Shadowrun Retuens FAQ/Walkthrough Hello everyone! My name is Jon, better known as Arrestedgaming and this is my second walkthrough here on gamefaq. This is a full walkthrough from beginning to end with as many secrets as I could find on my first playthrough. This game does have area where the game can branch, so as I replay the game, the other pathes will be filled out. COPYWRIGHT FUN TIME! This may not be reproduced under any circumstances exept for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. If you'd like to post this anywhere else, contact me and most likely I'll allow it, but you MUST contact me first. Copyright 2013 Jon King All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. TABLE OF CONTENTS - Use Ctrl+F to search for the section you need. [SRR1] - Prolouge [SRR2] - Deadman's Switch to Seamstress Union [SRR3] - First Time at the Seamstress to Coyote's Rescue [SRR4] - Examine the Docks [SRR5] - Coyote's Crusade [SRR6] - Return to the Docks [SRR7] - After Hours up to Emerald City Ripper [SRR8] - Loose Ends to Family Debts [SRR9] - Towards Brotherhood to Beneath the Brotherhood [SRR10] - The Union to Collecting the Sample [SRR11] - The Estate to Out of the Shadows STARTING OUT [SRR1] Check table on the left side of room for contact info and job schedule. You may notice a strange pattern in all of this. Go to the phone that now shows a yellow hand icon. In the conversation, pick whatever. You're caller will make it clear in just a moment why it doesn't matter. A little talking and you're taken to a flashback. Talk to New Larry to proceed into your first bit of combat. It's not a tough fight, and you'll get a handle on it pretty quick if you've played XCOM: Enemy Unknown. Larry will run off and two enemies will come from the bottom left part of the screen. After the first round, two more baddies appear up north. Turn three shows the last round of reinforcements, two more coming in from the west. One of the guys coming from the left can summon a pretty strong creature, so make sure you take that shaman out quick. If he does summon, killing him will cause his creature to disappear too. Feel free to burn through any and all items since we're in a flashback. Little more backstory and we're off to Seattle! DEAD MAN'S SWITCH [SRR2] In the new building, just head straight back through the door and talk to the dwarf with the sppech bubble over his head. Dresden likes people that aren't just after money, though I'm still checking to see if that affects anything. Follow Dresden into the other room and continue speaking. Once he leaves the room, check the shelf for a basic med-kit, then search Sam's body. Most of what you find are just clues, but you can take the credstick for 300 free nyugens(n). Just take it as a quick hint now. If someone has a speech bubble floating above them, you'll probably want to chat with them. Anyways, talk with McKlusky, then with Dresden again. When you ask Dresden about the murder site, just do as he says. and take the free items before checking the morgue row. Upon investigating, you may recognize the person inside if you play one of the original Shadowrun games, but I'll leave the suprise you! For now, we'll just call them PAL. Chat with PAL, and he'll give you a choice of weapons. Take whatever you feel works best for you and head on out the door you started at. *SUGGESTION* Unless you're using an Ork or Troll, I'd steer away from the melee weapon, and even then still stay away. Ammo is unlimited and keeps you safer, but do what you want. THE REDMOND BARRENS Just follow your yellow quest needle to the safe around the corner. In the safe, you'll find items based off whatever class you chose at the start of the game before getting jumped by two goons. You and PAL should make quick work of them. Now you can go directly off to find the Halloweeners, or take the time to do some side quest. There's a nervous man across the street that needs help with a gang attacking a market. If you take on the mission, head north up the street to find a thug shaking down a merchant. If you have the Gang personality, you can chase of the thugs without a fight, and you'll get karma, but you'll lose out on getting (n). Fight them, and you'll still get a karma, and a tiny bit of (n). From there, go to the right and you'll run into the Halloweeners you're looking for. There's three to start with, the female being a mage. After you take down all three, their boss John Paul will run out. He's a big troll with a sword, so just keep your distances to take him down no problem. Once he hits about half health, he'll beg for his life. You can allow him to leave or kill him. You get one karma for killing him. You can head all the way south and you'll meet a shaman named Vlad, but you don't really get anything from meeting him. Instead, head north and talk to the troll, Dan the Donut Man. Buy a donut from him and head east. You can head north and talk to someone for more info on Sam's death, but it's not neccessary. Head north at the intersection, and PAL will leave after telling you you've reached the scene of the crime. Talk to the cop for some options to see the crime scene. You MIGHT be able to lie your way through, you can pay 100(n), or give up that donut you got for 10(n). If you have the Security personality, you can get in with no cost. Search everything you can, and pick up the blankets. You'll get karma just for grabbing them, but go ahead and give them back to the homeless guy. Now it's time to finally check out The Seamstress. THE SEAMSTRESSES UNION [SRR3] The guy at the bar will sell you new armor, and the lady, Cherry Bomb, will help move the story. After chatting her up, head to the back to meet the owner, To the right is an arms dealer, and the troll in the suit will give you more info on Sam. The big troll Noog is your man for spells if that's your game. Mrs Kubota will give you whatever info you need before giving you the key to Coyote's room. Upstairs, if you have decking lv 2, you can gain access to the room on the left. Examine the stuffed bear twice to get a Nitro. The second room has nothing, so move to Coyote's room, the third door. Check out the diary on the bed for some info, or at least the last page to get the combo for the safe, which gives you a frag grenade. Check the computer for a new quest. If you have decking lv 3, you can skip the questions. Otherwise the answers are... After checking out the computer, head back down and talk with Kubota again. She'll call you a cab to meet up with Paco. PACO There's nothing to the north, so just head south, then west. Paco is down at the intersection, but head north instead and you'll see Dresden again, behind a cop. Having the security personality gives you a special option, though it does nothing. Dresden will call you over, and you can talk to him and the cop. After chatting with the cop, you can bribe him for info on the Ripper case. If you decide to, talk him down once to bring the cost down to 200(n). The Rip... I mean elf will ask you something strange before running off. After interrogating Dresden, you'll get a Karma and now it's time to meet Paco. Chat up Paco, and he'll be ready to go rescue Coyote. Make sure to ask about the zebra meat, because doing so will open a side quest, and it's on the road leading back towards the crime scene. Get the zebra meat to help with your next quest. Just keep following the quest marker and chat with the ork to your right as you head north. He'll give you a side quest to go back to the crime scene and take the victims necklace. You can talk him up to 200(n) before accepting. Back at the crime scene, if you have a quickness score of 4 or higher, you can swipe the necklace without being noticed, or you can just ask the officer if you can have it. (Not sure if he'll do it if you don't bribe him.) Return it to Frank the ork for a karma reward and possible money. Accross the street is your objective. The junkie to right of the door does nothing. ROYALE APARTMENTS The junkie to the right of the door can't help, but the old man further in on the left will give you some extra helpful info on what he's seen go down with Coyote. If you've got a 4 in either strength or charisma, you can get some extra help from him as well. If you can persuade him, head to the area behind him and he'll have openned his door to let you get into penthouse. Otherwise... PENTHOUSE SUITE You'll gain some karma just as you make it upstairs, and enter directly into combat. If you came via the old man's stairs, head east slowly until you see the guy near the desk. Get into position behind the little wall and open fire on Trang by the desk. There's an enemy to the south, but they won't bother you for a while, so head to the metal door to the west above the south door. If you grabbed the zebra meat, push it through and then open the door. Open the second door and you'll find Coyote and her captur. Once the enemy is down, talk with Coyote to have her join your attack. Now's the time to hit the southmost room where a majority of the enemies are. Because you got the drop on the enemies, they won't attack until you do. Set up with the cover blocking shots from the east and south if possible to help protect yourself best. There should be 3 to the right, and 2 that come from the bottom. Once you open fire and your turn ends, the enemies will move and the PA system will go off to get the gang's attention though it won't matter if you took the secret route. Stevie J has quite a bit of health, though a full out assault from Paco and Coyote will wipe him out. Out of the other enemies, the dwarf is the worst, mostly because he just seems to take reduced damage from everything. After the fight, Coyote will talk about needing to find some gems for the job she got. You tell her you're leaving, or send her and Paco off while you finish the job. Take on the job and check the paper Stevie J dropped on his death. These are his passcodes which will come in handy. Back in the computer room, open the door to the right for some (n) and a medkit. Head back south and open the door on the right for a suprise encounter with a hellhound! Just blast away at it, and you'll come out on top. Check the room and you'll find the gems you came for. Head down the elevator to go back to the Seamstresses Union. RETURN TO THE SEAMSTRESS [SRR4] Things start out great, with some karma and 1,000(n)! Talk withMrs Kubota again and she'll direct you to the guy you need to take the gems to, though he isn't there yet. Instead, inspect the piano to head downstairs. The room to your right is a locker you can use as your personal stash.Now's your chance toupgrade armor if you didn't do so earlier, and upgrade decks, weapons, and magic items. Once you're set, talk with the doctor with Coyote to move forward. Now's your chance to head back upstairs to meet Mr Delilah. You'll get the choice off giving up all the gems, or holding back a pebble with runes, or the "best" stone. If you hand over everything, he'll only take the pebble and give you the rest back as your reward. Follow Paco to the dwarf to unload the gems. If you've got 3 charisma you get a special option, but it doesn't do much. On the other hand, having 5 charisma, 6 strength, or the academic personality, you can score an extra 500(n) from the sale. Head back downstairs and talk with the doctor if you're interested in healing items or cyber enhancements to boost some stats, or otherwise check the bunk in your stash room. Once you've pocketted the photo talk with Coyote to get a new lead on the Ripper, and she'll offer to find Sam's sister. Take it or leave it, but she'll help anyways. THE DOCKS Just follow your quest marker up to the fence, and you'll get stopped by a guard. Having the security personality gets you in no problem, and 3 karma. Head straight back and you'll find a heliport with a container of two free items for you! Now head back towards the gate, but take a right as if you were just coming in to find the entrance into the building. THE WAREHOUSE Talk with Officer Aguirre to get some info on the new murder. He'll also hand over the key to the warehouse so you can examine the place. The door to the north has a locker with nothing useful, yet but the computer will give you the notes of what the victim found during his job. Head down and you'll find Dresden and the crime scene. Dresden has some more info on the killer, but that's about it. The shaman is the one we're after this time. Talk to the shaman and she'll ask for two items of the deceased to help her contact his spirit. The locker in the north room contains one of the items. The other is in the room to the right, in the pile ofshoes between the first two rows of seats you see. Take the items back to Shannon the shaman and she'll start to do her thing before Officer McKlusky run you out. Chat with Shannon again to get some money for runners for a job later to break back into the warehouse. As you leave, you'll get a call from Coyote for a job to try and help her cousin. You can turn it down if you want, but extra karma you're bound to get will help. COYOTE's CRUSADE [SRR5] Once the mission starts, head to the right and talk with the guard, ask to be let in to get in peacefully, or mention the chips being pushed are hurting people to knock the lookout unconscious. Talk to the lady on the left for some info on the place you're in. Go over to the right and chat with either the ork or the dwarf. If you've got charisma or strength 4, talk to the ork to get in for free. If not, chat with the dwarf and you can get in for 50 less (n). Just make sure not to push or threaten him, or you'll get forced into combat at a disadvantage. Your other option is to sucker punch the ork. This'll start combat, but Jamal won't be an enemy, and the ork starts the battle dazed aand unable to act until the next turn, though his buddies will still come other of the "party room." You can fight them if you want, though you don't have to. Whichever you decide, head through and head into the room up to the north. The thugs will attack without hesitation so get ready! The Yakuza decker will start automatically by forcing the "chipheads" to attack, and Coyote pleads for you to not kill them. Coyote and Paco are both packing concussion grenades, which will not kill them, but will at least stun them. The main problem is the guy to the right you probably won't see at first. He can summon a spirit that is a pain, so try and take out that enemy first.The chipheads do very little damage, so don't worry too much about knocking them out, just try not to shoot them. The mage that comes from the north is a bit annoying since it can heal, but he's not as bad as the shaman from the right. Once you take out the decker, the chipheads will be stunned for a turn, allowing you to rush the computer. If you've got decking 3, you can power down the mind control on the chipheads, or forced a shutdown if you don't have the skill. If you don't kill any of the chipheads, you get a bonus karma. Chat with Gino near the back to finish the quest and get some more karma. LOOKING FOR TROUBLE Once you're back at the Seamstress, Cherry Bomb will stop you letting you know Sam's sister is here to see you, and point you to the back. Chat with Van Graas to sell the data from the crime scene you found earlier. Having the Shadowrunner personality will get you an extra 200(n). Jessica will have a lot to talk about with you, but it all ends pretty much the same. Coyote will let you know she's got your back if you need her, and Mr Delilah will get the story rolling once you're ready. Put together whatever you think is the best team and get ready for the next section. ****SUGGESTION**** You've got Shannon for free no matter what, so I'd stay away from the shamans. I'd recommend either a samurai or adept. Full Monte the troll is excellent, bringing a really nice shotgun with him, and a rifle when not in range for the shotgun. You'll really only need one shadowrunner, but pick up a second one if you're not feeling confident, since the warehouse is the hardest fight so far. RETURN TO THE DOCKS [SRR6] Once the mission starts, Shannon will let you know there are others trying to break in, much like yourself. Just head for the front entrance and chat with the guard. If you've got the corporate or shadowrunner personalities, you can talk your way past him. After he runs off, head towards the door, but you'll still be forced into a combat situation. Four shadowrunners will be your opponents. Since they're all just known as shadowrunners, it's harder to explain, but the big problem is the shaman. Unfortunately, until he summons a spirit, you won't know who it is. One of them will drop the warehouse key when they die, but you'll still have to kill them all. Once they're all down, head into the warehouse. IN THE WAREHOUSE 5 more Shadowrunners! Don't hesitate to use Shannon's totems, and take advantage of it's spells. The ork with a shotgun (sounds like a blockbuster to me!) can dish out a ton of damage in one hit, so watch out for him. The totem's stun spell can help make him more managable. You can pump AP into the totem and use it to scout the southern rooms, but be careful since it can break free and become hostile. If anyone is hurting bad, heal before openning the southeast door. In the southeast room, there are 3 more shadowrunners, and again there is a shotgun ork. The ork again should be your first priority, and the other two should go down without much of afight. One of the guys will have an item on him. Check his body to get the Ares info to complete to side quest. Follow Shannon afterwards to continue the story. Once you got through the conversation, head back to where the body was originally and after you examine it, you'll be ready to head back to the Seamstress once again. AFTER HOURS [SRR7] Just head to the back bar and talk with Mrs Kubota to get access downstairs to get the blood sample examined. Chat with Van Graas to sell the flight records for 2,000(n), or 2,500(n) if you've got the corporate personality. Chat with the dwarf at the doctor's place to get things moving, then follow Johnny back to were you buy tech items. interact with the computers to "Enter the Matrix"(tm). Anyways, once you're in, you can enter the square nearby to get back out. The bar in the bottom left will fill the longer you're in the Matrix, and once it fills, a Black IC monster will appear. If you are forced into fighting one, make sure it is a top priority to kill it ASAP. Just head into the portal, and in the next area, head left. The portals won't work unless they're glowing. The enemies to the left won't attack at first. They actually didn't start attacking me until after I hit the big guy hiding behind the data store. Your characters have ranged attacks in the Matrix, just just get into a good position and let loose. Check the data and you'll get some info before backtracking. Now you can go the north or east back in the room we just came from, but for this guide, we'll head north first. There's two small enemies diagonal of the autopsy bank, so just stick to cover and fire away. The last room has to small enemies, and another big sentry. The sentry will just buff the other two, but will rarely attack itself. Check the last terminal, then head back to where you entered. You'll get a small break if you need it, then it's back into the Matrix. Head through the new portal, and you'll be confronted with two more enemies. Same process of blast away, heal when needed, and use Johnny's skill to lower the bar if you've got the oppurtunity. Check the data, then head through the next portal to the south. Here you'll run into another small white IC and a black IC. Go for the black IC the moment you can, but attack the white IC if you can't get the black IC off the bat. Check the data here, then get out of the Matrix. Once out, chat with the dwarf again, and you'll be on your way with the story. Johnny has a very nice gift of 4,000(n), which will help us in getting the runners we need to catch up with our suspect. Buy any items you want, then chat with Mr. Delilah to get a new party ready. As a side note, Shannon is still free, so I'd recommend picking her up since it cost you quite literally nothing, and her totems make for excellent scouts! MERCY MENTAL HOSPITAL Talk to the receptionist to get into the hospital. Chat with the lady in the cafeteria to get a keycard. Head back and go left to get into a new area, and search for Josie. In the back, you can take the ring from the arm, and the cart next to the bodybag has an unlabeled disk you can take. Head back to the girl you got the quest from to progress and meet up with Dr Holmes. After a short talk, the guards will attack! Take out the guard and loot his body to get a keycard. If you've got a decker, you can now jack into the computer in the cafeteria. If you jack in, read below. Otherwise, skip to the next paragraph. You'll start off with a full bar at the bottom, but there's thankfully no black IC. Head to the left to find two IC and a matrix door control. Take out the two ICs, and check the matrix to unlock the bathroom door. The portal to the right has a white IC and a white sparky IC. The sparky IC can end your turn early, but doesn't typically attack directly, so aim for the other IC first. Check the server records to get a buyer's record which we can sell later. After that, just jack out and we're moving on. No one will enter the room, so get everything set up how you want (heal, summon, etc) before openning the door. There will be a guard at the end of this hall that's easy to take down. Once you reach the fork in the hallway, head to the right if hacked the computer to reach the bathroom, which holds a medkit and grenade. Afterwards, head to the left, and again, do whatever you need before openning the door. This time, you'll be transported to a new area. HALLS OF DISREPAIR In the new area, you've got 2 guards and a violent patient right off the bat. Take out the guards first, and the patient is melee only, so they're not very threatening, but there's no reason to not kill them. Head down the hall, and check the hole to the right to find 2 violent patients. The next room on the left has to mental patients and an unstable patient who actually has a pistol. Take out the unstable patient first, and then the others as they approach. At the end of the hall, turn right and you'll run into an ex-surgeon with a shotgun! You'll probably see a patient attack them from behind though, and the enemies will typically fight among themselves before dealing with you. Take these two out and head into the next room. Check the medical cart to get the key for the locked gate we had to pass earlier. Check the cart again to get another unlabeled disk. Head back to the gate and do the normal routine of getting everyone set and ready in front of the door. The hole in the wall north of the gate houses a HUGE crazed patient, again with a shotgun. Get everyone you can either a piece of cover between them and the hole, or keep them back near the gate to take advantage of the shotguns bad accuaracy. The crazed patient isn't nearly as bad as he looks, so don't worry too much. After taking him down, head to the door on the right of the room, and you know the drill. Open the door to find a security officer, and doctor witha blade. Security is number one since they do have a ranged attack, but neither enemy should posses a threat. Check the computer in this room afterwards for some info on the good doctor, and for 4 karma points. Check this door to be transported once again. EMERALD CITY RIPPER Head up to the entrance to get a short talk with Dr Holmes, and get ready. Just past the entrance there's a surgeon with a bat and a mage to the north, and you should see Pitezel come from the left on the enemy turn. Pitezel is huge, and has 100 HP, so he'll take a lot of damage, but I'd suggest taking out the mage first since he can buff Pitezel along with doing damage straight out. Pitezel is a melee attacker, and is suprisingly easy. If you saved one of Shannon's totems, use the stun bolt to keep Pitezel down to 2 actions per turn, and if you use the box for cover with the filled in shield, he'll have a hard time hitting you, and you can unload into him. Once Pitezel is down, Holmes will come running out of the door in the upper right, and he is similar to a mage. Holmes has 70 HP, but he's all alone. As long as you keep cover between you and him, you should take him down with minimal risk. Talk to Holmes after getting the kill and you'll find an interesting twist, along with 8 karma and permanant boost to your action points! Check the table to the right of Holmes' body to get some info and a sweet 4,500(n)! Head through the door and chat with the guy. Afterwards, check the desk next to the cell to get a chip you can use on the man. It's up to you if you use the chip since all it does is make the man freak out and start sobbing. Head through the door on the left, then head north to the door to leave. Shannon will talk with you before you leave, and sadly you can't talk her into sticking with you. LOOSE ENDS [SRR8] Back in the Seamstress, chat with Johnny to start up a big conversation about the job you just finished. There's a special conversation if you have the Shadowrunner personality, but it doesn't do anything.You can give the medical records you found to Ms Kubota for some free karma and you might be able to sell them to Van Graas instead. Still researching the second option. Nothing new downstairs, so buy or sell anything you need, and then it's time to head out to Sam's funeral. FAMILY DEBTS Head north once at the cemetary to find Jessica, and your pals Coyote and Jake. No point in hiding his name anymore since you've already met the guy. Anyways, chat with Jessica, and then follow her to the right to continue your talk. A fight will break out, so be ready, as this is by and far the hardest battle yet! You'll only see two at first, but two more will make themselves known soon. You can move up slowly, putting cover between you and the enemies coming from the northeast, but I recommend for once just bum rushing the enemies first turn. The two that come next will rush straight in and won't attack, so try and take out the first two ASAP. The next turn will greet you with 5 more enemies coming from the south entrance. The big mage is the worst of the threats, but these enemies in general are no slouches. They hit often and they hit hard! Make use of Jake's healing and spells. Turn 4 will bring some strange text, but turn 5 is when things turn interesting. Ghouls will start coming out of the crypt where the dialogue came from before next turn, and the enemies may start turning their attention towards them instead. On the other hand, if you've been able to take down most of the merenaries already, the ghouls will come straight for you instead! Ghouls will also start coming from the west, and they thankfully seem more interested in what's left of the enemy squad. You'll see 2 sets of 2 ghouls, one from the first crypt, then 2 more from the west, and then comes a group of three from the northwest. The ghouls are fairly hard to hit, but they're not bad when compared to the hired goons. If it's charged, Jake's lightning attack works well against the ghould since they are melee attackers, and stay clumped together as they charge the closest unit. After the group of three ghouls is down, the battle is over and you can breathe a sigh of relief! Chat with the leader of the hit squad for some info, then you can either chat with Jake to head directly to the Universal Brotherhood, or head to the northwest to return to the Seamstress first. Regardless of your choice I suggest heading northwest anyways to find a combat drug and a nice grenade. There's nothing new at the Seamstress, so only head back if you really want to buy something you haven't yet, or need to stock up on consumables. You can also get a small sidequest from Cherry Bomb if you head back to the Seamstress. Either way, get a team assembled and get ready to roll! You've got Coyote for free, so you've got at least one bruiser. TOWARDS BROTHERHOOD [SRR9] Chat with the people in the crowd if you'd like, but there's nothing you can do. Just follow the quest marker to the northeast, and enter the Brotherhood. You'll be forced to go alone, but Coyote should set your mind at ease. UNIVERSAL BROTHERHOOD Chat with the receptionist, and make sure to mention the concert outside. She'll run off to talk with the star, letting you get a blank ID card. Head west, then north, and examine the ladder to find a can of kerosene. You can dip you blank ID here too, but we won't need to do that. Chat with the janitor, and he should start giving you some info, though you'll have to pay. If you say you'll only pay if you like what he says, you'll get stuck paying 300(n), or 200 if your charisma is 4 or higher. You can buy the janitor's ID badge for 500(n), or you can pay him 150(n) for access to the storeroom where you can get an ID card. You can get a tube of lard and some chloroform from the storeroom, and in the next room, just search the lockers until you find the correct size uniform. When you come out, place the kerosene on the oven in the kitchen and the door will open allowing you to make it further into the Brotherhood. After a quick chat with Coyote, check out the vending machine. Use the lard here and you'll be able to move the machine. You can't do anything with the hidden door until you let the team in, which you can do with the computer just to the left. If you've got a 5 in hacking, you can open the door no problems. As long as you have one, you should be able to attempt to open it. (Still seeing if it works at this time.) BENEATH THE BROTHERHOOD Head north through the doors, and if you accepted the quest from Cherry Bomb, you'll find Shane here. In the next room, check the desk for a record of payments. Open the next door to the right and get ready for battle! There's only two enemies here, so just go full force. If you examine the flesh pile next to the table near the door, it will bring to life a terrifying totem which you shouldn't need. Open the cage door and after a short conversation, you'll see Jessica. Now the true fun starts! Mary will run to the room up north, and you'll need to protect her. Most of the enemies will come at you rather than her, so just focus on killing these enemies quick. The True Form Venom is the worst, having long range attacks that do damage over time. The Worker is another melee attacker, so it's not too bad. Killing the insects causes a problem though. It will change into a Pure Insect Spirit, immune to bullets! It will attack one turn, then return to it's body to become the True Form Worker again. Once this has happened for the first time, you'll be able to start using Mary in the Matrix. Mary is a pretty awesome decker, so just rush straight ahead, taking down all IC with her Killer program and her regular attacks. After a couple turns, you'll switch back to the real world for a turn. Once all the ICs are defeated, head north through the portal that just activated. You'll face two more white ICs, and two Sparkys. Make sure to use Mary's shamanesque creature to help clear out enemies here. There's not much you can do in the real world when it switches back. Just keep blasting at the bugs, since they do a lot less damage when they're ghost. Once you've openned the door in the matrix, have Mary jack out, and rush the door to the left. Once outside, Mary will run off, and you'll speak with the Baron she was talking to in the Matrix. Head to where Mary ran off to to leave this place and return to the Seamstress. THE UNION [SRR10] Chat with Cherry Bomb about Shane to finish of her quest, then head back towards the piano. There's a new guy named Mr Johnson you can get a job from. We'll cover that in a moment. Talk with Van Graas to sell off the records you found in the Brotherhood and you'll make 2,000(n), or 3,000 if you've got the Shadowrunner or Socialite personalities. Head downstairs and check out the new equipment you can purchase. As a side note, to get the best firearms available, you'll need to be rank 6 or higher with ranged combat to equip them. Chat with Johnny when you're ready to meet the Baron. You'll jack into the Matrix and have a short conversation with the Baron, and Johnny will give you the contact info for a super decker named Dodger, and you'll need a decker. We'll be going over Mr Johnson quest first, so skip ahead if you're planning to not take on the quest. CORPORATE EXTRACATION The runners have doubles in price since the last mission, but they've also gotten much better. Head south and take out the guard. Head to the next room, and get ready to kick open the next door. There's a divider to keep you from seeing in before going around it, but there's two more cops hiding behind desk waiting for you. 2 more cops will file in from the room you came from, and one more will join in from the east. With the dramatic jump in firepower, these cops should go down without much of a fight. There's a computer to the far right that you can access for info, and you can download it if you've got a 6 or more in decking. In the hallway to the north, there's a door to 4 more enemies, but if you've got a decker, you can hack the panel on the wall to disable the turret in the next room. In the room north of the turret room, you'll come accross the first of the subjects the computer listed earlier. These things have the annoying ability to petrify a unit, causing them to lose all actions for the turn. Thankfully, it's not a permanent effect. Once they're down, you'll have the chance to explore the area, though you really just need to check the room to the north. Saada is here, and you've got some options. You can either let him leave, make him pay 5,000(n) to allow him to leave, or knock him out and fulfill your job for 9,000(n). If you were able to download to info from the computer, you should be able to make a little extra. TELESTRIAN INDUSTRIES Head into the first room and take out the 2 guards there. Check the desk to the left of the security box to find a card you'll need to activate the computer in the back of the room. Same general procedure. Ready up on the door, reload, heal, etc, then open and get ready! Once you entered the next room, 4 guards will run in. The computer in the bottom right won't help, so you can ignore it. The computer on the left middle row has the info you need to progress. Check the upper right computer for more info, and a piece of paper with a door code written down. This will also give you an extra 8 karma! For once, stacking up on the door is not advised, because the enemies will open it long enough to take pot shots at you, then close it back up. You'll be dealing with 4 guards, 2 turrets, and if any guards escaped the room earlier, them as well. When you open the door, there's another door to your right and left. Use these rooms to get out of sight of the turrets. You'll also start getting pincered by an enemy rigger from the south. The rigger has a drone with them, but if you kill the rigger, the drone goes down too. Once the enemies are down, check the room on the right to find a door to a room with a computer. In the matrix, you'll come across standard white IC, and some sparkys. Sparkys should be your first priority, but just blast through all you see. The first area has to sprakys and 2 white ICs. Blow them away, and then take the portal to the next area with two more White ICs. Take them out and you'll be able to disarm the turrets in the hallway. The portal to the south leads to a legal files data node which isn't necessary, but will give more interesting backstory. The portal to the right will lead to a black IC, and a patents node that the Baron will pay you 2,000(n) for. Head to the next portal and you'll see the elevator node. There's nothing at first, but as you approach, 4 White ICs and a Sentry will pop up. Follow standard protocal ass kicking, and take these things down. Sentry is your first target since it can buff the White ICs, making them a possible threat. After they've all been taken care of, hack the elevator node, and you'll be able to make it further into the building. EXECUTIVE ACTION The first room you'll enter to the north is empty, as is the next one. Hack into the computer, and get your squad ready by putting cover between them and where you entered. Once in the Matrix again, head north through the portal and approach the cam node. A white IC will pop up on the platform to the right, and to the upper left of the first node. Hack the nodes once they're down and head through the next portal. Check the portal to the left to find a note of concern. After that, enemies will start coming in from the door we entered from before. There's only 2 for now, so try to kill them ASAP! After a another jump into the Matrix four more will come from the door on the right, so be prepared. In the Matrix, rush back and take the portal to the right. You'll find 3 White ICs, a sparky, and a sentry. The sentry is annoying with it's buffs and debuffs, but the sparky can do a lot of damage. Take down the enemies, then check the node before heading into the next portal. In the next area, you'll another sentry, a black IC, and two more white IC. The sentry is becoming a real pain, but the Black IC should be 100% of the time your main focus since it's attacks hurt you actual character and not ust your avatar. Make good use of cover and you should make it out of the matrix area alive. Check the node here for more info on what's going on in the Telestrian company. As you go, more guards will flood the floor, with 4 more coming from the south, and 2 from the east. Charge the next portal and you'll find another sentry, and 2 more white IC. After this last battle, you can finally shut off the elevators and get out of the matrix. Clear out the remaining guards, and at the end of the turn, the Baron should tell you the coast is clear for now. Head back to where you started, and head right for the quest marker. Seems there is a complication the Baron didnn't know about. Now comes an interesting twist on the original plan. THE MORNING AFTER Hope you enjoyed being a janitor before, cause we're at it again! After chatting with the baron, follow the hallway out to meet with your new "supervisor." Check the room on the left and talk with the tech worker. If you've got charisma of 4 or higher, you can talk the guy into leaving the room, allowing you to swipe Matrix LAN parts from the big server, and to plant one of the commlinks in the computer on the wall. Head to the room on the left with the security guard in there. Again, if you've got 4 charisma, you can get him to leave no problem. Instal the commlink in the computer on the back wall and be on your way. Now take the door to the south and watch a worker get chewed out. Chat with the guy and again, use that 4 charisma to talk him into letting you help. Use the Matrix LAN parts you took earlier on the computer, and talk to him again. He'll leave and you'll have full reign to place the last commlink. Head back to the starting room and talk with the guard. Tell him about the commlinks, and you'll gain access upstairs. COLLECTING THE SAMPLE Head to the right where you were stopped before, and chat with Mr Silverstar. He'll leave, and now's it's time for a puzzle! The paintings, in order from the closest to Silverstar's desk to the furthest are Duty, Efficiency, Unity, Independence, and Vigilance. This puzzle is timed, so you'll have to be quick! Push in the frame on Duty first, then Efficiency, and lastly Vigilance. Now, check the safe in the new path in the wall. Now you need to check the bar area in the office and take the cigar. Using this, we can open the safe and get the sample we need! Now rush back through the office we were in last night and take the other elevator enemies were spawning from to make your escape! ... Into the open arms of the Lone Star Police. THE ESTATE [SRR11] Talk with McKlusky if you'd like, then chat with the butler. Follow him to the room on the right to meet Mr Telestrian. After an interesting turn of events, you'll be called into talk with the group Telestrian has formed. After finally understanding how the bugs are immortal, you'll have a chance to explore. Chat with Harlequin if you're ready now, or find the butler to the west of the room near the fireplace. No new armor or weapons, but you can get some nice upgrades if you want. Once you're ready, talk with the clown to get a team ready. I highly suggest taking Tir Ghost since he has an extra of the Aegis weapons needed to kill the bug spirits. The last slot is up to you. Mage's are good for area of effect spells, but Coyote or a samurai will be good for taking down one enemy at a time quickly. Harlequin does have magic though which maybe all you need magicwise. Make your choice and get ready for the final battle! THE HUNT BEGINS Open the south door and you'll find 3 cultist, one of them being a mage. Take out these three, then you'll need to head into the little cave area where the bugs came from before and search to warp to the next area. Once you head around the corner, you'll find 3 more cultist, though they'll turn tail and run as soon as possible. In the next room, you'll find a Worker bug and any cultist that got away earlier. Once the bug has been killed, it should only take 3 shots from the Aegis weapon to kill the spirit. In the next room, there will be a spitter bug, another worker bug, and two more cultist. Take down the cultist, then the bugs, then of course, the spirit of the bugs. The next room has nothing, but the room north of that has two more gunners. After they are dead, more bugs will bust through the wall, one from the right, one from the left, and one from the room we just came from. The one in the previous room will typically stay in that room so don't worry about it until you kill the two in the room you're in. Head through the hole the bug in the previous room made to find your new pathway. INTO THE DEPTHS Charge forward, then turn the corner. At the end of your turn, a bug should bust through the corner. Two more will come from the wall on the left you already passed. Once those three bugs are down, continue following the path around to the next door. Around the corner of this hall you'll find 3 more cultist. After clearing the room, a Bombadier bug will come in from behind. One the plus side, you'll get a free turn to take it down, and it has less health than the workers. After that bug is dispatched, go to the next room, and bugs will ambush you again, one from the left, and one from the right. A bombadier will also come from the upperleft shortly after. Take these bugs down, and then head north and cross the bridge. In the room to the left, you'll find 2 more cultist. In the room, there's a lot of items to get, and if you're hacking skill is 5 or higher, you can hack the safe here to get a platinum trauma kit. Check the computer to unlock the door, and then check the door to warp to the next area. THE BUG SHAMAN Head straight forward, and stop Jessica! Or at least try to... No matter what you say, Jessica will start the ritual. The pillars can't be destroyed, so you'll need to attack Jessica with all your might! She'll use the glowing insect pillar to get a skill called Favor of the Queen. It doesn't show what it does, but assume it is very bad. Jessica will summon bugs from all over the level, give them big buffs, and heal herself. Your main concern is Jessica. Don't worry about the bugs, and focus solely on Jessica. Once you've hurt her bad enough, she'll run off and bug will stop spawning. You'll have to kill off the rest before following her, but it'll help you from getting overrun. You'll also probably see the True Form Soldier for the first time. Honestly, I've killed it as quick as possible so I haven't seen how it attacks, but I only assume it's not good. Once the bugs are all dead and your turns ends, you'll be transported right to Jessica. Here is your morality choice. Sit back and watch the bugs feast, kill Jessica yourself, or kill the bugs and bring her in. There's no fight no matter your choice, just a small bit of dialogue. OUT OF THE SHADOWS You'll have another small talk with Telestrian to decide your reward. If you want, you can have McKlusky fired AND still get another reward if you ask for his badge first. Talk with everyone left, then chat with Dresden, and he'll get you set up to collect on your reward. Use the phone nearby and enjoy your ending!