Shadowrun hong kong walkthrough the wrong direction. Hong Kong history

Two years ago, it turned out to be not so much a game as a demonstration of possibilities. Look, they say, we have a “shadow” universe here, the middle of the 21st century, cyberpunk, magic, special forces orcs and hacker elves, cyberspace, turn-based battles, a classless role-playing system ... Look? Well, that's enough.

So first serious the game in the new series was last year's . The authors used the capabilities of the engine to the fullest, and it turned out to be a wonderful tactical role-playing game - with a twisted plot about the adventures of a team of shadow agents in Berlin, with memorable characters, with a mountain of side tasks and variability in solving problems.

Moves the same way - almost does not change the game mechanics, but adds to the game more most.

Lay low in Hong Kong

This time we play as a tramp from Seattle, who, for personal reasons, ends up in Hong Kong without money and documents, but being on the international wanted list. For the same reasons, he takes command of a small group of mercenaries and begins to do dirty work for those who pay and want to stay in the background.

The principles of this lesson have not changed a bit since Dragonfall: we walk around the shelter, upgrade equipment, communicate with comrades, view the list of tasks, select a mission, convene a team, leave.

Our team's new hideout is the Bolthole tanker. Without losing the subtext, the name can be translated as "Nest".

There is more than enough work: traditional burglaries, kidnappings, and data destruction. And even the jewelry subtlety of a task like "provoke a conflict between two corporations." Most of the tasks have several solutions, and in this Hong Kong goes much further than its predecessor: Dragonfall did not have so many missions that can be completed without (or almost without) shooting. You can almost always keep gunfights to a minimum - either chat enemies, or find a workaround.

Another important element of the local tasks is the national color. If shadow Berlin could be distinguished from shadow Seattle only under a microscope, then Hong Kong has its own atmosphere. Moreover, everywhere - in dialogues, in level design and even in the approach to work.

Let's say one of the customers asks to bankrupt a competing firm... disrupting the flow of chi energy in their office. We break into a corporate skyscraper to move tables a little, tear documents, break pencils, slosh water at fountains - in a word, imperceptibly spoil all feng shui. In Europe, we worked more straightforwardly.

As before, a charming character can learn the "codes of proper behavior" from a wide variety of segments of the population. And in Hong Kong you will have a lot of opportunities to put your knowledge into practice.

In many dialogues, you can show off not with charm, but with professionalism - for example, knowledge of computer systems.

See people, show yourself

The characters are the best. Harebrained Schemes have been on the right track for a long time: instead of chasing exotic characters, they work out in detail the characters, biographies and motives of their heroes. Few of those who played Dragonfall managed to forget Gloria - the story of a typical "closed silent woman with a gloomy past" unfolded into a deep, difficult drama and eventually led to a very ambiguous dilemma, the choice in which forever changed the girl's worldview.

A living debunking of all the "cranberry" stamps, Rakter is an engineer from Nizhny Novgorod who has devoted himself to the design of drones. His best creation is called Kashchei.



The calm and inquisitive Rakter in the closet so many skeletons to count.

The local partners fill the game with both touching and intense moments. Charming slob Gobbet- self-confident, carefree, but sometimes deadly serious teenage girl - would look great in a youth situation comedy if she were not an orc and a Rat shaman. dwarf Iz0bel— decker to the core, not thinking of life without a network — hates personal communication, but make no mistake, this is not a clinical problem that requires intervention. She is simply not interested.

More original than all team members came out Gaichu, a fighter of the elite Japanese unit of the Red Samurai and part-time ghoul - an outcast for his people. Looks disgusting, fights with bestial instincts, feeds on human flesh... and constantly improves the body and mind, comprehending the works of ancient Japanese masters.

As always, where there are strange magical disturbances, there is our old acquaintance elf.



Tricks with dressing up in the uniform of service personnel work only if you have a well-suspended tongue.

City NPCs are not inferior in thoughtfulness of images. If you are not too lazy to run around the quarter where our shelter is located from time to time and talk with its inhabitants, you can not only learn a lot of interesting things, but also discover several new storylines. Everyone has it - everyone!- a friend will find a secret, and who has more than one. Some of these mysteries are related to the main storyline; Moreover, the whole ending directly depends on whether you have found a common language with your neighbors.

It's not candy, it's toffee

But running around the block is just completely uninteresting, here the dimensions only get in the way. It irritated in Berlin, irritated in Hong Kong too: we finished the mission - we definitely made a lap of honor for neighbors, friends and acquaintances, suddenly something has changed somewhere, and we will miss this branch! That's why? To admire static beauties? If our base was ten times smaller, the game would not suffer at all.

Combat programs are not activated immediately when hacked, but only if you raise the alarm. But the use of matrix hide-and-seek is a little - only annoying.

To hack servers in the matrix, you now need to complete a simple mini-game.

But you can spit on all of the above and hack the network the old fashioned way - right through.

Even the scale hurts, oddly enough, the main storyline. Three words: drawn out, not intriguing.

The whirlpool of events that the game meets us with is replaced by a long, detailed ... terribly monotonous period in which the hero is burdened (or, conversely, admired) by his new job and comprehends the secrets of the shadow life. Yes, the authors wanted to show in detail the changes in the character of the hero - yesterday he had a different life, and today he is a nobody and in an illegal position. But after the first fifteen minutes, it causes a reaction: “Yes, yes, we already understood, now his world is shadows, can we go further, please?”

For a seasoned agent, Gobbet all too often makes you want to pat her on the head.



Gaichu with a katana in his hand is deadly. One of his special stances increases defense, the other provides regular critical hits.

A good half of the script only makes it difficult to focus on the really interesting things: side quests, shadow work and character stories. Closer to the finale, events will accelerate again, and both intrigue and interest will return to the plot. But don’t expect dashing turns from the scenario anyway, by the middle of the game you will guess what awaits you at the end, and there will be no more surprises.

Welcome to the guide. Hopefully I"m able to provide a clear and concise guide for the game that is for the most part spoiler free. There is some variability in the skill checks needed for the challenges after the City of Darkness mission. The values ​​I give for those skill checks are played based on the order I "ve them in.

Any random NuYen found in missions is likewise based on my individual run, and should be taken as an approximation and not a hard number. NuYen rewards for missions and Paydata are hard numbers and will be included when they are acquired. I "ll do my best to provide accurate snapshots of my progression throughout the story so you can see how my build is panning out.

Las but not least I "d like to thank the other users who have built the initial guides that I"m using to help build this walkthrough. Most notably Bootch for his that I"m using to level as efficiently as possible, Artorias for his , and Gunbomber for his that"s crucial to budgeting for my very pricey build.

This is the build I "ll be starting the game with. End over my goal is to have a fully chromed decker. I" ve got a few oddball choices with that in mind, but they do make sense in the long run.

body: 3 Cyberware Affinity: 0 Quickness: 3 Ranged Combat: 2 Pistols: 2 intelligence: 4 Decking: 2 ESP Control: 0 Charisma: 6 Etiquette: Academic, Shadowrunner, Gang Conjuring: 2 Spirit Summoning: 3 Totem: Leopard Installed Cyberware Head: Datajack


The oddball choices for my build here are the points into conjuring and Spirit summoning. Chroming out is usually the last thing a caster wants, and being a decker and a caster is kind of an odd choice. However, with the nine karma invested in these skill I have permanent access to Haste I, a powerful utility spell which I also start with, and a totem that can provide either a passive boost to myself or a temporary boost to nearby party members. I opted for Leopard since +1 Movement and Armor is a pretty good trade for most builds.

Skill Checks

Body (Tough it out) Intelligence (Open the first gate) Decking (Shut down drones) Drone Control (Override IFF)


6 Karma Available

We start the game on a dock in Kowloon City, Hong Kong. Our First interaction in the game is with our foster brother Duncan Wu, a Lone Star officer, and his partner Carter. We’re free to play this conversation however we want, but a skill check of Body , is necessary to not upchuck within the first couple minutes.

Immediately after the conversation there is a Director's Commentary point to the south. Continue on along to the eastern end of the docks to find the way blocked. To the south from here is our way forward. We can open the gate with an Intelligence skill check, otherwise Carter will be able to get it open for us.

Move next to a cover point after this. The next scene is an ambush that's impossible to avoid. The conversation choices don't really matter as it ends in a fight regardless of what path you choose. For the most part there isn't too much of a threat here, but they can mess you up pretty bad if you aren't careful. After the fight you can find a dose of in a crate between the crane and a forklift. Nothing else here so continue south to another gate. Carter will open this one while we talk to Duncan. On the other side, we find more street thugs, though this time we can get the drop on them instead. Again this fight isn't too challenging as long as you play smart and utilize your team's abilities.

After the fight, there's a on one of the thugs bikes to loot. Following that push the crate on the east side of the map out of the way, and continue into the alley . Swing south and grab the in the southeastern part of the courtyard. Continue north and find the team of runners where you're supposed to meet up with Raymond. After a brief conversation, Carter and two of the runners are gunned down by snipers.
We now have to fight our way up the alley to get out. Never end the turn out in the open during this segment. The police snipers will fire at anyone not taking cover for a decent amount of damage at the end of each turn. There are two checks that can be made here after the first pair of cops are dealt with by interacting with the eastern bike. Decking or Drone Control will stop the police drones from attacking us and make this a bit easier. Keep working your way up the street taking out enemies as needed.

Now that we're clear of the firefights we find out just how badly things have gone to Finish the conversation and then continue out of the sewers. The next scene lets us establish a little bit of our backstory. After it's finished, there's another Director's Commentary point available, but otherwise, continue out into Heoi.

Skill Checks

Etiquette (Convince Kindly Cheng to help you)


3 Karma available

A Director's Commentary point can be found in the middle of the docks. Otherwise, there isn't much to do here now except talking to a temporary merchant. He doesn't have anything worth buying. The regular shops will carry his entire stock, and there isn't anything in the next mission we can't handle with our current load out so continue on to the Swift Winds mahjong parlor and meet up with Kindly Cheng.

Suffice it to say Kindly isn't happy about recent events. Going through the dialogue you'll eventually be asked why she should keep you alive. Various etiquettes will give you a dialog option to point out that she needs to be more concerned about a loss of face than anything else. Afterwards Kindly gives us a job to do to pay her for the cost of burning our SINs. Another Director's Commentary is present here in the parlor. Following the conversation, leave the parlor and make your way northwest to enter the walled city.

City of Darkness

Skill Checks


walled city
Etiquette (Dialogue option) Intelligence (Repair wires) Spirit Summoning (Call forth the spirit) Gobbet (Call forth the spirit) Charisma (Convince Yellow Lotus) +Etiquette (Convince Yellow Lotus) lower city Etiquette (Convince the thug to give you the credstick) Unarmed (Knock the thug out) Strength (Knock the thug out) Strength (Close the water valve) Duncan (Close the water valve) Decking (Open sealed door) Is0bel (Open sealed door )


10 Karma Available


walled city

We can take either Gobbet or Is0bel with you on this run. If you aren't playing a decker, Is0bel is mandatory to get all the goods for this run. If you are, I'd recommend taking Gobbet. She has several very good utility spells, and her spirit summoning is needed for one of the side quests in this area. If you aren't playing a Spirit summoning Shaman, or a decker, pick which you'd rather take, though I'd recommend Is0bel in this case to maximize your benefit.
Immediately after landing in the Walled City, there's a Director's Commentary point. There are a few random NPCs and merchants you can talk to here, but for the most part they just provide information for the setting, and don’t contribute to the story directly.
Continue into the walled city to find a bloodied woman we can speak with. Etiquette will provide us with a dialogue option while speaking with her about her thesis on the flow of qi here in the walled city. She gives us a list of things to fix to try and improve the areas feng shui. Head north and then east through the fence to find the first point of trouble. Intelligence allows us to repair the wire, otherwise we can just rip them out.
Afterwards head west and then north to find a spiritual energy point. Either Spirit Summoning or Gobbet is needed to interact with the spirit here. The spirit can be persuaded to either help, which nets us a code for use later, or to take revenge at which point it will attack the nearby Yellow Lotus. I'd recommend the first option as it rewards a karma point later.
Continue south and you'll encounter a group of Yellow Lotus working for Strangler Bao. Using Charisma and Etiquette , will allow you to bypass them and walk in the front door to deliver your message to Bao . Without the needed etiquette, you can fight your way past, or tell them you’re just passing through to walk past and ignore them. Neither of the latter options net you any additional karma.
Once the Yellow Lotus are dealt with continue south and view the cutscene of the old man getting mugged. Continue west and grab the bucket of sand. Return east a little bit south and dump the sand on the burning tires. This completes our second objective to try and improve the energy in the area. Head back west and enter the lower level.


lower level

Head straight east from here to find the Yellow Lotus thug who mugged the old man. We have a few options to get the credstick back, an Etiquette check will pass the situation no violently, while a Strength or Unarmed check will knock him out. You can also just kill him. There's no benefit to returning the credstick to the old man so feel free to keep it or give it back as you see fit.
Head directly south from here to find our last point for trying to fix the areas qi. Strength is need to close it. Duncan can take care of this if needed. You can check in with the woman afterwards for the results, but nothing else is gained from doing so.
Return to where we entered the Lower City and make your way east to a locked door. is needed to crack the door. Otherwise Is0bel should be able to get you in. Jack into the matrix here and make your way through to find the release for the deadbolt release to the left and a paydata node plus the Lotus Den Access codes to the right. Once you have everything, jack out and leave the room. Continue east to find another locked room. This is the one the spirit was speaking of so enter the code 5465 , and get ready for a fight with two hellhounds. Summon the spirit here for an easy fight if possible. Once the hellhounds are dead, grab the and climb the ladder to enter the den.
Head south and enter the room for . Swing around east to find a room with a simsense chip you can steal. After you have everything, head to the secured door in the northern most area and enter code 7881 to get access. Walk in to talk to Strangler Bao. After finishing your conversation, you can find a Director's Commentary point behind Bao. Now return to Heoi to inform Cheng of your success.

Skill Checks

Etiquette (Know the origin of Koschei name) Etiquette (Search for an analgous event to Ambrose’s clippings) Etiquette (ID the source of Ambrose’s clippings)

Return to Kindly Cheng and report on your run. Assuming you didn't kill anyone, she'll be very pleased and you'll receive as payment for the job. After your conversation head to the boat at the end of the docks to the north. This is the Bolthole, and is your safehouse for this game. A Director's Commentary point can be found on the table here. Hit your bunk to get some sleep, and then return to the mahjong parlor once you wake up. After your conversation the shops in Heoi open up, and you now have access to your mission computer.

There's a lot to do here in Heoi now that we're officially a part of the shadows. First access your mission computer. Accept all the jobs and post the paydata we grabbed on the last run. The amount for each paydata is set so there's no reason to hang onto it. Afterwards head down into the cargo hold. The guy down here is Racter. Talk to him and work through his dialogue options to recruit him into the party. An Etiquette (Academic) is available when asking about Koschei's name.

Next we're going to head over to chrome alley. Even if you aren't planning on chroming, a datajack is useful for smartlink weapons. Also we need to talk to the cyberdoc here. It’s going to take a few visits, but helping Ambrose out nets us a karma point later on down the road. Exhaust all your dialogue options and then purchase any supplies or upgrades you feel you need before heading out.

Our next stop is Reliable Matthew in the Southeast section of Heoi. Like Ambrose he fills a niche role, but has a personal quest that will take a few visits to get through. Exhaust all his dialogue options, and purchase anything you need from him. Our next stop is the Parlor of Five Phases to talk with Crafty Xu.

Unlike our last two compatriots, Crafty doesn't have a personal quest line, but her dialogue options are essential to the end game. Exhaust her dialogue options and make sure you get her to investigate the dreams of everyone’s been having.

While we "re hitting vendors talk to Maximum law to offload the Simsense chip for . While you are free to talk to him about anything else, DO NOT give him any metadata yet. After Law has recieved a certrain amount of Metadata, a quest is started that will either end wtih him being unable to take anymore, or being replaced. We"ll be saving all of the Metadata so that we can turn it all in at once and get as much out of him as possible.

The last thing we have to take care of is heading back to the Bolthole so we can talk to our teammates. Exhaust all your dialogue options, especially with Gobbet and Is0bel so that we have access to their personal quests later. Talking with Duncan will get you some more backstory and help get you up to speed with what he's thinking. Once we're done talking to everyone, it's time to head out and go to the subway to take our next mission.

snapshot

Body: 3 Cyberware Affinity: 1 Quickness: 3 (+1) Ranged Combat: 2 (+1) Pistol: 2 Intelligence: 5 Biotech: 1 Decking: 5 ESP Control: 0 Charisma: 6 Etiquette: Academic, Shadowrunner, Gang Conjuring: 2 Spirit Summoning: 3 Totem: Leopard Installed Cyberware Head: Datajack R Arm: Saeder-Krupp Skillwires

Skill Checks

Decking (Debug Tong's computer) Biotech (Examine Tong's corpse) Racter (Examine Tong's corpse) Mage/ Conjurer (Assense Tong's corpse) Gobbet (Assense Tong's corpse) Decking (Convince Elder Ng to give you the key to Magpie's shop) Charisma (Convince Elder Ng to give you the key to Magpie's shop) Etiqette (Convince the Red Spears to let you look around) Etiqette (Convince the Red Spears to let you look around) Racter (Identify the tattoos) Etiquette (Talk the Vor down) Etiquette (Talk the vor down)


Karma available 10

Outsider is a good follow-up to City of Darkness for two reasons. First like the previous mission, this one can be completed with no combat. Secondly it's where we unlock our final crew member. This gives some more time to save up Karma and NuYen before we really start getting into the challenges of the game.

After arriving, there's a Director's Commentary point immediately in front of us. There's nothing to do yet, so follow the marker to meet with the Whampoan elders. After you've finished talking with the elders, leave and go visit Tong's shop. Examine the crime scene, and then take a look at Tong's corpse. Decking will debug the computer in the back to tell you some more about what Tong did. Biotech or Racter is needed to examine Tong's corpse. Assensing can be performed by any mage or conjurer. Both reveal that there are some things that just don't line up with what we see. After getting what information you can leave the shop.

There are a few new people to talk to. Most notably at the moment are Zippy to the north who's the local surgeon, and Demergo in the alley to the south, a former detective. Both of these guys clue us into some important information that we're going to need to solve the case. Working through their conversations, Zippy keys us into the disappearance of a fourth Elder, Magpie. Demergo helps us fill in the blanks on what information we have and also clues us into two strange recent events. First the HKPF were allowed into Whampoa recently, and secondly a gang has moved into the nearby garage.

Head back to the elders and get the key to Magpies shop. A Decking or Charisma check will be needed to succeed at this. Head over to The Jackpoint next and take a look around. Investigate everything, especially the shower. Racter and Duncan make some useful observations here if you have them. Afterward head out and make your way around to the garage. If you swing around the northern path you can talk to a couple people for some more information.

Once you arrive at the garage, you’re going to have to make an Etiquette or Etiquette check to get further without resorting to violence. Talking to the gang leader will also reveal that there's something in the sewer tipping us off to our next objective. After you're finished dealing with them, investigate the garage. There are two points of interest. One tells us what happened with the HKPF when they were here. The other is an item that we can examine with Etiquette . If you lack the necessary Etiquette, Keita, the noodle vendor next to the garage, can clue you into what it is. Go talk to Porter and get the key to the sewers and then head down to continue the mission.

Keep to the western path as you make your way around the Sewers. The first thing you come across is a pile of limbs. Racter and Gobbet both have insights for this point. Racter in particular can identify one of the limbs as belonging to a member of a criminal organization. Next you'll find a necklace that you can pick up. Continue on and you'll run into another gang. Etiquette or Etiquette will talk them down so that you don't have to fight. If you had Racter ID the limb from the pile, you can also use that as a bargaining chip. Missing those you'll have to fight your way through. One way or the other, you'll get the keycard to Magpies storage from the group. Head up out of the sewers.

Go to the storeroom and look around. After examine everything, a ghoul will come running in. You can either hear him out and then recruit him, or just attack him. I recommend the latter as he's a useful frontline fight and has some humorous options depending on what missions you take him on. After deciding what to do, you have to return to the elders. If you killed him, the mission ends here. Siding with him however puts you at odds with Elders, and you'll either have to use the evidence you've collected to prove their guilt to Porter or fight and kill them. After everything is wrapped up return to Heoi. An additional is also acquired if the mission was completed with no violence.

Skill Checks

Etiquette (Know about the bug conspiracy) Strength (Break Stephen Dynamite's grip) Strength (Knock Stephen Dynamite out) Etiquette (Know about Transhumanism) Etiquette (Know about the Red Samurai) Etiquette (Know about the Yama Kings) Etiquette (Notice the similar event to Gobbet's tale)


back to main hub. Swing down to Reliable Matthew and examine his trailer before talking to him and exhausting all your options. Next head over to Chrome Alley. Talk to Ambrose and exhast your options with him. An Etiquette check has you know about the cover up in Chicago.

After your done with Ambrose head out and talk to Stephen Dynamite by Club 88. A Strength check is needed to break his grip on you. He wants you to get his money back from Handsome Lee for poisoning him. You'll receive either or depending on your dialogue choices. Handsome Lee is outside the Swift Winds. Regardless of your dialogue options, you end up with a packet of Bliss for Stephen. Before you go talk to him again, go sell the packet. When talking to him the second time, you can give him the drugs, hold onto them, or knock him out with a Strength check to get him off it.

Head back to the safeboat and get some sleep. You have another dream here, and can now talk to your crew members again. Head over to your mission computer. You have new mail, including a new job, and your paydata has sold netting you . Get your payment for the Outsider mission, . Check through anything else you need here and then talk to your crew.

Talking to Racter will get you some more information on his background and why he's in Heoi. And Etiquette gives you some familiarity with transhumanism. If you recruited Gaichu, then you can talk to him about his condition and his past. An Etiquette give you familiarity with the Red Samurai. Talking to Duncan lets you dig further into your history together.

Gobbet is ready to start teaching you now, and you can comment on the familiarity of her tale with an Etiquette check. You can also opt to rename the ship if you want. The list is restricted, you only have a limited amount of time to do it, and you can only do it once.

Is0bel starts diving into life in the Walled City. She has an Etiquette check you can pass to know about the Yama Kings. At the end of her conversation she offers you a job to go after some software she thinks will help.

Head to the Swift Winds so that we can talk to our new client shenyang. He wants us to dig up some blackmail on a competitor so that he can get his show off the air. With everything taken care of it's time to hit the subway again and take off on our next job.

Exit Stage Left

Useful Skills

Charisma (Enter the party.) Mage/Conjurer (Assense Neville's Aura) Biotech (Notice Neville's absence of scarring) Charisma (Reduce the bribe) Etiquette (Get Neville's key fob)


6 Karma Available

As soon as we enter there's a director's commentary point available. Head around to the right to find a Matrix jack point. It's a quick jaunt to the single node at this access point which is loaded. Paydata, The access code to the apartment, and a party invitation are all located in this node so it's worth having a decker to get in here.

Jackout and head north to the party. If you have Gaichu with you, you'll get a few unique reactions on this mission. Talk to the bouncer outside the party and use either a Charisma check, or the invitation from the Matrix node to get in.

Talk to Penelope Wong to learn that our target has apparently made a new friend recently. Afterwards step over to talk to Neville Ma. You have an option to assense his aura. While it does appear healthy, there's something off about it. A Biotech 4 check will allow you to notice that he doesn't have any scarring. After you're done talking to Neville, head up to the apartment.

If you jacked into the matrix earlier, you’ll have the code to get in here, otherwise you can use astral perception to see what the numbers for the code are. A final option is to bribe the waiter for the party. He'll sell to the code for 500 NuYen, but a Charisma check will reduce the cost. Input 1635 and head on into the apartment. Check around, but our biggest interest is the sealed door here. We'll have to find a key to get in.

You have a few different options here. You can talk to the chef who will readily agree to give you access in exchange for making Neville suffer. alternatively you can get Penelope or Neville's Key fobs, though the latter requires an Etiquette check.

Head into the back of the apartment and access the computer. Read through whatever information you want and then unlock the office door. Continue on to meet with Ku Feng. You'll arrange a duel on the roof to resolve the issue. This fight can be a hassle if you try to take everyone out. Instead focus on dealing damage to Ku Feng. Once she's lost enough health she'll surrender and the fight will be over. At this point you can talk to her and learn what's going on and then either help her or kill her at your discretion. Head back to Heoi and talk to Dr. Shenyang once you've made your choice.

Useful Skills

Etiquette (Talk with Ambrose about the Hong Kong Shadows) Etiquette (Talk with Ambrose about the Hong Kong Shadows) Etiquette (Comment on Gaichu’s book) Etiquette (Identify the Kempeitai)

Head back to the Bolthole and get some sleep for another nightmare. Afterwards Access your computer for some extra runs and get your pay , and post the paydata from the last run. Catch up on anything else you want and then get ready for some more conversation pieces.

Starting in Chrome Alley you can further your conversation with Ambrose. An Etiquette or Etiquette check will make it easier to talk to him. The Shadowruner check will also have him comment about how you seem a bit too familiar with the line of work for a first run. Work you r way through the rest of your conversation and move on to our next person of interest, Reliable Matthew.

Looks like Matthew is in trouble with one of his suppliers. Not much we can do with him at the moment, but this does help clarify his situation a little bit. Once done talking to him move up to talk to Crafty.

Crafty's got a good chunk of research done on the dreams everyone's having. She still isn't sure what they mean yet, but she knows what they are now. Work through your options, and then start talking to your crew.

Is0bel doesn't have anything new to add yet, and won't until we get done with her mission which we'll be tackling next. Racter wants you to take him with you on the Ares run, and until that's accomplished won't be opening up any further dialogue. Duncan doesn't have anything new to add either.

Gaichu has some new conversation if you opted to recruit him. Two Etiquette Academic check allow you to comment on the book he's reading. Continue talking to him to learn more about his past and how he came to become part of the Red Samurai. An additional Etiquette check here allows you to identify the Japanese political police. After your conversation with him, you can examine a few more items in his box of trinkets.

Gobbet will give you more on her history, and another story about a Run she was on. This one is a bit longer than the rest, and she gives you the option to take a break when you need to. Once you've finished talking to her get ready to start on your next mission. The shops have all upgraded to some better gear. This is a good time to get one maybe two upgrades to tide you over until the next upgrade point which will be in three missions. Just remember that money is tight so you need to be careful about what you get.

Useful Skills

Etiquette (Improve the Kitchen Managers mood?) Etiquette (Improve the Kitchen Managers mood?) Charisma (Buy the uniform for 300 NuYen) Body (Intimidate the bouncer) Decking (Con the bouncer) Mage/Conjurer (Assense the tired attendee) Etiquette ( Check for job conflict with Gamege) Decking + Etiquette + Intelligence (Settle dec dispute) Decking Mention Moore's Law


8 Karma Available

One important note here before starting this mission. If you are not a rigger, make sure you bring Racter. There's a Karma point that's missable here if you don't have a drone. Also if you go loud at any point you're going to have to deal with security. Not too hard, but completely avoidable.

To start off with, work your way through the opening conversation with Is0bel. If you have at least Decking , you can ask if you shouldn't be the one hacking the system. Regardless Is0bel makes it clear that she needs you to be the one out on the floor. First step is to get our dwarf hacker a catering uniform so she can blend in easier.

There's a fire alarm panel dead ahead, and a Director's Commentary point a little bit to the east of it. A Decking check will let you forge access into the system and give you the option to set off the sprinkler. DO NOT DO THIS. While it does let you bypass the kitchen segment entirely to get the uniform, you will be missing out on that karma point, and some entertaining dialogue.

Directly south of the Director's Commentary is a drone vent. We'll need this shortly. Continue east into the kitchen. You'll be immediately greeted by an irritated kitchen manager. You have an Etiquette and Etiquette check you can make here that I think improve his mood. Ask the manager to buy one of the uniforms. He'll ask for 500 NuYen, but a Charisma check will bring down to 300.

Turn him down and head out of the kitchen. You'll be stopped by a dwarf who will offer to get you a uniform in exchange for punching one of the con-goers. Agree to do it, and then head back to the vent we saw earlier. Send a drone through here and get the uniform we need for Is0bel before heading out to give the guy what he's got coming.

While talking to our target, asking why he’s here gives an ESP check to ridicule his choice of software, and call him out for trying to appear bigger than he is. You can get his side of what happenined with the dwarf as well, or just deck him. Either way afterwards go back and talk to the caterer. When you get back, you'll tell her that you already have the uniform. When she asks what she can do for you, ask for the clams and take some for later. We'll need them back in Heoi.

Now to continue on with the mission. Head to women's restroom and talk to Is0bel. She passes on your updated objectives, and you now have several optional objective you can hit here. First head west to the Decking/ Simsense parlor. You have a few options here. A Body check, or pointing out the guy you puched out will intimidate him, or a Decking check to con him will let you in. Pickpocket the people in here for . To the north a little way is a guy who looks a little out of place. You have a few options here. Assensing his aura reveals him to be an adept. An Etiquette check will let you check to if your jobs are conflicting and see things over with him.

Head east from here to find a group of three convention goers. You can debate the best deck brand, but it’s going to take a series of checks starting with Decking or Charisma , and then an Etiquette . According to _______ guide a final Charisma or Intelligence check is needed to settle the dispute. To the south is another decker you can talk to. A Decking check will let you mention Moore's Law to him during your conversation.

Is0bel will contact you after you've gone through three of these encounters. Time to move the mission forward. Head to the kiosk and get in touch with Is0bel. After a brief conversation we now find ourselves in control of her. Leave the security room. If you head south you can enter a room with some logs about the noodle extruder that are somewhat humorous. Head through the eastern door and you'll find two more. One directly north and one directly south. Nothing in the northern door, but the room to the south has an Advanced Medkit we can take.

Continue around and enter the elevator. While in the elevator things start to get really heated with Is0bel. A Biotech check will let you play off her stunt as her being schizophrenic. Otherwise you have a freaked out decker leaving the elevator.

Following the elevator fiasco, we hit another fiasco. What was it they say about milk runs again? Anyway an Etiquette check will give you a plausible excuse for being back here. If you ask if they want drinks, it's followed by an Intelligence check to again get us out of hot water. Work your way through and then continue on.

IN the next hall we get caught up in a rather interesting conversation that almost blows our cover, but fortunately everything works out. Before you open the door for the rest of the team head through the northern door. Take a look around and when asked why you're in there, tell him it's because you heard about his deck. Say decking is your life and then accept the offer to look at his deck. This nets you your paydata for the run.

Let the rest of the team in and get everything back on track finally. Get on the elevator and then make your way south to Rhombus's room. After talking to him, he'll give you the codes you need and pull security off you. Time to head back to Heoi.

Useful Skills

Etiquette (ID the type of mission Ambrose was on) Etiquette ](ID the type of mission Ambrose was on) Drone Control (Ask how Ambrose was blindsided) Etiquette (ID Matthew's Medicine) Etiquette (ID Matthew's Medicine) Biotech (ID Matthew's Medicine) one


1 Karma Available

As soon as you land you get a call from Kindly Cheng. Head over to the Swift Winds and see what she has to say. Turns out Kindly Cheng's information network has finally gotten us a lead. After you're caught up, head back to the Bolthole. Calim your paydata payment and post your new paydata. Get some sleep and have another nightmare. Now it's time to talk to everyone again. First head up and go to Gobbet's room. Drop the clams you got from the con into her hotpot. Gobbet tells us the resolution of what happened last time and in the process explains her lesson for this go round. Is0bel is ready to unlock her memories, and gets an upgrade for the trouble. Duncan has a bit to say about the current situation as well. Gaichu will provide with some more of his history by talking to him, and examining the trinkets in his box.

Ambrose over at Chrome Alley is more open to talking about his past now. Either an Etiquette , or Etiquette check will flag his last mission for what it actually was. A Drone Control check will let you get more info on how he was blind-sided. Finish up your conversation with him, and then go talk to Reliable Matthew. Matthew definitely doesn't seem to be himself at the moment and asks you to go get his meds from Ambrose. Either an Etiquette , Etiquette , or a Biotech check will let you ID what's in the bottle if you examine it. If you ask why Ambros is giving them to Matthew, you can call him out on the Hippocratic oath with an Etiquette check. When you get back to Matthew you can give him the chips which will get him back to his old personality or hold on to them and tell him he needs to stop.

Once you "ve finished everything in Heoi, it" s time for the next mission.

snapshot

Body: 3 Cyberware Affinity: 3 Quickness: 3 (+1) Ranged Combat: 3 (+1) Pistol: 2 Intelligence: 5 Biotech: 3 Decking: 5 ESP Control: 4 Charisma: 6 Etiquette: Academic, Shadowrunner, Gang Conjuring: 2 Spirit Summoning: 3 Totem: Leopard Installed Cyberware Head: Datajack Eyes: Vision Magnification Eyes (Alpha) Body: Reflex Trigger R Arm: Saeder-Krupp Skillwires L Arm: Shiawase Magnet Arm

Useful Skills

Decking (Bypass the login) Intelligence (Examine the bookshelf) Strength (Force your way into the back) Gaichu (Force your way into the back)


11 Karma Available

So our first goal is to loot as much as possible without tripping the alarm. We can grab up to 9 objects, and we want to get 10,000 NUyen worth of loot. IN addition to Karma, this also nets us some bonus pay when we're done.

First head all the way north and then into the eastern room. An Intelligence check will tell you something is up with the book shelf. Gaichu, or a Strength check will be able to force the hidden path open, but this will also raise the alarm level. Without those options, access the computer. A Decking check will let you bypass the login field to access the computer. Choose the office controls, and access the option that says restricted access. You are prompted for a password. A Decking check is present, but doesn't accomplish anything. The clue to getting in here is the painting on the west wall of the room.

Enter the password Tennyson to continue. Head into the back to find the two most valuable items you can loot. A Mystic's Staff at , and piece of Imbued Pottery at . Nothing left in the office so head back down south to the central room and go to the eastern room here. Grab the Dragon Scales , and the Mummified Head . This completes the first optional objective. Next hear over to the west and grab the Neanderthal Skeleton , Plesiosaurus Jaw Bone and Valuable Urn . This gets us all the loot we need to finish the optional objectives and only brings the alarm threshold up to 7, 8 if you forced your way into the back room. You can grab a couple more items to bring you level up to 9 if you like, but do not hit the max threshold. After looting, head all the way north again and go west into the dig site.

As soon as you enter the dig you can find a Director's commentary point. Leave the room and head south to find the first book we're looking for. Continue to follow the wall east and then north to find a Matrix point. There are two nodes at the end of this run. One is paydata , while the other is a spell. Make sure to grab both of them. Last thing to do is get our last book, but we're going to have to fight for it. Be careful of two things in this fight. The gargoyles will generate a toxic cloud when killed, and the mummies can teleport a target off to another dimension for a one on one fight. Overall the fight isn't too challenging as long as you focus on your targets and make good use of your team.

On your way out after the fight you're stopped by another mummy. This one isn't immediately hostile. If you decide to help him, he gives a fetish that you can use to summon him later, or sell for cash. If you fight him you get a unique sword. Make your choice and head back up and go north to the security room. Wipe the security data, and then get ready for another fight. HKPF ambushes us on the way out. After dealing with the first group, head to the side door. This time we can get the drop on them. They should go down fairly allowing you to leave and go back to Heoi.

Useful Skills

Decking (Learn how Ambrose controls everything) Decking (Learn how Ambrose controls everything) Etiquette (Know of Izanami and Izanagi)



5 Karma Available

More dialogue is available. Ambrose opens up a bit more about his past, and you can also ask him about what's going on with Reliable Matthew. While talking about his past, a Decking or Drone Control check will net you some more information. When you go back to talk to Matthew, you'll have to give him the BTLs if you haven't to further the conversation with him. An Etiquette check lets you talk about Chinese swordsman. This is the end of Matthew's dialogue options.

Head back to the Bolthole and find everyone gathered up together. Is0bel's dug up some good data, and the pieces are starting fit together. Collect your pay from the run , and your paydata . Then post your paydata and get some sleep for another nightmare.

Afterwards it's time to make the rounds and talk to the crew. Duncan is having issues wrapping his head around what he's just learned. Next talk to Is0bel. Is0bel is still struggling to deal with all the new memories, she'll mention that Gobbet is the one that pulled her out. Talk to Gobbet next, but be sure to ask her about Is0bel before you ask how she's doing. Once Gobbet starts talking about what's bothering her, it'll end all conversation for this visit. After talking to Gobbet and getting her side of what happened with Is0bel, head back and talk to the decker some more. We can now get some more out of her as to what life was like in the Walled City and the reason for some of the things she’s done in the past.

Gaichu has set things up to go deal with his old team. He has a couple more trinkets for you to look at as well. One opens up an Etiquette check to know about Izanami and Izanagi. When you go to visit Crafty there's a familiar face present as well. Crafty's dug up some more information and it looks like all the pieces are starting to fit together.

Useful Skills

Etiquette (Fast talk the secretary) Etiquette (Fast talk the secretary) Racter (Fast talk the secretary) Decking (Get matrix codes) Intelligence Shutdown the generator Charisma (Fast talk Steeltooth) Strength (Intimidate Steeltooth)


10 Karma Available

This is Racter's personal mission so make sure you bring him along. His drone skills will come in handy as well if you aren't a rigger. Our first challenge is getting past the secretary. Etiquette and Etiquette give us plausible reasons to be entering the facility. Otherwise having Racter will let us bypass this encounter by saying we're reporting field testing.

Once you're past the Secretary, head down the west side and into the southernmost room. A Decking check here will get you access to the computer. This will net you the security codes for the Secure Datastore, and Security Scheduling in the matrix. Head through the northeast door, and then step into the next room.

There's a matrix jack point we can access from here. After the first area, there are three gateways. The ones we want to access right now are the ones to the north and south. The western gateway leads to a pair of gas control valves that serve no point currently. Be very mindful of your system trace on this level as the two areas we do want to access have ICs active in them already, and we don’t want to trip any alarms yet.

The northern gateway leads to the elevator override and security scheduling nodes. The southern door leads to the secure datastore node. The codes we received earlier will help us bypass the Blocker IC so we don't have to hack them. The Security Scheduling node will let us get rid of the two guards in front of the elevator. The secure datastore is our paydata for this run.
After getting everything cleared up here in the matrix, go to the northwestern room and access the public terminal to plant the work for Kindly, and search for our two PoIs for Racter. Once we have all the information, go to the elevator and head up.

Head east then into the Lab. Access the computer here and read through the files to find the code to access Dr Taylor's Room. On the north side of the lab are the shutter controls. Make sure to close them and then leave the lab to the west. The northern door directly in front of you is Dr Taylor's office. The code for this door is . Read through the emails to get the code to Hardingham's office just south of you. Plant the financial data here. Step into Hardingham's office if you like, but there's nothing of real value there at this time. The code is .

Moving forward, head north and then then west to get into the lab where the prototype is held. On the way is a Director's Commentary point. If you didn't close the shutters, you're going to have to deal with Ares security here. Continuing on into the lab, another team of shadowrunners is here, and they just set off one hell of an explosion. After talking to them, let them in so you can get the key to the safe for Racter

We've got a fight on our hands now. Four Knight Errant are going to show up to give us hell, along with gas pouring out of the vents. If you have any drones, they can shut off the gas at the source. Without them, you're going to have to jack into the matrix to shut them down. You'll initially have 15 rounds before the gas reaches lethal levels. Each gas point you shut down increases that number by four.

The first one is right here in the room and can be shut down as soon as combat starts if you have a rigger present in your group. In the next room are the Knight Errants who should pose little threat to the eight of you present. The next Gas valve is on the northern wall. If you don't have a rigger, the matrix access point a little further west from the vent will drop you right into the area where all the vent controls are.

After six rounds four more security guards show up. The final vent is in Hardingham's Office. Shut it down, and either on your way out during the fight or after everything is cleared, grab the prototype from the safe in the lab. When you try to go down the elevator one more group of Knight Errants show up. Fortunately we can mostly ignore them. It takes 3 rounds for the elevator to show, and they won't attack until the second, leaving us plenty of time to get out of here.

Abandoned M.T.R.
The first thing you need to figure out down here is what to do about you and the other team. You can either choose to just keep the tracking device, or take the entire weapon. Make your choice and then head along to the next room. Keep to the southern wall here, and make your way past the lockers where you can find an and on to the generators. With Intelligence or Racter, you can shut the generators off, bypassing one fight and making the following fight considerably easier. Deal with the three Knight Errant as you move towards the exit. If you killed the generator, no backup will arrive, and the turrets will be disabled. You will also have the ability to ambush them making for an extremely easy fight. After this you'll have to deal with a third team of runners. If you tell him you ditched the laser, either a Strength or Charisma check will let you get past them without a fight. If not you'll have to take them down. After dealing with them, head to the train and return to Heoi.

Useful Skills

Intelligence Examine Ambrose's personal photos Drone Control Identify the Mustang Mage/Conjurer Assense the Lab Biotech Scrutinize Ambrose Etuquette Recite the prayer


1 Karma available

Swing by and talk to Ambrose. An Intelligence check, and an Assense will net you some more information about his photos, and his attachments respectively. Drone Control will get you some more information about the Mustang in the photos, and you can use a Biotech check to learn a bit more about Ambrose himself.

He's up for talking about what happened with Karen now. You get an Etiquette check during the conversation to finish a prayer. Finishing the conversation and head on out.
If you've been giving metadata to Maximum Law consistently at this point, you'll get a quest from Bao to shut him down, before he deals with the situation. I'll be dealing with this later, but you'll need either Decking 4 or Etiquette Shadowrunner to keep him alive.

Head back to the Bolthole and claim your pay, then get some sleep. More strange occurrences without much of an explanation. You can talk to your crew for some new insights. Gobbet is gone however. You'll be able to start her personal quest now. Crafty also has some more information for you about what she thinks is happening.

Gobbet is unavailable until you finish her mission so I'm heading to go get her back. Her mission launches from the south dock. Tell the captain there you need a favor.

The Sinking Ship

Useful Skills

Intelligence Bypass the pump Biotech Heal the wounded orc Charisma Bypass the guard Etiquette Convince Mercurio to join the mutiny Strength Convince Mercurio to join the mutiny Etiquette Convince Ivan Fu to join the mutiny Melee Convince Ivan Fu to join the mutiny

9 Karma Total

It's you and Isobel for this. As soon as you land you'll find the director's commentary point. Take care as you enter as you'll almost immediately get ambushed by a pack of Devil Rats. Talk to the two locals who helped you fend off the ambush then go to the southwest corner for a phosphorous grenade and flashbang. Follow the locals to a flooded portion of the deck that's been electrified. With a Intelligence check you can bypass the pump, otherwise you'll have to figure something else out. Another pack of Devil Rats will ambush you as you try to approach the hatch down. Dispatch them and head inside the ship.

The locals are eager to lead you somewhere after you get below, but let's ignore them for now. Head north and through the door straight ahead. DO NOT go through the easternmost door here yet. There are four rooms down here. The two eastern ones are what we're looking for. Enter the northern one and talk to the ork here. She needs to be patched up. Healing magic, a medkit, or a Biotech check will do the trick She warns you about the two leading you. Next go the souther room and talk to Mercurio. He gives you a Datapad after you finish talking to him.
Return to where we entered this level and go the door directly east from the ladder. There's a guard here but a Charisma check will get us past. Coming this way sets up to better handle the coming ambush. Once you walk down the hall a brief way, Gobbet will show up and a combat encounter starts. Quickly dispatch the woman, and Patrick will surrender, and Gobbet will fill you in on what's happening.

Head back to the sickroom we passed through and talk to the dwarf. This is Cadmus. Go through his dialogue and decide on your course of action. We can either scuttle the ship or organize a mutiny. I'll be taking the last path. Talk to the various inhabitants to organize the mutiny. Mercurio will require either an Etiquette , Strength check, or 500 nuyen to join. Ivan Fu needs either a Melee or Etiquette check. Finally Sparrow will want a medkit. Trying to convince the guard we talked to get through the back way will result in a fight if you try to convince her.

With the mutiny organized, we need to get past the trap. Cadmus will tell us to go talk to Yasmin. Yasmin points out the bypass. Disable the trap so we don't drop, and head on down. There's a scuttling charge here if you want to sink the ship.

When you leave the room, you'll be ambushed by another pack of rats. West is the door to the alarm and another charge. Signal you intent and then wrap back around to the south and then east. In this room is another scuttling charge, and a Shamanic Salve. In the room across from here is another scuttling charge and the door to Malvina's chamber, our end objective. The fight with the Rat king is fairly straight forward. After getting it down to half health it throws up a shield and reveals the talisman. Run Gobbet over to get the talisman. A couple turns later we'll be able to finish killing it after it restores its lost health.

Description: Mini review (first look)

Shadowrun: Hong Kong - First look (part 1).

Despite the fact that there is almost no time, I still cut out an hour or two every other night to evaluate the finally translated new game in the series. So far I've played only 10 hours, but the first impressions of the game have already been formed. We will consider this the first part of the review. So, let's begin...

As I said, 10 hours were played, during this time two introductory missions and one run were completed, which is rather not sickly considering that in the previous parts it took 30-40 hours to complete the entire passage. What this is about I will explain below.

The first thing that catches your eye is the prettier graphics, of course, in a good way it is far from even the ancient silent storm and 7.62, with a full display of uniforms and weapons (to be fair, it’s worth saying that, in my subjective opinion, the display of costumes has also become better, especially this is noticeable on the armor from Ares), but still the progress is on the face, and in general, we don’t play it for the graphics, but it’s still nice.

The next pleasant surprise is a complete reworking of the actions in the matrix. From the previous matrix, in principle, the basis remained, but the protection of information and its extraction were significantly redesigned.

First of all, the main difference is that the matrix is ​​now initially guarded not by attacking programs, but by security ones, which move along the established route and, if an intruder is detected, increase the level of anxiety until they are destroyed. As soon as the level of anxiety reaches a critical level, the same thing happens as in the previous parts, a bunch of attacking programs roll out and a hard round dance begins. However, it is quite possible not to catch the eye of security programs with proper skill, however, it will take much more nerves.

After bypassing all the security programs or destroying the attackers, you go to the coveted database and here again you have a choice, hack brutely increasing anxiety by 50 or try to hack in a quiet way. In the second case, a mini-game begins, the essence of which is to memorize and repeat rapidly changing combinations of numbers, the more combinations you guess, the more time you will have to crack the cipher, breaking occurs by selecting a combination and briefly displaying numbers, your task is to based on the numbers you see, choose the final option from the possible access codes and voila - the system is hacked.

As for other changes, it is worth noting the ability to switch to attack mode if you find a potential enemy, which can be quite useful.

Of the new weapons, first of all, it is worth noting the hand grenade launcher, and some other new weapons and implants have also appeared.

But the most important feature is still something else. So far, without taking into account the introductory mission, two runs have been completed and do you know how many fights were held during this time? One, one fight for 2 runs, and theoretically it could have been avoided, it all depends on your attitude to work and moral principles. That is two runs without a single shot. This is nonsense. I have already seen comments that it is possible to complete the game with a pistol without pumping into combat skills, I can’t say whether this is true or not, but it is very similar to the truth. In connection with the change in the concept of passage, the number of dialogues has also increased, the opinion is purely subjective of course.

Well, a couple of phrases about the plot.

Of course I hide under the spoiler if anyone wants to see everything for himself.

Spoiler(disclose information)

Unlike previous games in the series, the protagonist is not a shadow runner. However, it is unclear who he is at all. More or less, at the beginning of the game, we know about him that he was raised by his adoptive father, that he left home, got into trouble, served time in corporate prison, went free, decided to do an honest job, but received a message from his brother, with whom grew up asking to come to Hong Kong. Upon arrival in Hong Kong, it turned out that the hero got into a much larger cake than before, as a result of which he even had to erase his VIN. Of course, specialists capable of making a person innocent are not lying on the road, and for this service the hero will have to work off a debt for the triad, which, among other things, promises to help with the search for his father.

Having settled on an old longboat, the hero begins the life of a shadow runner.

Introduction

Battle Achievements (Part 1)

This section will describe the achievements that are easy to get in the following way. Hit the enemy until he is low on health. Save. Finish, for example, with a spell. The game counted for one kill. Load up and kill with magic again. And so 20 times, until they give the achievement. This way you can get any achievement from this section.

Welcome to the Sixth World (Welcome to the Sixth World)
Kill 20 enemies with spells.

Walking Weapon
Kill 10 enemies with cyber weapons.

(Don't) Conserve Ammo ((Don't) Conserve Ammo)
Kill 15 enemies using automatic rifles or a minigun.

Little Helpers
Use drones to kill 15 opponents.

Give Valuable Instructions (Calling the Shots)
Use the mark on 10 enemies.
All deckers (Is0bel included) have the Enemy Mark skill. Check 10 different ones and the achievement is in your pocket.

Brought back to life (Come Forth)
Summon 5 spirits at spawn points in the area.

Discharge! (clear!)
Stun 5 enemies with the Shock Glove or Shock Hand.

Spicy Salsa (Chunky Salsa)
Kill 5 enemies with a grenade.

Pays For Itself
Reload a weapon 10 times with the Auto-Reload Cyber ​​Arm augmentation.
(installed in the Chrome Alley and becomes available after 2-3 runs).

I don't have a problem (I Don't Have a Problem)
Use 5 combat stimulants.

Hot potato (Hot Potato)
Throw back 3 Shiawase Loader Augmented Grenades.
The easiest way to do this is after unlocking the appropriate Duncan skill.

Bagged and Tagged
Incapacitate 3 enemies with Duncan's Tranquility ability.
It's important to take into account the fact that this skill only works on stunned enemies, so grab something just in case.

Battle Achievements (Part 2)

Wait a minute... (Wait For It...)
Kill an enemy with damage over time.
Achievement will be obtained if the enemy dies from bleeding / burning / poisoning.

Offhand shot (Shoot Straight)
Successfully attack an enemy with a hit chance of less than 30%.
You can get it by shooting from a weapon that you are not good at at an enemy that is at a great distance from you.

Magic Pinball (Pinball Wizard)
Hit three or more enemies with a single spell.
Easy to get with Lightning Chain.

The more bullets, the better (More Bullets, More Effective)
Use the skill "Fire without looking" to hit more than two targets with SMG. Gobbet has the skill. Use on a bunch of opponents and the achievement is yours. Can be obtained in the first mission.

I feel great! (I Feel Great!)
Heal over 30 damage with a single Heal Wound spell
Damage must be received in one attack. The corresponding spell is available for Gobbet.

Bogoboy (God Puncher)
Hit the final Boss.
In the boss fight, simply hit Qian Ya with your bare hands. Achievement will immediately float away into your piggy bank.

Built for the Streets
Fill every augmentation slot.
Quite a difficult achievement. Upgrade your Body and Cyber ​​Communications. At the end of the game, bio-implants will become available to you, which take away little essence. Be aware that they are expensive.

Boom (Boom)
Hit 4 or more enemies with an area attack. AOE spells or a shot from a grenade launcher will help you

Wouldn't want to be in his place (Wouldn't Want to be That Guy)
Inflict Bleeding, Burning, and Infect an enemy.
Combine team skills and get an achievement.

Shtampodeka (Punching Deck)
Steal data for sale from a secure network.
The matrix has protected data blocks with additional data for sale, they are usually covered with a wall (ICE) and are quite difficult to miss.

Just in case (Just in Case)
Activate all the dots when breaking the ICE.
I mean the dots above the number pad on the left, just repeat all the numerical sequences.

Quest and story achievements

Welcome to the Shadows
Die in the first mission. Nothing complicated - you met the enemy, you skip moves, you die.

Fill up the job (Screw the Job)
In the mission City of Darkness, kill one of Bao's Strangler operatives.

They're Not Worth It (They're Not Worth It)
Complete "City of Darkness" without killing the Yellow Lotus bandits.

Ronin
Recruit Gaycha to your team.
Just don't kill Gaichu in Huangpu and he will join you.

Strictly according to the instructions? (By the Book?)
Kill Gaycha and talk to the elders. Then leave Huangpu Gardens - the achievement is yours.

Wrong Order
Poison the Talon Mercenary's food at the Shangri La restaurant.
In the "Intruders" mission, talk to the waitress and find out about Talon's allergies. Then go to the kitchen to the Chef and convince him to add seafood to the food of the mercenary.

Tastes Like Chicken (Tastes Like Chicken)
To get the achievement you need:
1) Drink blood in Repulse Bay (Neville Ma's penthouse) in the mission "Get Quietly";
2) Eat human meat in the warehouse where Gaichu lives in the White Crow mission.

Intruder (Law Breaker)
Make Maximus Law escape the city or kill him.
Make sure you've talked to Maximus a few times and that you can "leak" metadata to him. After 3 missions you will receive a letter on your computer from Bao. Arriving at the Mahjong Hall, he will offer to eliminate the chatty merchant and you will be given a choice. Whatever you choose, the software merchant will be available in one form or another.

Seven Times a Ronin
Complete the Gaichu storyline. Complete the mission given by Gaichu. After the run, talk to him.

Debriefing (Lessons Learned)
Complete the Gobbet storyline.
Talk to Gobblet until she disappears, then talk to Iz0bel and go to the Leaky Shoe. After completing the quest, talk to Gobbet.

Memories (Memory Lane)
Complete Is0bel's storyline.
Talk to Is0bel after each run, complete her mission on Dekcon, and don't forget to talk to her after the final mission.

Posthuman
Complete the Rakter storyline.
Take Rakter on the run to Ares. It will be difficult to miss this moment, because. he himself asks you about it. The achievement will be given after the final mission, just talk to him on the ship.

Just a Pawn (Just a Pawn)
In the mission "Abduction", release the Plastic Face.

There will be no mercy (No Mercy)
In the mission "Abduction", kill the Plastic Face.

Let's look under every stone (No Stone Unturned)
Hack all terminals in the Tower of Prosperity. One terminal on floor B3. Access is easy. Two terminals on floor 26. One is accessed by the vice president. The second is in the security room. You can break through with a fight or with high charisma. On the 49th floor, you can only break through to the terminal with a fight.

I don't get paid that much for this job (I Don't Get Paid Enough for This)
Convince the last guard to let you through after freeing Raymond from the Tower of Prosperity.
The achievement is simple, persuasion does not require any skills.

Monster Squad
Take Gaicha and Ku Feng to your team for the last mission. Everything is clear with Gaychu. To recruit Ku Feng you need:
1) Take on the run "Leave quietly" in the Gaichu team;
2) Fight Ku Feng and not kill her;
3) Listen to the story of the vampire and offer her to work for you. If you have a Gaichu in your team, he will take Ku Feng as an "apprentice".
You will understand that everything is done by the loading screen after the mission.
Then, in the mission City of Death, you will meet Ku Feng, who will join you.

endings


Good Fortune
Convince Qian Ya to leave this dimension.
For this achievement you need to fulfill some conditions:
1) Go to bed after each run (5 times). If this option is missing, the condition is met.
2) Chat with Duncan after every run and talk to Raymond.
Choose any phrase in one of the dialogues with Duncan (for example: "Most people do not listen with the intent to understand; they listen with the intent to answer"), and also interrupt the argument between Raymond and Duncan before the mission "City of Death".
3) Communicate with Iz0bel. Complete her side mission on Dekkon and learn about the Walled City.
When you hear the story of the boy who deceived the Yama Kings, the condition is fulfilled.
4) Communicate with Artisan Xu until the option appears in which she will send the results of her research to you by mail. Read both letters - the condition will be met.
5) After saving Raymond, talk to him in Heoi in front of the 88 club. Stop the quarrel (see point 2).


Just One City (It's Just One City)
Make a deal with Qian Ya, Queen of a Thousand Teeth. Negotiate with the goddess, kill your team. Your achievement.


Atonement (Making Amends)
Accept Raymond Black's sacrifice to disable the Wheel of Fortune.
After talking with Qian Ya, choose to fight her a third time.


Pyrrhic Victory
Complete all requirements for the Good Fortune ending. After two phases of the fight with Qian Ya, talk to her and sacrifice Raymond.

Extended edition


Street Justice
Kill the HKPF patrol and save the civilians.
During the interrogation at the beginning of the DLC, you remember the last task. After the first battle, you will meet a patrol that has aimed weapons at the civilians. Intervene and kill the cops.


Rats! Rats! Rats! (Rats! Rats! Rats!)
Play Ratparty.sim (sim chip is bought from Captain Jomo for 50 credits)
while on the "Detention" mission in the lobby on the first floor. Insert the simchip into the car and enjoy the spectacle.
Gobbet will appreciate this joke :)


You are on your own, baby (You "re On Your Own, Kid)
Don't take sides (Futchi or Yamatetsu) at the end of the Detention mission. Kill the soldiers of both corporations and talk to Lilian Lai.


Patient Zero
Steal the SARS III sample. In the mission in the underwater laboratory, take the virus from the safe. Please note that the safe can only be opened from the Matrix within 5 moves.


The Promised Land
Access the rooftop of the Police Station.
honest way. In order to get the access code to the roof, you need to talk to the prisoner on the first floor of the police station (make sure you have the Gang Jargon behavior type). He will share the code with you in exchange for cream or jazz. If you do not have a cream, then break into the interrogation room (drone or through), and save the guy who is being beaten. He will give you a code from the case, which will contain the drugs we are looking for.
After the skirmish in the Command Center, get to the door on the lower right, it will lead you to the roof.
Not a very fair way. After the skirmish in the Command Center, get to the door on the lower right and enter the code 9304.


Like a powder keg (Like a Powder Keg)
Blow up the police vehicle in the garage.
To be able to blow up cars, you need to access the Matrix in the Command Center.


Heavy Artillery (Heavy Metal)
Capture the spider tank.
In the Tai Po mission, exit the docks and turn left. You will see guards and large containers. Kill the enemies and take the key card. You open one of the containers and take away the prototype of the combat control module. Next, during the final battle, use one of the 4 terminals. To capture a spider tank, you need decking 7 or drone control 7. Therefore, if you have not pumped these skills, take Iz0bel or Rakter with you on a mission.


We are both professionals (We "re Both Professionals)
Convince Krayt to retreat.
There are two ways to get the achievement.
1) In the Tai Po mission, go to the right of Ares' warehouse. You will see an office building guarded by mercenaries from Knight Errant. you there. Kill the mercenaries and enter the building. In one of the offices there is a terminal that contains information about Ares' plans for Krayt. You can get access to it using decking (take Is0bel with you if you haven't downloaded decking), or by intimidating/persuading an employee in a nearby office. When you meet Krayt, pass on the information received and the achievement is yours.
2) Complete the main campaign by making a deal with Qian Ya. You will be lucky throughout the expansion. When you meet Krayt, tell her about the deal with the demon, this will help convince her to retreat.


No "tails" (No Loose Ends)
After meeting Krayt, side with Kind Chen and destroy Ares' warehouse with Agent Qiu.


Together Again (Together Again)
Return your VIN and return to Raymond in Seattle. The ending will be available if:
1) In the main campaign, you fooled Qian Ya and saved Raymond;
2) At the end of the DLC, they sided with Qiu and gave Ares' warehouse to Mitsuhama.


Home (Home Again)
Return the VIN and return to Seattle. The ending will be available if:
1) In the main campaign, Raymond sacrificed himself;
2) At the end of the DLC, you sided with Qiu and gave Ares' warehouse to Mitsuhama.


Behind the Curtain
Listen to developer comments.

Achievement from the extended edition, but you can only get it in the main campaign. The audio logs of the developers are scattered throughout the missions. There are 24 of them. You need to activate them all. In order to see these comments, you must enable the appropriate option in the game settings.

  • The achievement can be obtained in multiple playthroughs. For example, I missed the log in the mission "Excavations". Having created a new character, I reached this mission and activated the log. Achievement counted.
  • It is not necessary to listen to the full commentary of the developers. The key is to activate it. .
  • Russifier does not affect the achievement.
And a little advice. Make a separate save at the beginning of each mission. This will allow you not to go through the game again, if for some reason you missed one of the comments.

So, here is a list of places where the logs are located:

1) In the game settings, next to where these comments were included;
2) Mission "Hard Landing". At the start of the mission, after the dialogue with Duncan and Carter;
3) Mission "Innocent". At the metro station, after a dialogue with the team;
4) Mission "Innocent". Near Law's Boat;
5) Mission "Innocent". In the mahjong hall;
6) Mission "City of darkness". Near the beginning of the mission;
7) Mission "City of darkness". Near Strangler Bao;
8) After returning to Heoi and talking with Cheng, go rest on the ship. Come in - there will be an audio commentary.

Act II. In this act, comments can be activated in any order, because you can choose a completely different order of missions.

9) Mission "White Crow". At the start of the task, a row with a descent into the subway;
10) Mission "Dekkon 2056" (quest Iz0bel). Not far from the start of the quest;
11) Mission "False Direction". On the 27th floor, opposite the laboratory, which you need to get on the main task;
12) Mission "Uninvited guests". At the start of a task;
13) Mission "Retribution" (Quest Gaichu). Kill guards on the street, enter the building - there will be a comment;
14) Mission "Leaky Galosh" (quest Gobbet). Near the start of the quest;
15) Mission "Leave quietly." At the start of a task;
16) Mission "Bad Qi". On the floor where you need to arrange a pogrom;
17) Mission "Excavations". As soon as you go down, to where the books that you need to get are stored;
18) Mission "To clean water". At the start of a task;
19) Mission "On clean water". In the second part of the task, exit the metro station - next to the lamppost.

20) Mission "Abduction". Not far from the beginning of the mission;
21) Mission "Prosperity Tower". The beginning of the task (no matter where, in the garage or lobby);
22) Mission "Prosperity Tower". On the 49th floor, you need to connect to the Matrix in the security room. In the Matrix itself there will be a commentary;
23) Mission "City of Death". At the beginning of the mission;
24) Mission "Wheel of Fortune". Near the start of the mission.

As soon as you activate the last comment, the achievement will be counted.