Shadowrun Dragonfall - Director's Cut, Spoiler-free Guide UNFINISHED Ver 0.2 Table of Contents: [Part I] Introduction/Why play this game [Part II] Character & Game Start [Part III] Scenario Guide [01] The Harfeld Manor Run [02] The Drug Pit [03] The Sewers [04] Trial Run [Part IV] Legal [Part I] Introduction TLDR: If you like turn-based tactical squad simulators, especially with magic and cyberware, I highly suggest that you give this game a try. The Guide is clearly not complete, but gives enough info to get you started. Shadowrun Dragonfall is a game from Harebrained Schemes, obviously using the Shadowrun world and basic rule set. It's similar to (and even has cameos from) the old Super Nintendo Shadowrun game, though much more customizable. It also has an editor for making your own adventures or downloading others. The Director's Cut version is simply a standalone version of the game -- the original was released as an expansion pack for the Shadowrun Returns game (which is also great). There are virtually no differences between the two (not even price), and the original is no longer being sold. Shadowrun is the imagining of a near-future dystopia where magic re-entered the world in the 2020s and corporate greed beat out the various governments. All people are effectively either slaves to the corporations or outlaws trying to scrape by on the scraps the corps don't care about. Shadowrunners are the latter type: sometimes mercenaries hired by one corp against another, sometimes Private Investigators, sometimes thieves or freedom fighters, but almost always with a scarred and twisted past. If you're at all interested in pen and paper role-playing, I highly suggest giving the system a go -- the flavor is just that much fun. The system is currently in its fifth edition. This computer variant kept a lot of the style and concepts as well as much of the customability of characters, but is obviously unable to do complete justice to an open system. Instead, it gives a great look into what a single GM might envision for a game -- one with drama, intrigue, and, of course, great tactical combat. I tend to prefer to go spoiler-free, so my guide will be, as much as possible, too. For myself, the reason for creation of this guide is simple: there weren't any others. I like to take my own notes as I go along, but don't usually publish them. I'm making an exception in this case because there weren't any options and there were things I'd like to have known, myself. I tend to play at high difficulties (the highest in this case), so that, too, is what my Guide is geared toward. Please note that I'm currently in my first play-through of this game (though I did play the first game thoroughly), so there may be inaccuracies or other ways to do things. I post it unfinished primarily because, again, at least it's something. I welcome any corrections/alternate views, and will correct the FAQ as I get the opportunity. [Part II] Pre-game Considerations and Character Advancement. The first thing you're faced with, as in most Role-Playing Games, is character creation. There are many ways to make a successful character, but also many ways to make one that will have trouble. In general, the more specialized your character, and the more focused on doing damage in combat, the better, though a little branching can help a bit without a big cost. Why not a Jack-of-all-Trades? Well, because any given action you take is only going to use one skill. If you're getting every skill (or even just many), this means no matter which action you take, you're not terribly good at it. Furthermore, the game was pretty well balanced, which means that in any given situation, every option is useful, and none terribly more useful than any other, so the extra versatility doesn't help a ton. Lastly, you're limited by what you can carry. So if you're an expert in every kind of gun, for example, you'll still only be able to carry 2 or 3. So that 4th gun skill is entirely useless in this case. And that doesn't even count that Decking, Mage Spells, Shaman Spells, and Melee Weapons can all use those same 2-3 slots. Also of note on the topic of specialization is your party: you start with and can hire other runners to take care of specifics that you'd rather not. For example, Decking and the Matrix are extremely important, but you don't have to do it yourself, so you don't need to put points there. Also, the game is variable enough that you can't do everything possible all with a single character, anyway, so you may want to replay the game a time or two to see some of the other paths and enjoy a different tweak on the combat. Given all of that, I'd argue that there are 5 primary archetypes or "classes", if you prefer. Again, nothing in this game says you can't do multiple of them, and if you like to mix and match, great. For the highest difficulty, though, you'll probably want to stick to something pretty close to these. Keep in mind that none of these are the "official" archetypes they give you, but they are similar. All of the official ones use the same point-buy system, so you don't gain anything by choosing them, and their choices are more "organic" or "realistic" for what a real person would be like, but aren't optimal for the purposes of winning the game. Racial choice is primarily about looks and flavor, and secondarily about increasing your maximum stats. No matter what race/class, you won't hit the maxes for a while, and even then you'll be pretty skilled, so feel free to pick based on style. You will, however, get tons of Karma (XP) in game, so the maxima might actually be useful, so just keep that in mind. The starting bonuses for race choice do not matter at all -- you get 3 extra Karma for Human, or an extra stat (worth 2 Karma) for most races, 2 (worth 4) for Troll. The difference between Elf and Troll (2 Karma, obviously) means nothing, really even at game start. For each class, I do offer a suggested "best" race that has the best maxima for its stats & skills. All starting stats are my suggestions, of course, feel free to play around with them if you like. Obviously, choosing a different race may mean you'll end up slightly differently than what's presented. Starred choices are where you'll want to put most of your Karma as you advance in the game. Gunner (Ranged Street Samurai) Suggested race: Elf Body: 3 *Quickness: 5 * Ranged: 5 * Gun specialty: 5 * Dodge: 4 [Int] Biotech: 1 Charisma: 2 (given by race choice) This class works just fine with any gun type, though choosing multiple specialties, again, just isn't worthwhile under most circumstances. The best choice might be Rifles, just because you then get the ability to carry a sniper rifle for long-ranged sorties and an assault rifle for the closer fights. Also, Rifles and SMGs get an ability to flush a target from cover, so that can be a boon to the whole team. Still, as mentioned, a pistolero will do quite well (no need to reload!), and a shotgunner can actually stun opponents. The extra dodge this archetype gets makes it marginally better than most classes at surviving, but it really can't be counted on, and you'll still need both armor and Body as you continue through the game. This class has a minor advantage in that most guns are available right from the start, while most spells are not. This class gets the most advantage from cyberware. Slasher (Melee Street Samurai / Physical Adept) Suggested race: Troll Body: 3 [Quick] Dodge: 1 *Strength: 5 * Close Combat: 5 * Specialty: 5 [Int] Biotech: 1 *Willpower: 3 * Chi Casting: 3 Charisma: 2 If you have any Chi Casting, you start with Killing Hands, which makes your unarmed damage higher than the starting Machete. Still, later weapons can be pretty good. This is arguably the most difficult class, as you have 5 starred stats, and all of your damage has to be from zero range, meaning you're likely taking a lot of damage, too. You can't ignore Body, here (in fact, at 3 it's already too low), and armor is a high priority item. That said, your other costs will be low, so you can probably afford it. Some Cyberware might be a good thing, but keep in mind that this affects your Chi Casting. Decker/Rigger Suggested Race: Human (all but Troll & Orc reach maxima, though) Body: 3 [Quick] Dodge: 1 *Intelligence: 5 Biotech: 3 (needed for some story items, can be less if you want) * Decking: 4 ESP Control: 2 * Drone Control: 4 * Drone Combat: 4 Charisma: 2 Arguably the best class. Your damage comes (after the intro, anyway) in the form of not 1, but 2 drones, each of which doing only slightly less damage than a full Street Samurai. Furthermore, you yourself can hang back, completely protected. If that weren't enough, you also get decking abilities and can do all of the extra Matrix content that goes with it, plus you don't have to hire a separate Decker for those times where it's mandatory. The biggest drawback I have found is that I often feel like my "meat" character is pretty useless and I never know what to do with whatever APs I have. Feel free to skimp on Body, here, though occasional surprises may leave you wanting at least a little. Also, I'm not a big fan of ESPs (just don't often need 'em and they can be spendy), but if you like 'em more, feel free to put more there. It has been argued that this is the "intended" class for the game -- more story arcs are available for this class than most any other. Mage Suggested Race: Dwarf Body: 4 [Quick] Dodge: 1 [Int] Biotech: 1 *Willpower: 7 * Spellcasting: 6 Charisma: 2 The most adjustable class, this one has only 2 primary stats. As such, you've got plenty of points to put wherever you want them. Feel free to dabble into Shamanism, for example, to give you more options. There's not much need for another >attack<, as Spells have you covered, but branching for other abilities (like a Spirit to soak some damage) makes sense. Keep in mind that you're limited on spell slots (which is one reason you don't usually want to mix with Chi Casting). Do note that some spells (like the AOEs) take multiple AP to cast, so may not be as useful as they first seem. Also, if multi-classing, note that Cyberware (like a Datajack for a Decker) takes Essence, which will reduce your Magical capabilities. Summoning Shaman Suggested Race: Elf Body: 3 [Quick] Dodge: 1 [Int] Biotech: 1 *Charisma: 5 * Spirit Summoning: 5 * Spirit Control: 5 * Conjuring: 4 In some circumstances, this class bests all others. In other places, however, you'll be woefully underpowered. It's all about the Spirits. If there's a summoning spot within easy reach, you've got all of the strength of a Rigger (in one, more powerful package), but without having to worry if the thing dies, and with some added capability of your own, though at the cost of a random chance that your Spirit turns (not necessarily as bad as it sounds -- it will then act as an enemy of >everything<. Just move away and you'll be fine). Without a Spirit, though, a Shaman in this game is kind of lackluster. And fetishes get expensive. I have personally found that there aren't enough Spirit points for me to feel comfortable with this character most of the time, so it's probably not one of the better ones except in those few situations. On the other hand, most of the important and difficult fights do have the Spirit points, so generally you only have trouble when things are otherwise easier. The best totem choices are probably the group healers or, for some truly broken scenes, the Creator, which makes a Spirit completely unable to turn as long as they're within 3 squares of you and you keep it on (which you can do 3/4 of the time). A side benefit of this class, of course, is that you've got lots of Charisma for those etiquette choices. Again, all of these archetypes will work, and you can certainly strike off from them to do your own thing (especially further into the game when Karma for your specialty is expensive, while branching out is cheap), but sticking to them for the most part is probably what will help you get through areas and harder difficulties the best. Stat Considerations & Advancement: Some stats are useful for things besides primary combat. While combat is plentiful and damage really needs to be your primary focus, if you have spare Karma, you might think about putting some in these areas. Body: obviously, a hit point bank is a good thing. Remember that free, magical healing is infrequent (1x/3rnds/mage) and only heals the most recent wound (got hit by a 20 and then by a 2? Tough luck!), so more Body is definitely good. Dodge: you have to go through Quickness to get here, but it can still be a good investment in survivability as it makes opponents miss. Still, it's not a big change (maybe 5% per rank?), so don't necessarily focus here. Strength/Rifle: Several intimidation choices require high strength. Aside from that, about 3/4 through the game you get a neat weapon that takes both of these stats. There's really no reason to do both of these together other than that weapon, but it's pretty awesome if you want to have some fun. Decking: I found the Matrix portions of the game to be somewhat easier than the rest, so investing into Int/Deck/ESP just a bit may enable you to drop the additional Decker. This may need some experimentation, and remember that a Deck takes a weapon slot, so you might have difficulty carrying your other weapon choices. Spellcasting: Level 2 Spellcasting takes 5 Karma (2 for Will, 3 for 2 levels of Spells) and gives access to Healing I, which is a pretty nice spell. Charisma: More than any other stat, Charisma and its Etiquettes are used in conversations to get better results (more cash, lower prices, more info). Gang is probably best early on, though others are definitely more useful later. Lastly, there are some things that require stats off of your primary ones that you may need for your chosen class anyway. For example, there's a Mage spell with an Intelligence requirement. For the most part, though, you can ignore these during planning and add points if/when you need to. [Part III] Scenario Guide This section is the closest to an actual "walkthrough", though given the fact that this game is pretty open, there's no way to be quite that specific. Still, I'll give you some basic layouts, information and tactics that might work. For ease of use I say "North" when I mean the upper left of the screen, and other cardinal directions accordingly. For individual scenarios, I've labelled them in the order I played them. Not because you necessarily need to follow the same order, but because I thought a numbering scheme was easiest to navigate, so I had to draw the line somewhere. So if you're searching, use "[xx]". I've also separated the in-between-runs parts by putting a "K" afterward, so "[03]" becomes "[03K]". This section is also the one that will take the most time to create and is the least interesting to me, personally. As such, it will likely be the least fleshed-out and I may post the guide before finishing. [01] The very beginning: The Harfeld Manor Run Nothing in your dialogue choices through this whole run matters to the story, so feel free to experiment or say what you like with no fear of repercussion. It does, however, set the story, so don't skip it unless you already know it. The beginning is quite simple (make sure you choose a weapon you can use!), but when presented with your first branch, you come in from the North. Choose the Western door for the easiest time -- you'll be facing 1 opponent there and 2 more will come in from the East. You can then open the Southern door (desk in the Western room) and jack into the Matrix briefly. The Eastern door will then have 4 more baddies before you can move on. If you go through the Eastern door first, you're faced with everyone more quickly (though not quite all at once). That's 7 enemies, which is a lot harder than 3 and then 4. Use the first fight as a tutorial, since none is explicitly given -- try out all of your abilities and your partners'. Replay a few times if you'd like, or try out different characters and skills for yourself. This fight's pretty easy and doesn't take long to get to, but it also doesn't hold much back and I've died, myself, many times. Keep in mind that the Random Number Generator is the most important part of this fight -- your character doesn't have all of his abilities and is almost a bystander while your allies hack it out with your foes. It's possible (and not too much harder) to win the fight with your own character doing absolutely nothing. It's also possible to lose it no matter how good a job you do at character creation, tactical positioning and shot-calling. If you find this fight too easy or too hard, do consider changing difficulty, though the next one will really be a better decider. Down a floor: here's where a major story event takes place. Afterward, you've got a simple fight, another brief bit of story, and then a much, much harder fight. The first two guys are chumps. Just try not to take too much damage that can't be healed cuz you'll need the HP. Once you've mopped 'em up, explore the room a little to see what features are there, and then position yourselves defensively. The first baddies will come from the West (where you entered). Do note that there's a Spirit spawn point in the Northeast corner of the room (directly to the top of the Screen from center. As with all Spirit points, you'll need a Shaman selected to see it). The desk with the computer you must access to move on also doubles as a great defensive location, though, of course, none protect from all sides. While it may seem like guys keep spawning and it doesn't matter if you kill them or not, that's not really true (yet). First round (of 10) nothing happens (feel free to summon a Spirit or turn on Glory's Speed Boost), but next round a goon and a bot come from the West. The following round (8) spawns two more goons from the South. Then (7) a huge Orc with a minigun comes from the East. At around 2 turns left or so a drone spawns in the North, and then one more goon from the North comes in after you go through the door. If you stick around past the 10 turns, that's when heavily armed and armored guys keep coming -- I've personally never found an end to them, so you can't really "win" this fight. I find that the best tactics are to kill the first 4 guys as quickly as possible, and summon a Spirit (using Dietrich is fine) to distract the Orc. As long as the Spirit hits him from time to time and no one else is closer, the Orc will hit the Spirit, and no harm is done to your team. Furthermore, if you lose control of the Spirit, it still attacks him (as long as he's closer to it than you), and he still attacks it. So you have plenty of time to take out the 4 guys, but the quicker the better since you're likely low on HP at this point and they do hit back. When they're dispatched, head up to the North end of the room and dismantle the drone that shows up. Then it's a simple matter to head to the exit. The difficulty here is all about you being unfamiliar with the game. You've got a new interface, new powers and abilities, and new and unknown enemies. Once you've played the mission a time or two, you'll find that it's not too tough, and you've even got enough time and ability to take out the Orc if you want to... or so you think. When he takes enough damage, he gets a call and runs away, so it's even more of a "you can't win" situation. Thus, while it's fun to see how many goons you can take out, in the end it doesn't even matter. There's no extra story or Karma bonuses, so it's just for yuks. Get your kicks and head out the Northeastern exit. [01K] The Kreuzbasar There's no combat, here, so it's all story and shopping. There are a couple of things you might miss and story branches to take, but nothing truly dangerous. So I'll just list items of note. First are your companions. They each have something to say about themselves and the situation, some more amiably than others. For the most part, though, most of what you say here doesn't affect anything. Even when it does, it's about that character alone and whether or not you hear more about them. If you have Spellcasting or Conjuring, you have an opportunity to find out a little more about Glory, and if you want, you can pick your relationship with Monika during your conversation with Dietrich. The storyline has you talk to a guy in the Coffee Shop, and he sends you on a mission to look through the whole zone, so there's no reason not to just visit him first. Buying the Soykaf (or the Coffee itself) doesn't seem to serve any purpose. So mostly just do your job. Outside, there are 5 shops, 4 mostly useless (at this time) flavor characters/convos (more if you count the shop-owners themselves), and 3 items of interest. Do keep in mind that at the shops there's a button at the top right that allows you to sell stuff. The flavor characters are a kid (Josh?) on the SW side, a girl on the NE, a grizzled troll to the N, and a woman inside the Talismonger's shop. The Decking shop is NW, a drug dealer is centered/SE, the medic/cyberware shop is further SE, the Talismonger is SW, and the guns are S. There's a ringing phone in the NE corner of the map with information on future missions. The last data tap you need is in the same area, too, and if you listen in you can get some garbled information which you can pass on to Burakgazi (later giving you 1 Karma). There's a charity-worker (Beckenbauer) near the troll and U-station to the N, and he asks for donations. If you give less than the $250, he'll stay there asking for more until you've given $250 total. Once you've done so, he'll ask for no more until you come back from a run, when he'll ask for $350. Later, $400 and then $500 more. At this point he's done and you've got a building in your name. As yet, however, I see no further purpose, so do it if you want and have the cash to spare. Get what you need/want, wrap up the errand, and return to your team. They'll send you out on your next mission, which is still linear at this point. Keep in mind that unless you have Corporate or Gang etiquette, you might want to save $200 for a bribe unless you want a nasty fight on your hands. [02] The Drug Pit There are 4 major fights before you can go back to the Kreuz. However, most of them are optional. Just keep in mind how many are left to ration items and HP from your fights, and if you want, you can pick and choose which ones you get into based on their rewards. The "best" way through the place isn't the most obvious floor-by-floor approach. I'm presenting the guide that way, though, primarily because it's what I did and it works just fine, plus it's more organized. For an easier time, though, go 3rd floor (get Silke's stuff & break floorboards), 2nd (kill baddies & search for Winters, get PW), 4th ("talk" to Winters, talk to unknown), 5th (talk to unknown), and then go back and do everything else. Ground Floor The ground floor is a nightclub, and its inhabitants are pretty much what you'd expect. The bouncer is practically useless, as are the barman and the "party girl" (who serve only to take your money), but there are two other characters to talk to. First is Silke. She's got a problem she wants help solving. If you ask her nicely, she gives you a little information in return for the promise of helping her out. Agreeing to get her stuff will eventually net you 1-3 Karma, so it's probably worthwhile. Additionally, if you have Charisma 5 and Intelligence 3, you can get info about Sara and actually >get< $200 while skipping the below battle. Second is the Frank. He's in the SE corner watching a dancer. He's mostly just annoying, but he has the only way to get upstairs, so you have to deal with him. You can either threaten him (only by using Corporate or Gang etiquette), pay him $200, or fight all of the security on the floor. That's him, a 'gang boss', 2 trolls, and 2 other gangers, all in an area with very little cover and no Spirit spawns; it's the toughest fight in the building. Still doable, of course, but you might want to be careful -- you've got a whole factory/hotel to explore and you don't fully heal until you get back to the Kreuz. I, personally, find the $200 to be worth avoiding the battle, since that's the cost of a couple medkits. This is #1 of the 4 fights mentioned. First Floor Yes, the place uses European floor numbering: the First Floor is not the same as the Ground Floor. Here you can find a few bucks, a safe (Decking 2 req'd, though someone else can help you open it later) with a Smartlinked Ares Predator, and some information, including a password. Second Floor Fight #2. If you took my advice, this is the first fight where you have your new stuff from the Kreuz. Still, it's not easy -- there are 5 or 6 guys in a pretty crowded room, there's no really good cover, and they like to use grenades. There is an exploding barrel you can use to damage some of the guys, but I could never really get them to bunch up around it enough to make it worthwhile. AOE spells and your own (or Eiger's!) grenades can be pretty useful here. There IS another entrance, if you prefer to use it. You access it from floor 3, and you'd enter from the W side of the room instead of the N. I'm not convinced it's an improvement, but you may have better luck there if you're having trouble. For more info, see 3rd floor. Your reward for this fight is 1) access to a computer that gives you some back story, including info on how to get to Green Winters, 2) in the bathroom is a key to the supply closet on each floor. It's useful for a few bucks and a grenade, as I recall. Third Floor The first thing you're likely to notice is an unlocked door next to a notification: "Do Not Enter". I'd suggest that you follow the directions. If you do enter, you're faced with a big frigging scorpion. He's not too hard to take out, but there's also no real reward. It's definitely worth the attempt once just to see, though. The bathroom has a lock on it, and if you use the PW from the 1st floor you can get in. It's been turned into a drug lab and has a hit of Jazz available to take. On the S, you can get into room 304: the one the girls were using. It has Silke's stuff. Getting it and giving it back to her is worth 1-3 Karma and up to $100. In order to get all of the bonuses, you need to convince her to pay you (Charisma), and convince her to get herself cleaned up. The latter takes 2 separate attempts, each of a different type. Biotech, for instance, can be used to tell her about long term effects, and Charisma can show her that you care. The full 3 Karma is only given if you convince her to go back to the charity-worker in the Kreuz, which may only be available if you've donated some cash (not sure at this time). You may also need to tell her things in the right order. Full list of "convince" options: Int 3, Biotech 1, Charisma 3, Street Etiquette. On the SW side, there's an entrance to a pretty large room. Inside, you can find a broken section of flooring. If you break it further and drop down, you're in a kitchen with a scared chef. You can get a Karma point here if you have 3 Intelligence, but either way he gives you the code for room 401. The only way out is through the 2nd floor fight room, so if you drop down and haven't done that fight, yet, you're in for it now. Fourth Floor You should have the room 401 key code, now. If you use it, you'll find fight #3: 3 rather difficult foes (normal, just well-armored). Once you dispatch them, you'll get a schematic (for some new Cyberware) and a Lv2 Medkit. Similarly, you should have the room 405 code. In here is the goal of your trip to the Drug Pit. Take a look around -- there's no danger and choices are fairly obvious. You'll meet someone new, and it's your choice how to deal with them, but if you accept it's pretty positive. Accepting will mean you need to go to the next floor, though (and optional fight #4), so if you want, you can just leave now. Fifth Floor Meeting the guy from the phone is a good idea, because you're about to get into a fight and he can help. Plus you'll need him to get in through the door. This whole floor basically constitutes fight #4, though there is a drone repair kit you can pick up in the Eastern room without triggering the fight. The fight is really split into 2 parts in the S hallway. First up is 3 guys behind medium cover and with decent dodge & armor, so they're kind of tough. I had good luck with the classic "oh crap" maneuver: walk into the hallway, notice the bad guys, run away and wait behind the corner, they come check and you blow them away. This had 2 beneficial effects: it removed their cover, and also brought out only 2 baddies. Killing those 2 was pretty easy the first round, so we took no damage. The last one stayed pretty far down the hallway under cover, so I had the best luck sniping (with Eiger) while others simply drew fire and healed. The second part is both difficult and easy. Difficult in that as soon as you open the door you get attacked and possibly killed (have a trauma kit!). Easy in that there's a switch on the wall that your new friend (or Drone Control 3) can use to disable the security. If you do that, you're left with just a single enraged troll, which isn't too bad. That's it for enemies. Pick up the stuff ($1400, a few schematics, parts, etc). Head down to the ground floor and out. And now you've got a new Decker if you need one. [02K] The Kreuzbasar In addition to following the storyline, there are a couple of new things to do, here. First, take bits & pieces to the vendors. The drone parts to the techie in the NW, the hypo schematic to the doc, Jazz plans to Zaak. Second, you can talk to some of the flavor NPCs some more. This includes Kami, who is now outside Burakgazi's shop. You can also give another $350 to the charity. One new person is Lucky Strike, who resides in the Weinkellar (NE). Third, you can now level-up your comrades. The button to do so is on the lower right. I suggest the shotgun choice for Eiger, mostly because I use her shotgun more often. I'd go with the spell choice for Dietrich purely because that spell gets other bonuses later. And I'd get the pistol choice for Glory because she similarly gets a stronger pistol later on. But as with your main character, there are probably several workable paths, here. At some point you'll be looking at paying $500 for a device. A little haggling with Charisma 3 can get it down to $175, Strength 4 will allow you to strong-arm the guy (not sure of final outcome), but offering a trade will cost a cup of Turkish Coffee, which you can get for $50. Having Decking 4 may allow some further exchange with Alice. When it all comes down to it, you have 4 choices for a new mission, 3 optional and 1 main story line. The charity-worker one is the story-line, so I'm going to do the optional ones first. [03] The Sewers This one's pretty short, so it's a good first choice. That said, the rewards aren't huge, either, so you can indeed skip it without much repercussion. There are 2 fights, and the total reward is 4 Karma and $700. There may be monetary costs, too. You get the quest from the maintenance worker S of the gun shop. You may need to enumerate the reward in order to get the full amount -- not sure. Go in and look around. On the N are machines you probably can't use, yet. On the S is a corpse with some information (take the manual). SW is a turbine you'll need to get started. But when you do, several enemies appear just outside the room, so when you exit they'll attack. These ghouls are close-range only, so a good tactic can be to fire and then back off. On the other hand, they have good armor and high HP, and there are several of them, so you're in for some trouble if you don't take them out quickly. I found the Shaman's early Air Barrier spell to be quite handy, here. Since they have to get close to attack, you simply but barriers in the way, the ghouls must cross them, and are left with no AP for attacking. Eiger's shotgun and Blitz's SMG were also useful for their AoE effects. Other AoEs should be similarly handy. What wasn't as useful was the standard Heal spell. The ghouls do moderate to heavy damage with each attack, but then also infect you with 2HP/turn. The 2HP ticks before you get your turn, so that's the most recent wound, so you can't heal the big damage. That said, this effect only happens >when you select the character<. For the main character, this is immediately upon turn start. But for anyone else, if you avoid selecting them until you heal them, you can avoid the 2HP until later. The second fight takes place further inside and is more of the same. There's a Spirit point this time, but the enemies will approach from both sides of a bent passage. A little looking around before using the computer after the fight yields some Hyper. When you're done with the fights, you'll have some conversations and choices. You can solve the problem several ways, all of which are "sufficient". The "best" outcome, in my opinion, involves blackmailing the voice and keeping everything else going. Regardless of which path you take, you get 1 Karma here, and 1 more when you reach the surface and talk to the quest-giver, and 2 more for turning in the manual. Adding the $500 here with the $200 found inside gives the full total. [04] Trial Run This one is given by the guy in the Cafe, and is one you need to do by yourself. Having Decking 5, or Charisma 3 and Security etiquette will help quite a bit, but none are truly required. There are a couple of options for stuff to buy (a cyberware schematic for $250 (it gives +2 Int but costs 1.5 Essence), and an armor 5 Cha+2 suit for $1500), so if you want them and don't have the cash, you may want to wait on this mission. As you arrive, you'll meet Jana. Her stun gun is great in combat as it often, well, stuns the foes, though it only has 1 shot before needing a reload. Also outside there is a place where you can buy Jolt, if you have 3 Cha ($150). It's handy, I suppose, but the primary use is to give it to an Orc inside the building. If you do so (also requiring Cha 3), and press for a reward, he gives you the code to his room upstairs. Inside is $200 and an easy exit for later. Feel free to look around, of course. Using Cha 3 on the security guard on the NE will give you the option to use Security, which then gives you the security code. Using that on the SW guard makes him run to the other one. Then you can fiddle with the security controls, and then also have Jana overload a panel taking out the 2 guards. If that's not an option, you'll have a fight on your hands. Upstairs, if you have Decking 5 you can open all the locks. This makes the Jolt thing unnecessary, for example. In room 303 is the first part of your quest. Deal with the panel and you'll be interrupted by a newcomer. No matter what you do at this point you're in trouble. You can scrub the mission if you want, but if you continue you have to deal with a not-unexpected foe, not that that's too tough given that he's alone. You can pick up a Lv 2 Medkit in the penthouse, but otherwise it's pretty simple. When you finish, you may have a fight unless you redirected security. If you go back down there's definitely a fight, so you can try the back, instead, if you opened it (with the Jolt or Decking). Either way, getting out of the building means another fight. For the final fight, I recommend using the gate as your friend. This means moving up to see the bad guys, then moving back and letting them round the corner where there's no cover. They'll still be tough to kill, but with Jana stunning them you've got plenty of time, for the most part. [Part IV] Legal This Guide is written by me, and is intellectually only my own property. I am posting it on GameFAQs.com, where I am giving them permission to display it, but at this time give no rights to any others for any purpose. I hope that you enjoy the Guide and find something useful within, but if you want to copy it or any portion, I simply ask that you respect my right to my work and seek written permission. Without such permission, any use, including display in whole or in part, is a prohibited violation of copyright. Thank you for your consideration. Copyright 2015 Bradley Brashier All rights reserved. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.