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*Shadowrun: FAQ/Walkthrough* by *Eller* </users/%21Eller/contributions> *Version:* 0.97 | *Last Updated:* 2003-01-27 | *View/Download Original File* <http://dw.com.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=http %3A%2F%2Fdb.gamefaqs.com%2Fconsole%2Fgenesis%2Ffile%2Fshadowrun_a.

txt> Hosted by GameFAQs </> Return to *Shadowrun (GEN) FAQs & Guides* </genesis/366854-shadowrun/faqs> *Liked this FAQ? Recommend it to others!* ++++++++++++++++++++++++++++++++++++++++++++++++++ +ELLER'S FAQ/WALKTHROUGH FOR SHADOWRUN ON GENESIS+ ++++++++++++++++++++++++++++++++++++++++++++++++++ version 0.97 1/27/2003 E-mail domain: ufl.edu E-mail address: eller Legal notice: I suppose this document is inherently protected by copyright law, but come on now, let's not take ourselves too seriously. It's just a FAQ for a video game. If you want to put it up on your site, fine, if you want to steal it and give yourself credit for it, fine. As long as the original is at GameFaqs under my name... but that's the thing. Nobody's going to do any of this, and that's the assumption under which I grant these rights. Heck, if you seriously think that you can make money by selling a piddling FAQ for a forgettable game, then be my guest. More power to you. I hereby waive my rights of protection as author of this document. I urge fellow writers of less-than-memorable FAQs to do the same. I mean, have you seen some of these legal sections out there? They're half as long as the FAQ itself! It's a waste of space anyway. Come on, admit it, you liked reading my legal section more than any of the pseudo-legal ramblings of those other FAQs. The way I see it, if you're going to blow a big fat paragraph at the top of your document, you should at least make it somewhat appealing to the 2 or 3 people who may eventually read it. Anyway, on with the FAQ... ------------------------------------------------------------------------------CONTENTS ------------------------------------------------------------------------------PHASE 1: BASIC INFORMATION -------------------------I. FAQ Introduction 1. Version History 2. General Info II. Beginning Info 1. Around Town 2. Combat 3. Pause Screen 4. The Matrix PHASE 2: ADVANCED INFORMATION ----------------------------III. Guide to the Matrix 1. Introduction 2. Cyberdecks a. Stats b. Upgrade Tips c. Deck List

d. Deck Notes 3. Programs a. Program Tips b. Program List 4. Matrix Systems a. Nodes b. Ice c. System Notes 5. Matrix Strategies IV. Guide to Shadowrunning 1. Introduction 2. Bodyguard Runs 3. Ghoul Bounty Runs 4. Courier Runs 5. Enforcement Runs 6. Matrix Runs a. Simple Matrix Runs b. Moderate Matrix Runs c. Expert Matrix Runs 7. Acquisition Runs a. Simple Acquisition Runs b. Moderate Acquisition Runs c. Expert Acquisition Runs 8. Extraction Runs a. Simple Extraction Runs b. Moderate Extraction Runs c. Expert Extraction Runs V. Walkthrough 1. Bare Bones Walkthrough a. The Beginning b. The Big Three c. The End d. Side Quests 2. Full Walkthrough a. The Beginning b. The Big Three c. The End d. Side Quests PHASE 3: LISTS AND CHARTS ------------------------VI. Skill/Attribute List 1. Karma 2. Attributes 3. Skills VII. Item List 1. Equipment 2. Accessories 3. Weapons 4. Armor 5. Cyberware 6. Group Items VIII. Magic List IX. List of People 1. Mr. Johnsons

2. Contacts 3. Runners a. Ricky b. Winston Marrs c. Trent Delisario d. Petr Uvehr e. Walking Bear f. Phantom g. Ilene Two Fists h. Freya Goldenhair i. Rianna Heartbane j. Stark 4. Gangs 5. Lone Star 6. Mafia/Yakuza X. Clue List XI. System List XII. Cheats, Bugs, and Tricks PHASE 4: ENDGAME ---------------XIII. Final Notes 1. The Shadowrun Culture 2. Media 3. Emulation 4. Cyberpunk and Neuromancer 5. Other Resources XIV. The End 1. The End 2. Thanks 3. Correspondence 4. Contact ############################################################################### ######################### ########################## ######################### PHASE 1: BASIC INFORMATION ########################## ######################### ########################## ############################################################################### ------------------------------------------------------------------------------I. FAQ INTRO ------------------------------------------------------------------------------1.) Version History ------------------0.97 1/27/03 Seventh public release and hopefully the last before version 1.0. Revised the contact section to reflect my general laziness when it comes to e-mail. Fixed a factual error in Part 4 of the Final Notes section. Fixed another factual error in Part 1 of Section II. Finished Section VI. Fixed a typo in Part 6 of Section VII. Did another spell check that, as it turns out, was sorely needed. 0.95 1/24/03 Yep, you read right. After more than a year of inactivity, I've decided to make one last push to slay this demon. I deleted the random encounters section after realizing that it wasn't really going to be of much help to anyone. Did I

really think that someone out there was going to be like, "Oh, wow, a company man just flicked a toothpick at me! I better CHECK THE FAQ to see what I should do!"? Actually, I'm not ruling it out that there IS someone out there who WOULD do that, but if you're that person, then, well, get a grip. Anyway, to all those who e-mailed me telling me I was missing random encounters: Thanks for letting me know, and I apologize for not making it clearer that it was a work in progress and I just hadn't had the time to get all the known encounters typed out. But it's a moot point now, I guess. Oh wait, this is supposed to be a version history, isn't it? Sorry about that. Updated references to sections XII through XV to reflect the above changes. Continued work on section VI. Changed Steph in the Thanks part from my fiancee to my wife. Yeah, a lot can happen in a year's time. Added the Correspondence part to the last section. If you've ever written me an e-mail about this FAQ, you might want to check it out. 0.94b 0.94 1/19/02 10/24/01 Fixed a typo in Section V. Yes, I'm still updating the FAQ. I've just been busy, that's all. Added the initial equipment for all characters to the Item List, did the Group Items list, and made a few corrections, thereby completing Section VII. Continued work on Section VI, finishing Part 1 and doing all of Part 2. Made a few small edits and one big edit (I had mistyped the Essence cost for Spurs in the Hand-Razors-toSpurs discount explanation, rendering it nonsensical) in Section VII. Made a slight change in Section V after realizing that Strength and Charisma probably wouldn't help you in the very end of the game. Also added the Karma values that correspond to completing each part of the walkthrough. Added some info to Section X and made a small change to Section XIII. Started work on Section VI. Did the intro and most of Part 1. Sixth public release. Finished Section V. Continued work on Section V, finishing all parts except for half of Part 2d. Made small amendments to Parts 1 and 3 of Section VII. Made a small clarification in Part 2 of Section IX. Continued work on Section V, added the 'demon buildings' bug to Section XIII. Made a small correction to Section VII, Part 1. Laid out the final framework for Section V and did Part 2a. Finished Part 3 and did all of Part 4 of Section IX. Made a few additions to Section XII. Made a small correction to Section X and to Part 1 of Section IX. Started Section V -Walkthrough. Yay! Did all of Part 1. Fifth public release. Did Part 2 of Section IX. Did some misc. editing in Part 5 of Section VII. Spent hours upon

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hours figuring out the price scheme for hiring runners, then laid down the framework for Part 3 of Section IX and started filling in values. 0.75 10/7/01 Finished Part 5 of Section VII. Made some formatting changes in Section IV. Did the intro for Section IX and did all of Part 1 in that section. Did the notes and started the price scales for Part 5 of Section VII. Added some more missing info to Section VII and filled in all the Sells For values in Parts 1 and 3 (what a pain). Combined the Johnson list, Contact list, and Runner lists into a single section and added a few more subsections. Edited references to the section numbers that got removed or changed as a result of this to maintain accuracy. Did all of Part 4 and most of Part 5 of Section VII. Corrected a few typos and added some information to Part 3 of Section VII and Part 4b of Section III. Changed the intros for Parts 1 and 3 to reflect the addition of the Sells For table. Made a few grammatical revisions in Parts 1 and 2 of Section VII, inverted the order of the version history because that's how all the cool kids do it. Made a few formatting changes in Section III. Changed the preliminary organization of Section VI slightly. Started work on Part 3 of Section VII. Went back to Parts 1 and 2 and added the framework (but didn't fill in any values) for the Sells For stat for each item. I have no idea why I didn't include the selling prices of items before. Did Part 2 of Section VII, and made a small correction in Part 1. Fourth public release. Continued work on Section VII, finishing Part 1 of that section. Did another spellcheck. This'll be my last release for a few weeks... I'm going on vacation :) Got into a mess with the formatting of the Item List section. Started over from scratch. Started work on Section VII - Item List. Finished Section IV. Continued work on Section IV. Finished Section III - Guide to the Matrix. Started work on Section IV - Guide to Shadowrunning. Continued work on the Matrix Systems part of Section III. Third public release. Did the Programs part of Section III, started the Matrix Systems part of Section III, fixed an error in the System List section.

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Finished the Cyberdeck part of Section III, made a few spelling/grammar corrections and fixed a couple links. Continued work on Section III. Second public release. Going away for a week, figured I'd just send what I had. Look for an update around 7/1. Continued work on Section III. Fixed a few spelling/grammar mistakes, did a little reformatting, started work on Section III, did the Final Notes section, added some miscellaneous info to several sections, did the The End section. First public release! Did some restructuring, finished (finally) the Beginning Info section, reorganized the Event List section, did the Cheats, Bugs and Tricks section. Abandoned the "no magic" tenet after realizing that it would render the FAQ deficient -- my apologies to all the shaman out there. Also did additional work on part 3 of Section II as a result of this change. Did a spell check! Woo hoo! Continued work on Part 4 of the Beginning Info section. Continued work on Part 4 of the Beginning Info section, did a little restructuring. I think the first public release will come after I'm done with the Beginning Info section. Finished the System List section, continued work on part 4 of the Beginning Info section. Continued work on the System List section. Continued work on the System List section. Finished the Clue List section... for now. Started work on the System List section. Continued work on the Clue List section, continued work on the random encounter scripts. Continued work on part 4 of the Beginning Info section, continued work on the random encounter scripts, started the Clue List section. Continued work on the random encounter scripts, started work on part 4 of the Beginning Info section. Finished part 3 of the Beginning Info section, continued work on the random encounter scripts. Started part 3 of the Beginning Info section, started work on the random encounter scripts. Saw the skimpy FAQ at gamefaqs.com and thought this great game deserved better. Began work on this FAQ. Did the standard info and layout stuff, did parts 1 and 2 of the Beginning Info section.

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2.) General Info

---------------This FAQ shall try to be a very thorough guide to every facet of the game. If I may editorialize for just a tiny bit, I think that Shadowrun (the Genesis version, not the SNES version... yuck) was one of the best 16-bit games, and is one of the "old school" (is 16-bit old school yet?) games that most deserves a next-gen remake. It's very balanced, has a wide variety of gameplay, and tells a great story. It's even got a few non-linear elements to it. And, of course, the game is very faithful to the culture spawned by the pen-and-paper RPG of the same name. ------------------------------------------------------------------------------II. BEGINNING INFO ------------------------------------------------------------------------------This section is basically for those who aren't familiar with Shadowrun and/or don't have access to a game manual. A lot of the stuff here is very basic and rudimentary, so you may want to skip it if you already know how to play. On the other hand, there is a lot of good info and tips here (especially in the "Other Stuff" parts of each section), and I bet that even advanced players would learn a thing or two if they read this section thoroughly. So, if you want to familiarize yourself with the different gameplay aspects of Shadowrun, by all means, read on. But if you want to get right to the zesty lists, spoilers, and advanced techniques, then you should probably skip to Section III. 1.) Around Town --------------While a great deal of the plot hinges on spending time in the Matrix (see part 2 of this section for details), you'll still probably spend most of your time walking around in the "real" world. Here's some info to get you started. Screen -----Most of the time, you'll work within the main action screen. Along the right side is a bar with three windows, one for each member of your party. You, Joshua, will always be in the first window, and, where applicable, your fellow runner(s) will use the other two. In each window, you'll see the character's portrait. Down the left side of the portrait is the character's physical health bar. Across the bottom of the portrait is their mental health bar. If either of these reach zero (empty) while in the real world, you'll lose consciousness. If you're in the Matrix, a different set of rules apply -- see the Matrix part in this section for details. Below your character's face is a picture of the weapon he or she has equipped, and to the left of the picture is a number representing the number of rounds left in the weapon. The character that you're controlling won't automatically reload when that number reaches 00; you need to hit the fire button to load the next clip, assuming you have one. The computer-controlled characters will reload when necessary, but will walk around with an empty weapon if they spend their last round as the battle ends. If this happens, you may want to switch over to the character and reload for them, just so they'll be a little more ready for the next battle. Controls -------D-pad: Moves the character you're controlling. A: Attacks with equipped weapon or spell. B: Targets an enemy for an attack. If there are multiple enemies, continually hitting B will cycle through the enemies. C: Changes the character that you're controlling, and re-targets the current enemy. Obviously, not used when alone. Start: Goes to the pause menu.

Other Stuff ----------Here are some other tips for general non-Matrix gameplay. * You don't need to hit many buttons to interact with your surroundings. To enter a building, walk through the door. To talk to an NPC, operate a computer terminal, or confront a locked door, just walk up to it and stand in front of it. To pick up an item lying on the ground, walk over it. If you don't pick it up, then that character is already carrying as much as he or she can hold. * You can't enter buildings or leave the area when under attack. There are a few loopholes, though. The terminals still work during battle, so you can call a cab out of there. Also, if you're really desperate, you can try to lead your attackers on a wild goose chase throughout town. If you manage to get them far enough off screen, the battle system will "forget" about them and you'll be allowed to enter buildings. There's a good chance that they'll still be chasing you when you come out, however. * If you're walking around and your movement seems to slow down all of a sudden, or you notice some other sudden odd change in your movement speed, you probably have some thugs on your tail. When out of combat, your party moves at a fixed speed. When in combat (and you are "in combat" as soon as the hostile enemies are generated, regardless of if they're on screen), your attributes determine your walking speed, so you'll probably notice a slight difference when entering or ending combat. Just use it as a headsup. * Your party members (when you have any) are generally good at following you, but sometimes they will wander off and get lost. This is particularly likely to happen in mazelike areas such as corporation buildings and caves. If you find yourself missing a runner, they probably got distracted by an enemy... or maybe they're just plain confused. You can switch over to them and get them back with the rest of the party, or just go through a door or to a different area and reunite everyone. * Dead bodies of enemies will disappear as soon as they are offscreen. Dead bodies of fellow runners, as well as items that are lying on the ground, will stay there until you leave the area. 2.) Combat ---------Now that you know how to get around the Seattle area, here are some tips on battles, with which you'll soon become quite familiar. Screen -----Since all battles will take place in the normal action screen, you can just read the previous part for a description. However, there are a few things that are slightly different when in combat, so you might want to check them out before you continue. First, as mentioned before, you can use the B button to cycle through targets. But aside from directing your fire, the crosshair will also tell you the enemy's health. It starts out green, but will gradually turn to yellow and then red as the target loses more life. This is useful for a number of reasons, especially in situations when you're dealing with a bunch of enemies and you want to know which one is closest to dying so you know where to focus your attacks. Another thing about the screen during battles is that if you target a civilian, the target will wear off after a moment or two. I presume this is to keep you from murdering

innocent bystanders, but I guess the programmers didn't realize how fun and profitable this would end up being. So, if you're going to go on a shooting spree downtown, make sure to re-target the guy you're shooting at every few seconds. Remember, you don't need to do this for real enemies, only innocents. You sicko. Controls -------The controls are the same as above. One thing perhaps worth noting is that holding down A will autofire, even for melee combat. In fact, a lot of battles aren't really much more than standing still, holding down A, and seeing whose life runs out first. Other Stuff ----------Despite what was said in the previous paragraph, there is a fair amount of strategy involved in at least the setup of your party for battles, if not in the battles themselves. Many different elements combine to determine the effectiveness of your and your enemies' attacks. * Perhaps most importantly, you should set your fellow runners' Postures to Full Offense. Posture does two different things for human- and computercontrolled characters. For your character, it affects overall offensive and defensive power. Of course, there's a tradeoff between the two, so Neutral or Mid Defense are good settings for a nice balance. For the computer-controlled people, though, Posture determines how they'll act during combat. Full Defense characters will basically run and hide during battles, and Full Offense characters will charge right in and start blasting. Now, strategy has a place in gunfights, especially in real life. In this game, though, there's not much you can do other than sit there shelling the guy. So, unless you have a seriously frail runner that needs to be protected, you'll want your runners to earn their salt by backing you up in firefights. The point is, even in a Neutral posture, the members of your party will probably be too hesitant in battle to help your cause, and changing them to Full Offense will help this. Just remember, if you switch characters, the Posture has a different effect, so don't change control and then wonder why your character was killed so easily. A Full Offense Posture on the character you're controlling makes him or her very susceptible to attacks. Be careful. * If someone in your party is killed (or knocked unconscious or whatever happens when you run out of life), remember that all you need to do is use a healing item to bring them back. Unlike a lot of RPG-type games, there is no special item or technique required to revive someone. Just pump a little more health into them and they'll be fine. You can even use items from the dead person's own inventory. It's no big deal. * On the other hand, NOT reviving a dead character can be bad news. If someone is out of commission and you leave the screen without reviving them, that person is out of your party and must be re-hired, even if they were signed on as permanent runners. Plus, when you go back to them, they will like you less and may ask for more money. Also, if Joshua dies and you leave the screen without reviving him, it will be as though your whole party got wiped out. You'll wake up at Little Chiba, your runners will be gone, and if you were in the middle of a courier- or acquisition-type run, you will have failed. Bummer. So keep plenty of restoratives handy. * Each weapon has ratings for Damage and Power. These are two very different things. Power is the chance that attacks with that weapon will penetrate the enemy's armor. Damage is the amount of damage that will actually be

done if the attacks go through. A high Damage rating is good, but if the weapon doesn't have enough Power to actually get through the target's armor, no damage will be done at all. * A few things to consider when choosing weapons: the best guns in the game are shotguns, in terms of raw power. The Allegiance is the most destructive gun around, while the Roomsweeper is nearly as powerful while holding more ammo. Despite this, it's probably best to carry around SMGs or heavy pistols along with your shotguns. Why? Because unlike shotguns, SMGs and pistols can be accessorized, making them more accurate, and more importantly, quieter. During corp runs, one blast of a shotgun will set off the alarm and cause all kinds of headaches. But you can fire off your silenced pistol or SMG all day without setting off the alarm. This may seem like a minor detail, but once you start doing corp runs, you'll know how much time and trouble can be saved by avoiding setting off alarms. Also, SMGs and pistols make better use of their ammo as opposed to shotguns, which can only hold 5 or 7 rounds at a time. So, if you want to be a badass and kill everything without thinking, sure, grab a shotgun. But if you want to rely more on finesse, stealth, and efficiency, pack a modified HK227-S or my personal favorite, the Predator heavy pistol. * I'm not a big fan of grenades. Maybe you will have great success with them, but in my opinion, they're darn near worthless. It takes so long to distance yourself properly from your target, turn, throw it, and wait for it to arc way up and then land, that in the same amount of time, you probably could have killed the guy with a few gun blasts. Plus, the splash damage can seriously hurt you, and it's not like you can hide halfway across the screen and hurl them from a safe distance. Enemies will always follow you, so if you try to leave some space between yourself and the target you'll probably end up either missing (because the guy followed you when you ran away after throwing it) or hurting yourself (because the guy was so close that you ended up getting hit by the splash damage). And as far as that "Frag Grenades can open locked doors" thing, um, buy a Maglock Passkey. Jeez. * Just a reminder, no matter what weapon you're using (except your fists, and even then, it's tough to miss), you won't need to aim. Just select your target and fire, and your character will automatically train his or her shots toward the target, even if their back is to the enemy. * No, you and your teammates can not hurt each other with your own gunfire. Grenades are a different story, though... * If you have Spurs, or to a lesser extent, Hand Razors, you may want to try them out on enemies who seem to be absorbing all your shots. For someone who has high physical attributes, melee attacks can be among the most powerful in the game. Even to a maxed out character who's using an Allegiance shotgun, it may take several shots to kill a Renraku agent, but that same agent will usually go down pretty easily if you move in and start attacking with Spurs. * How effective your attacks are depends heavily on your attributes. Make sure to read the section on attributes to determine which ones you need to work on in order to improve your attacks. * How close you're standing to your target has a small but significant effect on the damage done to both you and it. Generally, it's best to avoid standing toe to toe with your enemies during a gunfight. Back off a little and you'll take less damage.

3.) The Pause Screen -------------------Pressing Start from the normal screen will pause the game and take you to the pause screen. This is a very important screen, and it has more useful things than I can list here. Just make sure you read this part to become familiar with this screen and how it can help you. Main Screen ----------When you first hit Start, you'll see a rather convoluted screen with several pictures, lists, and buttons. Here's a description of what you're looking at. In the upper left is a full portrait of the selected character. Below the portrait are the character's eight inventory slots. Weapons and armor with a light border around them are equipped. In the upper middle part of the screen, the largest area, is basic info about the character: name, race and class, physical and mental health (expressed in percentages instead of the life bars you normally see), the equipped weapon/magic with its corresponding Damage and Power ratings (and Drain, too, if you have a magic spell equipped), your overall attack and defense levels, and finally, your equipped armor and its ratings against weapons (melee combat and grenades) and guns. On the right side of the screen is the same bar that's there throughout most of the game with your characters' portraits, health, ammo, and weapon. At the bottom of the screen are the controls. The buttons running along the bottom will take you to different screens within the main screen; more on those in just a sec. Above the buttons is the Posture slider. Note that the cursor starts out on the buttons at the bottom. To access your inventory, simply move the cursor over to the left until it's in the inventory area. To use the Posture slider, just move the cursor upwards from the buttons, use left and right to adjust the Posture, and move it back down when you're done. Subscreens ---------Within the main screen are several subscreens that have even more detailed info about your party and the game itself. Move the cursor to the desired button and hit A to enter the screen. From left to right, the subscreens are: Clips, Attributes/Skills, Cyberware, Magic, and Pocket Secretary. Also covered in this part are your options with inventory items. Clips ----In this screen, you can manage the clips each character is holding. When you hit the Clips button, you'll be shown the number of clips the character is holding and you'll be given the following choices: Reload - Reloads your weapon with a new clip, even if it's not empty. Reloading in this manner is not necessary when your weapon is empty -- just hit the fire button again and you'll reload. Trade - Not really trading, more like giving. Pick a runner and choose how many clips the current character will give them. Distribute - Takes the total number of clips held by all runners and divides the clips evenly among them. A useful feature. Cancel - Takes you back to the main screen. Attributes/Skills

----------------This screen will show you a list of the selected character's ratings in all the different attribute and skill areas. Also shown is the amount of Karma the character currently has. This is a pretty important screen, so make sure you read the section on Attributes and Skills to understand how everything works. Cyberware --------Probably the least useful screen, this simply lists whatever Cyberware that the character has. Multiple installations of the same cyberware are denoted by a number in parenthesis. Magic ----Takes you to the Magic subscreen where you can equip magic spells and change their settings. If the character can't use magic, it just shows his or her ratings for defense against magic. If the selected character is a mage or shaman, however, you'll want to familiarize yourself with the following screen: -Magic SubscreenThis is where you manage your magic spells. Across the bottom of the screen are spaces for the spells you've learned. Unlike the cyberdeck screen, which otherwise is very similar to the magic screen, magic spells are added in the order that they are learned -- each spell does not have its own spot that it always occupies. Just a note for the obsessives out there who want their spells to be arranged a certain way... The top of the screen shows the spell currently highlighted by the cursor (not the currently equipped spell; check your portrait in the sidebar for that), and a brief description of its effects. Below this are four bars (sometimes five -- see below) and two sliders: The Success bar shows the selected spell's chance of success at the current Force and Posture settings. The Drain bar shows you how much mental drain will occur each time you cast the spell -- unless you have a fetish, of course. If this is starting to sound odd to you, you may want to check out Section VIII to learn how magic works. Anyway, the Damage bar will appear above the Force and Posture sliders when an attack spell is chosen. It simply shows the spell's Damage rating with the current Force and Posture settings. The Damage ratings of magic spells are comparative to the Damage ratings for any weapon or grenade that you've previously seen. The last two bars are your magic defense ratings against the two types of attack magic: Physical and Mana. As mentioned before, these two bars will be all that non-magic-users will be shown when selecting the Magic option from the pause menu. Finally, there are the Force and Posture sliders. If you've played a fantasy RPG before, you're probably familiar with the concept of spells that have multiple "levels" of power. That's kind of what the Force of a spell is here. Depending on your character's Magic attribute, as well as how many levels of a spell you've bought, you can use the Force slider to choose how powerful the spell cast will be. Increasing a spell's Force will increase its Success rate while also increasing its drain rate. Changing your Posture (note that the Posture shown here is NOT separate from the Posture shown in the main pause screen -- it's

just duplicated here to let you analyze its effects on your spell) will have about the same effect. It's important to use a good combination of the two sliders in order to efficiently manage the tradeoff between Success and Drain. That's it for the screen. Use the D-pad to move the cursor around. Hit A to change a spell's settings for Force and Posture (use Up and Down on the D-pad to switch between sliders), and hit A again to equip that spell. When you're satisfied, hit Start to leave the Magic screen. Pocket Secretary ---------------The Pocket Secretary is probably the most useful part of the pause screen. It keeps track of everything that's going on in the game through several subscreens, listed here: Notebook - Contains all the info you need to help you in your quest. Has five features: Current Run - Lists all the relevant info from the Shadowrun you're currently on, assuming you do have a job. Tips & Clues - A very useful feature. This lists all the information you've gathered as you've played. Pages will automatically be added as you learn new things and advance the plot, and pages will automatically be deleted as they become irrelevant or are replaced with better or more detailed information. If you're ever stuck, check here. Contacts - This is a list of contacts you've made with people in and around Seattle. Select a name for a short description of the person, along with a list of the various information, equipment and services that he or she has to offer. Mr. Johnsons - If you don't know what a Mr. Johnson is, read the section on Shadowrunning. Once you've made a contact with a Johnson, he will be listed in this screen. Selecting the Johnson's name will bring up a short description of him, including the types of runs he contracts and where to find him. Shadowrunners - Like the last two, this is a list of the Shadowrunners you've met. Select a name to see the runner's race and class, as well as where to find him or her. Group Items - This subscreen is simply a list of "key items" (to borrow from the Square RPG vernacular) that you are carrying. Things like permits, passports, packages for runs, and other items which can't be used per se, but have an effect on your party while they are being carried. Cyberdeck - This takes you to your Cyberdeck screen where you can check out the stats of your deck, and load programs for use in the Matrix. This is an important and complex screen, so it won't be covered right here. Refer to Part 4 of this section for info on how to use the Cyberdeck screen. Dismiss Runner - Just what it says, picking this option will list your

current fellow runners, and you can pick one to let go. This is useful for when you want to hire a new runner, but have a full party already. Beware, though, dismissing a runner will have the same effect as failing a mission: The next time you talk to them, they won't like you as much and will probably ask for more money. Save/Load Game - Another self-explanatory function. Use this to save and load your game. The game can't be saved or loaded in a building or during combat. Inventory --------If you move your cursor all the way to the left of the buttons (or wrap it around from the right), it will be in your inventory window. From here, you can select an item and usually do one of the following things with it: Equip/Unequip (for weapons... for items, this changes to a contextsensitive action equivalent to "use"), Discard, Trade, or Cancel. Picking Equip/Unequip does just that -- toggles the item between equipped and unequipped. You can only equip one weapon and one piece of armor at a time. Discard drops the item (for good... it doesn't appear on the ground next to you or anything), Trade lets you pick a fellow runner to give the item to, and Cancel brings you back to the main screen. Controls -------D-pad: Moves the cursor around. A: Selects a choice. B: Same as A, except, uh, it doesn't work for some buttons or choices. Just stick with using A for this screen. C: On the main screen, it changes the selected runner. On other screens, it behaves like the B button. Like I said, just stick with A. Start: Cancels a choice and/or backs out of subscreens. 4.) The Matrix -------------Also known as Cyberspace, the Matrix is the other half of the game. It's nearly impossible to go through the game without experiencing the Matrix at least once, and a lot of really important things can be done by using cyberspace. This part will give you enough info to get you off the ground. For advanced strategy, cyberdeck stuff, and Matrix run info, consult the Guide to the Matrix section. Screen -----The Matrix actually has several screens that you'll often see. When you first jack in, you'll be taken to the cyberdeck screen to check your info and tune your deck before actually entering cyberspace. This cyberdeck screen is split down the middle. The right portion is where all the text appears. The left portion contains a list of all the programs you have stored on your deck, divided up into three categories, each containing four programs. From the top down, you'll see Combat utilities, Defense utilities, and Mask/Sense utilities. Highlighting any program with the cursor will show you its stats and a short description in the text window. If you want more information on what the programs are and what they're used for, consult the Matrix section. For now, just know that they're shown on the cyberdeck screen. The last row, below the Mask/Sense programs, is the all-important Command row. The four icons found here aren't programs to load, but commands to

execute. Make sure you are familiar with each function, as they are easy to forget about, but can very helpful to you: CyberInfo --------This first selection gives you two choices: Deck Stats and Run Info. Deck Stats simply shows you the stats of your current deck (see the Matrix section for discussion of the stats themselves). Run Info is only used when you're under contract for a Matrix run and are actually jacked in (in other words, even if you've been contracted for a Matrix run, this option won't tell you anything if you access the cyberdeck screen via your pocket secretary). If you are, you can choose this option for a brief description of the run you're on, including which Node you need to get to, the title of that Node, and what action you need to perform once you get there. Storage ------Selecting this item will bring you to a screen that gives you your deck's total storage capacity, followed by its remaining free space. Then, you'll be given a chance to view or erase data files that you have stored. Pick View to see a list of the data files you have, or pick Erase to erase a few to free up space. If you pick Erase, the screen will cycle through all your data files, one at a time, from oldest to newest, each time asking you if you want to delete the file. Sysmap -----Sysmap's two options are pretty handy. You can pick Show Map to see a map of the current system, or choose Retreat to retreat to the Node you just visited. Note that there are several situations in which retreat is not possible, such as if the current Node is the only one you've visited (duh) or if you just hopped across the system via the CPU. Most importantly, though, you can't retreat once combat has begun. So, be sure you know what you're up against before running any programs, because once you launch an attack or get tripped up by the Node's ice, it's a fight to the death. Jack Out! --------Choose this option when you want to leave the Matrix. You'll disconnect and be returned to the real world. You can do this at any time. The only other thing you may need to know is that if you're at a Node with live BlackIce, any attempts to jack out may be blocked by the BlackIce, and you'll probably end up taking physical damage, too. As for the rest of the cyberdeck screen, the only other part is the bar across the bottom of the screen that shows the status of the Persona and of loaded programs. The Persona is the electronic manifestation of your character in the Matrix. It's the character that you're controlling. Most of the time, the first box on the left will show you a portrait of the Persona. When you fight BlackIce, though, the portrait will change to the actual character's portrait to signify that the ice is directly attacking your body, not just your online Persona. To the right of the portrait is your energy meter. This works just like any other life meter in the game. In the Matrix, if your Persona loses all its energy, it gets dumped from the system. If you're fighting BlackIce and lose all your energy, you get dumped as well as suffering the normal effects of losing all your physical health: You get knocked out. Some ice can even fry your deck on the way out, rendering you unable to access the Matrix until you've repaired your deck.

Across the rest of the bar are the five slots for programs that you have loaded. Before you can use any of the programs on your deck, you have to load them into memory. To do this, move the cursor to the utility you want to load and select it. Providing you have enough free memory (check the text window to see if it'll fit) and at least one open slot, the program will be put in a slot. To remove a program from memory and put it back into storage, select its icon, just as you would to load it, and answer yes when asked if you want to remove the program from memory. Regardless of your system's memory capacity, you can only have five programs loaded at any one time... hence the five slots. You'll notice that along with the space for the program's icon, each slot will have two bars. The vertical bar on the left of the icon is the success bar and the horizontal bar below the icon is the loading bar. The success bar is an approximation of the chance of that program succeeding when run. Naturally, having lowgrade programs or fighting powerful ice will diminish the chance of success, while the opposite will result in a high reading. It's just a simple way of gauging which program will work the best, so that you can make a better decision about what strategy to use. The loading bar is only used if you load new programs after entering the Matrix. If, at some point, you decide to pause and load a new program, you will have to wait a while upon returning to the Matrix before the program can be run. Only one program can be loaded at a time, so if you put in several new programs, the deck will load them from left to right. As you may have guessed, the loading bar shows the loading progress of each program. When the bar fills all the way up, the program is ready to be run. Keep in mind that the programs that you choose while in a Node, or before you first enter the Matrix, are instantly loaded -- the load time issue only comes up when switching your programs on the fly. Also note that this load time, which is only done once, is different from the refresh time of the program, which is done every time you run it (there are a few exceptions, however -see the Guide to the Matrix section for more info). Finally, as you may have expected, upgrading your deck's stats will reduce load times. Besides the pause screen, the The screen you'll see most of consists of your Persona, the HUDs (heads-up displays), and that was described above. rest of cyberspace is pretty straightforward. the time, which I'll call the action screen, electronic environment that is the Matrix, two the same bar across the bottom of the screen

When you're in the Matrix, you'll see large geometric shapes known as Nodes. Nodes make up the structure of each system. In order to get anywhere in cyberspace, you'll need to be able to move in and out of the hundreds of interconnected Nodes. To gain access to a Node, you need to defeat the ice guarding it by using the programs on your deck. For a list of ice types and the programs that can be used against them, consult the Guide to the Matrix section. On the screen, ice looks like a small animation that stands between you (the Persona) and the Node. The HUD in the upper left has the following information: * Name and level of the program currently selected by the cursor * Program status (loading, ready, in progress, effects, etc...) * Alert status The first two probably don't need any explanation, but if you haven't heard of alerts, then you should pay attention. Beside voluntarily jacking out, or as a result of attacks by ice, the only other way to get dumped from a

system is to max out the alert system. When you enter a network, no alerts are activated. Sometimes, though, the system will notice your actions and activate an alert. You can trigger an alert in a number of ways: basically anything you do from inside a Node, even including going to the pause screen, can trip up the alert system. Also, many forms of ice have attacks whose sole purpose is to sound an alert if successful. The first time you slip up, the system will go to Passive Alert. All enemy programs will become more powerful, ice will become more hostile, and ice that has been hidden may start to attack. If the system is in Passive Alert and you trigger another alert, the system will go to Active Alert. All enemy Nodes, ice, and programs will become even more powerful and hostile, and more dormant ice may come out to attack. Finally, if you trip up the system one more time during an Active Alert, you'll overload the system and will be dumped immediately. Alerts can seriously hurt you, so you should know that if you manage to get into the system's CPU, you can cancel all alerts as often as needed. Also, ice behave in odd ways that will sometimes affect how alerts work. The most important examples of this are the Tar Paper/Tar Pit Nodes, which are able to send the system from No Alert directly to Active Alert. For more info on this and other little tidbits, check the Matrix Guide section. The HUD on the right has Node information: * * * * Type of Node, Node color, and Node level Name of Node (and energy bar, when in combat) Primary ice type and level Secondary ice type and level

If you want detailed explanations of these things and how they work, consult the Guide to the Matrix section. Otherwise, here's a general rundown: The first line has info on the Node itself: its function, and how powerful it is. The second line is its name, which will usually tell you what kind of stuff it's used for. This is helpful for when you're looking for a certain type of file or control. If you attack the Node or otherwise enter battle, this line will alternate between displaying the name and displaying an energy bar for the ice so you can see how close you are to defeating it. The third and fourth lines, when applicable, list the ice programs guarding the Node, along with the level, or overall strength, of each ice. NOTE: When you first encounter a Node, only the Node type will be displayed in the HUD. To find out more info, you must run the Analyze utility, often several times before all info is displayed. Also, if you defeat the ice and enter the Node, you'll see all the available info the next time you jack in and fight the Node, as long as you didn't jack into another system in between visits. In addition to the cyberdeck screen and the main cyberspace screen, you'll also see screens from the inside of each Node that have lists of options. How to manipulate Nodes is more for the Matrix Guide, so you'll have to look there for the info... but it's not that hard. You just pick an action and it will be performed. Of course, if your decker's Computer rating is too low, you can easily screw up and risk detection by the system. When you leave a Node, you will be shown a system map. As said before, this map is also accessible from the cyberdeck screen. When moving from Node to Node, you'll see a human icon for your current location and a question mark cursor for your destination. Use left and right on the d-pad to cycle through destination Nodes, then confirm and you'll be whisked to the next

Node. The map will only show the Nodes you've been to, along with all the Nodes that are accessible from the ones you've been to. Visited Nodes appear in their respective colors (unless you sleaze them or use the backtrack technique to gain access), while unvisited Nodes will show up gray. Finally, once you get inside the CPU, all the Nodes will be shown on the map. Plus, you'll be able to go directly to any Node on the system. It's a one-way trip, though, so make sure you know where you're going. Controls -------D-pad: Moves the cursors around. A: In the main screen, runs a program. If using the Attack program, launches a heavy attack. In the cyberdeck and other screens, confirms a choice. B: Acts just like A, except if used to run Attack, it launches a medium attack. C: Same as above, but launches a light attack if used to run Attack. Start: Cancels a choice and backs out of menus. When you initially jack in and are taken to the cyberdeck screen, hit Start to enter the system. Other Stuff ----------* As mentioned before, ANY action made from inside a Node can potentially trigger an alert. So, you should limit the number of actions you take when inside a Node. Don't be fickle and keep canceling out of the map screen when you're trying to decide where to go next; don't lock IOPs or disable SMs when you don't need to, and especially don't dig for datafiles in a DS unless you're on your way out of the system anyway, or if you're only one or two hops away from the (hopefully already-subdued) CPU. Also, remember that you can access the pause screen from ANYWHERE in the Matrix. So, if you want to switch programs around or check your run info, try to avoid doing it from inside a Node. * If you want a ballpark estimate on how tough an ice is, just look at its animation. Weaker ice animates much more slowly than stronger ice. So, if you've just uncovered a Barrier that's spinning like mad, you're probably going to be in for a tough fight. * Datafiles and programs share the same storage space, and higher-level programs take up more space than lower-level programs. This means that if you intend on making some money by selling datafiles, you shouldn't buy so many programs that you have no room to store your datafiles. Make use of the Storage command in your cyberdeck screen and keep an eye on your Available space. Datafiles can be up to 60Mp in size, and you have five slots to hold them, so if you have anything less than 300Mp (60x5) of available storage, you're not guaranteed to be able to get a full load of files every time you jack in. Most files are in the 30-40Mp range, so if you have less than 200Mp of storage, you're going to have a rough time sorting through the files you find until you get five that will fit in your deck. * A good rule of thumb for fighting Nodes is to always try Deception before attacking. If you know for a fact that the defending ice is incompatible with Deception, you can go ahead and attack, but otherwise you should try Deception until one of three things happens: 1. You successfully deceive the ice and enter the Node; 2. You fail while running the program and enter combat; or 3. You enter combat after running the program against an incompatible ice. Many types of ice are susceptible to Deception, and these types won't attack unless you fail to run the program. So, to avoid combat, it's best to start every encounter with a Node by running Deception as much as you

can, and only using Attack as a last resort. * This kind of goes along with the last tip: When you first encounter a Node, the ice, no matter what kind, will take the form of a spinning polyhedron. Only after you enter combat will the ice reveal itself and start attacking. This means that, assuming you don't fail and start combat prematurely, you can run any non-Combat program you want before battle, and you won't run the risk of being attacked. ############################################################################### ######################## ######################## ######################## PHASE 2: ADVANCED INFORMATION ######################## ######################## ######################## ############################################################################### ------------------------------------------------------------------------------III. GUIDE TO THE MATRIX ------------------------------------------------------------------------------This section will tell you all you need to know about the Matrix, cyberdecks, programs, ice, and on and on. Make sure you have a working knowledge of the basics before reading this section. If you don't understand, I suggest reading part 4 of Section II first. Now then... 1.) Introduction ---------------The Matrix is evidence of how well-thought-out this title is: there's actually a point to Matrix runs. It's not just eye candy, or thrown in just to remain loyal to the license. There are a number of legitimate reasons to hire a decker (or to get cybered and jack in yourself) in this game. First of all, there are the actual shadowruns themselves. For an experienced decker, Matrix runs can be very lucrative. The most expensive contracts in the game (6,000-plus) are always Matrix runs. And, as one would expect, the Karma bonuses for these runs are accordingly high (+6 Karma for a big-time run). Or, if you want to make some serious cash without having to work through a Johnson, you can jump right in and rustle up as many datafiles as you can, then sell them to Roscoe for potentially huge sums of cash. Besides using the Matrix and its subsystems for direct financial gain, you can use it as a tool that can help you in corp runs -- jacking in from inside the building and playing with SMs and crashing CPUs can make your job a lot easier. Also, downloading datafiles from corporate systems is a great way to learn more about the plot. There are some very illuminating files stashed away in those DS Nodes. This section is made up of charts, figures and strategies that will help you navigate the Matrix and corporate networks more easily. If you're trying to find out the stats on a deck, or which program to use, or how to hack into networks like a pro, then read on. 2.) Cyberdecks -------------The cyberdeck is what allows you to take the form of the Persona and enter the Matrix. It's a lot like a personal computer in that it uses memory and storage, can be upgraded, and can run programs and manipulate files. If you have a basic understanding of computers in real life, then you should be able to figure out cyberdecks pretty quickly. a. Stats -------This part will explain the various statistics for cyberdecks, as well as

give a rundown of what actions they affect and which ones are the most important. Deck specifications fall into three categories: The inherent base values that can't be changed, the stats that can be improved via hardware upgrades, and the attributes that affect the representation of the Persona. First, the two base values (the ones that can't be changed) will be listed, then the hardware stats, and finally the attribute ratings. -----Base Values----MPCP - Stands for Master Persona Control Program. A deck's MPCP rating can never be changed, as it is an inherent signifier of the deck's overall worth. Virtually every function that you perform with your deck uses the MPCP at least a little bit. Perhaps the most relevant piece of information I can give you about the deck's MPCP is that it reflects the potential of your deck. Cyberdecks cannot be upgraded beyond what their MPCP values can handle. That is, if your deck's MPCP is 6, then that's the highest level you'll be able to raise its attributes. Because of the reasons listed here, the MPCP is perhaps the most important deck statistic, and it should be taken into careful consideration when shopping for a new deck. Hardening - Another important statistic, Hardening is basically your deck's defensive power. Like the MPCP, it cannot be changed via hardware upgrades. Despite some people's strategies, the Matrix is really more about avoiding detection than destroying everything in your path (think about Metal Gear Solid versus Quake). For this reason, Hardening plays a large role in the Matrix, while there is no statistic specifically relative to attack power. Your ability to avoid, absorb, and withstand attacks from hostile ice is of much more use than how hard you can hit with your own attacks. -----Hardware Stats----Response - This statistic is pretty broad -- it affects a wide range of actions, most of which have something to do with how you perceive and interact with your surroundings in cyberspace. Perhaps most noticeably, a higher Response rating will substantially increase the overall speed of your deck in performing a number of actions such as running, loading, and refreshing utilities. Memory - Similar to real life computers, your deck has a limit on how much it can do at one time. Each program takes up a certain amount of memory, and a given deck can't load any more programs than can fit within its memory limits. Regardless of memory, though, you can't load any more than five files at a time, period. If your deck is short on memory, you'll find yourself having to unload programs in order to load other ones. This is time-consuming, tedious, and risky, if you're trying to switch programs in the middle of an encounter with enemy ice. Storage - Unlike Memory, which is how many programs you can have "equipped" at one time, Storage is how much you can carry, total, regardless of what programs are loaded. If you plan on doing a lot of Matrix runs and data sales, you should know that Storage is used not only by programs that you buy for your deck, but also for datafiles that you download from systems in the Matrix. Load/IO Speed - Whereas Response is an inherent value that has some effect on cybercombat speed, Load/IO Speed is an upgradeable rating

that has a direct effect on how fast your Persona operates inside the Matrix. As its name states, Load/IO Speed controls how quickly programs can be loaded into memory while in cyberspace. -----Attributes----Bod - Bod is your deck's actual defense rating while in the Matrix. Don't confuse this with Hardening, which is an unchangeable value attached to each deck. If you want to use the analogy of fighting in the real world, you can think of Hardening as your natural toughness, and Bod as your toughness after you factor in what type of armor you're wearing. Evasion - Evasion controls the Persona's capability to dodge incoming attacks from hostile ice. The higher its rating, the more often your Persona will be able to evade attacks. Masking - This is perhaps the most important rating of the deck. It affects two important areas: Node detection and the Deception program. A high Masking attribute means that a.)it will take longer for the system to detect your actions and sound alerts; and b.)you will have more success when running Deception. Since these are two very important parts of the matrix run process, it's usually a good idea to invest in a high Masking rating. Sensor - This attribute only has one use, and it's not even a very good one. Decks with high Sensor ratings will have more success when running Analyze. Whoopee. b. Upgrade Tips --------------After reading the above information, you should have a pretty good idea of which stats to upgrade in order to be a more effective decker. But, if you still want a little more help, check out these deck tuning tips: * The only attribute worth upgrading is Masking. The others will only come into play in rare situations, and even then will be of limited value. A high Masking rating, on the other hand, will greatly help you avoid many kinds of ice, making Matrix runs much easier. * As far as the hardware stats go, Load/IO Speed isn't that important since you won't have to change programs on the fly very often -- provided you have enough space. That's why you should take the time to upgrade your Storage and Memory specs often. However, the most important hardware stat is Response. Nothing's worse than being matched up against high-level ice that you can only hit once out of every 10 or so shots, and having it take what seems like forever to refresh the program for each attack. Especially against a tracer-type ice, this can be infuriating. So, to give yourself at least a fighting chance, you'll want to make sure you can attack at a somewhat brisk pace. Pump up on Response and you'll notice an immediate difference. * When buying programs, watch your available storage! Make sure to leave yourself enough room for datafiles. If you get stuck with less than 200 Mp of space, you'll have a tough time trafficking data and will have to upgrade your storage or your entire deck. c. Deck List ------------

Here's a list of all the cyberdecks in the game, along with all relevant stats and info for each one, including where you can purchase them. The columns listed are, in order: The name of the cyberdeck, initial/maximum Memory, initial/maximum Storage, initial/maximum Load/IO Speed, Hardening, initial Response, MPCP, the store at which the deck can be bought (MT=Microtronics, CM=Crime Mall), the price, and the Negotiation value of the buyer that corresponds with that price. Also note that all decks have a maximum Response value of 3, so that stat wasn't included in the list. Finally, note that you can get a Fairlight Excalibur, identical to the one found at the Crime Mall, from Kipp David for 185,000 nuyen. This price never changes, regardless of the character's Negotiation stat. And, of course, no price data on the Allegiance Alpha is available, since you start out with that deck and it isn't sold anywhere. Deck Name ------------------Allegiance Alpha Cyber Shack PCD-500 Memory Storage Load/IO H R MP ------- --------- ------- - - -30/120 100/250 10/30 0 0 3 50/160 100/325 20/40 1 0 4 St Price At Neg. -- ------- ---------MT 5,000 0-2 4,844 3 4,688 4 4,532 5 4,376 6 4,220 7 4,064 8 3,908 9 3,752 10 3,596 11 3,440 12 0-2 3 4 5 6 7 8 9 10 11 12 0-2 3 4 5 6 7 8 9 10 11 12 0-2 3 4 5 6 7

Fairlight Excalibur 500/500 1000/1000 100/120 5 3 12 CM 250,000 240,240 230,480 220,720 210,960 201,200 191,440 181,680 171,920 162,160 152,400 Fuchi Cyber-5 100/240 500/500 20/60 2 1 6 MT 25,000 24,219 23,438 22,657 21,876 21,095 20,314 19,533 18,752 17,971 17,190

Fuchi Cyber-7

300/400 1000/1000 50/100 4 2 10 CM 125,000 120,120 115,240 110,360 105,480 100,600

95,720 90,840 85,960 81,080 76,200 SEGA CTY-360 200/320 500/650 50/80 3 1 8 MT 60,000 58,125 56,250 54,375 52,500 50,625 48,750 46,875 45,000 43,125 41,250

8 9 10 11 12 0-2 3 4 5 6 7 8 9 10 11 12

d. Deck Notes ------------Just a few quick notes about deck shopping... You start with an Allegiance Alpha. You end up (I assume) with a Fairlight Excalibur. What you do in between is up to you. Personally, I only make one extra hop, usually buying a mid-level deck from Microtronics such as the Cyber-5 or CTY-360. I think that buying any more than that is a waste of time. On the other hand, all the programs and upgrades carry over to the next deck, so if you think it's worth the extra money to be constantly increasing your MPCP, Hardening, and max values, then go ahead -- the cost of the deck itself is the only extra money you'll be spending. Still, the low-mid-high route should be more than enough to get you through the varying difficulties of each Matrix system. My advice is to get your Alpha to the point where it can take out green DSs easily, then start working toward the mid-level deck. After you buy the midlevel deck, hold on to it for as long as you can until you have the money for the Excalibur. 3.) Programs -----------Programs are perhaps more commonly referred to in the game as "utilities," but I'm calling them programs in this FAQ just because it sounds better. So there. a. Program Tips --------------The programs in Shadowrun are perhaps one of the few areas in the game that are kind of weak. That is, most programs are unnecessary and basically pointless. Only a handful are truly useful inside the Matrix, and I recommend that you not bother with wasting space by buying the others unless it's to feed a Tar Pit (see Part 5 in this section, Matrix Strategies). The two essential programs if you want to do any Matrix running are Attack and Deception. If you don't have these programs in decent levels, you can forget about being able to do anything in the Matrix. I know I've said this before, but I can't stress it enough: Use Deception first, and switch to Attack ONLY after the ice has become hostile. Battles can be long, drawn out, boring, and quite dangerous, if the Persona is overmatched. On the other hand, even if it takes five or six tries to crack a Node with Deception, it would still probably have taken longer to kill it with Attack. This is assuming you have equivalent program versions and deck stats, of course. If you want, you can even focus most of your upgrades on your deck's Masking stat and higher versions of the Deception program. It's truly the most important program there is.

There are other programs with a lesser amount of usefulness, and some with none at all. If you want to know what I think of each program, check out the comprehensive listing in the next subsection. When buying programs, it is very important to consider your deck's storage and memory limitations. More and more advanced versions will use more and more storage and memory, so make sure you will have enough. Keep in mind that you need enough memory to have at least Deception and Attack loaded simultaneously, and hopefully one or two others, as well. Also, you need around 300 Mp of free storage in addition to your programs if you plan on collecting and selling data. b. Program List --------------Here's the full list of all the programs in the game. For the purpose of this FAQ, I've divided the programs into four Types: Small, Medium, Large, and Special. These categories define the program's size and price for all versions. The stats are consistent, so you can expect two different Medium programs to always take up the same amount of space as one another, and to cost the same too. In fact, the scheme is very simple: the prices and sizes of Medium programs are exactly two times those of equal-version Small programs, and the Large programs are three times as big and expensive as Smalls. Using that information, you could extrapolate all the data you need, but this is a FAQ after all, so I've tried to help by typing out the tables below. Also, the two Special programs -- Rebound and Degrade -- follow their own pricing scheme, so you'll need to look at each program's entry for that information. SMALL PROGRAMS follow this size/price scheme: Program Level Program Size Price Price Price Price Price Price Price Price Price Price Price @ @ @ @ @ @ @ @ @ @ @ 0-2 Negot. 3 Negot. 4 Negot. 5 Negot. 6 Negot. 7 Negot. 8 Negot. 9 Negot. 10 Negot. 11 Negot. 12 Negot. +------+------+------+------+------+------+------+------+ | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | +------+------+------+------+------+------+------+------+ | 2 | 8 | 18 | 32 | 50 | 72 | 98 | 128 | +------+------+------+------+------+------+------+------+ | 60| 480| 1,620| 3,840| 7,500|12,960|20,580|30,720| | 59| 465| 1,570| 3,720| 7,266|12,555|19,937|29,760| | 58| 450| 1,520| 3,600| 7,032|12,150|19,294|28,800| | 57| 435| 1,470| 3,480| 6,798|11,745|18,651|27,840| | 56| 420| 1,420| 3,360| 6,564|11,340|18,008|26,880| | 55| 405| 1,370| 3,240| 6,330|10,935|17,365|25,920| | 54| 390| 1,320| 3,120| 6,096|10,530|16,722|24,960| | 53| 375| 1,270| 3,000| 5,862|10,125|16,079|24,000| | 52| 360| 1,220| 2,880| 5,628| 9,720|15,436|23,040| | 51| 345| 1,170| 2,760| 5,394| 9,315|14,793|22,080| | 50| 330| 1,120| 2,640| 5,160| 8,910|14,150|21,120| +------+------+------+------+------+------+------+------+

MEDIUM PROGRAMS follow this size/price scheme: Program Level Program Price Price Price Price @ @ @ @ +------+------+------+------+------+------+------+------+ | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | +------+------+------+------+------+------+------+------+ Size | 3 | 12 | 27 | 48 | 75 | 108 | 143 | 192 | +------+------+------+------+------+------+------+------+ 0-2 Negot. | 90| 720| 2,430| 5,760|11,250|19,440|30,870|46,080| 3 Negot. | 88| 698| 2,355| 5,580|10,899|18,833|29,906|44,640| 4 Negot. | 86| 676| 2,280| 5,400|10,548|18,226|28,942|43,200| 5 Negot. | 84| 654| 2,205| 5,220|10,197|17,619|27,978|41,760|

Price Price Price Price Price Price Price

@ @ @ @ @ @ @

6 Negot. 7 Negot. 8 Negot. 9 Negot. 10 Negot. 11 Negot. 12 Negot.

| 82| 632| 2,130| 5,040| 9,846|17,012|27,014|40,320| | 80| 610| 2,055| 4,860| 9,495|16,405|26,050|38,880| | 78| 588| 1,980| 4,680| 9,144|15,798|25,086|37,440| | 76| 566| 1,905| 4,500| 8,793|15,191|24,122|36,000| | 74| 544| 1,830| 4,320| 8,442|14,584|23,158|34,560| | 72| 522| 1,755| 4,140| 8,091|13,977|22,194|33,120| | 70| 500| 1,680| 3,960| 7,740|13,370|21,230|31,680| +------+------+------+------+------+------+------+------+

LARGE PROGRAMS follow this size/price scheme: Program Level Program Size Price Price Price Price Price Price Price Price Price Price Price @ @ @ @ @ @ @ @ @ @ @ 0-2 Negot. 3 Negot. 4 Negot. 5 Negot. 6 Negot. 7 Negot. 8 Negot. 9 Negot. 10 Negot. 11 Negot. 12 Negot. +------+------+------+------+------+------+------+------+ | L1 | L2 | L3 | L4 | L5 | L6 | L7 | L8 | +------+------+------+------+------+------+------+------+ | 4 | 16 | 36 | 64 | 100 | 144 | 196 | 256 | +------+------+------+------+------+------+------+------+ | 120| 960| 3,240| 7,680|15,000|25,920|41,160|61,440| | 117| 930| 3,139| 7,440|14,532|25,110|39,874|59,520| | 114| 900| 3,038| 7,200|14,064|24,300|38,588|57,600| | 111| 870| 2,937| 6,960|13,596|23,490|37,302|55,680| | 108| 840| 2,836| 6,720|13,128|22,680|36,016|53,760| | 105| 810| 2,735| 6,480|12,660|21,870|34,730|51,840| | 102| 780| 2,634| 6,240|12,192|21,060|33,444|49,920| | 99| 750| 2,533| 6,000|11,724|20,250|32,158|48,000| | 96| 720| 2,432| 5,760|11,256|19,440|30,872|46,080| | 93| 690| 2,331| 5,520|10,788|18,630|29,586|44,160| | 90| 660| 2,230| 5,280|10,320|17,820|28,300|42,240| +------+------+------+------+------+------+------+------+

For each entry, you'll see the name of the program, the program's description in the game, the program Type (as shown above), where it can be bought, and finally, my personal comments on the usefulness of the program, including a numerical rating on a scale of 1 to 10, with 10 being the most useful. ###ATTACK### Attack is used to destroy ("crash") IC. Attack becomes necessary when Masking fails. Type: Small Available: Crime Mall, Microtronics Usefulness: 9 Attack is mandatory for defeating hostile ice, which can be found on nearly every system. If you want to take a CPU of any kind, you'll need to rely on a strong Attack program. Here's some trivia for you: out of the 397 total Nodes in the game, 152 use either Barrier or BlackIce (the two ice types that must be destroyed using Attack), or both. That's about 38%, so you can expect to be forced to use Attack against more than onethird of the Nodes you come across. Make sure to have the highest version of this program that your deck can take before doing any decking. ###SLOW### Slow reduces the IC's reactions, delaying attacks and alerts. Slow does nothing against Trace IC. Type: Large Available: Crime Mall, Microtronics

Usefulness: 3 Using Slow just, well, slows the ice down. It doesn't make it any weaker or damage it, it just makes its actions take longer. This is of marginal use against ice forms that can sound alerts or damage the Persona as time goes by, but once you've entered combat, you shouldn't waste any time messing around. This could have been a little more useful if the programmers would have allowed it to slow the movement of Trace-type probes across the screen -- but, alas, it has no such effect. Finally, if you use Slow enough to slow an ice down to its lowest speed, then just keep Slowing it, it will eventually be destroyed. I can't think of any use for this, since it takes much longer than old-fashioned attacking. Well, maybe if you just lost your Attack to a Tar Pit and you need to finish the run... but let's face it, after you lose Attack, your run is pretty much screwed no matter what. ###DEGRADE### Degrade attempts to lower a Node's Security Rating. Both the Node's & the IC's defenses become weakened. Type: Special Available: See notes below Usefulness: 6 This program is only available in two versions: a 36-Mp Level 3 version available from Wilma Temmenhoff for 3,000 nuyen, and a 144-Mp Level 6 version available from Kipp David for 30,000 nuyen. Technically, it's also available as a 64-Mp Level 4 version, but that's only if you use the debug cheat and use Test Deck. As far as the program itself, it can be pretty useful if you are in over your head and need to weaken the Node a little bit before attacking -- after one or two shots, you'll notice a significant difference. Then again, it won't save you a whole lot more time than if you had simply attacked all the way through. And of course it goes without saying that using Deception is better than entering combat in the first place. ###REBOUND### Rebound bounces attacks back at the attacker. Rebound weakens slowly with each interception. Type: Special Available: See notes below Usefulness: 2 This program is only available in two versions: a 27-Mp Level 3 version available from Wilma Temmenhoff for 3,000 nuyen, and a 108-Mp Level 6 version available from Kipp David for 30,000 nuyen. Technically, it's also available as a 48-Mp Level 4 version, but that's only if you use the debug cheat and use Test Deck. It's a largely useless program, too. Unless you have the highest version of the program and a seriously pumped-up deck, it won't work well enough to be worth the effort. And if your deck is that buff anyway, you won't need to run a goofy helper program such as Rebound. In typical usage, Rebound will deflect each attack back at the ice, but will usually break after only two or three deflections. It's basically a defensive program, but you usually don't need that much protection anyway, and it's not sturdy enough for it to be worth re-running each time it breaks. Just keep blasting with Attack and don't waste time on fluff like this.

###MEDIC### Medic repairs damage taken by the Persona. Seriously damaged Personas repair at a slower rate. Type: Large Available: Crime Mall, Microtronics Usefulness: 4 Medic is good at what it does, the problem is that what it does is rarely needed. If the program is a decent level, yeah, you'll be able to heal yourself up pretty well. But as long as you're not trying to hack a system that's way out of your league, you probably won't be in a situation where you would need to heal. Even high-level ice will miss most of the time against evenly-matched Personas, and when they do hit, they don't often cause any damage. Finally, just so you know, Medic is one of those programs that must reload -- not just refresh -- after each use. ###SHIELD### Shield reduces damage from most attacks. Each hit it degrades. Shield is useless against Black IC. Type: Large Available: Crime Mall, Microtronics Usefulness: 3 Pretty worthless if you use the stealth approach to decking. Even if you like to duke it out with each Node you come across, though, Shield is still pretty weak. As mentioned before, most attacks by ice are very inaccurate and weak, so you won't need that much protection anyway. Of course, the one ice type that is actually dangerous enough to warrant a little extra protection -- BlackIce -- will not be affected by Shield. Thanks, Sega. ###SMOKE### Smoke creates electronic chaos. ALL actions have added difficulty. Smoke degrades every 4 seconds. Type: Small Available: Crime Mall Usefulness: 1 Holy lord, this is one awful program. Just read the description -- every single thing that either you or the Node tries to do will probably fail. Wheee! How could this possibly help you?!? Well, there's a TINY upside to it -- see the next part, Matrix Strategies. Oh yeah, this is another program that must reload after each use. ###MIRRORS### Mirrors confounds IC and Deckers, decreasing their attack accuracy. Mirrors degrades every 4 seconds. Type: Medium Available: Crime Mall, Microtronics

Usefulness: 2 Less retarded than Smoke, but still pretty retarded, Mirrors only makes attacks less accurate, instead of all actions. The problem is, if the Node has been tripped up and the ice is attacking you, what else can you do but run Attack? I mean, it's not like you can still try to run Deception while under attack from a hostile Node. In that case, Mirrors would be at least kind of useful, to help you dodge attacks while trying to crack the Node with Deception. But, that's not how things work, and the result is that the most you can get out of Mirrors is a few extra seconds to run non-attack programs like Medic and Analyze, which you probably don't need to run anyway. Finally, note that Mirrors is one of the three programs that must reload -- not just refresh -- after each use. ###SLEAZE### Sleaze allows the Persona to bypass the Node without affecting it in any manner. Type: Medium Available: Crime Mall, Microtronics Usefulness: 7 Assuming you have a higher-level version of the program, Sleaze can actually be pretty helpful. It's a non-combat program that will allow you past the Node if successful, no matter what type of ice is guarding it. In this respect, it's better than Deception, since you can even fool Barrier and BlackIce with Sleaze. However, there are two downsides. For one, it only allows you PAST the Node, not inside. So if you need to do something inside the Node (such as retrieving data from a DS or shutting off an alert from a CPU), you'll still have to beat the ice the oldfashioned way. The other drawback is that since the program doesn't actually defeat the ice so much as sneak around it, the ice will still be there if you revisit the Node, and you'll have to deal with it all over again. All in all, it's a pretty decent program, but don't hold back on a new version of Attack or Deception just to have Sleaze on your deck. It's not THAT great. ###DECEPTION### Deception creates passcodes to fool Access & Gray IC. Deception has no effect on Barrier or Black IC. Type: Small Available: Crime Mall Usefulness: 10 Deception is hands-down the most useful program in the game. First of all, one successful run will instantly kill the ice. Second, it will work against every ice type except for two (even Trace ice, which is great since it can take a dangerously long time to destroy some Trace ice via Attack, and also, you won't have to waste space and money buying Relocate). Finally, by using Deception as your first move every time, you will avoid a LOT of combat, greatly increasing your chances of staying on the system. If you read the notes on Attack, you'd see it mentioned that about a third of the Nodes in the game require Attack to kill. Well, that means the remaining two-thirds of all Nodes in the game can be defeated with Deception! That's really a great statistic, and I recommend giving first priority to upgrading your deck's Masking attribute and getting new versions of Deception whenever possible.

###RELOCATE### Relocate leads any Trace IC on a wild goose chase. If successful, the Trace ends immediately. Type: Small Available: Crime Mall Usefulness: 4 This one was hard to set a number on because it can be pretty useful in the right situation, but most of the time isn't necessary. For the record, Relocate will instantly defeat any Trace ice if successful. But, running Deception will have the same effect. So, Relocate is largely redundant. The only time when it's better than Deception is when you've tripped a Trace IC and it starts sending the Trace probe across the screen. At this point, you've entered combat, and Deception will no longer be able to be run. However, you can keep trying Relocate to the bitter end... though some would say that you might as well invest all that time in running Attack... ###ANALYZE### Analyze scans the Node and its IC for information. Multiple Analyzes may be required for hidden info. Type: Medium Available: Microtronics Usefulness: 3 I think this program would be more useful to people that aren't using this FAQ. As it is, nearly all the info that Analyze can give you about a particular Node and its ice can be found in the System List section of this FAQ (Section XII). Also, unless you have a monster system and the best version of the program available, it will take several scans to get all the information. One thing that Analyze can give you that this FAQ can't, however, is the little life bar that appears once you've scanned all the info available for a Node. It's kind of helpful knowing just how close to defeating the Node you are. The other thing that Analyze can tell you that this FAQ can't (well, technically, I could compile a list, but it would be the biggest waste of time ever known to man) is how successful your loaded programs will be against this particular Node. The vertical success bars next to each program icon will only give a reading if the Node and its ice is completely scanned. Kind of helpful, I guess, to have an estimate of how effective your programs will be, but is it going to influence your decision of which programs to run? Probably not. Overall, Analyze is kind of a waste of time. Tar Pit fodder at best (see Part 5). 4.) Matrix Systems -----------------This part is kind of an advanced version of the Matrix intro section, offering more information in much more detail about the ins and outs of Matrix running. a. Nodes -------To review some basic information, there are six types of Nodes in the game: CPUs, DSs, IOPs, SANs, SMs, and SPUs. Each has a distinct function, and each is classified with a color (Blue, Green, Orange, Red) and a security rating (1 through 7). The color and rating of a Node determine its overall strength

and power. It's hard to generate concrete evidence, but it appears that the colors represent different levels of power while the ratings represent varying degrees of power within each level. That is, the order of strengths, from weakest to strongest, is Blue (1-7), Green (1-7), Orange (1-7), Red (1-7) -- so that, for example, a Red 1 Node is slightly more powerful than an Orange 7. Again, this is the best theory I could come up with and while it appears to be correct, it's hard to say for sure. Anyway, here's a list of each type of Node. Each list entry will have the following information: Node abbreviation, Node name, stats on how often you'll see the Node (expressed in a percentage of all Nodes that are of this type, then the average number you'll encounter on each system), the shape it takes on the system map, the shape it takes inside the actual system, my personal notes about the Node, and a list of the functions you can perform once inside, complete with explanations of each. ###CPU### Central Processing Unit Occurrence: 6.3% (1.0 per system) On Map: Hexagon with smaller concentric hexagon inside In Matrix: Hexagon-based polyhedron (technically, an octadecahedron - 18 sides) with three orbital rings Notes: Each system has one, and only one, CPU. It's the brain of the system, so it's naturally the most heavily guarded. Functions: Go To Node - Transports the system without Note that it's dropped off at fight your way user directly to any Node on the stopping at any Nodes along the way. a one-way trip, and after you've been your destination, you'll have to back through any unconquered Nodes.

Cancel Alert - Resets the alert system, canceling both Passive and Active Alert status. Very handy... the only way that alerts can be canceled, too. Note also that when an alarm is going off inside a building, the corporation's matrix system will be on Active Alert as well. If you wanted to jack in at such a time and were able to make it inside the CPU, canceling the alert will end the alarm as well. Crash System - This crashes the system, ejecting you while crippling the CPU. It only really has two uses: Some Matrix runs will require that you crash a CPU -- but more importantly, if you crash a corp's CPU from inside the building, it will deactivate all cameras and maglocks. Pretty nice. ###DS### Datastore Occurrence: 30.7% (4.9 per system) On Map: Square In Matrix: Cube with a hole in one visible face and pairs of triangular studs on each of the other two visible faces

Notes: These Nodes are where you'll get all your data to sell. The vast majority of Matrix runs also involve some kind of data transfer from within a particular DS. Functions: Leave Node - Leaves the Node to travel to one of the adjacent Nodes. Transfer Data - If you're on a Matrix run where you have to upload a file to this particular DS, Transfer Data will perform that function. Similarly, if you're on a run that requires you to retrieve a certain file from this DS, Transfer Data will do that as well. In all other situations, choosing this option will begin a search for random data files. The higher the decker's Computer attribute, the more likely you'll find something. If something is found, you'll be given the option of keeping the file on your deck. Pay attention to the file sizes, as you can only hold as many datafiles as can fit into your deck's free Storage. Regardless of the Storage limitations, though, your deck can only hold a maximum of five files at a time, period. Rarely (unless you've studied this guide and know where and when to find them), you'll download a file that has information that will help you in your quest. When this happens, the screen will tell you that you've found "an interesting file that you download to your notebook." After you jack out, be sure to check out your notebook for the new clue. Erase - This command's only purpose is if you're on a Matrix run to delete a file. Otherwise it's a waste of time, and one more chance for the system to catch you and set off an alert. ###IOP### Input/Output Port Occurrence: 16.3% (2.6 per system) On Map: Triangle In Matrix: Triangular pyramid with rounded bulges on each face Notes: These things are pretty useless. It may be worth noting, however, that IOPs (not SANs) are where you enter the system if you jack in from inside the corp building. Each terminal inside the building corresponds to a particular IOP, and generally speaking, terminals on higher floors with tighter security will lead to IOPs that are closer to the CPU. Functions: Leave Node - Leaves the Node to travel to one of the adjacent Nodes. Lockout - As near as I can tell, this does nothing. It SOUNDS like it does something, giving you the message and all, but I've never noticed anything different after locking

out an IOP. ###SAN### System Access Node Occurrence: 6.3% (1.0 per system) On Map: Rectangle In Matrix: Rectangular computer chip with seven pins visible on the front face (kind of resembles the chips you would see on a SIMM for your PC) Notes: This is the first Node you will come to if you enter a system from a public terminal. SANs are generally very low security and will often be unguarded, even on high-end systems. Like the CPU, each system has one, and only one, SAN. Functions: Enter System - Leaves the Node to travel to one of the adjacent Nodes (same as Leave Node in other Nodes). ###SM### Slave Module Occurrence: 19.4% (3.1 per system) On Map: Circle In Matrix: Sphere with two sets of square notches around it Notes: These can be a little bit of a help from inside corp buildings: each corp system is guaranteed to have both a Maglocks SM and a Cameras SM. Shutting off the former will disable all cameras, while shutting off the latter will open all maglocked doors. Besides that, though, SMs don't really have any other purpose. Note also that shutting off an Alert Control SM has no effect on either Matrix alerts or corp building alarms. Bummer. Functions: Leave Node - Leaves the Node to travel to one of the adjacent Nodes. Turn Off Node - Takes the Node offline. As mentioned in the notes above, this only has two uses, and is largely for atmosphere, like the IOPs. ###SPU### Sub-Processor Unit Occurrence: 23.2% (3.7 per system) On Map: Hexagon In Matrix: Hexagon-based polyhedron (technically, an octadecahedron - 18 sides) Notes: These types of Nodes are basically only there for structure. SPUs usually don't serve any purpose but to be just another Node with ice that deckers have to get through in order to reach the juicy CPUs and DSs. You'll spend a lot of time going from SPU to SPU in your travels.

Functions: Leave Node - Leaves the Node to travel to one of the adjacent Nodes. b. Ice -----IC, the abbreviation for Intrusion Countermeasures, is usually referred to as ice. In this game, there are several types of ice, each with its own behavior, characteristics, and weaknesses. Ice are ranked from 1 to 7 in terms of overall strength, but that rating is increased by 1 during Passive Alert, and by 2 during Active Alert. So, it is possible to have a level 9 ice, if only temporarily. The rating of the ice represents all of its stats: how powerful its attacks are, how hard it is to hit with Attack or crack with Deception and others, how often it attacks, et cetera. Lower-end systems will have Nodes that use only one ice, or none at all. By the time you have worked your way to the big-time corp systems, though, almost all the Nodes you encounter will be guarded by two ice. For Nodes with two ice forms, which one you see will depend on the alert status. What follows is a list of all the ice types and their characteristics. Occurrence is how often you'll come across the ice, followed by the percentage of all ice forms that are of that type. Graphic is a description of what the ice actually looks like. Combat is a description of what the ice does during combat, whether it be sending out probes, attacking the Persona, etc. Weak Against will tell you if the ice can be instantly defeated by using Deception and/or Relocate. Finally, Notes is any extra notes I have about the ice. ###ACCESS### Occurrence: Common (20.0%) Graphic: A square hatch with doors that repeatedly slide open and shut Combat: Access will send out one probe for each failed attempt of the Persona to run a program. Each probe that reaches the edge of the screen has a small chance of triggering an alert. Weak Against: Deception Notes: The most common form of ice, and one of the simplest. Almost never a real threat, even in combat. ###BARRIER### Occurrence: Common (15.9%) Graphic: A rotating three-spoked circular spark Combat: Barrier will send out one probe for each failed attempt of the Persona to run a program. Each probe that reaches the edge of the screen has a small chance of triggering an alert. Weak Against: None (must be attacked) Notes: The only ice form besides BlackIce that has to be attacked instead of destroyed via Deception. Kind of a pain, but the ice is generally pretty weak and doesn't often manage to set off any alerts.

###BLACKICE### Occurrence: Common (13.3%) Graphic: A dark form that changes color while morphs back and forth between a circle and a four-point star Combat: Will periodically launch attacks directly at the decker, damaging his or her Physical health instead of simply hurting the Persona. Weak Against: None (must be attacked) Notes: The game makes it seem like this is the absolute worst ice you will come across, but I think that's nonsense. It's a distant third behind the two Tar ices. The worst BlackIce can do is dump you from the system and knock you out. Big deal, that's what medkits and healing spells are for. Now, if a Tar Pit eats your level 8 Attack program, suddenly it's Active Alert and you have no way of attacking so your run is totally fragged, but even worse, you have to spend all those hundreds of thousands of nuyen to get back up to the program level that you had. ###BLASTER### Occurrence: Average (12.6%) Graphic: An orange and black explosion Combat: In combat, Blaster will periodically attack the Persona. Weak Against: Deception Notes: Really nothing to worry about. Even if you somehow screwed up trying to run Deception and entered combat, it would take ten years for the average Blaster to knock a decent decker off the system. Blaster will often hide behind Barrier or (less often) Access. ###KILLER### Occurrence: Average (10.2%) Graphic: Blue-gray sphere with electrical current circling around it Combat: In combat, Killer will periodically attack the Persona. Weak Against: Deception Notes: This thing behaves exactly like Blaster. What's the difference? I'm not sure, but I think that Killer is slightly more advanced. Once provoked, it seems to attack more often. That still doesn't make it much of a threat. Also, it seems to have a preference for hiding behind Access, whereas the opposite is true for Blaster. Still, that's not much of a difference. ###TAR PAPER### Occurrence: Rare (6.7%) Graphic: Brownish goo (tar, I guess) teeming and bubbling

Combat: When triggered by a run failure, Tar Paper will erase the program the Persona was trying to run from memory only, not from the deck entirely. Weak Against: (not applicable) Notes: When you get hit by Tar Paper, you'll still have the program on your deck, it will just have to be reloaded -- not a big deal. The more annoying aspect of Tar Paper is that, like its cousin Tar Pit, Tar Paper will also immediately go to Active Alert upon activation, before disappearing. A real pain to come across. Also like Tar Pit, Tar Paper will always be found hiding behind another ice of almost any kind. ###TAR PIT### Occurrence: Average (8.9%) Graphic: An orange circle with tar bubbling inside of it Combat: When triggered by a run failure, Tar Pit will PERMANENTLY erase the program that the Persona was trying to run, immediately switch to Active Alert, and then disappear. Weak Against: (not applicable) Notes: The biggest pain in the ass in the entire game, I'd say. This thing is the reason you should save before entering any mid- to high-end system. Tar Pit (and its slightly less harmful cousin, Tar Paper) always occurs hiding behind another form of ice -- any form, except for Trace ice and, of course, another Tar ice. As soon as you fail in the presence of Tar Pit, it will work its magic and leave you with a seriously crippled program lineup. ###TRACE & BURN### Occurrence: Rare (6.4%) Graphic: A dark cylindrical base with a spherical probe topped with a flame Combat: When combat begins, Trace & Burn will send its probe slowly across the screen. If it reaches the edge of the screen, the Persona will be dumped from the system and the deck's MPCP may be damaged. Weak Against: Deception and Relocate Notes: This ice can actually be a pain in lower levels, when you may not be able to destroy the ice in time to keep the probe from reaching the edge and dumping you. After you have some good hardware and software, and after your decker has gained some experience, though, they will be much less of a threat. Remember, if you get dumped by Trace & Burn, your deck will probably be fried and you won't be able to jack in again until you've taken it to a computer shop for MPCP repairs. ###TRACE & DUMP### Occurrence: Rare (5.9%) Graphic: A dark cylindrical base with a spherical probe topped with a plume of smoke

Combat: When combat begins, Trace & Dump will send its probe slowly across the screen. If it reaches the edge of the screen, the Persona will be dumped from the system. Weak Against: Deception and Relocate Notes: Not that much of a hassle, unless you're in the early levels. If your decker and/or deck is underpowered, you may find yourself getting dumped by this ice quite often, since it can be hard to get in enough hits to destroy the ice before the probe gets to the edge. Kind of frustrating when it's like that, but after you start upgrading, Trace & Dumps won't be a nuisance at all. c. System Notes --------------There isn't a whole lot about Matrix systems that hasn't been covered in the preceding subsections, but here goes: First of all, it's helpful to keep in mind that SPUs are used as the 'backbone' of many systems. If you're not using the maps provided, a good way to find the CPU is to follow the SPUs. Nodes such as IOPs, DSs and SMs are sometimes used to connect different parts of the system to one another, but not often. If you want to fully explore the system in as little time as possible, just hop from SPU to SPU until you see the Node you're looking for. Although this FAQ doesn't recommend running a variety of programs, there will be those who want to use more than just Attack and Deception, for one reason or another. For these people, I suggest you not forget the importance of the time when you first arrive at a Node. Until you enter combat by either failing a program run or attacking, you can use Medic to heal up, equip a Shield, run Analyze, just about anything. Don't waste time by doing these things after combat has begun. Get them out of the way while you have all the time you need. This was briefly mentioned in the beginning info on the Matrix section (Section II, Part 4), but it's pretty handy, so I thought I should clarify here. Suppose you enter a system for whatever reason. You do what you need to do and jack out. Afterward, you return to the exact same system without visiting any other system in between. When you come back, you'll notice that the system map is the same as it was when you left -- you don't have to start from scratch. Also, all Nodes that you defeated the first time around will be color-coded on the map and fully identified when you travel to them. Of course, you'll still have to battle the ice and everything, but it's kind of nice to have a Node fully identified without having to run Analyze a bunch of times. If you've gotten into combat with Access or Barrier and want to keep the ice's probes from triggering any alerts (this won't happen often if your Persona is generally evenly matched with the Node and its ice, but against powerful Nodes, it's definitely something to worry about), you should know that if the ice gets hit, it cancels the probe. So, time your attacks so that the ice is hit while the probe is going across, and it will disappear. For this purpose, you should know that the light attack is the "quickest" attack: it takes the shortest amount of time to get to the target once it is fired. The hard and medium attacks take slightly longer. 5.) Matrix Strategies ---------------------

Here are just a few miscellaneous notes and strategies for decking that didn't fit in anywhere else. * One way to get around Nodes with Tar Pit is to store copies of low-level programs on your deck. When you come to the Node with Tar Pit, run the lowlevel program a few times until it fails and gets eaten by the ice. Yes, this will kick the system up to Active Alert, but on the other hand, Tar Pit will be gone and all of your important programs will be intact. If you don't mind the tradeoff, this is a good way to guarantee that you won't lose your expensive high-end programs. Level 1 programs are very cheap and can be replaced easily, before each time you go into the Matrix. If your deck and decker are both very advanced and you're having trouble getting a program to fail, just use Smoke which, if it doesn't fail itself, will almost certainly make the next program you try to run fail. * Another use of Tar Pit and the Smoke program is if you have a program that you want to get rid of because it's unused, or just to save space. Since there is no way to delete programs from your deck, you have to rely on Tar Pits when you want to get rid of one. It's kind of a pain, but at least it works. Find a Tar Pit, run Smoke (if it'll help) and then run the unwanted program until it fails. Let me stress it again: Yes, this is the ONLY way you can delete programs from your deck. Sorry. * Data selling can be the most efficient way to make money in the you're prepared for it. You simply can't just jump in and start most significant upgrade you need to make before trying to sell decker's Computer attribute. This has three extremely important relate to stealing and selling data: game -- if doing it. The data is your effects that

1.) A high Computer rating will make all programs you run more effective. This means fewer failures, so less combat... and even in combat, a high Computer rating will increase each attack's damage and accuracy. 2.) As your Computer rating increases, it will take less effort to find a datafile when searching a DS. If you try to search a DS with a low Computer rating, you'll probably only find one file every 5 tries or so. It's a very inefficient way of doing things, even more so when you consider the last point: 3.) The lower your Computer rating, the more frequently your actions will be detected by the system. I would say that the #1 reason most people have unsuccessful data runs is that they trip up the system too many times and get booted before they have a full load. By the time your Computer rating is up to 10 or 12, you'll almost never get caught inside a Node. So, if you're getting frustrated because your data-selling scheme isn't proving to be as lucrative as you thought, you should take a look at your decker's Computer attribute. I would say that a 5 or 6 is the minimum requirement for consistently successful runs -- then again, it all depends on your programs and equipment. * Don't forget that the Combat skill is just as important in cyberspace as in the real world. If your attacks are always missing, consider upgrading your decker's Combat skill. You should notice a difference. ------------------------------------------------------------------------------IV. GUIDE TO SHADOWRUNNING ------------------------------------------------------------------------------Shadowrun's the name of the game, so to speak, and it's pretty much impossible to get through the game without going on a fair number of shadowruns. They are by far the best way to pick up Karma, which is essential to the advancement of your characters. They can also make you quite a bit of money if you're good

enough. And, if nothing else, they're much more fun than the traditional way of getting money and experience in RPGs: fighting hordes of monsters over and over again. This section is broken down into several parts: one for each type of run. Within each section, you'll find pretty much all the information there is on the run, plus my opinions on which types to take, and strategies to use for each type. If you really want to make the most out of your experience in this game, you should become familiar with each type of run and try to go on as many as possible. 1.) Introduction ---------------In Shadowrun, your source of employment comes from Mr. Johnsons, which is the alias used by several men who hand out contracts to runners like you. There is one Mr. Johnson in Puyallup Barrens, one in the Penumbra District, two in Downtown Seattle, and one in Redmond Barrens. For more information on Mr. Johnsons, read Section IX. Once you find a Mr. Johnson (they're all located in the back booths of bars), you can ask him for work and he'll offer you one of the types of jobs listed below. With few exceptions, each Johnson will offer each type of job at a fixed rate. Then, depending on your Negotiation attribute, that fee may or may not change. Once the fee has been determined, it's up to you if you want to take the run; simply tell the Johnson yes or no. Once you've found a job you like and have taken it, you've got to go do it. Note that there's no time limit or anything like that for runs, you can start and finish them whenever you like. If you fail during the run (usually the only way to fail is to have your party wiped out), you won't lose any Karma or Reputation or money or whatever, but the run will be busted and you'll have to look for a new job. One thing you can't do is take on two runs at once. While you're under contract for a run, other Johnsons won't make you any offers. If you wish to get out of your contract, go to the Johnson who gave you the job and ask for work again. He'll tell you that you're already under contract and will ask if you want out. By nullifying a contract you lose nothing, so don't be shy. If you change your mind about a run, don't hesitate to cancel it and get a new one. Except for Bodyguard and Courier runs, you will need to return to the Johnson once the run is finished for payment. Once you talk to the Johnson, he will pay you and you will gain a little Karma. You will then be free to look for other jobs. This is the point at which your short-term runners will leave. And when you're working with other runners on a job, don't let the text about splitting up percentages scare you. You'll always get paid the same amount, regardless of how many people are in your party. Finally, with the two types of runs mentioned above, you will be paid by the client himself upon reaching your destination, instead of afterward by the Johnson. This can cause a few special conditions -- see Section XII. 2.) Bodyguard Runs -----------------PAY: 45-55 (from Gunderson) 200 (from Mortimer Reed and Julius Strouther) KARMA: 1 OVERVIEW: In a bodyguard run, you must travel to a store, bar or other building to pick up your client, then travel with him to another such location.

NOTES: These are very easy. You can fail by either letting your client die or kicking the bucket yourself. Neither of these will probably happen, though. Your client is more fragile than you, but if you get attacked, the enemies will be gunning for you, not him. Just stay alive, keep your guy out of the crossfire, and know where you're going. If you're getting these runs from Gunderson, all your runs will be to and from places within Redmond Barrens. Once you learn which buildings are where, this is a pretty easy, if monotonous, way of making some money. Even though the Gunderson runs are basically just for tutorial purposes and to get the 250 needed to start the game, they can be one of the fastest ways to build up Karma. Even though you only get 1 Karma per run, the runs can be done so quickly that if you can withstand the repetitiveness of the runs, you can get quite a bit of Karma in a relatively short amount of time. Try it for yourself: time yourself on a 6-point run and then time yourself on 6 Gunderson runs. I admit that 6point runs have the POTENTIAL to be much quicker than 6 one-pointers, but on average, the times will be very close. Another point of advice applies to those getting runs from Reed or Strouther. This may seem obvious, but don't take bodyguard runs from these guys if you don't have the Ork armband. Most of their runs require taxi travel, and round-trip fare will severely cut into your profit. You may even end up losing money. The only way for bodyguard jobs from these guys to be worth it is if you get cab rides for free. Finally, note that bodyguard jobs are one of two types where you are paid by the client, not by the Johnson. 3.) Ghoul Bounty Runs --------------------PAY: 10-20 per kill (from Gunderson) 40 per kill (from Mortimer Reed) KARMA: 1 OVERVIEW: In ghoul bounties, the Johnson will send you to an abandoned building to hunt down the ghouls that infest it. NOTES: It's impossible to fail a ghoul bounty run. If you die, just keep plugging away until you've had enough kills and want to return for your reward. Another interesting thing about the ghoul bounty is that it's the only type of run whose pay will vary according to how much work you do. And if you can talk Reed into paying 50 or 60 nuyen a head, you stand to make quite a bit of money if you get the maximum number of kills. There are a few problems with this, though. First of all, it takes a long time to accumulate enough kills to make it worth taking on a bounty job. Also, the relatively low payout doesn't really make up for the other expenses of the run such as clips and cab fare. Finally, given the fact that these are low-level jobs and will most likely be taken by novice runners, they can be very dangerous. The ghouls that inhabit the abandoned buildings can be quite tough, especially if you're alone on the hunt. If you get swamped by 5 ghouls at a time and you don't have enough strength or allies to stand up to the enemies, you're going to be in a lot of trouble. There are much better ways to get you off the ground at the beginning of the game. If you do take a ghoul bounty run, though, there are a few things you

should know. First, like all other low-pay runs, make sure the pay will be worth your trouble. If you don't have the Ork Armband and take a job in the Puyallup Barrens, for instance, you'll probably have to kill a ghoul or two just to break even. Of course, if you're getting the job from Gunderson, you won't have to do any traveling, but the pay will be a lot lower. And if you're at the beginning of the game, you're better off avoiding ghoul bounties in general. 4.) Courier Runs ---------------PAY: 35-55 (from Gunderson) 180 (from Julius Strouther) 180-190 (from Mortimer Reed) KARMA: 1 OVERVIEW: In a courier run, you are sent to a destination to pick up a package and must deliver it to another destination. NOTES: This is perhaps the easiest run in the game. Unlike bodyguard runs, where you have to protect a client, courier runs only require that you safely get from Point A to Point B. Of course, if you die, you still lose the package and fail the run. Still, this doesn't happen often, except a few times at the very beginning of the game when you're trying to scrape together the 250. Like other low-paying runs, don't take them from Reed or Strouther unless you have the Ork Armband, or else you'll give away half your profit in cab fare each time you make a run. Gunderson's courier runs, like his bodyguard runs, can be a decent way of beefing up your Karma pretty quickly, especially if you don't have the resources to tackle advanced corp runs. For more info, refer back to the second paragraph in the Notes subsection of the entry for bodyguard runs. 5.) Enforcement Runs -------------------PAY: 160 (from Julius Strouther) 190 (from Mortimer Reed) 230 (from Vigore & Jarl) KARMA: 2 (1 from Vigore & Jarl) OVERVIEW: In enforcement runs, you are sent to straighten out one of the three area gangs for various delinquent behavior. Regardless of the situation, it always ends in a battle with four or five gang members, after which your mission is considered complete. NOTES: Pretty simple. Go to the gang's hideout, get insulted, kill everything inside, and return for payment. Needless to say, it's dangerous to take on these runs in the early stages of the game if you don't have good equipment and a teammate or two to help you. These runs are the last type that would almost require an Ork Armband. When you start taking on more advanced runs than this one, that's when the pay gets into the 500 to several thousand range -- of which a hundred nuyen or so is not that big of a chunk. But it's still going to put a dent in your profits if you're only making around 200 on runs like these.

If money's not a problem, though, and if you can take on four or five gang members with guns with relative ease, then these runs may be nice for building your Karma -- assuming you don't get the runs from Vigore and Jarl, of course. But getting 2 Karma for a quick job like this can be pretty helpful. 6.) Matrix Runs --------------Matrix runs are shadowruns in which you are asked to go into a computer system and do one of several things (download data, upload data, delete data, crash the CPU). The data transfers must be done from a specific DS on the system, which of course the Johnson tells you about. Actually, the Johnson won't specifically refer to the actual DSs name, so if you're confused, make sure to check the CyberInfo screen in the Cyberdeck screen for a listing of the specific Node to visit and the specific action to perform. Matrix runs are kind of convenient in that they don't require any traveling. You can get the run from the Johnson, walk next door to a terminal, jack in and make the run, walk back over to the Johnson, and get paid. Simple. If you are really good at decking and can tear through systems, this is one of the fastest ways to get Karma since there's no running around to do. You don't even need to assemble a team, since your decker (be it you or someone else) will work alone. Matrix runs are one of the three types of runs that are divided into simple, moderate, and expert runs -- the other two being extraction and acquisition runs, as you'll see below. However, Matrix runs are the only ones where the Johnson will specifically tell you which type of run it is. In the other types, all three difficulties will sound exactly alike and you'll have to look at the pay range to see how tough of a job it really is. Finally, a little tip that applies to all Matrix runs, especially the ones where your target is a DS: once you've accomplished your mission, grab all the data you can before you leave the system. You spent all that time hacking into the system to do the run, so why not grab some files on the way out? It's possible to make more than ten times your pay on the run just by selling data afterwards. You'll definitely help yourself out in the long run by using this tactic. a. Simple Matrix Runs --------------------PAY: 425 (from Mortimer Reed) 500 (from Vigore & Jarl) KARMA: 2 (1 from Vigore & Jarl) OVERVIEW: see above NOTES: Simple Matrix runs are always against low-level unnamed systems. The Johnson will just refer to them as "a local company" or something. These systems will generally have 10 or fewer Nodes, and almost no Tar Pit or BlackIce. b. Moderate Matrix Runs ----------------------PAY: 2,600 (from Julius Strouther) 2,550-2,750 (from Caleb Brightmore) 3,000 (from Vigore & Jarl) KARMA: 3 (2 from Vigore & Jarl)

OVERVIEW: see above NOTES: Moderate Matrix runs are sometimes against small-time named systems such as Seattle General Hospital or Club Penumbra, but are mostly against unnamed systems. c. Expert Matrix Runs --------------------PAY: 6,000-6,100 (from Caleb Brightmore) 6,350 (from Vigore & Jarl) KARMA: 5 (4 from Vigore & Jarl) OVERVIEW: see above NOTES: Expert Matrix runs will always be against a named system that belongs to a large corp or even the UCAS itself. These runs are very tricky, and if you don't use the maps in this FAQ, half the trouble will probably be finding the right Node. Make sure you have a powerful deck before you try to make a living with these. Then again, if you get good at it, you can make a killing by taking Matrix runs and loading up on data on your way out of the system. In a high-end system, you can easily make 30,000 plus 5 Karma a run. 7.) Acquisition Runs -------------------Acquisition runs are when the Johnson asks you to recover a package that was taken from one of his couriers. The different levels of difficulty correspond to the corp that you are sent into -- see each entry for building-specific tips. The package you are looking for will always be inside one of the wall safes located throughout the building. After you find it (you'll be given a special message saying you found it), leave as quickly as possible and return to the Johnson for your pay. Here are some general notes for all acquisition runs -- actually, for all corp runs, period, since acquisition runs are basically identical to extraction runs: * Unless you have a character in your party with a 12 in Electronics, a Level 5 maglock passkey is all but required on corp runs. They are expensive, but if you know Alesandro Hobbs, you can get one for a paltry 20,000. It may sound like a lot, but those who have played the game will know that that's a total steal for a Level 5. If you insist on going without a passkey, your runs will go much less smoothly since the other option is to use your Electronics skill, which (even with the Electronic Kit) isn't very reliable until it's in the 10 to 12 range. And don't even ask me about Frag Grenades... ugh. * Another necessity is either a.) a corp badge or b.) a very high Charisma rating -- but preferably a badge. You're almost guaranteed to run into a potentially hostile random encounter -- probably several -- every time you do a run inside a corporation. While it's not guaranteed to work every time, having a badge is still going to get you out of most situations, and even turn a potentially bad meeting into a potentially helpful one (such as meeting a secretary). If you don't have a badge, though, you really need a high Charisma score. While not as effective as a badge, having 5 or 6 Charisma will still let you talk your way out of a lot of situations. Having neither will cause you a ton of headaches, if not get you wiped out completely.

* In regard to that last note, the downside of having a corp badge is the cost. They'll cost several thousand nuyen and will supposedly only last one run. I say "supposedly" because I've played many games where one set has lasted for the entire game, but I've also played games where they really did go away after every few runs, if not after every single run. I have a few theories about how this works, but haven't had time to test any. So, for now, the best advice I can give is if you keep losing your badges, just forget it and focus your efforts on improving your Charisma attribute. * Here's a tip for a situation that will probably never happen to you -- but if it did, you'd feel cheated. There is a bug that will happen if the main character, Joshua, dies (or gets knocked out, whatever...) inside a building. If Joshua goes down and another character approaches a maglocked door while he's still dead, the game will count that as leaving an area without him and will therefore wipe out your party. So, if Joshua loses all his life and you're forced to take over with another character, DON'T approach any doors or it will mean certain death. Take the time to revive him before you continue running. It may seem like a silly little thing, but if were to happen to you, you'd probably be real frustrated by the computer's deficient logic. * To kind of go along with the previous note, here's a tip about dying while on an acquisition or extraction run: you can die as many times as you need to before you get the package or client, but once you have your it/him in your possession, getting your party wiped out will cause you to fail the run. * You will probably become familiar with the alarm inside corporations after a while. It can be triggered by a number of things such as unsilenced gunfire, explosives, being seen by a camera, random encounters, screwing up when using a database or picking a lock, and many other events. Alarms are a big pain because during an alarm, all elevators are locked down (as well as the main entrance, if you're on the first floor) and corporate security floods the area, attacking your party on sight. Beside simply waiting for the alarm to end, there are two options for ending an alarm, and they both involve the terminals that you will find inside a building. If you find a Matrix terminal (usually a single terminal in the wall), you can enter cyberspace and deactivate the alarm by crashing the CPU. If you find a security terminal (usually two terminals side-by-side), however, you can simply choose to shut off the alarm. Your success will depend on your Electronics skill and if you fail, you'll set the alarm off again -- but, you can just go back to the screen and try again until you shut it off. * When you first enter a building, find the nearest security terminal. This is the best way to find what you're looking for and cut down the amount of time spent in the building. When you choose your use your Electronics skill on such a terminal, you will not only be able to shut off any alarms, but will also be able to shut off the security cameras (quite helpful) and find which floor your package/client is on (VERY helpful). If you don't get the information on your first try, just keep trying, and don't worry about setting off the alarm, since you will always be able to turn it off using the same security terminal. * The upper levels of many corp buildings are split. For example: when you come to the elevators on the first floor, there may be three right in a row. On the higher levels, though, the rooms where each elevator gets off may be walled off from one another, and you'll need to go back down and take a different elevator to the same floor to reach the new areas. Remember this when you've searched the whole floor that your goal is supposed to be on, but still can't find it. You may need to find another elevator on a different level.

* Magic, melee attacks, grenades, and silenced guns will never set off an alarm inside a corp. Shotguns and non-silenced guns will ALWAYS set off an alarm. Stores sell silencers for a reason, and they're very affordable, so you really have no excuse for setting off an alarm with your own gunfire. Unfortunately, corporate security doesn't feel the same way, as none of their weapons are silenced. As a result, you can forget about maintaining secrecy if you give a guard reason to attack you. Also, for what it's worth, hell hounds don't set off alarms by themselves. But a hell hound attack is probably one area where you're going to worry less about the alarm and more about blasting the things. Oh well. * Try to stay out of the way of guards, even when they aren't hostile. When you're around a guard, you have a MUCH greater chance of being asked for your badge, and it follows that you would have a much greater chance of getting attacked and sounding the alarm. Most guards walk a patrol around the major rooms and hallways on each floor, so spend as little time in populated areas as possible. * A couple camera facts: once you turn off the cameras with a security terminal, they are off for all floors, permanently. Even if an alarm is subsequently triggered, they won't come back on. The only exception (and of course, this doesn't apply to extraction runs) is if you leave the building and return. In this case, everything will be reset, except for the location of the package/client. a. Simple Acquisition Runs -------------------------PAY: 550 (from Mortimer Reed) 600 (from Julius Strouther) KARMA: 2 OVERVIEW: see above NOTES: Simple runs will be against either the Fuchi or the Mitsuhama buildings. The Fuchi building is perhaps the easiest one to run against: it has a lot of big open rooms, a very simple layout, and abundant security terminals. In fact, the first one is just as you enter the building, in the room to your left. Walk down through the door to access it. Mitsuhama is not much different. Its layout is a little more complicated, but it still has relatively few cameras, and plenty of security terminals for when things go sour. Its first security terminal is on the first floor, in the far upper-left corner next to (but in a different room than) the elevator. Finally, note that both Fuchi and Mitsuhama have two locations: one in the Penumbra District, and one in Downtown Seattle. Regardless of which branch you are assigned to, the building will be the same. Just a little something that may be worth remembering. b. Moderate Acquisition Runs ---------------------------PAY: 1,000 (from Julius Strouther) 1,400 (from Caleb Brightmore) 1,700 (from Vigore & Jarl) KARMA: 4 (3 from Vigore & Jarl)

OVERVIEW: see above NOTES: Moderate runs will target Ares or Lone Star. These two corps, particularly Lone Star, can get pretty mazelike at times. Also, expect to see several split floors as described above, and more security cameras. Ares isn't that tough... it's got a lot of winding passages and tiny rooms to explore, but the security is pretty lax. The first security terminal is in the upper left end of the first floor, go up and into the room right before you would enter the large open room with the elevator. Lone Star can actually be pretty tricky. The security seems to be tighter, and the room layout is very complex. The first security terminal is pretty tough to find as well, and terminals in general are somewhat scarce. For those interested, the first security terminal is in a room off of the hall that runs behind the elevator. In other words, get to the elevator and keep going. To get to the elevator, go out into the hallway from the main entrance and take the second door leading upward. Keep going upward until you get to the large room with the desk and chairs. When you get there, go through the door on the left and you should see it. c. Expert Acquisition Runs -------------------------PAY: 3,850 (from Caleb Brightmore) 4,500 (from Vigore & Jarl) KARMA: 6 (5 from Vigore & Jarl) OVERVIEW: see above NOTES: Expert runs are against Renraku and Renraku only. The difficulty of the Renraku building is quite a leap from the Ares and Lone Star buildings, and it can be a real pain for those who don't know their way around. For one thing, there is no security terminal on the first floor. This can be the source of endless frustration for runners, because (unless you cast Invisibility on your party or something) you are GUARANTEED to be stopped by security in the first room. There are guards stationed everywhere, so it's basically impossible to make it through that first room without being stopped at LEAST once. Also, you'll notice that there are cameras placed in very tricky locations -- around corners and near very common locations. It's pretty much impossible to get anywhere without having to deal with a camera, which is all the more reason to get to the first security terminal as quickly as possible. From the entrance, go right into the hallway and follow it all the way up. Now, before you turn left into the elevator area, hug the lower wall tightly so the screen doesn't scroll up and show the camera right at that corner. If the camera is in the screen, it will almost definitely see you and sound the alert, which you'll have to wait out since -- well, you know why. Anyway, hug that lower wall and step past the camera, then turn upward and get in the elevator. Go to the second floor and when you get out, go right until the hall turns downward. Don't worry about the camera in the corner triggering an alarm -- you're almost to the security

terminal. Follow the hall down and take the door on the left that you will see. Continue left into the next room -- this is the room that has the security terminal. I suggest that you make this route a kind of ritual whenever you first enter the Renraku building. It will really help shorten your runs. Anyway, besides the terribly frustrating first floor, there are also the standard features that make Renraku a pain to run: a large building (six levels) with a bunch of split floors and extremely tight security. You name it, it's here. 8.) Extraction Runs ------------------Extraction runs are when the Johnson mentions a client wanting a career change but being held at his current company. It is your job to find the client within the corp building and escort him back out the main entrance. Your client, who looks like a normal civilian, will be standing still inside a room when you find him. If you approach him, he should automatically join your group. If you have trouble getting his attention, though, hit B to target him (but don't shoot him though, heh heh) and walk up to him. Once he's in your group, try to keep him out of the crossfire if any battles erupt, and make your way back out. If your client dies, you obviously fail the mission. You will know your client has kicked the bucket if the screen fades out, then immediately back in again. Just as bodyguard runs are basically identical to courier runs, so are extraction runs, for the most part, identical to acquisition runs. Besides the obvious fact that you have to guard a person instead of a package, the only other difference is that during an extraction run, if you leave the building without having found your client, you will automatically fail the run. Just a heads-up... other than that, though, everything is pretty much the same. Each level of difficulty corresponds with the same corps, so all the tips for the above section are relevant to this one too. So, if you need tips for extraction runs, just check out the previous part. a. Simple Extraction Runs ------------------------PAY: 450 (from Mortimer Reed) 500 (from Julius Strouther) KARMA: 2 OVERVIEW: see part 7 above NOTES: see part 7a above b. Moderate Extraction Runs --------------------------PAY: 900 (from Julius Strouther) 1,200 (from Caleb Brightmore) KARMA: 4 OVERVIEW: see part 7 above NOTES: see part 7b above c. Expert Extraction Runs -------------------------

PAY: 3,500 (from Caleb Brightmore) 4,000 (from Vigore & Jarl) KARMA: 6 (5 from Vigore & Jarl) OVERVIEW: see part 7 above NOTES: see part 7c above ------------------------------------------------------------------------------V. WALKTHROUGH ------------------------------------------------------------------------------Here's the walkthrough portion of the FAQ. There are two separate walkthroughs in this section: Part 1 is what I call the "Bare Bones" walkthrough. It consists of the absolute minimum information you need to get through the game, start to finish. You could look at it as a walkthrough for people who just need a quick hint here and there, as it contains no directions, advice, or other information -- just the essential moves you need to make to get through. You could also look at the Bare Bones walkthrough as a kind of abstract for the Full walkthrough. Part 2 is a more traditional (and therefore, very detailed) walkthrough of the game. It contains the exact same layout and information, but it goes into much more depth. It's probably what you were expecting when you wanted to read a walkthrough of the game. As I just mentioned, both walkthroughs contain the same layout, which I'll briefly discuss here. The four parts are The Beginning, The Big Three, The End, and Side Quests. Shadowrun is technically a linear game, meaning that each time you play, you go through the same steps and get to the same ending. However, the order in which you go through each of those steps is up to you. It's like the Mega Man series, where you can pick the order in which you fight the stages, but you always end up at Dr. Wily's fortress. In Shadowrun, there are three main plot lines that each need to be resolved before you can finish the game. Each plot line can be done in any order, and you can work on all three simultaneously (which most people do). Since I'm trying to write a somewhat organized walkthrough, though, I've grouped them together and presented them in order. So, for each walkthrough, the layout is this: a. The Beginning - What you need to do at the very beginning of the game to get started and to introduce the three main plot lines. b. The Big Three - The three main storylines of the game. Keep in mind that you can tackle them separately, in any order, or all at once. The Big Three are: David Owlfeather - Dealing with the AmerIndians to find more information on your brother's murder. Mako Sochou - Dealing with the Renraku corporation to determine their part in the killings. Caleb Brightmore - Dealing with the elves to gain their support and to reveal the plan behind the killings. c. The End - What you must do after completing all three storylines to get to the end of the game. d. Side Quests - There are two major side quests in the game which can be done at any time after you've gotten through the "The Beginning" part. Walkthroughs for each side quest are provided. One note about the layout: As mentioned in Section XI, Part 1, some of the titles of the steps have numbers in parenthesis beside them. These numbers

represent the amount of Karma that you will gain after doing the step. So, do the Beginning, work on each of the Big Three however you choose, do a side quest or two if you feel like it, then do the End. Simple, right? On with the walkthroughs... 1.) Bare Bones Walkthrough -------------------------As the intro mentions, this is only the bare minimum amount of information you need to get through the game and actually requires a significant amount of prior knowledge about the game. If you're looking for an in-depth, traditional walkthrough, use Part 2. a.) The Beginning ----------------1.) Go to Stoker's Coffin and get Michael's stuff. (1) 2.) Go to the Tarislar City Inn and ask about Tabatha Shale. (1) 3.) Go to Boris Errascoe and ask him about Michael. (1) b.) The Big Three ----------------REMEMBER, each of the three plotlines can be done in any order. See the intro to this section. David Owlfeather ---------------1.) Go to the AmerIndian village and ask Owlfeather about Michael. (1) 2.) Go to the Big Rhino and ask Mortimer Reed about Aragorn. 3.) Go to the Mitsuhama building in Penumbra District and free Aragorn. 4.) Go back to the AmerIndian village and talk to Owlfeather. (2) 5.) Go to Council Island and talk to Spirit Eyes. 6.) Bring Spirit Eyes a gargoyle horn. 7.) Bring Spirit Eyes a hellhound pelt. 8.) Go to the dragon cave and save Licourtrix from Renraku. 9.) Go to Council Island and talk to Spirit Eyes. (3) Mako Sochou ----------1.) Go to the Big Rhino and ask Mortimer Reed about Mako Sochou. 2.) Go to Club Penumbra and talk to Mako. (3) 3.) Go to Gates Undersound. 4.) Go to Matchsticks and kill Ito Ogami. (3) 5.) Go to Renraku HQ and get the map overlay. (3) Caleb Brightmore ---------------1.) Go to Icarus Descending and talk to Caleb Brightmore. (2) 2.) Go to the Tarislar City Inn and ask about Frosty. 3.) Go to Sinsearach, speak to the elders, and agree to be tested. 4.) Go to Red Buffalo Woman. 5.) Go to the Sinsearach and ask to speak to the elders. (1) 6.) Go to Icarus Descending and ask Caleb about Ilene Two Fists. 7.) Go to Hollywood Correctional and rescue Ilene. (2) 8.) Go to the Sinsearach, speak to the elders, and join them. (2) c.) The End ----------1.) Go to the Sinsearach and ask to see Frosty. (3) 2.) Go to the Tarislar Garden Apartments. (2) 3.) Go to the Jump House and ask Gunderson about Vigore.

4.) 5.) 6.) 7.)

Go Go Go Go

to to to to

the the the the

Rat's Nest. (2) Tarislar Garden Apartments. Tarislar Garden Apartments and tell Harlequin you are ready. inner part of Ellisia's Tomb and defeat Thon.

d.) Side Quests --------------These can be done at any time after the Beginning part. Stark ----The order of steps 1 and 2 can be switched as long as you re-visit Dr. Haversheen after visiting the remote hut. 1.) 2.) 3.) 4.) Go Go Go Go to to to to the remote hut in the Salish-Shidhe. Seattle General and ask Dr. Haversheen about her Holopix. the Fuchi building in Penumbra District, get the cyber-heart. Seattle General.

CHERNOBYL --------The order of steps 1 through 5 is completely arbitrary and you may do them in any order you wish. 1.) 2.) 3.) 4.) 5.) 6.) Get Get Get Get Get Get the the the the the the clue clue clue clue clue clue from from from from from from the the the the the the Aztechnology system. Renraku system. Fuchi system. Mitsuhama system. Ares system. UCAS system.

2.) Full Walkthrough -------------------Here's the fully detailed, traditional walkthrough of Shadowrun. When you begin a new game, you will have to decide among being a Samurai, Decker, or Gator Shaman. It's really outside the scope of this section to explain the differences from archetype to archetype, but I do want to mention that you probably shouldn't be a decker. If you're into magic, be a shaman. If you're into guns, be a samurai. Choose your character and watch the intro. Afterwards, you'll walk into Stoker's Coffin motel in Redmond Barrens, where your journey begins. a.) The Beginning ----------------1.) Go to Stoker's Coffin and get Michael's stuff. (1) -------------------------------------------------When you enter the motel, you can ask about Michael's stuff if you want. Stoker will ask for 250 nuyen before you can get his belongings back. C'mon, the guy died! Jerk. Anyway, you only have 20 nuyen at the beginning of the game, so Stoker will direct you to the Jump House so you can get some money. You'll be back out on the street in front of the motel. Walk to the left and up, then left a little more until you see a street terminal. Ordinarily, you'd be able to catch a cab to a different part of Seattle with one of these, but, conveniently, traffic is so bad that the cabby can't get out to you. Bah. Anyway, enter the door to the left of the terminal. You'll be inside the Jump House. Walk to the booth in the back left corner and you'll meet Gunderson. You can talk to him if you want some basic information, but you're really here for cash. Ask for a job ("I'm looking

for some work") and Gunderson will offer you a Shadowrun. At this point, ANY bodyguard or courier run is acceptable, but NO ghoul bounty run is acceptable (see Section IV for definitions). The pay will be bad, but you don't really have much of a choice at this point. If you want to cheat and sell your equipment (Ares Weapon Emporium is next door to the motel), I guess you can, but you need the Karma from these runs just as bad as you need the money. Besides, if you REALLY want to cheat, though, get a hundred or so nuyen, hire Ricky, and sell HIS stuff. You'll end up with several hundred nuyen. If you do this, I still suggest spending that money on a Predator pistol at Ares. This is the best weapon in the game. That's right, five minutes in and you've already got the best gun. If you don't have enough money after buying the gun, you can always go to Gunderson and earn the money the old-fashioned way. So, anyway, you'll have to go building to another. This can lot of time if you don't know crude) map of Redmond Barrens first few runs: +-------+----------+ | Jump | Jackal's | | House | Lantern | +-------+----------+ +--------------+ | | | Hollywood | | Correctional | | Facility | | | | | +--------------+ +-------+ | Rat's | | Nest | +-------+ on runs that are essentially walking from one get pretty monotonous and can actually waste a where the buildings are. So, here's a (very so you'll know where you're going on these +------------+ | Boris' | | Greenhouse | +------------+ +-----------+ | Abandoned | | Building | +-----------+

+----------+ | Stoker's | | Coffin | | Motel | | | +----------+

+----------+ | Ares | | Weapon | | Emporium | +----------+

+-----------+ | Little | | Chiba | | Chop Shop | +-----------+

+------------+ | Shiawase | | Nuke Plant | | | +------------+

+--------------+ | Halloweeners | | | +--------------+

Make any sense? Well, at least it's a little help. Anyway, if you run into enemies during your runs (which will probably happen a few times), don't try to fight back. You'll just be wasting your bullets. At the very beginning of the game, you're so weak that you just have to take getting killed at random by street thugs as a fact of life. You'll wake up outside Little Chiba, lose a few nuyen, but will otherwise be fine. Just go back to Gunderson and ask for a new job. No harm done. By the way, if you're into killing innocent bystanders (and who isn't?), you can pick up decent money and items by mowing down the little pedestrian guys who cross your path during runs. You may have to do a little chasing, but by and large, the occasional clip, medkit, or nuyen is worth spending a few bullets. Don't go out of your way, though. Just shoot if you're doing a run and you happen to come upon a civilian... don't hunt them down. The shadowruns are still your main source of income here.

Once you've got your 250, head back to Stoker's and pay him. The game will explain the stuff that you receive better than I could, so just pay attention to the item descriptions. Note also that you'll get 500, too, so your balance will be back to what it was before you paid Stoker. Regardless of what the game says, the irony of that STILL hasn't worn off, and it's been years. Those clever Sega designers. I bet the guy who thought that up is still relishing the irony. 2.) Go to the Tarislar City Inn and ask about Tabatha Shale. (1) -----------------------------------------------------------First of all, now that you've gotten Michael's stuff, a few things have changed. Traffic has magically cleared up, so you're free to explore the Seattle area. You got a cyberdeck, so now you can start hustling the Matrix as soon as you find someone with a Datajack. Hopefully, you will have gotten some Karma from doing those runs. You did do the runs, didn't you? Aw, you just cheated. Oh well. If you have some Karma, you may want to stay at the motel and upgrade a few stats. There's not much you can do with 5 or 10 points, but early on in the game, I suggest concentrating on Reputation, Biotech, and Firearms. Magic users may want to work on Sorcery. Characters who plan on getting cyberware down the road (read: All non-magic-users) should avoid upgrading the Body, Quickness and Strength attributes -- see the intro to Part 5 of Section VII for details. You'll also want to buy that Predator if you haven't done so already. You need some protection when you get out into the different parts of the city. If you're feeling extra diligent, you can keep working until you have enough to buy the Vest w/Plates armor, or even better, the Armor Jacket. Even if you don't get one now, keep it in mind that you do need one or the other before you do any real fighting. The other items you got can be investigated later. First, you need to track down Tabatha Shale, who sent Michael the note you got from Stoker. Go to a street terminal and call a cab for Puyallup Barrens. When you get there, make your way to the far top-right corner of the area and enter the large building there -- the Tarislar City Inn. Once inside, ask about Tabatha Shale. Eventually, you'll meet her and she'll tell you what she knows about Michael's last shadowrun. She mentions how the run was through Caleb Brightmore, whose holopix you have, and that Michael stopped at Boris Errascoe's place. She also mentions that they usually go through Mortimer Reed before giving you a bit more information on both Boris and Caleb. Then, no matter what you tell her as you're leaving, the same thing will happen: an unknown group will break in and assassinate Tabatha. You don't have to do any fighting -- when it's all over, Tabatha will be dead and you'll be left with a holopix of David Owlfeather that she left behind. 3.) Go to Boris Errascoe and ask him about Michael. (1) --------------------------------------------------The last thing you should do to get the ball rolling on the story is to visit Boris Errascoe, who you may have talked to before. This time, though, you'll know what to ask him about. Take a cab back to Redmond Barrens and go to Boris' place. Before you enter, you may want to go on a few more runs from Gunderson to get some extra Karma because after you complete this step, you'll have to fight two armed enemies. You'll also need 500 nuyen to give to Boris, but the enemies are probably your first concern -- you're too weak in your initial form to kill them. If dying isn't a big deal to you (nothing happens if they kill you and whether you kill them has no effect on the story), then you can lay down and take it before being hauled to the hospital and continuing in the story. If you want to be able to kill your

attackers, though, you'll need to improve both your offense and your defense. Whenever you feel that you're ready, enter the greenhouse. Tell Boris that you're looking for some information and agree to pay the fee. You can ask about David Owlfeather if you want, but it will be an extra 500 nuyen and it won't progress the storyline any. When you ask about Michael, though, Boris will tell you about how Michael came by and was later followed by Mako Sochou, a Renraku executive. After that, a Renraku Strike Team will bust in and you'll have to fight two of them. Like I said before, whether you kill them doesn't really matter. What matters is that Mako Sochou, the last of the three plotlines, has been introduced and you now have your choice of how to find your brother's killers. b.) The Big Three ----------------REMEMBER, each of the three plotlines can be done in any order. See the intro to this section. David Owlfeather ---------------This plotline is the longest and most demanding. You'll need to raise quite a bit of Karma and money to be able to make it all the way through. 1.) Go to the AmerIndian village and ask Owlfeather about Michael. (1) -----------------------------------------------------------------This actually entails a few different things. First of all, you may want to spend some time doing runs to gain Karma and cash. Even though it'll only be a short trip when you get there, you're still likely to be attacked when you walk through the Salish-Shidhe. To avoid multiple trips (not to mention the increasing costs of making multiple trips) to the AmerIndian lands, you should be pretty well equipped. If you don't have the Armor Jacket by now, get it. Same goes for a Predator and plenty of ammo. The hard part about getting there is, well, getting there. There are two ways to get into the Salish-Shidhe wilderness. Actually, there are three, but one is so ridiculous that it's not worth mentioning here. For those of you wondering, it involves demon buildings (see Section XII). Anyway, you have two choices for getting into the Salish-Shidhe: The legal way and the illegal way. THE LEGAL WAY is cheap, but if there's a warrant for your arrest, it will be costly and inconvenient. Another minus is that you have to repeat the same procedure every time you want to visit, which can be kind of a hassle. If you're early in the game, however, this is probably the way to go. Take a cab to Council Island. When you get there, walk down and enter the building there (with the "P" sign hanging outside). This is the Passport Lodge. Ask to buy a passport and pay the 500 nuyen. The clerk will run a background check on you and if it's clean, you'll be given the passport. At this point, all you need to do is take a cab to the SalishShidhe lands. Remember, the passport is only good for one trip. If the background check shows that there's a warrant for your arrest, you have a few options. You can get into Salish-Shidhe the illegal way (see the next paragraph), you can have someone delete your criminal record, or you can do it yourself, the old-fashioned way -- by turning yourself in. Including all meeting fees, the cheapest you can get your record deleted for is 7,000 nuyen. Ouch. If you actually have that kind of money lying around, though, check out the illegal way. It's simpler and actually a

few hundred nuyen cheaper. If you're pretty much broke, I suggest turning yourself in. You'll lose all your money, which hopefully won't be more than a few hundred nuyen. Then you'll be free to raise 500, go back to Council Island, and buy the passport. THE ILLEGAL WAY of getting into the Salish-Shidhe costs 6,800 plus maybe a little cab fare and the cover at Matchsticks, but it's pretty simple and you don't have to worry about whether there's a warrant out for you. Plus, return trips are only 3,000 and you'll make two good contacts along the way. To use this method, take a cab to Downtown Seattle and go to Matchsticks. From the Space Needle, which is where the cab drops you off, it's a little down and to the right. It's the building with all the "M"s. Pay the cover charge if applicable and go inside. Move to the back booth and you'll meet Julius Strouther. Ask him for information, then ask him about a contact. Pay the 1,000 and you'll have Capt. Quinton Jaymes as a contact. Leave the bar and go to a street terminal (the closest one is the one by the Space Needle, where you just came from). Use the Vidphone to call Jaymes and ask him for a contact. Pay the 2,800 and you will then have contact with Sharkey. Hang up and use the Vidphone again to call Sharkey. You will now have the option of being flown into the Salish-Shidhe for 3,000. It may seem like a lot if you're early on in the game, but as you get farther, 3,000 is less and less of a big deal and riding with Sharkey will be quite convenient. Okay, so, one way or another, I assume you've gotten to the SalishShidhe. If you haven't been before, try to remember the street terminal near where you are dropped off. It's the only one in the entire wilderness and therefore is your only ticket out, besides dying. From the drop-off point, make your way southeast, as straight as possible. You should come right to a bridge over a stream. Cross the bridge and you'll be in the AmerIndian village. After crossing the bridge, walk down and you should see a lodge that's much larger and more decorative than the others. This is where Owlfeather is. Enter the lodge and talk to Owlfeather. You can ask about the AmerIndian lands or Council Island if you like, but be sure to ask about Michael. You will discuss things with Owlfeather and he will tell you that he knows someone who can help. Of course, things are never so simple and he asks that you find his brother, Aragorn, before he will tell you who can help you. Bleh. 2.) Go to the Big Rhino and ask Mortimer Reed about Aragorn. -----------------------------------------------------------First, you need to find out where Aragorn is. Leave the lodge and backtrack to the street terminal. If you want a little supplementary info on Aragorn, go to Redmond Barrens and ask Boris about Owlfeather (if you haven't done so already). If you want to just cut to the chase, though, visit the Penumbra District. From where the cab drops you off, go straight down until you hit the little cluster of seven bushes, then go right and you'll be at the Big Rhino. Enter the restaurant and move to the back booth. You'll meet Mortimer Reed. Tell him you want some info and that you need some questions answered. Ask him about Aragorn and he'll tell you that Aragorn screwed up on a shadowrun against Mitsuhama. He's being held inside the building, which means that you'll have to go on a shadowrun of your own to find him. 3.) Go to the Mitsuhama building in Penumbra District and free Aragorn. ----------------------------------------------------------------------Easier said than done, right? Actually, it's not that hard if you have decent equipment. You'll be set if you have corp badges (6,750,

including Max's meeting fee for Vigore and Jarl) and a Maglock Passkey (all you need is a Level 2, which you can get for 15 or 20 grand from the Crime Mall, but I still say you should hold out for the Level 5, which is only a couple thousand more, including Mortimer Reed's meeting fee, if you get it from Alesandro Hobbs), but you can get by without either if you have a good (5 or 6) Electronics skill and/or a little bit of luck. And although no one expects to get caught, you should be pretty tough physically in case you have to deal with the corp security. If you're worried that you aren't prepared, it may be worth it to hire Rianna (located in Matchstick) and/or Winston (located in the Big Rhino), for some extra Electronics skill and firepower, respectively. When you feel you're ready, go to the Penumbra District and find the Mitsuhama building. It's the building just above the Big Rhino. The first floor of Mitsuhama is pretty much one long hallway that runs right and then up to the elevator. This makes it simple, but it also means that you'll run into the guard unless you're very careful. If you're confident in your badges and/or your Charisma score, just go through the lobby and follow the hallway right and then straight up to the elevator. You're pretty much guaranteed to get stopped by the guard unless you're using the Invisibility spell. If you have access to neither Invisibility nor some corp badges, and your Charisma skill isn't good, what are you doing here?!? No, just kidding. You can avoid the guard by doing the following: Wait in the upper corner of the lobby when you enter. Watch the hall to see when the guard passes by. He'll pass by to the left, then turn around and start back to the right. After he passes, go out into the hall and follow him, staying close but not so close that he'll stop you. Try to keep him just off the edge of the screen. Keep following as he turns upward and continues up the hall. When you see the door on the left, make a break for it and wait inside, watching the hall again. After the guard reaches the far end, he'll turn around and start downward again. After he passes, you'll be home free. Go back out into the hall and continue upward to the elevator. Take the elevator to the fifth floor. Unless you have managed to disable the cameras, you'll have to deal with a security camera on the wall by the first door. This isn't as tough as it seems, as long as you follow the directions: Before you get out, hold left on the controller. Then, still holding left, hit start and just continue going to the left toward the camera. Don't change direction or stop moving until you're right up against the wall. They key is timing and if you did it right, you'll be sitting right under the camera, but the alert will have not been sounded. Again, this will be much simpler if you have Invisibility or a corp badge. If so, just go out into the hallway, walk downward into the open room, and continue downward to a door leading down. This is the door to Aragorn's room. Same as before, expect at least one encounter with the guard. If you'd rather avoid the guard, do this: Wait under the camera until he turns downward. As he goes offscreen, hurry out into the hall, take a couple steps downward, and enter the room via the door (Level 2 Maglocked, hope you brought your passkey or your 5 in Electronics) on your right. Wait there for the guard to pass again. As he walks up past the room, dart out into the hallway and continue down through the open room to the door to Aragorn's room. The door to Aragorn's holding room is Level 2 Maglocked -- if you don't have a passkey, it's still not much of a problem. Enter the room and walk downward. Just past the big table is Aragorn, held between two chairs. Approach him and talk to him (as with extraction runs, you may need to target him with B -- see Part 8 of Section IV). Turns out Aragorn is a

little punk. He'll insult you and then run away, leaving you to find your way back to the entrance. If you don't mind the 10% fee, you could just set off the alarm, get shot, and die. Hey, it's quicker. Either way, leave the building after you've freed Aragorn. 4.) Go back to the AmerIndian village and talk to Owlfeather. (2) ------------------------------------------------------------After you're done with Aragorn, you need to go back to his brother, Owlfeather. As described before, get a ride out to the Salish-Shidhe one way or another and go back to Owlfeather's lodge. Once there, you'll talk with him and just as he tells you he hasn't seen Aragorn, the "ungrateful wretch" will walk in the door. Quite the interesting situation. Owlfeather will eventually thank you and tell you that the one who can help you is the "most wise one" at the Medicine Lodge. 5.) Go to Council Island and talk to Spirit Eyes. ------------------------------------------------Leave the AmerIndian village (or just die again) and catch a cab to Council Island. Once there, walk down and take the wooden bridge to the right. Pass the first two buildings (the restaurant and the inn) and then turn up and walk along the edge of the inn. Continue upward and you'll get to the Medicine Lodge, which doubles as a magic shop. Enter and ask to speak to the "most high one". You will end up on the other side of the fence in the 'back yard' of the lodge. Walk to the right and approach the man sitting on the carpet. This is Spirit Eyes. Spirit Eyes will tell you that in order to determine the identity of Michael's killer, he will need to conduct a ritual that uses three items. You are asked to gather the items, the first of which is a gargoyle horn. 6.) Bring Spirit Eyes a gargoyle horn. -------------------------------------Personally, I think the next three steps are pretty boring and tedious. Oh well, the rest of the game is fun. All that you have to do is kill a gargoyle and collect its horn. If you've fought gargoyles before, this may strike you as odd, since they don't drop anything when you kill them. Well, they do now. Make your way to an abandoned building or, if you have the money to throw around, a cave in the wilderness -- where gargoyles will appear slightly more often. Then, it's just a matter of sitting in one place and trying to stay alive until gargoyles attack. When they do, try to kill one (they can be pretty tough) and pick up the horn it drops. You only need one horn, and every slain gargoyle is guaranteed to drop one, so actually getting the horn shouldn't be that tough. As Tom Petty once said, "The waiting is the hardest part." Once you have collected a horn, return to Spirit Eyes. He'll tell you that next you need to bring him the pelt of a hellhound. Great, this should be fun. 7.) Bring Spirit Eyes a hellhound pelt. --------------------------------------It's the same thing as the previous step, only with hell hounds. The only real difference here is that while gargoyles will show up in pretty much any abandoned building, hell hounds will only show up in demon buildings (see Section XII). Of course, both types will show up in caves, and hell hounds in particular will show up in the wilderness (i.e. not necessarily just in caves), so feel free to take the trip out to the Salish-Shidhe, if it's not too much trouble. Just don't wander into a random building hoping to find hell hounds. And finally, to appease the smartass fanboys out there, and for the sake of being painfully complete, I suppose I

should mention that hell hounds can also be found in the Renraku building. It probably goes without saying that to try to get a pelt in this manner would be a colossal waste of time. So, anyway, go and wait in your favorite spot for the doggies to come out. The thing that makes this step slightly more tricky is that hell hounds are probably the most dangerous enemies in the game short of the final boss. This is especially true for characters who don't have a lot of Essence, since hell hounds' attacks are all magic-based. So, it may come down to just firing until you kill one and making a mad dash to collect the pelt the second before you get killed. Remember, there's no shame in dying. There's also no shame in hiring an extra runner or two to help you take on some hell hounds. When you have your pelt, return to Spirit Eyes. He'll tell you that the last thing you need to do is bring him a dragon scale. But where do you find a dragon? 8.) Go to the dragon cave and save Licourtrix from Renraku. ----------------------------------------------------------This last step is different from the other two. you need to bring Spirit Eyes the scale of a feathered serpent, i.e. a dragon. There are no dragon enemies to kill, though, so obviously you won't be doing any hunting. Oh, and in case anyone was wondering, the dragon scale that you occasionally find while helping the AmerIndian boys look for the arrowhead doesn't count. I suppose what the game expects you to do is wander around the SalishShidhe wilderness until you kind of stumble upon the dragon. Well, screw that. It took me forever the first time I played and other first-time players will probably have a similar experience -- the wilderness is extremely vast and takes hours to explore fully. So, I'm going to tell you exactly how to get there. Of course, just finding the dragon is half the job. Once you get there, you'll have to face a Renraku Strike Team, some of the toughest enemies in the game. If you didn't already buy a suit of Combat Armor for the hell hounds (I told you they were hard!), you should probably get one now. Also recommended is some good cyberware and stat boosts, keeping in mind that the cyberware must be bought before you upgrade its corresponding attribute (see the intro to Part 5 of Section VII). Finally, get some decent runners who are good in combat. If you don't have Ilene Two Fists (see the "Caleb Brightmore" part of this subsection) or Stark (see his part in Subsection d), now's as good a time as any to get them. The point is, you need to start developing a serious team because this step will be a long, hard journey culminating in a fairly tough battle. It's not all THAT hard, but it is a challenge and if you've reached this point in the game by yourself, you should really start working with a permanent team of runners. Ready? OK. First I'll deal with how to get to the cave, then what to do once you get there. There are two routes that you can follow to get to the cave: If you want to get a passport and take a cab (or if you want Sharkey to drop you there), you can start from the beginning of the Salish-Shidhe by the highway. Or, if you want to pay Sharkey the extra money, you can start from out in front of the Sinsearach. From the highway: Head to the AmerIndian village to the southeast as before. Once in the village, continue southeast until you're at the far lower-right corner of it. You should see a cave entry. Enter the cave. When inside, walk down to the lower edge and go right until you come to the exit along that bottom wall. Take it and you'll be in another outdoor clearing, close to the western edge. Follow that edge down to the far southwest corner and

you'll see another cave entrance. Enter and make your way down-left, then continue to the left until you see another exit in the bottom wall. Take this and you'll be in another section of the cave. Now just follow the wall a little bit down-left until you see another exit in the left-hand wall. After going through this you'll be in another section of the cave. Go down-left and follow the wall around to the left until you come to the exit in the bottom wall. Take it and you'll be in another outdoor clearing. Follow the dirt path downward but ignore the bridge that you'll see to your left (incidentally, this bridge leads to the Sinsearach). Instead continue southeast, where you'll see a cave entrance. This is the dragon's cave. From the Sinsearach: It's considerably easier to get to the dragon's cave if you're starting from the Sinsearach. From the front gate, follow the dirt path south until it splits. At this junction, take the path leading east and continue DUE east (ignore the next two branches that lead south and north, respectively) and you'll reach a bridge. Cross the bridge and then go as far southeast as you can, where you should see a cave entrance. This is the dragon's cave. From the dragon's cave: Once you enter the dragon's cave, stay along the bottom wall and walk to the right until you reach the exit. Take it and you'll be in another section of the cave. From here, follow the wall down and to the left and you'll see another exit in the left-hand wall. Take it and in the next section, walk straight across the cave to the left, sidestepping the rocks and lava pits. Take the exit that you'll come to in the far left side of the cavern, and repeat the process one more time: walk straight left, edging around the lava pits and miscellaneous debris. You'll see another exit in the left wall. Before you enter, heal up and get ready for a battle. As you enter the next section of the cave, you'll discover a Renraku Strike Team. After a moment of surprise, they'll come at you. There are a total of five members, and they all have good armor and high-powered weapons. I don't have any special advice for this fight, just keep moving, as always. After you finish off the Renraku agents, walk to the left-hand side of the cave. There will be a lot of obstacles in the way, but there's only one exit, so just keep going left until you find it. When you enter the next room, you'll meet the dragon, Licourtrix. The two of you will talk for a while after you help him defeat the Renraku forces, then he'll ask you why you're here. For the record, telling him about the dragon scale is the 'correct' answer, but in the spirit of Dragon Warrior for the NES, he'll just keep asking you if you give the 'incorrect' answer. So, finally, Licourtrix will bind himself to you (something worth remembering for the end of the game), give you a scale, and leave. You've got the last ingredient; now all you need to do is bring it back to Spirit Eyes. 9.) Go to Council Island and talk to Spirit Eyes. (3) ------------------------------------------------Backtrack all the way out of the dragon cave (it'll be right, right, right, up, left). If you have 1,000 to spend and want to save a little time, walk northwest across the bridge and continue northwest, following the dirt path, until you get to the Sinsearach. Enter and then leave. The guard will offer to fly you back out to the highway for a grand.

Otherwise, continue backtracking until you get out to the terminal, then call a cab to Council Island. Once there, go back to see Spirit Eyes one last time. He will perform the ritual and tell you that your enemy is a demon with the head of a jackal named Thon. I don't know if there are any other Mystery Science Theater 3000 fans out there, but Thon kind of reminds me of the 'monsters' in the movie "The Killer Shrews." Just a thought. Anyway, you now know who the murderer is, and that completes this part of the game. Congratulations. Mako Sochou ----------This plotline isn't really that tough. You'll just need to buy decent equipment to fight the battles and make the run against Renraku, but it's not very long or complicated. 1.) Go to the Big Rhino and ask Mortimer Reed about Mako Sochou. ---------------------------------------------------------------If you're at the beginning of the game, do some runs for Gunderson to earn enough money for a Predator and Armor Jacket. You should also buy some clips and Medkits, and upgrade some of your basic attributes. When you're not so much of a weakling, catch a cab for the Penumbra District. When you get there, walk down to the cluster of seven bushes, then take a few steps right and you'll be at the Big Rhino. Enter the restaurant and make your way to the back booth, where Mortimer Reed is. Approach the booth to talk to him and tell him you're looking for some information. Say you need some questions answered and ask him about Mako Sochou. He won't give you any terribly useful information about the guy, but will mention that he's been spending a lot of time in Club Penumbra. 2.) Go to Club Penumbra and talk to Mako. (3) ----------------------------------------If you're at the beginning of the game, you may have to spend some time getting ready for this step. If you've already done some other stuff and have decent characters, then you should be alright. I'll tell you now: You'll have to kill three Renraku Strike Team members plus Mako, who's about as tough as the rest. In other words, you'll basically have to kill twice as many of the guys who jumped you after talking to Boris. I recommend hiring a decker to get you 10,000 for some Light Combat Armor, as well as spending time upping your physical and weapon stats with the help of Karma and cyberware. I should also mention that in order to get into Club Penumbra in the first place, Joshua needs to have a Reputation rating of 4 or higher. When you think you're ready, head to Club Penumbra (it's in the lower right corner of the Penumbra District) and ask to go in. Hope you brought 75 for the cover. As soon as you enter, you'll confront Mako. Before anything can happen, though, another Renraku Strike Team will burst into the club and start firing at you. Despite what the narration says, Mako will also grab a gun and attack. Hopefully you brought some good equipment and maybe a friend or two. As soon as you kill the last enemy, you'll approach Mako and act like a jerk to him in his final moments. Tough love, I guess. Mako will tell you that his Renraku team was assigned to monitor Michael's team, not to kill them. He'll also give you some information about Caleb Brightmore, mentioning that Caleb was the Mr. Johnson behind Michael's last run (although you already knew that from Tabatha) and that he hangs out in Icarus Descending. Finally, he'll tell you more about Renraku's

involvement before saying that his replacement in the project was Ito Ogami, who may be staying in an area hotel. After everything is done with, you'll pretty much leave Mako for dead while you start looking for Ito Ogami. 3.) Go to Gates Undersound. --------------------------If you didn't pay much attention to the exchange with Mako, you may not have noticed him mentioning that Ito is in a local hotel. The clue that you have in your notebook makes no note of this and the only other clue that even hints at it has to be found on Gates Undersound's Matrix network. Maybe I'm the only one who had trouble figuring out what to do next when I first played, but if others are confused, all you have to do is walk into the Gates Undersound hotel in Downtown Seattle, next door to the right of the Space Needle (where you get dropped off if you take a cab). Enter the hotel and the man there will tell you that Ito just left for Matchsticks. 4.) Go to Matchsticks and kill Ito Ogami. (3) ----------------------------------------The title kind of gives it away, but if you wanted suspense, why are you reading a walkthrough? Go to Matchsticks -- it's the building directly below Gates Undersound -- and prepare for another battle. If you got through the battle with Mako and the Renraku Strike Team okay, then you should be fine for this one. There is one thing worth mentioning, though: after Ito is dead, Vigore and Jarl will vanish. This introduces a few significant points: - You can't do any more runs with them. I don't like using them anyway, because of the Karma penalty, but if you enjoyed using them, then you need to do all the runs you want to with them before you kill Ito. - Also, if you are under contract for a run from them at the time of Ito's death, you won't be able to get paid. You're not stuck without a job, forever, though -- visit their now-vacant booth at the Wanderer to have your run contract terminated. - Perhaps most importantly, you won't be able to get the contact with Max the fixer from them after they're gone. If you haven't done so, you need to get that contact before you go after Ito. Although Max mostly sells ridiculously overpriced items, the one good thing that he alone can provide are the corp badges. Be sure to make contact with Max while you can; those badges are extremely useful. Enter the club and you'll be shown a narrative as Ito sees you and calls to his cronies to help fight you. You'll have to deal with three pistolwielding thugs -- two tough ones and one weaker one -- as well as Ito himself, equipped with good protective armor and an SMG. After you kill the last one, you'll see a cutscene of the gunned-down Ito as the events unfold. You'll get a Holopix of Michael and Stark, another of the crime scene, a surveillance paper detailing Renraku's activity in relation to Michael's team and with mention of Vigore and Thon, and finally, 10,000 nuyen. You'll also find Ito's passcode, which will let you get into his Matrix system. His system has some of the toughest ice in the game, but on the other hand, it has a very simple layout and contains a lot of interesting information. For details, see its entry in Section XI. While it's not specifically mentioned, the game kind of hopes you see the opportunity you have to raid Renraku and find out more. If you check your Tips & Clues, you'll see that a run against Renraku may turn up

something. Indeed it will. 5.) Go to Renraku HQ and get the map overlay. (3) --------------------------------------------Unlike other runs where you can get by with mediocre stats and equipment, this run will be genuinely tough even though I'll tell you exactly where to go. You'll want to spend some time making money for the best equipment so that this will go as smoothly as possible. You may just want to put it off until you've gone through some other parts of the game. I recommend having at least two runners in your team, each with fully modded Predators and Light, if not Heavy, Combat Armor. Plenty of ammo and Medkits will help, as will good weapon stats and cyberware. High Electronics ratings and corp badges will help a lot, and a Level 5 Maglock Passkey is almost essential. When you've got everybody all ready to go, head to the Renraku Arcology and make your way to the upper part of the area, taking the escalators. The entrance is in the central part of the upper level. Take it and you'll be inside. Now, if you don't already know how to do this, I COMMAND you to read the notes in Part 7c of Section IV. They will explain how to get through the first floor without being detected and how to shut down the security cameras -- two keys to getting through this run with minimal trouble. Go ahead, read it, I'll wait. Done? Okay, after you've gotten to the second floor and have shut off the cameras, go back to the elevator. Note that there are two elevators side by side. Coming up, it didn't matter which one you used because they both led to the same place. To get to where you're going next, though, you need to make sure you take the elevator on the LEFT. Get in and take it to Floor 6. When you get out, walk down a little bit and take the first door you come to. In the next room, head up to the door, which is Level 4 Maglocked. Enter the room through that door and open the safe there. You'll see a cutscene showing Joshua getting a strange transparent map overlay. Apparently the corresponding part of the map has not been found yet, but it looks like that's what Renraku is after. Things are starting to make sense, but as the narration mentions, your immediate concern is to get out of the building alive as you've set off an alarm. The sixth floor has no security terminal to turn off the alarm, but if you have a hotshot (and I do mean a serious badass) decker, you can go to the lower left room and jack into the Matrix in an attempt to silence the alarm. All told, though, it's probably better to just wait it out. Backtrack to the elevator and wait for the alarm to stop. Then get in and take it back down to the first floor. Hopefully, you shut off the cameras earlier, or else you'll probably have to wait out another alarm as you pass by the original one you had to sneak by. So, when all is said and done, you should be safely out of the Renraku with their precious map in hand. Congratulations, you've found out why Renraku was involved and are now done with this part of the game. Caleb Brightmore ---------------This plotline may cost you the most money, between the contacts, the equipment, and all the rides from Sharkey. Besides that, though, there's not a lot of action. With the exception of the prison escape, this plotline is basically just running from one place to another. 1.) Go to Icarus Descending and talk to Caleb Brightmore. (2) ---------------------------------------------------------

Icarus Descending has some restrictions (6+ Reputation or an Elf in your party) on letting you in, but they only apply before you ask Boris about Michael at the very beginning of the game. So, as long as you've done that, you should be able to go in. Take a cab to the Renraku Arcology and go left to the next section of the city when you get there. You'll now be in Downtown Seattle, right in front of Icarus Descending. Enter and move to the back booth to meet Caleb. He'll tell you about your brother's last shadowrun and give you some info on Frosty, the elf who was partly behind the run. Caleb says she hangs out in the Tarislar City Inn in the Puyallup Barrens, the same place that you found Tabatha Shale in at the very beginning of the game. 2.) Go to the Tarislar City Inn and ask about Frosty. ----------------------------------------------------Go back to the Tarislar City Inn, this time asking the man there about Frosty. He'll tell you that she joined the elves of the Sinsearach. 3.) Go to Sinsearach, speak to the elders, and agree to be tested. -----------------------------------------------------------------As the guy at the Tarislar City Inn tells you, the Sinsearach is a part of the Salish-Shidhe wilderness. If you've been there before, great. If you don't know how to get to the Salish-Shidhe, read Step 1 of the "David Owlfeather" entry in Part 2b of this section. That'll explain it in much greater detail, but basically you can either get a passport or have Sharkey drop you off. If you choose the latter, just save up an extra 2 grand and have her drop you right at the Sinsearach's front door. If you are forced to start out from the beginning of the Salish-Shidhe by the highway, though, I'll tell you how to get there. Before I do, though, you should know that you need some decent equipment if you expect to survive in the wilderness. It helps to have an extra runner or two, and all characters should have at least an Armor Jacket, but preferably some Combat Armor. Get Predators (or strong magic) all around and bring plenty of ammo and Medkits. If you're still going down to the demons that live out there, I suggest upgrading your characters' defense-related attributes through cyberware and/or Karma. And finally, I suggest you make contact with Sharkey before going and bringing along an extra 10 or 11 grand. This will let you skip the walking and just be flown back and forth to where you need to be. From the highway, walk southeast around the logs and trees and you'll find a bridge leading east. Cross it and you'll be in the AmerIndian village. Go to the far southeast corner of the village and enter the cave at the opening. Once inside, follow the cave wall down and then to the right. You'll come to an exit which you should take. You'll be outdoors again. Move to your southwest until you find another cave entrance in the western edge of the map. Go in and follow the wall down and left until you come to another exit. This will take you to another cavern, where you should walk a little bit down-left until you see another exit. Take this and you'll be in a third cavern. Walk down-left and keep following the wall as it goes left until you see the final exit in the bottom wall. Take it and you'll once again be outside. From here, follow the dirt path south until you reach the first bridge. Cross the bridge and continue following the path. You'll see an upward branch, then a downward branch, then another upward branch. Take that one upward and keep following the path until you get to the Sinsearach gates. When you get there, go ahead and enter. You can ask the elf at the gate about Caleb Brightmore and Frosty, but you won't get much useful information. When you ask him to see the elders, though, he'll show you

in to see Lady Gillian and the rest of the elders. After you ask Gillian about Frosty, she'll say that you have to be tested before she'll help you. What is it with people and tests in this game? Doesn't anybody take people at their word any more? I guess not. Anyway, say "yes" when she asks you if you are willing to be tested. The first part is simply to deliver a package to Red Buffalo Woman who lives in the AmerIndian village. 4.) Go to Red Buffalo Woman. ---------------------------After you speak with Gillian, the guard will offer to fly you back to the highway for 1,000. You brought that extra cash, right? If you did, take the ride and head back southeast from where he drops you off to get to the village. If you don't have the money, you'll just have to backtrack. When you get to the village, go to Red Buffalo Woman's house. There are a lot of lodges in the village, but only two that you can actually enter. The big, tall, decorative one at the southern end of the village is the ranger station, and the small, squat, plain one a little north of that is Red Buffalo Woman's. Simply enter the lodge and she'll accept the package, giving you another one. Now you have to take this back to Gillian. 5.) Go to the Sinsearach and ask to speak to the elders. (1) -------------------------------------------------------So... you still have 5,000 hanging around, right? If so, go back to the street terminal and get Sharkey to drop you off at the Sinsearach. If not, you gotta walk all the way back. When you get there, ask to speak to the elders again. This time Gillian will ask you to find a fellow elf, Ilene Two Fists. 6.) Go to Icarus Descending and ask Caleb about Ilene Two Fists. ---------------------------------------------------------------You know the drill... if you have a grand left over, fly back out to the highway. If not, backtrack. Either way, get to the terminal so you can call a cab to the Renraku Arcology (or Downtown Seattle, if you're not fond of shortcuts) and walk to Icarus Descending. Once inside, talk to Caleb and tell him you're looking for information. Ask him about Ilene and he'll tell you that she's locked up in Hollywood Correctional. 7.) Go to Hollywood Correctional and rescue Ilene. (2) -------------------------------------------------In case you forgot, Hollywood is in the left end of Redmond Barrens, surrounded by a concrete fence. Before you go, though, you need two things: a way to get inside, and a way to open the jail cell that holds Ilene. The second one is easy. Her cell is Level 5 Maglocked, so you need either a Level 5 Maglock Passkey (20,000 from Alesandro Hobbs, whose contact you can purchase from Mortimer Reed for 1,500) or a high Electronics skill (6 or 7 is good). In this case, you can even use a Frag Grenade, since the prison has no alarm system to speak of and setting off the 'alarm' only affects in guards that happen to be on screen at the time. The other thing, getting into the prison in the first place, may be slightly tougher, but still isn't much of a challenge. The game comes up with several creative ways to get you inside, but most are too expensive. If you'd rather throw money around than fire a gun, though, I guess I should at least let you know that including meeting costs, Sgt.

Chillicutt can get you into Hollywood for the least amount of money (2,000 for the contact from Caleb and 3,000 for access). Henry J. Culver (6,500-7,250 total) and Sgt. Macklemann (14,500) aren't worth bothering with. As I said, though, these ways are too expensive. As far as costs go, you can't beat free. All you have to be able to do is to kill -- at the most -- six moderately armed enemies. To do this, just walk right up to Hollywood (making sure you have decent weapons and equipment first) and go in. When the guard stops you, choose to open fire. If your stats are good enough to score a direct hit, you'll get inside, immediately attacked by two (weak) prison guards. If your shots "miss the mark," as the game says, you'll end up out front of the building, under attack by two security guards and a mage. If this happens, STAND IN ONE PLACE and fight them. After you polish them off, try again. Hopefully, all three bodies will still be on the screen. This way, if you miss again, you'll only be fighting one or two enemies because of the Genesis' limitations on rendering sprites. If you miss a third time, you won't be fighting any! Repeat this process until you finally get in. Take care of the aforementioned prison guards and make your way downward. After going down through the two open doors, turn left and work your way up and to the left. That's where Ilene is -- the cell all the way in the upper-left corner. When you get there, open the cell door one way or another and talk to her. As I've mentioned elsewhere in this FAQ, you may need to target her with B in order to be able to talk to her. Once you meet her, you'll exchange a few words before she makes her escape. She mentions that she'll be at the Jump House. As the game says, it looks like you'll have to risk the front door again. Not that it's a risk of any kind, since the guards here won't attack unless provoked. Oh well. 8.) Go to the Sinsearach, speak to the elders, and join them. (2) ------------------------------------------------------------After you've backtracked to escape from Hollywood and are back out on the street, the only thing left to do is return to the Sinsearach. Make your way back (you shouldn't need me to tell you how by now) and ask to speak to the elders one last time. In another Dragon-Warrioresque question (see Step 8 in the "David Owlfeather" part of this walkthrough), Gillian will ask if you really wanna join. Say "yes" and the ceremony will begin. Afterward, Gillian will answer questions about Ellisia, the elf who Caleb or Ilene may have told you about, and Thon. She says that Vigore and Jarl are working for Thon... interesting. Finally, you'll ask about Frosty. In kind of a half-assed attempt to write dialogue that complements the plot mechanics, Gillian will refuse to tell you about Frosty until you have attained "wisdom," which is really just a way of saying you have to complete the Spirit Eyes quest (see the "David Owlfeather" entry in this subsection) before you can go on to beat the game. Bleh. On the other hand, if you've already done that, Gillian will skip to Step 1 in Subsection c below. Either way, you've completed this part of the game, picking up a very good runner in Ilene along the way. Congratulations. c.) The End ----------After you've done all three plotlines listed in the previous subsection, do these to get to the end of the game. Note that you can do the first step or

so without having done any of the "Mako Sochou" quest, but soon you'll be forced to go back and do the things you missed. So, to keep things as easy as possible to follow, you should just try to do things in the order listed. If nothing else, it's fun to have Harlequin give you a little clue, only to have you say, "Oh, yeah, I already took care of that. Where have you been?" Since this is the end of the game, I suppose I should tell you that the type of stats and equipment it takes to get to this point is a far cry from the type of stats and equipment needed to beat the game. In other words, you may be able to make a killing selling data and you may be able to use that money to get otherwise mediocre characters to the end of the game, but money can't compensate for the surprisingly high levels you'll need to be able to stand in against the final boss. Unless you have over-leveled your characters along the way (i.e. spending way too much time building money and stats in in order to steamroll over the challenge at hand), you should expect to spend a lot of time with everything done, just working for more Karma and more money so you can have your characters armed to the teeth for the final fight. 1.) Go to the Sinsearach and ask to see Frosty. (3) ----------------------------------------------As is mentioned in the previous subsection, this will happen automatically if you've already done the Spirit Eyes quest when you complete the Sinsearach quest. If that's not the case, return to the Sinsearach whenever you're done with all three plotlines and ask to see the elders again. When you see Gillian, you'll ask her about Frosty again and she'll let the two of you meet. Frosty will tell you a little bit about Thon, Renraku, and Michael before telling you about her master, Harlequin. Harlequin was the one behind Michael's last run and Frosty believes that you should meet with him. She'll tell you that he's at the Tarislar Garden Apartments in the Puyallup Barrens and that he is looking to defeat your archenemy, Thon. 2.) Go to the Tarislar Garden Apartments. (2) ----------------------------------------After the meeting with Frosty, you'll be escorted back out of the Sinsearach. Get back to the highway one way or another and take a cab to Puyallup Barrens. Go to the Tarislar Garden Apartments and you'll meet Harlequin. He'll tell you a whole bunch of stuff that I'm not going to mention here because a.) it's very spoily and b.) you're going to be reading it, after all, so putting it here would be kind of redundant. Harlequin tells you to seek out Vigore and Jarl, who have since split town. 3.) Go to the Jump House and ask Gunderson about Vigore. -------------------------------------------------------Yep, that's pretty much it. Catch a ride to Redmond Barrens and ask Ol' Gunderson about the pair. You may have asked him that question before, but this time, he'll give you some new information about Vigore being holed up in the Rat's Nest. 4.) Go to the Rat's Nest. (2) ------------------------Walk down the street to the Rat's Nest. After what you've been through, you may expect some epic battle here, but no, you just get a screen telling you that voila, you found the map. Hmmmm, was there perhaps a little bit of a rush to get this game out the door? Oh well. The next step is to take the map back to Harlequin.

5.) Go to the Tarislar Garden Apartments. ----------------------------------------Go back to the apartments and show the map to Harlequin. He'll say that the final plan is to go to the tomb where Thon must be and to defeat him once and for all. Harlequin tells you to go assemble your final party and report back to him when you are ready. This is just what you should do. Now is your last chance to prepare for the final battle of the game. Get your best three runners together and just run them like crazy to get the nuyen and Karma that you need. Here's a rough list of what you should have going into the final battle to ensure victory: - Three runners. - Each character with a set of Heavy Combat Armor. Hopefully, you haven't chosen to side with the Mafia. If you have, well, Light Combat Armor will have to do. - Each character with an Allegiance Shotgun. Yes, that's right, an Allegiance Shotgun. Most of the advantages the Predator pistol has (able to be silenced, holds more ammo) are irrelevant at this point. You want all-out power. - For magic users, the highest-level offensive spells they can use and the Level 4 Power Focus. Again, I hope you didn't align with the Mafia. - Each character stuffed to the gills with Medkits. Perhaps the most important detail. - All Attributes totally maxed out and boosted with cyberware. Well, maybe not Charisma or Strength, but definitely all the others. - The following Skills as high as possible (shoot for the 9-12 range): * Sorcery (for all magic users) * Shotguns (or Pistols, if you prefer to use them) * Biotech (for at least one character) Note that if you have ALL of the things listed, the final battle will probably be a breeze. If you don't want to do a lot of leveling, just make sure that you have at least two runners, one of whom has a decent Biotech rating. Buy each an Allegiance Shotgun and a full supply of ammo and Medkits. Make sure each gets a suit of Light Combat Armor and good Attribute ratings, and send them in. Even with a relatively weak team, you can hold your own against Thon if you manage your Medkits wisely. Once you feel you're ready for the final battle, all you have to do is give Harlequin the word. 6.) Go to the Tarislar Garden Apartments and tell Harlequin you are ready. -------------------------------------------------------------------------When you're ready to take on Thon, return to the Tarislar Garden Apartments. Harlequin will ask if you're sure you're ready. This is your last chance to back out. Tell him "Yes" and you'll be whisked into Ellisia's Tomb to do battle. 7.) Go to the inner part of Ellisia's Tomb and defeat Thon. ----------------------------------------------------------You'll start in the outer part of the tomb. Well-armed henchmen will be attacking from all over -- six in all. You MUST kill all six henchmen before the door will be opened to the inner part of the tomb. Once they're dead, do whatever healing you need to do and prepare for the real battle. When you're ready, walk all the way to the top of the area and go through the door. Inside, you'll see Thon with two henchmen. Although it doesn't specifically say so, I'm pretty sure that these two are supposed to be Vigore and Jarl. Anyway, you'll see a cutscene showing Thon talking about how he's going to

rule the world... same old stuff. After the Council starts channeling their powers into the tomb, Thon will be susceptible and the battle will begin. I only have two points of advice for the final battle. First, get rid of Vigore and Jarl before attacking Thon. They're not that tough to kill and it'll be much easier when you only have one attacker instead of three. Second, while fighting, keep a very close eye on the health meters of your party. I know it sounds obvious, but seriously, watch those bars like a hawk. As soon as one dips down to 30 percent or so, pause and heal everyone. Don't wait until someone dies to heal them, and don't be afraid to draw out the battle by pausing and healing every few seconds. Other than that, just hit 'em with your hardest stuff. Magic is good, but if there's a difference in damage between magic and the guns, it's probably due to the differences from character to character. Grenades work rather well, but the splash damage can be tricky and more importantly, they take up too much room in the inventory. You really can't go wrong with 16 or 18 Medkits, so don't sacrifice any inventory room for grenades or otherwise. After you've done some considerable damage to Thon, Licourtrix will show up. yay! Remember him? He'll burst through the wall and attack Thon, then speak to you. At this point, you've effectively won, so sit back and enjoy the great ending. Well, not great. Not even good, in fact. The ending is really a letdown. Sorry. But the rest of the game was good, wasn't it? d.) Side Quests --------------These can be done at any time after the Beginning part. Stark ----Finding Stark is a very important part of the game. It's totally optional to go through with it and you can certainly finish the game not having done it... but if you do it, you'll get a lot more plot info, a fun corp run to do, and the best runner in the game will work for you for free. Pretty cool, I think. Stark is a really good character to have, and it's actually not that tough to get him. As the 'bare bones' counterpart of this section says, the order of steps one and two can be switched. If you did step two first (which is common since a lot of people ask Dr. Haversheen about the Holopix when they first see the question appear), just remember that in order to get the corp run assignment in step 3, you have to go back to Seattle General after finding Stark. 1.) Go to the remote hut in the Salish-Shidhe. ---------------------------------------------Anyway, you need to find Stark, who is in a remote hut in the SalishShidhe wilderness. If you don't know how to get to Salish-Shidhe, read Step 1 of the "David Owlfeather" entry in Part 2b of this section. However, I must say that if this will be your first visit to the AmerIndian lands, it doesn't sound like you're far enough along in the game to be strong enough to do this quest. The quest essentially boils down to a trek through the wilderness (which can be tough, with all the wild monsters that will attack) and a moderate-level corp run (for which you need a Maglock Passkey and corp badges, or high Electronics and Charisma ratings). It's up to you, so keep in mind that you can always come back and finish the quest later. Despite what people tell you during this quest, there is no time limit to complete it.

When you're ready to go, head out to the Salish-Shidhe. From the highway where you start out, walk southeast through the trees and such until you get to a bridge leading east. Cross the bridge and you'll be in the AmerIndian village. Work your way to the far southeast corner of the village and you should see a cave entrance. Enter the cave. Once inside, stay along the bottom wall and move to the right a screen or two and you'll see the exit leading downward. Take it and you'll be outside again. From here, follow the dirt path you see. After a couple twists and turns, it will split into two paths leading east and west. Take the east path and it will lead you to a bridge. Cross the bridge, walk a few steps south, and take the other bridge that you see. After crossing, just take a step or two north and you'll see the remote hut. Enter it. After a little bit of dialog, you'll be taken to see Stark, where you will find out that he's badly injured and needs medical help in order to move him. You'll have to go to Seattle General. 2.) Go to Seattle General and ask Dr. Haversheen about her Holopix. ------------------------------------------------------------------After you leave the hut, backtrack all the way back to the terminal (or if you don't mind losing your runners plus 10% of your money, just die). Go to Seattle General Hospital, which is in the far lower-right corner of Downtown Seattle. Once inside, ask Dr. Haversheen about her Holopix if you haven't already done so. After you tell her of Michael's death, she'll give you some information about him and Stark, at which point you will say that you've found Stark. Haversheen will go out and transport him to the hospital and do work on him. Finally, she'll tell you that Stark's heart is failing and he is in need of a new, prototype cyberheart that's being stored in Fuchi's headquarters. Now it's up to you to run Fuchi and get the heart to save Stark. 3.) Go to the Fuchi building in Penumbra District, get the cyber-heart. ----------------------------------------------------------------------If you know where to find the heart, this run is a piece of cake for runners with decent levels and equipment. After you exit the hospital and feel ready to take on Fuchi, go to their office in the Penumbra District. It's in the far upper-left corner of town, just a step or two down-left of where you get dropped off if you take a cab. Once inside, you'll be in a small lobby. Note that the room next door to the left has a security terminal which will shut off any alarms, turn off the cameras, and tell you which floor the goods are on. However, since you probably won't set off any alarms, and you won't have to deal with cameras, and I'm already telling you where to find the heart, the terminal may not be of any use. Anyway, exit the lobby and head straight up through hallway. You'll probably get stopped by security if through it, so you'll need a badge, a good Charisma Invisibility spell. If you have none of these, just sneaking. The hallway is so vast that you shouldn't evading security. the huge main you just walk up score, or the do a little bit of have a problem

So, at the top of the main hall is the elevator. Enter it and ride it to the third floor. Each of the doors out of the first room there are level 2 maglocked, just so you know. Take the door on the far right that leads out into the hallway. You'll be facing another door, but don't take it. Instead, walk down the hall, passing the next door, and take the door after that one (in other words, the third door down). Notice that it's level 4 maglocked, which is quite high for only the third floor. Hmmmm...

Enter the room and open the safe. You'll find the cyber-heart. 4.) Go to Seattle General. -------------------------After you have the heart, leave the building and return to Seattle General Hospital. Dr. Haversheen will kiss you (which is totally uncalled for, coming from a Janet Reno lookalike who dresses like Elvis) and go to work on Stark. Later, she'll come out and tell you that the heart works fine and that Stark split town to go to Underground 93. Guess he couldn't wait to start drinking again. Anyway, from this point on, you'll be able to visit Underground 93 in the Puyallup Barrens and see Stark. When you first meet him, you may want to talk to him about Michael for some more information. Then you can ask him to sign on, which he'll do, for life, free of charge! What a guy! You can even get him killed, fail runs, or dismiss him and he'll keep coming back for more. And, of course, he's the most advanced runner in the game, coming with a full set of cyberware and very good stats (for more details, see Section IX, Part 3j). CHERNOBYL --------Okay, the upside of this side quest is that it's pretty simple if you know where to look for the clues and you get a cool 50,000 in your bank account for accomplishing the task. The downside is that you have to go against some serious Matrix systems and you'll probably spend most, if not all of the 50 grand just getting your deck and its programs up to the point where they can take on the corp systems. So, if you want to do this, I hope you're doing it for the glory and the congratulatory note in your notebook, because you don't stand to gain much, materially speaking. As mentioned in the previous part, the order of steps 1 through 5 is arbitrary and you can tackle them in any order that's convenient. The systems are pretty equal in terms of challenge, except perhaps for the Ares system whose linear path filled with Tar ice can be very tough to wade through. As for your deck, you need to be running high-end versions (at least Level 5) of Attack and Deception on a deck with good Masking and in general, a high MPCP. You don't necessarily need to be running a Fairlight Excalibur, but I would advise against trying to take on these systems with the old Allegiance Alpha, no matter how good your decker is. And speaking of deckers, a Computer rating of at LEAST 6 or 7 is a must. Make sure also that your decker has good ratings in each of his or her Attributes, especially Combat. When you feel you've got a pretty strong setup, you can go ahead and start hunting for the clues. Where to start? Well, you need to have access to each system. You could keep trying random systems with the System Search option, but that would take entirely too long. Your best bet is to visit Caleb Brightmore and keep asking him for jobs. He gives out a fair share of expert matrix runs and most of these will be against the systems of the corps involved in this quest. Remember that as soon as you accept a job, the system passcode is stored in your deck if it's a named system. Remember also that there is no penalty whatsoever for backing out of a run. With these things in mind, your best strategy is to keep asking for jobs until you are offered a Matrix run against one of the corps. When this happens, take the job and immediately cancel it (or go through with it, doesn't matter). The corp's passcode will be stored on your deck and you'll be able to visit the system whenever you want. Repeat this process until you have the codes for all the systems you need stored in your deck. Then all

you have to do is get to a terminal and run through each system, picking out the clues. So, assuming now that you know how to get into the systems, the following steps will deal with what to do once you're inside: 1.) Get the clue from the Aztechnology system. ---------------------------------------------The Aztechnology SAN is pretty weak. Punch through it and move on to the next Node, an SPU. This one doesn't pose any threat either. After you defeat this one, you'll have a few choices to make. To get to where you need to be, you can choose to go to one of two SPUs: the one straight up or the one to the far left. I strongly suggest going straight up as the one to the left has a nasty Barrier/Tar Pit combination. After getting through the second SPU, go to the next SPU to the left, which is only guarded by an Access and a Trace & Dump. After this, you'll have access to the CPU. Go on in, and don't be too scared. It has BlackIce, but no Tar Pit and the BlackIce is only Level 4 anyway. After you take out the CPU, go to the DS directly to the right (not the one a little bit down and right). Be careful, because this one has a Tar Pit. If you didn't use the double retreat maneuver (see Section XII) to get into the CPU, you may want to use it now. Once you're inside, just choose Transfer Data and you'll have the clue. 2.) Get the clue from the Renraku system. ----------------------------------------Despite the Renraku system being tough in general, the road to the clue is actually pretty simple. The SAN only has a Trace & Dump and the next Node isn't much tougher. After you get through that one, continue downward to the next SPU, which has Tar Paper. Just be careful and hope you don't trigger the Tar Paper because the CPU is next and you don't want to have to deal with it under Active Alert. After disposing of the SPU, continue downward to the CPU. This one has Barrier and BlackIce, but shouldn't be too much trouble as long as you have a good deck and a talented decker. After you get inside, go to the DS that's just down and to the right. Be careful, this one has Tar Pit. If you didn't use the double retreat (see Section XII) to get into the CPU, it might be a good idea to use it now. On the other hand, the DS is only guarded by a Blaster, so one shot of Deception is all it takes. Once you're inside, just get the file and you're done. 3.) Get the clue from the Fuchi system. --------------------------------------This one is probably the easiest of the runs. The SAN has no ice, so go to the next Node, which is an SPU guarded by only Access and Blaster. After you get inside, you'll have a whopping six choices for where to go. Go to the SPU that is far up and to the right. It has a lone BlackIce which shouldn't be that tough. From there, go up to an easy green DS, then all the way over to the DS on the far right side of the map. This one has BlackIce, but the primary ice is an Access, so just run Deception and you should get in relatively easily. Once inside, just Transfer Data to get the clue. 4.) Get the clue from the Mitsuhama system. ------------------------------------------This one can be a little tricky. First off, the SAN is weak, so get through and go to the first SPU. That one's a pushover too, so get inside where you'll have a few choices. Go right to the next SPU, which is armed

with only a Trace & Dump, so it won't be much tougher than the Nodes you've seen so far. After you get in, continue straight to your right. You'll come to another SPU which still isn't that much of a challenge. After this one, go to the SPU that's down and to the right. This one is slightly more difficult with Access and BlackIce, but still not that big of a deal. Get through and then move to the SPU that's up and to the right. This one can be kind of tough, but you should be able to take it. Finally, when you get in, go down to the DS below. It's another Node with Barrier and BlackIce, which I guess the game thinks is scarier than it really is. Get inside and get the clue. 5.) Get the clue from the Ares system. -------------------------------------This system can be a real pain in the rear, even for the best character using the best deck. For one thing, its layout is very linear, forcing you to go through a long, narrow path. For another thing, the Nodes along the path are very tough, and a lot use Tar Paper and Tar Pit. My only advice is to save your game before you go in, and not to be afraid to use the double retreat move (see Section XII). The Ares SAN starts you right off with a Tar Paper. Don't do anything stupid because if you trip it, there's no way you'll make it through the rest of the system on Active Alert. The next Node you get to, an orange SPU, gives you a break with only a Blaster. After you get through that one, go to the SPU far to the left. Be careful, as this is an exceptionally tough Node that uses Tar Pit. Hopefully, you'll be able to get by somehow. From inside the Node, go to the SPU straight up from where you are. This one's another break, guarded only by a Trace & Burn. Go to the SPU to the far right and it's back to the grind, this time in the form of a high-end red Node with Killer and another Tar Pit. Hopefully, this will be a bit easier than the last Tar Pit Node, since you can use Deception to get by in one shot. After you beat it, go to the SPU that's straight up. This one is as tough as you seen, another red 5 Node that uses Barrier and Tar Pit. If you managed to legitimately get into the last Node, it would probably be a good idea to use the double retreat here. Regardless of how you get inside, your next move will be straight left to the next SPU, which is a bit of a break since it has no Tar ice. After that one, continue to the left and you'll come to a red SPU with Access and BlackIce. Not too tough. From this Node, you'll see the CPU straight below. This is where you need to go, but it's one of the toughest Nodes in the entire game. Be VERY careful and use the double retreat if at all possible. After you manage to get inside the CPU, go to the DS just to the right of it. This one has Barrier and BlackIce, so it may be tough if your stats are on the low side, but otherwise shouldn't be too much trouble. After you finally get inside, pat yourself on the back and get the clue. 6.) Get the clue from the UCAS system. -------------------------------------After you've gotten each of the five clues, you should be able to piece them together to find out that the corps are trying to sabotage the computer at a nuclear plant somewhere! Or something! Oh no! Actually, I don't think the notes make it very clear exactly what you need to save the world from, but the point is that you need to enter the Matrix system that uses the password that you've just pieced together: CHERNOBYL.

If you made it through the Ares system okay, then you shouldn't worry about CHERNOBYL. Go to a terminal and choose the password from your screen. It turns out that the passcode is for the UCAS Federal Government system. All you need to do is go to a certain DS in the system and get the clue inside, and you'll be done. Here's how: The SAN is pretty easy -- just a Blaster. From the SAN, go to the first SPU, which is fairly easy as well. From that SPU, you're going to go straight down to the next one which can be tough. It has an Access and can therefore be defeated by a single shot of Deception, but beware if you fail: there's a Tar Pit lurking behind. After you get inside this Node, go left to another easy SPU. From here you'll need to go up and to the left to the next SPU. This one has Tar Paper, but the only other way to get to your destination involves going through a Node with Tar Pit, so you'll just have to tough it out. After that Node, continue to the left to yet another SPU. This one is pretty simple, and after you're inside you'll have access to the final Node, which is... one of the weakest Nodes you've had to face in the entire quest. Oh well. Head down and to the left to the green (!) DS, guarded by a single Trace & Burn. Dispose of it, enter the Node, and download the clue. Congrats, you're done! Feel free to jack out and enjoy the cash and props from Sega. ############################################################################### ########################## ########################## ########################## PHASE 3: LISTS AND CHARTS ########################## ########################## ########################## ############################################################################### ------------------------------------------------------------------------------VI. SKILL/ATTRIBUTE LIST ------------------------------------------------------------------------------Having a lot of money can help you. Getting the right equipment can help you. Owning the best cyberware and the finest deck can help you. But no single factor will influence your performance in ALL areas as much as Skills and Attributes. Unlike most RPGs where you gain levels by collecting experience points from slain enemies, in Shadowrun you accumulate Karma points based on accomplishing Shadowruns. Killing enemies (and hacking the Matrix) will also earn your character Karma, but to a far lesser extent. When you've accumulated some Karma, the next step is to use it to upgrade your Skills and Attributes. When you check into any hotel, you'll be given the option to go to the Karma Screen to spend your Karma on boosting the Skills and Attributes of your choice. Each stat must be boosted one point at a time (with the exception of the weapons Skills -- see Part 3) and each successive upgrade to a stat will cost more and more Karma. There are a total of eight Attributes and twelve Skills, although they don't all operate in the same manner. The quirks of each category will be explained in Parts 2 and 3 below. Note that you can check your stats, as well as your current Karma, at any time by pausing and choosing "Attributes/Skills" from the main pause screen. So, those are the basics. Part 1 of this section will talk about Karma and how to go about getting it. Part 2 is a list of each Attribute, including what parts of the game it affects and my personal rating of how useful it is and therefore how much priority you should give to upgrading it. 1.) Karma

--------Karma is probably the toughest resource to come by in the game. Although you can hire a decker and make thousands of nuyen in a few minutes, Karma can only trickle in at a couple points a minute, if you're good. Therefore, don't waste it on upgrades that you don't need. Read the following sections and determine which stats are most important to your character, then spend time working on those areas. As is mentioned in numerous places in this FAQ, Karma primarily comes from completing shadowruns. Read Section IV if you want to see a list of the amount of Karma you'll get for each type of run. When you finish the job and get your money, each character in the party will also gain the amount of Karma specified for each run type. There are three other ways of getting Karma, but they are so minor that you shouldn't see them as methods to pursue. Instead, just keep in mind that they exist, and they are why you may have a point or two more than you thought when you check your Karma totals. The first way is by killing things. It's kind of odd to think that killing things would ever really have a positive effect on your 'real' karma, but in the world of Shadowrun, you gain one Karma point for every few things you kill. The type of thing you kill matters, too -- innocent citizens are 'worth less' than more threatening thugs and demons, so if you're into killing innocents, it will take longer to gain Karma. In real terms, you'll probably end up with a healthy mix of victims, so all that's important is I guess a rough estimate: on average, you'll get a Karma point every 15 or 20 kills. I've done some testing with different types of enemies, and the fewest amount I've seen is 12, with the greatest amount being 23. Like I mentioned, it's such a minor detail that I really don't think it's worth doing extensive research on -- just know and accept that you'll get an extra Karma point every now and then by killing enemies. The second way to gain Karma besides shadowrunning is by defeating Ice inside the Matrix. This is similar to the previous method -- every 15 or 20 times you defeat an ice, you'll gain a Karma point. The third way is by advancing the plot. Many times when you make a significant discovery or pass a major point in the story, you'll be given a Karma point. For the specific points where you'll be given Karma, check Section V. Finally, some may be wondering if there's any way to lose Karma. Nope. I know, those random encounters when you kill a wounded civilian or let the thugs beat up an old man seem like they were made for the specific purpose of costing you a Karma point or two if you chose to do them, but they don't seem to have any effect. So, die as many times as you want, fail or cancel as many runs as you want, heck, even kill all the innocent people you want. You may even be rewarded if you kill enough, as explained above. Boy, now that I think of it, this Karma thing works completely backwards. They should have called it something else. Anyway, once you have your Karma, what should you spend it on? Refer to the next two parts to see what the different Attributes and Skills can do for you. 2.) Attributes -------------Attributes are the stats that pertain to inherent character abilities -general things like strength, speed, and intelligence. By and large, Attributes are more important than Skills, because they affect nearly everything that the character does while Skills are more specialized and may only influence one or

two things. Each race has different maximum values for each Attribute. For example, humans are well-rounded and have a maximum of 6 for everything. Trolls, on the other hand, have great size and strength (high Body and Strength maxes) but are ugly and dumb (low Charisma and Intelligence maxes). Below is a table laying out the Attribute maxes of each race. It's kind of interesting to note that if you total all the max stats for humans you get 36, while every other race has a total of 39. Doesn't seem very fair... +--------------+-------+-------+-------+-------+-------+ | | Human | Dwarf | Elf | Troll | Orc | +--------------+-------+-------+-------+-------+-------+ | Body | 6 | 7 | 6 | 11 | 9 | | Quickness | 6 | 5 | 7 | 5 | 6 | | Strength | 6 | 8 | 6 | 10 | 8 | | Charisma | 6 | 6 | 8 | 4 | 5 | | Intelligence | 6 | 6 | 6 | 4 | 5 | | Willpower | 6 | 7 | 6 | 5 | 6 | | Essence* | 6.0 | 6.0 | 6.0 | 6.0 | 6.0 | | Magic* | 6 | 6 | 6 | 6 | 6 | +--------------+-------+-------+-------+-------+-------+ *Essence starts at 6.0 for every character and cannot be raised. It can be lowered through the installation of cyberware, however. *For non-magic-users, Magic is always 0. For Magic users, Magic is equal to the character's Essence rating, rounded down to the nearest whole number. Note that installing cyberware BEFORE your character reaches the maximum in a certain statistic will effectively stretch the upper limit of the stat. For instance, if a human character gets one set of Dermal Plating while his or her Body statistic is 5 or below, that stat will be artificially boosted by one point. Meanwhile, the character will still be able to upgrade their Body stat and when they reach the 'maximum' of 6, the cyberware boost will render their Body rating as a 7. For a listing of cyberware and its effects, see Part 5 of Section VII. The final thing to address before the list of Attributes is their cost. That's simple: the cost in Karma points to upgrade an Attribute is equal to the rating you're trying to upgrade to. In other words, it costs 3 Karma to go from 2 to 3, 4 Karma to go from 3 to 4, etc. That should be all the background info you need on Attributes. Now, here's a list of each one that includes notes and descriptions that can help you understand which ratings do what. Body ---"Body resists damage from weapons, firearms, physical spells, and Black Ice." Body is one of the most important ratings. Defense is probably the most important aspect of your character, and your Body rating is essentially the same as your defense rating. I suggest spending a lot of your Karma at the beginning of the game making sure that this Attribute is as high as possible. Quickness --------"Quickness determines movement and attack speed, and increases combat and cybercombat success."

Quickness is probably the most significant Attribute as far as offense goes. While it doesn't have much of an effect on damage or success, it has a great influence on the character's attack speed. Being able to attack quickly will put you at an advantage over enemies, regardless of how much damage you're doing with each attack. Strength -------"Strength increases melee damage and grenade accuracy." That's true, although most people use guns to fight and you should already know how I feel about grenades. I haven't been able to find any other aspects of the game that are related to Strength, so it looks like this one isn't as important as other Attributes. Charisma -------"Charisma reduces the hiring price of Shadowrunners and increases fast-talk success." This one is pretty useful. High Charisma will enable you to hire runners for less money (see Part 3 of Section IX for details) and, perhaps more importantly, will give you a greater chance of getting out of sticky random encounters. The most prominent example is during corp Shadowruns when you're stopped by security without a badge, or when you meet an employee and have the chance to ask for information. Generally speaking, the higher your Charisma score, the better the encounter will most likely turn out. One caveat for this Attribute is that it really only comes into play with the character you're actually controlling. So, unless you have a habit of leading the party with one of your hired runners, you should probably only worry about upgrading Joshua's Charisma score. Intelligence -----------"Intelligence determines attack speed, plus increases combat and cybercombat success." Intelligence is one of the most useful Attributes, particularly for offense. Note that it influences both success and attack speed, which are the two main parts of offense (damage is influenced by the weapon being used). It is certainly important that you upgrade this stat as often as you can. Willpower --------"Willpower resists damage from mana spells and magical drain. It also increases combat success." As you can see, Willpower does a few things. Resisting mana damage is nice, but most enemy magic is physical. Resisting drain is VERY good for magic users, but of course worthless for non-magic users. Willpower's effect on combat success is small, but significant enough to warrant upgrading the statistic whenever you get the chance. Essence ------"Essence allows fast magical healing. It decreases when cyberware is installed."

Essence is an oddball Attribute. Everyone starts with 6.0, and it can't be raised. Getting cyberware installed permanently lowers Essence. To keep it simple, here's the strategy: For magic users, don't ever get cyberware. For non-magic users, get all the cyberware you want. If you need a more detailed explanation of this reasoning, read the intro to Part 5 of Section VII. Magic ----"Magic determines the maximum Force of spells cast. It decreases when cyberware is installed." As I've mentioned elsewhere in this FAQ, Magic is the same thing as Essence, only expressed in whole numbers, rather than tenths. The only difference is that Magic is automatically 0 for all non-magic users. Read the Essence entry above if you simply must have more info on this Attribute. 3.) Skills ---------While Attributes are kind of the natural abilities of each character, Skills are the character's area of specialization; things that they have trained for and learned. Skills apply to specific talents and affect a limited number of specific tasks that you may need to perform at one time or another. Attributes as a whole are probably more important than Skills, but certain Skills are extremely useful and perhaps even necessary for survival. Another difference between Skills and Attributes is that while the maximum values for each Attribute is usually around 6 or 7 and is different for each race, the maximum values for Skills is 12 (with a couple exceptions) and that's the same for every character. Skills don't have anything like cyberware, which boosts the base values of different Attributes. You can buy gun accessories to improve your success with firearms, and you can buy the Electronic Kit to supposedly give your Electronics skill a little boost when trying to open a Maglock, but neither of these actually add to your character's rating in the specific Skill. The final difference between Skills and Attributes is the Karma cost. While the Karma cost to upgrade Attributes is equal to the rating that you are upgrading to, the Karma cost for Skills is DOUBLE the rating. That means that to upgrade to level 3 will cost 6 Karma, 4 will cost 8, and so on. All Skills follow this pattern except for the three weapon categories -- see their entries for details. Well, that's it for the explanation. Skills are pretty straightforward. Make sure to read each individual entry so you can decide how to specialize each of your runners. Sorcery ------"Sorcery determines success with spell casting." This one is simple: For magic users, upgrade this Skill as often as possible since it influences how effective your spells will be. Non-magic users don't even have a choice -- their Sorcery rating will always be 0. Firearms -------"Firearms determines success with ALL types of guns." Firearms is a complex and interesting statistic. It shares a special

relationship with the three subcategories under it: Pistols, SMGs, and Shotguns. For one thing, your Firearms rating replaces any lower ratings that you have in the subcategories. For example, if your Firearms score is 6 and your Pistols score is 2, your character will be able to handle a pistol as though he or she had a 6 in that category. Another good thing about Firearms is that it can be used to jump ahead in your ratings for the three subcategories -- but only if the rating you're jumping from is zero. For instance, if Joshua's Firearms rating is 8 and his SMGs score is 0, you can upgrade his SMGs score directly to 9 instead of going through all the upgrades starting from zero. You can't 'jump' from a nonzero score, though. If the SMGs score in the previous example was, say, 2, then you would have to work your way up, one point at a time, as usual. During that time, though, your effective SMGs score would still be 8. So, Firearms replaces all lower scores for its subordinate categories. What, then, is the point of those categories? Why would you want to spend Karma on three separate stats when you can work on one catch-all? The answer is that each individual weapon category costs slightly less to upgrade than the Firearms stat. This results in a choice: To be a Jack-of-all-trades or to specialize in one type of firearm. Of course, you don't really have to choose one or the other. If you can decide on upgrading only one of the three, though, you'll save yourself some Karma. Pistols ------"Pistols determines success with both light and heavy pistols." Pistols is the first of the three weapon skills. Obviously, it is a factor in determining hit rate, damage and pretty much anything else when you're firing a pistol. Take into consideration the Firearms skill and how it works when deciding whether to upgrade this skill. Of course, if you don't use pistols, then don't worry about it. SMGs ---"SMGs determines success with sub-machine guns." The second of the three weapon skills. This you use SMGs, since each level will improve don't use SMGs, well, then forget about it. skill, however, remember the Firearms skill is naturally very important if all areas of SMG use, but if you If you do decide to work on this before you spend any Karma.

Shotguns -------"Shotgun determines success with various forms of shotguns." The last weapon skill. As with the other two, this specialized skill is very important if you use the weapon in question, and pretty worthless if you don't. As always, remember the value of the Firearms skill before you dump any Karma into this one. Melee Combat -----------"Melee Combat determines success while fighting hand-to-hand." This skill's priority depends on the amount of hand-to-hand fighting you do, of course. In my opinion, upgrading this skill without getting Spurs is a

waste. Keep in mind that, as I've stated in several other parts of this FAQ, Spurs and a good Melee Combat rating (as well as Strength) can be the most effective weapon in the game. Throwing -------"Throwing increases accuracy and damage when tossing a grenade." Do I really have to tell you how I feel about grenades? If you're a sucker for 'em, then go ahead and upgrade this skill. If you understand the concept of splash damage, then don't. Seriously, though, even with a 12 in this skill, things won't get much easier as far as timing, accuracy, and avoiding damage to your own party. Computer -------"Computer increases success in cybercombat and the operation of Nodes." Another simple decision: If the character in question is the one (and hopefully you only have ONE) designated Matrix runner, this skill is one of the most important ones and should be upgraded whenever possible, assuming you'll do a typical amount of decking in your game. As is mentioned in the sections dealing with the Matrix, Computer affects many different Matrixrelated functions, and directly affects your chances of success once you're jacked in. On the other hand, if your character won't be doing any decking, don't waste your Karma. Biotech ------"Biotech determines success while using a Medkit." Yep. Pretty simple. In the long run, using Medkits is more effective than slap patches, assuming your levels in this skill are decent. If your levels are high enough, you can heal someone to 100% with only one or two uses. So, unless you do the vast majority of your healing through magic (and that isn't necessarily a bad idea if you can do it without drain), the higher your Biotech level is, the better. Electronics ----------"Electronics determines success when attempting to force open a Maglock." What the description says is true, but it leaves out a much more important detail: A high Electronics score will help you hack terminals inside corp buildings. The ability to hack terminals is probably the most important factor in your success when running a corp, and that ability is influenced solely by the Electronics skill. That said, for the purpose of hacking terminals, you don't really need a super-high score in Electronics. You can get by with a 6 or so, especially when you consider that if you mess up when at a terminal, you can just try again until you get it right. Then again, there's the convenience of being able to get it right the first try or so, and there's the random encounters with terminals that you *can't* go back and try again, and also the Maglock thing previously mentioned. Yeah, those are all minor points, but some may consider them important enough to get a few extra levels of this skill. No matter what, though, you really need to have at least a 6 in this before you think about anything other than the smallest, simplest corp runs. Reputation

---------"Reputation determines overall notoriety of the character." Having a high Reputation rating won't cause drastic changes in the game (unless you're trying to get into Club Penumbra or meet a mob boss), but it will give you a little help in a number of areas. As mentioned below, it affects hiring prices of Shadowrunners, and it also gives a few other perks when trying to get into certain clubs, meeting with gang leaders, and dealing with potentially hostile random encounters. Even then, all it really boils down to is saving you maybe a few thousand nuyen over the course of the game. My recommendation is to get up to level 5 (at that point you can get into Club Penumbra without an elf in your party, as well as meet the mob boss of your choice) and leave the Skill alone until you've built up the more important Skills and Attributes. Negotiation ----------"Negotiation increases Shadowrun payments and influences buying and selling." This Skill is straightforward enough. Almost any buying, selling, or Shadowrunning you do will take Negotiation into consideration when determining the amount of cash involved. The effects aren't overwhelming, but certainly significant enough to warrant you spending some time on this Skill. There are a lot of RPG players out there, myself included, who have a habit of spending a lot of time leveling up (or in this case, gaining Karma). Because of that habit, when it does come time to buy new equipment, the money's usually there. The end result is that saving money here and there isn't very important to a lot of people, and those people may not care too much about what the Negotiation stat has to offer. However, there are two things that make Negotiation important despite all this. First, when you consider the aggregate effect of a good Negotiation rating over the course of the whole game, it really does make a noticeable difference. Simply put, there are a lot of things to buy in Shadowrun, and even if you're one of the aforementioned over-levelers, there will still probably come a time when you're a little short on cash. In this respect, Negotiation helps. Second, and apart from the long-range thing, you'll notice an immediate effect when you start to get serious about Matrix running. As soon as you set out to build up your ace decker, you'll realize that decking is just about the most expensive hobby this side of racing thoroughbreds. When you consider the cost of your deck, your upgrades, and your programs, you might do well to pump up the Negotiation a little bit before you start buying. Consider the Fairlight Excalibur deck, which is nearly 100,000 cheaper with a 12 in Negotiation. It's ultimately up to you to decide how important this Skill is, but there's no denying that it will help anyone in any game. ------------------------------------------------------------------------------VII. ITEM LIST ------------------------------------------------------------------------------This is a complete list of all the items in the game. The items are grouped into six categories and then listed alphabetically. 1.) Equipment ------------Equipment is the group of items that take up an inventory slot and are not

weapons or armor. The one exception to this classification is totems, which aren't really items at all since they cannot be bought, sold, traded or dropped, and serve no real purpose in and of themselves. Everything else that doesn't fit into a category below, though, will probably be found here. As far as the listings themselves, it's pretty straightforward. Across the top of each entry, you'll see the item name, whether it's legal, and how many uses it contains, if applicable. Underneath that, you'll see the item's selling scale and its price scale, both of which depend on the character's rating in Negotiation. Note also that several items are sold in more than one store and that a few have different price scales depending on where you're shopping -- so you'll see two or more scales listed. On the other hand, the selling scale will remain constant, no matter what store you're selling to. Below the price scales, I've listed all the stores where you can buy the item, as well as any other methods there are of obtaining the item, under that. The Description field is simply the in-game description of the item, and finally, I've included any notes that I thought were pertinent. Note that none of the individual spell foci have any notes. This is because my advice for all of them is the same: They're a waste of money and an inventory slot. I strongly recommend holding off on buying these, saving your money instead for one of the Power Foci. +-------------------------------------------+------------+--------------------+ | BARRIER SPELL FOCUS (level 3) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 7,200 6,795 6,750 6,525 6,300 6,075 5,850 5,625 5,400 5,175 4,950 | | | |Buy At: Merlin's Lore | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | COMBAT SENSE SPELL LOCK (level 2) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 8,750 9,023 9,296 9,569 9,842 10,115 10,388 10,661 10,934 11,207 11,480 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |17,500 16,954 16,408 15,862 15,316 14,770 14,224 13,678 13,132 12,586 12,040 | | | |Buy At: Riannon's | | | |Also Available: none |

| | |Description: A magical device that enhances the combat ability of the user. | | | |Notes: Combat Sense Spell Locks are kind of like Cyberware for magic users. | | they add attack and defense bonuses, and can't be used by non-magic | | users. So, the next time you're whining about your not being able to | | spend the Essence on offensive Cyberware for your Shaman, just | | remember these. | | | | That being said, however, I would personally wait until I could afford| | the Level 4 version of this. It helps, but it's probably not spending | | 15 grand on, only to spend three times that much later. | +-------------------------------------------+------------+--------------------+ | COMBAT SENSE SPELL LOCK (level 3) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 8,750 9,023 9,296 9,569 9,842 10,115 10,388 10,661 10,934 11,207 11,480 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |35,000 33,907 32,814 31,721 30,628 29,535 28,442 27,349 26,256 25,163 24,070 | | | |Buy At: Merlin's Lore | | | |Also Available: none | | | |Description: A magical device that enhances the combat ability of the user. | | | |Notes: Combat Sense Spell Locks are kind of like Cyberware for magic users. | | they add attack and defense bonuses, and can't be used by non-magic | | users. So, the next time you're whining about your not being able to | | spend the Essence on offensive Cyberware for your Shaman, just | | remember these. | | | | The Level 3 version of this, however, really should be avoided. If you| | managed to save up 30,000 nuyen for this, you can manage another 20 | | grand (or less, depending on your Negotiation) for the Level 4 | | version. | +-------------------------------------------+------------+--------------------+ | COMBAT SENSE SPELL LOCK (level 4) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 8,750 9,023 9,296 9,569 9,842 10,115 10,388 10,661 10,934 11,207 11,480 | | | |Price at Merlin's Lore (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |56,000 54,250 52,500 50,750 49,000 47,250 45,500 43,750 42,000 40,250 38,500 | | | |Price at Riannon's (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |61,250 59,336 57,422 55,508 53,594 51,680 49,766 47,852 45,938 44,024 42,110 | | | |Buy At: Merlin's Lore |

| Riannon's | | | |Also Available: none | | | |Description: A magical device that enhances the combat ability of the user. | | | |Notes: Combat Sense Spell Locks are kind of like Cyberware for magic users. | | they add attack and defense bonuses, and can't be used by non-magic | | users. So, the next time you're whining about your not being able to | | spend the Essence on offensive Cyberware for your Shaman, just | | remember these. | | | | The Level 4 is the best version of this item, and you should set your | | sights on buying it if you plan to be working with magic users long- | | term. Note that you can save 4 or 5 grand by buying it at Merlin's | | Lore instead of Riannon's. +-------------------------------------------+------------+--------------------+ | CONFUSION SPELL FOCUS (level 2) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 4,000 3,875 3,750 3,625 3,500 3,375 3,250 3,125 3,000 2,875 2,750 | | | |Buy At: Medicine Lodge | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | |Notes: none | +-------------------------------------------+------------+--------------------+ | CONFUSION SPELL FOCUS (level 3) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 8,000 7,750 7,500 7,250 7,000 6,750 6,500 6,250 6,000 5,750 5,500 | | | |Buy At: Medicine Lodge | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | ELECTRONIC KIT | Legal: NO | Quantity: infinite |

+-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 500 515 530 545 560 575 590 605 620 635 650 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,000 969 938 907 876 845 814 783 752 721 690 | | | |Buy At: Crime Mall | | | |Also Available: none | | | |Description: This illegal kit increases the chances of opening Maglocked | | doors. | | | |Notes: If you have a Maglock passkey of any kind, you probably won't get much| | benefit from one of these. On the other hand, 1,000 nuyen is pretty | | cheap, so you may want to pick one up if you have the inventory slot | | to spare. | +-------------------------------------------+------------+--------------------+ | FETISH | Legal: yes | Quantity: 10 | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 250 257 264 271 278 285 292 299 306 313 320 | | | |Price at Medicine Lodge and Riannon's (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 500 485 470 455 440 425 410 395 380 365 350 | | | |Price at Merlin's Lore (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 650 630 610 590 570 550 530 510 490 470 450 | | | |Buy At: Medicine Lodge | | Merlin's Lore | | Riannon's | | | |Also Available: * Although it rarely happens, this can be dropped by a slain | | magic-using enemy. Dropped Fetishes can have any number of | | uses left, from 1 to 10. | | | | * Joshua (Shaman) comes equipped with a set of 10 of these. | | | | * Ricky comes equipped with a set of 10 of these. | | | | * Walking Bear comes equipped with two sets of 10 each of | | these. | | | | * Freya Goldenhair comes equipped with two sets of 10 each of| | these. | | | |Description: This item absorbs drain from the casting of a spell. | | |

|Notes: Just what it says -- each time you cast a spell with a Force and | | Posture setting that would cause drain, a Fetish will suck it right | | up. That's pretty handy, but 10 uses isn't a lot, and overall, I don't| | think that the inventory that these things occupy would be worth it. I| | just set all my spells to no drain. | +-------------------------------------------+------------+--------------------+ | HEAL WOUNDS SPELL FOCUS (level 2) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 4,000 3,875 3,750 3,625 3,500 3,375 3,250 3,125 3,000 2,875 2,750 | | | |Buy At: Riannon's | | | |Also Available: * Walking Bear comes equipped with one of these. | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | HEAL WOUNDS SPELL FOCUS (level 3) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 7,200 6,975 6,750 6,525 6,300 6,075 5,850 5,625 5,400 5,175 4,950 | | | |Buy At: Riannon's | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | HELLBLAST SPELL FOCUS (level 2) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 4,000 3,875 3,750 3,625 3,500 3,375 3,250 3,125 3,000 2,875 2,750 | | |

|Buy At: Riannon's | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | HELLBLAST SPELL FOCUS (level 3) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 7,200 6,975 6,750 6,525 6,300 6,075 5,850 5,625 5,400 5,175 4,950 | | | |Buy At: Riannon's | | | |Also Available: * Freya Goldenhair comes equipped with one of these. | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | INVISIBILITY SPELL FOCUS (level 2) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 4,000 3,875 3,750 3,625 3,500 3,375 3,250 3,125 3,000 2,875 2,750 | | | |Buy At: Medicine Lodge | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | INVISIBILITY SPELL FOCUS (level 3) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 |

|------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 8,000 7,750 7,500 7,250 7,000 6,750 6,500 6,250 6,000 5,750 5,500 | | | |Buy At: Medicine Lodge | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | MAGLOCK PASSKEY (level 2) | Legal: NO | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 5,000 5,156 5,312 5,468 5,624 5,780 5,936 6,092 6,248 6,404 6,560 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |20,000 19,375 18,750 18,125 17,500 16,875 16,250 15,625 15,000 14,375 13,750 | | | |Buy At: Crime Mall | | | |Also Available: none | | | |Description: This illegal key can open Maglocked doors less than or equal to | | its rating. | | | |Notes: Maglock Passkeys are almost a necessity for doing corp runs. However, | | a level 2 won't get you anywhere. Skip this one and get a higher-level| | key. | +-------------------------------------------+------------+--------------------+ | MAGLOCK PASSKEY (level 3) | Legal: NO | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 5,000 5,156 5,312 5,468 5,624 5,780 5,936 6,092 6,248 6,404 6,560 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |30,000 29,063 28,126 27,189 26,252 25,315 24,378 23,441 22,504 21,567 20,630 | | | |Buy At: Crime Mall | | | |Also Available: * Alesandro Hobbs sells these for 10,000 apiece. This price | | is not affected by your Negotiation statistic. | | | |Description: This illegal key can open Maglocked doors less than or equal to | | its rating. | | | |Notes: A level 3 key will probably help you out in low-level runs, but in | | general are not worth the money. If you have 20 grand, get a Level 5, | | for Pete's sake. | +-------------------------------------------+------------+--------------------+ | MAGLOCK PASSKEY (level 4) | Legal: NO | Quantity: infinite |

+-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 5,000 5,156 5,312 5,468 5,624 5,780 5,936 6,092 6,248 6,404 6,560 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---N/A--| | | |Buy At: not sold in stores | | | |Also Available: * Max sells these for 30,000 apiece. This price is not | | affected by your Negotiation statistic. | | | |Description: This illegal key can open Maglocked doors less than or equal to | | its rating. | | | |Notes: Max is ripping you off if you buy this. Get in contact with Alesandro | | Hobbs instead -- he's got a Level 5 for 10,000 cheaper. | +-------------------------------------------+------------+--------------------+ | MAGLOCK PASSKEY (level 5) | Legal: NO | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 5,000 5,156 5,312 5,468 5,624 5,780 5,936 6,092 6,248 6,404 6,560 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---N/A--| | | |Buy At: not sold in stores | | | |Also Available: * Alesandro Hobbs sells these for 20,000 apiece. This price | | is not affected by your Negotiation statistic. | | | | * Max sells these for 42,000 apiece. This price is not | | affected by your Negotiation statistic. | | | |Description: This illegal key can open Maglocked doors less than or equal to | | its rating. | | | |Notes: I think this is the best buy in the game, period. You can get this, a | | key to every door in the game, for the same amount of money that a | | beginner would have to pay for a lowly Level 2. If you buy any other | | key at any point in the game besides this one, you're a fool. In other| | words, this thing should be your first and last Maglock Passkey | | purchase. Also, note that I'm talking about the one from Alesandro | | Hobbs -- duh. Don't pay Max more than twice the money for the same | | item. Finally, it's worth mentioning that if Joshua's Electronics | | rating gets to be 12, you may want to sell this to free up an | | inventory slot. With a 12 in Electronics, you can open maglocked doors| | on the first try about 99% of the time. Still, if you want to be 100% | | sure that you won't mess up and/or set off an alarm, this is still the| | way to go. | +-------------------------------------------+------------+--------------------+ | MANA STORM SPELL FOCUS (level 2) | Legal: yes | Quantity: infinite |

+-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 4,000 3,875 3,750 3,625 3,500 3,375 3,250 3,125 3,000 2,875 2,750 | | | |Buy At: Merlin's Lore | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | MANA STORM SPELL FOCUS (level 4) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |12,800 12,400 12,000 11,600 11,200 10,800 10,400 10,000 9,600 9,200 8,800 | | | |Buy At: Merlin's Lore | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | MEDKIT | Legal: yes | Quantity: 6 | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 100 103 106 109 112 115 118 121 124 127 130 | | | |Price at Ares Weapon Emporium (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 200 194 188 182 176 170 164 158 152 146 140 | | | |Price at Weapons World (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 400 388 376 364 352 340 328 316 304 292 280 | | | |Buy At: Ares Weapon Emporium | | Weapons World |

| | |Also Available: * These are sometimes dropped by slain enemies. Dropped | | Medkits can have any number of uses left, from 1 to 6. | | | | * Winston Marrs comes equipped with one of these, with 6 | | uses. | | | | * Phantom comes equipped with two of these, each with 6 uses.| | | | * Rianna Heartbane comes equipped with two of these, each | | with six uses. | | | | * Stark comes equipped with two of these, each with 6 uses. | | | | * Joshua (Samurai) comes equipped with one of these, with 6 | | uses. | | | | * Joshua (Decker) comes equipped with two of these, each with| | 6 uses. | | | |Description: A portable first aid kit that can heal wounds based on the users| | Biotech skill. | | | |Notes: As it says, how much life is healed depends solely on the Biotech | | rating of the user. If you carry these around to do your healing, make| | sure you know which runner has the highest Biotech skill and have him/| | her carry around all your Medkits. | | | | The difference between Medkits and slap patches (besides the fact that| | Medkits heal both kinds of wounds while each slap patch heals only its| | one type) is that slap patches heal a constant rate, 20%, instead of a| | rate that varies depending on chance and the character using the item.| | However, Medkits have more uses and cost about the same. I recommend | | using patches only until you get someone with a 3 or 4 or above in | | Biotech on your team -- then switch to Medkits. | +-------------------------------------------+------------+--------------------+ | POWER FOCUS (level 2) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 7,500 7,734 7,968 8,202 8,436 8,670 8,904 9,138 9,372 9,606 9,840 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---N/A--| | | |Buy At: not sold in stores | | | |Also Available: * Gregory Wilns sells these for 50,000 apiece. This price is| | not affected by your Negotiation statistic. | | | |Description: A Power Focus increases the potency of all spells known by the | | user! | | | |Notes: A VERY useful item for shaman and mages. Instead of wasting space and | | only being able to boost a few spells' power, boost all of them with | | one item! Of course, if you can save up 50,000 for this, you can | | probably manage 80,000 for the high-level version, which packs double|

| the punch. | +-------------------------------------------+------------+--------------------+ | POWER FOCUS (level 4) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 7,500 7,734 7,968 8,202 8,436 8,670 8,904 9,138 9,372 9,606 9,840 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---N/A--| | | |Buy At: not sold in stores | | | |Also Available: * Agira Tetsumi sells these for 80,000 apiece. This price is| | not affected by your Negotiation statistic. | | | |Description: A Power Focus increases the potency of all spells known by the | | user! | | | |Notes: This is the most useful mage/shaman item in the game. I recommend | | holding off on the Level 2 and saving up for this one. It will be | | worth it when all your spells jump up a little, as though you just | | added a few levels to your Sorcery score. | +-------------------------------------------+------------+--------------------+ | PROTECTION TALISMAN (level 2) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 8,750 9,023 9,296 9,569 9,842 10,115 10,388 10,661 10,934 11,207 11,480 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |17,500 16,954 16,408 15,862 15,316 14,770 14,224 13,678 13,132 12,586 12,040 | | | |Buy At: Riannon's | | | |Also Available: none | | | |Description: A magical device that reduces all types of damage directed at | | the user. | | | |Notes: Just as the Combat Sense Spell Locks are like offensive Cyberware for | | mages and shaman, so is the Protection Talisman like defensive | | Cyberware. Definitely worth the money for any magic user in your | | group. | | | | That said, though, you should save your money for the higher-level | | ones. As with most pricey items in the game, it's not worth the money | | to keep upgrading; just wait until you have enough to buy the best | | one. | +-------------------------------------------+------------+--------------------+ | PROTECTION TALISMAN (level 3) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 |

|------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 8,750 9,023 9,296 9,569 9,842 10,115 10,388 10,661 10,934 11,207 11,480 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |35,000 33,907 32,814 31,721 30,628 29,535 28,442 27,349 26,256 25,163 24,070 | | | |Buy At: Riannon's | | | |Also Available: none | | | |Description: A magical device that reduces all types of damage directed at | | the user. | | | |Notes: Just as the Combat Sense Spell Locks are like offensive Cyberware for | | mages and shaman, so is the Protection Talisman like defensive | | Cyberware. Definitely worth the money for any magic user in your | | group. | | | | That said, though, you should save your money for the higher-level | | one. As with most pricey items in the game, it's not worth the money | | to keep upgrading; just wait until you have enough to buy the best | | one. | +-------------------------------------------+------------+--------------------+ | PROTECTION TALISMAN (level 4) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 8,750 9,023 9,296 9,569 9,842 10,115 10,388 10,661 10,934 11,207 11,480 | | | |Price at Medicine Lodge (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |35,000 33,907 32,814 31,721 30,628 29,535 28,442 27,349 26,256 25,163 24,070 | | | |Price at Merlin's Lore (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |52,500 50,860 49,220 47,580 45,940 44,300 42,660 41,020 39,380 37,740 36,100 | | | |Buy At: Medicine Lodge | | Merlin's Lore | | | |Also Available: none | | | |Description: A magical device that reduces all types of damage directed at | | the user. | | | |Notes: Just as the Combat Sense Spell Locks are like offensive Cyberware for | | mages and shaman, so is the Protection Talisman like defensive | | Cyberware. Definitely worth the money for any magic user in your | | group. | | | | This one is the cream of the crop and will provide your magic user who| | can't get Dermal Plating with a very nice defensive boost. You should | | definitely buy these for any mages and shaman in your group. | +-------------------------------------------+------------+--------------------+ | ROCKSKIN SPELL FOCUS (level 2) | Legal: yes | Quantity: infinite |

+-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 4,000 3,875 3,750 3,625 3,500 3,375 3,250 3,125 3,000 2,875 2,750 | | | |Buy At: Merlin's Lore | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | ROCKSKIN SPELL FOCUS (level 3) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 8,800 8,525 8,250 7,975 7,700 7,425 7,150 6,875 6,600 6,325 6,050 | | | |Buy At: Merlin's Lore | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | SLEEP SPELL FOCUS (level 2) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 4,000 3,875 3,750 3,625 3,500 3,375 3,250 3,125 3,000 2,875 2,750 | | | |Buy At: Medicine Lodge | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | |

|Notes: none | +-------------------------------------------+------------+--------------------+ | SLEEP SPELL FOCUS (level 3) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 8,000 7,750 7,500 7,250 7,000 6,750 6,500 6,250 6,000 5,750 5,500 | | | |Buy At: Medicine Lodge | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | SMART GOGGLES | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,500 1,546 1,592 1,638 1,684 1,730 1,776 1,822 1,868 1,914 1,960 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---N/A--| | | |Buy At: not sold in stores | | | |Also Available: * Sharkey sells these for 3,000 apiece. This price is not | | affected by your Negotiation statistic. | | | | * Stark comes equipped with a pair of these. | | | |Description: Though not as efficient as a Smartlink, these allow the user to | | operate a SmartGun. | | | |Notes: Except for magic users, who can't afford to cut into their Essence, | | and Stark, who doesn't have enough Essence to make the upgrade, I | | recommend getting a Smartlink for everyone. Yes, you'll notice the | | extra accuracy. Of course, for those magic users mentioned previously,| | Smart Goggles can definitely help. They're pretty cheap and you can | | use them for the entire game, I would definitely recommend getting | | them as soon as possible. As I said though, they're no substitute for | | a real Smartlink, which is really what you should get for all your | | Deckers and Samurai. | +-------------------------------------------+------------+--------------------+ | STIM PATCH | Legal: yes | Quantity: 4 | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ |

| 150 154 158 162 166 170 174 178 182 186 190 | | | |Price at Ares Weapon Emporium (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 210 204 198 192 186 180 174 168 162 156 150 | | | |Price at Weapons World (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 300 291 282 273 264 255 246 237 228 219 210 | | | |Buy At: Ares Weapon Emporium | | Weapons World | | | |Also Available: * These can be found in the safes inside of corp buildings. | | | | * Joshua (Shaman) comes equipped with a set of 6 of these. | | | | * Ricky comes equipped with a set of 3 of these. | | | | * Trent Delisario comes equipped with a set of 6 of these. | | | | * Petr Uvehr comes equipped with a set of 6 of these. | | | | * Rianna Heartbane comes equipped with a set of 6 of these. | | | |Description: A slap patch that instantly increases mental health by 20%. | | | |Notes: Instead of Medkits, which will heal a varying amount of life (and can | | be frustratingly ineffective for those with low Biotech ratings), slap| | patches such as this one will heal 20% every time, no more, no less. | | While this is nice and consistent, you'll find that anyone with a | | Biotech rating greater than 3 or 4 will usually be able to do better | | than 20% with a Medkit. So, I recommend that you only use these at the| | beginning of the game, if at all. | +-------------------------------------------+------------+--------------------+ | STINK SPELL FOCUS (level 2) | Legal: yes | Quantity: infinite | +-------------------------------------------+------------+--------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 2,062 2,124 2,186 2,248 2,310 2,372 2,434 2,496 2,558 2,620 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 4,000 3,875 3,750 3,625 3,500 3,375 3,250 3,125 3,000 2,875 2,750 | | | |Buy At: Merlin's Lore | | | |Also Available: none | | | |Description: Spell Foci are used to increase the potency of their | | corresponding spells. | | | |Notes: none | +-------------------------------------------+------------+--------------------+ | TRAUMA PATCH | Legal: yes | Quantity: 4 | +-------------------------------------------+------------+--------------------+

|Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 150 154 158 162 166 170 174 178 182 186 190 | | | |Price at Ares Weapon Emporium (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 210 204 198 192 186 180 174 168 162 156 150 | | | |Price at Weapons World (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 300 291 282 273 264 255 246 237 228 219 210 | | | |Buy At: Ares Weapons Emporium | | Weapons World | | | |Also Available: * These can be found in the safes inside of corp buildings. | | | | * Joshua (Shaman) comes equipped with a set of 6 of these. | | | | * Ricky comes equipped with a set of 3 of these. | | | | * Petr Uvehr comes equipped with a set of 6 of these. | | | | * Rianna Heartbane comes equipped with a set of 6 of these. | | | |Description: A slap patch that instantly increases physical health by 20%. | | | |Notes: Instead of Medkits, which will heal a varying amount of life (and can | | be frustratingly ineffective for those with low Biotech ratings), slap| | patches such as this one will heal 20% every time, no more, no less. | | While this is nice and consistent, you'll find that anyone with a | | Biotech rating greater than 3 or 4 will usually be able to do better | | than 20% with a Medkit. So, I recommend that you only use these at the| | beginning of the game, if at all. | +-----------------------------------------------------------------------------+ 2.) Accessories --------------Accessories are made up of clips and weapon enhancements. Clips are the ammunition for all types of guns in the game. There is only one type of clip, and it is sold in every weapon store. Weapon enhancements, such as silencers and gas vents, are also sold in each weapon store in the game. The setup of each entry is pretty straightforward: The name of the item, which type of gun it can be used on, the price scale(s), the in-game description and my notes. Unlike the Equipment List, there is no "Also Available" field for each entry. That's because the only one that is available elsewhere is the clip. Clips will often be dropped by slain enemies and can be found inside safes in corps as well. Also, there is no "Buy At" field either, since all items are available at each weapon store: Crime Mall, Ares Weapon Emporium, and Weapons World. Of course, they can have varying prices at each store. +----------------------------------+--------------+-----------+---------------+ | GAS VENT II | Pistols: No | SMGs: Yes | Shotguns: No | +----------------------------------+--------------+-----------+---------------+

|Price at Ares Weapon Emporium and Weapons World (at each Negotiation rating):| | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 900 872 844 816 788 760 732 704 676 648 620 | | | |Price at Crime Mall (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 450 436 422 408 394 380 366 352 338 324 310 | | | |Description: This is a recoil compensation system to keep an SMG on line with| | its target by venting explosive gasses to counter the climb of | | the barrel. | | | |Notes: I'm not sure why this item even exists. If you have a few hundred | | nuyen for this, then surely you can get a few hundred extra for the | | Gas Vent III. | | | +----------------------------------+--------------+-----------+---------------+ | GAS VENT III | Pistols: No | SMGs: Yes | Shotguns: No | +----------------------------------+--------------+-----------+---------------+ |Price at Ares Weapon Emporium and Weapons World (at each Negotiation rating):| | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,400 1,357 1,314 1,271 1,228 1,185 1,142 1,099 1,056 1,013 970 | | | |Price at Crime Mall (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 700 679 658 637 616 595 574 553 532 511 490 | | | |Description: This is a recoil compensation system to keep an SMG on line with| | its target by venting explosive gasses to counter the climb of | | the barrel. | | | |Notes: A worthwhile item, as all weapon accessories are. Having one of these | | will improve your accuracy somewhat. Nothing really dramatic, but it's| | worth buying when you get a few extra hundred nuyen to spend. | | | +----------------------------------+--------------+-----------+---------------+ | LASER SIGHT | Pistols: Yes | SMGs: Yes | Shotguns: No | +----------------------------------+--------------+-----------+---------------+ |Price at Ares Weapon Emporium (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 500 485 470 455 440 425 410 395 380 365 350 | | | |Price at Crime Mall (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 600 582 564 546 528 510 492 474 456 438 420 | | | |Price at Weapons World (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 300 291 282 273 264 255 246 237 228 219 210 | | | |Description: Increases your chances of hitting a target by painting it with a| | beam of coherent light. Cannot be used with any kind of | | smartlink system. |

| | |Notes: As the in-game description hints at, the Laser Sight is basically a | | poor man's Smartgun System. If your character has a Smartlink or Smart| | Goggles, then just save up for a Smartgun. If not, though, this is a | | fine choice. You can always upgrade -- buying a Smartgun System will | | simply replace the Laser Sight. For what it's worth, though, the | | opposite will not work: once your weapon has a Smartgun System | | installed, you won't be able to replace it with a Laser Sight. | | | +----------------------------------+--------------+-----------+---------------+ | SILENCER | Pistols: Yes | SMGs: No | Shotguns: No | +----------------------------------+--------------+-----------+---------------+ |Price at Ares Weapon Emporium and Weapons World (at each Negotiation rating):| | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 500 485 470 455 440 425 410 395 380 365 350 | | | |Price at Crime Mall (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 400 388 376 364 352 340 328 316 304 292 280 | | | |Description: Mutes the sound of gunfire to the level of a finger-snap. Using | | an unsilenced pistol inside a building immediately sets off an | | alert. | | | |Notes: Very affordable, and very useful for Pistol users. Silenced weapons | | won't offer a very significant combat advantage, but will make corp | | runs a lot easier because of the alarm thing. | | | +----------------------------------+--------------+-----------+---------------+ | SMARTGUN SYSTEM | Pistols: Yes | SMGs: Yes | Shotguns: No | +----------------------------------+--------------+-----------+---------------+ |Price at Ares Weapon Emporium and Crime Mall (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 800 775 750 725 700 675 650 625 600 575 550 | | | |Price at Weapons World (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 600 582 564 546 528 510 492 474 456 438 420 | | | |Description: Provides a feedback circuit to relay combat information which | | increases hit chances. Unless the user possesses smart goggles | | or a smartlink, this accessory does nothing. | | | |Notes: This is probably the best weapon accessory available. Smartguns are | | significantly more accurate than normal guns, especially when paired | | with a true Smartlink, and not just Smart Goggles. The Laser Sight is | | nice, but you should upgrade to a Smartgun System as soon as you have | | the money for the item and the cyberware required. | | | +----------------------------------+--------------+-----------+---------------+ | SOUND SUPPRESSOR | Pistols: No | SMGs: Yes | Shotguns: No | +----------------------------------+--------------+-----------+---------------+ |Price at Ares Weapon Emporium (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,500 1,454 1,408 1,362 1,316 1,270 1,224 1,178 1,132 1,086 1,040 |

| | |Price at Crime Mall (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 750 727 704 681 658 635 612 589 566 543 520 | | | |Price at Weapons World (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,400 1,357 1,314 1,271 1,228 1,185 1,142 1,099 1,056 1,013 970 | | | |Description: Mutes the sound of SMG-fire to a puff of released gasses. Using | | an unsilenced SMG inside a building immediately sets off an | | alert. | | | |Notes: Just as the Silencer is almost a necessity for Pistols, so is the | | Sound Suppressor for SMGs. Again, not so much for the slight combat | | advantage it gives you, but for the way it will simplify your corp | | runs. | | | +----------------------------------+--------------+-----------+---------------+ | UNIVERSAL GUN CLIPS | Pistols: Yes | SMGs: Yes | Shotguns: Yes | +----------------------------------+--------------+-----------+---------------+ |Price at Ares Weapon Emporium (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 25 25 25 25 25 25 25 25 25 25 25 | | | |Price at Crime Mall (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 50 49 48 47 46 45 44 43 42 41 40 | | | |Price at Weapons World (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 40 39 38 37 36 35 34 33 32 31 30 | | | |Description: These clips may be used in any gun. When switching weapons, the | | clip transfers the percentage of ammo left to the new gun. | | | |Notes: Make sure to pay attention to the prices at different stores when | | stocking up on ammo. The prices will vary, and the effect is greater | | when you're buying 20 or 30 at a time. Note also that the price at | | Ares is constant throughout the entire game, regardless of your | | Negotiation rating. Not only that, but it's the cheapest price | | available anywhere. To buy them anywhere else would be ripping | | yourself off. | | | +-----------------------------------------------------------------------------+ 3.) Weapons ----------Weapons are pistols, submachine guns (SMGs) and shotguns, as well as grenades. Also, for the sake of comparison, I have included entries for the melee combat "weapons" for when a gun or grenade isn't equipped: empty hands, Hand Razors, and Spurs. Each entry has a few bars at the top of it. The top bar features the name of the weapon (which includes the type of weapon it is), whether it's legal or

not, and the number of rounds it will hold per clip you load. Note that the Rounds/Clip figure is not applicable for grenades (which do not take clips and are always sold in sets of six), nor is it applicable for the melee "weapons" discussed above (do I really need to explain that one?). The second bar across the top of each entry has the ratings for Damage and Power. For a refresher on these two stats, check the notes at the end of Section II, Part 2. The Damage rating is shown as it is represented in the pause screen: a bar graph on a scale of 0 to 10. I don't consider myself an ASCII artist by any stretch of the imagination, but the little graphs I provide should be clear enough. After the bars is the verbal Damage rating seen when buying and selling weapons. After the Damage rating comes the weapon's Power rating, which is verbal only. The last part of each entry has the sell/buy price schemes for each weapon, which stores you can buy them at, the in-game description, and my personal notes. +---------------------------------------------+------------+------------------+ | AK-97 SMG | Legal: NO | Rounds/Clip: 30 | +---------------------------------------------+------------+------------------+ | Damage: [XXX-------] Medium | Power: Light | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 500 515 530 545 560 575 590 605 620 635 650 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 1,938 1,876 1,814 1,752 1,690 1,628 1,566 1,504 1,442 1,380 | | | |Buy At: Crime Mall | | | |Also Available: * Sometimes dropped by slain Lone Star officers. | | | | * Max sells these, each with a Gas Vent III, Sound | | Suppressor, and Smartgun system for 2,000 apiece. | | | |Description: A common Soviet SMG carbine. It is illegal. | | | |Notes: Don't waste your money. | | | +---------------------------------------------+------------+------------------+ | ALLEGIANCE SHOTGUN | Legal: NO | Rounds/Clip: 5 | +---------------------------------------------+------------+------------------+ | Damage: [XXXXXX----] High | Power: Brutal | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 700 721 742 763 784 805 826 847 868 889 910 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,800 2,713 2,626 2,539 2,452 2,365 2,278 2,191 2,104 2,017 1,930 | | | |Buy At: Crime Mall |

| | |Also Available: * Winston Marrs comes equipped with one of these. | | | |Description: This autoloading shotgun is illegal. | | | |Notes: Between this and the other shotgun in the game -- the Roomsweeper -- | | this is more powerful. I'd still take the Roomsweeper, though, because| | it holds 60% more ammo per clip while giving up only a little bit of | | power (You probably won't be able to tell the difference between High | | and Brutal anyway). Despite the dreadful ammo capacity and the fact | | that shotguns can't be modified, some people like the Allegiance | | simply because it's flat-out the most destructive weapon in the game. | | | +---------------------------------------------+------------+------------------+ | AMERICAN L36 LIGHT PISTOL | Legal: yes | Rounds/Clip: 11 | +---------------------------------------------+------------+------------------+ | Damage: [X---------] Light | Power: Light | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 150 154 158 162 166 170 174 178 182 186 190 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 300 291 282 273 264 255 246 237 228 219 210 | | | |Buy At: Ares Weapon Emporium | | | |Also Available: * Petr Uvehr comes equipped with one of these. | | | | * Joshua (Decker) comes equipped with one of these. | | | |Description: This light design is popular among the style-conscious. | | | |Notes: Don't waste your money. | | | +---------------------------------------------+------------+------------------+ | CONCUSSION GRENADE | Legal: yes | Rounds/Clip: N/A | +---------------------------------------------+------------+------------------+ | Damage: [XXX-------] Medium | Power: Brutal | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 90 92 94 96 98 100 102 104 106 108 110 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 180 175 170 165 160 155 150 145 140 135 130 | | | |Buy At: Ares Weapon Emporium | | Weapons World | | | |Also Available: * Random numbers of these can be found inside safes in Corp | | buildings. | | | |Description: This grenade causes stun damage in a large area. |

| | |Notes: Grenades suck. For more information, read the notes at the end of | | Section II, Part 2. | | | +---------------------------------------------+------------+------------------+ | EMPTY HAND | Legal: yes | Rounds/Clip: N/A | +---------------------------------------------+------------+------------------+ | Damage: [XXX-------] Medium (Stun) | Power: See Section VI, Part 2 | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---(N/A)--| | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---(N/A)--| | | |Buy At: N/A | | | |Also Available: N/A | | | |Description: N/A | | | |Notes: Barring any cyberware, this is what you'll be attacking with if you | | don't have a weapon equipped. Even if your levels are pretty high, you| | can't expect to last long by swinging your fists. Get and equip a | | weapon as soon as possible. | | | +---------------------------------------------+------------+------------------+ | FRAG GRENADE | Legal: NO | Rounds/Clip: N/A | +---------------------------------------------+------------+------------------+ | Damage: [XXXXXX----] High | Power: Medium High | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 150 154 158 162 166 170 174 178 182 186 190 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 600 582 564 546 528 510 492 474 456 438 420 | | | |Buy At: Crime Mall | | | |Also Available: * Random numbers of these can be found inside safes in corp | | buildings. | | | | * Random numbers of these are sometimes dropped by slain corp| | security guards and gang members. | | | | * Capt. Quinton Jaymes sells these for 400 per set of six. | | | | * During random encounters, thugs will sell sets of six Frag | | Grenades for 180 per set. Sometimes, however, the dealer | | is really an undercover Lone Star officer and you'll get | | busted. | | |

| * Stark comes equipped with 12 of these. | | | |Description: This illegal grenade causes phys damage in a large area. | | | |Notes: Grenades suck. For more information, read the notes at the end of | | Section II, Part 2. | | | +---------------------------------------------+------------+------------------+ | HAND RAZORS | Legal: yes | Rounds/Clip: N/A | +---------------------------------------------+------------+------------------+ | Damage: [X---------] Light | Power: See Section VI, Part 2 | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---(N/A)--| | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---(N/A)--| | | |Buy At: See Part 5 | | | |Also Available: N/A | | | |Description: See Part 5 | | | |Notes: These are nice, but Spurs are better. There's more I could say here, | | but Hand Razors really belong in Part 5 anyway, so check their entry | | there. | | | +---------------------------------------------+------------+------------------+ | HK227-S SMG | Legal: NO | Rounds/Clip: 28 | +---------------------------------------------+------------+------------------+ | Damage: [XXX-------] Medium | Power: Medium | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 750 773 796 819 842 865 888 911 934 957 980 | | | |Price -- INCLUDES Laser Sight and Gas Vent II (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 4,500 4,360 4,220 4,080 3,940 3,800 3,660 3,520 3,380 3,240 3,100 | | | |Buy At: Crime Mall | | | |Also Available: * Sometimes dropped by slain Renraku Strike Team members. | | | | * Capt. Quinton Jaymes sells these for 1,000 apiece. | | | | * Max sells these, each with a Laser Sight, Gas Vent II, and | | Sound Suppressor for 1,500 apiece. | | | | * Stark comes equipped with one of these, modded with a Sound| | Suppressor, a Smartgun System, and a Gas Vent III. | | | |Description: This SMG is most favored with Corp security. It is illegal. |

| | |Notes: The best SMG in the game, although SMGs in general aren't that great. | | Still, the HK227-S has a nice balance of Damage, Power, and ammo, so | | it's definitely what you'll want to get (and modify) if SMGs are your | | thing. | | | +---------------------------------------------+------------+------------------+ | MACH 22 SMG | Legal: NO | Rounds/Clip: 24 | +---------------------------------------------+------------+------------------+ | Damage: [XXX-------] Medium | Power: Light | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 400 412 424 436 448 460 472 484 496 508 520 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,600 1,550 1,500 1,450 1,400 1,350 1,300 1,250 1,200 1,150 1,100 | | | |Buy At: Crime Mall | | | |Also Available: * Boris Errascoe sells these for 1,200 apiece. | | | | * Rianna Heartbane comes equipped with one of these, modded | | with a Smartgun System and a Gas Vent II. | | | |Description: A common SMG for street gangs. It is illegal. | | | |Notes: Don't waste your money. | | | +---------------------------------------------+------------+------------------+ | MAX-POWER HEAVY PISTOL | Legal: yes | Rounds/Clip: 10 | +---------------------------------------------+------------+------------------+ | Damage: [XXX-------] Medium | Power: High | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 225 232 239 246 253 260 267 274 281 288 295 | | | |Price at Ares Weapon Emporium (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 585 567 549 531 513 495 477 459 441 423 405 | | | |Price at Weapons World (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 630 611 592 573 554 535 516 497 478 459 440 | | | |Buy At: Ares Weapon Emporium | | Weapons World | | | |Also Available: none | | | |Description: A sturdy weapon that trades firepower for ammo. | | | |Notes: It trades firepower for ammo? Actually, it just gives away ammo with |

| no gain in firepower. If you're interested in a pistol, get the | | Predator -- the same Damage/Power rating, about the same price, the | | only difference is that the Predator can hold 50% more ammo per clip | | than can the Max-Power. | | | +---------------------------------------------+------------+------------------+ | MODEL 101T LIGHT PISTOL | Legal: yes | Rounds/Clip: 12 | +---------------------------------------------+------------+------------------+ | Damage: [X---------] Light | Power: Light | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 175 180 185 190 195 200 205 210 215 220 225 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 350 340 330 320 310 300 290 280 270 260 250 | | | |Buy At: Ares Weapon Emporium | | | |Also Available: * Sometimes dropped by slain gang members. | | | | * Joshua (Shaman) comes equipped with one of these. | | | | * Joshua (Samurai) comes equipped with one of these. | | | |Description: A slim-line personal weapon favored by street thugs. | | | |Notes: Don't waste your money. | | | +---------------------------------------------+------------+------------------+ | PREDATOR HEAVY PISTOL | Legal: yes | Rounds/Clip: 15 | +---------------------------------------------+------------+------------------+ | Damage: [XXX-------] Medium | Power: High | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 225 232 239 246 253 260 267 274 281 288 295 | | | |Price at Ares Weapon Emporium (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 675 654 633 612 591 570 549 528 507 486 465 | | | |Price at Weapons World (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 540 524 508 492 476 460 444 428 412 396 380 | | | |Buy At: Ares Weapon Emporium | | Weapons World | | | |Also Available: * Sometimes dropped by slain corp security guards. | | | | * Freya Goldenhair comes equipped with one of these, modded | | with a Silencer and a Laser Sight. | | |

|Description: This menacing gun is popular among mercenaries. | | | |Notes: This is the best all-around weapon in the game. Think about it: good | | Damage, great Power, and you can fire it 15 times before you have to | | reload. Besides the extremely weak Security 500, that's the most out | | of any weapon available. And don't start babbling about 30-round SMGs,| | because we all know that they fire three times for each squeeze of the| | trigger (and almost never hit all three times), thereby cutting the | | TRUE capacity down by two-thirds. So, anyway, the Predator is a truly | | worthwhile gun to have, especially when you consider that with a | | decent Negotiation skill, you can get one for under 500 nuyen. And, of| | course, pistols can be silenced and otherwise modified, something that| | even the most expensive shotgun can't claim. | | | +---------------------------------------------+------------+------------------+ | ROOMSWEEPER SHOTGUN | Legal: NO | Rounds/Clip: 8 | +---------------------------------------------+------------+------------------+ | Damage: [XXXXXX----] High | Power: High | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 500 515 530 545 560 575 590 605 620 635 650 | | | |Price at Crime Mall (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 1,938 1,876 1,814 1,752 1,690 1,628 1,566 1,504 1,442 1,380 | | | |Price at Weapons World (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,500 1,454 1,408 1,362 1,316 1,270 1,224 1,178 1,132 1,086 1,040 | | | |Buy At: Crime Mall | | Weapons World | | | |Also Available: none | | | |Description: This pistol-like shotgun is illegal. | | | |Notes: As I explained in Section II, Part 2, shotguns seem alluring but | | really aren't worth buying. With that said, though, the Roomsweeper is| | the better of the two shotguns in Shadowrun (the other being the | | Allegiance). It has great destructive power and can hold a lot more | | ammo than the Allegiance can. So, if you really must carry a shotgun | | around, I suggest buying this one. | | | +---------------------------------------------+------------+------------------+ | SCATTER GRENADE | Legal: yes | Rounds/Clip: N/A | +---------------------------------------------+------------+------------------+ | Damage: [XXX-------] High | Power: Light | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 90 92 94 96 98 100 102 104 106 108 110 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 |

|------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 360 349 338 327 316 305 294 283 272 261 250 | | | |Buy At: Ares Weapon Emporium | | | |Also Available: * Random numbers of these can be found inside safes in corp | | buildings. | | | | * Winston Marrs comes equipped with 6 of these. | | | | * Joshua (Samurai) comes equipped with 6 of these. | | | |Description: This grenade causes physical damage in a large area. | | | |Notes: Grenades suck. For more information, read the notes at the end of | | Section II, Part 2. | | | +---------------------------------------------+------------+------------------+ | SECURITY 500 LIGHT PISTOL | Legal: yes | Rounds/Clip: 25 | +---------------------------------------------+------------+------------------+ | Damage: [X---------] Light | Power: Light | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 225 232 239 246 253 260 267 274 281 288 295 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 675 654 633 612 591 570 549 528 507 486 465 | | | |Buy At: Weapons World | | | |Also Available: * Sometimes dropped by slain Lone Star officers. | | | | * Phantom comes equipped with one of these, modded with a | | Laser Sight. | | | |Description: Designed for light security work. | | | |Notes: Don't waste your money. | | | +---------------------------------------------+------------+------------------+ | SPURS | Legal: yes | Rounds/Clip: N/A | +---------------------------------------------+------------+------------------+ | Damage: [XXX-------] | Power: See Section VI, Part 2 | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---(N/A)--| | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---(N/A)--| | | |Buy At: See Part 5 | | |

|Also Available: N/A | | | |Description: See Part 5 | | | |Notes: The best melee "weapon" in the game. More valuable than people think. | | Read Part 5 for more info. | | | +---------------------------------------------+------------+------------------+ | STREETLINE SPECIAL | Legal: yes | Rounds/Clip: 6 | +---------------------------------------------+------------+------------------+ | Damage: [X---------] Light | Power: Low | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 50 51 52 53 54 55 56 57 58 59 60 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---(Not sold in stores)--| | | |Buy At: N/A | | | |Also Available: * Trent Delisario comes equipped with one of these. | | | | * Ricky comes equipped with one of these. | | | |Description: A small, cheap hold-out pistol. | | | |Notes: This is a bizarre weapon. It's the weakest gun in the game and holds | | the least amount of ammo save for the clip-hogging Allegiance Shotgun.| | It's worth practically nothing and you can't buy it anywhere, anyway. | | Hello, Sega, what the heck were you doing here? What a waste of an | | item. | | | +---------------------------------------------+------------+------------------+ | WARHAWK HEAVY PISTOL | Legal: yes | Rounds/Clip: 6 | +---------------------------------------------+------------+------------------+ | Damage: [XXX-------] Medium | Power: Brutal | +---------------------------------------------+-------------------------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 250 257 264 271 278 285 292 299 306 313 320 | | | |Price at Ares Weapon Emporium (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 500 485 470 455 440 425 410 395 380 365 350 | | | |Price at Weapons World (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 550 533 516 499 482 465 448 431 414 397 380 | | | |Buy At: Ares Weapon Emporium | | Weapons World | | | |Also Available: * Sometimes dropped by slain gang members. |

| | | * Walking Bear comes equipped with one of these. | | | |Description: This revolver holds less ammo but more punch. | | | |Notes: The most powerful pistol in the game, which also makes it the most | | powerful legal weapon in the game too. But don't be fooled. It isn't | | the best. The Predator heavy pistol carries two and a half times as | | much ammo as this one, and only gives up a little Power to do so. Get | | that one instead. | | | +-----------------------------------------------------------------------------+ 4.) Armor --------Armor includes all types of armor that can be worn in the game, from plain jackets to full combat armor. Across the top of each entry you'll see the armor's name, followed by its protective power against weapons and guns, as seen in the game -- a bar graph on the scale of 0 to 8. Don't be confused -- the game uses "weapons" to mean hand-to-hand combat with unarmed thugs and supernatural creatures (hellhounds, etc.) while "guns" indicates the item's defense against any type of firearm. Finally, in the far right corner of the top bar, you'll see the legality status of the armor. After the top bar, you'll see the familiar stats on how much to sell and buy the item for, where to find it, its in-game description, and my personal notes and recommendations. +----------------------------+-----------------+-----------------+------------+ | ARMOR CLOTHING | Wpns [XX------] | Guns [X-------] | Legal: yes | +----------------------------+-----------------+-----------------+------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 250 257 264 271 278 285 292 299 306 313 320 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 500 485 470 455 440 425 410 395 380 365 350 | | | |Buy At: Weapons World | | | |Also Available: * Ricky comes equipped with a set of this. | | | | * Trent Delisario comes equipped with a set of this. | | | | * Walking Bear comes equipped with a set of this. | | | | * Joshua (Decker) comes equipped with a set of this. | | | | * Joshua (Shaman) comes equipped with a set of this. | | | |Description: Fashionable body armor. Low weapon protection. Poor gun | | protection. | | | |Notes: Not worth buying at any stage of the game. If you have the money for | | this, you can certainly rustle up an extra 70 or 100 nuyen for the |

| Vest w/Plates, which is vastly superior. | | | +----------------------------+-----------------+-----------------+------------+ | ARMOR JACKET | Wpns [XXX-----] | Guns [XXXXX---] | Legal: yes | +----------------------------+-----------------+-----------------+------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 450 464 478 492 506 520 534 548 562 576 590 | | | |Price at Ares Weapon Emporium (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,080 1,047 1,014 981 948 915 882 849 816 783 750 | | | |Price at Crime Mall (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 900 872 844 816 788 760 732 704 676 648 620 | | | |Buy At: Ares Weapon Emporium | | Crime Mall | | | |Also Available: none | | | |Description: Ribbed, padded and woven. Fair weapon protection. Great gun | | protection. | | | |Notes: This is the best armor available before things start getting really | | pricey with the Light and Heavy Combat Armor. So, until you have | | around 10,000 to spend, you should make sure all your party members | | have this. | | | +----------------------------+-----------------+-----------------+------------+ | ARMOR VEST | Wpns [X-------] | Guns [XX------] | Legal: yes | +----------------------------+-----------------+-----------------+------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 100 103 106 109 112 115 118 121 124 127 130 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 200 194 188 182 176 170 164 158 152 146 140 | | | |Buy At: Weapons World | | | |Also Available: * Petr Uvehr comes equipped with a set of this. | | | | * Joshua (Samurai) comes equipped with a set of this. | | | |Description: Durable cloth and mesh. Poor weapon protection. Low gun | | protection. | | | |Notes: Um, no. | | | +----------------------------+-----------------+-----------------+------------+ | HEAVY COMBAT ARMOR | Wpns [XXXXXX--] | Guns [XXXXXXXX] | Legal: NO | +----------------------------+-----------------+-----------------+------------+

|Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |10,000 10,312 10,624 10,936 11,248 11,560 11,872 12,184 12,496 12,808 13,120 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | ---(N/A)--| | | |Buy At: not sold in stores | | | |Also Available: * Agira Tetsumi sells these for 30,000 apiece. | | | |Description: Illegal military body-suit. Excellent weapon protection. Awesome| | gun protection. | | | |Notes: The best armor in the game. You'll have to spend a lot of money to get| | a set, and that's not even counting all the stuff you'll have to go | | through to get in touch with Agira Tetsumi. However, this armor is | | worth every penny. You'll be all but invincible against normal | | attacks, with only heavy shotgun blasts having a chance to do any | | considerable physical damage to you. As soon as you have a steady | | source of income, I suggest starting immediately in your quest to buy | | some of this. | | | +----------------------------+-----------------+-----------------+------------+ | LIGHT COMBAT ARMOR | Wpns [XXXX----] | Guns [XXXXXX--] | Legal: NO | +----------------------------+-----------------+-----------------+------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 5,000 5,156 5,312 5,468 5,624 5,780 5,936 6,092 6,248 6,404 6,560 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |10,000 9,688 9,376 9,064 8,752 8,440 8,128 7,816 7,504 7,192 6,880 | | | |Buy At: Crime Mall | | | |Also Available: none | | | |Description: Illegal military body-suit. Great weapon protection. Excellent | | gun protection. | | | |Notes: Excellent armor that, like the Heavy version, is well worth the price.| | Until you get the contacts and money for Heavy Combat Armor (or if you| | [foolishly] choose to align with the Mafia and forgo it entirely), | | this is the best you'll get. Definitely worth saving for. | | | +----------------------------+-----------------+-----------------+------------+ | LINED DUSTER | Wpns [XX------] | Guns [XXX-----] | Legal: yes | +----------------------------+-----------------+-----------------+------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 350 360 370 380 390 400 410 420 430 440 450 | | | |Price (at each Negotiation rating): |

| 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 700 679 658 637 616 595 574 553 532 511 490 | | | |Buy At: Crime Mall | | | |Also Available: * Winston Marrs comes equipped with a set of this. | | | | * Phantom comes equipped with a set of this. | | | | * Freya Goldenhair comes equipped with a set of this. | | | | * Rianna Heartbane comes equipped with a set of this. | | | | * Stark comes equipped with a set of this. | | | |Description: Can conceal illegal weapons. Low weapon protection. Good gun | | protection. | | | |Notes: Can conceal illegal weapons? Uh, no. Wearing a Lined Duster will NOT | | stop Lone Star from asking about your illegal weapons when you don't | | have a permit and will NOT keep your illegal stuff from being taken | | away when you get busted by the undercover Frag Grenade dealer. What a| | lie. As far as actual protection is concerned, you'd be much better | | off with the Vest w/Plates, which has better protection for even less | | money. Or, better yet, get the Armor Jacket, an even better armor set,| | for only a few hundred extra nuyen. | | | +----------------------------+-----------------+-----------------+------------+ | VEST W/PLATES | Wpns [XXX-----] | Guns [XXXX----] | Legal: yes | +----------------------------+-----------------+-----------------+------------+ |Sells For (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 300 309 318 327 336 345 354 363 372 381 390 | | | |Price (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 600 582 564 546 528 510 492 474 456 438 420 | | | |Buy At: Ares Weapon Emporium | | | |Also Available: none | | | |Description: Rigid plates under cloth. Fair weapon protection. Good gun | | protection. | | | |Notes: Very affordable and pretty strong, but it may be worth your extra two | | or three hundred nuyen to get the Armor Jacket. | | | +-----------------------------------------------------------------------------+ 5.) Cyberware ------------Cyberware is special cybernetic equipment that can be implanted at any hospital or clinic for a price. Besides costing money, each operation will permanently cost your character a certain amount of Essence. A cyberware-free character has 6.0 Essence and each character must have at least 0.1 Essence, so you have a total of 5.9 Essence to work with when shopping for cyberware.

The effects of spending Essence are quite significant. Essence is simply the Magic attribute expressed in tenths instead of whole numbers. So, for example, when a character's Essence drops from 5.2 to 4.7, that character's Magic rating will also drop from 5 to 4. The fact that the Magic attribute dictates a number of important magic-related things (most notably the maximum Force with which spells can be cast), along with the fact that all changes to Essence are permanent and irreversible, probably makes it clear why mages and shaman should never get cyberware installed. But what about non-magic users? The only effect that the Magic attribute (and therefore, the Essence value) has on them is its relation to magical healing. In other words, casting Heal Wounds on a character with a high Magic rating will have a greater effect than with a character with a low rating. That said, though, the difference is rather small, and even a totally cybered character will be able to receive decent magic healing. So, it's definitely worthwhile to get as much cyberware installed as your Essence count (and wallet) allows. Then there's the question of which type to get. My piece-by-piece recommendations are listed for each entry below, but if you're looking for a master list of some sort, then here's what I usually get with each of my characters: CyberEyes Spurs Smartlink Muscle Replacement (1) Dermal Plating (2) Wired Reflexes (2) This will cost exactly 5.9 Essence (and a whole lot of nuyen) and give the character a very nice balance between speed, power, and defense. Of course, if you want to use variations on this, feel free, but remember a few rules: * I'm putting this in ALL CAPS BECAUSE IT'S VERY IMPORTANT AND I HOPE YOU READ IT. I know this is tough to do, but you need to do it anyway: Buy statenhancing cyberware BEFORE you upgrade the character's attributes. Cyberware works by adding 1 to each attribute it affects. If the attribute is already at its maximum, nothing will happen, but you'll still be stuck with the cyberware. You know you're getting the attribute bonus when you go to the Skills and Attributes screen and you see a "c" followed by a number after the attribute. For instance, if you see "3 c4" as your Strength rating, that means that the character's real Strength rating is 3, but his or her cyberware has boosted it to 4. If you're buying cyberware but don't see the "c"s on that screen, then you're wasting your time, money, and Essence. * Don't buy Hand Razors. Wait until you have the money for Spurs. Simple. * Don't buy a Datajack. If you don't have a Datajack already then you must either be a samurai or a shaman. If you're a samurai, hire a decker to do your Matrix stuff for you. That 0.5 Essence could be better spent on samuraitype stuff. If you're a shaman, what the heck are you doing buying cyberware in the first place? * Don't be afraid of the huge cost of Wired Reflexes. Besides the fact that you get a little Essence discount (see its entry for details), another thing that makes this cyberware appealing is that it will DRAMATICALLY affect your attack speed. With a totally wired character, you'll be able to get two shots off in the time it normally takes to fire once. It doesn't take a rocket scientist to see how this could be a huge advantage in battle.

So, that's the lowdown on cyberware. In the entries below, you'll see the name of the upgrade in all caps, followed by the maximum amount of times you can buy the cyberware and how much Essence it will cost you each time. Below the top bar is a price scale, the in-game description of the piece, and my personal notes on it. Note that there is no sell price scale (since cyberware can't be sold), no Buy At entry (all clinics sell the exact same lineup of stuff -- only the prices vary) and no Also Available entry (the clinics are the only place to get cybered). +--------------------------------------+------------+-------------------------+ | CYBEREYES | Maximum: 1 | Essence Cost: 0.2 | +--------------------------------------+------------+-------------------------+ |Price at Council Island Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,800 1,744 1,688 1,632 1,576 1,520 1,464 1,408 1,352 1,296 1,240 | | | |Price at Dr. Bob's Quickstitch Clinic (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 1,938 1,876 1,814 1,752 1,690 1,628 1,566 1,504 1,442 1,380 | | | |Price at Little Chiba Chop Shop (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 3,500 3,391 3,282 3,173 3,064 2,955 2,846 2,737 2,628 2,519 2,410 | | | |Price at Seattle General Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 3,200 3,100 3,000 2,900 2,800 2,700 2,600 2,500 2,400 2,300 2,200 | | | |Price at Wire-Masters (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 3,000 2,907 2,814 2,721 2,628 2,535 5,442 2,349 2,256 2,163 2,070 | | | |Description: Augments vision to counter Invisibility and increase combat | | effectiveness. | | | |Notes: A useful upgrade, but this should be last on your list of priorities. | | only buy CyberEyes if you've bought all the rest of the stuff you want| | and have a little Essence left over. Still, they're pretty helpful. | | | +--------------------------------------+------------+-------------------------+ | DATAJACK | Maximum: 1 | Essence Cost: 0.2 | +--------------------------------------+------------+-------------------------+ |Price at Council Island Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,500 1,454 1,408 1,362 1,316 1,270 1,224 1,178 1,132 1,086 1,040 | | | |Price at Dr. Bob's Quickstitch Clinic (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 550 533 516 499 482 465 448 431 414 397 380 | | | |Price at Little Chiba Chop Shop (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 |

|------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 400 388 376 364 352 340 328 316 304 292 280 | | | |Price at Seattle General Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 600 582 564 546 528 510 492 474 456 438 420 | | | |Price at Wire-Masters (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 500 485 470 455 440 425 410 395 380 365 350 | | | |Description: Allows input and output from any cyberdeck and is required to | | enter the Matrix. | | | |Notes: Here's my philosophy: Yes, the Matrix is an important part of the | | game, but all the most important parts of the game revolve around | | combat and corporate runs. These things cost money for equipment and | | supplies. So, while Matrix runs are very good for making money, you | | won't beat the game if you specialize in being a decker. That said, I | | suggest that you cultivate a group made of shaman and samurai and only| | hire a decker when you need to make a little money. By designating one| | person as a temporary money-making runner, you can avoid wasting Karma| | on your core group's Computer skill. For this reason, I advise against| | getting this piece of cyberware, and against playing deckers (at least| | as permanent members) in general. | | | +--------------------------------------+------------+-------------------------+ | DERMAL PLATING | Maximum: 3 | Essence Cost: 0.5 | +--------------------------------------+------------+-------------------------+ |Price at Council Island Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 3,200 3,100 3,000 2,900 2,800 2,700 2,600 2,500 2,400 2,300 2,200 | | | |Price at Dr. Bob's Quickstitch Clinic (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 3,000 2,907 2,814 2,721 2,628 2,535 2,442 2,349 2,256 2,163 2,070 | | | |Price at Little Chiba Chop Shop (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 3,800 3,682 3,564 3,446 3,328 3,210 3,092 2,974 2,856 2,738 2,620 | | | |Price at Seattle General Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,800 2,713 2,626 2,539 2,452 2,365 2,278 2,191 2,104 2,017 1,930 | | | |Price at Wire-Masters (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 3,000 2,907 2,814 2,721 2,628 2,535 2,442 2,349 2,256 2,163 2,070 | | | |Description: Hard plastic and metal fiber plates which are bonded to flesh to| | form armor. | | | |Notes: Very useful, and very cheap, Essence-wise. I definitely recommend |

| buying a few rounds of this when you get the money. | | | +--------------------------------------+------------+-------------------------+ | HAND RAZORS | Maximum: 1 | Essence Cost: 0.1 | +--------------------------------------+------------+-------------------------+ |Price at Council Island Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,500 1,454 1,408 1,362 1,316 1,270 1,224 1,178 1,132 1,086 1,040 | | | |Price at Dr. Bob's Quickstitch Clinic (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,000 969 938 907 876 845 814 783 752 721 690 | | | |Price at Little Chiba Chop Shop (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 1,938 1,876 1,814 1,752 1,690 1,628 1,566 1,504 1,442 1,380 | | | |Price at Seattle General Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,700 1,647 1,594 1,541 1,488 1,435 1,382 1,329 1,276 1,223 1,170 | | | |Price at Wire-Masters (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,500 1,454 1,408 1,362 1,316 1,270 1,224 1,178 1,132 1,086 1,040 | | | |Description: These are short chromed steel blades that slide out from under | | synthetic fingernails. | | | |Notes: Like the intro to this part says, don't waste your nuyen getting | | these. No, you wouldn't be wasting any Essence if you chose to get | | Spurs later (see the entry for Spurs for details), but it's only a few| | thousand nuyen, and the Spurs really are that much better. | | | +--------------------------------------+------------+-------------------------+ | MUSCLE REPLACEMENT | Maximum: 4 | Essence Cost: 1.0 | +--------------------------------------+------------+-------------------------+ |Price at Council Island Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |15,000 14,532 14,064 13,596 13,128 12,660 12,192 11,724 11,256 10,788 10,320 | | | |Price at Dr. Bob's Quickstitch Clinic (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |18,000 17,438 16,876 16,314 15,752 15,190 14,628 14,066 13,504 12,942 12,380 | | | |Price at Little Chiba Chop Shop (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |12,000 11,625 11,250 10,875 10,500 10,125 9,750 9,375 9,000 8,625 8,250 | | | |Price at Seattle General Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 9,000 8,719 8,438 8,157 7,876 7,595 7,314 7,033 6,752 6,471 6,190 |

| | |Price at Wire-Masters (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |10,000 9,688 9,376 9,064 8,752 8,440 8,128 7,816 7,504 7,192 6,880 | | | |Description: Implanted synthetic muscles which increase both Strength and | | Quickness. | | | |Notes: A good upgrade. Not quite as practical as Dermal Plating or Wired | | reflexes, but very good nonetheless. | | | +--------------------------------------+------------+-------------------------+ | SMARTLINK | Maximum: 1 | Essence Cost: 0.5 | +--------------------------------------+------------+-------------------------+ |Price at Council Island Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 3,000 2,907 2,814 2,721 2,628 2,535 2,442 2,349 2,256 2,163 2,070 | | | |Price at Dr. Bob's Quickstitch Clinic (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,500 2,422 2,344 2,266 2,188 2,110 2,032 1,954 1,876 1,798 1,720 | | | |Price at Little Chiba Chop Shop (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 2,000 1,938 1,876 1,814 1,752 1,690 1,628 1,566 1,504 1,442 1,380 | | | |Price at Seattle General Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,800 1,744 1,688 1,632 1,576 1,520 1,464 1,408 1,352 1,296 1,240 | | | |Price at Wire-Masters (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 1,500 1,454 1,408 1,362 1,316 1,270 1,224 1,178 1,132 1,086 1,040 | | | |Description: The feedback circuitry needed to use the combat information | | provided by a Smartgun. | | | |Notes: Yes, you can buy Smart Goggles, but it just won't be the same. Plus, | | it'll take up an extra inventory slot. I strongly recommend getting a | | Smartlink -- it's easy enough on the pocketbook and the Essence. | | | +--------------------------------------+------------+-------------------------+ | SPURS | Maximum: 1 | Essence Cost: See Notes | +--------------------------------------+------------+-------------------------+ |Price at Council Island Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 4,000 3,875 3,750 3,625 3,500 3,375 3,250 3,125 3,000 2,875 2,750 | | | |Price at Dr. Bob's Quickstitch Clinic (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 3,600 3,488 3,376 3,264 3,152 3,040 2,928 2,816 2,704 2,592 2,480 | | |

|Price at Little Chiba Chop Shop (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 5,000 4,844 4,688 4,532 4,376 4,220 4,064 3,908 3,752 3,596 3,440 | | | |Price at Seattle General Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 4,200 4,069 3,938 3,807 3,676 3,545 3,414 3,283 3,152 3,021 2,890 | | | |Price at Wire-Masters (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | | 4,000 3,875 3,750 3,625 3,500 3,375 3,250 3,125 3,000 2,875 2,750 | | | |Description: A set of three carbon fiber blades anchored to the back of the | | hand. | | | |Notes: About the Essence cost: If you are upgrading from Hand Razors, Spurs | | will cost 0.1 Essence. If you're going from nothing to Spurs, it will | | cost 0.2 Essence. Anyway, these are so much more useful than people | | give them credit for. As I mentioned in Section II, Part 2, they can | | punch through the armor of some of the toughest enemies, much easier | | than even an Allegiance Shotgun can. I strongly recommend you get a | | pair of these for when the going gets tough. | | | +--------------------------------------+------------+-------------------------+ | WIRED REFLEXES | Maximum: 3 | Essence Cost: See Notes | +--------------------------------------+------------+-------------------------+ |Price at Council Island Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |40,000 38,750 37,500 36,250 35,000 33,750 32,500 31,250 30,000 28,750 27,500 | | | |Price at Dr. Bob's Quickstitch Clinic (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |35,000 33,907 32,814 31,721 30,628 29,535 28,442 27,349 26,256 25,163 24,070 | | | |Price at Little Chiba Chop Shop (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |30,000 29,063 28,126 27,189 26,252 25,315 24,378 23,441 22,504 21,567 20,630 | | | |Price at Seattle General Hospital (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |38,000 27,125 26,250 25,375 24,500 23,625 22,750 21,875 21,000 20,125 19,250 | | | |Price at Wire-Masters (at each Negotiation rating): | | 0-2 3 4 5 6 7 8 9 10 11 12 | |------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ | |20,000 19,375 18,750 18,125 17,500 16,875 16,250 15,625 15,000 14,375 13,750 | | | |Description: Implanted neural boosters and adrenaline stimulators which | | increase combat speed. | | | |Notes: Okay, first of all, about the Essence cost: I don't know if this is a | | bug, or what, but for some reason, you get half off Essence for the | | second round you buy. The first and third times you get this |

| installed, it will cost 2.0 Essence. The second time, however, will | | only cost 1.0 Essence. Go figure. I have no idea why this would be the| | case, or if the second upgrade is any different than the others in | | terms of effects. I guess it was just an oversight -- or an act of | | generosity -- by the programmers. In any event, this is the best | | cyberware you can buy, hands down. Check the intro to this part and | | you'll see what I mean. A hit or two of Wired Reflexes and your pistol| | shots will look like machine gun fire. It's great. Definitely worth | | the hefty Essence cost. | | | +-----------------------------------------------------------------------------+ 6.) Group Items --------------Group Items are items that you never actually equip or use during gameplay, but are important and usually vital to the plot. Most Group Items have some kind of effect on your party just by carrying them around -- whether it be allowing entrance to a restricted area, affecting your party's treatment by a gang, or any of several other effects. Given the 'special' nature of most Group Items, the type of lists seen in the previous parts won't work here. So, for this part, you'll just see a plain list that tells you the purpose of each item and how to obtain it. Pretty simple, huh? Eye-Fiver Ear Cuff -----------------When your party is carrying this, you supposedly won't get attacked by EyeFiver gang members while walking around. As with all gang-'protection' items, though, it doesn't seem to work very well. You'll still get attacked, but with maybe slightly less frequency. Maybe. Oh, and by the way, don't expect it to have any effect if you choose to side with the Yakuza. You'll still get jumped by the Eye-Fiver Mafia lackeys. To obtain the Eye-Fiver Ear Cuff, you need to meet Mauler, the boss of the gang. The Eye-Fiver hideout is in the lower-right region of the Penumbra District. Enter it and ask to speak to the boss. This will cost you 2,000 if your Reputation rating is 5 or below. If it's 6 or above, you'll be able to meet him for free. Once you've met him, ask him for protection from the gang and he'll sell you the Eye-Fiver Ear Cuff for 4,000. This item will never go away. Feathered Scale --------------The Feathered Scale is a plot-type item. It is the final ingredient needed by Spirit Eyes to perform the ritual that will tell you the identity of Michael's killers. To get the Feathered Scale, you need to rescue Licourtrix while he's being attacked. This will only happen after you've met Spirit Eyes and have brought him the first two ingredients he needs. For details, see the "David Owlfeather" entry in Section V, Part 2b. This item will go away once you bring it back to Spirit Eyes. Gargoyle Horn ------------This is the first item that Spirit Eyes needs to perform his ritual that will reveal the identity of Michael's killers.

To get a Gargoyle Horn, all you need to do is kill a Gargoyle, which will then drop the item. No matter how many you kill and collect, you will only be able to carry one. Note that Gargoyles will only drop their horns after you've been given the quest by Spirit Eyes. For more info, see the "David Owlfeather" entry in Part 2b of Section V. This item will go away once you bring it back to Spirit Eyes. Gift for Lady Gillian --------------------This is another plot-type item that has no real effect on your party. It is used as part of a test given by Lady Gillian of the Sinsearach elves. Your task is to return the gift to her in order to complete the first part of the trial. When you bring Red Buffalo Woman the gift from Gillian, she'll give you this item in return. This item will go away when you bring it to Lady Gillian. Gift for Red Buffalo Woman -------------------------This is a plot-type item that is used during the tests by Lady Gillian of the Sinsearach elves. You are supposed to bring it to Red Buffalo Woman who lives in the AmerIndian village. Doing so is half of the first part of the tests. When you first agree to be tested by Lady Gillian, she will give you this item to be delivered. This item will go away when you bring it to Red Buffalo Woman. Halloweener Patch ----------------When you are carrying this, you supposedly won't be attacked by Halloweener gang members. However, it doesn't have much of an effect. You'll still get attacked, albeit slightly less frequently. Also, it has no effect on the Halloweener Yakuza lackeys attacking you if you decide to align with the Mafia. To get this item, you need to meet with the Halloweeners boss. Their hideout is in the far lower-right corner of Redmond Barrens. Enter the hideout and ask to speak to the boss. This will cost 1,500 if your Reputation is 1, 1,000 if your Reputation is 2 or 3, and it will be free if your Reputation if 4 or above. Once you've met him, ask him for protection from the gang. He'll sell you the Halloweener Patch for 3,000. This item will never go away. Hell Hound Pelt --------------This is the second item that Spirit Eyes needs to perform the ritual that will tell you who your brother's killers are. Aside from that, it has no effect on the party. To get this, kill a Hell Hound and collect the pelt it drops. Note that slain Hell Hounds will only leave pelts when you're actually performing Spirit Eyes' quest and have been specifically asked to find the item. This item goes away after bringing it to Spirit Eyes. Indian Lands Visa

----------------This item allows you to take a cab into the Salish-Shidhe wilderness. It's also known as a passport in various areas in the game and this FAQ. To get an Indian Lands Visa, visit the passport lodge on Council Island. Ask to purchase a passport, which will be sold to you for 500, provided that you have no criminal record. If you DO have a criminal record, you'll need to call Henry J. Culver or Sgt. Chillicutt to delete it before the passport lodge will sell this item to you. This item goes away each time you take a cab to the Salish-Shidhe. Landmark Map -----------This item is the last thing you need before you can fight Thon at the end of the game. It is the second half of the map that shows the location of Ellisia's tomb. To get this item, you need to have done everything in the game -- done Spirit Eyes' quest, found the Map Overlay, and joined the Sinsearach. After all this, you also need to have met with Frosty and Harlequin. After you've been specifically asked by Harlequin to find Vigore and Jarl, you must then ask Gunderson about Vigore. After this, go to the Rat's Nest in Redmond Barrens and you'll find the Landmark Map. This item never goes away. Map Overlay ----------This is the first half of the map that tells the location of Ellisia's tomb. You need to have it before you can find the second half. To get this, you need to have killed Ito Ogami. Then you must go to the sixth floor of the Renraku building and find it in a safe. For more details, read the "Mako Sochou" entry in Part 2b of Section V. This item never goes away. Ork Armband ----------The Ork Armband will supposedly prevent Ork gang members from jumping you at random in the street. This isn't the effect, though -- it still happens, just not quite as often. You need to meet Roadrash, the Ork gang boss, to get this. Go to the Ork hideout, in the lower central part of the Puyallup Barrens, and ask to meet the boss. This will cost 750 if your Reputation rating is 4 or lower. If it's 5 or higher, you can meet Roadrash for free. After meeting him, ask him for protection from the gang and he'll sell you this item for 2,000. This item never goes away. Package for current run ----------------------You will probably have this item quite a bit from time to time while playing. It appears when you're in possession of the package from a Courier or Acquisition run. Pretty simple. Well, obviously, to get this item, you'll need to take a Courier or Acquisition run and find the package. Duh.

This item goes away when it is delivered to either its destination (in a Courier run) or your Mr. Johnson (in an Acquisition run). Prototype Cyber-heart --------------------This is the item needed to save Stark's life. Once you have it and deliver it to the hospital, Stark will recover and be available as a runner. To get this item, you need to have found Stark and gone to Seattle General Hospital. Dr. Haversheen will ask you to get the heart. Go to the third floor of Fuchi's Penumbra District offices and retrieve it from a safe there. For more details, read the "Stark" entry in Part 2d of Section V. This item goes away when you bring it to Dr. Haversheen at Seattle General Hospital. Security Pass ------------AKA corp badges. Carrying these will make running corps a lot easier. They prevent you from having to fast-talk your way out of situations where a guard stops you and asks to see your ID. They don't work 100% of the time -sometimes a suspicious guard will find you out -- but by and large, they are definitely worth having. To get a Security Pass, call Max and ask him to make up a batch for you. The price will be 6,000. Despite what Max tells you, this item will almost never go away, no matter how many runs you use it for. Weapon Permit ------------The idea behind the Weapon Permit is that it will keep Lone Star from harassing you about carrying illegal items. Its usefulness is limited, though, since you'll really only have to deal with such situations at the beginning of the game. By the time you can actually afford a permit, you should be able to talk (or fight) your way out of getting busted or otherwise bothered by Lone Star. If you have an extra 8 or 10 grand lying around, though, it's not a bad buy. To get a Weapon Permit, ask either Henry J. Culver (who sells it for 8,000) or Sgt. Chillicutt (10,000). This item never goes away. ------------------------------------------------------------------------------VIII. MAGIC LIST ------------------------------------------------------------------------------------------------------------------------------------------------------------IX. LIST OF PEOPLE ------------------------------------------------------------------------------This section is made up of several lists covering the people you'll run into while playing Shadowrun. The Mr. Johnsons are your source of income and Karma, your contacts will help you with information and equipment, runners will join your party for a fee, the local gangs can harass or help you, Lone Star will push you around unless you behave (or just start terrorizing them), and the two main gangs, the Yakuza and Mafia, run the city and will help you greatly if you align with them.

1.) Mr. Johnsons ---------------If you need the basic information on who Mr. Johnsons are and why they are so important, review Section IV, Part 1. If you need more info on the different types of Shadowruns listed in this section, as well as tips on doing them more efficiently, see Section IV. This part lists all five Johnsons with their relevant information. Each entry has the following: * Located -- Which bar or restaurant you'll find the Johnson at. * Runs Offered -- What type of shadowruns the Johnson will give you, followed by the base amount (before negotiations) offered for payment. * Contacts -- Each Johnson will be able to get you in touch with at least one contact (see Part 2 below) for a price. This tells you which contacts will be available through that particular Johnson. * Description -- The in-game description of the Johnson, as seen in the Notebook part of your pocket secretary. * Notes -- As always, I'll put in my personal notes about each Johnson at the end. Caleb Brightmore ---------------Located: Icarus Descending, Downtown Seattle Runs Offered: Moderate Matrix (2,550-2,750) Expert Matrix (6,000-6,100) Moderate Acquisition (1,400) Expert Acquisition (3,850) Moderate Extraction (2,100) Expert Extraction (3,500) Contacts: Sergeant Chillicutt (2,000) Kipp David (2,000) Description: Caleb Brightmore is an upper-level Johnson who specializes in Matrix runs. Can be contacted at Icarus Descending in Downtown Seattle. Notes: You won't be able to meet Caleb until you've asked Boris Errascoe about Michael. Caleb is the most high-end Johnson in the game, and is probably the Johnson who will get you the most Karma and money. I recommend using him exclusively, as long as you can handle his runs. Yes, Vigore and Jarl will give you slightly more money, but you'll soon find that an extra Karma point is way more important than a few extra hundred nuyen per run. See the entry for Vigore & Jarl for more info. Julius Strouther ---------------Located: Matchstick, Downtown Seattle Runs Offered: Bodyguard (200) Courier (180) Enforcement (160) Moderate Matrix (2,600) Simple Acquisition (600) Moderate Acquisition (1,000) Contacts: Captain Quinton Jaymes (1,000) Description: Julius Strouther is a mid-level Johnson who operates out of the Matchstick nightclub in Downtown Seattle. Notes: To tell the truth, I'm not a big fan of the mid-level Johnsons. Personally, I just take low-level Matrix runs from Vigore and Jarl, then milk the systems until I have enough cash to buy the supplies for Caleb's high-end corp and Matrix runs. But, if you're really interested in going on mid-level runs, Julius is a fine Johnson to work through.

Mortimer Reed ------------Located: Big Rhino, Penumbra District Runs Offered: Bodyguard (200) Ghoul Bounty (40/kill) Courier (180-190) Enforcement (190) Simple Matrix (425) Simple Acquisition (550) Simple Extraction (450) Contacts: Allesandro Hobbs (1500) Description: Mortimer Reed is a mid-level Johnson who operates out of the Big Rhino Restaurant in the Penumbra District. Notes: Mortimer is the other mid-level Johnson in the game. Like I said above, I don't recommend using mid-level Johnsons. If you want to do so, however, just take a note of the jobs offered by Reed versus the jobs offered by Julius Strouther. Strouther's jobs are a little more advanced than Reed's. Just something to be aware of. Personally, I don't ever use Reed for runs, but he is definitely worth meeting, at least for the contact he gives you with Allesandro Hobbs -- the fixer who can get you a Level 5 Maglock Passkey for only 20 grand. Mr. Gunderson ------------Located: Jump House, Redmond Barrens Runs Offered: Bodyguard (45-55) Ghoul Bounty (10-20/kill) Courier (35-55) Contacts: Wilma Temmenhoff (1,000) Description: Mr. Gunderson is a small-time Johnson who works out of the Jump House bar in Redmond Barrens. Notes: Gunderson is basically only in the game to get the money you need at the very beginning. He's extremely small-time and shouldn't be used after you get out of Redmond Barrens for the first time. One possible exception to this rule is that his short, simple bodyguard and courier runs make it easy to rack up Karma. If you use the Walk Fast cheat (see Section XII), you can earn Karma (each run is worth 1 Karma) at a rate that's very close, if not quicker than, going on the high-end runs. In the end, though, it's probably more worth it to stick to Caleb's runs since they offer quite a bit of money along with the generous amounts of Karma that you'll reap. Vigore & Jarl ------------Located: Wanderer, Puyallup Barrens Runs Offered: Enforcement (230) Simple Matrix (500) Moderate Matrix (3,000) Expert Matrix (6,350) Moderate Acquisition (1,700) Expert Acquisition (4,500) Expert Extraction (4,000) Contacts: Max (750) Description: Vigore & Jarl offer mid-level runs and specialize in acquisitions. They operate from the Wanderer in the Puyallup Barrens. Notes: Vigore & Jarl will disappear after you confront Ito (see the walkthrough, Section V), so get whatever business you have with them out of the way before you go to meet Ito. Also note that while they do offer slightly better percentages, as many characters in the game tell you,

each of their runs are worth 1 fewer Karma point compared to doing the same job for other Johnsons. It is for this reason that I would strongly advise you to do your runs through someone else. As I've said before, the extra money you'll get here is far outweighed by the extra Karma you'll get elsewhere. 2.) Contacts -----------Your contacts are people who you'll only see via vid-phone (and even then, some will refuse to turn the video on when you speak with them), but they can be of tremendous help to you. As soon as you get a contact, his or her name will show up in your pocket secretary and also in the vid-phone menu when you use a street terminal. On the vid-phone, choose the person's name to call them and carry on a conversation as usual. By talking to contacts, you can arrange the sale of rare items, gain information, or secure other helpful services. It would really be worth your while to try to get hooked up with as many contacts as you can, as soon as you get the chance. This part lists all the contacts in the game in the order that they appear in the pocket secretary and vid-phone menus. Contacted Through gives the person who gives you the contact (as well as a reminder about who the person is) and how much you'll have to pay. Title is part of the pocket secretary description of the contact -- it's just what occupation the contact is. Description is the other part of the pocket secretary description -- it lists all the goods, services, and information the contact has to offer, and how much you'll have to pay to get each one. Notes has my notes on each contact, as well as additional info on parts of the description that may need clarification. Capt Quinton Jaymes ------------------Contacted Through: Julius Strouther (Johnson) - 1,000 Title: Ex-Merc Description: Has info on Hollywood Sells Frag Grenades for 400 Sells stripped HK227-S for 1,000 Offers Rigger contact for 2,800 Notes: Pretty worthwhile. The info and the grenades are equally worthless, but the cheap SMGs are nice, and Sharkey, the Rigger contact, is one of the most useful contacts in the game. Alesandro Hobbs --------------Contacted Through: Mortimer Reed (Johnson) - 1,500 Title: Company Man Description: Has info on paranormal creatures Sells Lvl 3 Maglock Passkey for 10,000 Sells Lvl 5 Maglock Passkey for 20,000 Offers Hollywood contact for 8,000 Notes: Hobbs is useful only for his level 5 Maglock Passkey, which he sells for less than half of what Max asks for it. You should definitely get this contact, but don't expect much out of his info, his other passkey, or the contact he offers (Sgt. Macklemann). Sharkey ------Contacted Through: Capt Quinton Jaymes (contact) - 2,800 Title: Rigger Description: Offers passage to Salish-Shidhe for 3,000 Offers passage to Sinsearach for 5,000 Sells Smart Goggles for 3,000

Notes: Probably the most useful, if not the most essential, contact. In my opinion, the thousands of nuyen you spend on her rides are well worth not having to trudge through the dangerous routes to the Sinsearach by memory, and not having to jump through all the hoops and pay all the money to get a visa to Salish-Shidhe. on top of all that, Sharkey is the only one who sells Smart Goggles, which can be a very useful item in itself. Kipp David ---------Contacted Through: Caleb Brightmore (Johnson) - 2,000 Title: Corp Decker Description: Info on Corp Matrix Sells Lvl 6 Rebound for 30,000 Sells Lvl 6 Degrade for 30,000 Sells Excalibur cyberdeck for 185,000 Notes: Kipp David is a decent contact for deckers. He's the only source of the highest-level versions of Rebound and Degrade, although those programs really aren't as useful as others you can buy in stores (see Part 3b of Section III). His offer of the Fairlight Excalibur is pretty good, with a decent price break over the one available at the Crime Mall for characters with a Negotiation skill of 8 or lower. However, if you have a 9 or higher, or if you got the Crime Mall discount from Mr. Faradouchi, Kipp David's offerings probably won't help you out very much. Wilma Temmenhoff ---------------Contacted Through: Mr. Gunderson (Johnson) - 1,000 Title: Street Decker Description: Info of Matrix Sells Lvl 3 Rebound for 5,000 Sells Lvl 3 Degrade for 5,000 Notes: Pretty worthless. Sells low-level versions of marginally useful programs and has information that probably won't help you much. Sgt. Macklemann --------------Contacted Through: Alesandro Hobbs (contact) - 8,000 Title: Hollywood Security Guard Description: Info about Corp Security Info to avoid Corporate Detection Offers access to Hollywood for 5,000 Notes: The other two contacts that offer to get you into Hollywood can do it for cheaper than five grand, but Macklemann isn't a total bust since he's one of the few contacts whose information is actually worth listening to. Check out what he has to say for a few decent tips for when you go on corp runs. Gregory Wilns ------------Contacted Through: Prof. Jefferson (contact) - 2,000 Title: Corporate Mage Description: Info on Corp security Offers Lvl 2 Power Focus for 50,000 Offers discount at Merlin's Lore for 4,000 Notes: Probably the best contact that a magic user can have. The Power Focus is simply wonderful, right up there with the one you would get from Agira Tetsumi, and the discount can be very helpful too. Even Wilns' info on corp security is pretty good.

Mr. Faradouchi -------------Contacted Through: Mauler (Eye-Fiver boss) - 10,000 Title: Mafia Don Description: Gives free stay at Wylie's Gala Inn Gives discount at Crime Mall Keeps Lone Star at bay. Notes: You won't be allowed to speak with Mr. Faradouchi unless you have a Reputation rating of 5 or higher. Then, when you call him, you'll have to align with the Mafia before he will give you any of his offers. Aligning with the Mafia prevents you from taking Yakuza benefits, and vice versa. For more info on how the two main gangs work, see Part 6 below. Also, Faradouchi is one of the three contact you won't be given if you use the Contacts cheat (see Section XII). Agira Tetsumi ------------Contacted Through: Ratspike (Halloweener boss) - 10,000 Title: Yakuza Boss Description: Gives discount at Little Chiba Offers Hvy Combat Armor for 30,000 Offers Lvl 3 Power Focus for 80,000 Notes: You won't be allowed to speak with Agira Tetsumi unless you have a Reputation rating of 5 or higher. Then, when you call him, you'll have to align with the Yakuza before he will give you any of his offers. Aligning with the Yakuza prevents you from taking Mafia benefits, and vice versa. For more info on how the two main gangs work, see Part 6 below. Note that Agira Tetsumi is one of the three contacts you won't get when you use the Contacts cheat (see Section XII). Henry J. Culver --------------Contacted Through: Roadrash (Ork boss) - 5,000 Title: Seattle City Official Description: Offers to delete Lone Star record for 2,500 Offers access to Hollywood for 1,500 Offers Weapon Permit for 8,000 Notes: There are a couple misleading things about this guy. First, regardless of what Roadrash tells you, you don't have to pay Culver to talk to him, or anything like that. Second, the game will tell you that Culver notices your Ork armband even if you haven't bought one. Anyway, when you consider the money it takes to get this contact, it may not be worth it, depending on how you play. His prices are the lowest around for all three services he offers, but then again, the services aren't really that important. It's really your choice whether you want to spend the extra money for a little less hassle from Lone Star and the Hollywood guards. Finally, it's worth mentioning that Culver is one of the three contacts not present when you use the Contacts cheat (see Section XII). Max --Contacted Through: Title: Fixer Description: Sells Sells Sells Sells Sells

Vigore & Jarl (Johnson) - 750 Corp Badges for 6,000 HK227 for 1,500 AK-97 for 2,000 Lvl 4 Maglock Passkey for 30,000 Lvl 5 Maglock Passkey for 42,000

Notes: Max is really only worth having for his corp badges, which he alone sells. They are a must for anyone doing a corp run (as long as they don't go away after each run -- see the notes at the beginning of Part 7 of Section IV). The SMGs and Maglock Passkeys are nice, but you can get them cheaper elsewhere. This isn't very likely to happen, but I just thought I'd remind you to establish this contact before killing Ito. If you haven't bought the contact by the time Vigore & Jarl skip town, you won't have access to Max or his badges for the rest of the game. Sgt. Chillicutt --------------Contacted Through: Caleb Brightmore (Johnson) - 2,000 Title: Lone Star Detective Description: Offers to delete Lone Star record for 5,000 Offers access to Hollywood for 3,000 Offers Weapon Permit for 10,000 Notes: Not very useful. You probably won't find yourself using his services. If you do need your record deleted, or access to Hollywood, or a weapon permit, though, just get in touch with Henry J. Culver. He can do all three for less money than Chillicutt. Prof. Jefferson --------------Contacted Through: Trent Delisario (runner) - free Title: University Mage Description: Info on paranormal creatures Offers discount at Riannon's for 1,500 Offers Corp Mage contact for 2,000 Notes: Pretty decent contact for mages and shaman. The info is somewhat useful, the discount is good, and he offers a contact with Gregory Wilns, who is even more useful to magic users. Plus, Jefferson's contact price is free, so you really have no excuse for not having his number. 3.) Runners ----------Here's the list of all the shadowrunners available for hire. Note that you won't have access to all of them at the beginning of the game, so read the notes for each subsection so you have an idea of what you'll have to do to get the runner on your team. Each subsection is named for that particular runner -- 10 in all. Under each name is the in-game description of the runner as seen in the notebook portion of the pocket secretary. Note to nitpickers: I switched the order of Stark's description so it would adhere to the same format that the others follow. Below the description is the hiring price scale, which is probably one of the most complicated concepts in the game. I'll explain it now. First of all, you should know that all prices listed are for one-time hires. If you want to know the equivalent full-time fee, just multiply by 10. This is always the case, so making up a whole different set of tables would have been a waste of time and space. The hiring price of each shadowrunner will vary according to several factors: your Charisma, your Negotiation, your Reputation, and the runner's attitude toward you. The first three factors I mentioned are pretty self-explanatory. The one about the runner's attitude has to do with the fact that depending on your history with that particular runner, he or she will be more or less willing to go on a run with you. If you successfully complete a run with a runner that you hired for the short term and go back to hire the runner again,

he or she will be encouraged by your success and their hiring price will probably drop a little. If you fail in a run, or if you dismiss the runner, they will be a bit more surly the next time you talk to them and their price will be higher. Obviously, you can't increase your relationship with a runner by hiring them for life, since the only way to keep hiring them is to keep dismissing them or dying. But if you prefer to keep hiring them for the short term, you'll see their fees gradually drop. The scale of their attitudes has 5 degrees: Lowest: Represented on the charts by three minus signs. Having a bad relationship with a runner will get you the highest hiring price. Note that the runner will be more surly when you ask him or her to sign on. Medium-Low: Represented on the charts by a single minus sign. This is the level that you start out at with all the runners. If their attitude is on this level, you'll still get a neutral reply when asking them to join you. Neutral: Represented on the charts by an equal sign. Having a neutral relationship with a runner will get you fair hiring prices, and you'll get the neutral reply from them when asking them to join. Medium-High: Represented on the charts by a single plus sign. With medium-high respect from a runner, you'll still get the neutral dialog when you ask them to join you, but their prices will be very good. Highest: Represented on the charts by three plus signs. When a runner has the highest attitude towards you, you'll get rock-bottom hiring prices, since they enjoy running with you so much. Also note that they will give a cheerful, eager reply when you ask them to join you. So, there's a 5-point scale of each runner's attitude toward you. Each successful run (not counting courier and bodyguard runs, which don't count since the runners don't get paid and go home afterwards) will move the runner's attitude one spot in the positive direction, while each failure or dismissal will move the attitude one spot in the negative direction. There is an exception, however: It takes two moves to go between medium-high (+) and highest (+++) attitudes. That is, if the runner's attitude is medium high, you'll have to go on two successful runs before you'll get the highest attitude and the lowest hiring price. The same thing goes for moving in the opposite direction: If the runner has the highest attitude, you'll have to fail two times in a row with him or her before their attitude will drop and their hiring price will go back up. Got it? Hey, I told you it was complicated... but we're not done yet. The runner's attitude is only one of four factors that determine the price. The other three are Joshua's (and not anyone else's) ratings in the Reputation and Negotiation skills, as well as the Charisma attribute. For the purposes of this FAQ, I've created a system for determining how much you'll have to pay to hire each runner. You'll notice on the charts below that across the top is the runner's attitude, as we've already discussed. Down the side, though, is a point total. This total is determined by doubling Joshua's Charisma score and adding it to his Reputation and Negotiation scores. Here's an example: If you had a Charisma of 4, a Reputation of 7, and a Negotiation of 3, your point total would be (4*2)+7+3 = 18. You'd then fall into the row marked "16-19" on the chart. Suppose you were trying to hire Ricky and he had a neutral attitude toward you. Follow the "16-19" row across to where it meets the "=" column and you'll see that his hiring price would be 100 nuyen for a one-time job, or 1,000 for a full-time hire. So, that's the system. I hope it makes sense to you. The one thing I wanted to

mention is that the charts are correct and some runners in certain situations will charge you MORE if they have a high attitude than a lower one. Ricky is an example of this, and his hiring price scale also has another flaw: For the two highest attitudes, your Charisma, Reputation and Negotiation scores don't even make a difference. It's weird, I know, but don't blame me. Blame the Sega programmers. As far as the rest of each runner's subsection goes, it's pretty straightforward. Below the hiring price scale is the equipment each character comes equipped with (amounts are in parenthesis), how many clips they are initially carrying, what cyberware, if any, they already have installed when you meet them, what magic they have at first (for shaman and mages), their scores in each skill and attribute when you first meet them, and, of course, my notes on each one. The notes include my opinions of each one, as well as things such as directions on how to get the runner, when required, and other quirks about each character. a. Ricky -------Description: Dwarf Rat Shaman He can be found in the Jackal's Lantern, Redmond Barrens. Hiring Price: +-------+-------+-------+-------+-------+-------+ | Total | --- | - | = | + | +++ | +-------+-------+-------+-------+-------+-------+ | 4-7 | 230 | 155 | 115 | 80 | 72 | +-------+-------+-------+-------+-------+-------+ | 8-11 | 220 | 150 | 110 | 80 | 72 | +-------+-------+-------+-------+-------+-------+ | 12-15 | 210 | 145 | 105 | 80 | 72 | +-------+-------+-------+-------+-------+-------+ | 16-19 | 200 | 140 | 100 | 80 | 72 | +-------+-------+-------+-------+-------+-------+ | 20-23 | 190 | 135 | 95 | 80 | 72 | +-------+-------+-------+-------+-------+-------+ | 24-27 | 180 | 130 | 90 | 80 | 72 | +-------+-------+-------+-------+-------+-------+ | 28-31 | 170 | 125 | 85 | 80 | 72 | +-------+-------+-------+-------+-------+-------+ | 32-35 | 160 | 120 | 80 | 80 | 72 | +-------+-------+-------+-------+-------+-------+ | 36 | 150 | 115 | 75 | 80 | 72 | +-------+-------+-------+-------+-------+-------+ Initial Equipment: Streetline Special Armor Clothing Stim Patch (3) Trauma Patch (3) Fetish (10) Rat Totem Initial Clips: 2 Initial Cyberware: none Initial Magic: Stink - 3 Flame Bolt - 1 Invisibility - 1 Rockskin - 2 Initial Stats: --Attributes---Skills-Body............4 Sorcery.........3 Quickness.......2 Firearms........2 Strength........3 Pistols.........0

Charisma........1 Intelligence....3 Willpower.......4 Essence.........6.0 Magic...........6

SMGs............0 Shotguns........0 Melee Combat....2 Throwing........0 Computer........0 Biotech.........0 Electronics.....0 Reputation......0 Negotiation.....1 Notes: He's the weakest runner in the game, and also the cheapest. He may be worth hiring at the very beginning, just to have an extra body around until you can fend for yourself. After you get Michael's stuff from the motel, you may want to hire him for the short-term (without taking a run) and just let him hang around until you have the money to hire a stronger runner. b. Winston Marrs ---------------Description: Troll Samurai He can be found in the Big Rhino, Penumbra District Hiring Price: +-------+-------+-------+-------+-------+-------+ | Total | --- | - | = | + | +++ | +-------+-------+-------+-------+-------+-------+ | 4-7 | 570 | 380 | 285 | 190 | 175 | +-------+-------+-------+-------+-------+-------+ | 8-11 | 540 | 360 | 270 | 180 | 170 | +-------+-------+-------+-------+-------+-------+ | 12-15 | 510 | 340 | 255 | 170 | 165 | +-------+-------+-------+-------+-------+-------+ | 16-19 | 480 | 320 | 240 | 160 | 160 | +-------+-------+-------+-------+-------+-------+ | 20-23 | 450 | 300 | 225 | 150 | 155 | +-------+-------+-------+-------+-------+-------+ | 24-27 | 420 | 280 | 210 | 140 | 150 | +-------+-------+-------+-------+-------+-------+ | 28-31 | 390 | 260 | 195 | 130 | 145 | +-------+-------+-------+-------+-------+-------+ | 32-35 | 360 | 240 | 180 | 120 | 140 | +-------+-------+-------+-------+-------+-------+ | 36 | 330 | 220 | 165 | 110 | 135 | +-------+-------+-------+-------+-------+-------+ Initial Equipment: Allegiance Shotgun Lined Duster Medkit (6) Scatter Grenade (6) Initial Clips: 4 Initial Cyberware: none Initial Magic: N/A Initial Stats: --Attributes---Skills-Body............7 Sorcery.........0 Quickness.......2 Firearms........2 Strength........5 Pistols.........0 Charisma........1 SMGs............0 Intelligence....2 Shotguns........4 Willpower.......3 Melee Combat....4 Essence.........6.0 Throwing........1 Magic...........0 Computer........0 Biotech.........1

Electronics.....0 Reputation......0 Negotiation.....0 Notes: Winston's the only samurai available at the beginning of the game. If you aren't playing as a samurai, you will want to hire him for the long term, to protect you until you get around to meeting Stark or Two Fists. Even if you are a samurai, Winston is a solid character who gets good physical bonuses for being a troll. I recommend hanging on to him for a while, but you probably shouldn't invest too much time trying to upgrade his stats. c. Trent Delisario -----------------Description: Human Mage He can be found in the Space Needle Bar, Downtown Seattle. Hiring Price: +-------+-------+-------+-------+-------+-------+ | Total | --- | - | = | + | +++ | +-------+-------+-------+-------+-------+-------+ | 4-7 | 430 | 285 | 215 | 145 | 130 | +-------+-------+-------+-------+-------+-------+ | 8-11 | 410 | 270 | 205 | 140 | 125 | +-------+-------+-------+-------+-------+-------+ | 12-15 | 390 | 255 | 195 | 135 | 120 | +-------+-------+-------+-------+-------+-------+ | 16-19 | 370 | 240 | 185 | 130 | 115 | +-------+-------+-------+-------+-------+-------+ | 20-23 | 350 | 225 | 175 | 125 | 110 | +-------+-------+-------+-------+-------+-------+ | 24-27 | 330 | 210 | 165 | 120 | 105 | +-------+-------+-------+-------+-------+-------+ | 28-31 | 310 | 195 | 155 | 115 | 100 | +-------+-------+-------+-------+-------+-------+ | 32-35 | 290 | 180 | 145 | 110 | 95 | +-------+-------+-------+-------+-------+-------+ | 36 | 270 | 165 | 135 | 105 | 90 | +-------+-------+-------+-------+-------+-------+ Initial Equipment: Streetline Special Armor Clothing Stim Patch (6) Initial Clips: 3 Initial Cyberware: none Initial Magic: Flame Dart - 2 Heal Wounds - 2 Rockskin - 3 Initial Stats: --Attributes---Skills-Body............2 Sorcery.........3 Quickness.......3 Firearms........1 Strength........2 Pistols.........2 Charisma........2 SMGs............0 Intelligence....3 Shotguns........0 Willpower.......4 Melee Combat....1 Essence.........6.0 Throwing........0 Magic...........6 Computer........0 Biotech.........0 Electronics.....0 Reputation......2 Negotiation.....2 Notes: He only has three spells, but at least he has Heal Wounds. His

equipment and stats leave something to be desired, too. Just like any other runner, he has the potential to be a very powerful character, but you would have to invest a lot of time, money, and Karma for that to happen. If you want a powerful magic user, I recommend holding out for Walking Bear or Freya. Finally, it may be worth mentioning that Trent is the only runner who will give you a contact, and for free, too. Just ask him and he'll give you Prof. Jefferson's number (see Part 2 above). d. Petr Uvehr ------------Description: Dwarf Decker He can be found in the Wanderer, Puyallup Barrens. Hiring Price: +-------+-------+-------+-------+-------+-------+ | Total | --- | - | = | + | +++ | +-------+-------+-------+-------+-------+-------+ | 4-7 | 430 | 285 | 215 | 145 | 130 | +-------+-------+-------+-------+-------+-------+ | 8-11 | 410 | 270 | 205 | 140 | 125 | +-------+-------+-------+-------+-------+-------+ | 12-15 | 390 | 255 | 195 | 135 | 120 | +-------+-------+-------+-------+-------+-------+ | 16-19 | 370 | 240 | 185 | 130 | 115 | +-------+-------+-------+-------+-------+-------+ | 20-23 | 350 | 225 | 175 | 125 | 110 | +-------+-------+-------+-------+-------+-------+ | 24-27 | 330 | 210 | 165 | 120 | 105 | +-------+-------+-------+-------+-------+-------+ | 28-31 | 310 | 195 | 155 | 115 | 100 | +-------+-------+-------+-------+-------+-------+ | 32-35 | 290 | 180 | 145 | 110 | 95 | +-------+-------+-------+-------+-------+-------+ | 36 | 270 | 165 | 135 | 105 | 90 | +-------+-------+-------+-------+-------+-------+ Initial Equipment: American L36 Light Pistol Armor Vest Trauma Patch (6) Stim Patch (6) Initial Clips: 4 Initial Cyberware: Datajack Initial Magic: N/A Initial Stats: --Attributes---Skills-Body............4 Sorcery.........0 Quickness.......3 Firearms........2 Strength........3 Pistols.........4 Charisma........2 SMGs............0 Intelligence....4 Shotguns........0 Willpower.......3 Melee Combat....1 Essence.........5.8 Throwing........0 Magic...........0 Computer........2 Biotech.........0 Electronics.....3 Reputation......0 Negotiation.....0 Notes: A decker with a 2 in Computer? What's the point? Even though his attributes are decent and his fees are low, it's still not worth hiring him. If you want a cheap decker to use until you can afford Rianna, I strongly recommend choosing Phantom over this has-been.

e. Walking Bear --------------Description: Ork Bear Shaman She can be found in the Friendship Restaurant Council Island. Hiring Price: +-------+-------+-------+-------+-------+-------+ | Total | --- | - | = | + | +++ | +-------+-------+-------+-------+-------+-------+ | 4-7 | 1,000 | 665 | 500 | 335 | 300 | +-------+-------+-------+-------+-------+-------+ | 8-11 | 950 | 630 | 475 | 320 | 285 | +-------+-------+-------+-------+-------+-------+ | 12-15 | 900 | 595 | 450 | 305 | 270 | +-------+-------+-------+-------+-------+-------+ | 16-19 | 850 | 560 | 425 | 290 | 255 | +-------+-------+-------+-------+-------+-------+ | 20-23 | 800 | 525 | 400 | 275 | 240 | +-------+-------+-------+-------+-------+-------+ | 24-27 | 750 | 490 | 375 | 260 | 225 | +-------+-------+-------+-------+-------+-------+ | 28-31 | 700 | 455 | 350 | 245 | 210 | +-------+-------+-------+-------+-------+-------+ | 32-35 | 650 | 420 | 325 | 230 | 195 | +-------+-------+-------+-------+-------+-------+ | 36 | 600 | 385 | 300 | 215 | 180 | +-------+-------+-------+-------+-------+-------+ Initial Equipment: Warhawk Heavy Pistol Armor Clothing Fetish (10) Fetish (10) Heal Wounds Spell Focus (Lvl 2) Bear Totem Initial Clips: 6 Initial Cyberware: none Initial Magic: Mana Zap - 1 Mana Storm - 4 Sleep - 3 Heal Wounds - 2 Confusion - 2 Initial Stats: --Attributes---Skills-Body............6 Sorcery.........4 Quickness.......3 Firearms........3 Strength........4 Pistols.........0 Charisma........1 SMGs............0 Intelligence....3 Shotguns........0 Willpower.......5 Melee Combat....4 Essence.........6.0 Throwing........0 Magic...........6 Computer........0 Biotech.........0 Electronics.....0 Reputation......2 Negotiation.....0 Notes: A solid magic user. She's a little pricey, but she backs it up with a good spell selection and some nice initial stats. Plus, she's an Ork, so she'll get some nice defensive bonuses for a little extra protection. She can't hope to compare to Freya, but for the price, she'll definitely do until you can hire Freya and start working on her as a permanent member. If you want to hire 2 magic users for your

team, I suggest using Freya and Walking Bear. f. Phantom ---------Description: Elf Decker He can be found in the Frag Grenade, Renraku Arcology. Hiring Price: +-------+-------+-------+-------+-------+-------+ | Total | --- | - | = | + | +++ | +-------+-------+-------+-------+-------+-------+ | 4-7 | 855 | 570 | 430 | 285 | 260 | +-------+-------+-------+-------+-------+-------+ | 8-11 | 810 | 540 | 410 | 270 | 250 | +-------+-------+-------+-------+-------+-------+ | 12-15 | 765 | 510 | 390 | 255 | 240 | +-------+-------+-------+-------+-------+-------+ | 16-19 | 720 | 480 | 370 | 240 | 230 | +-------+-------+-------+-------+-------+-------+ | 20-23 | 675 | 450 | 350 | 225 | 220 | +-------+-------+-------+-------+-------+-------+ | 24-27 | 630 | 420 | 330 | 210 | 210 | +-------+-------+-------+-------+-------+-------+ | 28-31 | 585 | 390 | 310 | 195 | 200 | +-------+-------+-------+-------+-------+-------+ | 32-35 | 540 | 360 | 290 | 180 | 190 | +-------+-------+-------+-------+-------+-------+ | 36 | 495 | 330 | 270 | 165 | 180 | +-------+-------+-------+-------+-------+-------+ Initial Equipment: Security 500 Light Pistol (w/Laser Sight) Lined Duster Medkit (6) Medkit (6) Initial Clips: 4 Initial Cyberware: Datajack Hand Razors Wired Reflexes Initial Magic: N/A Initial Stats: --Attributes---Skills-Body............3 Sorcery.........0 Quickness.......5 Firearms........1 Strength........3 Pistols.........4 Charisma........3 SMGs............0 Intelligence....6 Shotguns........0 Willpower.......4 Melee Combat....1 Essence.........3.7 Throwing........0 Magic...........0 Computer........5 Biotech.........2 Electronics.....3 Reputation......1 Negotiation.....0 Notes: The way I play, Phantom only has one purpose, but he serves it well. As soon as I have the resources, I hire him for the short term, get a Matrix run on a weak system, and then use his skills to mine data until I can afford Rianna, the premier decker in the game. You only need to make a few small upgrades with Phantom to be able to rustle up the thousands of nuyen you need to hire Rianna full-time. In this game, though, there's no reason to have more than one decker in your party, so I wouldn't recommend viewing Phantom as a permanent member worth investing a lot of time, money and Karma in.

g. Ilene Two Fists -----------------Description: Human Samurai She can be found in the Jump House, Redmond Barrens. Hiring Price: +-------+-------+-------+-------+-------+-------+ | Total | --- | - | = | + | +++ | +-------+-------+-------+-------+-------+-------+ | 4-7 | 1,140 | 760 | 570 | 380 | 345 | +-------+-------+-------+-------+-------+-------+ | 8-11 | 1,080 | 720 | 540 | 360 | 330 | +-------+-------+-------+-------+-------+-------+ | 12-15 | 1,020 | 680 | 510 | 340 | 315 | +-------+-------+-------+-------+-------+-------+ | 16-19 | 960 | 640 | 480 | 320 | 300 | +-------+-------+-------+-------+-------+-------+ | 20-23 | 900 | 600 | 450 | 300 | 285 | +-------+-------+-------+-------+-------+-------+ | 24-27 | 840 | 560 | 420 | 280 | 270 | +-------+-------+-------+-------+-------+-------+ | 28-31 | 780 | 520 | 390 | 260 | 255 | +-------+-------+-------+-------+-------+-------+ | 32-35 | 720 | 480 | 360 | 240 | 240 | +-------+-------+-------+-------+-------+-------+ | 36 | 660 | 440 | 330 | 220 | 225 | +-------+-------+-------+-------+-------+-------+ Initial Equipment: none Initial Clips: 0 Initial Cyberware: Hand Razors Muscle Replacement Wired Reflexes Initial Magic: N/A Initial Stats: --Attributes---Skills-Body............5 Sorcery.........0 Quickness.......5c6 Firearms........4 Strength........6c7 Pistols.........0 Charisma........3 SMGs............0 Intelligence....5 Shotguns........0 Willpower.......4 Melee Combat....6 Essence.........2.9 Throwing........2 Magic...........0 Computer........0 Biotech.........3 Electronics.....0 Reputation......3 Negotiation.....4 Notes: Ilene is one of the two human samurai who aren't available at the beginning of the game. Stark, the other one, is an absolute beast -probably the best character in the game in terms of initial strength. One area in which I like Two Fists a little more, though, is the fact that she comes with a little Essence left over for you to spend how you wish. That's not the case with Stark, who comes cybered to the gills. For all intents and purposes, though, Two Fists is just as good a character as Stark. So, if you want to hire only one samurai, you can skip getting Stark (which is optional) and just hire Ilene (who you'll have to meet eventually) when you get the chance. Don't settle for Winston. Here are the bare-bones directions for getting Ilene Two Fists. If

you want more detailed directions, consult the walkthrough (Section V). From the beginning of the game: 1.) Pay Stoker the money to get Michael's stuff. 2.) Go to the Tarislar City Inn in the Penumbra District and ask about Tabatha Shale. 3.) Go to Boris the fixer in Redmond Barrens and ask him about Michael (you'll be attacked by 2 Renraku Strike Team members). 4.) Go to Icarus Descending in Downtown Seattle and meet Caleb Brightmore. 5.) Go back to the Tarislar City Inn and ask about Frosty. 6.) Go to the Sinsearach, ask to see the elders, and agree to be tested. 7.) Bring the package to Red Buffalo Woman and return to the Sinsearach with the other package. Lady Gillian will tell you about Ilene. 8.) Return to Icarus Descending and ask Caleb about Ilene. 9.) Go to Hollywood Correctional in Redmond Barrens. Get inside the prison and open Ilene's cell (last row, cell farthest left). 10.) Talk to Ilene. After you do that, Ilene will be there when you go back to the Jump House and will be available as a runner from that point on. h. Freya Goldenhair ------------------Description: Elf Mage She can be found in Club Penumbra, Penumbra District. Hiring Price: +-------+-------+-------+-------+-------+-------+ | Total | --- | - | = | + | +++ | +-------+-------+-------+-------+-------+-------+ | 4-7 | 1,710 | 1,140 | 855 | 570 | 515 | +-------+-------+-------+-------+-------+-------+ | 8-11 | 1,620 | 1,080 | 810 | 540 | 490 | +-------+-------+-------+-------+-------+-------+ | 12-15 | 1,530 | 1,020 | 765 | 510 | 465 | +-------+-------+-------+-------+-------+-------+ | 16-19 | 1,440 | 960 | 720 | 480 | 440 | +-------+-------+-------+-------+-------+-------+ | 20-23 | 1,350 | 900 | 675 | 450 | 415 | +-------+-------+-------+-------+-------+-------+ | 24-27 | 1,260 | 840 | 630 | 420 | 390 | +-------+-------+-------+-------+-------+-------+ | 28-31 | 1,170 | 780 | 585 | 390 | 365 | +-------+-------+-------+-------+-------+-------+ | 32-35 | 1,080 | 720 | 540 | 360 | 340 | +-------+-------+-------+-------+-------+-------+ | 36 | 990 | 660 | 495 | 330 | 315 | +-------+-------+-------+-------+-------+-------+ Initial Equipment: Predator Heavy Pistol (w/Silencer and Laser Sight) Lined Duster Fetish (10) Fetish (10) Hellblast Spell Focus (Lvl 3) Initial Clips: 8 Initial Cyberware: none Initial Magic: Mana Blast - 3 Hellblast - 3 Super Barrier - 2

Invisibility - 3 Sleep - 4 Heal Wounds - 4 Initial Stats: --Attributes-Body............3 Quickness.......5 Strength........3 Charisma........5 Intelligence....5 Willpower.......5 Essence.........6.0 Magic...........6 --Skills-Sorcery.........5 Firearms........1 Pistols.........6 SMGs............0 Shotguns........0 Melee Combat....3 Throwing........0 Computer........0 Biotech.........0 Electronics.....0 Reputation......4 Negotiation.....4 Notes: Freya is an expensive runner, but her impressive magic arsenal and her excellent initial stats are worth it. She's the finest magic user in the game and if you're looking to hire a permanent magic user, you should definitely get Freya. Note that she's located in Club Penumbra, which you can't get into unless Joshua's Reputation score is 4 or higher. It's Joshua's score that counts, not anyone else's. i. Rianna Heartbane ------------------Description: Elf Decker She can be found in the Matchstick, Downtown Seattle. Hiring Price: +-------+-------+-------+-------+-------+-------+ | Total | --- | - | = | + | +++ | +-------+-------+-------+-------+-------+-------+ | 4-7 | 1,995 | 1,330 | 1,000 | 665 | 600 | +-------+-------+-------+-------+-------+-------+ | 8-11 | 1,890 | 1,260 | 950 | 630 | 570 | +-------+-------+-------+-------+-------+-------+ | 12-15 | 1,785 | 1,190 | 900 | 595 | 540 | +-------+-------+-------+-------+-------+-------+ | 16-19 | 1,680 | 1,120 | 850 | 560 | 510 | +-------+-------+-------+-------+-------+-------+ | 20-23 | 1,575 | 1,050 | 800 | 525 | 480 | +-------+-------+-------+-------+-------+-------+ | 24-27 | 1,470 | 980 | 750 | 490 | 450 | +-------+-------+-------+-------+-------+-------+ | 28-31 | 1,365 | 910 | 700 | 455 | 420 | +-------+-------+-------+-------+-------+-------+ | 32-35 | 1,260 | 840 | 650 | 420 | 390 | +-------+-------+-------+-------+-------+-------+ | 36 | 1,155 | 770 | 600 | 385 | 360 | +-------+-------+-------+-------+-------+-------+ Initial Equipment: Mach 22 SMG (w/Smartgun System and Gas Vent II) Lined Duster Medkit (6) Medkit (6) Stim Patch (6) Trauma Patch (6) Initial Clips: 6 Initial Cyberware: Datajack Smartlink Wired Reflexes (2)

Initial Magic: N/A Initial Stats: --Attributes-Body............1 Quickness.......7 Strength........3 Charisma........5 Intelligence....6 Willpower.......6 Essence.........2.3 Magic...........0

--Skills-Sorcery.........0 Firearms........1 Pistols.........0 SMGs............4 Shotguns........0 Melee Combat....0 Throwing........0 Computer........6 Biotech.........3 Electronics.....5 Reputation......3 Negotiation.....0 Notes: Very expensive, but she has the decking skills to match her fees. Rianna is the weapon of choice if you want a hotshot decker to make you some money or, if you must have a decker on your team, to hire permanently. Her initial attribute stats are just great and that 6 in Computer isn't too shabby either. Overall, a very good runner. j. Stark -------Description: Human Samurai Stark is the only surviving member of Michael's team. He was Michael's best friend and is more than willing to help find who set them up. He can be found in Underground 93, Puyallup Barrens. Hiring Price: +-------+-------+-------+-------+-------+-------+ | Total | --- | - | = | + | +++ | +-------+-------+-------+-------+-------+-------+ | 4-7 | | +-------+ | | 8-11 | | +-------+ | | 12-15 | | +-------+ | | 16-19 | | +-------+ N/A (See Notes) | | 20-23 | | +-------+ | | 24-27 | | +-------+ | | 28-31 | | +-------+ | | 32-35 | | +-------+ | | 36 | | +-------+---------------------------------------+ Initial Equipment: HK227-S SMG (w/Sound Suppressor, Smartgun System and Gas Vent III) Lined Duster Smart Goggles Frag Grenade (6) Frag Grenade (6) Medkit (6) Medkit (6) Initial Clips: 10 Initial Cyberware: CyberEyes

Spurs Muscle Replacement Dermal Plating (3) Wired Reflexes (2) Initial Magic: N/A Initial Stats: --Attributes-Body............5c8 Quickness.......6c7 Strength........5c6 Charisma........3 Intelligence....6 Willpower.......5 Essence.........0.1 Magic...........0 --Skills-Sorcery.........0 Firearms........6 Pistols.........0 SMGs............0 Shotguns........0 Melee Combat....5 Throwing........6 Computer........0 Biotech.........5 Electronics.....0 Reputation......5 Negotiation.....0 Notes: Stark is an interesting runner. He's kind of a "hidden character" in the sense that it's quite possible to go through the entire game, start to finish, without so much as seeing him. But, for those who happen to stumble onto him (or for those reading this FAQ), he can be the best runner around. He's already got a full set of cyberware, a large arsenal of weapons, and some great initial attributes and skills. The best part, though, is that once he's available, he will join your group, for life, free of charge -- no matter what. You can dismiss him or fail as many runs as you want, he'll keep on coming back for more. If you want a samurai in your final party, getting Stark is kind of a no-brainer. Here are the bare-bones directions for getting Stark. If you want more detailed directions, consult the walkthrough (Section V). From the beginning of the game: 1.) Pay Stoker the money to get Michael's stuff. 2.) Go to the AmerIndian village in the Salish-Shidhe and take the cave entrance in the southeast corner of town. 3.) Take the southern exit from the cave and walk southeast, over the two bridges and enter the hut in the clearing that you come to. 4.) Go to Seattle General Hospital and ask Dr. Haversheen about the Holopix. 5.) Go to the Fuchi building in the Penumbra District. Get the prototype heart (third floor, third small room down off the hallway immediately to the right of the elevator). 6.) Return to Seattle General with the heart. After you do that, Stark will be at Underground 93 in the Puyallup Barrens when you go there. 4.) Gangs --------There are three local gangs in the Seattle area. The Halloweeners are aligned with the Yakuza and are based in Redmond Barrens. The Eye-Fivers are aligned with the Mafia and are based in the Penumbra District. The Orks aren't aligned with either main gang, but have ties to Seattle city officials. They are based in the Puyallup Barrens. Each of the gangs are similar: they have a hideout in an abandoned building, they have a boss who will meet with your for a bunch of cash (or not that much, or for free, depending on your reputation score), they will each put you in contact with the boss of their main gang for several

thousand nuyen, they each offer a gang symbol to wear that will supposedly keep their members from harassing you on the street, and they each have info about the other gangs, although it's not very useful. Here's a quick rundown of each gang. In each gang entry, you will see which part of town their hideout is in, which main gang they are affiliated with, and the name of their boss. Below that, there's a simple scale regarding how much you'll have to pay to see their boss. Before you can get protection or a contact, you have to pay a one-time fee to meet the boss of the gang. Depending on your Reputation score, though, you may be able to get in for a reduced price, or for free. Consult the scale, where the numbers on the left indicate what your Reputation needs to be in order to pay the price listed on the right. After the Meeting Price Scale, the name and cost of the protection item for that gang is listed. The protection item is a Group Item that, when carried, is supposed to prevent members of that gang from attacking you at random. I never see much of a difference, though, so whether you get the protection item is up to you. Finally, the name and price of the contact the gang can give you is listed at the bottom. Two quick (and somewhat important) notes about the Orks' protection item, the Ork Armband. I recommend getting this one as soon as you have the money for it. When you're wearing it, all your cab rides will be free. I know, it doesn't save you a WHOLE lot of money, but it can really help out in the early parts of the game when every little bit counts. The other note goes along with the previous one: When you buy the Ork Armband, Roadrash will mention being able to ride in cabs for free. It's just a trick to try to squeeze another 500 nuyen out of you, and whether you bite or not has no effect on the cab fare, so you might as well save your money and choose not to learn what the 'secret' is. And now the list: Eye-Fivers ---------Located: Penumbra District Allied With: Mafia Boss: Mauler Meeting Price Scale: 1-5.....2,000 6-12....free Protection Item: Eye-Fiver Ear Cuff (4,000) Contact: Mr. Faradouchi, Mafia boss (10,000) Halloweeners -----------Located: Redmond Barrens Allied With: Yakuza Boss: Ratspike Meeting Price Scale: 1.......1,500 2-3.....1,000 4-12....free Protection Item: Halloweener Patch (3,000) Contact: Agira Tetsumi, Yakuza boss (10,000) Orks ---Located: Puyallup Barrens Allied With: none

Boss: Roadrash Meeting Price Scale: 1-4.....750 5-12....free Protection Item: Ork Armband (2,000) Contact: Henry J. Culver, Seattle city official (5,000) 5.) Lone Star ------------6.) Mafia/Yakuza ---------------------------------------------------------------------------------------------X. CLUE LIST ------------------------------------------------------------------------------If you're familiar with the list of tips and clues in your pocket secretary (read part 3 of Section II if not), you will know that it is what keeps you focused on your quest. Clues will be added (and taken away) constantly as you progress through the storyline. Many are very important, but many are also completely optional for you to get. This section is a list of all possible clues, where to get them, and where applicable, when they go away. The "Clue Text" column is a word-for-word reproduction of each clue. The Gained column tells you what actions are necessary to find the clue. The Lost column tells you what has to happen for the clue to go away (for those of you wondering about this, don't worry. Clues will only go away when they become irrelevant or are replaced by more detailed info). As for those clues that are gained by downloading info from the Matrix, note that not all will be available at every point of the game. Sometimes, a clue won't be put on the network until you've reached a certain point in the game. Similarly, sometimes a clue won't be available after a certain point in the game. Because of this, all Matrix clues have extra info in the Gained column telling you when the clue is put on and taken off the network, if applicable. As with all lists and info in this document, if you have PROOF of an omission or inaccuracy to this list, please let me know. I'll fix it and credit you. --------------------------+--------------------------+------------------------Clue Text | Gained | Lost --------------------------+--------------------------+------------------------<Holopix> | Going to the Tarislar | Going to Boris the fixer | City Inn and meeting | and asking him about David William Owlfeather | with Tabatha Shale | Owlfeather | | Salish-Shidhe Rangers | | Wilderness Patrol | | --------------------------+--------------------------+------------------------<Holopix> | Going to Stoker's Coffin | Going to the Tarislar | and paying the money to | City Inn and meeting Mr. Caleb | get Michael's stuff | with Tabatha Shale Brightmore, Esq. | | | | Problems solved. | | | | Worries eliminated. | | --------------------------+--------------------------+------------------------<Holopix> | Going to Stoker's Coffin | Going to the Seattle | and paying the money to | Hospital and asking Dr. Dr. Ivanna | get Michael's stuff | Haversheen about the

| | picture | | Seattle | | General Hospital | | | | Haversheen Clinic | | --------------------------+--------------------------+------------------------<The letter addressed to | Going to Stoker's Coffin | Going to the Tarislar Michael reads as follows: | and paying the money to | City Inn and meeting | get Michael's stuff | with Tabatha Shale M--I don't trust our | | Johnson, and neither | | should you! His story | | just doesn't wash and you | | know it. I'm out on this | | one and I hope you are | | too. I'll wait for you | | at the Tarislar City Inn | | in Puyallup Barrens. | | | | Tabatha Shale > | | --------------------------+--------------------------+------------------------Aragon was caught by | Asking Mortimer Reed | Freeing Aragorn from Mitsuhama in a failed | about Aragorn | being held at Mitsuhama Shadowrun. | | | | He is being detained | | inside the corporation. | | --------------------------+--------------------------+------------------------Aragorn, Owlfeather's | Going to Boris the fixer | Asking Mortimer Reed brother, was quite vocal | and asking him about | about Aragorn around town about taking | Owlfeather | on a corporation for a | | local "Johnson". | | | | He has not been seen | | since. | | --------------------------+--------------------------+------------------------Caleb Brightmore, a Mr. | Going to the Tarislar | Talking to Caleb Johnson taking orders | City Inn and meeting | Brightmore for the first from another unknown | with Tabatha Shale | time Mr. Johnson, assembled | | Michael's team to go | | into the Salish-Shidhe. | | --------------------------+--------------------------+------------------------Fr: Ares | Searching the Confidntl | | Data DS (6,11) on the | To: Aztechnology | Aztechnology system | | | NewsNet Data: | On Network: the | | beginning of the game | Seattle Corps band | | together to form power | Off Network: never | cartel... Prices rise. | | | | | | Passcode: ------B-| | --------------------------+--------------------------+------------------------Fr: Aztechnology | Searching the Confidntl | | Data DS (12,7) on the |

Haversheen, M.D.

To: Mitsuhama

| Mitsuhama system | | | NewsNet Data: | On Network: the | | beginning of the game | Nuclear winter for | | Bismark, North Dakota, | Off Network: never | after reactor mishap. | | | | | | Passcode: C----O--| | --------------------------+--------------------------+------------------------Fr: Fuchi | Searching the Confidntl | | Data DS (5,5) on the | To: Ares | Ares system | | | NewsNet Data: | On Network: the | | beginning of the game | State-of-the-art | | computer installed in | Off Network: never | Shiawase Atomic Nuclear | | Plant, Redmond Barrens. | | | | | | Passcode: -H-R----| | --------------------------+--------------------------+------------------------Fr: Hotel Reception | Searching the Financial | | Data DS (4,9) on the | To: Hotel Reservations | Gates Undersound system | | | Mr. Ito Orgami has | On Network: killing Mako | requested the penthouse | Sochou | suite. | | | Off Network: never | Mr. Ito will be staying | | indefinitely. | | | | Forward bill to Renraku | | Accounting. | | --------------------------+--------------------------+------------------------Fr: Mitsuhama | Searching the Confidntl | | Data DS (8,2) on the | To: Renraku | Renraku system | | | NewsNet Data: | On Network: the | | beginning of the game | Corps indicted in | | Matrix sabotage. | Off Network: never | | | Renraku, Fuchi, Ares, | | Mitsuhama and Lone | | Star all suspected. | | | | | | Passcode: --E----Y| | --------------------------+--------------------------+------------------------Fr: Renraku | Searching the Security | | Files DS (14,10) on the | To: Fuchi | Fuchi system | | | NewsNet Data: | On Network: the |

| beginning of the game | | | | Off Network: never | | | | | Origin traced to | | system files. | | | | | | Passcode: ----N---L | | --------------------------+--------------------------+------------------------Frosty is a member of | Asking about Frosty at | Asking Lady Gillian if the Sinsearach elves. | the Tarislar City Inn | you can see Frosty, | | after completing both The tribal lands of the | | Gillian's and Spirit Sinsearach are south of | | Eyes' quests the AmerIndian village. | | --------------------------+--------------------------+------------------------Harlequin is Frosty's | Asking Lady Gillian if | Meeting with Harlequin employer. | you can see Frosty, | for the first time | after completing both | He can be found in the | Gillian's and Spirit | Puyallup Barrens at the | Eyes' quests | Talisar Garden Apts. | | --------------------------+--------------------------+------------------------Harlequin suggests a run | Returning to Harlequin | Finding the map during against Renraku to | after killing Ito (will | your run against Renraku search for information | only happen if you | after killing Ito they may have on your | hadn't already killed | brother or Thon. | Ito before you met | | Harlequin) | --------------------------+--------------------------+------------------------Harlequin thinks that | Meeting with Harlequin | Finishing the game Ogami and Renraku may | for the first time, if | have some information you | you haven't gotten the | are lacking. | map from Renraku | --------------------------+--------------------------+------------------------Ilene is doing time in | After being asked by | Springing Ilene from Hollywood Correctional | Gillian to find Ilene, | Hollywood for a botched run on | asking Caleb Brightmore | Ares. | about Ilene | --------------------------+--------------------------+------------------------Ito Ogami is holding a | Entering Gates | Killing Ito Ogami meeting at Matchstick | Undersound for the first | in Downtown Seattle. | time after killing Mako | | Sochou | --------------------------+--------------------------+------------------------Ito Ogami is part of a | Asking Caleb Brightmore | special projects team | about Ito Ogami | that gets sent in to | | clean up botched | | missions. | | --------------------------+--------------------------+------------------------Mako has been spending | Asking Mortimer Reed | Killing Mako Sochou a lot of his time at | about Mako Sochou | Club Penumbra lately. | | --------------------------+--------------------------+------------------------Mako's orders were to | Killing Mako Sochou | Killing Ito Ogami keep track of Michael's | | progress. | | Virus brings down new computer system in South America.

| | After the team's demise, | | a new project director | | replaced Mako. | | | | His name is Ito Ogami. | | --------------------------+--------------------------+------------------------Michael's last credstick | Starting the game | Going to Stoker's Coffin transaction: | | and paying the money to | | get Michael's stuff Stokers Coffin Motel, | | Redmond Barrens. | | --------------------------+--------------------------+------------------------Must pay Stoker 250 to | Entering Stoker's Coffin | Going to Stoker's Coffin get Michael's stuff. | to get Michael's things | and paying the money to | and not paying the 250 | get Michael's stuff --------------------------+--------------------------+------------------------Now that you know the | Returning to Harlequin | exact location of the | after finding the second | tomb, Harlequin has | half of the map | arranged transportation | | for you to get there. | | | | He is waiting for you to | | assemble and equip your | | team of shadowrunners | | to go and confront Thon. | | --------------------------+--------------------------+------------------------Owlfeather is stationed | Going to Boris the fixer | Going to the ranger at the Ranger Outpost in | and asking him about | outpost and asking the AmerIndian village. | Owlfeather | Owlfeather about Michael | | A Visa is required for | | entrance to the | | Salish-Shidhe. | | --------------------------+--------------------------+------------------------Owlfeather tells you to | Talking to Owlfeather | Speaking with Spirit seek out Spirit Eyes. | after freeing Aragorn | Eyes for the first time | | He is a powerful shaman | | at the Medicine Lodge on | | Council Island. | | --------------------------+--------------------------+------------------------Owlfeather will name | Going to the ranger | Freeing Aragorn from someone who can help, | outpost and asking | being held at Mitsuhama but only if his brother | Owlfeather about Michael | is returned. | | | | His brother's name is | | Aragorn and he was last | | reported in Seattle. | | --------------------------+--------------------------+------------------------Renraku began harassing | Going to Boris the fixer | Killing Mako Sochou Boris after Michael had | and asking him about | visited him to purchase | Michael | equipment for his run. | | | | Mako Sochou is heading | | the Renraku inquiry. | | --------------------------+--------------------------+-------------------------

Renraku suspects that | Killing Ito Ogami | After showing the map Vigore and Jarl are | | to Harlequin, asking working for Thon. | | Gunderson about Vigore --------------------------+--------------------------+------------------------Seek out Vigore and Jarl | Talking to Harlequin | Finding the other half for answers concerning | after finding the map | of the map from Vigore's Thon and your brother's | during the Renraku run | hideout death. | | --------------------------+--------------------------+------------------------Spirit Eyes needs three | Speaking with Spirit | Returning to Spirit Eyes spell components so he | Eyes for the first time | with the dragon scale can discern the true | | identity of your enemy. | | --------------------------+--------------------------+------------------------Stark is dying in the | Finding Stark in the | Talking to Dr. wilderness. | remote cabin in the | Haversheen after showing | Salish-Shidhe | her the holopix and also He needs medical help | | after finding Stark in order to move him. | | --------------------------+--------------------------+------------------------Stark's heart is | Talking to Dr. | Finding the cyber-heart failing and a normal | Haversheen after showing | in the Fuchi building transplant won't be | her the holopix and also | strong enough to power | after finding Stark | his cybernetic body. | | | | Fuchi has a prototype | | cyber-heart that is | | being kept in their | | building awaiting | | shipping orders. | | --------------------------+--------------------------+------------------------Tabatha speculates that | Going to the Tarislar | Going to Boris the fixer Boris Errascoe was the | City Inn and meeting | and asking him about last person to see | with Tabatha Shale | Michael Michael alive. | | | | Boris Errascoe is a | | small-time fixer working | | out of an abandoned | | greenhouse in the | | Redmond Barrens. | | --------------------------+--------------------------+------------------------The first item is the | Speaking with Spirit | Returning to Spirit Eyes horn of a Gargoyle. | Eyes for the first time | with a Gargoyle Horn --------------------------+--------------------------+------------------------The second item is the | Returning to Spirit Eyes | Returning to Spirit Eyes pelt of a hellhound. | with a Gargoyle Horn | with a Hellhound Pelt --------------------------+--------------------------+------------------------The third item is the | Returning to Spirit Eyes | Returning to Spirit Eyes living scale of a | with a Hellhound Pelt | with the dragon scale Feathered Serpent. | | --------------------------+--------------------------+------------------------The run contract was | Talking to Caleb | Asking about Frosty at given to Caleb by and elf | Brightmore for the first | the Tarislar City Inn named Frosty. | time | | | He says that she hangs | | out in the Puyallup | | Barrens. | |

--------------------------+--------------------------+------------------------The Sinsearach Tribal | Talking to Gillian at | Talking to Gillian at Elders will not answer | the Sinsearach and | the Sinsearach after your questions until | agreeing to undergo the | freeing Ilene and you've proven your | Ritual of Binding | agreeing to join trustworthiness. | | --------------------------+--------------------------+------------------------Thon is a powerful free- | Meeting with Harlequin | spirit who must destroy | for the first time | magical artifacts to | | replenish his energies. | | --------------------------+--------------------------+------------------------To: All Concerned | Searching the Security | | Files DS (2,8) on the | Fr: Head of Security | Mitsuhama system | Mitsuhama | | | On Network: the | We had a break-in!! | beginning of the game | Perp was a lone male | | AmerIndian. | Off Network: | | | We have neutralized him | | and are holding him for | | questioning. | | | | We will detain him until | | he tells us what we want | | to know. | | --------------------------+--------------------------+------------------------To: All Detectives | Searching the Case Files | Re-downloading the | DS (12,9) on the Lone | warrant after killing Fr: Lone Star Dispatch | Star system | Ito Ogami | | Wanted: Caucasian male, | On Network: going to | age 18-24, 6 ft 1. | Boris the fixer and | | asking him about Michael | Goes by the street name | | Joshua. | Off Network: killing Ito | | Ogami | Suspected of breaking | | various laws. May be | | armed and dangerous. | | --------------------------+--------------------------+------------------------To: All Hunting Parties | Searching the Case Files | | DS (12,9) on the Lone | Fr: Lone Star Dispatch | Star system | | | Wanted: Caucasian male, | On Network: killing Ito | age 18-24, 6 ft 1. | Ogami | | | Goes by the street name | Off Network: never | Joshua. | | | | Currently a fugitive of | | justice. | | | | Terminate with extreme | | predjudice. | | --------------------------+--------------------------+------------------------To: All Officers | Searching the Case Files | Re-downloading the

| DS (12,9) on the Lone | warrant after the | Star system | Renraku ambush at Boris | | Errascoe's place Wanted: Caucasian male, | On Network: the | age 18-24, 6 ft 1. | beginning of the game | | | Preliminary reports | Off Network: going to | suggest the suspect goes | Boris the fixer and | by the name of Joshua. | asking him about Michael | | | Wanted for questioning in | | in relation to various | | crimes. | | --------------------------+--------------------------+------------------------To: Cell Records | Searching the Prisoner | Springing Ilene from | Files DS (4,3) on the | Hollywood Fr: Guardpost #12 | Hollywood system | | | I have received prisoner | On Network: the | #639946, AKA Ilene Two | beginning of the game | Fists. | | | Off Network: springing | She is located with the | Ilene from Hollywood | other women prisoners on | | north block. | | --------------------------+--------------------------+------------------------To: Cell Records | Searching the Outdated | | Files DS (8,8) on the | Fr: Hllywd Parole Board | Hollywood system | | | Prisoner #575832, AKA | On Network: the | Boris Errascoe, should | beginning of the game | be be released from | | incarceration. | Off Network: never | | | Errascoe has not been the | | ideal prisoner, but has | | served his sentence to | | completion. | | --------------------------+--------------------------+------------------------To: Cell Records | Searching the Outdated | | Files DS (8,8) on the | Fr: Hllywd. Parole Board | Hollywood system | | | Prisoner #597030, AKA | On Network: meeting | Vigore, must be released | Vigore and Jarl for the | from incarceration. | first time | | | Vigore has been a model | Off Network: never | prisoner and it is the | | qualified opinion of this | | board he has reformed. | | --------------------------+--------------------------+------------------------To: Fuchi Security | Searching the Security | | Files DS (14,10) on the | Fr: VP of R&D | Fuchi system | | | We will be receiving the | On Network: the | prototype cybernetic | beginning of the game | soon. Be sure to place | | Fr: Lone Star Dispatch

it in a secure area.

| Off Network: returning | | to Seattle Hospital with | I suggest you use the | the cyber-heart | third floor, as it is | | the most secure. | | --------------------------+--------------------------+------------------------To: Head of Security | Searching the Confidntl | | Data DS (5,5) on the | Fr: VP of Publicity | Ares system | | | Due to the unfortunate | On Network: the | nature of the recent | beginning of the game | security breach, we must | | give up this Ilene Two | Off Network: springing | Fists to Hollywood Corr. | Ilene from Hollywood | | | In the future, I suggest | | we cancel our contract | | with Lone Star Security, | | and deal with problems | | like this ourselves. | | --------------------------+--------------------------+------------------------To: Lone Star Records | Searching the Prisoner | | Files DS (3,3) on the | Fr: L.S. Detention | Lone Star system | | | The prisoner Boris | On Network: the | Errascoe has been | beginning of the game | transferred from our | | detention facilities to | Off Network: meeting | Hollywood Correctional. | Vigore and Jarl for the | | first time | Errascoe's files have | | been transferred also. | | --------------------------+--------------------------+------------------------To: Lone Star Records | Searching the Prisoner | | Files DS (3,3) on the | Fr: L.S. Detention | Lone Star system | | | The prisoner Vigore has | On Network: meeting | been transferred from our | Vigore and Jarl for the | detention facilities to | first time | Hollywood Correctional. | | | Off Network: never | Vigore's files have | | been transferred also. | | --------------------------+--------------------------+------------------------To: Mako Sachou | Searching the Project | | Files DS (13,2) on the | Fr: Renraku Surveillance | Renraku system | | | Frosty has unwittingly | On Network: going to | given us assistance on | Boris the fixer and | the Ellisia Project. | asking him about Michael | | | We have retrieved an | Off Network: never | ancient parchment | | which appears to be | | a map of some kind. | | | |

The map has been moved | | to the Renraku Arcology. | | --------------------------+--------------------------+------------------------To: Mako Sachou | Searching the Mngmnt | | Files DS (8,5) on Ito's | Fr: Strike Team Captain | system | | | The men are becoming | On Network: as soon as | restless. I request a | you get Ito's passcode | Recon unit be assigned | | to watch over these | Off Network: never | Shadowrunners, unless | | you want them dead soon. | | | | --------------------------+--------------------------+------------------------To: Mako Sochou | Searching the Security | | Files DS (14,10) on the | Fr: Renraku Surveilence | Renraku system | | | We have located Frosty. | On Network: going to | | Boris the fixer and | Last seen leaving the | asking him about Michael | Tarislar City Inn. | | | Off Network: never | She then headed for the | | Sinsearach. We lost | | track of her soon after. | | --------------------------+--------------------------+------------------------To: P&L Accounts | Searching the Financial | | Data DS (6,11) on the | Fr: Fuchi Finance | Lone Star system | | | The payment has been | On Network: the | transferred to your | beginning of the game | account for the armed | | escort. | Off Network: returning | | to Seattle Hospital with | The cybernetic heart is | the cyber-heart | safely in our Corporate | | Office. | | --------------------------+--------------------------+------------------------To: Renraku Accounting | Searching the Confidntl | | Data DS (13,6) on Ito's | Fr: Ito Ogami | system | | | Please deduct further | On Network: as soon as | Vigore payments from | you get Ito's passcode | the Thon account. Vigore | | is under his employ. | Off Network: never | --------------------------+--------------------------+------------------------To: Strike Team Captain | Searching the Financial | | Data DS (11,5) on Ito's | Fr: Ito Ogami | system | | | Do not follow Thon or | On Network: as soon as | his men any longer. | you get Ito's passcode | | | We cannot risk alerting | Off Network: never | him until we have both | | pieces of the map. | |

| | The piece we have will | | be secured in the upper | | levels of the Arcology. | | --------------------------+--------------------------+------------------------To: Strike Team Captains | Searching the Security | | Files DS (14,10) on the | Fr: Ito Ogami | Renraku system | | | A meddler named Joshua | On Network: going to | has become too involved | Boris the fixer and | in our affairs lately. | asking him about Michael | | | Hunt him down and make | Off Network: never | him understand we are | | none of his concern. | | --------------------------+--------------------------+------------------------To: VP of R&D | Searching the Project | | Files DS (13,2) on the | Fr: Head of Security | Renraku system | | | Sir, | On Network: finding the | I regret to inform you | map during your run | our copy of the map to | against Renraku after | Ellisia's tomb has been | killing Ito | stolen, perhaps by Thon's | | men. | Off Network: never | | | With the map gone, and | | both Sachou and Ogami | | dead, we cannot hope to | | find the Tomb. | | --------------------------+--------------------------+------------------------To: VP of R&D | Searching the Confidntl | | Data DS (8,2) on the | Fr: Ito Ogami | Renraku system | | | Confirmed - Frosty after | On Network: killing Mako | Ellisia. | Sochou | | | Have recovered the map, | Off Network: never | and it's locked in my | | safe in the Arcology. | | | | All Project files have | | been transferred to my | | personal system. | | --------------------------+--------------------------+------------------------To: VP of R&D | Searching the Project | | Files DS (13,2) on the | Fr: Ito Ogami | Renraku system | | | I have resumed a dialog | On Network: killing Mako | with Vigore. Thon is | Sochou | anxious for the Project | | to proceed. | Off Network: never | | | I will stop at nothing | | to complete this Project. | | --------------------------+--------------------------+-------------------------

To: VP of R&D

| Searching the Project | | Files DS (12,8) on Ito's | Fr: Ito Ogami | system | | | The Tomb of Ellisia is | On Network: as soon as | confirmed to be somewhere | you get Ito's passcode | in the Salish-Shidhe. | | | Off Network: never | Thon is certain the tomb | | contains powerful magical | | artifacts we can profit | | from. | | --------------------------+--------------------------+------------------------To: VP of R&D | Searching the Mngmnt | | Files DS (13,2) on the | Fr: Lone Star Security | Fuchi system | | | Prototype cybernetic | On Network: the | heart set for transport. | beginning of the game | | | Full security procedures | Off Network: returning | will be followed. | to Seattle Hospital with | | the cyber-heart | We are awaiting the | | final paperwork. | | --------------------------+--------------------------+------------------------To: VP of R&D | Searching the Mngmnt | | Files DS (2,4) on the | Fr: Renraku Personnel | Renraku system | | | We have removed Mako | On Network: going to | Sachou as Project Leader | Boris the Fixer and | of "Operation THON". | asking him about Michael | | | His failure in tracking | Off Network: Never | the subjects has been | | noted. | | | | His replacement is on his | | way and will resume the | | search ASAP. | | --------------------------+--------------------------+------------------------Vigore and Jarl have a | After showing the map to | Finding the other half secret base somewhere | Harlequin, asking | of the map from Vigore's in the Rat's Nest. | Gunderson about Vigore | hideout --------------------------+--------------------------+------------------------With Ito dead, maybe | Killing Ito Ogami | Finding the map during a run against Renraku | | your run against Renraku will garner something. | | after killing Ito --------------------------+--------------------------+------------------------You freed Aragorn from | Freeing Aragorn from | Talking to Owlfeather Mitsuhama who then ran | being held at Mitsuhama | after freeing Aragorn off without any "thanks". | | | | Ungrateful wretch! | | | | Maybe Owlfeather will | | give you the name of | | his friend anyway. | | --------------------------+--------------------------+-------------------------

You have a return gift from Red Buffalo Woman for Lady Gillian.

| Giving the gift from | Talking to Gillian after | Lady Gillian to Red | receiving the return | Buffalo Woman | gift from Red Buffalo | | Woman --------------------------+--------------------------+------------------------You have completed you | Springing Ilene from | Talking to Gillian at second task by freeing | Hollywood | the Sinsearach after Ilene from Hollywood. | | freeing Ilene and | | agreeing to join --------------------------+--------------------------+------------------------You have deleted the | Searching the System | virus and saved the | Files DS (1,7) on the | citizens of Redmond | UCAS system | Barrens. | | | On Network: putting the | You also manage to | CHERNOBYL passcode | divert a large sum of | together | creds to your account. | | | Off Network: never | SEGA of America thanks | | you for your efforts! | | --------------------------+--------------------------+------------------------You have Ito's personal | Killing Ito Ogami | Finding the map during passcode. | | your run against Renraku | | after killing Ito It is quite possible | | that all his information | | is still in those | | datastores. | | --------------------------+--------------------------+------------------------You have the prototype | Finding the cyber-heart | Returning to Seattle cyber-heart! | in the Fuchi building | Hospital with the cyber| | heart Now back to Seattle | | General to see if it'll | | help Stark. | | --------------------------+--------------------------+------------------------You have vowed to aid, | Talking to Gillian at | defend, and respect the | the Sinsearach after | Sinsearach for the rest | freeing Ilene and | of your life. | agreeing to join | --------------------------+--------------------------+------------------------You now possess both the | Finding the other half | landmark map and its | of the map from Vigore's | overlay. | hideout | | | The completed map now | | shows you what you're | | looking for. | | --------------------------+--------------------------+------------------------You possess a map which | Finding the map during | Finding the other half is meant to overlay a | your run against Renraku | of the map from Vigore's second map. | after killing Ito | hideout | | Without the second map, | | it doesn't do you much | | good...yet! | | --------------------------+--------------------------+------------------------Your current task is to | Talking to Gillian at | Giving the gift from deliver a gift from | the Sinsearach and | Lady Gillian to Red

Lady Gillian to Red | agreeing to undergo the | Buffalo Woman Buffalo Woman in the | Ritual of Binding | AmerIndian Village. | | --------------------------+--------------------------+------------------------Your current task is to | Talking to Gillian after | Springing Ilene from find Ilene Two Fists | receiving the return | Hollywood and see her safely | gift from Red Buffalo | returned to the | Woman | Sinsearach. | | --------------------------+--------------------------+------------------------Your enemy is an evil | Returning to Spirit Eyes | being with the face of | with the dragon scale | a jackal. | | | | His name is Thon. | | | | He is the one who had | | Michael killed. | | --------------------------+--------------------------+------------------------------------------------------------------------------------------------------XI. SYSTEM LIST ------------------------------------------------------------------------------This section is a list of all the Matrix systems in the game. They are listed by their number from the "Pick System" cheat, but will also include their real names (like Renraku or Gates Undersound) where applicable. Most of the systems here are unlisted, though. During game play, if a Johnson gives you a Matrix run that's not against a big-name company, you'll be using one of these Unlisted systems. The layout should be pretty self-explanatory: In the upper left corner of each entry is the system number and title. Below this is a complete map of the system, exactly as it appears on the in-game map screen. Numbers and letters represent Nodes. To the right of the map is a chart with the alphanumeric characters that correspond to the Nodes on the map. Each Node entry contains all the pertinent information: Node type, Node color, Node level, Node title, ice present, and ice level. If any of this information is confusing to you, then you should probably read up on the Matrix (Section II - Part 4, and all of Section III) to find out what all that stuff means. Such descriptions are beyond the scope of this section, as it is simply a catalog of all the possible systems in the game. 0.) Unlisted -----------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + + | | + + | | + 1-+-2 + | | | + 3---4---5 + | | | + 6---+ + | | | + 7 + # Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 2 3 4 SM DS DS CPU Green Orange Green Orange 4 4 3 4 Killer 1 Killer 2 Trace & Dump 2 Barrier 2 Killer 1 2 Outdated Files Barrier 2 3 Terminal 4 Unlisted Maglocks Financial Data Mngmnt Files Unlisted

5 DS Green 6 IOP Blue 7 SAN Blue

| | + + | | + + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 1.) Unlisted -----------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + + | | + + | | + 1 + | | | + | 2 + | | | | + 3-+-4-+ + | | | | + 5 6 + | | + + | | + + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 2.) Unlisted -----------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + + | | + 1-----2---3 + | | | + | +---+ + | | | | | + 4-+-5-+ 6---7 + | | | | + | 8 + | | | + 9 + | | + + # Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 SAN Green Access Killer 2 DS Orange 4 Project Files Barrier Blaster 3 IOP Green 3 Terminal Access 4 CPU Orange 4 Unlisted Barrier Tar Paper 5 SM Orange 4 Cameras Access Killer 6 DS Orange 3 Mngmnt Files Killer Tar Paper 4 Unlisted 2 1 3 4 2 3 3 3 2 4 4

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 DS 2 3 4 5 SPU SAN IOP SPU Green Green Orange Green Orange 3 Dead Projects Blaster Tar Paper 3 Data Routing Trace & Dump 3 Unlisted Barrier 2 Terminal Access 4 Research Barrier Killer 5 Unlisted Blaster 3 Security Files Blaster Tar Paper 4 Security Cntrl Access Tar Pit 3 Project Files Blaster 2 2 3 2 2 3 4 3 3 3 3 3 3

6 CPU Orange 7 DS Orange 8 SM 9 DS Orange Orange

| | + + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 3.) Unlisted -----------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + + | | + + | | + 1 2-+ + | | | | + +-3---4-----5 + | | | | + | +-6 + | | | + 7---8 + | | + + | | + + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 4.) Unlisted -----------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + + | | + 1 + | | | + | + | | | + +-2-+-3 + | | | | | | + 4 | | +-5 + | | | | + | 6 + | | | + 7 + | | + + # Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 2 3 4 5 6 7 IOP IOP CPU SPU SAN SM DS Green Blue Green Green Blue Blue Green Green 4 4 5 3 4 2 4 Terminal Terminal Unlisted Data Routing Unlisted HVAC Systems Mngmnt Files Blaster 1 Trace & Burn 2 Killer 2 Barrier 2 Blaster 2 Access 1

8 DS

3 System Files

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 DS Green 3 Financial Data Barrier 2 2 SPU Orange 3 Retail Control Access 2 Killer 2 3 CPU Orange 4 Unlisted Barrier 3 Tar Pit 3 4 SAN Blue 4 Unlisted 5 DS Orange 4 Mngmnt Files Barrier 2 Blaster 2 6 SM Orange 4 Maglocks Trace & Burn 2 7 IOP Blue 3 Terminal -

| | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 5.) Unlisted -----------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + 1 + | | | + | + | | | + 2---3---4---+-+ + | | | | | | + | | 5 | + | | | | | + 6 7 | + | | | + +-----8-+ + | | | | + 9---A-+ B---C + | | | + | + | | | + D + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 6.) Unlisted -----------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + 1 2 + | | | | + 3-+-4 | + | | | | + | 5---6 + | | | | + | 7-+ 8 | + | | | | | | + +---9-+-+ + | | | + | + | | | + A + | | + + | | + + # Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 SAN Green 4 Unlisted 2 IOP Green 4 Terminal 3 SPU Orange 4 Data Routing 4 SPU Orange 4 Security 5 DS Orange 4 Security Files 5 Terminal Access Blaster Barrier Blaster Blaster Tar Paper Blaster Tar Pit Barrier Killer Barrier Tar Paper Access Killer BlackIce BlackIce Access Trace & Burn Blaster Killer Tar Pit 2 2 3 2 3 3 3 3 2 1 2 2 3 3 3 3 2 3 2 3 3

6 IOP Green

7 IOP Orange 4 Matrix Jack 8 SPU Orange 3 Office Mangmnt 9 SM Red 3 Alert Control A CPU Red 4 Unlisted B DS Orange 3 Dead Projects C DS D DS Green Red 4 System Files 3 Project Files

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 DS 2 DS 3 DS 4 SPU 5 CPU 6 DS 7 IOP 8 SM 9 SPU A SAN Green 2 Outdated Files Blaster Orange 4 Mngmnt Files Access Tar Pit Orange 4 Project Files Barrier Trace & Burn Orange 3 Shipping Killer Tar Paper Orange 5 Unlisted Barrier Tar Pit Orange 5 Financial Data Barrier Trace & Dump Green 4 Terminal Access Green 3 Automtd. Equip Trace & Dump Orange 4 Office Mangmnt Access Trace & Dump Green 3 Unlisted Blaster 3 3 3 3 2 2 2 4 4 4 3 3 3 3 4 2

| | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 7.) Aztechnology ---------------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + 1---2-+-3 4 + | | | | | + | 5 +-6-+ 7 + | | | | | | + | 8 | +-9 | A + | | | | | | | + B-----C-----+---D-------E-+ + | | | | | | + +-F | G-+ | + | | | | | | | + H | | I +-----J + | | | | | + +-K-----+---L-+ + | | | | | | | + M | +-N-+ | | + | | | | | | | | + O P | Q | R + | | | | + S T + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ # Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 SM Red 2 CPU Red 3 DS 4 SM 5 DS Red Green Orange 4 Alert Control BlackIce 5 Aztechnology Barrier BlackIce 4 Confidntl Data Barrier Tar Pit 4 Elevator Cntrl Trace & Dump 5 Project Files Killer Tar Paper 4 Building Maint Barrier Blaster 5 Automtd. Equip Trace & Burn 4 Matrix Jack Access BlackIce 5 Outdated Files 5 Project Files BlackIce 4 Marketing Barrier BlackIce 5 Executive Area Access Trace & Dump 4 Data Routing Trace & Dump 5 Research Blaster Tar Pit 4 Competition Access Tar Pit 4 Data Routing Trace & Burn 5 Marketing Data Access BlackIce 4 System Files Killer 4 Security Files Trace & Dump 4 Office Mangmnt Barrier Tar Pit 5 Security BlackIce Tar Paper 4 Automtd. Equip Access Tar Paper 4 Data Routing Access Trace & Burn 4 Project Files Barrier Blaster 4 Terminal Trace & Dump 4 System Files Access Trace & Burn 4 Cameras Barrier Tar Pit 4 Aztechnology Blaster 4 Alert Control Access BlackIce 4 6 4 5 5 4 5 5 5 5 4 6 4 5 4 3 4 4 4 5 5 4 4 4 5 3 3 4 5 5 5 5 4 4 4 3 4 3 3 4 3 4 4 4 6 4

6 SPU Green 7 SM Orange 8 IOP Red 9 DS Blue A DS Red B SPU Orange C SPU Orange D SPU Green E SPU Red F DS Green

G SPU Green H DS Orange I DS Orange J DS Red K SPU Orange L SPU Red M SM Green

N SPU Orange O DS Green

P IOP Green Q DS Orange R SM Red

S SAN Orange T SM Red 8.) Unlisted ------------

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -Blue 4 Outdated Files -

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 1 DS

| | + + | | + 1 + | | | + 2 | 3 + | | | | | + +-4-+ + | | | + 5 | + | | | | + +-6---+---+ + | | | | | + | | +-7-+ + | | | | | | + 8---9-+ | A B + | | | | + C-+ D + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 9.) Unlisted -----------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + 1 + | | | + | + | | | + | 2 + | | | | + 3 | | + | | | | | + +-4---5 + | | | + | + | | | + 6 + | | + + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 10.) Unlisted -------------

2 3 4 5

DS SM SPU IOP

Green Blue Green Green

3 2 5 3 4

Legal Files HVAC Systems Office Mangmnt Terminal

6 SPU Green

7 SPU Orange 4 8 DS Orange 4

9 CPU Orange 4 A IOP Orange 4 B DS Orange 4 C IOP Orange 4 D SAN Blue 5

Killer Blaster Access Blaster Data Routing Access Killer Executive Area Barrier Killer Case Files Barrier Tar Pit Unlisted Barrier BlackIce Terminal Blaster Project Files Barrier BlackIce Matrix Jack Killer Unlisted -

3 3 2 2 4 2 4 3 5 5 5 3 4 5 4 3 -

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 2 3 4 5 6 SAN DS IOP CPU DS SM Green Green Blue Green Green Blue 3 4 3 5 3 3 Unlisted Mngmnt Files Terminal Unlisted System Files Automtd. Equip Access 2 Trace & Dump 3 Trace & Dump 3 Killer 2 -

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ --

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 1 SAN Green 4 Unlisted Access 4 | | 2 SM Green 3 Automtd. Equip Blaster 3 + + 3 SPU Orange 3 Office Mangmnt Trace & Burn 3

| | + 1 + | | | + | 2 + | | | | + +---3---+ + | | | | + | +-4 + | | | + 5-+-----+ + | | | | + +-6 7 + | | | | + 8 +-9 + | | | | + | | + | | A | + B + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 11.) Unlisted ------------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + + | | + +-1 + | | | + 2 | + | | | | + | | 3 4-+ + | | | | | | + +-5-+-----6 + | | | | + | | + | | | | + +-7 8 + | | + + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 12.) Club Penumbra -----------------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + 1 +

4 IOP Orange 3 Terminal Access 5 SM Orange 3 Simsense Rec. Access Blaster 6 SPU Orange 4 Research Barrier Blaster 7 CPU Orange 5 Unlisted Barrier Tar Pit 8 DS Orange 4 Marketing Data Access Tar Paper 9 DS Green 3 System Files Access A DS Orange 4 Security Files Killer Tar Paper B DS Orange 4 Simsense Files Trace & Burn

3 3 2 5 4 4 4 3 3 3 4 4 6

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 2 3 4 5 6 DS SAN IOP SM SPU CPU Green Green Orange Green Green Orange 4 3 4 4 4 4 Security Files Unlisted Terminal Security Cntrl Data Routing Unlisted Barrier 3 Access 1 Killer 2 Barrier 3 Trace & Burn 4 Access 4 Killer 3 Blaster 4 Blaster 3

7 DS Orange 3 System Files 8 IOP Orange 3 Terminal

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 2 3 4 5 SAN IOP SM SPU IOP Green Green Orange Orange Orange 4 3 4 4 4 Club Penumbra Terminal Automtd. Equip Building Maint Matrix Jack Access Access Barrier Blaster Access 4 4 4 4 3

| | | + | 2 + | | | | + 3---4-+ | 5 + | | | | | | + +---+ +-----6---+-+ + | | | | | + 7 +-----+ 8---9 + | | | | | + | A | + | | | | + B---C---D E + | | + + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 13.) Seattle General Hospital ----------------------------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + 1---+ 2 + | | | | + +---3---+---+-4 + | | | | | + 5 | +---6---+ + | | | | | | + 7 8 | 9 + | | | + A + | | | + | + | | | + B + | | + + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 14.) City Hall -------------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + 1 +---2---3 + | | | | + +-4---------5-+ + | | | | + | 6---7---8 +

Blaster 6 SPU Orange 5 Retail Control Blaster 7 DS Green 4 System Files Access Blaster 8 SPU Orange 5 Security Barrier Tar Pit 9 SM Orange 4 Cameras Killer A DS Green 4 System Files Killer B DS Orange 4 Financial Data Barrier BlackIce C CPU Orange 6 Unlisted Barrier BlackIce D DS Green 3 Outdated Files Access E DS Orange 5 Security Files BlackIce

2 3 3 1 4 4 4 3 4 2 5 3 3 3

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 SAN Green 2 3 4 5 6 DS SPU DS IOP SPU Green Orange Green Blue Orange Orange 5 Seattle Gneral Access 4 Killer 3 4 Outdated Files Blaster 4 4 Office Mangmnt Barrier 3 3 System Files Access 4 5 Terminal 4 Data Routing Barrier 5 Trace & Burn 5 5 Mngmnt Files Barrier 5 Trace & Burn 4 3 Terminal Access 4 Blaster 3 4 Matrix Jack Blaster 6 5 Unlisted Barrier 6 Blaster 5 4 Automtd. Equip Blaster 5

7 DS

8 IOP Green 9 IOP Orange A CPU Orange B SM Orange

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 SAN Green 4 City Hall 2 DS Orange 4 Mngmnt Files Access 4 Access 4 Blaster 4 3 DS Green 4 Outdated Files Killer 4 4 SPU Orange 4 Data Routing Access 5 5 IOP Green 3 Terminal Trace & Dump 3 6 SM Green 4 HVAC Systems -

| | | | + | 9 +-----+ + | | | | | + | | A-+ B C + | | | | | | | + +-D-------E---F-+ | | + | | | | | + | G | | + | | | | | | + +-----+-H---+ I + | | | | | + J-+ K-+ + | | | | + L-+ M + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

7 SPU Orange 4 Office Mangmnt Barrier Tar Paper 8 SM Green 3 Automtd. Equip Access 9 SM Green 5 Satellite Feed Blaster A DS Orange 5 Project Files Access Tar Pit B IOP Orange 6 Matrix Jack Trace & Dump C SM Orange 4 Cameras Blaster D IOP Orange 4 Terminal Access Trace & Burn E SPU Orange 7 Executive Area Barrier BlackIce F DS Red 5 Financial Data BlackIce G SM Orange 5 Maglocks Barrier Tar Pit H SPU Red 5 Security BlackIce Tar Paper I DS Red 5 Security Files Blaster Tar Pit J SM Red 5 Alert Control Barrier Killer K CPU Red 7 City Hall BlackIce Tar Pit L SM Red 4 Cameras Barrier Tar Pit M DS Red 5 Confidntl Data BlackIce Tar Paper

4 4 3 5 4 4 5 5 4 4 5 4 5 5 5 5 5 6 6 7 7 6 6 6 6 5 5

15.) Unlisted ------------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + 1 2 3-+ + | | | | | + | +-----4-+ + | | | | | + 5---6 7---+ | + | | | | + | +---+ + | | | | | + +-+-----8 +-9 + | | | | | | + | A B-+ +-+ + | | | | + C---D-+ E---F + | | | | + | | + | | | | + G H + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 16.) UCAS Federal Government ----------------------------

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 IOP Orange 4 Matrix Jack Trace & Burn 2 SM Green 5 Automtd. Equip Killer 3 DS Orange 5 Simsense Files Access Trace & Dump 4 SPU Orange 6 Simsense Rec. Access Killer 5 DS Orange 6 Mngmnt Files Barrier Blaster 6 CPU Orange 7 Unlisted BlackIce 7 IOP Orange 4 Terminal Access Killer 8 SPU Orange 5 Office Mangmnt Access Tar Paper 9 SAN Green 4 Unlisted A DS Orange 5 Marketing Data Blaster B SM Orange 6 Automtd. Equip Barrier Tar Paper C SM Orange 7 Maglocks Barrier BlackIce D SPU Orange 7 Security BlackIce E SPU Green 5 Shipping Blaster F DS Orange 5 Project Files Barrier Killer G DS Orange 7 Security Files Barrier Blaster H SM Green 4 Autmtd. Equip Barrier 5 3 5 3 6 5 6 5 6 4 4 5 5 4 5 5 5 3 6 4 5 4 5 6 3

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ --

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + +-1 + | | | + 2 3---4-----+ + | | | | | + | | +-5 + | | | | | + 6---7-+ | 8-+---+ 9 + | | | | | | | | + A-+ | | B +-C-+ + | | | | | | + +-D E---F-----+ | + | | | | | | + | +-G +-H +-I-+ J-+ + | | | | | | | | + +-K-+ | | | +-----L + | | | | | | | | + M-+ +---N O---+ +-P---Q | + | | | | | | | | + R +-------S T +-U---+ + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

1 SAN Orange 4 UCAS Fed. Gov. Blaster 2 SM Orange 4 Maglocks Trace & Dump 3 IOP Green 4 Terminal Access Killer 4 SPU Green 5 Data Routing Access Killer 5 IOP Red 4 Matrix Jack Access Tar Pit 6 SPU Orange 5 Data Routing Access Blaster 7 SM Orange 4 Alert Control Killer Tar Paper 8 SPU Orange 4 Data Routing Trace & Dump 9 IOP Red 5 Matrix Jack Barrier BlackIce A DS Green 4 System Files Trace & Burn B DS Green 4 Outdated Files Access C SPU Red 6 Security Barrier BlackIce D DS Red 4 Prisoner Files Access Trace & Dump E SPU Orange 4 Building Maint Access Trace & Burn F SM Orange 5 Satellite Feed Access Tar Pit G SM Red 6 Maglocks BlackIce H DS Green 4 Project Files Trace & Burn I SPU Orange 4 Research Access Trace & Burn J SM Red 7 Cameras Access BlackIce K SPU Red 5 Executive Area Access Tar Pit L DS Red 5 Security Files Barrier Killer M IOP Orange 5 Terminal Access Trace & Burn N SPU Red 6 Data Routing Access BlackIce O SM Green 5 HVAC Systems Trace & Dump P SPU Red 5 Office Mangmnt Barrier Tar Pit Q IOP Red 4 Terminal Access BlackIce R DS Red 6 Financial Data Killer Tar Pit S CPU Red 7 UCAS Fed. Gov. BlackIce Tar Pit T SM Red 4 Alert Control Barrier Tar Paper U DS Red 4 Mngmnt Files Blaster Tar Pit

4 5 4 3 4 4 5 5 5 4 5 5 5 6 5 5 4 6 5 6 7 5 4 6 6 6 5 5 5 7 5 6 6 6 6 5 4 7 5 4 6 6 6 4 6 6 5 5 5 5 5 5

17.) Gates Undersound ---------------------

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -Orange 5 Undrwatr Equip Barrier BlackIce Orange 4 Mngmnt Files Access 5 3 5

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 1 SM | | + + 2 DS

| | + 1 + | | | + | 2 3 4 + | | | | | | + +-5-+-+ +-6---7-+ 8 + | | | | | | | | + | +-------+ | +-9---+ + | | | | | | | + A +-B +-C | +------D + | | | | | + E---F---G | H + | | | | + | | + | | | | + +-I J + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

3 DS 4 5 6 7 8 IOP CPU SPU SM IOP

9 SPU A SM B SPU C DS D SAN E DS F SPU G IOP H SM I SM J DS

BlackIce Orange 5 Financial Data Barrier Tar Pit Green 4 Terminal Trace & Dump Orange 5 Gates Undrsnd. BlackIce Orange 5 Building Maint Trace & Burn Green 4 Automtd. Equip Access Orange 4 Terminal Access Trace & Burn Orange 5 Data Routing Access Killer Orange 5 Cameras Barrier Trace & Burn Green 5 Data Routing Access Blaster Green 6 System Files Access Blaster Green 4 Gates Undrsnd. Orange 6 Security Files Barrier Tar Paper Orange 6 Security Barrier Trace & Burn Orange 6 Matrix Jack Access Tar Pit Green 5 Elevator Cntrl Blaster Orange 5 Maglocks Killer Tar Paper Green 4 Outdated Files Killer

2 6 6 5 5 4 4 6 4 5 4 5 6 5 4 6 4 6 6 7 7 5 5 6 6 6 4

18.) Ito's System ----------------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + + | | + +-1 + | | | + | +-2 + | | | | + 3-------4-+-----5---+ + | | | | | | + +---+ | | 6 + | | | | | + 7 8-----9 + | | + + | | + + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 19.) Hollywood Correctional ---------------------------

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 DS 2 DS 3 SAN 4 SPU 5 CPU 6 DS 7 IOP 8 DS 9 DS Orange 4 System Files Blaster Red 6 Project Files BlackIce Tar Paper Green 4 Ito's System Orange 4 Data Routing BlackIce Tar Pit Red 7 Ito's System BlackIce Tar Pit Red 6 Confidntl Data Barrier BlackIce Red 6 Matrix Jack Access Red 5 Mngmnt Files Access BlackIce Red 6 Financial Data BlackIce Tar Pit 6 5 5 6 6 5 5 6 4 7 7 5 4 4

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ --

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + + | | + 1 +-2 + | | | | + | +-----3---+ + | | | | | | + 4---5-----+ 6---+-7 | + | | | | + | | + | | | | + | 8 9 +-A + | | | | | | + +-B---C---+ | | + | | | | | | | + D | +---------E-+ + | | | | + F +-G + | | + + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 20.) Mitsuhama -------------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + 1-+ +-2 3 + | | | | | + +-4-+-5-+---6 | + | | | | | | | | | + 7 | 8 | | | +-----9---A + | | | | | | | | + B | C +---D-+ | + | | | | | | | + E | F-+ G H + | | | | + I---J | + | | | | + +-+ | + | | | | | + K L +-M---N + | | | | + O-+ +---P + | | | + Q + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

1 SM

Orange 5 HVAC Systems

2 IOP Orange 5 Terminal 3 SPU Orange 5 Data Routing 4 5 6 7 8 IOP SPU DS DS DS Orange Orange Green Green Red Red 4 4 4 5 5 Matrix Jack Building Maint Outdated Files System Files Financial Data

9 DS

5 Security Files

A SAN Orange 4 Hlywd Corr Fac B CPU Red 6 Hlywd Corr Fac C DS D SM Orange 5 Mngmnt Files Red 6 Maglocks 5 Security

E SPU Red F DS

Orange 4 Prisoner Files 5 Matrix Jack

G IOP Red

Access Trace & Burn Trace & Dump Access Tar Pit BlackIce BlackIce Blaster Killer Access BlackIce Killer Tar Paper Blaster Barrier BlackIce Access Tar Pit Barrier BlackIce Barrier BlackIce Access Tar Paper BlackIce

4 4 5 6 6 5 5 4 5 6 4 6 6 4 6 4 5 5 5 4 6 5 5 5 6

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 2 3 4 5 6 SAN SM IOP SPU SPU SPU Orange Orange Red Orange Orange Orange 4 4 6 5 4 5 Mitsuhama Maglocks Matrix Jack Data Routing Building Maint Data Routing Access Blaster BlackIce Access Trace & Dump Access Trace & Dump Access Trace & Dump Barrier BlackIce Access Trace & Dump Killer Access Tar Paper Access BlackIce Blaster Tar Paper Barrier Tar Pit BlackIce Tar Paper Barrier BlackIce BlackIce Tar Pit BlackIce Tar Pit 4 4 5 6 5 5 4 4 4 7 5 5 6 6 6 6 6 5 7 7 5 5 6 6 7 5 5 5 6 6

7 DS Orange 4 Outdated Files 8 IOP Orange 4 Terminal 9 SPU Red 6 Security A IOP Red B DS C SM 5 Matrix Jack

Orange 6 Security Files Orange 6 Elevator Cntrl 5 Executive Area

D SPU Red E SM

Orange 6 Cameras

F IOP Orange 6 Terminal G DS H DS I SM Red Red Red 6 Financial Data 6 Confidntl Data 5 Alert Control 7 Mitsuhama

J CPU Red

K DS

Barrier Tar Pit L DS Red 5 Project Files Access Tar Pit M SPU Red 6 Research Barrier Killer N SM Orange 4 Automtd. Equip Access Trace & Dump O IOP Orange 5 Matrix Jack Access Tar Paper P DS Orange 5 System Files Trace & Dump Q DS Orange 6 Competition Access Tar Paper 21.) Renraku -----------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + 1---+ +---2 + | | | | + 3-+ 4 | 5 +-6---7 + | | | | | | | | + | +-8-+ 9 | + | | | | | + +---A-+---+---+ | + | | | | | | | | + | | B | C-----+ + | | | | | | + +-D E +---F-+ +-G---+ + | | | | | | | | | | + H | I | J K | L + | | | | | + M | +-+-N + | | | | | + O-+-P Q | + | | | | | + R-+ S T + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Red

5 Mngmnt Files

6 6 6 6 6 5 5 6 5 5 5 5 5

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 SAN Orange 4 Renraku Trace & Dump 2 DS Red 6 Security Files Access BlackIce 3 SM Green 5 HVAC Systems Trace & Dump 4 IOP Orange 4 Terminal Killer 5 IOP Orange 4 Matrix Jack Barrier Trace & Dump 6 SPU Red 7 Security Barrier BlackIce 7 SM Red 5 Alert Control Barrier Killer 8 SPU Orange 5 Data Routing Access Trace & Burn 9 IOP Red 6 Matrix Jack Barrier Tar Pit A SPU Orange 5 Building Maint Access Trace & Burn B SM Red 5 Cameras Access Tar Pit C SPU Orange 4 Data Routing Trace & Burn D SPU Red 5 Executive Area Barrier BlackIce E DS Green 5 Outdated Files Blaster F SPU Orange 5 Marketing Access Tar Paper G SPU Red 5 Research Barrier BlackIce H DS Red 6 Financial Data Killer Tar Paper I SM Orange 4 Satellite Feed Access Trace & Burn J IOP Orange 4 Terminal Barrier Tar Paper K IOP Orange 6 Matrix Jack Trace & Burn L IOP Red 4 Terminal Killer M DS Orange 6 Mngmnt Files Access BlackIce N DS Green 6 System Files Access O CPU Red 7 Renraku Barrier BlackIce P DS Red 6 Project Files Barrier BlackIce Q DS Orange 6 Competition Access 5 7 5 6 4 5 4 5 5 6 6 6 7 6 6 6 6 7 7 6 5 4 4 5 5 7 5 5 5 5 6 5 5 5 6 7 5 5 7 6 6 4 5

R SM S DS T DS 22.) Fuchi ---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + 1-----------------+-+ + | | | | | + 2 | 3---4 5 + | | | | | + +---6-----7 8-------+ + | | | | | + | | 9 | + | | | | | | + | | A +-B-+ + | | | | | | | + | +-----C | D-+ | + | | | | | | | | + +-E---+-F +-G---H | I + | | | | | | | + J | | | | K + | | | | | | | + | +---L---M---+---N-+ + | | | | + +---O +-P + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Red Red Red

Tar Paper 5 Maglocks Blaster 5 Confidntl Data Blaster Tar Pit 5 Project Files BlackIce

5 7 6 6 6

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 DS Green 6 System Files Access Trace & Dump Blaster Trace & Burn BlackIce Tar Paper Access BlackIce BlackIce Access Trace & Burn Access Trace & Burn Access BlackIce BlackIce Access BlackIce BlackIce Barrier Tar Paper Access Blaster Trace & Dump Barrier BlackIce Trace & Burn Barrier Tar Pit Access Tar Pit BlackIce Trace & Burn Barrier BlackIce Killer Access BlackIce 5 4 4 6 5 5 5 4 6 6 6 5 6 6 6 6 6 5 6 5 5 6 4 5 5 5 5 6 6 4 4 6 5 6 6 5 6 6

2 SM Green 5 HVAC Systems 3 SM Orange 7 Cameras 4 SPU Red 6 Security 5 DS Red 6 Security Files

6 SPU Orange 5 Office Mangmnt 7 IOP Orange 6 Terminal 8 SM Red 5 Alert Control 5 Matrix Jack 5 Matrix Jack 6 Research 5 Marketing 5 Elevator Cntrl

9 IOP Red A IOP Red B SPU Red C SPU Red D SM Red

E SPU Orange 4 Data Routing F IOP Orange 4 Terminal G SM Orange 4 Satellite Feed H SPU Red I DS Red 5 Executive Area 5 Simsense Files

J SAN Orange 5 Fuchi K DS Orange 5 Financial Data L SPU Orange 6 Office Mangmnt M SM Orange 6 Maglocks N CPU Red 7 Fuchi O DS P DS 23.) Lone Star -------------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + 1 +-----+-2 +-----------3-+ + | | | | | | | + +-4 5---6 | +-7 + | | | | | | + | | | 8 | + | | | | | | | Green Red 4 Outdated Files 6 Mngmnt Files

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 SM Access Tar Pit 2 DS Red 5 Financial Data Access Tar Paper 3 SPU Orange 4 Data Routing Access BlackIce 4 SPU Red 6 Executive Area Barrier Blaster Red 4 Cameras 6 6 7 7 5 4 7 6

+ | 9 A-+---B---C +-D-+ + | | | | | | | | + E-+ | | | F + | | | | | | | + | G | | H---+ + | | | | | | + I | | | J K L M-+ + | | | | | | | | | | | + +-N-----O-+ P-+ | | | Q + | | | | | | | | | + +-R | | +-----S---+-+ + | | | | | + T-+ U +-V + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

5 SM Red 6 SPU Red 7 IOP Orange 8 DS Orange 9 DS Red

A IOP Red B SPU Orange C IOP Orange D SPU Orange E CPU Red F SM G DS H I J K SM SM DS DS Orange Red Orange Red Green Green

L IOP Orange M SPU Orange N SPU Red O SPU Red P SPU Green Q SAN Orange R DS Red S SPU Orange T SM U DS V SM 24.) Ares --------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | + 1 2 +-3 + | | | | | + +-4-+-----5---------6---7 + | | | | | | + 8-+ 9 +-A +---B + | | | | + | C | + | | | | | + | +-D-------+-E---F + | | | | | | + G | | H +---I + | | | | | + +-J---K | + Red Orange Orange

5 Alert Control Killer 6 Security Access Trace & Dump 6 Matrix Jack Killer 6 Case Files Barrier Tar Paper 5 Mngmnt Files Barrier BlackIce 5 Matrix Jack Killer Tar Pit 4 Data Routing Barrier Blaster 5 Terminal Barrier 5 Research Access Trace & Dump 7 Lone Star Barrier Tar Pit 5 Automtd. Equip Access 6 Security Files Blaster Tar Pit 4 Elevator Cntrl Barrier 4 Maglocks Killer 5 Outdated Files Blaster 5 System Files Access Blaster 4 Terminal Killer 4 Data Routing Access 5 Security Access Killer 6 Security Blaster Tar Paper 5 Data Routing Access Trace & Dump 5 Lone Star Access 4 Prisoner Files Barrier Blaster 4 Building Maint Access BlackIce 4 Alert Control Blaster 4 Legal Files Blaster 4 Automtd. Equip Trace & Burn

5 6 5 6 6 6 7 5 6 6 6 4 6 6 5 7 7 6 6 6 5 6 4 5 3 5 7 7 5 6 6 5 5 5 6 6 6 6 6 5 5

# Type Color Lv Title Ice Lv - ---- ------ -- -------------- ------------ -1 2 3 4 BlackIce Blaster Killer Access BlackIce 5 SPU Orange 4 Data Routing Barrier Blaster 6 SPU Red 5 Retail Control Barrier Tar Pit 7 DS Red 4 System Files Killer Tar Paper 8 SM Green 4 HVAC Systems Blaster 9 IOP Orange 5 Matrix Jack Barrier BlackIce A DS Red 6 Security Files BlackIce DS DS IOP SPU Red Orange Orange Red 6 6 5 6 Legal Files Mngmnt Files Terminal Office Mangmnt 6 5 6 6 6 5 5 6 6 6 6 5 6 5 6

| | | | + | L | +-M + | | | | | | + N | +-O-+-------P---Q + | | | | | | + +-R---S T-+ U + | | + + | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

B SM C DS D SPU E SPU F G H I IOP SM SM DS

J CPU K DS L SM M IOP N SM O SPU P SPU Q SAN R SPU S IOP T SM U SM

Tar Paper Orange 6 Automtd. Equip Access Blaster Green 4 Outdated Files Trace & Dump Orange 5 Data Routing Trace & Burn Red 5 Research Killer Tar Pit Orange 4 Matrix Jack Trace & Burn Orange 5 Elevator Cntrl Killer Green 4 Automtd. Equip Barrier Red 5 Project Files Blaster Tar Pit Red 7 Ares BlackIce Tar Pit Red 6 Confidntl Data Barrier BlackIce Orange 6 Cameras Access Killer Green 5 Terminal Killer Red 5 Alert Control Killer Red 6 Security Barrier Tar Pit Orange 5 Data Routing Blaster Orange 4 Ares Blaster Tar Paper Red 6 Security Blaster Tar Pit Red 5 Matrix Jack Trace & Burn Red 4 Security Cntrl Access Red 7 Maglocks Barrier

6 6 5 5 5 6 6 6 6 4 7 7 6 6 6 6 7 6 4 5 6 6 5 5 5 6 6 5 5 5

------------------------------------------------------------------------------XII. CHEATS, BUGS, AND TRICKS ------------------------------------------------------------------------------***CHERNOBYL*** This is not really a trick of any kind, but it is easily missed because no part of it is required to beat the game, and you can only find out about it if you spend a long time in the Matrix, hunting around for data more or less at random. The CHERNOBYL side quest consists of five clues in the form of datafiles, and a final run against the federal government. The first part of the quest is putting the clues together. You must enter the networks of the five biggest corps in Seattle -- Ares, Aztechnology, Fuchi, Mitsuhama, and Renraku -- and download datafiles containing communication among the corps that expose a vicious plot to band together and control industry and government. Each file will reveal a little more about the corps' plans, as well as provide a small part of a passcode of some kind. Once you find all the clues, you will know the passcode in its entirety and will be ready to make one final run. If you manage to beat the UCAS system and thwart the corps' attempt to seize power, you will be awarded with 50,000 and a congratulatory note from Sega! To get started on this quest, make sure you have a pumped up cyberdeck and a hotshot decker, then jump into the systems and start looking for the info. The exact location of each file will be listed below. You can also consult the Clue List section for the full text and location of each clue. Ares: (5,5) Aztechnology: (6,11) Fuchi: (14,10) Mitsuhama: (12,7) Renraku: (8,2) Search those DSs for the clues. Once you have them all, you'll be able to access the UCAS system via the CHERNOBYL passcode. Note that CHERNOBYL

disappears after successful completion of this quest, just in case you wanted to have access to it for a while... ***Have Anyone in the Matrix*** This one is simple, albeit not very useful. If, for some reason, you want to send someone without a datajack into the Matrix, simply enter the passcode screen with someone who DOES have a datajack, then use C to switch over to the other person before picking your passcode. Voila, now you can watch your shaman with a 2 in Computer get fried by the first ice he comes across. Whee! ***The Debug Code*** Okay, it doesn't SAY "debug" anywhere, but you can tell that's what it was used for: it lets you do just about anything you want. This is Shadowrun's only bona fide cheat, but it is a doozy. Enter A, B, B, A, C, A, B, followed by Start at the title screen. Load your game, or start a new one, as usual. Now, at any time during game play, pause and go to the Pocket Secretary. It will look the same, but you'll now be able to move the cursor down to the blank space under "Save/Load Game." Select this space and you'll be taken to the debug screen, where you can pick a cheat to use: Nuyen - This puts 250,000 nuyen in your bank account. Note that it doesn't ADD 250,000; it changes your balance from whatever it was to 250 grand. So, if you have more than that in your account already, doing this cheat will actually make you LOSE money. Spells - Note that this cheat affects only the character who is selected when you choose it. It doesn't affect all characters in your party, and if you have a non-magic-user selected, the cheat will be wasted. Anyway, this cheat gives the selected character a full inventory of Level 4 spells. As with most cheats on this menu, it disregards the possibility that you may already have more powerful spells. It doesn't matter what you had before, your spell inventory will always be replaced with all Level 4 spells. So, take caution when using this cheat. Test Deck - Similar to the Spells cheat, this will give your deck a full set of programs, all at Level 4, regardless of what you had before. The cheat will also boost your current deck's stats substantially: MPCP will go to 6, Hardening will go to 1, Memory to 200, Storage to 1000, Load/IO Speed to 50, and Response to 1. An added perk is that, unlike most other cheats, this trick won't replace high ratings with lower ones. If your rating in any of the previous categories is higher than the ones from the cheat, they won't be replaced. Nice, huh? Pick System - Choose this option and the screen will go blank. Use up and down on the D-pad to select a number, and hit A to choose. You'll be sent into the Matrix system that corresponds with the number you chose. To see a list of which systems correspond with which numbers, see the System List section, where each system is listed in the order of its number. Note that whatever character is selected will be sent into cyberspace, regardless of whether he or she has a datajack. So, this is another way to get anyone you want into the Matrix, besides the method listed above. Finally, you should be aware that the numbers get really messed up if you scroll back and forth through them. To make this as simple as possible: once you hit number 10, that "1" stays there permanently. It will change into a "2" once you get to 20, but if you go back down to numbers 0 through 9, it will stay there, making it look like you went through 20 to 10 again. It's pretty tough to explain, but you'll see when you do it... rest assured, the trick works regardless of what number is shown on the screen. Just don't get confused. Also, if you hit

A while on the initial blank screen, you will be sent to system 0. System 0 itself is easy to miss, if you use the down arrow to scroll through the numbers -- they will start at 1 unless you use the up arrow to display 0. So, a whole bunch of weird stuff going on here, but it's not really that complicated. I just felt the need to explain, in case people do get confused. Heal All - Here's a simple cheat. Picking this will heal all members of your party to 100% physical and mental health. +10 Karma - Will grant all characters in your party an extra 10 Karma. Be aware that there is an upper limit on the amount of Karma one can hold (I think it's in the 200's), after which the number wraps back around to 0. So, as with most of these cheats, be careful. Contacts - Using this cheat will grant you all of the contacts available in the game, with the exception of the three men that you must meet through the area gangs: Henry J. Culver, Agira Tetsumi, and Mr. Faradouchi. If you had contact with some of these guys before, well, you don't now. Walk Fast - More useful than it sounds. This is the one cheat that lets you do something normally impossible. You will walk about a third faster than is possible normally. This can be very handy in a number of situations, but it has a few drawbacks: First, the cheat only affects the player you're controlling, so the other two tend to get lost a lot. Also, if you walk long distances with super speed, you'll find that the screen can't scroll fast enough to keep up with you and you'll end up having to wait offscreen while the view catches up. One last note about this cheat: It will only work one time per game. If you try to go back to the menu after using a cheat, you won't be able to access the blank choice in the Pocket Secretary menu. If you want to use multiple cheats, you need to save your game, reset, put in the code again, and load your game, for each cheat you want to use. ***Hold More Clips*** There is a way to escape the 20 per person clip limit by using the Trade command. That is, a person can hold much more than 20 clips, as long as they are traded to him or her. The ideal strategy would be to trade all the party's clips to one person, then have the other two buy more and keep trading. After your shopping spree, you could then use the Distribute command and end up with all three members carrying way more clips than they're supposed to be able to hold. Unfortunately, many things, including picking up dropped clips from the ground, will send the counter back to 20. Since enemies dropping clips are very common, you probably wouldn't go through your supply before someone accidentally picked up a clip and ruined the plan. In the end, it's just not worth it. For pistols especially, 20 clips at a time is plenty anyway. ***The Double Retreat*** This is one of the most useful bugs in the game. You can think of it as a Sleaze that not only works 100% of the time, but will also allow you inside the Node, instead of simply bypassing it. The drawback is that in order for it to work, you must be coming from a Node that you've been able to legitimately access by defeating the ice. In other words, you can't use this on back-to-back Nodes. Also, since it involves retreating, you can't use it on the first Node you come to in a system, or after a CPU hop. But, in all other cases, this will allow you inside whatever Node you want. It's especially useful for getting through a Node that has really tough ice that you won't be able to defeat, or if the Node has high-level tar ice and you don't want to risk losing your program and/or tripping the alert. Here's what you do: From inside a Node that you have gained access to legitimately, go to the Node you want to enter. Once

there, immediately pause and choose Retreat. You will be taken back to the previous Node and you should be automatically taken inside. Once inside, pause and choose Retreat again. You will instantly be taken to inside the target Node. You will be able to perform all functions and operate the Node as normal, but notice that the Node on the map will remain gray, since you haven't actually defeated the ice. One last thing: if you use this technique to gain access to a CPU, don't freak out when you choose Go To Node and it gives you several choices that don't exist on the map. You will only be shown the whole map when you defeat the ice; therefore, while you have the choice to go to any Node in the system, not all Nodes will appear on the map. So, it'll look like the CPU is trying to send you into empty space, but don't worry, there's really a Node and it will work as normal. ***The Vanishing Runner*** This is the only bug in the game that can be harmful, or at least annoying, to you. Depending on several factors, some runners that you hire for life will leave after a run, just as though you had hired them for one run only. This kind of sucks, since you paid ten times the amount to get them permanently and will now have to re-hire them. Unfortunately, I haven't been able to determine exactly what factors contribute to this, but I know that it has a strong correlation to what runners are in the party, the order in which you hired the runners, and which spot in the sidebar that each runner uses. All I can tell you is that if you experience this bug, don't just re-hire the runner and try again, because it's almost certain to repeat itself. Instead, try something radical. Dismissing all runners and re-hiring them in a different order almost always works. Hopefully, in a future version, I'll be able to tell you exactly what to do to avoid this bug. ***Delete Run Datafiles*** For those who live off Matrix runs and selling info, this should help out a little bit. Many people like to take a Matrix job that requires uploading or downloading a file, then after the job is done, stuff their deck full of as many datafiles as they can to make some extra cash on top of what they are being paid for the run. These people will be pleased to hear that, in the cases where they are required to bring Mr. Johnson back a specific file, they can safely delete the file in question without penalty, thereby freeing up an extra spot to store one more datafile in. It's the action of downloading the file from the DS, not of bringing it back, that fulfills the goal of the run (at least in the Genesis' logic). So, if you want to free up some room, delete the file that's for the run. When you return to the Johnson, the transaction will be completed as usual, just as though you still had the file. ***Leave a Corp ASAP*** On the other hand, for those who live off Corp runs, particularly against Renraku, this one can help a little bit. Those who use Caleb Brightmore know that he often hands down contracts for runs against Renraku. If you've been on some runs there, you should know that a.)Security is everywhere, especially in the very first room on the ground floor; and b.)The first floor has no computer terminal, so if you trip the alarm, you just have to wait it out. These two factors can combine to create some really big headaches for parties that need to leave the building after a run, but keep running into security guards and tripping the alarms. Waiting out an alarm is hard enough, so there's a way to make it at least a tiny bit easier, provided you're not working alone. If an alarm is going off and you need to leave as soon as it stops without risking setting it off again, choose one of your party members to wait by the entrance while the other(s) hide out of the way somewhere. Take control of the person who will stay and wait and move them up against the exit. Then tap up on the Dpad briefly, and the character will turn around, but move into the exit a little bit. Tap down and they will straighten up, but will have taken another step toward the end of the exit. Repeat this process until you have worked the

character all the way to the bottom end of the exit. Now take your other party member(s) and head off to a quiet room somewhere to wait out the alarm. Notice that the person in the doorway will not be able to follow you. When the alarm stops, quickly switch to the character that was waiting and you'll instantly exit the building without having to risk the front room again. It may not seem like much, but once you've been pinned on the first floor of Renraku a few times, you'll appreciate the work and time it saves you. ***Get a 13 in all Firearms Categories*** For what it's worth, you can attain a rating of 13 in each of the firearms attribute categories: Pistols, SMGs, and Shotguns. This is done by taking advantage of the Firearms attribute, which is unique in that it allows each subcategory to skip levels, but only if the subcategory is currently at 0. In other words, if (and only if) your SMGs rating is 0, but your Firearms rating is 4, you will be able to upgrade SMGs straight to 5 without having to first get levels 1,2,3,and 4. Again, you can only do this if you're upgrading from 0. If you wait until your Firearms rating is 12 before upgrading any of its subcategories, you'll be able to make the jump straight to the next level -- 13 -- for all categories that are currently 0. It's up to you to decide if spending the extra Karma (Firearms costs more to upgrade than each of its subcategories) will be worth the extra level, but at any rate, the bug is there if you choose to exploit it. ***Retain Runners for Bodyguard/Courier Runs*** This really isn't a trick that you have to do anything to trigger, it's just a fact that many people might not know, and it can be helpful, so it's worth pointing out. However, since it applies to the two most basic runs, it will probably only benefit those who are just starting out in the game and don't have enough cash or strength to hold their own yet. Here it is: If you hire a runner for short-term (one run only), the runner will only leave when you get to the screen that talks about the Johnson paying you for the run. Since Bodyguard and Courier runs are the only ones where you are paid by the client himself, the screen mentioned before will never come, and you'll get to keep your runner indefinitely, until you finish a "real" run. This can be kind of handy at the beginning of the game -- you may want to hire Ricky for a little extra protection. Just ask about the short term and he'll stick with you until you do a ghoul bounty or some other run in which you need to return to Mr. Johnson for payment. It's a nice way to save a little money. ***Demon Buildings*** I'm still not sure if this is intentional or not but for now, I'm calling it a bug. While most abandoned buildings will contain ghouls, thugs, and the occasional gargoyle, some buildings' enemy environments are the same as the Salish-Shidhe wilderness -- complete with bandersnatch, wendigo, hell hounds, and even the same random encounters (the hair on the back of your neck rises, AmerIndian boys looking for an arrowhead, etc). Some demon buildings are the far upper-left building in the Puyallup Barrens and the lower-central building in Downtown Seattle. ############################################################################### ############################## ############################### ############################## PHASE 4: ENDGAME ############################### ############################## ############################### ############################################################################### ------------------------------------------------------------------------------XIII. FINAL NOTES ------------------------------------------------------------------------------Here are just some random thoughts and observations that probably won't help you in the game, but you may like if you're a fan of it.

1.) The Shadowrun Culture ------------------------If you are new to Shadowrun, you should know that the video games were spawned from the original Shadowrun pen-and-paper RPG. If you're into those, you will probably like Shadowrun, as it is very similar to the Genesis game. Even if you don't know what a pen-and-paper RPG is, you may want to check out some resources. Unfortunately, FASA, the company that created Shadowrun, has gone out of business. The FASA web page is still up, though, for the time being. If you're quick (The date as this is being written is June 19, 2001), you should be able to check out their expansive Shadowrun section. It's mostly a big catalog of licensed stuff to buy, but there are also a few features such as a discussion board. The URL is: http://www.fasa.com/shadowrun/index.html Fortunately, the Shadowrun franchise has been sold to WizKids, LLC, and will continue. Unfortunately, the WizKids web site is focused only on their current game, Mage Knight. But, I would assume that at some point, they will begin to host pages containing info about the Shadowrun line of products. Maybe this will happen about the time the FASA site goes down. The WizKids site is at: http://www.mageknight.com/ Another site, which is very in-depth and will likely stay around for a much longer time (since it's run by fans) can be found here: http://archive.dumpshock.com/ 2.) Media --------You will be hard-pressed to find multimedia resources for Shadowrun, the video game. It's still best known as the pen-and-paper RPG, and even some hardcore fans don't realize that the video games even exist. The only useful resource I could find is a page that has some nice scans of the original Shadowrun box, game cartridge, and manual. You may want to check it out if you don't have access to some of these: http://www.gawd.mb.ca/babybear/videogames/genesis/shadowrun.html 3.) Emulation ------------If you didn't already know, you can play Shadowrun on your PC (assuming it isn't a total POS). Emulation will allow you to play the original game, in its entirety, on your home computer. It's really outside the scope of this FAQ to explain emulation from the ground up, so you may want to start poking around sites like Zophar's Domain (http://www.zophar.net) to find out what, exactly, emulation is. If you're interested in emulating Shadowrun, you can probably find a working rom at Edge Emulation (http://edgeemu.com). As for the emulators themselves, I recommend Genecyst for good emulation and compatibility, or DGen for premium performance for those with higher-end systems. Both of these can be found at the aforementioned Zophar's Domain. 4.) Cyberpunk and Neuromancer ----------------------------You may have heard the word "cyberpunk" being tossed around to describe many different things. The truth is that Shadowrun almost perfectly embodies the relevant aspects of cyberpunk culture. This is because the Shadowrun franchise is strongly (and I mean STRONGLY) based on the Cyberpunk Bible itself, William Gibson's 1984 novel, Neuromancer. Contrary to what I wrote here in previous versions of the FAQ, Neuromancer DID in fact collect several significant awards, including the Nebula (previously awarded to such landmark publications as Flowers for Algernon and Dune) and the Hugo (which has also gone to Dune and more recently -- ahem -- Harry Potter and the Goblet of Fire).

The more significant result (at least to us Shadowrun fans) is that the book spawned an entire subculture that includes this game. If you want to read the novel that started it all, check out Neuromancer -- you'll be amazed at how far ahead of its time the book seems to be. You'll also be able to understand a lot of the subtle references that exist in the game. And if nothing else, it's an enjoyable read that can be finished in a day or two. There's even an eText at: http://www.fuchsiashockz.co.uk/etext/gibson/neuromancer.htm 5.) Other Resources ------------------There are tons of books, games, and merchandise available for Shadowrun. Most of these can be found on the sites listed in part 1 of this section. The one thing that you may not find, and also the one thing that readers of this FAQ may be most interested in, is the SNES version of Shadowrun. Shadowrun on the Super Nintendo is a completely different game, with a different story and everything. The SNES game is driven more by point-and-click action and detective work that makes it feel much more like an adventure game (think Monkey Island or Maniac Mansion). I try my hardest not to be biased, but I really think that the Genesis version is way better. The interface and cursorbased style of play just doesn't fit the game setting. The game never displays a fixed atmosphere, and it's easy to get stuck or just plain bored. Those are just general aspects, but there really are a lot of little differences that you'll notice. Of course, I don't want to scare people away from it. In and of itself, it's a good little game with almost as much depth and variance as the Genesis version. If you're a Shadowrun fan, you'll definitely want to check it out. ------------------------------------------------------------------------------XIV. THE END ------------------------------------------------------------------------------1.) The End ----------That's it for the FAQ/Walkthrough to Shadowrun on the Genesis. I hope it provided a useful resource for those who may have been struggling. I also hope it showed at least one veteran runner a thing or two that he didn't know before. I know that this title wasn't on the list of requests at gamefaqs, but I thought it deserved better than the (not really inaccurate, but very skimpy) FAQ that had been there before. You need more than 7 KB to explain the ins and outs of a game that has as much depth and complexity as this one. Besides, I dropped in to the discussion boards on a whim and saw that they were actually pretty lively, at least for a game published eight years ago. People kept asking the same questions that I knew the answers to, so I decided to write this. As I said, I hope it's helpful. 2.) Thanks ---------* Steph, my wife. Hi Steph! * Klutz, for making the Foxtail. If you haven't thrown one of these around, you really should. They're a blast. * Sega, for bringing this game to the Genesis. I know it's corny when people thank the companies that produce the games in their FAQs, but I really mean it. In my opinion, this game (or perhaps Phantasy Star IV) is the greatest 16-bit game ever. * GameFaqs, for posting this and other FAQs by myself. http://www.gamefaqs.com 3.) Correspondence -----------------First off, all e-mail addresses listed here are only listed by address, not

domain. This is so you can know I'm talking to you, but evil spammers won't be able to pick up your full address. Think about it. It makes sense. You won't get spammed. Don't worry. Besides, if you don't like it, tough. These aren't full e-mail addresses, so technically I'm not listing your e-mail. So nyah. OK then, let's get one thing straight about e-mailing me. Everything you send me IS appreciated, I promise. But the REALLY lazy when it comes to e-mail, and I don't have any inclination toward lengthy discussions about this game. I will piss off a few people, so I've created this section, could be, "WHY I DIDN'T RETURN YOUR E-MAIL". It's here to yes, I did get and read your e-mail, and if I had replied gone something like this: "THANKS FOR THE SHORT NOTE SAYING YOU APPRECIATED THIS FAQ. KEEP ON KEEPIN' ON." --------------------------Cameron_Fellows ejdrake WarriorLXV Manticore57 ptcarty Lindenwood1 exeuntsl mslavko "I DID KNOW ABOUT THAT, OR MAYBE I DIDN'T, OR MAYBE I KIND OF KNEW ABOUT THAT, BUT I'LL MENTION IT IN THE FAQ, OR MAYBE I WON'T." --------------------------neandrad alextheblue "THANKS FOR THE PRAISE FOR MY LEGAL SECTION. I ALWAYS KNEW IT WAS THE BEST PART OF THE FAQ." --------------------------Delgarot55 dunkelzahn2057 "I APPRECIATE YOUR E-MAIL BUT APOLOGIZE FOR GIVING THE IMPRESSION THAT I SHARED YOUR ENTHUSIASM FOR THE SUBJECT." --------------------------christophermar ckse "THAT'S NOW COVERED IN THE CURRENT VERSION OF THE FAQ." --------------------------imjpmac vgreen CallMeBirdBoy Do it all you want. thing is, I'm really, particular realize that this whose alternate title let you know that, to you, it would have

lordthorgrim jeremy "I'M CREDITING YOU EVEN THOUGH YOU SAID NOT TO BECAUSE YOU POINTED OUT A TRULY GLARING ERROR THAT NO ONE ELSE CAUGHT." --------------------------kenwayyu "THANKS FOR THE E-MAIL BUT I CAN'T UNDERSTAND WHAT YOU'RE TALKING ABOUT, WHICH IS A SHAME BECAUSE YOU SEEM TO BE A PHANTASY STAR FAN TOO." --------------------------neiwarrior 4.) Contact ----------First of all, I want to make clear two things about e-mailing me, in case you missed it in the previous section: 1.) I almost certainly WILL read it and meditate on it. 2.) I almost certainly WILL NOT reply to it. This isn't because I don't like you or anything, I'm just not a huge fan of e-mail. That said, if anyone out there reads this FAQ and has a question, correction, point of discussion, etc., go ahead and e-mail me. My address is eller and my domain name is ufl.edu. If you don't know a.) why I did that or b.) how to turn that into a working e-mail address, then you're probably the kind of person that I don't want to hear from anyway. Have a nice day! *Shadowrun: FAQ/Walkthrough* by *Eller* </users/%21Eller/contributions> *Version:* 0.97 | *Last Updated:* 2003-01-27 | *View/Download Original File* <http://dw.com.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=http %3A%2F%2Fdb.gamefaqs.com%2Fconsole%2Fgenesis%2Ffile%2Fshadowrun_a.txt> Hosted by GameFAQs </> Return to *Shadowrun (GEN) FAQs & Guides* </genesis/366854-shadowrun/faqs>