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Przewodnik:Shadowrun (SNES)

Źródło

Wstep[]

Pudełko[]

Life on the
cyberpunk
fringe of
the future...

Wydanie japońskie[]

Snes jp


http://yfrog.com/j95886514502backj

Źródło

Grafiki[]

http://img521.imageshack.us/img521/4396/shadowrunstageonecollagbe4.th.jpg Kolaż postaci, występujących w grze Źródło

SNES Super Nintendo

Wstęp[]

http://img381.imageshack.us/img381/2287/shadowrunkh4.jpg

 	Shadowrun_SNES_Intro_USA_vs_Japan 	 			  

http://img464.imageshack.us/img464/4636/121box2rj.jpg

You are Jake Armitage, a shadowrunner. You were unceremoniously executed in the streets, but somehow you woke up in the morgue (albeit with a massive migraine). Somebody wants you dead, and you have to find out who -- and why.

Kierowanie[]

Outside the Matrix[]

  • A: Draw weapon/fire
  • B: Examine/manipulate objects, talk
  • L: Examine object
  • R: Pick up object
  • Select: Show stats
  • Start: Game menu

Both manipulating objects and firing weapons depend on positioning the cursor. You might wonder how you can take evasive action in combat when you cannot move and control a cursor at the same time. Well, you can't. You generally just stand in place and fire your weapon, taking whatever damage comes your way. This is not a tactical game.

Wewnątrz Matrycy[]

  • A: Initiate combat (destroy IC or nodes)
  • B: Pick up data/alter prog

Walkthrough[]

The morgue[]

You can examine your chamber to find a hidden piece of paper. Open the right freezer and take the slap patch within. You can either use it when you're near death, or hang onto it to use later (you'll need it to obtain the Magic Fetish, but you can buy a patch later in the game). Also notice near the bottom end of the room a scalpel on a tray. It is not easy to spot so use the hand cursor to locate it. Exit your room and the two men will be surprised to see you alive -- surprised enough that they run into the next room, fearing you to be a zombie. Walk out of the building and somebody will be surprised to see you alive... he saw the hitmen shoot you dead. He runs away for fear of being seen with you. Follow him into a dark alley. He will meet a bad end, but quickly go over to his body (past the enemy orc) and pick up and equip his weapon. Quickly kill the orc. Examine the Orc's dead body to find leather armor. Equip it. Go to the northwest and you will be greeted by a dog, but he won't be much help to you right now.

Twoje mieszkanie[]

This will be one of the most tedious parts of the game. Even with your weapon and armor, you are very weak. You must go to your apartment because it will be your home base, and there are enemies in a neighboring room which you can repeatedly pick off to build up. Go to the town square, then go to the southeast. Head up northeast from there and you'll come across a big red building. Enter it, then take the nearest door. You'll find an incapacitated or, perhaps more likely, dead body. Examine him and pick up his key: this is actually the key to your apartment. Take the note as well if you like. Exit the building (the other room just has enemies), go to the northeast and then hook around the corner to the northwest. Keep going and you'll arrive at your apartment building. Enter it, find apartment six, and use the key on the door. Listen to the message on the video phone on the wall, open the filing cabinet and take the ¥20, and pick up and use your sunglasses. (You look like a dork with 'em on, don't you?) You must also read the ripped note by the computer to get Sassie's phone number, although you can't use the information now until you have the credstick. Rest on the bed and save the game.

Now, enter the door just to the right of yours. Inside you'll likely find some enemies. Gun 'em down, take their nuyen, and repeat until you have 3 karma or are dangerously low on health. Go back to your bed and use your karma to boost your body attribute or firearms skill. Keep doing this until you have body and firearms at about 5 or 6; don't worry about boosting anything else as you don't need it right now. Once you have these attributes boosted, you should be safe until you reach the next major leveling-up area, the Caryards.

Exit the building and go to the southwest. You should now be in the plaza again. Look at the fence around the fountain: at the north end you will find a place where it can be opened. Open it to allow the dog to escape, and you get its collar. Pick it up, since you'll need it for a magic spell (any item that you need for a magic spell will give a distinctive sound when you examine it). Continue to the southwest to the next screen, and enter the building. We'll call this the "Glutman Building" because Glutman's office is the only thing of interest here. Enter the first door and defeat any enemies. On one desk you will see a small black object, a paperweight (use your cursor to help find it). Pick it up, since you'll need it to learn a magic spell. Now enter the second door, go up to the computer, and take the Cyberdeck. Exit the building.

Statystyki[]

Atrybuty[]

  • Body: Your HP is ten times your body attribute.
  • Charisma: Determines number of shadowrunners you may be with. The number is half your charisma, rounded down.
  • Magic: Your MP is ten times your magic attribute.

Balancing HP and MP[]

In the beginning, HP is at a premium and cannot be recovered well. Therefore, it is a high priority to boost your body stat (up to 5 before Caryards and around 10 at Caryards). Once you acquire the Heal spell, things start to change. At first you will not have enough karma to boost your spell to 6 and also increase your MP capacity. However, it is wise to do so when you can. The heal spell is by far the most useful spell in the game, so do not worry that a level 6 spell will drain your MP, because you'll use it for little else. You also experience increasing returns with each spell level. That is, each level adds more HP healing capacity than the previous level did.

Here's where the balancing act comes in. A level 6 spell heals 90 MP, therefore, late in the game, it is usually to boost your magic attribute instead of your body attribute, even if your body attribute is not maxed out and you have karma to burn. For example, suppose you have 15 body and 10 magic. You can burn 15 karma for a 10 HP boost, or you can burn only 10 karma for an extra 90 HP of healing capacity. Which is better, 10 HP or 90 HP?

This is not to say that it's worthless to boost your body stat a bit further. Doing so allows you to sustain damage longer before needing to cast the spell. If somehow you had only 10 body and 10 magic, it may be wiser to boost the body because you only get maximum value out of a level 6 heal when you have 10 HP or less, which is be dangerously low. If you have trouble healing yourself in combat, you might be better off getting your body attribute close to the max before you start boosting your healing capacity. An average or better player should need only about 15 body near the end, although you might want more when it's time to fight Drake.

Umiejętności[]

  • Leadership: Determines how long shadowrunners remain with you.
    • Buy it at Dr. Maplethorpe's office.
  • Negotiation: Reduces cost of shadowrunners.
    • Buy it at the arena in the caryards.

Różne[]

Śmieszne rzeczy[]

  • Most of the time you cannot shoot unarmed civilians. However, it still is possible sometimes. If they don't go down in one shot, you probably can't kill them. If you continue to shoot at people who you can't kill, you will get a warning. If you ignore the warning and keep doing it, you will lose one karma point, unless you have no karma, then you just get the warning again.
  • At Ed's Patch & Fix, after Ed activates the cortex bomb, you can shoot him. This is one of the rare exceptions to the rule that you cannot kill people who mean you no harm.
  • You can kill any scientist in the Drake Volcano whether they can hurt you or not.
  • You can try to kill the helicopter pilot at Drake Volcano (but not at the top of Drake Tower) and he'll take damage, but he seems to have infinite HP. It wouldn't be a good idea anyway because then the only way to get out would be to defeat Drake.

Bugi[]

  • It may sometimes be possible to kill an enemy with one hit if you shoot them before the battle music starts. Normally it won't happen, but it's possible.
  • One time furrykef was stranded on the Bremerton ship without the crowbar, even though he had picked up the item. This is apparently the result of the game automatically getting rid of some items you don't need at certain points in the game. It is not certain what triggered this, but it was probably either going to the Drake Towers or Aneki building too early. If this happens, you must reset the game. If the crowbar is still gone, you're screwed and have to start the game over from the beginning. Ouch!

Duperele[]

  • The name "Armitage" is a reference to Neuromancer, which features a character with this name. The Genesis Shadowrun also has a reference to Neuromancer, in the form of a character going by the name Nero Manser. Neuromancer is a book by William Gibson, and was the first cyberpunk novel.


Recenzja[]

Ze strony: http://kevinwoolridge.blogspot.com/2006/07/this-isnt-end-armitage-well-meet-again.html

"This isn't the end, Armitage! We'll meet again in Shadowrun II!"

Finished Shadowrun last night. Man would Shadowrun make an awesome MMORPG. It would be great for team play. How cool would it be to be playing with some buds while one guy jacks into the Matrix and your other teammates are protecting him.

Filmy[]

Walkthrough[]

o-----------------------------------------------------------------------------o
| SHADOWRUN |
| SNES Edition |
| |
| TECHNICAL WALKTHROUGH |
| Version 1.1 |
| |
| By The Admiral |
| Email: Admiral1018@yahoo.com |
o-----------------------------------------------------------------------------o


INTRODUCTION



In all the years since its release, the technical workings of most elements in
Shadowrun remain mysterious -– from the karma system to the spell effects.
This is the first guide to look into all the elements of the game and decipher
how they work, on a quantifiable level. For anyone who has ever wondered how
and why most things in Shadowrun work the way they do, this guide should answer
those questions. Nearly all of the information in this guide is completely
original and unavailable anywhere else, be it a commercial guide or fan-based
website.

This guide is NOT a complete walkthrough of the game; it is a carefully
detailed guide of the technical components of nearly all sections of the game,
with opinions and evaluations inserted in crucial decision-making areas. This
guide is best used by someone playing through the game for a second time who is
looking to get the fullest experience out of Shadowrun. This guide also makes
a good reference for someone familiar with the game play and looking for some
detailed information on a specific area. Please note that this guide does
contain some plot spoilers, namely with regards to fighting certain bosses.


NOTE ON SHADOWRUN VERSIONS



There are currently two versions of Shadowrun that have been released in the
United States. The main differences are in the dialog, and it is almost
impossible to distinguish between the two while playing. The best way to tell
the two apart is to talk to the tired customer in the Grim Reaper Club (the one
who takes the Iced Tea). When asked about Grinder, in one version he says
"Morgue Guys" and in the other version he says "Chop Shop" guys. These two
terms will be used to distinguish the versions -- "Morgue Guys" and "Chop
Shop." The main difference is that the Chop Shop version has more explicit
dialog, with many more graphic and sexual comments than in the Morgue Guys
version. Aside from this, there are a very few game play differences, but any
ones I have found are carefully noted. If you come across any that you do not
think are mentioned here, please email me: Admiral1018@yahoo.com.


===============================================================================
D I S C L A I M E R SR00
===============================================================================
This FAQ is meant for personal use only and cannot be reproduced for commercial
use under any circumstances. No portions of this guide may be reproduced, in
part or in entirety, without the consent of the author. If you would like to
use any part of this guide in your FAQ or website, I will probably give you
permission if you ask, but you must ask first (Email: Admiral1018@yahoo.com).
The Shadowrun video game and all content within is copyright of DataEast.
Shadowrun and The Matrix are trademark of FASA Corp.


===============================================================================
T A B L E O F C O N T E N T S SR01
===============================================================================
To jump to any section of this guide quickly, click the Edit option on the
toolbar, then go to Find and type in the index number listed in the right
column. You can also press Crtl+F to bring up the search box.


DISCLAIMER.................................................................SR00

TABLE OF CONTENTS..........................................................SR01

LOCATIONS CHART............................................................SR02

 • Detailed Maps


ATTRIBUTES & SKILLS........................................................SR03

 • Basic Stats
• Attributes
• Skills


WEAPONS & ARMOR............................................................SR04

 • Damage Formula
• Weapon Terms
• Weapons Chart
• Armor Terms
• Armor Chart


MAGIC......................................................................SR05

 • Heal 
• Powerball
• Invisibility
• Freeze
• Summon Spirit
• Armor


CYBERWARE..................................................................SR06

ITEMS......................................................................SR07

SHADOWRUNNERS..............................................................SR08

 • Shadowrunner Terms
• Shadowrunner Stats


KEYWORDS...................................................................SR09

 • Keyword List
• Dialog Map


ENEMIES....................................................................SR10

 • Tenth Street
• Old Town
• Downtown


OTHER......................................................................SR11

 • Phone Directory
• Hidden Items


REVISION HISTORY...........................................................SR12

CREDITS....................................................................SR13


===============================================================================
L O C A T I O N S C H A R T SR02
===============================================================================
The Shadowrun world is divided into 3 main sections: Tenth Street, Old Town,
and Downtown. Each section has several buildings and subsections that will
be referenced frequently in this guide. Below is a listing of each section
and subsection. Confusing areas with multiple sections are explained in more
detail in the "Detailed Maps" section below this one. Those areas are noted
with an asterisks (*).


Tenth Street
============
Morgue Building
• Morgue room

Town Square
• Fountain

Streets

Dark Alley

Glutman's Office Building
• Vacant office
• Glutman's office

Seems Familiar Building
• Seem familiar office
• Vacant office

Jake's Apartment Building
• Vacant Office
• Jake's apartment

Business Man's Office Building
• Vacant Office
• Business Man's office

Grim Reaper Club

Graveyard
• Crypts 1-3
• Injured Shaman Crypt

The Cage

Tenth Street Station


Old Town
========
Caryards
• Sleeping Bag
• Dead-end
• Arena

Streets

Old Town Station

Sputnik Club

Alley
• Ed's Patch' N' Fix

Weapon Shop

Talisman Shop


Downtown
========
Daley Station
• Main concourse
• Outdoor Market

Streets

Dr. Maplethorpe's Office
• Reception Area
• Examination room

Wastelands Club

Rust Stilettos
• Entrance
• Front room
• Back room

Docks (*)
• Docks 1-3
• Boat Harbor
• Dog Spirit Warehouse
• Vacant Office
• Octopus Warehouse

Hotel
• Hotel Room

Jagged Nails Club

Rat Shaman's Lair (*)
• (Graveyard) Entrance
• Sewers 1-4
• Rat Shaman's room

Dark Blade (*)
• Courtyard
• Weapon Shop
• Foyer
• Conference room (right from foyer)
• Office (left from Foyer)
• Dining room (straight from Foyer)
• Kitchen
• Catacombs 1-3
• Vampire room

Bremerton (*)
• Outer Ship 1-2
• Inner Ship 1-11
• Basement 1 (left of first inner ship room)

  • Stairways 1-3
• Safe room (Safe Key/Detonator)

• Basement 2 (Airlock)

  • Stairways 1-3
• Safe Room (Toxic Dissolver)

• Portal Room
• Other Dimension

  • Chambers 1-2
• Jester Spirit Room


Drake Building
• Lobby
• Floors 2-6
• Roof

Volcano
• Landing Pad
• Level 1
• Sub-levels 1-4
• Drake Room

Aneki Building
• Entrance
• Lobby
• Floors 2L-5L (Left side)
• Floors 2R-5R (Right side)
• Floors 2E-5E (Elevators)
• Roof



DETALILED MAPS
==============
The following section provides detailed descriptions of the sub-locations for
particular areas of the game. These names will be used throughout this guide
when referring to item or enemy locations.


Docks
=====
Docks 1: This is the entrance to the docks with the small stairway leading

         down from the city.  There is also a small bench before the stairway  
on this screen.


Docks 2: The screen comes after Docks 1, and connects to the Boat Harbor,

         Vacant Office, and Docks 3.  The screen has 2 Hitman, 2 Massive Orcs, 
and 2 Mages.


Docks 3: The last docks section. It connects from Docks 2, and has a door at

         the far end leading to the Octopus Warehouse.  This screen also has 
the door leading into the Dog Spirit Warehouse, and will have the
Mermaid Scales after you dump the ice.



Rat Shaman's Lair
=================
Sewers 1: This is the first section of the sewers, which connects to the

          Graveyard entrance on the left side, Sewers 2 on the top, and Sewers 
3 on the right.


Sewers 2: This screen branches off of Sewers 1, and is a dead end.

Sewers 3: Sewers 3 is the seconds main sewer section. It connects to Sewers 1

          on the left, Sewers 4 on the top, and Rat Shaman's Lair on the 
bottom right.


Sewers 4: This screen branches off of Sewers 3, and is a dead end.


Dark Blade
==========
Foyer: This is the main area you see once you enter into the Dark Blade

            mansion. On your first visit, the Mage will be standing on the 
left hand side by the doorway. The Foyer connects to three
separate rooms: the Office on the left, the Dining Room up top,
and the Conference Room on the right.


Conference This is a large meeting room with a U-shaped table and several
Room: bookshelves along the walls. You will find the Bronze Key in one

            of those shelves.


Office: This room has two computers and several small tables. It is also

            where you will meet Vladimir if you ask the Mage in the front 
about "Magic Fetish."


Dining A large hall with several dining tables. This room connects to
Room: the Foyer on its bottom side and to the Kitchen on its left.

Kitchen: The kitchen contains stoves, sinks, and a couple of rows of

            counters.  The right side of the screen has a small passageway, 
which leads to the Catacombs. You will need the Bronze Key to
open this gate leading down.


Catacombs 1: The first catacombs area. It is set up with a main walkway and

            indented passages with coffins on both sides.  This room connects 
to the Kitchen via stairway at the right, and to Catacombs 2 at
the left.


Catacombs 2: This is the smallest of the three catacombs, and connects to all

            the other dungeon rooms.  The exit at the top right leads back to 
Catacombs 1. The bottom right exit leads to Catacombs 2. The
bottom stairway goes down into the vampire room.


Catacombs 3: This screen is shaped similar to Catacombs 1, and is a dead end.

Vampire The final dungeon which connects to Catacombs 3 via a short
Room: stairway. This room contains the vampire and a pack of 4 ghouls

            that will charge you upon entering.  The room itself is littered 
with skulls, and has chains hanging from the ceiling.



Bremerton (Ship)
================
Outer Ship 1: This is the first screen you reach after taking the boat from

               the docks.  Note that it contains two levels -- an upper and 
a lower; you enter this screen from the lower level. Both
levels contain exits leading to Outer Ship 2 on the right side.
The upper level has a rusted door on the far left, which, when
opened with a Crowbar, leads to Inner Ship 1. The upper level
also contain the Doggie that drops the Dog Tags.


Outer Ship 2: The seconds section is shaped like a U, with exits on the upper

               and lower levels of the left side leading to Outer Ship 1.  On 
the far right side is a stairway which connects the upper and
lower levels. Heading back left once on the upper level will
lead back to the first screen.


Inner Ship 1: The first area of the ship you enter. There are two red Poison

               Oozes on this screen.  The door on the bottom right leads to 
Inner Ship 2, and is opened using the switch on the wall. The
catwalk on the top left leads to Basement 1, and can not be
reached from this screen.


Inner Ship 2: This is a somewhat rectangular screen with stairs leading up to

               a catwalk and with multiple exits.  The exit on the middle left 
leads to Inner Ship 1. Taking the catwalk and exiting from the
top left leads to a separate part Inner Ship 1. The exit on
the far right leads to Inner Ship 3.


Inner Ship 3: This is the largest room in the ship and is characterized by

               three large forks that come off the main passageway from Inner 
Ship 2. The leftmost fork leads to Inner Ship 4. The center
fork leads to Inner Ship 5. The rightmost fork has 2 exits.
The top-middle exit leads to Inner Ship 6, and the rightmost
exit leads to Inner Ship 8.


Inner Ship 4: Small, square shaped room. It contains a red Poison Ooze and

               connects to Inner Ship 3 at the top and Inner Ship 5 on the 
right.


Inner Ship 5: Small, rectangular shaped room. This room contains the gray

               Poison Ooze which turns into the Toxic Water when defeated.   
The top exit leads to Inner Ship 3, the center-left exit leads
to Inner Ship 4, and the bottom-left exit leads to Basement 2.


Inner Ship 6: This a very narrow, long room, which contains a Gang Member.

               It connects on the bottom to Inner Ship 3, and on the top right 
to Inner Ship 7.


Inner Ship 7: A very tiny, L-shaped room. There is nothing in this room. It

               just serves as a connector between Inner Ship 6 (on the left) 
and Inner Ship 8.


Inner Ship 8: Inner Ship 8 is shaped like a sideways-T. The top-left exit

               leads to Inner Ship 7, the center-left exit leads to Inner Ship 
9, and the right side exit leads to Inner Ship 10.


Inner Ship 9: A small room connecting Inner Ship 3 (left) to Inner Ship 8

               (right).  This room contains an annoying Slimy Toxic Waste, 
which makes it extremely annoying, if not close to impossible,
to pass through this way.


Inner Ship 10: This is a large room that splits in two directions after

               following the small passageway from Inner Ship 9.  This room 
contains a Gang Member and a Gang Leader that stand along the
center paths. The center passage lads to a dead end, and the
right side door, which requires flipping a switch to open,
leads to Inner Ship 11.


Inner Ship 11: Another small, L-shaped room. You will notice it is on a

               catwalk overhanging a small pool of water.  There are no 
enemies or anything else of significance in this room. The
left-side exit leads to Inner Ship 10, and the right-side one
leads to Inner Ship 12.


Inner Ship 12: A large room containing two Slimy Toxic Wastes. It is

               impossible to get past them without first using the Toxic 
Dissolver (Green Bottle) on them. There are a series of
switches on the top wall. The rightmost one opens the door
leading to the Portal room, on the right. The other two
switches control hiding and detonating the mines in the Portal
room. The other exit, on the left-most side of the room, leads
back to Inner Ship 11.


Basement 1: The first Basement consists of series of 3 downward stairways

               and a Safe room.  The first Stairway of Basement 1 connects to 
Inner Ship 1. The Safe Room at the bottom contains a Ferocious
Orc, who drops the Safe Key when killed. Inside the Safe, you
will find a Detonator and a Broken Bottle.


Basement 2: The second Basements looks identical to the first, with the

               first stairway connecting to Inner Ship 5.  The Safe Room at 
the bottom contains a party of 2 Massive Orc and 2 Ferocious
Orcs, which are invincible. To get past them, you'll need to
flip the airlock and water pressure switches. Flip the airlock
switch first, found above the top exit of Stairway 3. Then,
flip the water pressure switch found above the top exit of
Stairway 2. After hearing a scream, flip both switches back
and go to the Safe Room.


               To open the Safe, you'll need to use the Time Bomb, which is 
constructed after you have the Explosives and Detonator items.
Inside the safe you'll find a Green Bottle, which contains
Toxic Dissolver.


Portal Room: A small room containing a series of mines. The switches in

               Inner Ship 12 control making these mines visible and 
prematurely detonating them (so that they don't cause damage).
The door on the left leads to Inner Ship 12, while the portal
leads to Chamber 1 of the Other Dimension.



===============================================================================
A T T R I B U T E S & S K I L L S SR03
===============================================================================
This section lists the mechanics behind the basic stats, attributes, and skills
that Jake possesses. You can raise both attributes and skills by resting in a
bed and using karma. Not all attributes and skills are available at first, and
the methods of obtaining each are listed.


BASIC STATS
===========

Hit Points (HP) – (also referred to as Stamina)



This is Jake's life in the game. Hit Points are displayed on the menu screen
as Current HP / Maximum HP. Jake's Hit Points are determined by the Body
attribute, and his maximum HP are always equal to [Body * 10], with 200 being
the highest HP value. HP are restored by sleeping, casting the Heal spell,
using a Slap Patch, or after certain fixed events in the game.


Magic Points (MP)



Magic Points are used to cast spells, which are described in more detail in
the "Spells" section below. Magic Points are displayed on the menu screen as
Current MP / Maximum MP. Jake's MP are determined by the Magic stat, and the
maximum MP are equal to [Magic * 10], with 200 being the highest MP value.
Jake will not have any MP until he learns the Heal spell, after which he gains
the ability to raise his MP by increasing Magic.


(Experience)



Experience is an invisible stat the game uses to determine your karma level.
Nearly all enemies have a fixed experience total that they give when defeated
(the exceptions are the enemies in the Drake and Aneki Towers, which have
varying experience totals). A chart of these experience values is listed in
the "Enemies" section of this guide. The maximum experience that Jake can have
in the game is 65535.


Karma



Karma is used to raise Jake's abilities, skills, and magic spell levels. The
formula for determining Jake's karma is as follows:

 Karma = Experience / 8


Jake gains one point of karma for every 8 experience points, with this total
always rounded down. Your karma total is updated as soon as you have enough
experience, not when the game box appears telling you that you have earned a
karma point. If you leave the current screen before all the enemies are
dead, you will still receive any karma your experience merits, despite not
seeing the karma message box appear.

Jake can only use his karma when he sleeps in a bed. The maximum karma value
in the game is 8191.


Nuyen



This is currency used in the Shadowrun world. It's needed to purchase weapons,
armor, items, stay at inns, or hire Shadowrunners. Enemies typically drop
nuyen when defeated, with few exceptions. Fighting bosses or battling in the
Arena are generally the best sources for large amounts of nuyen. The maximum
nuyen value in the game is 4,294,967,295 (!).


ATTRIBUTES
==========

Body



Starting value: 3
Maximum value: 20
Karma to max: 187

The Body attribute controls Jake's maximum HP total, which will always be equal
to [Body * 10]. Early in the game, this is one of the most important stats to
raise. Increasing your Body total to 5 or 6 early on will greatly extend your
life in the first two sections of the game. You should ideally max out the
Body attribute by the end of the game, with the very minimum being 14-15.


Magic



Starting value: 1
Maximum value: 20
Karma to max: 190

The Magic attribute controls Jake's maximum MP total, which will always be
equal to [Magic * 10]. Jake doesn't get this stat until after learning the
Heal spell, at which point it starts at level 1. The importance of raising
this stat depends on how heavily you plan on using magic. If you seldom use
more than the Heal spell, there is no need to take this attribute beyond level
10-12. If, however, you frequently use it for several of the combat spells –
Invisibility, Freeze, or Armor – it's worth it to raise this spell closer to
18-20. If you also plan on using the offensive spells – Powerball and Summon
Spirit – you'll almost certainly need this stat at 20.


Strength



Starting value: 3
Maximum value: 6
Karma to max: 12

Strength determines the type of weapons that Jake (and the Shadowrunners) can
use. The exact strength values for each are listed in the table in the
"Weapons and Armor" section. Strength will rarely be a problem for Jake, since
he can make it through nearly all of the game by raising it just one level to
4, for a mere 3 karma. Strength is much more important when hiring
Shadowrunners, if you plan on upgrading their weapons and armor. Still, you
should make sure to plan the purchase decisions for both Jake and the party
around strength, and see to it that Jake always has the necessary amount.


Charisma



Starting value: 3
Maximum value: 6
Karma to max: 12

Charisma determines the number of Shadowrunners you can have with you at one
point. The number you can carry is equal to [Charisma / 2], rounded down. The
exact values for each level are shown in the chart below.

                      Number of
Charisma Shadowrunners
======== =============
3 1
4-5 2
6 3


You probably don't need to raise this attribute beyond 4, since there is seldom
a case where you will want more than 2 Shadowrunners at a time. Shadowrunners
also have basic charisma values when you hire them, but this value does
nothing.


SKILLS
======

Computer



Starting value: 1
Maximum value: 6
Karma to max: 15

The Computer skill enhances your performance in the Matrix. The computer skill
does three things: 1.) Improves your chances of killing IC's in the Matrix; 2.)
Decreases the damage you take from wasted attacks; 3.) Decreases the damage you
take from IC's. The IC's have different levels of attack power and defense in
the different Matrix sections that you enter. All identically shaped sections
have IC's with the same stats.

The Computer skill becomes one of the most valuable skills later in the game.
During the Drake Volcano and Aneki Tower, the Matrix IC's begin causing
considerably more damage than any enemy fighting. The Computer skill isn't
that difficult to boost, but it is absolutely vital in helping your chances of
survival. Be sure to get this skill up to 6 before entering the Drake Tower.


Firearms



Starting value: 1
Maximum value: 16
Karma to max: 120

The Firearms skill determines the accuracy of your gun shots. Basically, it
combines with the inherent accuracy of the weapon to determine how often you
hit or miss a target. When a shot misses, you will hear the firing sound and
see the usual shot animation, but nothing will appear over the target. Keep in
mind the effects are identical if either your shot misses or it hits but does
zero damage, so it's not always easy to determine how accurate your weapon is.
It isn't necessary to raise Firearms over 10, as your accuracy will be nearly
perfect using any weapon at this level.

Early on in the game, Firearms is arguably the best skill. It will
significantly increase the accuracy of your starting weapons, which
significantly raises your damage per time rate. Try to get this skill up to
level 5 or 6 before the caryards, and you shouldn't run into too much trouble
at all.


Leadership



Starting value: 1
Maximum value: 6
Karma to max: 15

The Leadership skill effects how long any hired Shadowrunners will stay with
you. You learn this skill by purchasing the Skill Software for 3,000 nuyen
from Dr. Maplethorpe in the Downtown area. The time duration of a
Shadowrunner's stay is measured by the number of battles you enter, which is
defined as each time the battle music starts and then stops. Shadowrunners all
have a base amount of battles that they will accompany you for (denoted the
Shadowrunner multipliers, X and Y below), which is the same each time you hire
them. Each point in Leadership increases the number of battles a Shadowrunner
will stay by 10% to 12.5%, depending on the specific runner. The exact formula
is as follows:

   Number of Battles = (10 * X) + (Y * Leadership)


In most cases, X is the same value as Y. However, any Shadowrunner who has an
X value of 4 or 5 will use a Y value of 5 or 6, respectively, for the variables
in the above equation. In all other cases, the values of X and Y are the same.
A listing of Shadowrunner multipliers is given in the "Shadowrunner"
information section below. If a number is listed alone, it is the value for
both X and Y. If there are two numbers, the first is X and the second is Y.

The overall usefulness of the Leadership skill depends on how regularly you use
Shadowrunners. If you do a lot of hiring, this skill pays for itself after a
few runs, assuming you've boosted it to level 6. More importantly, you are
saved the inconvenience or danger of having a Shadowrunner leave you at an
undesired time. If you have the extra nuyen and even a slight desire to hire,
you should probably invest in this skill.


Negotiation



Starting value: 1
Maximum value: 6
Karma to max: 15

Negotiation effects the rate you receive when hiring Shadowrunners. You learn
this skill by asking the Arena Owner about "Negotiation" at anytime before all
the fighters, including the King, have been defeated. The Negotiation keyword
is originally taught by the Business Man in Tenth Street who sells the Lone
Star Badge, when asked about "Hiring." The cost of learning this skill is
1,000 Nuyen.

Each Shadowrunner has 3 sets of fixed base prices that appear depending on the
range that your Negotiation skill falls into. The price range corresponding to
Negotiation goes as follows:

       Negotiation     Price Level
=========== ===========
0-2 Level 1
3-4 Level 2
5-6 Level 3


Price levels 1 to 3 don't mean anything in themselves, except that 1 is always
the most expensive and 3 is the cheapest. The change from level to level
doesn't follow a pattern or formula; it's specific to each Shadowrunner. A
full listing of prices can be found in the "Shadowrunner" section below.

The value of Negotiation is average at best. The savings you see with many
Shadowrunners will probably not cover the price of this skill unless you hire
3-4 times. However, for some of the more expensive Shadowrunners, you can save
quite a bit. If you hire Shadowrunners frequently, it can't hurt to learn this
skill. It's never necessary to raise it beyond level 5, as the discount at
level 6 is always the same.


(Armed Combat)



This is a Shadowrunner only skill, meaning that Jake can neither learn it, nor
will it have any effect if he is taught it through cheating. This skill is
supposed to represent the accuracy of non-gun weapons. However, it is just for
show. This skill does nothing, regardless of its levels.


(Unarmed Combat)



This is a Shadowrunner only skill, meaning that Jake can neither learn it, nor
will it have any effect if he is taught it through cheating. This skill is
supposed to represent the accuracy of melee attacks, like the slashing attack
you observe on the Gang Members. Note that only Anders has this skill.
However, it is still just for show. This skill does nothing, regardless of its
levels.



===============================================================================
W E A P O N S & A R M O R SR04
===============================================================================


DAMAGE FORMULA
==============
The amount of damage inflicted on a target is a function of both attack power
and defense. The game performs two calculations each time a physical attack is
made:

1.) A calculation to see if the attack results in a "hit" or "miss," then;
2.) If the attack is a "hit," the game determines the damage the hit inflicts,

   represented by the small numbers that appear over the target.  


If either the attack misses or the damage is zero, nothing will appear over the
target, meaning it's impossible to distinguish between these two occurrences.

Once it is determined that an attack will hit, the following damage calculation
is performed. The damage equation uses the attacker's attack power, the
target's defense, and a random variable ("Random"). "Random" is a random
integer that the game draws, under the following constraints:

 Random: 0 < Random < (Attack Power + 1)


This means that the random number can be any integer between 1 and the weapon's
attack power. So, if you're using the Beretta Pistol, which has an Attack
Power of 3, Random can be 1, 2, or 3. The range increases as the attack power
increases. The game uses this variable to calculate the damage that the target
receives, using the following equation:

 Damage = Random - Defense


The damage you can inflict on a target is simply the random number drawn less
the target's defense. In keeping with the last example, let's say we're using
the Beretta Pistol to attack a target with a defense of 1. Since the random
variable will be either 1, 2, or 3, the damage totals can be either 0, 1, or 2.
You would notice all of these damage totals occurring with equal probability
when attacking an enemy. Once an enemy's defense gets to be 3 or higher, you
cannot damage it using the Beretta Pistol.

There are a few interesting things about this damage equation. The first is
that the minimum damage value never changes. Regardless of defense, you can
see a damage of 1 using any weapon in the game, and there is nothing that can
raise this minimum. The second point is that it becomes quite easy to figure
out the average damage using any weapon on any target. This is always equal to
the following:

 
Average Damage = 1/2 * (Attack Power – Defense)


There are a few important points that come from this:

1.) There are some enemies in the game that cannot be damaged at all by certain

   weapons.  When you notice your damage dropping or your shots missing very 
often, it's time to upgrade your gun. The first time you will be required
to do this is when facing the Rust Stilettos, as you can't kill several of
the members with your starting weaponry.


2.) Since an attack that actually hits is just as likely to do 1 damage as it

   is to do max damage, it's important to make every shot count.  You can 
increase your damage potential considerably by raising the Firearms stat
and by purchasing the Boosted Reflexes.


3.) The damage equation works the same way when enemies attack you. This

   should point out the benefit of upgrading your defense whenever you can.  
With the Full Body Suit and Dermal Plating, the vast majority of enemies in
the game will be unable to damage you at all.



WEAPON TERMS
============

Weapon Name: This is the full name of the weapon as it appears in the

             instruction manual.  The game often uses shortened versions
of these names.


Required This is the minimum amount of Strength that Jake needs to
Strength: use the weapon. Strength requirements less than 3 are pretty

             Meaningless to Jake, as his strength will never be lower than 3.  
These totals are useful when you consider upgrading the
Shadowrunners' weaponry.


Attack Power: This is the value used to determine the damage done by the

             equipped weapon.  It is not visible during the game.  The numbers 
themselves are used in the damage calculation shown just before
this section. Obviously, the higher the attack power number, the
greater the damage.


Accuracy This value, like the Firearms skill, determines how likely your
Rating: shots are to hit the target. The range for accuracy goes from 0

             (worst) to 6 (best), but the scale does not work the same as 
Firearms. This value is also not visible during the game.


Weapon Type: There are three types of guns in the game: light, heavy, and

             automatic.  You can distinguish between the three based on the 
sound that they make when fired. Automatic weapons have the
unique property of being able to fire by simply holding down the
firing button; the other types require that the firing button is
constantly tapped. Unless you are using a turbo controller,
automatic weapons will generally be able to fire more quickly
than either light or heavy ones.


Price: This is the listed price of each weapon at the weapons shop. The

             location(s) of each weapon is given in the description section 
after the table. If the weapon is available in more than one
place, both prices are indicated. The notations for the weapon
shops are: OT (Old Town Weapon Shop) and DB (Dark Blade Weapon
Shop). If a price appears in brackets [], that is the sell
price, meaning the weapon cannot be purchased.


(Physical You might notice that the physical appearance of Jake's gun

Weapon):     changes depending on which weapon he has equipped.  The game  
determines the physical weapon based on the weapon's attack
power, and there are two types: a small pistol and large gun.
Any weapons with an attack power of 0 to 6 will be displayed as a
small pistol (Zip Gun, Beretta, Colt L36, Fichetti, Warhawk).
Any weapons with an attack power of 7 or higher will show up as
the large gun (Shotgun, Uzi, Assault Rifle, Assault Cannon).


(Firing All weapons have the same maximum firing rate. The specific

Rate):       times are listed under the "Boosted Reflexes" part of the 
"Cyberware" section below. As noted, automatic weapons have the
property of being able to fire at maximum rate through only
holding down the firing button. It is hard to reach the maximum
for non-automatic weaponry without a turbo controller, but it is
possible.



WEAPONS CHART
=============

o-----------------------------------------------------------------------------o
| Weapon | Required | Attack | Accuracy | Weapon | Price |
| Name | Strength | Power | Rating | Type | (Nuyen) |
|=========================|==========|========|==========|========|===========|
| Zip Gun | 1 | 3 | 0 | Light | ---- |
|-------------------------|----------|--------|----------|--------|-----------|
| Beretta 101T Pistol | 1 | 3 | 1 | Light | [200] |
|-------------------------|----------|--------|----------|--------|-----------|
| Colt American L36 Pistol| 1 | 3 | 1 | Light | 500 (OT) |
|-------------------------|----------|--------|----------|--------|-----------|
| Fichetti Light Pistol | 1 | 4 | 1 | Light | 2,000 (OT)|
|-------------------------|----------|--------|----------|--------|-----------|
| Ares Viper Heavy Pistol | | 4 | 2 | Heavy | 4,000 (OT)|
| | 2 | | | | 3,000 (DB)|
|-------------------------|----------|--------|----------|--------|-----------|
| Ruger Warhawk Pistol | 3 | 6 | 2 | Heavy | 9,000 (OT)|
|-------------------------|----------|--------|----------|--------|-----------|
| Defiance T-250 Shotgun | 4 | 8 | 2 | Heavy |15,000 (OT)|
| | | | | |12,000 (DB)|
|-------------------------|----------|--------|----------|--------|-----------|
| Uzi III SMG | 4 | 8 | 3 | Auto |30,000 (DB)|
|-------------------------|----------|--------|----------|--------|-----------|
| HK227 Assault Rifle | 5 | 10 | 2 | Heavy |24,000 (DB)|
|-------------------------|----------|--------|----------|--------|-----------|
| AS7 Assault Cannon | 5 | 20 | 6 | Heavy |40,000 (DB)|
|=========================|==========|========|==========|========|===========|
| Grenade | 1 | 13 | --- | ----- | See below |
o-----------------------------------------------------------------------------o


Zip Gun



You are given this gun if you are unequipped and don't have a weapon in your
inventory when being brought to the Caryards by Glutman. It's generally a very
poor substitute for the Beretta 101T, due to its poor accuracy rating.


Beretta 101T Pistol



You can find this pistol by following the Decker who approaches you as soon as
you leave the morgue. After hearing a scream, walk forward and the gun will be
lying on the ground near the body. This is the best gun that you can get until
Old Town, and should be good enough to carry you through a few Arena fights.
You can prolong its usefulness by raising the Firearms skill, which will have a
noticeable impact on the frequency you hit enemies.


Colt American L36 Pistol



This gun can be purchased from the Weapon Shop in Old Town. Its stats are
identical to the Beretta, so buying this gun is virtually a waste, unless you
are upgrading from the Zip Gun and don't have enough nuyen for anything else.


Fichetti Light Pistol



The Fichetti can be purchased from the Weapon Shop in Old Town. It's a slight
step up from the Beretta, but nothing that will really speed up your killing
rate. You're better off saving the 2,000 Nuyen for something more useful.


Ares Viper Heavy Pistol



This gun can be purchased from the Weapon Shops in both Old Town and Dark
Blade. The damage is still not much of a step up from the Beretta, but you
will notice your shots hitting a lot more often. Still there probably isn't a
time when this gun is ever worth buying.


Ruger Warhawk Pistol



The Ruger Warhawk can be purchased from the Weapon Shop in Old Town. The
Warhawk is probably the first gun with which you will notice a significant
improvement over the Beretta. It is twice as powerful as your starting
weaponry and has a very good hit rate. It's also fairly cost effective, and
will be a good substitute if you're really in need of an upgrade but can't
afford the Shotgun.


Defiance T-250 Shotgun



The Shotgun can be purchased from the Weapon Shops in both Old Town and Dark
Blade. This gun is a noticeable step up from anything else available in Old
Town, and will greatly increase your killing rate. You could probably get by
most of the game without having to upgrade from the Shotgun again. It's more
affordable if you wait to buy it at Dark Blade, but, by that time, you've
missed out on most of the opportunities where it's power would come in most
useful. You should try to save up enough so that this gun is your first
upgrade.


Uzi III SMG



The Uzi III can be purchased from the Weapon Shop at Dark Blade Mansion. There
is a good deal of debate about the usefulness of this gun. It's damage level
is the same as the Shotgun and it's accuracy is higher, but the main advantage
it has is the automatic trigger. While all guns have the same maximum firing
rate, unless you are using a turbo controller, it's probably not possible to
fire the other weapons at the same rate as the Uzi. In this case, it is
capable of dealing out damage at a much faster rate than any weapon before it.
However, this a very hard sell at 30,000 Nuyen. Your money would be much
better spent on the Boosted Reflexes with the Shotgun. The accuracy difference
can be made up with 1-2 points of Firearms.


HK227 Assault Rifle



The Assault Rifle can be purchased from the Weapon Shop at Dark Blade Mansion,
but it is only available after you have defeated the Jester Spirit. The
Assault Rifle isn't a bad deal at 24,000 Nuyen, as it is a step up in damage
from anything available before it. By the time it's available, you'll likely
be facing foes with decent armor ratings, so the added damage should be quite
noticeable. You probably could get by without this gun, but if you have the
Nuyen at the time, it's a pretty decent purchase.


AS7 Assault Cannon



This gun can be purchased from the Weapon Shop at Dark Blade Mansion, but it is
only available after you have defeated Drake. The Assault Cannon is, by far,
the best weapon in the game. Its damage and accuracy are double even the next
best guns, and most enemies won't survive more that 1-2 shots from. It's
unfortunate that this gun comes as late in the game as it does, but you should
still save up and purchase it as soon it becomes available. The damage
potential is simply unparalleled.


Grenades



Purchased from several different places: Business Man in Tenth Street Area (100
nuyen), the Old Town Weapon Shop (100 nuyen), or the Dark Blade Weapon Shop (80
nuyen). The maximum number of grenades you can hold at a single point is 6.
Grenades aren't equipped, as other guns are; they are used individually like
items. When you use a grenade, the game pauses while you select a target. You
can only throw the grenade and an object which has a name label at the bottom.
Grenades also do splash damage to nearby targets, including Jake. Grenades
have a 100% accuracy rating, but some enemies are immune to them, including all
bosses and many of the Arena fighters.

Despite the low cost and decent attack power, Grenades aren't extremely useful.
They are ineffective on most bosses, and the small carrying limit impedes their
usage against regular enemies. Grenades are also useless on enemies that move
around quickly, as the target will be outside the explosion area by the time
the grenade arrives. They are also useless against melee enemies that attack
Jake from close up, as using a grenade in this situation will damage you as
well. About the only point in the game where grenades might have some use
would be in the Rust Stilettos stage. Even then, the benefit is only marginal.


ARMOR TERMS
===========

Armor Name: This is the full name of the armor as it appears in the

             instruction manual.  The game often uses shortened versions
of these names.


Required This is the minimum amount of Strength that Jake needs to
Strength: use the armor. Strength requirements less than 3 are pretty

             Meaningless to Jake, as his strength will never be lower than 3.  
These totals are useful when you consider upgrading the
Shadowrunners' armor.


Defense This value determines the protection that each piece or armor
Rating: affords you. The defense values are used in the damage

             calculation listed in the top part of this section.  Basically, 
each point in defense reduces the maximum damage you can receive
by one point. If your defense exceeds the enemy's attack power,
you will not suffer any damage. Note that the required strength
levels are always the same as the defense rating of the armor.


Price: This is the listed price of each armor at the weapons shop. The

             location(s) of each armor is given in the description section 
after the table. If the armor is available in more than one
place, both prices are indicated. The notations for the weapon
shops are: OT (Old Town Weapon Shop) and DB (Dark Blade Weapon
Shop). If a price appears in brackets [], that is the sell
price, meaning the armor cannot be purchased.



ARMOR CHART
===========

o-----------------------------------------------------------------------------o
| Armor Name | Required | Defense | Price |
| | Strength | Rating | (in Nuyen) |
|==========================|==============|=============|=====================|
| Leather Jacket | 1 | 1 | [1000] |
|--------------------------|--------------|-------------|---------------------|
| Mesh Jacket | 2 | 2 | 5,000 (OT) |
|--------------------------|--------------|-------------|---------------------|
| Bulletproof Vest | 3 | 3 | 8,000 (DB) |
|--------------------------|--------------|-------------|---------------------|
| Fully Concealable Jacket | 4 | 4 | 13,000 (DB) |
|--------------------------|--------------|-------------|---------------------|
| Partial Body Suit | 5 | 5 | 20,000 (DB) |
|--------------------------|--------------|-------------|---------------------|
| Full Body Suit | 6 | 6 | 30,000 (DB) |
o-----------------------------------------------------------------------------o


Leather Jacket



You find this armor by searching the Orc in the beginning of the game, on the
same screen you get the Beretta Pistol. It's defensive power isn't impressive,
but you don't really have any other options at that point. It does help to
lessen the damage taken from most enemies in the first stage, however, which
will prolong your life while your Body attribute is still fairly low.


Mesh Jacket



You can purchase this at the Old Town Weapon Shop or find it in the Conference
room at the Dark Blade mansion. There is no difference at all between the two
armors, despite the fact that the Weapon Shops refuse to by the found version.
By the time it's first available to you, it's a noticeable improvement over the
Leather Jacket. It will reduce almost all damage from Peepholes and the basic
enemies to 1 or 2, with no damage occurring half the time. The Mesh Jacket
will be the best armor available for the first 2/3 of the game.


Bulletproof Vest



This armor is sold at the Dark Blade Weapon Shop, but, despite it having its
own case and a price, it is never available. This could be a bug, or it could
just be that this armor isn't meant to be purchased.


Fully Concealable Jacket



This armor is sold at the Dark Blade Weapon Shop, but it isn't available until
the first time you have reached the roof of Drake Tower. This is somewhat
counter-intuitive, as you wouldn't normally clear the Drake building until
after defeating the Jester Spirit, at which time a better armor is available
anyway. So, if you want the extra protection during the trip to the Rat Shaman
and into Bremerton, you'll need to scale the Drake Tower first, which is no
small task since you haven't learned invisibility yet. That being the case,
you can probably live without this armor upgrade.


Partial Body Suit



This armor is sold at the Dark Blade Weapon Shop, but it isn't available until
after you have defeated the Jester Spirit. By that time, it is a much needed
upgrade. Combine this with the Dermal Plating that becomes available at the
same time and Jake will take next to no damage from most enemies in the game.


Full Body Suit



This armor is sold at the Dark Blade Weapon Shop, but it isn't available until
after you have defeated Drake. It adds an extra point of defense, which will
help make Jake next to invincible against nearly all the game's enemies.
Despite that, it isn't too big of a step up from the Partial Body Suit. Still,
at that point in the game, you should probably purchase it if you have the
Nuyen, buy only after you have upgraded your weaponry.



===============================================================================
M A G I C SR05
===============================================================================
The following section lists all the spells in the game, their effects, and any
special properties that they possess. The required items mentioned are the
ones that you will need to take to the Dog Spirit in order to learn the given
spell. You cannot learn any spells until you have learned the Heal spell
first, regardless of whether or not you have the needed items.

Note that for spells which do damage, the damage calculation performed is the
same as the one detailed in the previous. Offensive magic has a 100% accuracy
rating but is still reduced by armor. For spells that have time durations, all
times mentioned are accurate to within 0.2 seconds. The game doesn't actually
use real-time in determining spell lengths –- it uses frames. Therefore, all
the time durations are approximations, though nearly perfect approximations.


HEAL
====
Required Items: Dog Collar, Magic Fetish, Leaves

This is the first spell you get in the game, regardless of it you have the
items for any subsequent spells. Learning Heal also gives you the Magic
attribute, and allows you to begin raising this stat. The effects of the Heal
spell are pretty straight-forward: it restores the HP of you or your allies
when used. It heals for a fixed amount each time, and the healing power goes
up with each spell level. The chart below shows the healing effects and MP
usage at every level:

       o------------------------------o
| Spell | MP | HP |
| Level | Usage | Restored |
|=========|=========|==========|
| 1 | 5 | 15 |
| 2 | 6 | 30 |
| 3 | 7 | 45 |
| 4 | 8 | 60 |
| 5 | 9 | 75 |
| 6 | 10 | 90 |
|==============================|
|HP Restored = 15 * Spell Level|
|MP Usage = 4 + Spell Level |
o------------------------------o

Heal is one of the most valuable spells in the game. It's usefulness scales
very quickly, so you should try to pump up the spell level as soon as possible.
Keep in mind when using this spell that it takes a short time to cast and
restore your HP, at which point Jake can still take damage from enemies. To
prevent the possibility of being stun locked and killed before this spell heals
you, try to cast this spell before your HP fall below 20% of their maximum.


POWERBALL
=========
Required Items: Paperweight, Ghoul Bone

The Powerball spell fires a magical orb that targets a single enemy. The
Powerball hits its target every time, with the potential to also damage any
targets within the explosion area. The damage calculation for the Powerball is
exactly the same as the calculation for physical damage above, meaning the
target's defense will reduce the damage. If Jake is close enough to the
target, he can also suffer damage.

The Powerball does a different amount of damage when used either up-close of
from afar. Up-close is defined as near enough that the explosion also hits
Jake, with everything else being from afar. The stats for Powerball go as
follows:

 
o---------------------------------------o
| Spell | MP | "Far" | "Near" |
| Level | Usage | Damage | Damage |
|=======|=========|==========|==========|
| 1 | 5 | 6 | 12 |
| 2 | 6 | 12 | 12 |
| 3 | 7 | 18 | 12 |
| 4 | 8 | 24 | 12 |
| 5 | 9 | 30 | 12 |
| 6 | 10 | 36 | 12 |
|=======================================|
|Far Damage = 6 * Spell Level |
|Near Damage = 12 |
|MP Usage = 4 + Spell Level |
o---------------------------------------o


Whether it's due to a bug or not, the near damage is the same at all levels,
and actually exceeds the far damage at level 1.

The Powerball spell has the potential to do significant damage at higher
levels. Its attack power far exceeds even the Assault Cannon, and it's
possible to inflict heavy damage on highly armored bosses, like Drake.
Unfortunately, Powerball has a few serious drawbacks that make it nearly
useless in the game. The spell is prone to the same random effects as physical
damage, meaning a level 6 Powerball is just as likely to hit for 1 damage as it
is to hit for 36 damage. The damage at lower levels is less than several guns,
meaning the spell is quite useless then. Even at higher levels, the spell
takes away too many MP and fires too slowly to be used against normal enemies.
On bosses, spells like Invisibility and Freeze are much more efficient. These
factors all contribute to Powerball being one of the least useful spells in the
game.


INVISIBILITY
============
Required Items: Potion Bottles (filled with Clean and Dirty Water)

The invisibility spell prevents enemies from either seeing or attacking you.
Jake can still suffer damage while invisible, but it is rare since nothing will
actively target him. If you have any Shadowrunners, you will need to
separately cast this spell on each one. Increasing the spell level of
Invisibility raises the time duration that the spell lasts. The chart below
shows the times and MP consumption at each spell level:

       o----------------------------------o
| Spell | MP | Time |
| Level | Usage | Duration |
|==================================|
| 1 | 5 | 5 seconds |
| 2 | 6 | 10 seconds |
| 3 | 7 | 15 seconds |
| 4 | 8 | 20 seconds |
| 5 | 9 | 25 seconds |
| 6 | 10 | 30 seconds |
|==================================|
|Time Duration = 5 * Spell Level |
|MP Usage = 4 + Spell Level |
o----------------------------------o


Invisibility is one of the most valuable spells in the game, and its usefulness
goes up noticeably with each added spell level. Its ideal use is in areas
where Jake is being rapidly attacked by several targets, like the floors in
both the Drake and Aneki buildings. It's also a great spell to cast when you
are being constantly stun locked by the enemies, as can happen when facing the
Sentry Guns and Troll Deckers. There is a limit to the usefulness of this
spell, however. Some enemies will still be able to see and/or indirectly
damage Jake, with the main example being the Drake fight. Regardless,
Invisibility is still one of the most indispensable spells in the game.


FREEZE
======
Required Items: Black Bottle (filled with Octopus Ink), Mermaid Scales

The Freeze spell encases a block of ice around a single target, completely
halting that target's actions. While frozen, the target is still susceptible
to physical and magical damage. Increasing the spell level of Freeze raises
the time duration that it keeps the target frozen. You will notice that the
ice block begins to flash exactly 2 seconds before it wears off, signally the
end of the spell's effects. You can have no more than 4 frozen targets on the
screen at one time. The stats for Freeze go as follows:

       o----------------------------------o
| Spell | MP | Time |
| Level | Usage | Duration |
|==================================|
| 1 | 5 | 5 seconds |
| 2 | 6 | 10 seconds |
| 3 | 7 | 15 seconds |
| 4 | 8 | 20 seconds |
| 5 | 9 | 25 seconds |
| 6 | 10 | 30 seconds |
|==================================|
|Time Duration = 5 * Spell Level |
|MP Usage = 4 + Spell Level |
o----------------------------------o


Freeze is a great spell in limited roles, but not effective enough to be used
routinely. It's probably the single best spell to cast on Drake, and has uses
on tough, single enemies that you encounter (like the Troll Deckers or the
later Arena fights). However, the ability to freeze a single target is not all
that useful in most parts. Freeze doesn't do all that much when confronted
with a large group of enemies, which happens quite commonly. This spell is
worth getting and putting a few points into, but there are definitely better
choices for most situations in the game.


SUMMON SPIRIT
=============
Required Items: Dog Tags, Dog Collar

When cast, Summon Spirit will unleash a small dog spirit to quickly strike all
enemies. The damage each hit does is analogous to Powerball, and it is
calculated using the same damage formula that is described in the "Weapons &
Armor" section above. Summon Spirit attacks will never miss, and the caster
does not need to select a specific target to use the spell. The chart below
lists the damage and MP consumption for this spell:

       o---------------------------------o
| Spell | MP | Damage |
| Level | Usage | (all enemies) |
|=======|=========|===============|
| 1 | 10 | 6 |
| 2 | 12 | 12 |
| 3 | 14 | 18 |
| 4 | 16 | 24 |
| 5 | 18 | 30 |
| 6 | 20 | 36 |
|=================================|
|Damage = 6 * Spell Level |
|MP Usage = 2 * (4 + Spell Level) |
o---------------------------------o


Along with Powerball, this is one of the two offensive spells in the game.
Summon Spirit has a few advantages, namely that it can hit multiple enemies and
doesn't need to be targeted, but it also suffers from several drawbacks. Most
annoyingly, this spell has a noticeable casting delay once you've elected to
attack. This more than cancels out any time that's saved by not having to
target an enemy. Additionally, the MP consumption of this spell is so
outrageously high that it deters using it at any level. Summon Spirit is very
likely the least useful spell in the game.


ARMOR
=====
Required Items: Mermaid Scales, Serpent Scales

The Armor spell places a rotating shield around your character when cast, which
adds 30 points to your defense for a short time. You can have up to 4 rotating
shields at any one point, for a total of +120 defense. Since nothing in the
game has an attack power of more than 30, casting the armor spell once is
"effective" invincibility. There isn't any added benefit from having more than
one shield active at a time, since the protection is redundant. Raising
Armor's spell level increases the duration of time that the invincibility will
last. The stats for Armor are listed below:

       o----------------------------------o
| Spell | MP | Time |
| Level | Usage | Duration |
|==================================|
| 1 | 5 | 5 seconds |
| 2 | 6 | 10 seconds |
| 3 | 7 | 15 seconds |
| 4 | 8 | 20 seconds |
| 5 | 9 | 25 seconds |
| 6 | 10 | 30 seconds |
|==================================|
|Time Duration = 5 * Spell Level |
|MP Usage = 4 + Spell Level |
o----------------------------------o


On the surface, Armor seems like it should a great spell. Granted, the ability
to eliminate all damage is very good, but this spell has no major advantages
over Invisibility. Additionally, when using this spell in an area with many
enemies, you will still be stun locked by attacks, meaning it's very difficult
to return fire, move around, or perform any other actions. Again, Invisibility
avoids this problem. You also get Armor much too late in the game for it to be
of any real use in any situation. This spell isn't a bad one, but its job is
performed better by Invisibility.


===============================================================================
C Y B E R W A R E SR06
===============================================================================
The following section lists the available cyberware in the game. Cyberware is
equipment and/or programming which helps augment Jake's natural abilities. All
cyberware is either purchased from Dr. Maplethorpe or given to you at the start
of the game. Any triggers that are required for certain pieces to be available
or function are also listed.


HEAD COMPUTER
=============
Price: None
Availability: Start with it

The Head Computer allows Jake to download and process information from the
Matrix. At the start of the game, Jake's Head Computer is protected with a
Cortex Bomb, which prohibits the transfer of information either into or out of
the Matrix. Jake will need to have the Cortex Bomb disarmed by a Street Doc
before he can log into computers. Aside from this point, the Head Computer
does not play a direct role.


DATAJACK
========
Price: None
Availability: Start with it

The Datajack is the physical connector in Jake's head that allows him to enter
the Matrix. Until Jake has the Cortex Bomb disarmed from his Head Computer, he
cannot use the Datajack to log into computers. Once the bomb is removed, Jake
need only select his cyberdeck and connect this to a computer terminal to
access the Matrix; the cyberdeck is automatically linked into Jake's Datajack.
Aside from this indirect role, the Datajack has no purpose in the game.


SKILL SOFTWARE
==============
Price: 3,000 Nuyen
Availability: The first time you visit Dr. Maplethorpe

The Skill Software teaches Jake the Leadership ability, which extends the
amount of time a hired Shadowrunner will remain in your party. The exact
specifics of the Leadership ability are described in the "Attributes and
Skills" section above.

The price of Skill Software is fairly steep, so it doesn't make much sense to
invest in it unless you really plan on using Shadowrunners fairly often. If
you do hire frequently, however, this item will greatly extend the life of each
runner and pay for itself after a few hires, once the Leadership skill is
boosted.


BOOSTED REFLEXES
================
Price: 15,000 Nuyen
Availability: The first time you visit Dr. Maplethorpe

Boosted Reflexes (which are displayed as Wired Reflexes on your cyberware
screen) increase Jake's firing rate. Note that the maximum firing rate of all
guns is the same both before and after purchasing this item. The exact firing
rates are as follows:

     Cyberware Status:          Weapon Firing Rate
========================= ==================
Without Boosted Reflexes: 1.8 shots / second
With Boosted Reflexes: 2.6 shots / second


Note that Boosted Reflexes only affect firing rate, and not damage or accuracy.
Also, note that the above times are maximums. They are possible using either
an automatic weapon (Uzi III) or a turbo controller, but may be slower if you
are firing manually.

The Boosted Reflexes are one of the best deals in the game, and should be
purchased as soon as possible. The ability to deal damage nearly 45% quicker
is one of the greatest ways to improve your offense, and will be noticeable
with any gun you use.


DERMAL PLATING
==============
Price: 6,000 Nuyen
Availability: After defeating the Jester Spirit

The Dermal Plating (which is displayed as Dermal Armor on your cyberware
screen) provides Jake with added defense over whatever protection his current
armor gives him. Specifically, the Dermal Plating add 2 points to Jake's
Defense. So, for example, if Jake is equipped with the Mesh Jacket, his
defense will jump from 2 to 4 once the Dermal Plating is purchased. The
defense bonus is applied over any armor Jake equips, and does not change when
Jake equips a different armor.

The Dermal Plating is another worthwhile purchase. Two points of added defense
for just 6,000 nuyen is a clear bargain. With this piece of cyberware
equipped, Jake will likely take zero damage from most of the street enemies in
the game. It also helps give you the needed protection when scaling the Drake
Tower and fighting through the Volcano.



===============================================================================
I T E M S SR07
===============================================================================
The following section contains a full list of all the items in the game, the
location in which the item is found, a description of the item's usage, and
anything else noteworthy about the specific item. Note that the locations
mentioned come from the Locations Chart at the beginning of this guide.


Black Bottle



Location: Purchased at the Old Town Talismans Shop for 6,000 nuyen.

The Black Bottle is used to hold the pool of ink, which is left after you
defeat the Octopus in the Octopus Warehouse at the docks. The Black Bottle
filled with ink is one of the required items for learning the Freeze spell.


Broken Bottle



Location: Found in the safe of Basement 1 in Bremerton. Use the Safe Key to
open that safe.

This is a bottle of broken Toxic Dissolver. It does nothing. Note that this
item will show up as "Green Bottle" before you pick it up.


Bronze Key



Location: Found in bookshelf against the top wall of the Dark Blade Conference
Room.

This key unlocks the Bronze Gate leading into the Dark Blade catacombs. The
Bronze Key disappears from your inventory the first time you go to the Drake
Volcano.


Credstick



Location: Found in the filing cabinets of the Morgue, once the Mortician has
unlocked them.

The Credstick lets you use Video Phones. Just select this item and choose to
use it on a Video Phone once the hand icon appears. Using the credstick does
not consume any nuyen, unlike the name suggests.


Crowbar



Location: Dropped by one of the Ferocious Orcs that enters through the doorway
in the Front Room of the Rust Stilettos hang out.

The Crowbar's sole use is to open the rusted door on the top level of Outer
Ship 1 in Bremerton. The correct door is the one farthest to the left side of
the upper level. The crowbar does not open any other (rusted) doors besides
that one. The Crowbar disappears from your inventory the first time you go to
the Drake Volcano.


Cyberdeck



Location: Found at the computer console in Glutman's office.

Cyberdecks are the keyboard-like tools used to jack into the Matrix. To enter
a computer, select the Cyberdeck, then point to a computer using the hand icon.
Note that not all computers are accessible; the ones that Jake can enter have
"Computer" label boxes appear when you hover the hand icon over them. Even
then, the computer console needs to be a valid type for Jake to be able to
access it. Until Jake has the Cortex Bomb in his head removed, he will get an
error message when trying to log into the Matrix.

If you hire a Decker Shadowrunner, put the hand icon over them and choose to
"Examine." Now, go to their item menu and select their cyberdeck. When the
hand appears, point to the computer the same way you would when using Jake's.
You will have control over the Decker once inside the Matrix, and the HP and
Computer values used will belong to the Shadowrunner.


Detonator



Location: Found in the safe of Basement 1 in Bremerton. Use the Safe Key to
open that safe.

The Detonator is one of the two components need to construct the Time Bomb.
Once you have both the Detonator and Explosives in your inventory, the two
items will automatically turn into the Time Bomb.


DF_AN-ANTI-AI



Location: Obtained from hacking into the computer on Floor 2R of the Aneki
Building.

The file describes the preparations made by Aneki to secure the Anti-AI
program. The file reads: "The security on the sixth floor has been upgraded.
The AI is now heavily guarded. Armitage will meet his end attempting such
foolishness. The Matrix is ours to control! Aneki."


DF_AN-PAYMENT



Location: Obtained from hacking into the computer on Floor 2R of the Aneki
Building.

This file describes the payment arrangements between Drake and Aneki for
securing the Matrix AI program. The file reads: "Withhold payment of
10,000,000 nuyen to Drake's Account until we can be assured of the AI's safety.
They have served little protection when there is so much at stake! Aneki."


DF_BADNEWS



Location: Obtained from hacking into the Computer in Glutman's office.

This file describes the plan to deliver the Anti-AI program within Jake's head
computer, and the suspicion that he did not survive Drake's hit men. The file
reads: "No sight of your courier. Word on the street is that he got to Matrix
Systems just before they were permanently shut down. Drake then sent a hit
squad after him. Glutman."


DF_DR 1-4



Location: Obtained from hacking into the computer on the far right side of the
Drake Tower, 2nd floor.

This is a file fragment. Once you have all four DF_DR fragment files, they
turn into the DF_DR-MATRIX and DF_DR-VOLCANO files.


DF_DR 2-4



Location: Obtained from hacking into the computer of the left side of the floor
or Drake Tower, 3rd floor.

This is a file fragment. Once you have all four DF_DR fragment files, they
turn into the DF_DR-MATRIX and DF_DR-VOLCANO files.


DF_DR 3-4



Location: Obtained from hacking into the computer in the cubicle in the center
left side of the office of Drake Tower, 4th floor.

This is a file fragment. Once you have all four DF_DR fragment files, they
turn into the DF_DR-MATRIX and DF_DR-VOLCANO files.


DF_DR 4-4



Location: Obtained from hacking into the computer on the far right side of
Drake Tower, 5th floor.

This is a file fragment. Once you have all four DF_DR fragment files, they
turn into the DF_DR-MATRIX and DF_DR-VOLCANO files.


DF_DB-JESTER



Location: Obtained by hacking into the computer on the left side of the Dark
Blade Office.

This file describes Vladimir's secret plans to use the Jester Spirit and his
recourse in case Jester Spirit resists. The file reads: "After meeting with
Jester, he agreed to aid us in our plans. He is unaware that if he resists, I
know his true name to not be Nirwanda and therefore can bind him to my will.
Vladimir."


DF_DR-MATRIX



Location: Appears in your inventory once you have all four DF_DR files.

This is a memo sent by Aneki with confirmation of the Anti-AI program and
orders to destroy the courier. The file reads: "Matrix Systems have created a
program which could threaten our AI computer. There is also a courier who
could still have the program intact in his head computer. Destroy them both!
Aneki."


DF_DR-VOLCANO



Location: Appears in your inventory once you have all four DF_DR files.

This file discusses Drake's annoyance with his hit men and gives the phone
number for reaching him at the Volcano. The file reads: "If I am forced to
leave the hideout in order to deal with your incompetence, you will all suffer
greatly! Report directly to me. Volcano-233-435. Drake."


DF_DS-AI END



Location: Obtained from hacking into the computer near the bottom of the Center
room on Sublevel 3 of the Drake Volcano.

This is a memo sent to Drake detailing the completion of the AI computer and
Aneki's frustration with Drake's inability to kill Jake. The file reads: "AI
computer is nearing completion. Soon we will control the Matrix. Your failure
to remove Armitage suggests you are not worthy to command it with us! Aneki."


DF_DS-AKIMI



Location: Obtained from hacking into the computer near the top door of the
Center room on Sublevel 3 of the Drake Volcano.

This file discusses the danger of Jake teaming up with the Mage, Akimi, and
also lists Akimi's phone number. The file reads: "The mage Akimi could pose a
threat to the security of the AI. Armitage must not contact her at any
lengths. We know only of her net address 748-347. She must be dealt with!
Drake."


DF_DS-FAILURE



Location:
Obtained from hacking into the computer in the bottom room of Sublevel 1 in the
Drake Volcano.

This file talks about the Rust Stilettos failure to kill Jake, along with the
need for further measures. The file reads: "The Rust Stilettos have failed to
fulfill their instructions to destroy Jake Armitage. Other arrangements must
be made. Drake Towers."


DF_DS-PUSHKIN



Location: Obtained from hacking into the computer in the bottom room of
Sublevel 2 of the Drake Volcano.

This memo describes the capture of Pushkin by Drake, and the hopes that he has
information about the Anti-AI program. The file reads "Professor Pushkin was
delivered alive this morning. He does not possess the ANTI-AI! He is to be
detained until we are sure he knows nothing. Drake"


DF_DS-TARGET



Location: Obtained from hacking into the computer near the middle-right of the
Center room on Sublevel 3 of the Drake Volcano.

This is a memo detailing the heightened importance of killing Jake Armitage.
The file reads: "The following target is moved to PRIORITY ONE termination :
Jake Armitage. One attempt has already failed! Do not fail me again! Drake."


DF_MT-AI



Location: Obtained from hacking into the computer found in the Vacant Office on
the Docks 2 screen.

This file was created by Matrix Systems and it details the completion of the
Anti-AI program, as well as the course of action for protecting it. The file
reads: "Anti-AI program finally complete. Courier is to deliver it to Pushkin.
Cortex bomb will be implanted to protect the data. All other copies destroyed.
Pushkin."


Dog Collar



Location: Dropped by the Dog encages in the fence around the Fountain in the
Town Square of Tenth Street. Once the gate is opened, the Dog will run out,
bark, and drop the Dog Collar.

This item is required in order to learn the Heal and Summon Spirit spells. It
has no direct use aside from that.


Dog Tags



Location: Dropped when you kill the Doggie on the upper deck of Outer Ship 1 at
Bremerton.

This item is required in order to learn the Summon Spirit spell. It has no
direct use aside from that.


Door Key



Location: Found by examining the injured man in the first office of the "Seems
Familiar" building. Once examined, the key will appear on top of the man and
can be picked up.

This is the key to Jake's apartment. It opens the third door on the right side
of the hallway in his building. Once used, Jake's apartment door remains
unlocked for the duration of the game.


Explosives



Location: Once the ice has been dumped into the water around the Docks, a
Massive Orc will appear on the Boat Harbor screen. Kill him and he will drop
the Explosives.

The Explosives are one of the two components need to construct the Time Bomb.
Once you have both the Detonator and Explosives in your inventory, the two
items will automatically turn into the Time Bomb.


Ghoul Bone



Location: Dropped by the first Ghoul you kill after healing the Injured Shaman
in the Tenth Street Crypts.

The Ghoul Bone is required in order to learn the Powerball spell. It has no
direct use aside from that.


Green Bottle



Location: Found in the safe of Basement 2 in Bremerton. Use the Time Bomb to
open that safe.

The Green Bottle contains Toxic Dissolver, and will kill the two Slimy Toxic
Waste enemies guarding the door in Inner Ship 12. Note that it does not kill
the other Slimy Toxic Waste found in Inner Ship 9.


Iced Tea



Loaction: Given to you the first time you "Talk" to the bartender in the Grim
Reaper club.

Give this to the tired Club Patron sitting at the table in the Grim Reaper
club. After he has finished the Iced Tea, you can talk to him to learn the
following keywords: Tickets, Maria, Grinder, Lone Star.


Iron Key



Location: Dropped by the Ferocious Orc who attacks you the first time you enter
the Daley Station concourse (one on the right).

The Iron key is used to open the door leading into the Front Door of the Rust
Stilettos hang out.


Jester Spirit



Location: This item is left after you defeat the Jester Spirit and learn the
"Volcano" keyword.

The Jester Spirit item summons the Jester Spirit to unleash a potent offensive
attack on your enemies. This item only works on Drake, and reduces his HP a
fixed percentage until a specific minimum. The percentage of HP taken away
vary at different levels of Drake's current HP, but, generally, the higher
Drake's HP, the more damage this item will do.

For example, using the Jester Spirit when Drake has the maximum 250 HP will
reduce that total to 70. Using the item when Drake has 100 HP will reduce that
total to 40. Using the item when Drake's HP are 30 or less will have no effect
on his HP. The best strategy, therefore, is to use this item as soon as you
enter the room. Using it also pauses Drake's movement, giving you time to get
into position without being attacked.


Leaves



Location: Given to you by Kitsune the first time you ask her about "Dog."

This item is required in order to learn the Heal spell. It has no direct use
aside from that.


Lonestar Badge



Location: Purchased from the Business Man in the Business Man building in Tenth
Street for 150 nuyen. He offers to sell it when asked about "Lone Star."

This item is a police badge that causes others to believe you are an officer
when worn. It's only use is when speaking to the Morgue guys. When wearing
the Lonestar badge, they will open the filing cabinets when asked about
"Grinder." Note that you must also have the Shades equipped at this point,
otherwise the Morgue guys run away as soon as you are spotted.


Magic Fetish



Location: Given to you by the Injured Shaman once you learn the "Magic Fetish"
word from Talking to him. You must first heal him by using a Slap Patch.

This item is required in order to learn the Heal spell. In addition, this item
can be given to Vladimir when you enter the Dark Blade mansion the first time.
Doing this, however, is not required. The Magic Fetish has no other use at
after that point, so it doesn't matter if you chose to hand it over or not.


Matchbox



Location: Jake has this item in his inventory at the start of the game.

The Matchbox has the "Wastelands Club" logo, as seen when examined. This is
meant to provide a cryptic clue as to Jake's last whereabouts before he ends up
in the Morgue. Aside from this small point, the Matchbox has no direct use.


Memo



Location: Found on the desk in the office of the "Seems Familiar" man.

The memo reads: "Armitage to perform courier run to Matrix Systems. 70-30
split." This is supposed to be a clue about Jake's whereabouts before ending
up in the Morgue. This item has no direct use aside from that, and it isn't
even necessary to pick it up.


Mermaid Scales



Location: Found on the small dock on the bottom portion of the Docks 2 screen,
after the Ice has been dumped by the Docks.

The Mermaid Scales are required in order to learn the Freeze and Armor spells.
Aside from that, they has no direct use.


Paperweight



Location: Found in the vacant office in the Glutman building. It is sitting on
the desk in the center of the room.

The Paperweight is required in order to learn the Powerball spell. It has no
direct use aside from that.


Password



Location: Dropped by the Gang Leader of the Rust Stilettos when killed.

The password -– "Drake0065" –- is needed to access the elevator computer in the
lobby of the Drake building. Knowing the password removes the first node as
Jake enters the Matrix. Note that you need to "examine" this item in order to
actually learn the password. The password disappears from your inventory when
you first go to the Drake Volcano.


Password



Location: Obtained from Professor Pushkin in the Drake Volcano after you ask
him about "Head Computer."

The password –- "Aneki001" –- is needed to access the elevator computer in the
lobby of the Drake building. Knowing the password removes the first node as
Jake enters the Matrix.


Potion Bottles



Location: Purchased at the Old Town Talismans Shop for 3,000 nuyen.

The Potion Bottles contains a set of two bottles –- one blue and one purple.
This item is used to hold both clean and dirty water. The clean water is found
in the fountain in the Town Square of the Tenth Street stage. Use the Potion
Bottles item, then select the fountain with the hand icon. The dirty water is
found after killing the Poison Ooze in Inner Ship 5 at Bremerton. Use the
Potion Bottles on the "Toxic Water" which is left behind.

Once both bottles are filled, Jake can learn the Invisibility spell by visiting
the Dog Spirit.


Ripped Note



Location: Found on the desk in Jake's apartment.

This paper has Sassie's phone number (Jake's ex-girlfriend). You can learn the
number simply by examining the note while on Jake's desk. It is not necessary
to pick up the Ripped Note.


Safe Key



Location: Dropped by the Ferocious Orc in Basement 1 of Bremerton when killed.

The Safe Key opens the safe in the same room in which it's found –- the Safe
Room in Basement 1 of Bremerton.


Scalpel



Location: Found on one of the trays in the Morgue.

The scalpel is used to open the sealed crypt doors in the Tenth Street
Graveyard. It will open all four of the crypts.


Serpent Scales



Location: Dropped by the (Gold) Naga when killed, found at the end of the long
passage on Sublevel 4 of the Drake Volcano.

This item is required in order to learn the Armor spell. It has no direct use
aside from this.


Shades



Location: Found on the small end table in Jake's apartment.

Equipping these changes the picture of Jake on the status screen. The main
purpose of this is so Jake isn't recognized when entering the Morgue. Without
them, the two Morgue guys will always run screaming when Jake approaches. Once
equipped, the Shades cannot be removed.


Slap Patch



Location: One is found in the Morgue. They are also sold by the small boy in
the caryards and by Dr. Maplethorpe when you ask either about "Heal." In both
cases, the price is 100 nuyen.

The Slap Patch restores 10 HP when used. Jake can hold a maximum of 6. A Slap
Patch is also required to heal the injured Shaman in the Crypts.


Stake



Location: Purchased at the Old Town Talismans Shop for 2,500 nuyen.

The Stake is used to kill the Vampire in the basement of the Dark Blade
mansion. In order to use the Stake, Jake must first blind the Vampire by using
the Strobes. The Vampire's dialog changes after each time it is stabbed with
the Stake and spoken to, until it is killed.


Strobes



Location: Given to you by the bartender (left side) in the Jagged Nails club
when asked about "Strobes." To get the "Strobes" keyword, ask other bartender
about "Vampires."

The Strobes will blind the Vampire so that you can stab it with the Stake.
Before using the Strobes, the Vampire is invincible. After the Vampire is
killed, you can return the Strobes to the bartender at Dark Blade. You can
also pick them up again the same way as you got them the first time. If in you
inventory when you go to the Drake Volcano, the Strobes will disappear.


Tickets



Location: Found in the filing cabinets of the Morgue, once the Mortician has
unlocked them.

The Tickets are needed to enter The Cage. Give them to the bouncer at the
entrance, and he will let you enter.


Time Bomb



Location: Appears in your inventory once you have both the Explosives and the
Detonator.

The Time Bomb is used to blow open the safe in Basement 2 of Bremerton. It
disappears from your inventory after it is used.


Torn Paper



Location: Falls out of the slab Jake is lying at the start of the game if he
"examines" the slab.

The Torn Paper says "Warehouse No. 5" on it, which is supposed to be another
clue into Jake's chain of events before the start of the game.



===============================================================================
S H A D O W R U N N E R S SR08
===============================================================================
This section lists all the Shadowrunners in the game, with a full listing of
stats, hiring information, and an individual evaluation for each. Note that
there are several skills which apply strictly to hiring Shadowrunners: Charisma
(number of runners at a single time), Leadership (length of time a runner
remains), and Negotiation (price paid for a runner). To see Shadowrunners
stats at any time, simply select the hand icon and choose to examine the
Shadowrunner. Unlike Jake, these stats cannot be upgraded over time, no matter
how many battles the Shadowrunner fights. Note that the terms Shadowrunner and
runner are used interchangeably.


SHADOWRUNNER TERMS
==================

Description: This is the name that will appear when you select the

             Shadowrunner using the hand icon.  Note that this name sometimes 
changes after the runner is hired. All names listed are pre-
hiring.


Type: There are three main types of Shadowrunners: mercenaries,

             deckers, and mages.  The designations go as follows.  If a 
Shadowrunner uses any spells, it is a mage. If the Shadowrunner
possesses a cyberdeck, it is a decker. If a Shadowrunner isn't a
decker or mage, it is a mercenary.


             Typically, the three categories have the following 
characteristics:


             • Mercenary: Generally the best all around offensive runners.  
Mercenaries typically have the best weapons and armor, along
with good HP.

• Mage: Mages come with an assortment of spells, which have
varying degrees of usefulness. All mages except Spatter attack
with tiny, powerball-like projectiles, which consume no MP.
These projectiles are generally very weak and hit infrequently.
Mages are also characterized by a low strength total, meaning
they cannot equip heavy weapons and armor. Giving a weapon to
a mage that uses powerball-like projectiles does nothing.


             • Decker: Deckers are capable of hacking into the Matrix.  To do 
this, examine your Shadowrunner and select the cyberdeck from
his item list. Point to a computer, and Jake will log in as he
normally does. Once inside, you control the decker, but the HP
and Computer values used belong to him. Deckers are also
characterized by average offense, defense, and HP.


Attributes: Each Shadowrunner has the same four basic attributes that Jake

             does -- Body, Magic, Strength, and Charisma.  Each attribute 
functions the same way it does as described in the "Attributes &
Skills" section, with the exception of Charisma, which does
nothing on a Shadowrunner.


Skills: Each Shadowrunner is capable of using any skill that Jake can,

             along with two additional ones –- Armed Combat and Unarmed 
Combat. Only two of the six possible skills –- Computer and
Firearms -- have any effect in the game. Leadership,
Negotiation, Armed Combat, and Unarmed Combat are all useless.


Equipment: This is the weapons and armor that the Shadowrunner comes with.

             Note that while the name of the weapons and armor may match the 
ones available to you, the characteristics are far different.
This is why some Shadowrunners have an automatic firing attack
with a Shotgun, or a much poorer defense than their armor would
imply.


             Upgrading your Shadowrunners' equipment is one of the most 
interesting parts of hiring. Doing so, particularly with the
runners' armor, can greatly extend the life and effectiveness of
your Shadowrunners. To do so, select the desired weapon and
chose to "give" it to the Shadowrunner of choice. The runner
will thank you, and you can equip it by examining the
Shadowrunner and going to the weapon or armor screens, the way
you would for Jake.


             You should make sure to consider the strength of each runner in  
advance when thinking about the hiring decision. The
requirements are the same for each runner as they are for Jake.
If a Shadowrunner is killed, it will still retain whatever
weapons and armor you gave it when alive. Note that you can
never sell (or select) the Shadowrunners' basic weapons and
armor. If you remove the new equipment you give them, they will
automatically re-equip their starting weapons and armor.


Spells: Any Mage Shadowrunner will come with a set of spells at fixed

             levels.  Each spell is listed below, along with the spell level.  
The MP consumption and spell effects are the same as when Jake
uses the spells. To select a spell to use, examine the
Shadowrunner and go to the "Magic" screen. This will list all
available spells. Now, select a target and the Mage will cast
the spell.


Other: If the Shadowrunner is a decker, it will have a datajack and

             cyberdeck.  Those two items are listed in this section.


Location: Each Shadowrunner has a particular place it hangs out before

             being hired.  It will also return to this place when killed or 
after leaving, with one exception (noted below).


Offense/ Attack Power and Defense mean the same for the runners as they do
Defense for Jake. Firing Rate is measured in shots per second, and it

             the maximum (and constant) firing speed for each runner.  It is 
interesting to note that each runner has slightly different
firing speeds, all accurate to within 0.2 seconds. The final
stat is weapon type, which is one of the following: Light Pistol,
Heavy Gun, Automatic, and Magical. Note that the weapon types
have nothing to do with the listed weapon or attack power.


Price: The price of each Shadowrunner varies, and depends both on the

             particular Shadowrunner and the Negotiation stat.  Each 
individual Shadowrunner has three prices, and they all are listed
below, along with the corresponding level of Negotiation needed.


Duration: Shadowrunners stay with you for a fixed period of battles. A

             battle occurs each time the battle music starts.  Once it has 
been through its battle limit, the Shadowrunner will leave when
you enter the next screen. The formula for determining how long
a runner will remain is determined by Leadership and the specific
Shadowrunner. The exact equation is listed above, under
Leadership is the "Attributes and Skills" section. The base
duration is the number of battles with no Leadership, and max
duration is the value with a Leadership of 6. Any values in
between can be figured using the Shadowrunner Multipliers and the
formula in the Leadership section.


Evaluation: Based on all the Shadowrunners' attributes, along with the

             relative availability of other runners, these are the author's 
notes and opinions on hiring each runner.




SHADOWRUNNERS
=============
The following is a list of all Shadowrunners, including all the vital hiring
information, statistics, and evaluations. The Shadowrunners are more or less
listed in the order of appearance.


HAMFIST
=======
Description: Orc
Type: Decker

o-----------------------------------------------------------------------------o
| Attributes | Skills | Equipment | Spells | Other |
|=============|==================|=================|==============|===========|
| Body: 3 | Firearms: 1 | T-250 Shotgun | None | Cyberdeck |
| Magic: 0 | Armed Combat: 1 | Mesh Jacket | | Datajack |
| Strength: 4 | Computer: 3 | | | |
| Charisma: 4 | | | | |
| | | | | |
o-----------------------------------------------------------------------------o

Hiring Information



Location: Grim Reaper Club

Attack Power: 5
Defense Rate: 1
Firing Rate: 0.60 shots / second
Weapon Type: Heavy Gun

Price (Negotiation 0-2): 500 Nuyen
Price (Negotiation 3-4): 400 Nuyen
Price (Negotiation 5-6): 300 Nuyen

SR Multiplier: 2
Base Duration: 20 Battles
Max. Duration: 32 Battles


Evaluation



For the price, Hamfist is a very good Shadowrunner. He has the fire power and
defense of a mercenary, with the added bonus of being a decker. The main
problem with Hamfist is that there is there is never really a time where it
makes sense to hire him. During the first stage, the enemies are not difficult
enough to warrant hiring a runner, not to mention that 500 nuyen is rather
steep at that point. After the first stage, there are better Shadowrunners
available than Hamfist at reasonable prices.

One advantage to hiring Hamfist would be that you could be break into the
Computer in Glutman's office before you left Tenth Street station, thereby
getting a quick 1,000 nuyen early on. Still, this amount isn't significant
enough to really make this a worthwhile strategy, especially given that it only
nets out to 500 nuyen when you consider Hamfist's hiring costs.



JANGADANCE
==========
Description: Jamaican
Type: Mage

o-----------------------------------------------------------------------------o
| Attributes | Skills | Equipment | Spells | Other |
|=============|==================|=================|==============|===========|
| Body: 3 | Firearms: 1 | Fichetti Pistol | Powerball: 2 | None |
| Magic: 4 | Armed Combat: 1 | Mesh Jacket | Heal: 2 | |
| Strength: 3 | Leadership: 1 | | Armor: 1 | |
| Charisma: 3 | Negotiation: 2 | | | |
| | | | | |
o-----------------------------------------------------------------------------o

Hiring Information



Location: Grim Reaper Club

Attack Power: 4
Defense Rate: 2
Firing Rate: 0.67 shots / second
Weapon Type: Heavy Gun

Price (Negotiation 0-2): 1500 Nuyen
Price (Negotiation 3-4): 1200 Nuyen
Price (Negotiation 5-6): 800 Nuyen

SR Multiplier: 3
Base Duration: 30 Battles
Max. Duration: 48 Battles


Evaluation



Jangadance will be on the phone during your entire time in Tenth Street
station. Once you leave that area and have spent enough time away from Tenth
Street, Jangadance will eventually get off the phone and become hirable. At
pretty much any stage in the game, Jangadance is useless. He is over-priced,
underpowered, and has a very limited selection of magic. The only one of his
spells that might conceivably be useful is Heal, but you will likely spend most
of his MP casting Heal on him, as his defense is average and Body stat is very
poor. About the only positive is that Jangadance will stay with you for a
decent amount of time, but the likely scenario is that he will be killed (or
you will want him killed) long before that.



ORIFICE
=======
Description: Large Orc
Type: Mercenary

o-----------------------------------------------------------------------------o
| Attributes | Skills | Equipment | Spells | Other |
|=============|==================|=================|==============|===========|
| Body: 4 | Firearms: 4 | T-250 Shotgun | None | None |
| Magic: 0 | Armed Combat: 3 | Mesh Jacket | | |
| Strength: 4 | | | | |
| Charisma: 1 | | | | |
| | | | | |
o-----------------------------------------------------------------------------o

Hiring Information



Location: Sputnik Club

Attack Power: 6
Defense Rate: 1
Firing Rate: 0.53 shots / second
Weapon Type: Automatic

Price (Negotiation 0-2): 500 Nuyen
Price (Negotiation 3-4): 400 Nuyen
Price (Negotiation 5-6): 300 Nuyen

SR Multiplier: 1
Base Duration: 10 Battles
Max. Duration: 16 Battles


Evaluation



Orifice is basically a stronger version of Hamfist, minus the decker skills but
with a slightly better attack. For the price, Orifice is a pretty good deal.
His biggest drawback, by far, is the short amount of time he remains with you.
In all likelihood, he will leave your party well before you get to the point
where having him would be useful.

Despite this, Orifice does have some limited use when hired for short jobs as a
meat shield. For example, bringing Orifice along after clearing out the Sewers
will make your fight against the Rat Shaman very easy. Orifice will likely be
killed during the fight, but he will take the attention off of Jake and even
inflict some decent damage before he dies. The same strategy would work for
clearing out the back room of the Rust Stilettos hideout. You might be able to
take him along for other short jobs like this, but his use is quite limited.



DANCES WITH CLAMS
=================
Description: Magic User
Type: Mage

o-----------------------------------------------------------------------------o
| Attributes | Skills | Equipment | Spells | Other |
|=============|==================|=================|==============|===========|
| Body: 3 | Leadership: 3 | None | Powerball: 3 | None |
| Magic: 5 | Negotiation: 1 | | Heal: 1 | |
| Strength: 4 | | | Invis: 5 | |
| Charisma: 1 | | | Armor: 1 | |
| | | | S. Spirit: 3 | |
| | | | | |
o-----------------------------------------------------------------------------o

Hiring Information



Location: Sputnik Club

Attack Power: 3
Defense Rate: 0
Firing Rate: 0.50 shots / second
Weapon Type: Magical

Price (Negotiation 0-2): 2000 Nuyen
Price (Negotiation 3-4): 1700 Nuyen
Price (Negotiation 5-6): 1000 Nuyen

SR Multiplier: 1
Base Duration: 10 Battles
Max. Duration: 16 Battles


Evaluation



Dances with Clams is another magic user that you can certainly live without.
For the price, he is ridiculously underpowered, with a basic damage potential
that's too poor for words. His defense and HP are also so low that he will be
lucky to survive one-on-one battles with Peepholes. On top of this, Dances
with Clams only stays with you for a very small period of time, meaning any
money spent hiring him will likely be wasted before you can get any use out of
him. On the positive side, though, his price does decrease quite dramatically
as your Negotiation skill increases.
<br/> Dances with Clams does has a few strong points, namely his high level
Invisibility spell and his decent strength rating. You could conceivably give
Dances with Clams the Fully Concealable Jacket, which would raise his defense
enough to help him survive many of the places you could take him. You could
also hire him for short periods and just use him for his Invisibility spell.
This might come in handy in the Rust Stilettos hideout, as being Invisible will
make you impervious to damage. Still, this is a stretch, as much better
Shadowrunners are available by that time. Dances with Clams MP are not high
enough to cast that spell more than 5 times, and this is only if he makes it
alive or doesn't leave first. Save the nuyen and pass on Dances with Clams, as
he is probably the worst Shadowrunner in the game.



FROGTONGUE
==========
Description: Orc
Type: Mercenary

o-----------------------------------------------------------------------------o
| Attributes | Skills | Equipment | Spells | Other |
|=============|==================|=================|==============|===========|
| Body: 7 | Firearms: 8 | Assault Rifle | None | None |
| Magic: 0 | Armed Combat: 5 | Bulletproof Vest| | |
| Strength: 5 | | | | |
| Charisma: 1 | | | | |
| | | | | |
o-----------------------------------------------------------------------------o

Hiring Information



Location: Wastelands Club

Attack Power: 6
Defense Rate: 3
Firing Rate: 0.93 shots/second
Weapon Type: Heavy Gun

Price (Negotiation 0-2): 1500 Nuyen
Price (Negotiation 3-4): 1200 Nuyen
Price (Negotiation 5-6): 1000 Nuyen

SR Multiplier: 3
Base Duration: 30 Battles
Max. Duration: 48 Battles


Evaluation



The three best Mercenaries in the game are all found at the Wastelands Club,
and Frogtongue ranks very highly among them. Overall, he is one of the best
Shadowrunners you can hire, both in terms of offense and defense. He is strong
enough to inflict heavy damage on even armored opponents, he has an above
average firing rate, and his defense and Body are high enough that he can
survive any area that doesn't involve heavy, concentrated fire (like in the two
buildings or the back room of the Rust Stilettos hangout). Frogtongue will
also stay with you for a while, so, to get the most out of him, try to boost
the heal spell and use it on him when his HP run low. If you are going to hire
a Shadowrunner, you can't go wrong with Frogtongue.



ANDERS
=======
Description: Mercenary
Type: Mercenary

o-----------------------------------------------------------------------------o
| Attributes | Skills | Equipment | Spells | Other |
|=============|==================|=================|==============|===========|
| Body: 5 | Firearms: 10 | Uzi III | None | None |
| Magic: 0 | Unarmed Combat: 6| Mesh Jacket | | |
| Strength: 5 | Armed Combat: 6 | | | |
| Charisma: 1 | | | | |
| | | | | |
o-----------------------------------------------------------------------------o

Hiring Information



Location: Wastelands Club

Attack Power: 5
Defense Rate: 1
Firing Rate: 0.73 shots / second
Weapon Type: Automatic

Price (Negotiation 0-2): 1000 Nuyen
Price (Negotiation 3-4): 900 Nuyen
Price (Negotiation 5-6): 800 Nuyen

SR Multiplier: 2
Base Duration: 20 Battles
Max. Duration: 32 Battles


Evaluation



Anders main focus is on offense. His damage maximum may not be as high as
Frogtongue's, but his shots are more accurate. Unfortunately, given his
weaponry and list of skills, Anders does not fore nearly as fast as you might
like, meaning his damage potential is less than it otherwise could be. Anders
is quite cheap, but also doesn't stay with you for as long as you might like.
His Body rating is average, but it might make battles too close for comfort, at
times. If you are going to hire him late into the game, you might benefit from
upgrading his armor, which will increase his usefulness quite a bit. Like
Frogtongue, Anders is not good in areas where there is heavily concentrated
firepower. Try to avoid using him in those situations, and he should last for
a quite a while. While probably not the best choice for a single runner,
Anders makes a great addition to a team of Shadowrunners, if this is your
hiring strategy.



NORBERT
=======
Description: Dwarf
Type: Mercenary

o-----------------------------------------------------------------------------o
| Attributes | Skills | Equipment | Spells | Other |
|=============|==================|=================|==============|===========|
| Body: 6 | Firearms: 8 | Uzi III | None | None |
| Magic: 0 | | Mesh Jacket | | |
| Strength: 5 | | | | |
| Charisma: 2 | | | | |
| | | | | |
o-----------------------------------------------------------------------------o

Hiring Information



Location: Wastelands Club

Attack Power: 6
Defense Rate: 1
Firing Rate: 1.77 shots / second
Weapon Type: Automatic

Price (Negotiation 0-2): 2000 Nuyen
Price (Negotiation 3-4): 1800 Nuyen
Price (Negotiation 5-6): 1500 Nuyen

SR Multiplier: 4, 5
Base Duration: 40 Battles
Max. Duration: 70 Battles


Evaluation



Norbert is the final runner of a team of mercenaries for hire at the
Wastelands, and he is likely the Shadowrunner of choice. While his maximum
damage potential is less than Frogtongue's, he more than makes up for this with
his firing rate, which is tops of all runners. Norbert has a good Body rating
and average defense, placing him in the middle of the group as far as
survivability goes. His price tag is a bit steeper than the others, but he
will stay around for an incredibly long time, allowing you to keep him through
several whole sections of the game. If you are going to hire a Shadowrunner
for added offense, you can't go wrong with Norbert. His usefulness increases
even more if added to a team of Shadowrunners.



JETBOY
======
Description: Decker
Type: Decker

o-----------------------------------------------------------------------------o
| Attributes | Skills | Equipment | Spells | Other |
|=============|==================|=================|==============|===========|
| Body: 3 | Firearms: 2 | Beretta Pistol | None | Cyberdeck |
| Magic: 0 | Armed Combat: 1 | Mesh Jacket | | Datajack |
| Strength: 3 | Computer: 3 | | | |
| Charisma: 1 | | | | |
| | | | | |
o-----------------------------------------------------------------------------o

Hiring Information



Location: Wastelands Club

Attack Power: 3
Defense Rate: 1
Firing Rate: 0.50 shots / second
Weapon Type: Light Pistol

Price (Negotiation 0-2): 1000 Nuyen
Price (Negotiation 3-4): 900 Nuyen
Price (Negotiation 5-6): 800 Nuyen

SR Multiplier: 4, 5
Base Duration: 40 Battles
Max. Duration: 70 Battles


Evaluation



Jetboy is a decker with average hacking skills and poor offensive and defensive
abilities. There really isn't any point where it makes sense to hire Jetboy.
None of the Computers you can enter in the first 2/3 of the game are hard
enough that Jake will need a runner, and, if used in any of the later stages,
Jetboy will be killed in the Matrix. This, of course, is assuming he even
makes it that far. About the only highlight is the length of time that Jetboy
stays with you, but, again, it's more likely that he will be killed before
then. In nearly every regard, Hamfist is a better decker. Jetboy is certainly
one Shadowrunner you can pass on.



KITSUNE
=======
Description: Kitsune
Type: Mage

o-----------------------------------------------------------------------------o
| Attributes | Skills | Equipment | Spells | Other |
|=============|==================|=================|==============|===========|
| Body: 5 | Leadership: 1 | None | Powerball: 4 | None |
| Magic: 17 | Negotiation: 3 | | Heal: 6 | |
| Strength: 1 | | | Invis: 2 | |
| Charisma: 7 | | | S. Spirit: 5 | |
| | | | | |
o-----------------------------------------------------------------------------o

Hiring Information



Location: Jagged Nails

Attack Power: 3
Defense Rate: 0
Firing Rate: 0.47 shots / second
Weapon Type: Magical

Price (Negotiation 0-2): 3000 Nuyen
Price (Negotiation 3-4): 2700 Nuyen
Price (Negotiation 5-6): 2400 Nuyen

SR Multiplier: 3
Base Duration: 30 Battles
Max. Duration: 48 Battles*


Evaluation



Kitsune is a flirt and a decent magic user. She actually has a fairly useful
array of spells, with particular attention to her level 6 Heal spell.
Kistune's MP are also high enough to allow her active usage of these spells,
which is a nice change from the previous Mages you've encountered. While she
stays with you for a good amount of time, Kitsune's price tag is very high.
Also, once you get past her spells, her other abilities are all quite poor.
Her basic offense and defense are terrible, and her HP total is too low to
survive most heavy fighting.

If you have Kitsune in your party when you defeat the Rat Shaman, she will say
she likes you and will not leave you unless killed. If she dies and is rehired
after that, she goes back to following the normal schedule of fixed battles
before leaving. Keeping her alive is more of a challenge than anything else,
and most of her high MP, ironically, will be spent casting Heal on her. If you
do have any ideas about using her, the first thing to do is give her your
Leather Armor. Even this light protection will have noticeable results. Aside
from this, there aren't many other ways to extend the survivability of Kitsune.
These factors, coupled with a high price tag, mean that Kitsune is another
Shadowrunner you are likely better off without.



STEELFLIGHT
===========
Description: Decker
Type: Decker

o-----------------------------------------------------------------------------o
| Attributes | Skills | Equipment | Spells | Other |
|=============|==================|=================|==============|===========|
| Body: 10 | Firearms: 4 | Warhawk Pistol | None | Cyberdeck |
| Magic: 0 | Computer: 6 | Bulletproof Vest| | Datajack |
| Strength: 4 | | | | |
| Charisma: 2 | | | | |
| | | | | |
o-----------------------------------------------------------------------------o

Hiring Information



Location: Jagged Nails

Attack Power: 9
Defense Rate: 4
Firing Rate: 1.73 shots / second
Weapon Type: Light Pistol

Price (Negotiation 0-2): 5000 Nuyen
Price (Negotiation 3-4): 4500 Nuyen
Price (Negotiation 5-6): 4000 Nuyen

SR Multiplier: 4, 5
Base Duration: 40 Battles
Max. Duration: 70 Battles


Evaluation



Steelflight is probably the best Shadowrunner available in the game. Though
quite expensive, Steelflight has the highest computer skill level, excellent
offense, and terrific defense. He is well equipped to not only crack into the
Matrix, but also to survive long enough to make it to the computer consoles and
even take out most enemies along the way. Of all Shadowrunners, Steelflight
sports the highest attack power, defense, and HP, and the second highest firing
speed. Steelflight also stays around for a very long time, so, with the proper
healing, it is possible to keep him with you for the remainder of the game once
hired.

Steelflight is actually far more useful as a mercenary than he is as a decker.
Jake can accomplish nearly the same level of performance in the Matrix, without
the added challenge of keeping a Shadowrunner alive. Steelflight is pretty
useless in both the Drake Tower and Aneki buildings, as he won't survive the
firefight without some draining a considerable amount of MP from Jake. Even if
you do manage to keep him alive, there are still problems when using him as a
hacker. The Matrix sections in the Drake building are easy enough to do alone,
and the ones in the Aneki building are so hard that Steelflight will likely be
killed or require several trips to complete the same section. The stage where
Steelflight would be useful, then, is the Drake Volcano. Steelflight is
probably the best overall runner, so try to use him if you are looking to hire
and have the nuyen. His usefulness is limited in the two building without
draining lots of MP from you, so keep this in mind.



SPATTER
=======
Description: Mage
Type: Mage

o-----------------------------------------------------------------------------o
| Attributes | Skills | Equipment | Spells | Other |
|=============|==================|=================|==============|===========|
| Body: 6 | Firearms: 4 | Warhawk Pistol | Powerball: 5 | None |
| Magic: 8 | Negotiation: 2 | Mesh Jacket | Heal: 3 | |
| Strength: 4 | | | Armor: 4 | |
| Charisma: 1 | | | | |
| | | | | |
o-----------------------------------------------------------------------------o

Hiring Information



Location: Jagged Nails

Attack Power: 6
Defense Rate: 1
Firing Rate: 0.83 shots / second
Weapon Type: Light Pistol

Price (Negotiation 0-2): 2000 Nuyen
Price (Negotiation 3-4): 1800 Nuyen
Price (Negotiation 5-6): 1500 Nuyen

SR Multiplier: 4, 5
Base Duration: 40 Battles
Max. Duration: 70 Battles


Evaluation



Spatter is an average to above-average Shadowrunner in nearly all categories.
Unlike most other mages, Spatter actually has pretty good attacking power and
firing speed. You can even upgrade his weaponry for better performance.
Spatter's HP and MP are average, as are his spells. He has a good balance of
healing, offensive, and defensive choices, all at decent levels. Spatter would
have a difficult time surviving as your lone Shadowrunner, but wouldn't be bad
if you wanted a firepower heavy party with some magic thrown in. His Armor
spell can be especially useful in deadly situations.

If you have Spatter in your party when you reach the 4th floor of Drake Tower,
he will suddenly betray you and start attacking. At this point, whether you
kill him or leave the floor, he will disappear from the game forever and cannot
be hired again. This means that you can never use Spatter above the third
floor of the Drake Tower or in the Drake Volcano, which would both be useful
areas to have a Mage with the Armor spell. This factor, when combined with the
average abilities that Spatter has and the availability of better offensive
Shadowrunners for less money, mean that you're probably better off passing on
him.


AKIMI
=====
Description: Akimi
Type: Mage

o-----------------------------------------------------------------------------o
| Attributes | Skills | Equipment | Spells | Other |
|=============|==================|=================|==============|===========|
| Body: 7 | Leadership: 4 | None | Powerball: 5 | None |
| Magic: 20 | Negotiation: 3 | | Heal: 4 | |
| Strength: 1 | | | Invis: 5 | |
| Charisma: 6 | | | Armor: 2 | |
| | | | S. Spirit: 4 | |
| | | | Freeze: 3 | |
| | | | | |
o-----------------------------------------------------------------------------o

Hiring Information



Location: Hired by calling; meet at Daley Station

Attack Power: 3
Defense Rate: 0
Firing Rate: 0.63 shots / second
Weapon Type: Magic

Price (Negotiation 0-2): 10,000 Nuyen
Price (Negotiation 3-4): 9,000 Nuyen
Price (Negotiation 5-6): 8,000 Nuyen

SR Multiplier: 5, 6
Base Duration: 50 Battles
Max. Duration: 86 Battles


Evaluation



Akimi is the premier mage in the game. She comes with all the spells learned,
though several of the more useful ones are only at average levels. Her most
attractive quality, however, is her high MP total. It allows her the freedom
to cast spells regularly, which can be very useful in most situations. After
her magic, Akimi has poor offense and defensive abilities. She also has an
outrageously high price tag. While she will stay with you longer than any
other Shadowrunner, she is available so close to the end of the game that this
isn't necessary.

Given when Akimi becomes available, about the only situation you could use her
in would be the Aneki Tower. In that case, she would be most useful casting
the Invisibility spell on Jake and herself, allowing you to save Jake's MP for
healing after trips into the Matrix. Having Akimi with you will almost ensure
you can complete the tower in one trip without running out of MP. Even in this
scenario, however, Akimi is far from essential. By the end of the game, Jake's
spells will probably all be more powerful than Akimi's anyway. Since she
doesn't contribute at all offensively, her only real benefit is saving Jake a
few MP, which is hardly critical, as you can leave and rest at anytime.
Akimi's price tag is also outrageous, and you probably won't have that type of
nuyen surplus if you've upgraded all of Jake's weaponry and cyberware. If you
have the money and wouldn't mind saving some time, you might want to hire
Akimi. But, given her full array of abilities, she certainly isn't crucial to
completing the game.



SHADOWRUNNER RANKING REPORT
===========================
The following is a table ranking the relative ability of each Shadowrunner.
Grades for each category are given on a scale from A (best) to F (worst). The
four categories that are ranked are:

Offense: The overall offensive abilities of the Shadowrunner, which

              include Attack Power, Firing Rate, and Accuracy.  The higher the 
offensive grade, the greater the killing potential across equal
periods of time. This category does not take into account the
value of any offensive magic.


Survivability: This category measures the Shadowrunner's potential for staying

              alive, and it includes both Defense and HP values.  This 
category does not take into account healing or defensive magic.


Magic: For those characters that possess magic, the quality of it and

              ability to use it effectively (MP total) is assessed.  Since not 
all characters have magic, this category is treated almost like
a bonus when computing the overall evaluation.


Value: The Value category assesses the usefulness of the runner given

              the cost and amount of time that the Shadowrunner will remain 
with you. The cost factor is weighted to take into account your
likely funds when each Shadowrunner becomes available.


Overall: This is a final grade assigned to each Shadowrunner based on the

              rankings in the four categories.  The table below lists the 
runners, sorted by overall ranking. The Magic category was
factored in as a bonus, and a slight advantage was also given to
Deckers over Mercenaries. In cases with equal overall grades,
the better Shadowrunner is listed first. Note that this ranking
is still only the author's opinion, but it is based objectively
on the above criteria and will hopefully make the future hiring
decisions a little easier.



o-----------------------------------------------------------------------------o
| Name | Offense | Survivability | Magic | Value | Overall |
|=============|===========|=================|=========|=========|=============|
| Steelflight | A+ | A | --- | B | A |
|-------------|-----------|-----------------|---------|---------|-------------|
| Norbert | A | B+ | --- | A- | A- |
|-------------|-----------|-----------------|---------|---------|-------------|
| Frogtongue | A- | A- | --- | B+ | A- |
|-------------|-----------|-----------------|---------|---------|-------------|
| Spatter | B+ | B | B+ | A- | B+ |
|-------------|-----------|-----------------|---------|---------|-------------|
| Anders | B+ | B | --- | B | B |
|-------------|-----------|-----------------|---------|---------|-------------|
| Hamfist | B | C | --- | A- | B- |
|-------------|-----------|-----------------|---------|---------|-------------|
| Orifice | B | C+ | --- | B | B- |
|-------------|-----------|-----------------|---------|---------|-------------|
| Akimi | D+ | C- | A | D | C+ |
|-------------|-----------|-----------------|---------|---------|-------------|
| Jangadance | B- | C | C | C | C+ |
|-------------|-----------|-----------------|---------|---------|-------------|
| Jet Boy | D+ | C+ | --- | B | C |
|-------------|-----------|-----------------|---------|---------|-------------|
| Kitsune | D | C- | A- | C- | C |
|-------------|-----------|-----------------|---------|---------|-------------|
| Dances with | D | D | B- | D | C- |
| Clams | | | | | |
o-----------------------------------------------------------------------------o



===============================================================================
K E Y W O R D S SR09
===============================================================================
The following section contains a listing of all the keywords in the game and a
complete dialog map of the keywords every character and NPC in the game use and
reply to.


KEYWORD LIST
============
The following is an alphabetized listing of all the possible keywords that can
appear on Jake's keyword list. Note that the three words with an asterisks (*)
– Arena, Norbert, and Scalper -- are never taught you by anyone in the game.
Of these three words, only Scalper and Norbert get a response when used, as is
indicated in the Dialog Map. A listing of where to learn each word is given in
the Keyword Index section, and a complete description of who uses and responds
to each word is found in the Dialog Map section, both below.


Akimi Dog King Rat
Anders Drake Kitsune Rust Stilettos
Aneki Examination Laughlyn Scalper*
Arena* Firearms Lone Star Shadowrunners
Bremerton Ghouls Magic Fetish Shaman
Calls Glutman Maria Steelflight
Caryards Grinder Matrix Systems Street Doc
Cortex Bomb Head Computer Mermaids Strobes
Cyberware Heal Negotiation Talismans
Dark Blade Hiring Nirwanda The Cage
Datajack Hitmen Norbert* The Matrix
Decker Ice Nuyen Tickets
Docks Jester Spirit Raitsov Vampires

                                                     Volcano




KEYWORD INDEX
=============
The following is an index of where each keyword can be learned. Some of the
people mentioned only mention the listed keywords after certain events have
triggered their dialogue. For a complete list of triggers and a listing of who
responds to each word when used, refer to the following section, entitled
"Dialog Map." The following terms are used in this section:


Keyword: The specific keyword that can be learned.

Person: This is the name of the character when clicked over using the

             hand icon.  For some named characters and Shadowrunners, the 
names are listed in parenthesis.


Location: The general location/area that the person appears in.

Trigger: The keywords or action needed to trigger the keyword. Actions \

             are written in parenthesis, and usually just Approach (message 
you get when you first meet the person) or talk (dialog when
choosing the "Talk" command).



o-----------------------------------------------------------------------------o
| Keyword | Person | Location | Trigger |
|================|=================|========================|=================|
| Akimi | Mercenary | Wastelands Club | Shadowrunners |
| | (Anders) | | |
|----------------|-----------------|------------------------|-----------------|
| Anders | Deker | Jagged Nails | Shadowrunners |
| | (Steelflight) | | |
|----------------|-----------------|------------------------|-----------------|
| Aneki | Scientist | Drake Volcano | Drake |
| | (Pushkin) | | |
|----------------|-----------------|------------------------|-----------------|
| Arena | None | None | None |
|----------------|-----------------|------------------------|-----------------|
| Bremerton | Vladimir | Dark Blade Office | Jester Spirit |
| | Vampire | Vampire Room (DB) | Jester Spirit |
|----------------|-----------------|------------------------|-----------------|
| Calls | Sassie | Video Phone | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Caryards | Gang Member | Caryards | (Approach) |
| | Heavy Dude | Caryards | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Cortex Bomb | Street Doc (Ed) | Ed's Patch 'N Fix | (Approach)* |
| | | | after exam |
|----------------|-----------------|------------------------|-----------------|
| Cyberware | Street Doc | Dr. Maplethorpe's | (message after |
| | (Dr. M) | Office | diffusing the |
| | | | Cortex Bomb) |
|----------------|-----------------|------------------------|-----------------|
| Dark Blade | Kitsune | Jagged Nails | Jester Spirit |
|----------------|-----------------|------------------------|-----------------|
| Datajack | Club Manager | Grim Reaper Club | Decker |
| | Street Kid | Caryards | Decker |
|----------------|-----------------|------------------------|-----------------|
| Decker | Club Manager | Grim Reaper Club | Shadowrunners |
| | Street Kid | Caryards | (Approach) |
| | Customer | Sputnik | (Approach) |
|----------------|-----------------|------------------------|-----------------|
| Docks | Boat Driver | Docks (Boat Harbor) | (Approach) |
|----------------|-----------------|------------------------|-----------------|
| Dog | Dog | Dark Alley | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Drake | Heavy Dude | Caryards | (Approach) |
| | Gang Leader | Rust Stilettos (Back) | (Approach) |
|----------------|-----------------|------------------------|-----------------|
| Examination | Street Doc (Ed) | Ed's Patch 'N Fix | Datajack |
|----------------|-----------------|------------------------|-----------------|
| Firearms | Decker | Streets (10th Street) | (Talk) |
| | Club Manager | Grim Reaper Club | Shadowrunners |
| | Club Manager | The Cage | Shadowrunners |
|----------------|-----------------|------------------------|-----------------|
| Ghouls | Heavy Dude | The Cage | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Glutman | Sassie | Video Phone | Calls |
|----------------|-----------------|------------------------|-----------------|
| Grinder | Club Patron | Grim Reaper | Tickets |
|----------------|-----------------|------------------------|-----------------|
| Head Computer | Street Doc | Dr. Maplethorpe's | (Approach) |
| | (Dr. M) | Office | |
| | Scientist | Drake Volcano | Raitsov |
| | (Pushkin) | | |
|----------------|-----------------|------------------------|-----------------|
| Heal | A Busy Man | Grim Reaper Club | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Hiring | Club Manager | Grim Reaper Club | Shadowrunners |
| | Business Man | Business Man's Office | Shadowrunners |
| | Happy Customer | Sputnik | Shadowrunners |
|----------------|-----------------|------------------------|-----------------|
| Hitmen | Decker | 10th Street (Streets) | (Approach) |
| | | | |
|----------------|-----------------|------------------------|-----------------|
| Ice | Club Manager | Wastelands Club | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Jester Spirit | Rat Shaman | Rat Shaman's Lair | (Approach) |
|----------------|-----------------|------------------------|-----------------|
| King | Gang Member | Caryards | (any keyword) |
| | Street Scrum | Caryards | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Kitsune | Club Manager | Jagged Nails (right) | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Laughlyn | Vampire | Vampire Room (DB) | Jester Spirit |
|----------------|-----------------|------------------------|-----------------|
| Lone Star | Club Patron | Grim Reaper Club | Grinder |
| | Heavy Dude | Streets (10th Street) | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Magic Fetish | Indian Shaman | Crypts (10th Street) | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Maria | Club Patron | Grim Reaper Club | Tickets |
| | Orc | Grim Reaper Club | Grinder |
|----------------|-----------------|------------------------|-----------------|
| Matrix Systems | Street Doc | Dr. Maplethorpe's | (Approach) / |
| | (Dr. M) | Office | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Mermaids | Boat Driver | Docks (Boat Harbor) | Bremerton |
|----------------|-----------------|------------------------|-----------------|
| Negotiation | Business Man | Business Man's Office | Hiring |
|----------------|-----------------|------------------------|-----------------|
| Nirwanda | Vladimir | Dark Blade Office | Jester Spirit |
| | Vampire | Vampire Room (DB) | Jester Spirit |
|----------------|-----------------|------------------------|-----------------|
| Norbert | None | None | None |
|----------------|-----------------|------------------------|-----------------|
| Nuyen | Street Scum | Caryards | King |
|----------------|-----------------|------------------------|-----------------|
| Raitsov | Decker (Jet Boy)| Wastelands Club | Matrix Systems |
|----------------|-----------------|------------------------|-----------------|
| Rat | Dog Spirit | Dog Spirit Warehouse | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Rust Stilettos | Orc | Daley Station | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Scalper | None | None | None |
|----------------|-----------------|------------------------|-----------------|
| Shadowrunners | Club Manager | Grim Reaper Club | (Talk) |
| | Business Man | Business Man's Office | (Talk) |
| | | | |
|----------------|-----------------|------------------------|-----------------|
| Shaman | Indian Shaman | Crypts (10th Street) | (Approach) |
|----------------|-----------------|------------------------|-----------------|
| Steelflight | Mercenary | Wastelands Club | Shadowrunners |
| | (Anders) | | |
|----------------|-----------------|------------------------|-----------------|
| Street Doc | A Busy Man | Grim Reaper Club | Heal |
| | Customer | Sputnik | (Approach) |
|----------------|-----------------|------------------------|-----------------|
| Strobes | Club Manager | Jagged Nails (right) | Vampires |
|----------------|-----------------|------------------------|-----------------|
| Talismans | Indian Shaman | Talismans Shop | (Approach) |
|----------------|-----------------|------------------------|-----------------|
| The Cage | Secretary | Glutman's Office | Glutman |
| | Loyal Citizen | Streets (10th Street) | Maria |
|----------------|-----------------|------------------------|-----------------|
| The Matrix | Street Kid | Caryards | (Talk) |
|----------------|-----------------|------------------------|-----------------|
| Tickets | Club Patron | Grim Reaper Club | (Talk) |
| | Orc (Hamfist) | Grim Reaper Club | (Grinder) |
|----------------|-----------------|------------------------|-----------------|
| Vampires | Club Manager | Wastelands | Dark Blade |
| | Club Manager | Jagged Nails (left) | Dark Blade |
| | Kitsune | Jagged Nails | Dark Blade |
|----------------|-----------------|------------------------|-----------------|
| Volcano | Jester Spirit | Jester Spirit Room | Drake |
o-----------------------------------------------------------------------------o



DIALOG MAP
==========
This section contains a listing of the keywords that every character and NPC in
the game responds to, organized by region and sub-organized by the order in
which you will likely encounter the NPC. The following terms are used in
organizing this section:


Person: This is the name of the character when clicked over using the

             hand icon.  For some named characters and Shadowrunners, the 
names are listed in parenthesis. If a character has a number
next his name, this means that the character has different chains
of dialog when spoken to at different times. These specific
times are described in the Description box.


Description: The description box attempts to give a highly detailed

             description of where the character is, along with what triggers 
causes a certain conversation, special reactions to certain
keywords, and any other important information.


Responds To: This box lists the keywords that a character responds to when you

             use the "Ask About" command.  If an asterisks (*) is next to the 
word, this means some special action aside from just the dialog
occurs when you ask about this word. If using a keyword results
in another keyword being given, both words listed in the "Words
Given" box, even though the character does reply to the initial
word keywords. If the word "None" is listed, then the character
does not have special responses to any keywords.


Words Given: This last column lists all the keywords you are given when

             speaking with the given character.  The new word you get is the 
first one listed; the word you must use to hear the new keyword
is listed in parenthesis next to it. Seeing an (A) next to a
word means you are given this keyword word as soon as you
approach the character. Seeing a (T) next to a word means this
word is taught when you "Talk" to that character. If the word
"None" is listed, then the character does not have special
responses to any keywords.



Tenth Street
============

o-----------------------------------------------------------------------------o
| Person | Description | Responds To | Words Given |
|===========|=========================|===============|=======================|
|Decker |Town Square: This is the | Hitmen | Hitmen (A) |
| |man who approaches you | | Firearm (T) |
| |outside the morgue | | |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |Town Square: "Get a job" | None | None |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |Town Square: "I'm busy" | None | None |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |Town Square: "What do | None | None |
| |you want punk?" | | |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |Town Square: "I ain't | None | None |
| |got nothing" | | |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |Town Square: "New | None | None |
| |Luddite" | | |
|-----------|-------------------------|---------------|-----------------------|
|Dog |Dark Alley | None | Dog (T) |
|(hmmm...) | | | |
|-----------|-------------------------|---------------|-----------------------|
|Club |Grim Reaper Club: This | Firearm | Shadowrunners (Hitmen)|
|Manager(1) |is the bartender before | | Firearm (Shadowrunner)|
| |serving the Iced Tea | | |
|-----------|-------------------------|---------------|-----------------------|
|Club |Grim Reaper Club: This | Datajack | Shadowrunner (T) |
|Manager(2) |is the bartender after | Hiring | Decker (Shadowrunners)|
| |serving the Iced Tea | | Hiring (Shadowrunners)|
| | | | Datajack (Deckers) |
|-----------|-------------------------|---------------|-----------------------|
|Club |Grim Reaper Club: The | None | None |
|Patron(1) |tired man before giving | | |
| |him the Iced Tea | | |
|-----------|-------------------------|---------------|-----------------------|
|Club |Grim Reaper Club: The | Maria | Tickets (T) |
|Patron(2) |tired man after giving | | Grinder (Grinder) |
| |him the Iced tea | | Grinder (Tickets) |
| | | | Lone Star (Grinder) |
| | | | Maria (Tickets) |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |Grim Reaper Club: The | Data Jack | Heal (T) |
| |old man by the entrance | Shadowrunners | Street Doc (Heal) |
| | | Street Doc | |
|-----------|-------------------------|---------------|-----------------------|
|Orc |Grim Reaper Club: The | Dark Blade | Maria (Grinder) |
|(Hamfist) |large Orc standing in the| Decker | Tickets (Grinder) |
| |back; a Shadowrunner | Drake | |
| | | Ghouls | |
| | | Glutman | |
| | | Hiring* | |
| | | Shadowrunners | |
|-----------|-------------------------|---------------|-----------------------|
|Hamfist |Hired: Dialog when spoken| Dark Blade | None |
| |to after hiring | Drake | |
| | | Ghouls | |
| | | Glutman | |
| | | Shadowrunners | |
|-----------|-------------------------|---------------|-----------------------|
|Business |Business Man Office: | Firearms* | Shadowrunner (T) |
|Man |He's in the last room on | Lone Star* | Negotiation (Hiring) |
| |the left. Sells grenades | Negotiation | Hiring (Shadowrunners)|
| |and Lone Star badge | | |
|-----------|-------------------------|---------------|-----------------------|
|Mortician |Morgue: The mortician on | None | None |
|(Left) (1) |the left, after you have | | |
| |the Shades but not badge | | |
|-----------|-------------------------|---------------|-----------------------|
|Mortician |Morgue: The mortician on | Grinder | None |
|(Right) (1)|the right, after you have| Scalper | |
| |the Shades but not badge | Tickets | |
|-----------|-------------------------|---------------|-----------------------|
|Mortician |Morgue: The mortician on | None | None |
|(Left) (2) |the left after you have | | |
| |Shades and the Lonestar | | |
| |Badge | | |
|-----------|-------------------------|---------------|-----------------------|
|Mortician |Morgue: The mortician on | Grinder* | None |
|(Right) (2)|the right after you have | Scalper | |
| |Shades and the Lonestar | Tickets | |
| |Badge. He opens cabinets | | |
| |asked about "Grinder" | | |
|-----------|-------------------------|---------------|-----------------------|
|Mortician |Morgue: The mortician on | None | None |
|(Left) (3) |the left after the filing| | |
| |cabinet has been unlocked| | |
|-----------|-------------------------|---------------|-----------------------|
|Mortician |Morgue: The mortician on | None | None |
|(Right) (3)|the right after the | | |
| |filing cabinet has been | | |
| |unlocked | | |
|-----------|-------------------------|---------------|-----------------------|
|Secretary |Glutman's Office: Stands | The Cage | The Cage (Glutman) |
| |behind the desk. You can | | |
| |also call her on a video | | |
| |phone | | |
|-----------|-------------------------|---------------|-----------------------|
|Sassie |Video Phone: Call her | None | Calls (T) |
|(on phone) |using the number found in| | Glutman* (Calls) |
| |Jake's apartment. Gives | | |
| |Glutman's phone number | | |
|-----------|-------------------------|---------------|-----------------------|
|Indian |Graveyard: Injured in | Dog | Shaman (A) |
|Shaman |the leftmost crypt. He | Ghouls | Magic Fetish (T) |
| |disappears once you Talk | Magic Fetish | |
| |to him | Shaman | |
|-----------|-------------------------|---------------|-----------------------|
|Loyal |Streets: She is walking | The Cage | The Cage (Maria) |
|Citizen |outside The Cage | Tickets | |
|-----------|-------------------------|---------------|-----------------------|
|Heavy Dude |Streets: He is walking | Lone Star | Lone Star (T) |
| |outside The Cage | | |
|-----------|-------------------------|---------------|-----------------------|
|Bouncer (1)|The Cage: Bouncer at the | Tickets | None |
| |entrance before using | | |
| |the Tickets | | |
|-----------|-------------------------|---------------|-----------------------|
|Bouncer (2)|The Cage: Bouncer at the | None | None |
| |entrance after using | | |
| |the Tickets | | |
|-----------|-------------------------|---------------|-----------------------|
|A Waitress |The Cage: Waitress that | Glutman | None |
| |walks between tables | | |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |The Cage: Guy sitting in | None | None |
| |upper right side of the | | |
| |club | | |
|-----------|-------------------------|---------------|-----------------------|
|Club |The Cage: Bartender | Glutman | Firearms |
|Manager | | Maria | (Shadowrunners) |
|-----------|-------------------------|---------------|-----------------------|
|Well |The Cage: Woman on the | None | None |
|Dressed... |dance floor (Sassie) | | |
|-----------|-------------------------|---------------|-----------------------|
|Dancing |The Cage: Man on the | None | None |
|Hippie |dance floor | | |
|-----------|-------------------------|---------------|-----------------------|
|Heavy Dude |The Cage: Man standing | Ghouls | Ghouls (T) |
| |on the bottom left | Hiring | |
| | | Maria | |
|-----------|-------------------------|---------------|-----------------------|
|Shady |The Cage: Man sitting | Firearms | None |
|Character* |against the left wall | Glutman | |
|(Glutman) |just below the band | | |
o-----------------------------------------------------------------------------o

Notes



Glutmans's opening dialogue changes slightly depending on whether or not you're
carrying the Beretta Pistol.

After being taken to the Caryards, you lose the following six keywords from
your word list: Hitmen, Grinder, Lone Star, Maria, The Cage, Tickets.



Old Town
========

o-----------------------------------------------------------------------------o
| Person | Description | Responds To | Words Given |
|===========|=========================|===============|=======================|
|Gang |Caryards: Woman standing | None | Caryards (A) |
|Member |by the Sleeping Bag room | | King (All) |
|-----------|-------------------------|---------------|-----------------------|
|Street |Caryards: Sitting against| Shadowrunners | Decker (A) |
|Kid |a barrel in the middle of| The Matrix | The Matrix (T) |
| |the caryards | | Datajack (Decker) |
|-----------|-------------------------|---------------|-----------------------|
|Heavy Dude |Caryards: Guy running | Drake | Drake (A) |
| |back and forth | Nuyen | Caryards (T) |
|-----------|-------------------------|---------------|-----------------------|
|Street |Caryards: Leaning against| Caryards | King (T) |
|Scum |a car near the top of | | Nuyen (King) |
| |the caryards, bottom | | |
|-----------|-------------------------|---------------|-----------------------|
|Street |Caryards: Leaning against| King | None |
|Dweller |a car near the top of | | |
| |the caryards, top | | |
|-----------|-------------------------|---------------|-----------------------|<br/> |Little Boy |Caryards: Boy near the | Caryards | None |
| |bottom of the caryards. | Heal* | |
| |Sells Slap Patches for | King | |
| |100 nuyen | Nuyen | |
|-----------|-------------------------|---------------|-----------------------|
|The King |Caryards: Entrance to | Caryards | None |
| |caryards. He lets you | Firearms | |
| |leave for 4,000 nuyen | King | |
| | | Nuyen | |
|-----------|-------------------------|---------------|-----------------------|
|Arena |Arena: when you normally | King* | None |
|Owner (1) |enter the Arena. Asking | Negotiation* | |
| |about Negotiation lets | (all else)* | |
| |you learn that skill. | | |
| |Asking about King lets | | |
| |you fight the King. | | |
|-----------|-------------------------|---------------|-----------------------|
|Arena |Arena: after you have | King* | None |
|Owner (2) |defeated an opponent. | Negotiation* | |
| |Asking about Negotiation | (all else)* | |
| |lets you learn that | | |
| |skill. Asking about King | | |
| |lets you fight the King. | | |
|-----------|-------------------------|---------------|-----------------------|
|Arena |Arena: after you have | King | None |
|Owner (3) |defeated the King. Asking| Negotiation* | |
| |about Negotiation lets | | |
| |you learn that skill. | | |
|-----------|-------------------------|---------------|-----------------------|
|Arena |Arena: after you have | King | None |
|Owner (4) |defeated all opponents | Negotiation* | |
| |Asking about Negotiation | | |
| |lets you learn that | | |
| |skill (last chance). | | |
|-----------|-------------------------|---------------|-----------------------|
|Street |Streets: Guy leaning | None | None |
|Kid |against the light post | | |
| |just outside caryards | | |
|-----------|-------------------------|---------------|-----------------------|
|Gang |Streets: Female gang | None | None |
|Member |member near bottom of | | |
| |the main street | | |
|-----------|-------------------------|---------------|-----------------------|
|Gang |Streets: Female gang | None | None |
|Member |member near top of the | | |
| |main street | | |
|-----------|-------------------------|---------------|-----------------------|
|Club |Sputnik: Bartender | None | None |
|Manager | | | |
|-----------|-------------------------|---------------|-----------------------|
|Happy |Sputnik: First customer | None | Hiring |
|Customer |sitting at the bar | | (Shadowrunners) |
|-----------|-------------------------|---------------|-----------------------|
|Orc |Sputnik: Second customer | Firearms | None |
| |sitting at the bar | Street Doc | |
|-----------|-------------------------|---------------|-----------------------|
|Customer |Sputnik: Third customer | Decker | Decker (A) |
|(right) |sitting at the bar | The Matrix | |
|-----------|-------------------------|---------------|-----------------------|
|Customer |Sputnik: Fourth customer | Decker | Street Doc (A) |
|(left) |sitting at the bar | Street Doc | |
|-----------|-------------------------|---------------|-----------------------|
|Magic User |Sputnik: Last customer | Hiring* | None |
|(Dances |at the bar; also a | Magic Fetish | |
|with Clams)|Shadowrunner | Shadowrunners | |
| | | Talismans | |
|-----------|-------------------------|---------------|-----------------------|
|Dances |Hired: Dialog when spoken| None | None |
|with Clams |to after hiring | | |
|-----------|-------------------------|---------------|-----------------------|
|Large Orc |Sputnik: Sitting at the | Firearms | None |
|(Orifice) |table near the bottom of | Hiring* | |
| |the bar; a Shadowrunner | | |
|-----------|-------------------------|---------------|-----------------------|
|Orifice |Hired: Dialog when spoken| Cortex Bomb | None |
| |to after hiring | Firearms | |
|-----------|-------------------------|---------------|-----------------------|
|Dwarf |Weapon Shop: Behind the | Firearms | None |
|(Gunshop |counter | Norbert | |
| owner) | | | |
|-----------|-------------------------|---------------|-----------------------|
|She's |Weapon Shop: Female | Firearms | None |
|choosing...|customer | | |
|-----------|-------------------------|---------------|-----------------------|
|Indian |Talisman Shop: Behind | Dark Blade* | Talismans (A) |
|Shaman |the counter. Gives both | Heal | |
| |Talisman and Dark Blade | Magic Fetish | |
| |phone numbers | Shaman | |
| | | Vampires | |
|-----------|-------------------------|---------------|-----------------------|
|Street Doc |Ed's Patch' N' Fix: | Examination* | Examination*(Datajack)|
|(Ed) (1) |The first time you speak | | |
| |with him. Looks at your | | |
| |datajack when asked that | | |
| |word or examination | | |
|-----------|-------------------------|---------------|-----------------------|
|Street Doc |Ed's Patch' N' Fix: | Cortex Bomb | Cortex Bomb (A) |
|(Ed) (2) |Right after he activates | Examination | |
| |the cortex bomb or you | Street Doc | |
| |return before it's | | |
| |disarmed | | |
|-----------|-------------------------|---------------|-----------------------|
|Street Doc |Ed's Patch' N' Fix: | Cortex Bomb | None |
|(Ed) (3) |After you have disarmed | Examination | |
| |the cortex bomb | Street Doc | |
o-----------------------------------------------------------------------------o

Notes



After leaving Old Town via the train, the following words are removed from the
keyword list: Caryards, King, and Glutman. Also, if you have the Examination
keyword and you have already had an examination, this word will disappear also.
If you have not had an examination yet, it will remain.



Downtown
========

o-----------------------------------------------------------------------------o
| Person | Description | Responds To | Words Given |
|===========|=========================|===============|=======================|
|Street Kid |Daley Station: Sitting | None | None |
| |against the pillar on the| | |
| |right side of the station| | |
|-----------|-------------------------|---------------|-----------------------|
|Orc |Daley Station Concourse: | None | Rust Stilettos (T) |
| |Orc on the right that | | |
| |attacks you the first | | |
| |time you arrive | | |
|-----------|-------------------------|------------ -|-----------------------|
|Dog |Daley Station Concourse: | None | None |
| |Dog that meets you the | | |
| |first time you arrive | | |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |Outdoor Market: "nothing | None | None |
| |besides a wife and two | | |
| |kids" | | |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |Outdoor Market: "get | None | None |
| |yourself a job" | | |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |Streets: "what do you | None | None |
| |want punk" | | |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |Streets: "New Luddite" | None | None |
|-----------|-------------------------|---------------|-----------------------|
|Hotel |Hotel: Behind the counter| None | None |
|Manager | | | |
|-----------|-------------------------|---------------|-----------------------|
|Heavy Dude |Rust Stilettos Entrance: | Rust Stilettos| None |
| |Kid who talks to you as | | |
| |soon as you enter | | |
|-----------|-------------------------|---------------|-----------------------|
|Gang |Rust Stilettos Back Room:| None | Drake (A) |
|Leader |Defeated Gang Leader | | |
|-----------|-------------------------|---------------|-----------------------|
|Club |Wastelands: Behind bar; | Hiring | Ice (T) |
|Manager |before Ice delivery | Hitmen | Vampires (Dark Blade) |
| | | Ice | |
| | | Rust Stilettos| |
| | | Shadowrunners | |
|-----------|-------------------------|---------------|-----------------------|
|Club |Video Phone: Manager of | Shadowrunners | None |
|Manager |Wastelands Club on phone | | |
|-----------|-------------------------|---------------|-----------------------|
|Club |Wastelands: Behind bar; | Ice | Ice (T) |
|Manager |after Ice delivery | | |
|-----------|-------------------------|---------------|-----------------------|
|Orc |Wastelands: Upper left | Dark Blade | None |
| |corner; a Shadowrunner | Drake | |
| | | Hiring* | |
| | | Rat | |
| | | Rust Stilettos| |
| | | Shadowrunners | |
| | | | |
|-----------|-------------------------|---------------|-----------------------|
|Frogtongue |Hired: Dialog when spoken| Dark Blade | None |
| |to after hiring | Drake | |
| | | Rat | |
| | | Rust Stilettos| |
|-----------|-------------------------|---------------|-----------------------|
|Mercenary |Wastelands: Top customer | Akimi | Akimi |
|(Anders) |at the bar; Shadowrunner | Anders | (Shadowrunners) |
| | | Hiring* | Steelflight |
| | | Steelflight | (Shadowrunners) |
|-----------|-------------------------|---------------|-----------------------|
|Anders |Hired: Dialog when spoken| Akimi | None |
| |to after hiring | Anders | |
| | | Shadowrunners | |
| | | Steelflight | |
|-----------|-------------------------|---------------|-----------------------|
|Decker |Wastelands: Bottom | Drake | Raitsov |
|(Jet Boy) |customer at the bar; a | Hiring* | (Matrix Systems) |
| |Shadowrunner | Raitsov | |
| | | Rust Stilettos| |
| | | Shadowrunners | |
|-----------|-------------------------|---------------|-----------------------|
|Jet Boy |Hired: Dialog when spoken| Drake | Raitsov |
| |to after hiring | Raitsov | (Matrix Systems) |
| | | Rust Stilettos| |
|-----------|-------------------------|---------------|-----------------------|
|Dwarf |Wastelands: Standing up | Hiring* | None |
|(Norbert) |against the post beneath | Norbert | |
| |the entrance; a | Shadowrunners | |
| |Shadowrunner | | |
|-----------|-------------------------|---------------|-----------------------|
|Norbert |Hired: Dialog when spoken| Norbert | None |
| |to after hiring | Shadowrunners | |
|-----------|-------------------------|---------------|-----------------------|
|Secretary |Dr. Maplethorpe's Office,| Cortex Bomb* | None |
| |Reception area. Behind | Cyberware* | |
| |desk. Let's you see Doc | Examination | |
| |for 2,000 nuyen when you | Street Doc | |
| |ask about Cortex Bomb, | | |
| |for free when you ask | | |
| |about Cyberware | | |
|-----------|-------------------------|---------------|-----------------------|
|Secretary |Video Phone: Secretary | Cyberware | None |
| |for Dr. Maplethorpe | Street Doc | |
| | | | |
|-----------|-------------------------|---------------|-----------------------|
|Dr. |Dr. Maplethorpe's Office,| Cortex Bomb* | None |
|Maplethorpe|Examination Room; before | Heal* | |
|(1) |disarming Cortex Bomb. | Street Doc | |
| |Disarms bomb when asked | | |
| |asked about Cortex Bomb. | | |
| |Also sells slap patches | | |
| |for 100 nuyen | | |
|-----------|-------------------------|---------------|-----------------------|
|Dr. |Dr. Maplethorpe's Office,| Cyberware | Cyberware (A*) |
|Maplethorpe|Examination Room; right | Head Computer | Head Computer (A) |
|(2) |after bomb is disarmed. | Heal* | Matrix Systems (T) |
| |Sells slap patches for | Matrix Systems| |
| |100 nuyen; gives message | | |
| |with "Cyberware" keyword | | |
|-----------|-------------------------|---------------|-----------------------|
|Dr. |Dr. Maplethorpe's Office,| Cyberware | Matrix Systems (A) |
|Maplethorpe|Examination Room; each | Heal* | |
|(3) |time you visit after the | | |
| |cortex bomb is disarmed. | | |
| |Sells slap patches for | | |
| |100 nuyen. | | |
|-----------|-------------------------|---------------|-----------------------|
|Cruel |Entrance to Jagged Nails:| Shadowrunners | None |
|Man (1) |bouncer, on left side, | | |
| |before Rust Stilettos are| | |
| |defeated | | |
|-----------|-------------------------|---------------|-----------------------|
|Cruel |Entrance to Jagged Nails:| Hiring | None |
|Man (1) |bouncer, on left side, | Shadowrunners | |
| |after Rust Stilettos are | | |
| |defeated; charges 50 | | |
| |nuyen to enter | | |
|-----------|-------------------------|---------------|-----------------------|
|Club |Jagged Nails: bartender | Kitsune | Kitsune (T) |
|Manager |on right side bar; gives | Shadowrunners | Strobes (Vampires) |
|(Cecil) |Dr. Maplethorpe's phone | Street Doc* | |
| |number for 100 nuyen | Strobes | |
|-----------|-------------------------|---------------|-----------------------|
|Club |Jagged Nails: bartender | Strobes* | Vampires (Dark Blade) |
|Manager |on left side bar; gives | | |
| |Strobe lights when asked | | |
|-----------|-------------------------|---------------|-----------------------|
|Decker |Jagged Nails: Top man at | Akimi | Anders (Shadowrunners)|
| |the bar; a Shadowrunner | Anders | |
| | | Hiring* | |
| | | Steelflight | |
| | | Street Doc | |
| | | The Matrix | |
|-----------|-------------------------|---------------|-----------------------|
|Steelflight|Hired: Dialog when spoken| Akimi | None |
| |to after hiring | Anders | |
| | | Steelflight | |
| | | Street Doc | |
| | | The Matrix | |
|-----------|-------------------------|---------------|-----------------------|
|Mage |Jagged Nails: Bottom man | Hiring* | None |
|(Spatter) |at the bar; Shadowrunner | Shadowrunners | |
|-----------|-------------------------|---------------|-----------------------|
|Spatter |Hired: Dialog when spoken| None | None |
| |to after hiring | | |
|-----------|-------------------------|---------------|-----------------------|
|Kitsune (1)|Jagged Nails: On stage. | Dog* | Dark Blade |
| |Dialog the first time you| Hiring* | (Jester Spirit) |
| |talk to her; she gives | Kitsune | |
| |Leaves when asked about | Magic Fetish | |
| |Dog; a Shadowrunner | Shadowrunners | |
|-----------|-------------------------|---------------|-----------------------|
|Kitsune |Hired: Dialog when spoken| Dog | Vampires (Dark Blade) |
| |to after hiring | Kitsune | Dark Blade |
| | | Magic Fetish | (Jester Spirit) |
|-----------|-------------------------|---------------|-----------------------|
|Kitsune (2)|Jagged Nails: Any time | Dog | Dark Blade |
| |in the club after the | Hiring* | (Jester Spirit) |
| |first; a Shadowrunner | Kitsune | |
| | | Magic Fetish | |
| | | Shadowrunners | |
|-----------|-------------------------|---------------|-----------------------|
|Kitsune (3)|Sewers: Dialog after | Dog | Vampires (Dark Blade) |
| |defeating Rat Shaman if | Kitsune | Dark Blade |
| |Kitsune is in your party | Shadowrunners | (Jester Spirit) |
|-----------|-------------------------|---------------|-----------------------|
|Dog Spirit |Dog Spirit Warehouse: | None | Rat (T) |
|(1) |Dialog before fighting | | |
| |Rat Shaman | | |
|-----------|-------------------------|---------------|-----------------------|
|Rat |Rat Shaman's Lair: | Jester Spirit | Jester Spirit (A) |
|Shaman |Dialog when spoken to | | |
| |after defeat | | |
|-----------|-------------------------|---------------|-----------------------|
|Dog Spirit |Dog Spirit Warehouse: | Aneki | None |
|(2) |Dialog after fighting | Dark Blade | |
| |Rat Shaman | Dog | |
| | | Drake | |
| | | Jester Spirit | |
| | | Raitsov | |
|-----------|-------------------------|---------------|-----------------------|
|Dark Blade |Video Phone: Dialog when | Dark Blade | None |
| |calling Dark Blade; | Magic Fetish | |
| |asking about Magic Fetish| | |
| |opens the gates | | |
|-----------|-------------------------|---------------|-----------------------|
|Shopkeeper |Dark Blade Weapon Shop: | Dark Blade | None |
|(1) |behind counter | Firearms | |
| | | Shadowrunners | |
|-----------|-------------------------|---------------|-----------------------|
|Shopkeeper |Dark Blade Weapon Shop: | Dark Blade | None |
|(2) |Dialog after selling a | Firearms | |
| |weapon | Shadowrunners | |
|-----------|-------------------------|---------------|-----------------------|
|Mage |Dark Blade Foyer: Greets | Dark Blade | None |
| |you the first time you | Magic Fetish | |
| |enter Dark Blade mansion;| | |
| |asking about Magic Fetish| | |
| |let's you go peacefully | | |
|-----------|-------------------------|---------------|-----------------------|
|Vladimir |Dark Blade Office: | Jester Spirit | None |
|(1) |before Magic Fetish is | Magic Fetish | |
| |given | | |
|-----------|-------------------------|---------------|-----------------------|
|Vladimir |Dark Blade Office: after | None | Bremerton |
|(2) |Magic Fetish is given | | (Jester Spirit) |
| | | | Nirwanda |
| | | | (Jester Spirit) |
|-----------|-------------------------|---------------|-----------------------|
|Vampire (1)|Vampire Room: After stake| None | Bremerton |
| |is used first time | | (Jester Spirit) |
| | | | Nirwanda |
| | | | (Jester Spirit) |
|-----------|-------------------------|---------------|-----------------------|
|Vampire (2)|Vampire Room: After stake| None | Bremerton |
| |is used second time | | (Jester Spirit) |
| | | | Laughlyn |
| | | | (Jester Spirit) |
|-----------|-------------------------|---------------|-----------------------|
|Boat |Boat Harbor: before Ice | Docks | Docks (A) |
|Driver (1) |is dumped | | Mermaids (Bremerton) |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |Wastelands Club: standing| Ice* | None |
|(1) |below staircase; sells | Mermaids | |
| |Ice for 100 nuyen | | |
|-----------|-------------------------|---------------|-----------------------|
|A Busy Man |Wastelands Club: standing| Docks* | None |
|(2) |below staircase; dialog | Bremerton | |
| |after you have purchased | | |
| |Ice. Ask about Docks to | | |
| |make him dump it there | | |
|-----------|-------------------------|---------------|-----------------------|
|Boat |Boat Harbor: after Ice is| Bremerton* | None |
|Driver (2) |dumped; rents boat for | | |
| |1000 nuyen | | |
|-----------|-------------------------|---------------|-----------------------|
|Jester |Jester Spirit Room: After| Jester Spirit | None |
|Spirit (1) |taking away HP, before | Nirwanda | |
| |saying name | Laughlyn* | |
|-----------|-------------------------|---------------|-----------------------|
|Jester |Jester Spirit Room: After| Aneki | Volcano (Drake) |
|Spirit (2) |saying "Laughlyn" | Bremerton | |
| | | Dark Blade | |
| | | Dog | |
| | | Jester Spirit | |
| | | Laughlyn | |
| | | Volcano | |
|-----------|-------------------------|---------------|-----------------------|
|Drake |Video Phone: Dialog when | None | None |
| |calling Drake | | |
|-----------|-------------------------|---------------|-----------------------|
|Helicopter |Drake Tower Roof: Dialog | Aneki | None |
|Pilot (1) |when at the Towers; | Bremerton | |
| |flies you to Volcano | Drake | |
| | | Volcano* | |
|-----------|-------------------------|---------------|-----------------------|
|Helicopter |Drake Volcano, Landing | Drake* | None |
|Pilot (2) |Pad: Dialog when at the | | |
| |Volcano; flies you back | | |
| |to Drake Tower | | |
|-----------|-------------------------|---------------|-----------------------|
|Scientist |Drake Volcano: In the | Head Computer*| Aneki (Drake) |
|(Pushkin) |room next to Drake's; | | Head Computer |
| |takes you back to Drake | | (Raitsov) |
| |Tower | | |
|-----------|-------------------------|---------------|-----------------------|
|Mage |Aneki Building: Entrance | None | None |
|-----------|-------------------------|---------------|-----------------------|
|Akimi |Video Phone: Dialog when | Akimi | None |
| |calling Akimi; a | Drake | |
| |Shadowrunner | Hiring* | |
| | | Jester Spirit | |
| | | Shadowrunners | |
|-----------|-------------------------|---------------|-----------------------|
| Akimi |Hired: Dialog when spoken| Akimi | None |
| |to after hiring | Drake | |
| | | Jester Spirit | |
o-----------------------------------------------------------------------------o

Notes



After having the cortex bomb diffused in Dr. Maplethorpe's office, you lose the
Cortex Bomb keyword.

After getting the Strobes from the bartender in the Jagged Nails club, you lose
the Strobes keyword.

After defeating the Jester Spirit, you lose the following keywords: Docks,
Bremerton, Laughlyn, Nirwands, Rust Stilettos, Ice.



===============================================================================
E N E M I E S SR10
===============================================================================
The following section provides a complete listing off all the enemies in each
section of the game, along with information about their HP, experience given,
and nuyen dropped. Each enemy with different fixed HP values is considered as
a "unique" enemy and listed separately. This begins to occur very frequently
in the later section of Downtown. The following terms are used in this
section:

Enemy Name: This is name you will see when placing the hand icon of firing

             target over an enemy.  Note that despite very different stats and 
appearances, many enemies in the game share the same name.


Location This is the location where the given enemy can be found. All of
Found: the locations mentioned correspond to the Locations Chart at the

             beginning of this guide.  Note that some enemies found in large, 
general areas, like the Streets, are all the same. In other
cases, unique enemies only exist in very specific places. These
things are both noted in the Locations column.


Hit Points: This is the HP that enemy has. Some enemies have specific, fixed

             HP totals, while others have HP ranges.  Generally, enemies that 
appear randomly are more likely to have varying HP totals. This
is not always the case, however. All bosses and Arena fighters
have fixed totals.


Experience Each enemy in the game has a certain amount of experience points
Points: it gives when defeated, which is used in determining karma. To

             recap again: Karma = Experience / 8.  You can think of the 
experience totals listed as eighths of karma, if this makes it
simpler. Once you have gotten 8 points of experience, the game
gives you one point of karma. A more detailed description can be
found in the "Attributes & Skills" section above. Note that,
with the exception of the enemies in the Drake and Aneki Towers,
all enemies have a fixed value of experience that they give.


Nuyen: Most enemies drop nuyen when defeated. The amount of nuyen

             dropped by all non-boss enemies always falls into a specific 
range. Generally, there are four separate ranges:

Nuyen Nuyen
Range Total
===== =====
Low 10-20
Medium 30-60
High 70-100
Very High 150-200

There are no enemies which ever drop between 100 and 150 nuyen.
The nuyen values for every enemy are listed in the charts.


Other Notes: Anything special about a certain enemy -- from a specific action

             to an item that is dropped -- is mentioned here.  For bosses and 
enemies with special notes, there will be a message saying "See
below," which means extended information can be found after
that regional section.



TENTH STREET
============

o-----------------------------------------------------------------------------o
| Enemy | Location(s) | Hit |Experience| Nuyen | Other |
| Name | Found |Points| Points | | Notes |
|===============|=================|======|==========|=========|===============|
| Orc | Dark Alley | 8 | 1 | None | Drops Leather |
| | | | | | Jacket |
|---------------|-----------------|------|----------|---------|---------------|
| Peephole | Streets | 3 | 1 | None | |
|---------------|-----------------|------|----------|---------|---------------|
| Sniper | Streets | 3 | 1 | 10-20 | |
|---------------|-----------------|------|----------|---------|---------------|
| Hitman (Hole) | Streets | 10 | 1 | None | |
|---------------|-----------------|------|----------|---------|---------------|
| Hitman (Roof) | Streets | 10 | 1 | 30-60 | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage (W-G) |Glutman's Office | 5-7 | 2 | 10-20 | |
| | Building | | | | |
| |Seems Familiar | | | | |
| | Building | | | | |
| |Business Man's | | | | |
| | Building | | | | |
| |Jake's Apartment | | | | |
| | Building | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Heavy Dude |Glutman's Office | 10-12| 2 | 10-20 | |
| | Building | | | | |
| |Seems Familiar | | | | |
| | Building | | | | |
| |Business Man's | | | | |
| | Building | | | | |
| |Jake's Apartment | | | | |
| | Building | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Heavy Dude(2) |Seems Familiar | 15-19| 2 | 30-60 | Only one in |
| | Building | | | | Tenth Street |
| | | | | | Area |
|---------------|-----------------|------|----------|---------|---------------|
| Scary Ghoul | Graveyard | 4-40 | 2 | None | See Notes |
| | Crypts | | | | below |
o-----------------------------------------------------------------------------o

Notes



The Ghouls' HP totals increase each time you kill one, then leave the screen
and re-enter. Their HP starts at 4 and increases in 2 HP increments until 40,
which is the maximum. Note also that the first Ghoul killed after healing the
Indian Shaman will drop a Ghoul Bone.



OLD TOWN
========

o-----------------------------------------------------------------------------o
| Enemy | Location(s) | Hit |Experience| Nuyen | Other |
| Name | Found |Points| Points | | Notes |
|===============|=================|======|==========|=========|===============|
| Heavy Dude | Caryards Dead | 15-17| 2 | 10-20 | |
| | End | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage (W-G) | Caryards Dead | 5-7 | 2 | 10-20 | |
| | End | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Member | Arena Fight 1 | 25 | 22 | 300 | See below |
|---------------|-----------------|------|----------|---------|---------------|
| Heavy Dude (1)| Arena Fight 2 | 15 | 8 | 700 | See below |
|---------------|-----------------|------|----------|---------|---------------|
| Heavy Dude (2)| Arena Fight 3 | 20 | 20 | 1000 | See below |
|---------------|-----------------|------|----------|---------|---------------|
| Mage (1) | Arena Fight 4 | 30 | 12 | 2000 | See below |
|---------------|-----------------|------|----------|---------|---------------|
| Mage (2) | Arena Fight 5 | 36 | 13 | 3000 | See below |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Arena Fight 6 | 40 | 9 | 4000 | See below |
| Warrior | | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | Arena Fight 7 | 50 | 26 | 5000 | See below |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Leader | Arena Fight 8 | 30 | 25 | 6000 | See below |
|---------------|-----------------|------|----------|---------|---------------|
| Troll Decker | Arena Fight 9 | 40 | 36 | 7000 | See below |
|---------------|-----------------|------|----------|---------|---------------|
| (Replicating) | Arena Fight 10 | 50 | 40 | 8000 | See below |
| Mage | | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| The King | Arena | 45 | 31 | 3000 | See below |
|---------------|-----------------|------|----------|---------|---------------|
| Peephole | Streets | 3 | 1 | None | |
| | Alley | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Sniper | Streets | 3 | 1 | 10-20 | |
|---------------|-----------------|------|----------|---------|---------------|
| Hitman (Roof) | Alley | 10 | 1 | 30-60 | |
o-----------------------------------------------------------------------------o

Gang Member (1)



This is a pretty easy fight. Just target the Gang Member and keep firing. You
should be fine with Body and Firearms values of 5 or 6. The Gang Member isn't
very fast and doesn't attack too often, so don't expect a hard fight. You do,
however, get a good deal of experience from this fight, and that should go into
boosting Body or Firearms, whichever skill is lower.


Heavy Dude (1)



This fight is probably easier than the first, since the Heavy Dude only has a
measly 15 HP. He is a bit stronger and faster than the Gang Member, but he
moves around a lot, and you aren't attacked during that time.


Heavy Dude (2)



Slightly harder than the last fight, since this Heavy Dude has 20 HP, is a
little quicker, and has a more accurate shot. However, the fight should still
be pretty easy with a Body and Firearms rating of about 6 or 7. Just make sure
you don't lose target lock when he starts running around, and take advantage of
that time to get some shots off.


Mage (1)



No harder, if not easier, than the previous fight. He has good accuracy and
shoots in bunches of 4, but his patterns are predictable and he is easy to
damage. You don't need any better stats or equipment than you did in the
previous fight.


Mage (2)



This Mage's attack patterns and movements are nearly identical to the previous
fight, but his attack power is higher and he has more HP (36). You could get
into some trouble if you lose HP too quickly, so try to have a Body value of at
least 7.


Samurai Warrior



He has the capability of hitting for very high damage with his automatic
weapon, which could be pretty devastating. There are two things working in
your favor in this fight. The first is the Samurai Warrior's relatively poor
accuracy. He hits hard, but not nearly as often as the previous fighters.
Secondly, when you get up close, the Samurai Warrior will try to attack you
with a knife instead of his gun, which does pretty measly damage. The best
strategy is to stay as close as possible, and fire away while he slashes you
with the knife. He does move quickly after he's done slashing to try to get
into firing range again, so you'll have to time your own attack to move with
him. You should still be able to win this fight with the Beretta Pistol and
Leather Armor, and with Body and Firearms values of 7 or 8.


Ferocious Orc



The Ferocious Orc is probably a little easier than the Samurai Warrior, but he
can still cause some trouble. He has a pretty high HP total (50) and does
average damage with his attack. His main attack pattern consists of firing off
6 shots at a time, then moing around rather quickly. If you can avoid getting
stun locked by his shots, you should be able to win while still using the
Beretta Pistol. Try to pump Body up to around 8 before this fight, with
Firearms around 7 or 8 also.


Gang Leader



The Gang Leader is one of the toughest opponents that you will face in the
Arena. In addition to a powerful attack, he moves very quickly in circles
around you and doesn't stop shooting. This means you'll both be getting stun
locked frequently and losing your targeting often. These two things can
combine for a quick death. To have any chance, you will need to upgrade your
equipment to at least the Shotgun and Mesh Jacket. A Body and Firearms value
of 9 is also about the bare minimum. You can hold off on this fight until you
learn the Heal spell, if you'd like, which will make it much easier.

One of the better strategies it to walk into the Arena corner at the far left
side of the screen. Leave a small space between Jake and the wall when you do
this. The Gang Leader will follow and still try to quickly circle, but the arc
of his movement is much smaller now, meaning you won't lose target as quickly.
There is also a decent chance that the Gang Leader will try to move between you
and the wall and get stuck. In this case, just fire as quickly as you can and
the Gang Leader will be finished off quite easily.


Troll Decker



Clearly the hardest fight in the Arena. The Troll Decker has an incredible
firing rate that unleashed waves of double-digit damage. You will likely need
at least the Shotgun, Mesh Jacket, and Heal spell to have a chance at winning
this one. Adding in the Boosted Reflexes also makes the fight a lot easier.
Make sure you watch your HP and heal once you get to 50 HP or less, since you
can lose this amount in one round quite easily.

It is possible, though very difficult, to beat the Troll Decker before you
leave Old Town. You will need to raise your Firearms skill to at least 10 and
your Body attribute to at least 12. The Troll Decker will occasionally halt
firing to move around, and this is the key to killing him. Stand just below
the center of the Arena. The Troll Decker is programmed both to stand as close
to the middle when it can and to maintain a minimum distance from you. Because
of this, it will often stop to move out, then back in between rounds. If you
are lucky, there will be enough time to kill him. This strategy does involve
some patience, but it is a great way to earn a lot of nuyen early on.


(Replicating) Mage



The Replicating Mage creates clones of himself to attack you, while at the same
time trying to throw off your targeting of the real Mage. The clones will die
shortly after you start attacking them, but the only way to inflict damage is
to attack the real Mage. The Mage can have as many as four clones present at
one time, and this fight can be rather tricky if you are being attacked by
multiple targets at once. Both the stun lock and sprite slowdown will make it
hard to do anything. The easy way around this is to move to the far left
corner of the screen once there are several clones in the Arena. For whatever
reason, the clones will remain behind while the real Mage will follow. Alone,
the Mage is quite easy. His attack is not that powerful and he doesn't fire at
a very fast rate. Another giveaway as to the identity of the real Mage is that
he is the only one who can use the Powerball spell. Anytime you see this,
target that Mage and fire. If you were able to defeat the Troll Decker, your
skills and abilities are more than adequate for this fight.


The King



You will need to fight the King if you want to leave the caryards without
paying. If you do happen to pay, however, you can still come back and fight
the King later. You enter this fight by asking the Arena Owner about the word
"King." Also, unlike the other fights, there is no chance that the Arena Owner
will call this fight before you die.

The King is probably slightly easier that the Samurai Warrior fight, but he
still provides a decent challenge with starting weaponry. Try to get both
Firearms and Body up to about 8. When you enter the fight, move directly in
front of the right side post by the entrance. In this area, the King will be
thrown out of sync, and waste time moving back and forth into the Arena circle.
If you move too far the left or towards the center, this trick won't work.
With the King's timing off, he is a pretty easy target.



DOWNTOWN
========
The downtown section is by far the largest in the game, so several of the major
sections are split up to make the charts easier to use.


o-----------------------------------------------------------------------------o
| Enemy | Location(s) | Hit |Experience| Nuyen | Other |
| Name | Found |Points| Points | | Notes |
|===============|=================|======|==========|=========|===============|
| Ferocious Orc | Daley Station | 15 | 6 | 70-100 | Drops Iron |
| | | | | | Key |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | Daley Station | 15 | 6 | 30-60 | |
|---------------|-----------------|------|----------|---------|---------------|
| Peephole | Streets | 15 | 1 | None | |
| | Docks 1 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Hitman (Hole) | Streets | 20 | 1 | None | |
|---------------|-----------------|------|----------|---------|---------------|
| Hitman (Bush) | Streets | 13 | 1 | None | |
|---------------|-----------------|------|----------|---------|---------------|
| Hitman (Roof) | Streets | 10 | 1 | 30-60 | |
| | Docks 1,2 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Member | Dark Blade Gate | 20-35| 2 | 30-60 | |
| | (left) | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Member | Dark Blade Gate | 20-35| 4 | 70-100 | |
| | (right) | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | Wastelands, | 15 | 2 | 30-60 | |
| | entrance | | | | |
o-----------------------------------------------------------------------------o



o-----------------------------------------------------------------------------o
| Heavy Dude | Rust Stilettos, | 20 | 5 | 30-60 | Greets you |
| | entrance | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Member | Rust Stilettos, | 20-35| 2 | 30-60 | |
| | entrance | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Heavy Dude | Rust Stilettos, | 20 | 10 | 30-60 | |
| | entrance | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Member | Rust Stilettos, | 20-35| 2 | 30-60 | |
| | front room | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | Rust Stilettos, | 10-24| 9 | 30-60 | |
| | front room | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | Rust Stilettos, | 10-24| 9 | 30-60 | Drops Crowbar |
| | enter from door | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Heavy Dude | Rust Stilettos, | 10-24| 9 | 30-60 | |
| | back room | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Heavy Dude | Rust Stilettos, | 20 | 10 | 30-60 | |
| | back room | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Heavy Dude | Rust Stilettos, | 40 | 11 | 70-100 | |
| | back room | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Member | Rust Stilettos, | 35 | 7 | 70-100 | |
| | back room | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Leader | Rust Stilettos, | 30 | 18 | None | Drops (Drake) |
| | back room | | | | Password |
o-----------------------------------------------------------------------------o



o-----------------------------------------------------------------------------o
| Ghoul | Rat Shaman's | 31-41| 2 | None | See Notes |
| | Lair, entrance | | | | below |
|---------------|-----------------|------|----------|---------|---------------|
| Giant Rat | Sewers | 15 | 5 | None | |
| (Pink, Bites) | Rat Shaman Room | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Giant Rat | Sewers | 15 | 5 | None | |
| (Gray, Bites) | Rat Shaman Room | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Giant Rat | Sewers | 12 | 6 | None | |
| (Pink, Shoots)| Rat Shaman Room | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Giant Rat | Sewers | 12 | 6 | None | |
| (Gray, Shoots)| Rat Shaman Room | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Rat Shaman | Rat Shaman Room | 70 | 20 | 3000 | See below |
o-----------------------------------------------------------------------------o

Notes



The Ghoul starts with 31 HP and has its HP maximum increase by 2 each time you
kill one and leave the screen. This will happen until the Ghoul has 41 HP, at
which point this will be its total for the rest of the game.


Rat Shaman



The Rat Shaman fight can be pretty tricky if you aren't well prepared. By this
point, you should have at least upgraded your weapon and armor to the Shotgun
and Mesh Jacket. Once you enter the Rat Shaman's room, don't move in too far.
Make sure you edge forward slightly until you trigger the Giant Rats, then
finish them off before proceeding. Try to take care of all the Giant Rats in
this way, as they will stun you while trying to attack the Rat Shaman.

Once the rats are gone, it's time to deal with the Rat Shaman. You will notice
that he moves around along a fixed track on his platform. He moves quickly, so
there is a chance you will lose target lock. Try to position yourself so that
his entire path of motion is on the screen, but stand as far back as you can.
His powerball spells take time to travel, so the closer you are, the faster you
will take damage. Just maintain look and fire as quickly as you can. With a
body and Firearms of 9 or 10, you should be fine.

If you are having a lot of trouble, you can try hiring a cheap Shadowrunner to
use a meat shield, absorbing blows from the Rat Shaman and giving you a chance
to attack. The two best ones for this job are Orifice and Hamfist. Don't hire
them until after you have cleared out the other sewer sections, however, as
they will have a lot of trouble surviving the Giant Rats.


o-----------------------------------------------------------------------------o
| Mage | Dark Blade Foyer| 60 | 10 | 70-100 | Talks to you |
|---------------|-----------------|------|----------|---------|---------------|
| Cruel Man | DB: Office | 30 | 11 | 70-100 | |
| | DB: Conference | | | | |
| | room | | | | |
| | DB: Kitchen | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | DB: Office | 30 | 9 | 70-100 | |
| Warrior | DB: Kitchen | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | DB: Conference | 30 | 9 | 70-100 | Drops Mesh |
| Warrior | room | | | | Jacket |
|---------------|-----------------|------|----------|---------|---------------|
| Ghoul | Catacombs 1-3 | 20 | 3 | None | |
|---------------|-----------------|------|----------|---------|---------------|
| Ghoul | Vampire Room | 15 | 5 | None | |
|---------------|-----------------|------|----------|---------|---------------|
| Vampire | Vampire Room | NA | 32 | 5000 | See below |
o-----------------------------------------------------------------------------o

Vampire



As soon as you enter the Vampire room, run slightly back up the stairs and
flush against the wall. This will prevent the 4 Ghouls from running right up
to you. Pick them all off, then run into the room quickly, before the Vampire
tries to walk up the stairs towards you. Use the Strobe, then, once the
Vampire is dazed, use the Stake. Talk to him, then use the Stake again. This
time, make sure you ask about "Jester Spirit" so you can learn the Laughlyn
keyword. Once you have that word, use the stake again and the vampire is dead.


o-----------------------------------------------------------------------------o
| Mage (V-G) | Docks 2 | 5-7 | 1 | 30-60 | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | Docks 2,3 | 15-22| 3 | 30-60 | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage (V-PB) | Docks 3 | 15 | 1 | 30-60 | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage (V-PB) | Docks 3 | 15 | 2 | 30-60 | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | Docks 3 | 15-19| 2 | 30-60 | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage (W-PB) | Docks: Office | 5 | 1 | 30-60 | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage (W-PB) | Docks: Office | 15 | 1 | 30-60 | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | Docks: Octopus | 15-22| 3 | 30-60 | |
| | Warehouse| | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage (W-PB) | Docks: Octopus | 15-22| 1 | 30-60 | |
| | Warehouse| | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Octopus | Docks: Octopus | 90 | 26 | 2000 | Leaves Pool |
| | Warehouse| | | | of Ink |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | Docks: Boat | 40 | 3 | 70-100 | Drops |
| | Harbor | | | | Explosives |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Leader | Outer Ship 1,2 | 20 | 10 | 30-60 | |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Member | Outer Ship 1 | 30 | 2 | 70-100 | |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Member | Outer Ship 2 | 35 | 7 | 70-100 | |
| | Inner Ship 6 | | | | |
| | Inner Ship 11 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Member | Outer Ship 2 | 33 | 2 | 70-100 | |
|---------------|-----------------|------|----------|---------|---------------|
| Gang Member | Outer Ship 2 | 22 | 2 | 70-100 | |
|---------------|-----------------|------|----------|---------|---------------|
| Doggie | Outer Ship 1 | 20 | 0 | None | Drops Dog Tags|
|---------------|-----------------|------|----------|---------|---------------|
| Poison Ooze | Inner Ship 1 | 0 | 0 | None | |
| (Red) | Inner Ship 4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | B1: Stairway 1 | 15-19| 2 | 30-60 | |
| | B2: Stairway 2 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | B1: Stairway 1 | 15-22| 3 | 30-60 | |
| | B1: Stairway 3 | | | | |
| | B2: Stairway 2 | | | | |
| | Inner Ship 3 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | B1: Stairway 2 | 15-22| 3 | 30-60 | |
|---------------|-----------------|------|----------|---------|---------------|
| Heavy Dude | B1: Stairway 2 | 20-29| 4 | 70-100 | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | B1: Stairway 3 | 20-29| 4 | 70-100 | |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | B1: Stairway 3 | 20-29| 4 | 70-100 | |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | B1: Safe Room | 30 | 20 | 70-100 | Drops Safe Key|
|---------------|-----------------|------|----------|---------|---------------|
| Gang Leader | Inner Ship 11 | 30 | 3 | 30-60 | |
|---------------|-----------------|------|----------|---------|---------------|
| Poison Ooze | Inner Ship 5 | 30 | None | None | Leaves Toxic |
| (Gray) | | | | | Water |
|---------------|-----------------|------|----------|---------|---------------|
| Slimy Toxic | Inner Ship 9 | NA | None | None | |
| Waste | Inner Ship 12 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage (W-PB) | B2: Stairway 1 | 5 | 1 | 30-60 | |
| | B2: Stairway 3 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage (W-PB) | B2: Stairway 2 | 15 | 1 | 30-60 | |
| | B2: Stairway 3 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | B2: Safe Room | NA | None | None | |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | B2: Safe Room | NA | None | None | |
|---------------|-----------------|------|----------|---------|---------------|
| Naga | Other Dimension:| 30 | 32 | None | |
| | Chamber 1 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Ghoul | Other Dimension:| 20 | 4 | None | |
| | Chamber 1 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Bubbles | Other Dimension:| 15 | 5 | None | |
| | Chamber 2 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Jester Spirit | Jester Spirit | 20 | 56 | None | |
| | Room | | | | |
o-----------------------------------------------------------------------------o



o-----------------------------------------------------------------------------o
| Mage | Drake Tower: | 30 | 11 | 70-100 | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Drake Tower: | 20 | 4-7 | 70-100 | |
| Warrior | Floors 2,3 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Drake Tower: | 22 | 4-7 | 70-100 | |
| Warrior | Floors 2,3 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Drake Tower: | 24 | 4-7 | 70-100 | |
| Warrior | Floor 2 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage | Drake Tower: | 20 | 3-5 | 70-100 | |
| | Floor 3 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Drake Tower: | 23 | 4-7 | 70-100 | |
| Warrior | Floors 4,5 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Drake Tower: | 25 | 4-7 | 70-100 | |
| Warrior | Floor 4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Drake Tower: | 25 | 4-7 | 70-100 | |
| Warrior | Floor 4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Drake Tower: | 26 | 4-7 | 70-100 | |
| Warrior | Floors 4,5 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Drake Tower: | 28 | 4-7 | 70-100 | |
| Warrior | Floor 5 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage | Drake Tower: | 22 | 3-5 | 70-100 | |
| | Floor 5 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Drake Tower: | 30 | 4-7 | 70-100 | |
| Warrior | Floor 6 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage | Drake Tower: | 30 | 3-5 | 70-100 | |
| | Floor 6 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Sentry Gun | Drake Tower: | 40 | 6 | None | |
| | Roof | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Scientist | Volcano: | 0 | None | None | |
| (Scared) | Sublevels 1-4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Scientist | Volcano: | 30-49| 6 | None | |
| (Sentry Gun) | Sublevels 2-4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Scientist | Volcano: | 20 | 1 | None | |
| (Grenades) | Sublevel 3 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Scientist | Volcano: | 25 | 1 | None | |
| (Grenades) | Sublevel 4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Scientist | Volcano: | 35 | 1 | None | |
| (Grenades) | Sublevel 4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Scientist | Volcano: | 10 | None | None | |
| (Standing) | Sublevel 4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Troll Decker | Volcano: | 44 | 5 | 150-200 | |
| | Sublevel 2 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Troll Decker | Volcano: | 45 | 5 | 150-200 | |
| | Sublevel 3 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Troll Decker | Volcano: | 40 | 5 | 150-200 | |
| | Sublevel 4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Troll Decker | Volcano: | 55 | 5 | 150-200 | |
| | Sublevel 4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Troll Decker | Volcano: | 60 | 5 | 150-200 | |
| | Sublevel 4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Naga | Volcano: | 40 | 29 | None | |
| | Sublevel 4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Naga | Volcano: | 60 | 36 | None | |
| | Sublevel 4 | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Naga (Gold) | Volcano: | 70 | 50 | None | Drops Serpent |
| | Sublevel 4 | | | | Scales |
|---------------|-----------------|------|----------|---------|---------------|
| Drake | Volcano: | 250 | 90 | None | |
| | Sublevel 4 | | | | |
o-----------------------------------------------------------------------------o

Drake

o-----------------------------------------------------------------------------o
| Mage | Aneki: Entrance | 30 | 9 | 70-100 | Warns you |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | Aneki: Entrance | 128 | 11 | 70-100 | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Aneki: Floor 2L | 30 | 4-11 | 150-200 | |
| Warrior | Floor 2R | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | Aneki: Floor 2L | 44 | 2-8 | 150-200 | |
| | Floor 5R | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | Aneki: Floor 2L | 45 | 2-8 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | Aneki: Floor 2L | 40 | 2-8 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Aneki: Floor 2R | 33 | 4-11 | 150-200 | |
| Warrior | Floor 3R | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | Aneki: Floor 2R | 46 | 2-8 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage | Aneki: Floor 2R | 27 | 3-9 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Aneki: Floor 3L | 28 | 4-11 | 150-200 | |
| Warrior | | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | Aneki: Floor 3L | 30 | 2-8 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | Aneki: Floor 3L | 39 | 2-8 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | Aneki: Floor 3L | 40 | 2-8 | 150-200 | |
| | Floor 4R | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage | Aneki: Floor 3L | 28 | 3-9 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Aneki: Floor 3R | 34 | 4-11 | 150-200 | |
| Warrior | Floor 4R | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | Aneki: Floor 3R | 44 | 2-8 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage | Aneki: Floor 3R | 27 | 3-9 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Troll Decker | Aneki: Floor 3E | 25 | 16 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Troll Decker | Aneki: Floor 4E | 58 | 16 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Aneki: Floor 4L | 40 | 4-11 | 150-200 | |
| Warrior | Floor 5R | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Ferocious Orc | Aneki: Floor 4L | 46 | 2-8 | 150-200 | |
| | Floor 5R | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Massive Orc | Aneki: Floor 4L | 50 | 2-8 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage | Aneki: Floor 4R | 36 | 3-9 | 150-200 | |
| | Floor 5R | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Aneki: Floor 5L | 46 | 4-11 | 150-200 | |
| Warrior | | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Samurai | Aneki: Floor 5L | 47 | 4-11 | 150-200 | |
| Warrior | | | | | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage | Aneki: Floor 5L | 30 | 3-9 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Troll Decker | Aneki: Floor 5L | 60 | 16 | 150-200 | |
|---------------|-----------------|------|----------|---------|---------------|
| Mage | Aneki: Floor 5R | 32 | 3-9 | 150-200 | |
o-----------------------------------------------------------------------------o



===============================================================================
O T H E R SR11
===============================================================================

PHONE DIRECTORY
===============
Below is a listing of all the Phone Numbers that Jake can store in his phone
directory, along with how to obtain each.


    Person /               Directory       Phone  
Location Listing Number
======== ========= =======
Sassie Sassie 702-826
Glutman's Office Glutman 934-782
Talisman Shop Talis. 416-822
Wastelands Club* Wast. 652-711
Dark Blade Mansion Dblade 826-611
Akimi Akimi 748-347
Dr. Maplethorpe's Dr. M 261-688
Office
Drake Drake 233-435



Sassie



You can find her number written on the Ripped Note on the desk in Jake's
apartment. When called, Sassie will pick up. Once you have learned the
"Glutman" keyword from her, Sassie will no longer answer her phone.


Glutman's Office



You are given this number from Sassie when you ask her about "Calls." The
number leads to a conversation with Glutman's secretary. You need to ask her
about "The Cage" for Glutman to be waiting there, which is essential for
progressing the plot. Talking to the secretary in person yields the same
conversation, so it is never necessary to call this number.


Talisman Shop



This number is given to you by the Shaman in the Talismans Shop when you ask
her about "Talismans." This number comes in useful later when you want to get
the Dark Blade phone number, but is not essential. You can get the Dark Blade
number by talking to the Shaman in person.


Wastelands Club



When dialed, this number leads to a conversation with bartender of the
Wastelands Club. It is not possible to ever get this number in the course of
the game. The club owner doesn't say anything particularly important anyway,
so this number was likely taken out of the game because it was useless.


Dark Blade Mansion



You are given this number from the Shaman of the Talisman Shop when you ask her
about "Dark Blade," either over the phone or in person. When dialed, you speak
with Johan, one of the vampires at the mansion and the same man who greets you
at the entrance. On the phone, you need to ask about "Magic Fetish," and the
gate to the mansion will be opened. Once you ask about this word, you will
never get a response when dialing Dark Blade again.


Akimi



You learn this number from examining the DF_DS-AKIMI file, which is obtained
from a computer on Sublevel 3 of the Drake Volcano. When called, you are put
in touch with Akimi, who can be hired if asked about "Hiring." If you chose to
hire her, the payment will be made over the phone, and you meet her at Daley
Station (she gets off the first train that stops).


Dr. Maplethorpe's Office



This number is learned by asking the bartender (Cecil) of the Jagged Nails Club
about "Street Doc." He charges you 100 nuyen, then gives the number. Note
that the number was taken out of the "Chop Shop" version of the game. In that
version, Cecil says "I think she's too good for you" and refunds your money.
When dialed, the number puts you in touch with the office secretary. About the
only useful thing you are told is that office is around the corner from the
Aneki building. Calling this number isn't at all necessary.


Drake



You learn this number by examining the DF_DR_VOLCANO file, which is obtained
after piecing together the fragment files found on floors 2 through 5 of the
Drake Tower. When dialed, Drake gets infuriated with Jake. Calling the number
does nothing, and is likely just in the game for amusement.



HIDDEN ITEMS
============
There are a few hidden items which were dummied out of the game but can still
exist -- meaning they can be enabled using cheat codes. The following is a
list of two of the more interesting items that had a definitive purpose in the
game.


Dog Food



This item was originally part of the quest in obtaining the Dog items – the Dog
Collar and Dog Tags. The exact purpose is unknown, since all the event
scripting that went along with it was removed. It is a good guess, however,
that it was used to lure on or both of the dogs in order to get the two dog
items. If enabled and used in the game, it will cause a crash.


Mobile TV Phone



This item is a cellular video phone that allows you to make calls from
anywhere, without needing to use the Credstick. This mobile phone was
originally dropped by one of the gang members in the back room of the Rust
Stilettos hangout. When used, it simply brings up the phone directory screen,
the same way as it does when Jake makes a call from a video phone. Perhaps
this item made the game a little too easy, because, for whatever reason, it was
removed. This item still works perfectly fine if enabled in the game.



===============================================================================
R E V I S I O N H I S T O R Y SR12
===============================================================================
Version 0.99 – October 20, 2002

 • Preview Version


Version 1.0 – October 24, 2002

 • Initial Release


Version 1.1 – November 14, 2002

 • Added attack power, defense, firing rate, and weapon type data for all 
Shadowrunners
• Added a Shadowrunner Ranking table, which compares the relative abilities
of each Shadowrunner
• Changed several of the Shadowrunner evaluations
• Added a Keyword Index
• Added boss strategies for the Rat Shaman and Vampire
• Corrected several keywords and responses in the Dialog Map
• Filled in some missing sections from Dialog Map
• Fixed table formatting; the guide should now display properly when viewed
in any browser
• Minor spelling and formatting corrections



===============================================================================
C R E D I T S SR13
===============================================================================
Big thanks to everyone who helped me with this guide, especially the members at
the GameFAQs message boards – this guide would not have been possible without
your ongoing support. Particular thanks to the following:

• Rolling Skull, for providing a lot of the information on Shadowrunner stats
and hiring, the event triggers for Kitsune and Spatter, the conditions for
getting Dr. M's phone number, and many of the version differences. Huge
thanks, and I'm sure I'm missing a lot of stuff you helped me with.

• Vegetaman, for filling me on changing the Shadowrunner equipment, method for
getting the Zip Gun, and helping me uncover the purposes of armed and unarmed
combat. You've been invaluable in putting this guide together and supported
the guide from the beginning.

• A big thanks to Dream Spawn, Kuro Ookami, Brad Hall, Aneki, Venom1660, TNL
622, Deacon Swain2005, Ecicitsym, silverglade, Limit Break, and Dark Cyan for
all your help and assistance on this guide.


==================================END OF GUIDE=================================


BONUS[]

<Youtube>http://www.youtube.com/watch?v=MVIHp1AXPj0</Youtube> Jeason SNES Shadowrun Freak

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