This is the walkthrough for Shadowrun (SNES).
- 1 Tenth Street
- 2 Old Town
- 3 Downtown
- 4 Rat Shaman and Dark Blade
- 5 Bremerton
- 6 Drake's Stronghold
- 7 Aneki Corporation
- 8 Source
Tenth Street[edit | edit source]
The morgue[edit | edit source]
You can examine your chamber to find a matchbox which has "Wastelands Club" written on it. 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 as you'll need it to obtain an item later, 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 morgue guys 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 kill you. 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.
Your apartment[edit | edit source]
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.
Exploring the town[edit | edit source]
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.
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 in the later part of the game.
Glutman's Office[edit | edit source]
Continue to the southwest to the next screen, and enter a large building. This is assumed as Glutman's Office as it 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 as it will be useful later. Now enter the second door, go up to the computer, and take the Cyberdeck. Exit the building.
Grim Reaper Club[edit | edit source]
Speak with the club manager to get an Iced Tea. You can also ask him about hitmen, and you'll learn about the Shadowrunners, deckers and hiring.
The Busy Man to the right of the bar can tell you about Heal and Street Doc. In turn, you can use these topics on the Club Manager to learn about the Datajack.
Give the iced Tea to the club Patron and ask about questions relating to tickets, leading to knowledge about Grinder, Maria, The Cage, and the Lone Star.
You can also hire Hamfist, an orc decker for 500 Nuyen.
Lone Star[edit | edit source]
Graveyard[edit | edit source]
Back to Morgue Guys[edit | edit source]
The Cage[edit | edit source]
Old Town[edit | edit source]
Caryards[edit | edit source]
The fixer has unceremoniously dropped you off at in the caryards, allegedly to protect you. It is controlled by someone called The King. You have basic accomodations on the single bed, a few people to talk to, an arena, and a small area to farm regular enemies for karma. The only merchant is the little boy, who can sell slap patches for 100 nuyen each. You can talk to some people here, and learn about The Matrix, King, and Drake.
You need plenty of Nuyen to leave. The fastest way is to enter the arena by the north-east exit. You can quickly raise enough nuyen after a few battles:
- Gang Member: 300 nuyen and ~3 karma
- Heavy Dude: 700 nuyen and ~1 karma
- Heavy Dude: 1000 nuyen and ~2 karma
- Mage: 2000 nuyen and ~2 karma
- Mage: 1000 nuyen and ~1 karma
- Samurai Warrior: 4000 nuyen and ~1 karma
- Ferocious Orc: 5000 nuyen and ~3 karma. This is practically the last opponent you can fight without farming enemies or upgrading wearpons.
- Gang Leader: 6000 nuyen and ~3 karma. Extremely dangerous, as he circle-strafes.
- Troll Decker
When you've fought all arena battles you can, you can head to the King and pay him the 4000 nuyen to leave. Alternatively, you can fight him in the arena (you should have at least Body 7 and Firearms 6) and kill him.
Once you leave, you can access the monorail and be able to move elsewhere in the city. The platform on the left leads to Downtown, and the right leads to Tenth Street.
Talisman Shop and Weapon Shop[edit | edit source]
Ed's Patch and Fix[edit | edit source]
- NOTE: Have a saved game, spend your karma, and have at least 2300 nuyen before continuing. You may want more, around 25,000 to afford cyberware without having to retry.
Downtown[edit | edit source]
Dr. Maplethorpe[edit | edit source]
The Docks[edit | edit source]
The Dog Spirit[edit | edit source]
Octopus[edit | edit source]
Rust Stilletos[edit | edit source]
Wastelands Club[edit | edit source]
Rat Shaman and Dark Blade[edit | edit source]
Kitsune and The Jagged Nails Club[edit | edit source]
Rat Shaman's Lair[edit | edit source]
Opening Dark Blade's Gate[edit | edit source]
Hidden Weapon Shop[edit | edit source]
Deliver the Magic Fetish[edit | edit source]
Catacombs[edit | edit source]
Vampire Chamber[edit | edit source]
Bremerton[edit | edit source]
The Mermaid[edit | edit source]
Ruined Ship[edit | edit source]
Alternate Dimension[edit | edit source]
Drake's Stronghold[edit | edit source]
Drake Tower[edit | edit source]
Drake Volcano[edit | edit source]
Aneki Corporation[edit | edit source]
Loose Ends[edit | edit source]
Aneki Building[edit | edit source]
Source[edit | edit source]
|This page uses content from StrategyWiki. The original article was at Shadowrun/Walkthrough. The list of authors can be seen in the page history. As with Shadowrun Wiki, the text of StrategyWiki is available under the GNU Free Documentation License.|