brightmore, and your next destination, Boris Errascoe. After receiving the vital info, what is probably a Renraku strike team raid the place and blow Tabatha to kingdom come. You are left alone, however, and among Tabatha's remains, you find a holopix of one David Owlfeather. 3) BORIS ERRASCOE================================== Catch a taxi back to the Redmond Barrens and pay a visit to Boris Errascoe's greenhouse. He will want Y500 before he lets out a peep; pay it. Don't waste money asking of Owlfeather; ask about Michael. He will tell you of how Mako Sachou, another Renraku scumbag, was following your brother, and as soon as that's said and done, a Renraku strike team storms the building and you'll have to blast them up. Well, next we are going to pay a visit to David Owlfeather, who is in the Salish-Shidhe, so you may want to stock up on good defense/offense, and some nuyen for a passport/lift from Sharkey. 4) OWLFEATHER====================================== When you are well-prepared, grab a ticket to the Salish-Shidhe and find your way to the village, which is east, across the bridge, and enter the big hut, where you will find David Owlfeather. Ask him about Michael, and he will give some info on someone who can help; his brother, Aragorn. But you have to find him first. Stupendous. 5) TRACKING AND SAVING ARAGORN===================== Get out of the Salish-Shidhe and go to the Penumbra District. Find the Big Rhino bar and talk to the Mr. Johnson, Mortimer Reed. Ask about Aragorn, and he will tell you how Aragorn screwed a run against Mitsuhama, and how he is being held there. Get prepared, grab some fake Ids and maglock passkeys if you can, and pay a visit to the Mitsuhama building in the Penumbra District. I won't spoil all the corp. building fun for you, so just make sure your skill levels and equipment are decent, and scan each floor for Aragorn. Once you find him, he will get mouthy and run off to safety, leaving you with having to risk the front door again. Leave the building. 6) OWLFEATHER REVISITED============================ After you've "saved" Aragorn, go back to the Salish-Shidhe and talk to Owlfeather again. Before you can say "frag face", Aragorn strolls in like a cocky schmoe, and Owlfeather scolds him off. Then he lets you know of a wise one (Spirit Eyes) that can help you, at the Medicine Lodge, Council Island. 7) SPIRIT EYES AND HIS INGREDIENTS================= Leave the Salish-Shidhe and grab a cab to Council Island. If you haven't already bought gang protection from the Orks, maybe you should, seeing as how it will get you free cab rides. Anyways, once at Council Island, go to the Medicine Lodge and ask to speak with the "most wise one". Now you will be in the previously inaccessible backyard area, where Spirit Eyes should be meditating. Talk to him, and he will tell you of 3 'ingredients' he needs in order to determine Michael's killer. You will be fetching these ingredients. The first is a Gargoyle's horn, which can be obtained by killing a Gargoyle. Take it back to Spirit Eyes, and he will request the pelt of a hell hound. Go to wherever a hell hound can be found, and blow them away (don't forget to grab the pelt left behind!) Be careful...hell hounds can tear you up quickly. Go to Council Island and deliver the pelt to Spirit Eyes, and then he will request the final ingredient, a serpent's scale. 8) MEET LICOURTRIX, GET SERPENT SCALE============= Well, you're probably wondering where to get the scale? And no, it's not by helping AmerIndian boys find one (See events.). Go to the Salish-Shidhe, and refer to the map section for directions to the Feathered Serpent. About one room before him, you'll come across a Renraku Strike Team scouting the area. They are tough, but if you're well prepared, they should be no problem. Destroy them and continue left to the serpent's lair, where you will nuke another Strike Team that is terrorizing the dragon, and when all the chaos ceases, you will find yourself talking to a dragon. It introduces itself as Licourtrix, talks with you a bit, then asks what you want. Say you need a serpent scale, and it will give you one, not to mention bind to you. Not long after this, Licourtrix takes off. Time to go back to Spirit Eyes. 9) SPIRIT EYES REVISITED=========================== Make your way back to Council Island and give the final ingredient to Spirit Eyes. He will do his thing, and you will learn of your brother's killer, Thon, a jackal-headed demon thing-a-ma-bob. That solves that part...Now on with some more deeds! 10) MAKO SACHOU==================================== Go to the Big Rhino bar in the Penumbra District and talk to Mortimer Reed about Mako Sachou. He will tell how he frequents Club Penumbra, located in the area. Go there (you'll need a reputation level of 4 or higher to enter), and before you can talk to Mako, yet another confounded Renraku Strike Team comes in after you. Blow them away, for the love of God, and you'll instantly be talking to Mako, who seems to have been tagged in the cross-fire. In his dying moments, you treat Mako like dirt, and he tells you some info about Caleb Brightmore, your bro's last known Johnson, and a shady character named Ito Ogami. You then leave Mako in a puddle of his own blood and piss, and now it's time to track down Ito Ogami. 11) TIME TO NUKE ITO============================= Word has it that Ito Ogami is in a local hotel. The local hotel is the Gates Undersound, in Downtown Seattle. Go there, and the manager will tell you of how Mr. Ogami just left for the club, The Matchsticks, which is in the same area. Go there, where you will make quite an entrance, and give Ito and his thugs a lead burger. This shouldn't be too tough, if you are this far. Upon killing Ito, you will gain Ito's Matrix passcode (which is a tough grid), Y10,000, and plenty of information, including holopix of Stark and your bro, a relationship between Vigore and Thon, and others. NOTE: After killing Ito, Vigore and Jarl will disappear (off to serve Thon full-time), so if you didn't get the Max contact, you won't (unless you use the contacts cheat). 12) RENRAKU AND THE MAP OVERLAY================== After all that madness, you will need to retrieve a map from the Renraku offices in the Renraku Arcology. Get prepared, and storm the building. Again, I will not spoil the "run fun" for you. Once you do find the map overlay, you will automatically trip an alarm. Note that once the alarm turns off, it will turn back on again for some reason once you return to the first floor via elevator. Leave the building after the alarm ceases. Way to go, you pretty much foiled Renraku! 13) CALEB BRIGHTMORE============================= Go to the Icarus Descending in Downtown Seattle. If you haven't asked Boris about Michael, you'll need a reputation level of 6 or higher, OR an elf in your party, to enter. Talk to Caleb and he will give you info on your bro's last run, and "Frosty", an elf that was also involved in the run. He will tell you she is at the Tarislar City Inn, in the Puyallup Barrens. Go there, and ask the manager of Frosty. He will say how she joined up with the Sinsearch. Go there. 14) FROSTY======================================= Find your way to the Sinsearch village in the Salish-Shidhe and ask the elf at the door if you can speak with the elders. He should let you in to talk to Lady Gillian. Ask Gillian about Frosty, and she will give you a testing before helping you. 15) LADY GILLIAN'S TEST========================== The first portion of Lady Gillian's test involves delivering a package, which is in the possession of Red Buffalo Woman. She is in the village of Salish-Shidhe, next door to Owlfeather's hut. Enter, and you will give her the parcel. In return, she will give you another package, which you must return to Lady Gillian of the Sinsearch. After you do this, Gillian will ask you to locate a lost comrade, Ilene Two Fists. Go back to Downtown Seattle, go to the Icarus Descending, and ask Caleb Brightmore about Ilene Two Fists. He will tell you she is holed up in Hollywood Correctional. Time for a jailbreak! 16)BUST ILENE TWO FISTS OUT====================== Pay a visit to Hollywood Correctional in the Redmond Barrens. Make sure you have a level 5 maglock passkey and a way to get into Hollywood. The passkey will be used to open Ilene's level 5 maglocked cell. The way into the prison can be obtained by either of the contacts, Sgt. Macklemann, or Chillicut. OR you can try to blast your way in, with a 50-50 chance of missing and having to fight outside, or blowing the doormen away and getting in. Once inside, find her cell, unlock it, and talk to her. After some dialogue, she will let you know that she is up for hire at the Jump House (neat!) and she will flee the prison to the bar. Now leave and go back to the Sinsearch village, and talk to Lady Gillian. Now all the final test consists of is agreeing to be bound with the Sinsearch. Say yes, and then you can ask/learn about Thon, Ellisia, confirmed corruption in Vigore & Jarl, and an elf. Finally, ask about Frosty, and if you've already finished the Spirit Eyes mission (you can do the Spirit Eyes, Gillian test, and Aragorn missions in any order), you will be able to meet Frosty. 17) FROSTY========================================= When you meet Frosty, she will tell you of your bro, Renraku, Thon, and an interesting new acquaintance, Harlequin. This odd fellow is Frosty's master, and was behind Michael's final run. No, he's not a bad guy. He wants Thon dead, too. Frosty tells you of his wherabouts in the Tarislar Garden Apts., of the Puyallup Barrens. 18) HARLEQUIN====================================== Now you can enter the Tarislar Garden Apts., instead of nearly being killed upon entering. The guards will escort you to Harlequin, and you'll meet. He will tell you some very vital info on the whole mess, and send you to hunt for Vigore and Jarl, who recently disappeared. Go to the Redmond Barrens, and go to the Jump House. Talk to Mr. Gunderson, and ask him about Vigore. He should say of how he is in the Rat's Nest, also in the Redmond Barrens. Go there. There will be no trace of Vigore, but you will find the map of Ellisia's tomb. Now head on back to the Tarislar Garden Apartments in the Puyallup Barrens. 19) THE FINALE===================================== Once you return to Harlequin's pad, he will scope the map and plan a raid on Ellisia's tomb in terms of putting an end to Thon. Harlequin then allows
you to go get some runners together and get pumped up for the final showdown. Do so if you haven't already. When you are ready, report back to Harlequin and tell him you're ready. Next thing you know, you'll be at Ellisia's tomb. There should be six thugs here, wipe them all out. Heal if you must, then proceed north into the heart of the tomb, where you will finally be face-to-face with Thon. Also at his side are those two dimwits, Vigore and Jarl. After a little jargon from Thon's mouth, the battle will ensue. Plug V+J full of holes, then focus on Thon. Heal, revive characters if they are injured badly, and just rip Thon up relentlessly. Eventually, our old friend Licourtrix will make his nifty entrance by busting his head through a solid wall and help you destroy Thon. Licourtrix will then talk to you in a bit of a victory speech, and you will have basically won. Not the best of endings, but oh well. Good job, you have just conquered Shadowrun! ----------------------------------------------------------------------- 6-B. S E C R E T S AND S U C H ----------------------------------------------------------------------- Are there some secrets or other things in Shadowrun? Why, yes. Below are all the ones I personally know of. ==================THE DEBUG CHEAT================ At the title screen, when "Shadowrun" blazes across the screen, press A, B, B, A, C, A, B. Then hit start. Either start a new game, OR load game. Pause, enter your pocket secretary, then under save/load game should be an invisible option. Select it, and you will be at the debug menu. Below is the list of the selectable cheats: NUYEN: Gives you Y250,000. Doesn't add Y250,000, so if you have more than that and use the nuyen cheat, you'll get Y250,000. In other words, you will lose money. But this is handy for buying very expensive things! SPELLS: Gives the selected magic user ALL spells, each at level 4. Beware if you have more powerful spells already, this will take them down to level 4 again. This cheat is useless on non magic-users. TEST DECK: Gives your deck all programs at level 4, and boosts your deck stats. Using this cheat with a high-leveled deck won't cause you to lose anything, so SCORE. PICK SYSTEM: Sends the selected character into the selected system, regardless of whether the runner has a datajack or not. HEAL ALL: Heals everyone in your party, including you, to 100% physical/mental health. +10 KARMA: The spiffiest cheat. This will add 10 karma to everyone in your party, including you. You can save your game after using this cheat, redo the code, load game and get more karma added on! Beware, after you pass 250 karma, it will reset and be back at zero. CONTACTS: Gives you the phone numbers of every contact in the game, except Mr. Faradouchi, Henry J. Culver, and Agira Tetsumi. If you HAD any of those three, they will be gone from your contact list. WALK FAST: Lets you walk extremely fast. Can be useful to outrun powerful enemies, but you can easily lose teammates. The screen may also need to catch up with you at times. :D ====================GET STARK====================== Stark also tends to be a side mission. But he is super-tough, and is well worth finding. Below is what to do in order to obtain him. 1) Go to the Salish-Shidhe (or SinSearch). Stark is at the Lodge, half-dead. Refer to the map in section 2-A for directions. 2) Go to Seattle General Hospital, Downtown Seattle, and ask Dr. Haversheen about the holopix. 3) You will be sent on a "run" to get Stark a cyber-heart. It is somewhere in the Fuchi building in the Penumbra District. Get the heart. 4) Return to Seattle General Hospital with the heart. Stark will have already been revived, and can be found at the Underground '93, Puyallup Barrens. NOTE: Stark will join you, for LIFE and for FREE, if you go to hire him. Nifty! ====================GET OVER 20 CLIPS================= Normally, you are only allowed to purchase a total of 20 clips. But here's a way to get MORE: Have other party members trade theirs to the specific character. You will wind up with more clips than allowed! Stock your other party members up by buying more clips and repeating the same method with a different tradee. However, picking up dropped clips from dead baddies will take the clip amount back to 20. ====================CHERNOBYL================== More of an overlooked side mission in the Matrix. It is in the form of datafile clues you must obtain from the 5 big corporations' CPU networks (Ares, Renraku, Mitsuhama, Fuchi and Aztechnology). Just keep downloading files, that will be jotted down into your Tips and Clues menu, along with a strange passcode, until you have all the clues which spell out the passcode "CHERNOBYL". Then, hack into the Chernobyl network and beat the UCAS system for a nice amount of nuyen and a cheesy thank you from Sega, which will be jotted into your Tips and Clues menu. Be sure you and your deck are very good before trying to conquer this. NOTE: Upon completing this, the CHERNOBYL passcode will disappear from your menu. ----------------------------------------------------------------------- 6-C. E V E N T S ----------------------------------------------------------------------- Events, in case you didn't know, are those random moments where you are taken to a descriptive situation, and sometimes, given choices on what to do. They can happen ANYWHERE whenever they feel like it, and the results always vary, so doing the same thing twice may or may not be wise. Below is a list of all known events, complete with selective options, and what is likely to happen. All events vary in consequences, so I can't exactly tell you what the "correct answer"(s) are. You'll just have to go by your instincts. <A flustered woman passes by you. A moment later, a grungy man passes in pursuit of the woman.> [A] <Attack!!>: Sometimes, you will scare the man off, and the reluctant lady will give you a little nuyen. Others, the man will not fear you and you'll have to kill some thugs. Sometimes it will be a cop who will either run off (you'll get no nuyen), or will tell you to grab some ground. Complying can get you out of trouble. [B] "Hey! What's going on here?!: Same results as [A], but less hostile. [C] <Walk Away.>: Three other men will drag the lady into an alley, where you hear sounds of possible rape/murder, but the alley is empty upon inspection. <A haggard man collapses at your feet. His skin is pale and cold to the touch. A well-dressed man runs up, followed by two ordinary thugs.> "I'm a doctor and this patient has escaped! Help us capture him and I'll pay you." [A] <Attack!!>: Scare the men off, allowing the nutcase to escape. Sometimes, they are vampires and will attack you. Sometimes, they are actual doctors and will call the cops on you. [B] "Leave him alone, or you'll be sorry!": Scare off the pretend doctors and save an innocent for Y100. Sometimes, they ARE doctors, and show you credentials for help. Other results are like what you'd get if you selected [A]. [C] <Help Them.>: You'll get nuyen no matter what, but if they tell you to "get lost" after paying you, congratulate yourself. You just helped some incognito vampires catch an innocent man. <Ahead of you is a man lying on the street. He seems to be hurt badly.> [A] <Attack!!>: Sometimes, you'll blast a vampire playing dead. Others, it is a human you'll kill, and Lone Star will come after you. [B] <Give him first aid.>: Sometimes, you'll save a life and earn Y150. Others, you'll get attacked by a vampire. [C] <Walk Away.>: Sometimes, the man will moan in pain. Others, it will be as if you chose [A] in the case of a vampire. <A company man storms up to you.> "Hey, you can't get away with this! Don't think I don't recognize you!" [A] <Attack!!>: Sometimes, you won't faze him, and he will attack with a gun. Others, you will scare him off. [B] <Talk to Him.>: Sometimes, Lone Star will come, shoo him off, and question you like normally. Others, the man will attack with a gun. Others, he will notice his mistake and apologize. [C] <Walk Away.>: Sometimes, he will attack with a gun. Others, he will cuss you out while following you, eventually leaving. <As you walk by, a man calls to you from a dark alleyway.> "Pssst. I got six frag grenades for sale. I'll give 'em to ya for Y180. That's Y30 a pop. What you say, chummer?" [A] <Attack!!>: Sometimes, the dealer will defend himself via heavy pistol. Others, it's an undercover cop, who will try to arrest you and confiscate anything illegal. Don't let them! [B] "I'll take the grenades.": Sometimes, you'll buy the grenades. Others, it is Lone Star undercover, to bust you. [C] <Walk Away.>: You leave him behind. (only happens in Renraku building) <Renraku Security spots you as they round a corner.> "There he is, that's Joshua!! Open fire!" NOTE: You will be rushed by a strike team. <There is a sudden disturbance up ahead.> <Impressive figures pass through the parting crowd. Your first impression is that they are veteran shadowrunners. Then you see they are wearing gang colors?!> <They continue on down the street in an air of confidence, not bothering to harrass those they pass. Gangs going pro? You doubt it!! Shrugging, you continue on your way.> <Crowds part as you are approached by a Lone Star patrol.> "A moment, citizen. We want a word with you." NOTE: If you have aligned with the Mafia, they will always go away. [A] <Attack!!>: You'll fight some cops. [B] <Talk to them.>: You'll get out of trouble. If you are carrying illegal weapons with no permit, see next event. [C] <Run away!>: No matter what, you'll have to fight. (only if you have illegal weapons, no permit) "Hey, Flick. I think this guy's packing. You got a permit for that illegal weapon?" [A] <Attack!!>: You'll fight some cops. [B] <Talk to them.>: You'll offer an "on-sight" fee of Y500, and they will leave. [C] <Run away!>: No matter what, you'll have to fight. (happens if you attack the frag grenade dealer who is actually Lone Star undercover) <A Lone Star patrol jumps from the alley. You figure this must have been an undercover operation.> "Assault on an officer?! You're coming with us!" [A] <Attack!!>: You'll fight some cops. [B] <Comply with his orders.>: You'll be sent to Lone Star HQ, stripped of any illegal items/weapons, and forced to pay a big fine. No good. [C] <Run away!>: You'll fight no matter what. (happens if you buy the grenades from the same situation) "Lone Star undercover! Freeze!" <The undercover agent in front of you and his nearby backup pull out their weapons.> "You're busted! Come with us." [A] <Attack!!>: You'll fight some cops. [B] <Comply with his orders.>: Same (not-good) results as above. [C] <Run away!>: Sometimes, you'll have to fight, but there is a chance of outrunning them. (only happens in corp. buildings) <A company man walks up and flicks a toothpick at you.> [A] <Attack!!>: No matter what, you'll always cause an alarm. [B] "Slot off, frag-face!!!": Either he will sound the alarm, laugh at you and leave, or he may claim to like your attitude and tell you what floor your target is on. [C] <Walk away.>: Leave him behind. (only happens in Salish-Shidhe, caves) <A group of young AmerIndian boys are scouring the terrain in search of something. One warrior looks up.> "We're looking for an arrowhead." [A] <Attack!!>: You'll anger some nearby warriors, and have to fight them. [B] <Help them.>: Sometimes, you'll find their arrowhead and get Y50. Others, you will find a dragon scale and get Y100. [C] <Walk away.>: Leave them behind. (only happens in corp. buildings) <You look down and notice that you are about to step on a concealed security panel!> NOTE: There is a 50-50 chance you will either step over it in time, or trip the alarm. (only happens in corp. buildings/Hollywood) <A security guard spots you.> "Show me some ID, pal." <Since you don't have a badge, you'll have to come up with something else.> [A] <Attack!!>: Consider the alarm set off. [B] <Talk your way out.>: Sometimes, you'll fool him and be safe. Others, he will not fall for your lame story. Others, he will check with dispatch to be safe, which has a 50-50 chance of coming back negative or positive. (if you have a badge, he will either leave you alone or check with dispatch, with 50-50 results of being negative or positive.) (only happens in corp. buildings when you approach certain terminals) <You find a terminal logged in to the management database. Perhaps searching the computer will provide information.> [A] <Hack the database.>: Sometimes, you will trip the alarm. Others, it will tell you what floor your target is on. Others, you will turn off all security cameras and alarms, or just the alarm, at times. [B] <Walk away.>: Leave it behind. (only happens in corp. buildings) <Someone taps you on the shoulder.> "If you don't show me an ID badge in half a tick, you'll be sorry." <You spin to find a secretary tapping her foot.> "Oh, I'm sorry, I didn't see your ID badge. How can I help you?" [A] "I'm looking for some information.": Sometimes she can tell you where your target is. Others, you will flirt to no avail. [B] <Walk away.>: Leave her behind. (NOTE: If you don't have an ID badge, there is a 50-50 chance you'll either stuff her in a closet, or she will sound an alert.) (only happens in Salish-Shidhe, caves, abandoned buildings) <The hair on the back of your neck rises. You feel like you're being stalked.> [A] <Attack!!>: You'll either have to fight wendigo, bandersnatch, warriors, an AmerIndian hunting party, or hellhounds. [B] <Duck for cover.>: You'll either succeed at hiding from one of the above enemies, or have to fight one of the above enemies. [C] <Wait for more information.>: Sometimes, you'll get attacked by one of the listed enemies. Others, you'll meet some friendly elves who will heal you. Others, you will meet an AmerIndian who will talk (see next event.). (only happens in corp. buildings) <A scientist walks by, deep in thought.> [A] "I'm looking for some information.": Sometimes, he will tell you where your target is. Others, he will be brainless about it. [B] <Walk away.>: Leave him behind. <A tattooed man in a loin cloth and buskins approaches.> "You look lost. If you seek the AmerIndian village or the SinSearch, I can lead you there." [A] "I need to get to the village.": He will offer the trip for Y75. Either a harmless yes or no. [B] "I need to get to the Sinsearch.": Same as [A], but for Y200. [C] "Neg on that, chum.": Leave him behind. <The shadowy image of a watcher, a phantasmal magical messenger, materializes in front of you.> "Come quickly! My master needs help!" [A] "Take me to him. I'll help.": You'll be taken to a senior being beaten by Eye Fivers. Chances are you'll either scare them off and earn Y200, or you'll have to fight them. [B] "Slot off, frag-face!!!": You'll hurt the watcher's feelings, and he will leave. <There is a sudden disturbance up ahead.> <You glimpse someone taking your picture with a holocam. This person quickly disappears into the crowd.> (NOTE: These don't affect you, but it's funny when the portraits of Mr. Johnsons and hotel managers pop up as the pic-taker.) <There is a sudden disturbance up ahead.> <Some Halloweeners appear out of the crowd.> "Hey, Mafia boy! You chose the wrong side to ally with! Yakuza rules this town!" (NOTE: only happens if you are allied with the Mafia.) <There is a sudden disturbance up ahead.> <A gang of Eye-Fivers jump out of the crowd.> "So, you chose to serve the Yakuza? Then you deserve to die like the other enemies of the Mafia!" (NOTE: only happens if you are allied with the Yakuza.) <There is a sudden disturbance up ahead.> <An AmerIndian hunting party charges to attack!> <There is a sudden disturbance up ahead.> <Elven warriors pour forth and attack.> <There is a sudden disturbance up ahead.> <The shimmering forms of vicious bandersnatch come screaming to the attack!> <There is a sudden disturbance up ahead.> <Hell hounds bound into the clearing and attack!> <There is a sudden disturbance up ahead.> <The ground trembles as wendigo charge!> <There is a sudden disturbance up ahead.> <A Renraku Strike Team bursts forth and opens fire on you!> (only happens in corp. buildings) <A security mage spots you.> "ID, please." NOTE: There is a chance you'll fool him, but others, he will be able to spot your ID as a fake with his magic and sound the alarm. (only happens in corp. buildings if you do not have a maglock key and approach a door) <You are facing a sturdy door held closed by an electro-magnetic lock.> <Since you do not have a Maglock Passkey, your choices are limited to these three...> [A] <Use your electronics skill>: If you have no skill level points in electronics, you can't do this. If you do, sometimes you'll open the door. Others, you'll set off the alarm. Others, you will fail without setting off the alarm. [B] <Blow the door open with a Frag Grenade!>: If you got Frags, you'll blow it open, but you'll set off the alarm. [C] <Walk away.>: Leave it behind. (only happens in corp. buildings) <You notice an open security panel.> <It looks like with some re-wiring, you could switch off the cameras.> [A] <Re-wire the panel.>: Sometimes, you'll shut off the cameras. Others, you will not. Others, you will not AND set off an alarm. [B] <Walk away.>: Leave it behind. ======================================================================= SECTION 7. O U T R O ======================================================================= Well, hopefully, I didn't miss anything, and if I did, you can always E-Mail me with your questions. If you would like to use or post this FAQ on another site, go ahead. Just be sure to credit me! Even if you are reading this guide just out of boredom, I still thank you for taking the time to read this guide. And thanks for shadowrunning. Copyright (c) 2002, Skarr.