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    FAQ/Walkthrough by Admiral

    Version: 2.1 | Updated: 09/01/09 | Printable Version | Search Guide | Bookmark Guide

    o-----------------------------------------------------------------------------o
    |                                  SHADOWRUN                                  |
    |                                 SNES Edition                                |
    |                                                                             |
    |                               FAQ/WALKTHROUGH                               |
    |                       Version 2.1 (September 1, 2009)                       |
    |                                                                             |
    |                               By The Admiral                                |
    |                        Email: Admiral1018@yahoo.com                         |
    o-----------------------------------------------------------------------------o
    
    
    INTRODUCTION
    ------------
    In well over a decade since its original release, Shadowrun remains a unique 
    title in the RPG genre.  The game was one of the first set in the cyberpunk 
    universe, a dark, futuristic world where large corporations and highly complex 
    computer networks reign supreme.  Shadowrun also excels at blending seemingly 
    opposing elements together into a single cohesive experience: action and RPG, 
    magic and technology, real world and fantasy, problem solving and gun fighting. 
    Shadowrun is certainly not an easy game, and the one thing most SNES veterans 
    recall about Shadowrun, aside from its creative vision, is its difficulty.  
    That's where this guide comes in.
    
    This FAQ/Walkthrough was originally released in 2002 as a Technical Guide.  It 
    provided an encyclopedia of information on everything from equipment stats to 
    the karma system to enemies to magic spells.  It was the first guide to look 
    into all these elements of the game and decipher how they work, on a 
    quantifiable level.  Nearly all of the information in that guide was completely 
    original and had never been published anywhere else before, either in a 
    commercial guide, internet walkthrough, or any other source.
    
    In the years since I wrote that guide, I have remained disappointed with the 
    information I see in other walkthroughs and websites.  Important facts and 
    strategies are often ineffective or outright incorrect.  A player can read four 
    walkthroughs and see four different explanations for what the same statistic or 
    skill do (none of which happen to be correct).  The goal of this guide was to 
    change that.  I set out to provide a comprehensive source of information for 
    players of all caliber, whether a first timer or long-time veteran.  The text 
    has been divided into several sections to minimize the spoilers one will 
    encounter, as discovering things on one's own is often the richest part of the 
    game.  Hopefully this guide will serve as a useful companion in your Shadowrun 
    journey, helping to enrich your gaming experience along the way.
    
    
    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 dialogue, 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 
    dialogue, with several more graphic and sexual comments than in the Morgue Guys 
    version.  Aside from this, there are 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                                                        SR0A
    ===============================================================================
    
    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 are copyright of DataEast.  
    Shadowrun and The Matrix are trademarks of FASA Corp.
    
    
    ===============================================================================
    T A B L E   O F   C O N T E N T S                                          SR0B
    ===============================================================================
    
    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 Ctrl+F to bring up the search box in most browsers 
    and text editors.
    
    
    INTRODUCTION
    DISCLAIMER.................................................................SR0A
    TABLE OF CONTENTS..........................................................SR0B
    USING THIS GUIDE...........................................................SR0C
    
    GETTING STARTED
    1. STORY...................................................................SR0D
    2. CONTROLS................................................................SR0E
    3. MAIN MENU...............................................................SR0F
    4. OVERVIEW OF STATS.......................................................SR0G
    5. WHAT'S A SHADOWRUNNER?..................................................SR0H
    6. GENERAL STRATEGIES......................................................SR0I
    
    FREQUENTLY ASKED QUESTIONS
    1. TENTH STREET...........................................................SR00A
    2. OLD TOWN...............................................................SR00B
    3. DOWNTOWN...............................................................SR00C
    4. DARK BLADE.............................................................SR00D
    5. BREMERTON..............................................................SR00E
    
    6. DRAKE TOWER............................................................SR00F
    7. VOLCANO................................................................SR00G
    8. ANEKI TOWER............................................................SR00H
    9. ENDING.................................................................SR00I
    
    WALKTHROUGH
    SECTION 1 TENTH STREET.....................................................SR01
    SECTION 2 OLD TOWN.........................................................SR02
    SECTION 3 DOWNTOWN.........................................................SR03
    SECTION 4 RAT SHAMAN AND DARK BLADE........................................SR04
    
    SECTION 5 BREMERTON........................................................SR05
    SECTION 6 DRAKE'S STRONGHOLD...............................................SR06
    SECTION 7 ANEKI AND THE END GAME...........................................SR07
    
    APPENDIX
    1.  LOCATIONS CHART........................................................SR1A
    2.  ATTRIBUTES & SKILLS....................................................SR1B
    3.  WEAPONS & ARMOR........................................................SR1C
    4.  CYBERWARE..............................................................SR1D
    5.  MAGIC..................................................................SR1E
    
    6.  ITEMS..................................................................SR1F
    7.  SHADOWRUNNERS..........................................................SR1G
    8.  KEYWORDS...............................................................SR1H
    9.  ENEMIES................................................................SR1I
    10. THE MATRIX AND ICS.....................................................SR1J
    
    11. PHONE NUMBERS..........................................................SR1K
    12. DUMMY ITEMS............................................................SR1L
    13. COMPUTERS YOU CAN HACK FOR NUYEN                                       SR1M
    14. GOOD SPOTS TO EARN KARMA...............................................SR1N
    15. INFINITE NUYEN TRICK...................................................SR1O
    
    REVISION HISTORY...........................................................SR0J
    CREDITS....................................................................SR0K
    
    
    
    ===============================================================================
    U S I N G   T H I S   G U I D E                                            SR0C
    ===============================================================================
    
    This FAQ is divided into 4 sections to help you most easily find the 
    information you're seeking.  This will hopefully save you time and help you 
    avoid reading any unnecessary spoilers.  The four sections are explained below:
    
    1.) GETTING STARTED: This section lists the background information about the
        story, the basics of gameplay and controls, overview of stats and
        Shadowrunners, and some general strategies.  This section is intended for
        those new to the game, but may be useful to veterans picking up the title
        for another play through (especially the stats and general strategies).
        This section contains no spoilers.
    
    2.) FREQUENTLY ASKED QUESTIONS: The answers to some of the more common
        stumbling points are contained here.  This section is divided by region and
        is intended to answer specific questions without spoiling other parts of
        the game.  If you are stuck on something, see if your question is answered
        here first.
    
    3.) WALKTHROUGH: As its name implies, this is a detailed walkthrough of the
        game.  Any question you have about this game will likely be answered in
        this section.  It may be more detailed than some players would like, so the
        essential information for each section -- items, keywords, enemy stats,
        and any relevant maps -- is listed at the front.  The walkthrough does
        contain some plot spoilers for situations as they occur, so please keep
        this in mind before reading.
    
    4.) APPENDIX: This is a reference section that contains lists of stats,
        weapons, armor, items, cyberware, keywords, enemies, and much more.
        This section is much more technical than the walkthrough  specific
        formulas and calculations will be given for stats, skills, weapons, etc.
        This information should be very useful to a veteran player seeking to
        master the game and understand how everything works.  The appendix is also
        a great way to find a quick description or the location of something you
        may have missed along the way without skimming the entire walkthrough. 
        This section does contain spoilers for some items, so please be warned in
        advance.  
    
    
    _______________________________________________________________________________
    
                            G E T T I N G   S T A R T E D
    _______________________________________________________________________________
    
    The following section includes some of the basics of the game, which should be 
    read by anyone playing Shadowrun for the first time.  The areas covered include 
    a rudimentary background of the story, a complete controls listing, an overview 
    of the menu screen, a description of stats, and an overview of Shadowrunners.  
    If you have read through the manual carefully or have played Shadowrun before, 
    you may wish to skip this section.
    
    
    ===============================================================================
    1.  S T O R Y                                                              SR0D
    ===============================================================================
    
    The game is quite sparse on background details.  To set the stage for what is 
    to come, you receive the following introduction:
    
    
                                    THE YEAR IS 2050
    
                                 And the Megaplexes are
                                 monsters casting long
                                        shadows.
    
                                   When you become a
                               shadowrunner, that's where
                                      you live...
    
                               in the cracks between the
                              giant corporate structures.
    
                               The megacorps are powerful
                               in a time when power means
                                     information...
    
                               ...computer information
                            flowing into the global network
                                   called the MATRIX.
    
    
    Yes, this was probably butchered a bit in translation as many SNES games were 
    at the time.  Essentially, the future world is dominated by giant companies 
    that hope to regulate the information flow online...  Shadowrun was clearly 
    ahead of its time.  Within this future world, underground mercenaries named 
    Shadowrunners are hired to level the playing field a bit.  Or un-level it, as 
    some cases may call for.  
    
    There is an additional piece to the prologue that you can view by leaving the 
    game at the starting screen for a while.  You can see your character gunned 
    down by a squad of hit men, only to be revived seconds later by a shape-
    shifting fox.  Everything more about the story is up to you to uncover.
    
    One thing to note is that this game precedes the Matrix movies by quite a few 
    years.  That's right, the virtual world created here was devised long before it 
    ever hit the silver screen.  Keep this in mind before your "cheesy rip-off" 
    detector goes off when playing.
    
    
    ===============================================================================
    2.  C O N T R O L S                                                        SR0E
    ===============================================================================
    
    Shadowrun's controls are relatively straight forward.  You navigate a character 
    from an overhead view and interact with most objects using a hand icon.  There 
    is also a separate set of controls used inside the matrix.  The following 
    section lists the controls for both of these areas.
    
    DIRECTIONAL PAD (UP/DOWN/LEFT/RIGHT)
    - Moves Jake vertically and horizontally on the screen.
    - If a the hand icon, spell icon, or target are activated, it will move those
      while Jake remains still.
    - Moves one square (the Matrix)
    
    Y-BUTTON
    - Takes you directly to the item menu.
    - Not used (the Matrix).
    
    X-BUTTON
    - Used to cast spells.  Brings up the spell icon.  Once the target is selected,
      press the X-button again.
    - Logs out of the Matrix, returning you to the real world (the Matrix).
    
    B-BUTTON
    - Brings up the hand icon.  Pressing the B-button again when pointing to an
      object will bring up a list of actions if the item can be interacted with.
    - When an action is selected, press the B-button again to execute.
    - When talking to people, press the B-button to select an action or keyword.
    - Issues the Combat.exe command, which allows you to attack objects (the
      Matrix).
    
    A-BUTTON
    - Used to shoot.  Press the A-button to bring up the cross-hair.  Press the A-
      button again (repeatedly) to shoot the selected target.
    - Used to back up or cancel a command on the menu or dialogue screens.
    - Issues the Transfer.exe command, which allows you to transfer/download 
      data (the Matrix).
    
    R-BUTTON
    - This is a generic "Use" button.  Press this while you are pointing at
      something with the hand icon.  It will allow you to pick up an item or open
      a door with a single click, rather than needing two clicks with the B-button.
    - When talking to people, this button moves to the next page of keywords.  Sort
      of like a Page Down key.
    - When on an item or inventory screen, the button moves to the next page.
      Again, like a Page Down key.
    - Not used (the Matrix).
    
    L-BUTTON
    - This is a generic "Examine" button.  Press this once you are pointing at
      something with the hand icon.  If it can be examined, you will be given the
      relevant information or description.
    - When talking to people, this button moves to the previous page of keywords.
      Sort of like a Page Up key.
    - When on an item or inventory screen, the button moves to the previous page.
      Again, like a Page Up key.
    - Not used (the Matrix).
    
    START
    - Brings up the Main Menu / Status screen.
    - Not used (the Matrix).
    
    SELECT
    - Displays the status bar for Jake and his Shadowrunners at the top of the
      screen.  This displays current and maximum HP and MP.
    - Not used (the Matrix).
    
    ===============================================================================
    3.  M E N U                                                                SR0F
    ===============================================================================
    
    Below is a replica of the main menu.
    
    o-------------------------------------------o
    |  ______________                           |
    | |              |            ===========   |     ____
    | |              |           | > Exit    |  |         |
    | |              |           |   Items   |  |         |
    | |    Jake's    |           |   Magic   |  |         |
    | |    Picture   |           |   Weapon  |  |         |-------  Menus
    | |              |           |   Armor   |  |         |
    | |              |           |   Skills  |  |         |
    | |______________|           |   Cyber   |  |     ____|
    |                             ===========   |
    |                                           |     ____
    | Body           8  48 / 80                 |         |
    | Magic          2  20 / 20                 |         |-------  Attributes
    | Strength       6                          |         |
    | Charisma       4                          |     ____|
    |                                           |
    | Karma          12                         |     ____
    |                                           |         |-------  Karma and Nuyen
    | Money          1,568                     |     ____|
    |                                           |     ____
    | Spell    (X)   Heal                       |         |
    | Weapon   (A)   T-250 Shotgun              |         |-------  Magic, Weapon
    | Armor          2 Mesh Jacket              |     ____|         and Armor
    |                                           |
    o-------------------------------------------o
    
    MENUS: These are menus for Jake's inventory and equipment.
    
      - ITEMS:   Lets you use, give, or examine items in your inventory
      - MAGIC:   Selects the spell that will be used when you press the
                 X-button.  This menu also shows spell level and MP cost.
      - WEAPON:  Equips a weapon.  Also accessed to use Grenades, which are
                 not equipped.
      - ARMOR:   Equips a piece of armor.
      - SKILLS:  Shows the current levels of your different skills.  This screen
                 is for display only.
      - CYBER:   Shows any cyberware that Jake has.  You start with a head computer
                 and datajack.  This screen is for display only.
    
    ATTRIBUTES: Shows the current value of Jake's attributes.  The numbers next to 
    Body and Magic show current and maximum HP and MP.  See the next section for 
    more on attributes and these stats.
    
    KARMA AND NUYEN: Karma is used to raise Jake's statistics and nuyen is the 
    currency in the game.  More on each in the next section.
    
    MAGIC, WEAPON, AND ARMOR: This shows the items Jake currently has equipped, 
    along with the selected spell.  The (X) and (A) next to Spell and Weapon 
    indicate that you press those buttons to use the selected item.  The number 
    before Jake's armor indicates Jake's current defense.
    
    
    ===============================================================================
    4.  O V E R V I E W   O F   S T A T S                                      SR0G
    ===============================================================================
    
    Attributes and skills are the basic statistics in the game.  They affect 
    everything from your hit points to proficiency with weapons to powers in the 
    Matrix.  Attributes and skills can be raised by going to sleep and using the 
    karma points you earn from killing enemies.  The karma needed to raise an 
    attribute or skill to the next level is equal to your current level in that 
    attribute or skill.  For example, your Firearms skill is at level 3.  To raise 
    it to the next level (level 4), you need 3 karma.
    
    The following section gives a basic (spoiler-free) description of the basic 
    stats, attributes, and skills in the game.  There is a full section in the 
    Appendix that goes into much more detail, including specific formulas and 
    calculations (includes some spoilers).  If this is your first time playing the 
    game, the overview below should be sufficient.
    
    
    BASIC STATS
    ===========
    HIT POINTS     Hit Points are Jake's life and are also referred to as Stamina
    (HP)           in the game.  Whenever HP are reduced to zero, Jake dies.  You
                   can raise maximum HP by raising the Body attribute.  HP can be
                   restored by sleeping, using spells, or using curative items.
                   The highest number of HP you can have is 200.
    
    MAGIC POINTS   Magic Points are the energy Jake needs to cast spells (also
    (MP)           referred to as Spell Points in the game).  Each spell uses a
                   certain amount of MP when cast.  Jake can only cast spells if he
                   has enough MP to do so.  You can raise maximum MP by raising the
                   Magic attribute.  MP are only restored by sleeping.  The highest
                   number of MP you can have is 200.
    
    KARMA          Karma is the equivalent of skill points in some RPGs.  You
                   earn karma points by defeating enemies, and karma can be used to
                   raise your attributes and skills when you are asleep.  While
                   karma is only displayed as a whole value, the game tracks it
                   in 1/8 increments.  You will not receive a message that you
                   have earned karma until reaching the next whole number, so it
                   can often appear as though karma is earned randomly.  For more
                   on karma, see the "Attributes and Skills" section of the
                   Appendix
    
    NUYEN          Nuyen is the game's currency.  It can be earned by killing
                   enemies and in a number of other ways.
    
    
    ATTRIBUTES
    ==========
    Attributes are Jake's physical characteristics and abilities.  The status of 
    each one is displayed on the main menu.
    
    BODY           Body determines the amount of hit points that Jake has.  Each
                   point in Body adds 10 maximum HP.  Early in the game, this is
                   one of the most important statistics and should be raised when
                   you can.  This attribute can be raised to level 20.
    
    MAGIC          Magic determines the amount of magic points that Jake has.  Each
                   point in Magic adds 10 maximum MP, like with Body.  Jake needs
                   to learn a spell before he can put any points into Magic.
                   This attribute can be raised to level 20.
    
    STRENGTH       Strength determines Jake's ability to wield weapons and armor.
                   Jake can use most pistols and light armor with his starting
                   Strength, but will need to raise this attribute to equip some of
                   the heavier pieces.  This attribute can be raised to level 6.
    
    CHARISMA       Charisma affects how many Shadowrunners Jake can have in his
                   party at any one time.  At its starting level, Jake can only
                   recruit one Shadowrunner at a time.  At level 6, Jake can
                   recruit three Shadowrunners at once.  This attribute can be
                   raised to level 6.
    
    
    SKILLS
    ======
    Skills are specific tools or abilities that Jake can learn and master.  The 
    status of each skill is available by going to the main menu and clicking on 
    Skills.
    
    FIREARMS       Firearms determines Jake's accuracy with guns.  The higher this
                   skill, the more often Jake will hit.  Accuracy is also affected
                   by the gun Jake is using, but this skill boosts accuracy using
                   any weapon.  This is one of the most important skills early in
                   the game, so try to boost it as soon as you can.  Also, contrary
                   to some sources, this skill has no influence on the damage you
                   can do.  This skill can be raised to level 16, but you will
                   achieve a 100% hit rate with any weapon once the skill is at
                   level 7.  Any additional points into it are wasted (note that
                   you may still do zero damage to armored enemies, so it will
                   *appear* like your shots are missing.  This is not the case,
                   however.).
    
    COMPUTER       Computer governs Jake's powers in the Matrix.  As this skill
                   increases, the accuracy with which Jake can defeat guardian ICs
                   will increase.  Being able to defeat ICs more quickly will
                   significantly reduces the damage you sustain on trips into the
                   Matrix.  This skill can be raised to level 6.
    
    NEGOTIATION    Negotiation allows Jake to haggle over the price of
                   Shadowrunners and pay less to hire them.  The higher this skill,
                   the greater the discount.  You do not start with the Negotiation
                   skill; you must learn it somewhere in the game.  This skill can
                   be raised to level 6.
    
    LEADERSHIP     Leadership determines how long Shadowrunners will remain with
                   you after they are hired.  Normally, Shadowrunners will leave
                   you after a certain number of "battles."  The higher this skill,
                   the greater the number of battles that the Shadowrunner will
                   stay.  You do not start with the Leadership skill; you must
                   learn it somewhere in the game.  This skill can be raised to
                   level 6.
    
    
    ===============================================================================
    5.  W H A T ' S   A   S H A D O W R U N N E R ?                            SR0H
    ===============================================================================
    
    Shadowrunners, after which this game is named, are mercenaries that can be 
    hired to complete any number of tasks.  All the Shadowrunners you come across 
    in the game will have very different skills, uses, and abilities.  
    
    You are never required to hire a Shadowrunner, but doing so may help you in 
    certain situations.  However, a lot of Shadowrunners talk a big game but stink 
    it up on the field.  Some are worth hiring and some are not.
    
    To hire a Shadowrunner, you need to Ask About *Hiring*.  When this keyword is 
    mentioned, the Shadowrunner will indicate his/her price and confirm the hiring.
    
    Typically, Shadowrunners fall into one of three categories:
    
    1.  MERCENARY: Generally the best all around offensive Shadowrunners.
        Mercenaries typically have the best weapons and armor, along with good HP.
        It is important to consider the attack, defense, firing rate, and Body
        level of a Mercenary when hiring.
    
    2.  MAGE: Mages come with an assortment of spells, which have varying degrees
        of usefulness.  It is important to consider spell selection, spell level,
        and MP when hiring a Mage.  To use a spell, you will need to manually
        select the mage and determine what will be cast.  Mages usually have
        mediocre to poor offensive and defensive abilities.  You will find that it
        is much harder to keep a mage alive than it is with the other Shadowrunner
        classes, so greater attention and micro-management will be required.  While
        some mages use guns, others attack with tiny, powerball-like projectiles
        that consume no MP.  These projectiles are generally very weak and hit
        infrequently.  
    
    3.  DECKER: Deckers are capable of hacking into the Matrix.  All deckers come
        equipped with cyberdecks in their inventories.  These Shadowrunners can aid
        you in accessing computers while your datajack is still broken.  It is very
        important to consider the Computer skill when hiring, as this determines
        the decker's effectiveness in the Matrix.  Deckers are also characterized
        by average offense, defense, and HP, through there are exceptions.
    
    The decision for who to hire and when to do so is up to you.  Some players 
    enjoy using Shadowrunners and hire often.  Others have played through the game 
    many times without ever hiring.  A complete listing and evaluation of all 
    Shadowrunners is available in the Appendix.  Be warned that the descriptions do 
    contain some spoilers.
    
    
    ===============================================================================
    5.  G E N E R A L   S T R A T E G I E S                                    SR0I
    ===============================================================================
    
    This section gives a list of 10 valuable tips that will greatly aid you in the 
    trip through Shadowrun.  They contain no spoilers or any specific clues that 
    will ruin the game's challenge  It makes sense for everyone to read them before 
    tackling this game.  If you need more detailed help in any specific area, refer 
    to the FAQ and Walkthrough sections, following this one.
    
    
    1. EXPLORE THE WORLD
    The Shadowrun universe is loaded with small details that can be easily 
    overlooked.  Sometimes important items are left casually on a random office 
    desk or hidden subtly on a bookshelf.  Explore all areas, keep your eyes open, 
    and frequently examine things with the cursor.  If something has a label when 
    you point to it, it might be worth a bit more of your time.
    
    2. ASK A LOT OF QUESTIONS
    One of the most important ways to advance in the game is to "Ask About" certain 
    keywords when you speak with people.  This will often teach you new keywords or 
    even trigger some important event.  To avoid having to go through your entire 
    list each time, try to match keywords with the "type" of person you are 
    speaking to.  For example, a person who seems like a hacker will probably 
    respond better to computer-oriented terms than to magical or spiritual terms.   
    Also, as a rule of thumb, random pedestrians that have generic labels like 
    "Seems Busy" are probably not that important.  They may help enhance the 
    background of the game, but don't expect many responses to keywords.  
    Conversely, patrons at bars and clubs, especially club owners, are often much 
    more useful.
    
    3. TAKE NOW, QUESTION LATER
    There are a lot of items in this game that do not have any apparent use when 
    you first acquire them.  This is especially the case in the first area.  Don't 
    get frustrated if something seems puzzling.  Instead, just pick up the item and 
    store it for later.  Almost all items have some use, although it may take a 
    while to figure out what the purpose is.
    
    4. USE KARMA WISELY
    Karma is used to raise your various attributes, skills, and (later in the game) 
    magic spells.  Not all statistics are equally useful, however.  Early in the 
    game, you should focus your karma almost exclusively on raising Body and 
    Firearms.  Later, focus your attention on the Computer skill and Magic 
    attribute.  As far as magic spells go, max out Heal and Invisibility as soon as 
    you can.  Raise the other spells based on preference, but don't feel that they 
    are all immediate priorities.  If you have a choice between raising a secondary 
    spell or raising the Magic attribute, choose Magic every time.  Charisma, 
    Leadership, and Negotiation are primarily Shadowrunner skills.  You only need 
    to raise them if you plan to hire a companion.
    
    5. UPGRADE EQUIPMENT WHENEVER YOU CAN
    Equipment is the most important component in determining your offensive output 
    and likelihood of survival.  It is imperative that you not only upgrade, but 
    also that you make the RIGHT upgrade choices.  When given the choice between 
    numerous weapons, the most expensive one will often be the best buy.  If you 
    cannot afford the top shelf weapon, save the game and then experiment with each 
    gun you can afford.  Alternatively, you can check the damage and accuracy of 
    each gun in the Appendix of this guide.  In addition to guns, armor makes a big 
    difference in enhancing your chances of survival.  The choices are far more 
    limited than they are with weaponry, so buy what is available whenever you can. 
    Finally, cyberware is also very useful.  You should buy the Boosted Reflexes 
    and Dermal Plating as soon as they are offered to you.
    
    6. MAKE THE MOST OF YOUR MONEY
    As with karma, you do not always get the same bang-for-your-buck when spending 
    money.  Unlike many RPGs, money is much more difficult to accumulate in 
    Shadowrun.  Therefore, it imperative that you spend your earnings wisely.  One 
    common waste of money is hiring Shadowrunners early in the game.  The game is 
    not sufficiently difficult that they make a difference at that point, so save 
    instead.  Another mistake is purchasing mediocre weapons and equipment.  As 
    mentioned in the last section, it is often better to simply save for a better 
    weapon than buy an inferior but affordable one.  As a final tip, if you are 
    really short on money, try fighting in the arena in the second area.  You can 
    make a considerable amount of nuyen, but some of the fights can be very 
    difficult.
    
    7. BECOME THE KING OF THE MATRIX
    The last third of the game involves numerous trips into the Matrix.  Before 
    attempting any of them, raise your Computer skill to level 6.  This minimizes 
    your damage and improves your attacking skills in the virtual world.  Once 
    inside, don't waste time and life walking all over the place.  Take direct 
    paths to the CPU or datastore you need to reach.  If you receive a warning of 
    an enemy IC, always attack the square in front of you (the B-button) to be 
    safe.  Most importantly, jack out when your life gets low (press the X-button). 
    Dying in the Matrix is something you have complete control over, and it should 
    never happen if you use some caution.
    
    8. EARN MONEY THE NEW FASHIONED WAY  STEAL IT ELECTRONICALLY
    When you gain the ability to access computers, try to do so at every chance you 
    get.  Many computers allow you to hack into electronic bank accounts and 
    transfer money into your own reserves.  Electronic pilfering becomes the best 
    way to earn money in the latter portions of the game.
    
    9. LEARN TO MASTER MAGIC
    Jake has a large arsenal of spells available to him, but not all are equally 
    useful.  Ineffective casting of spells will do nothing more than drain valuable 
    MP and waste time.  The most useful spell you can learn is Heal.  It should be 
    your default spell during most of the game.  After Heal, Invisibility is 
    arguably the next most valuable spell.  It lets you attack enemies undetected 
    and makes it possible to survive many of the hardest areas in the game.  The 
    remaining spells all have occasional uses, but none of them are as valuable as 
    Heal or Invisibility, so use sparingly.  Offensive spells, in particular, are 
    often not worth the MP - the damage they do can be equaled with a few blasts 
    from your gun.
    
    10. MOST OF ALL, BE PATIENT
    Shadowrun is not the kind of game that spells out every next move for you.  It 
    is often up to you to experiment in order to find the right next steps.  This 
    will take a good deal of trial and error and can be frustrating if you're not 
    patient.  When really lost, the best advice is to speak with people.  Visit all 
    the nearby clubs and hangouts and ask all the patrons about the various 
    keywords on your list.  Revisit these places frequently, as messages 
    occasionally change and new patrons do show up from time to time.  Take the 
    time to explore all areas of the game and you can be fairly sure that no 
    important items have been missed.  Lastly, return to various places that 
    previously seemed like dead-ends, particularly after an important event or 
    conversation.  A lot of times you will find fortuitous outcomes, like a gate 
    being left open for you.
    
    
    _______________________________________________________________________________
    
                F R E Q U E N T L Y   A S K E D   Q U E S T I O N S
    _______________________________________________________________________________
    
    The following section is meant to provide assistance on specific areas of the 
    game that may be troublesome.  Many of the answers below only hint at the 
    right method or direction, stopping short of completely giving you the full 
    solution.  If you have read through the General Tips section above and are 
    still stuck at some point, you can refer to the specific area below.  If 
    these answers are still not enough to solve your problem, refer to the 
    Walkthrough section following this one.  Note that heavy reliance on the 
    solutions in the following section may still spoil much of the fun in this 
    game, particularly if it is your first time through.
    
    ===============================================================================
    1.  T E N T H   S T R E E T                                               SR00A
    ===============================================================================
    
    Q: How do I save the game?
    A: You can save the came (and restore health) any time you find a bed.  The
       first place to do this is in Jake's apartment, which is located down the
       alley to the right of the morgue.  You will need to find the key to his
       apartment first.
    
       ----------------------------------------------------------------------------
    Q: What do I do with the Iced Tea?
    A: Since you can't drink it yourself and it's very refreshing, maybe someone
       who's tired might benefit from it.  Maybe such a person is in the same bar?
    
       ----------------------------------------------------------------------------
    Q: How can I enter the computer I found in one of the offices?
    A: Short answer: you can't right now.  Jake has a faulty datajack, as you will
       discover if you try.  Return when it has been fixed.  Another possibility is
       to hire a Shadowrunner to access the computer for you...
    
       ----------------------------------------------------------------------------
    Q: Where do I find the tickets?
    A: As the patron in the Grim Reaper club tells you, Grinder was going to give
       him the tickets before being killed by Lone Star (the police). After being 
       killed, the morgue guys carried away Grinder's body.  Visit the Shady
       business man in the building south of the Grim Reaper club.  He will sell
       you a police badge (Lonestar Badge) when you ask him about *Lone Star*.
       Equip the badge along with the Shades from Jake's apartment.  Now, return to
       the morgue and ask the bottom guy about *Grinder*.
    
       ----------------------------------------------------------------------------
    Q: Where do I get the Credstick?
    A: Follow the same instructions as above.  The Credstick is in the filing
       cabinet next to the one with the tickets.
    
       ----------------------------------------------------------------------------
    Q: I found the injured Indian Shaman but already used the slap patch.  What
       should I do?
    A: Don't fret.  You can get more slap patches later and return then.  The
       Indian Shaman does not give you anything now that you can use anyway, so it
       does not matter.
    
       ----------------------------------------------------------------------------
    Q: I am in The Cage but don't see anything special.  What should I do?
    A: Go all the way to left and see if a man in a green suit is sitting on the
       couch.  If he is, talk to him.  If not, you need to make a few calls.
       First, call Jake's girlfriend (Sassie) whose phone number is on the ripped
       note in his apartment.  Ask her about *Calls* and she will give you the
       *Glutman* keyword and Glutman's number.  Next, call Glutman's office and ask
       about *Glutman*.  The secretary will say that he went to *the Cage*.
       Glutman will now be sitting on the couch, waiting for you.
    
       ----------------------------------------------------------------------------
    Q: How do I get the Zip Gun?
    A: You get the Zip Gun if you talk to Glutman and do not have any weapon in
       your inventory.  To achieve this, you must either sell the Beretta to the
       shady business man or give it to a hired Shadowrunner.  Be warned that the
       Zip Gun is less accurate than the Beretta (with the same attack power), so
       it is a downgrade.
    
    
    ===============================================================================
    2.  O L D   T O W N                                                       SR00B
    ===============================================================================
    
    Q: How do I get out of the caryards?
    A: All exits go through the King.  You can either meet his demands by paying
       him or you can fight him in the arena.  To fight him, ask the arena owner
       about *King*.
    
       ----------------------------------------------------------------------------
    Q: The arena fighters are kicking my butt.  What should I do?
    A: Put more karma points into Body and Firearms.  You can also purchase slap
       patches from the boy with the yo-yo (ask about *Heal*) for some quick
       healing.  Eventually, the fights will become too difficult to win without
       upgraded weaponry.
    
       ----------------------------------------------------------------------------
    Q: I am at the weapon shop.  What should I buy?
    A: The Shotgun and Mesh Jacket, in that order.  It does not make good financial
       sense to purchase a different weapon.  If you are short on nuyen, try to
       earn more money in the arena.
    
       ----------------------------------------------------------------------------
    Q: I am at the Talismans shop.  What should I buy?
    A: Nothing right now.  Save your nuyen and return later.  You do not actually
       need to buy any of these items until you first visit the Dark Blade mansion.
    
       ----------------------------------------------------------------------------
    Q: How do I learn the Negotiation skill?
    A: You learn this skill by asking the arena owner about *Negotiation*.  You can
       ask him any time prior to killing all the arena fighters.  To learn the
       *Negotiation* keyword, ask the business man in the Tenth Street area (who
       sells the Lonestar Badge) about *Hiring*.
    
       ----------------------------------------------------------------------------
    Q: The street doc activated a cortex bomb and the game says I have 30 hours to
       disarm it.  What should I do?
    A: You need to find a better street doc.  Head to the monorail station and take
       the express to Daley Station.  Somewhere in this area (Downtown) you will
       find a street doc who can help you.  You might want to save after activating
       the cortex bomb in case you don't find the new street doc fast enough.  Or,
       better yet, hold off on activating the cortex bomb until you've found that
       street doc's office.
    
    
    ===============================================================================
    3.  D O W N T O W N                                                       SR00C
    ===============================================================================
    
    Q: I got off the train and have wandered around for a while.  What should I do
       first?
    A: Being that you were attacked by someone mentioning the Rust Stilettos as
       soon as you entered the station, finding them might be a good bet.  A good
       source for info is always the local bars and clubs, so start there.
    
       ----------------------------------------------------------------------------
    Q: What does the cyberware in Dr. Maplethorpe's office do?  Should I buy it?
    A: On your first visit you can buy Boosted Reflexes and Skill Software.  The
       Boosted Reflexes increase your rate of fire and significantly improve your
       fighting abilities.  It is one of the best bargains in the game, so buy it
       as soon as you can.  The Skill Software teaches you the Leadership skill,
       which increases the time a hired Shadowrunner will stay with you.  Only buy
       this upgrade if you intend to hire frequently or you have the extra money.
       Later, the Dermal Plating becomes available.  This upgrade boosts your armor
       rating and is invaluable.  Get it as soon as you can.
    
       ----------------------------------------------------------------------------
    Q: I defeated the Octopus at the Docks and it left a Pool of Ink.  What do I do
       with that?
    A: You need something to hold the ink, like a bottle.  Maybe even a bottle
       that's the same color...
    
       ----------------------------------------------------------------------------
    Q: I am at the Wastelands Club and have met many Shadowrunners.  Who should I
       hire?
    A: Well, there are two answers to this.  The first answer is "no one."  You
       never NEED to hire a Shadowrunner, and, often times, it is a waste of money.
       If you do intend to hire, the best mercenary available is Norbert.
    
       ----------------------------------------------------------------------------
    Q: I just defeated the Rust Stilettos.  Where do I go now?
    A: Now that you have impressed the locals by vanquishing the troublesome gang,
       head over the elite Jagged Nails club and see if they noticed.
    
       ----------------------------------------------------------------------------
    Q: I am at the Dog Spirit and he has asked for an item of a man, creature, and
       the earth.  What does he need?
    A: Item of a man is the Magic Fetish (Tenth Street Cemetery).  Item of a
       creature is the Dog Collar (Tenth Street fountain).  Item of the earth is
       the Leaves (given by Kitsune).
    
       ----------------------------------------------------------------------------
    Q: Where is the Rat Shaman's hideout?
    A: Head southeast from Daley Station into the marketplace  There are two exits
       on the southeastern side of the screen.  The small one on the left leads to
       his lair.
    
    
    ===============================================================================
    4.  D A R K   B L A D E                                                   SR00D
    ===============================================================================
    
    Q: How do I open the gate?
    A: Probably the most asked question in the game.  After defeating the Rat
       Shaman, return to Kistune.  Ask her about *Jester Spirit* and she teaches
       you *Dark Blade*.  Call or visit the Talisman's Shop and ask about *Dark
       Blade*.  She will give you a phone number.  Dial the number and ask Johan
       about *Magic Fetish*.  He will show an interest and open the gate.
    
       ----------------------------------------------------------------------------
    Q: I heard there is a weapon shop here.  Where is it?
    A: Walk all the way to the right of the main door in the courtyard and you will
       find it.
    
       ----------------------------------------------------------------------------
    Q: How do I defeat the Vampire?
    A: The Vampire is invincible to your normal weaponry.  You need to take a note
       from the movies and stab him with a wooden stake (bought at the Talismans
       shop).  To get that close to him, however, you need to daze him with the
       Strobes.  The Strobes can be acquired in the Jagged Nails club.  Ask the
       left-side bartender about *Dark Blade* to learn *Vampires*, then ask the
       right-side bartender about *Vampires* to learn *Strobes*.  Finally, ask the
       left-side bartender about *Strobes* and he will lend them to you.
    
    
    ===============================================================================
    5.  B R E M E R T O N                                                     SR00E
    ===============================================================================
    
    Q: I want to go to Bremerton, but the boat driver says there are mermaids in
       the water.  How do I get rid of them?
    A: You need something to cool the water.  Didn't the bartender of the
       Wastelands club mention that he was expecting an Ice delivery?
    
       ----------------------------------------------------------------------------
    Q: How do I open the rusted doors on the ship?
    A: The top door on the far left side of the second deck is the only one that
       can be opened.  Use the crowbar.
    
       ----------------------------------------------------------------------------
    Q: How do I get past the green slimes?
    A: The green slimes cannot be killed by normal weapons.  You need some toxic
       Dissolver (Green Bottle), which can be found somewhere else on the ship.
    
       ----------------------------------------------------------------------------
    Q: How do I kill the four orcs in the safe room?
    A: These orcs are invincible to your weapons for some reason.  You need some
       creativity.  Go to the top of the stairway on the previous screen and push
       the button.  This closes the airlock.  Now, go to the top of the stairway on
       the screen above this and push the button again.  This flushes the chamber
       and creates so much pressure that the foes are killed.
    
       ----------------------------------------------------------------------------
    Q: How do I open the safe?
    A: You will need a time bomb.  The time bomb has two components: the explosives
       and the detonator.  The explosives were dropped by an orc on the docks.  The
       detonator is found somewhere else on the ship.
    
       ----------------------------------------------------------------------------
    Q: How do I defeat the Jester Spirit?
    A: Blast him with your gun until he gives the "You are no match for the Jester"
       message.  Once he says this, you can click on him and speak with him.
       During the conversation, be sure to ask about his real name.
    
    
    ===============================================================================
    6.  D R A K E   T O W E R                                                 SR00F
    ===============================================================================
    
    Q: How come I can't find the Dermal Plating at Dr. Maplethorpe's office?
    A: This is another one of the most commonly asked questions.  The Dermal
       Plating (along with Assault Rifle and Partial Body Suit) is usually made
       available after Bremerton.  If you have defeated the Jester and they are
       still not for sale, you did not take the portal out of Bremerton.  Odds are
       you just backtracked and went through the ship.  If this was the case,
       return to Bremerton, revisit the Jester's room, and wait near the stage
       until a portal descends.  Pass through it and all those items will be for
       sale.
    
       ----------------------------------------------------------------------------
    Q: How do I activate the elevator in the lobby?
    A: You need to hack into the computer.  To get past the node, you will need
       the password that was found in the Rust Stilettos hideout.  Make sure you
       Examine that password -- just having it in your inventory is not enough.
    
       ----------------------------------------------------------------------------
    Q: I am getting killed very quickly.  What should I do?
    A: Drake Tower is hard.  The best way to survive is to cast the Invisibility
       spell.  Short of this, heal yourself very liberally and try to move so that
       you are not under fire from all four enemies at once.
    
       ----------------------------------------------------------------------------
    Q: How do I activate the elevators to go to higher floors?
    A: You will need to reprogram the computers on each floor.  Your hacking skills
       will be tested for sure.
    
       ----------------------------------------------------------------------------
    Q: I got to the roof and found the helicopter pilot.  What do I now?
    A: He needs a destination.  You should ask him about *Volcano*.  If you don't
       have this word, you need to visit Bremerton first.
    
    
    ===============================================================================
    7.  V O L C A N O                                                         SR00G
    ===============================================================================
    
    Q: How do I defeat Drake?
    A: Drake is extremely tough.  The first thing you should do is use the Jester
       Spirit item to reduce his HP.  After this, the most effective strategy is to
       cast Freeze on Drake and blast him while he is immobile.  Be sure not to let
       him thaw out before recasting, as his attack is brutal.  You can also use
       the Armor spell to eliminate damage, but you will still be stun-locked by
       Drake's attack.
    
    
    ===============================================================================
    8.  A N E K I   T O W E R                                                 SR00H
    ===============================================================================
    
    Q: How do I hire Akimi?
    A: You need to first find and Examine the DF_DS-AKIMI file from the Volcano.
       This gives you her number.  Call Akimi on any video phone after this and
       hire as normal.
    
       ----------------------------------------------------------------------------
    Q: Where is the Aneki building?
    A: The Aneki building is the tower right before Dr. Maplethorpe's office.  Head
       northeast from the marketplace to find it.
    
    
    ===============================================================================
    9.  E N D I N G                                                           SR00I
    ===============================================================================
    
    Q: The ending mentions Shadowrun II.  How do I find this game?
    A: Unfortunately, you can't.  This was wishful thinking on the programmers'
       part.  No such game was ever created.
    
    
    _______________________________________________________________________________
    
                                 W A L K T H R O U G H                             
    _______________________________________________________________________________
    
    This begins the complete walkthrough portion of this FAQ.  The walkthrough is 
    divided into 7 sections, each of which covers a major part of the game.  Before 
    each subsection, a list of items, keywords, and enemies will be displayed.
    
    A couple of formatting notes.  All keywords mentioned in the guide will be 
    surrounded by asterisks (*) to set them apart.  All keywords and items will be 
    in CAPS the first time they are discovered.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    S E C T I O N   1      T E N T H   S T R E E T                            SR01
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    As you saw in the game's introduction (leave the game running for a while at 
    the title screen), a man in black coat gets gunned down by four gang members.  
    As his body lies on the pavement, a fox approaches him, turns into a woman, and 
    casts a spell on him.  Seconds later, the fox runs off and two morticians walk 
    towards the body...  They're rather efficient in 2050 I suppose.  Anyway, none 
    of this is expected to make much sense right now.  The main take away is that 
    someone was shot, and, as we will learn shortly, revived by a magic spell at 
    the last second before dying.  Now begins your journey through Shadowrun.
    
    
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                               SECTION 1 CONTENTS             
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                   1. Awakens the Corpse.................SR01A
                   2. Exploring Tenth Street.............SR01B
                   3. Maria and the Tickets..............SR01C
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    
    ===============================================================================
    1. AWAKENS THE CORPSE                                                     SR01A
    ===============================================================================
    Items:     Torn Note, Scalpel, Slap Patch
    Keywords:  Dog, Firearms, Hitman
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Orc                     8             3          0         1       None
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    The game opens with your character literally falling off a morgue slab knowing 
    only that his head hurts and that he has no idea who he is or what last 
    happened.  For a while the game will play as a mystery, and you will need to 
    piece together clues about both your character's identity and the mission that 
    nearly resulted in his death.  Be warned in advance that many clues, messages, 
    and items will remain cryptic at first.
    
    ==================
    EXAMINE THE MORGUE
    ==================
    Start by taking some time to explore the morgue and your own inventory.  The 
    only item you start with is a Matchbox.  Examining it will reveal the 
    "Wastelands Club" logo, but this won't make sense for a while.  Move the cursor 
    over and examine the Slab.  The name on it reads "Armitage J." (J is short for 
    Jake, your character's name).  A TORN PAPER also falls outs.  You can pick up 
    this item and add it to your inventory.  Examining it reveals "Warehouse No. 
    5," which is also meaningless right now.
    
    A quick note about interacting with items.  You can save time in this game by 
    using the R- and L-buttons instead of always pressing B, then choosing an 
    option.  R can be used to pick up items and open doors with a single click.  L 
    can be used to examine something.  The R button in particular will save a lot 
    of time when moving between areas and collecting dropped nuyen (money) a bit 
    later.
    
    Back to the morgue, you can pick a SCALPEL from the tray below the second 
    table.  The Scalpel cannot be equipped as a weapon, so just hold onto it for 
    now.  To the left side of the screen, open the top fridge and you can pick up a 
    SLAP PATCH.  The Slap Patch can be used to recover 10 HP, but you should save 
    it until the end of this area.
    
    After picking up these items, open the door and watch the morticians run off 
    screaming at the sight of walking corpse.  You would think they might act, say, 
    a little more professional (especially since one commented that you didn't even 
    look dead), but no such luck.  If you hover the cursor over the rest of the 
    room, you will spot a couple of locked filing cabinets that will have to wait 
    until later.  Time to leave the room and begin exploring.
    
    Outside the morgue is a hallway with another locked door.  As with many 
    locations in the game, this door can never be opened.  It is purely for show to 
    add the semblance of a larger world.  Keep this in mind in the future to avoid 
    frustration.
    
    =========
    GET ARMED
    ==========
    Outside the building, a thug runs up to you and expresses amazement that you're 
    still alive.  His opening dialogue teaches you the *HITMAN* keyword, which is 
    in bold text as all keywords are.  As with all conversations, you should choose 
    to Talk to him, which will teach you the *FIREARMS* keyword.  You should then 
    Ask About both of these words (as a rule of thumb, always ask a character about 
    any new keyword they teach you).  The thug's advice to you is to get armed, and 
    it's some good advice.
    
    You now have your choice of places to explore.  However, you are in a lot of 
    danger without a weapon given that there are hitmen after you.  The first thing 
    to do is follow the thug who recognized you (he runs off to the SW).  There 
    will be plenty of time to look around shortly.  Continue to follow him SW on 
    the next screen too.
    
    As you walk down a dark alley, you will hear a gunshot and a scream.  
    Apparently our friend took a wrong turn and was just gunned down.  Walk towards 
    his corpse and an orc will begin shooting at you.  You will notice that past 
    the Orc there is a BERETTA PISTOL on top of the dead body.  Make a race for it 
    and pick up the gun.  Note that if you walk to the far right curb after the 
    dumpster but before the body, you will probably get out of the Orc's line of 
    fire and save some health.  To equip the gun, press start, select Weapons, and 
    Use the Beretta Pistol.  
    
    The Beretta has an attack power of 3 and an accuracy rating of 1.  While there 
    is a more detailed explanation of these stats in the "Weapons and Armor" 
    section of the Appendix, attack power is basically the maximum damage the 
    weapon can do and accuracy rating (out of 6) reflects how often the weapon will 
    hit.  One point of accuracy rating is equivalent to one points in the Firearms 
    skill.  Overall, the Beretta is not a great weapon, but it's the best you can 
    get for the time being.
    
    Now, time to waste the Orc.  You will need to be fast and target him quickly.  
    Press the A button to bring up the crosshair and move it over the Orc until you 
    see a green box in the bottom right corner of the screen.  Blast away as fast 
    as you can.  Keep in mind that this isn't a modern day first-person shooter, so 
    the damage isn't any better if you aim for headshots versus body shots.  It's 
    best to just aim for whatever is easiest to target.
    
    Once the Orc is dead, examine his body.  You will find the LEATHER JACKET.  
    Equip it by going to the Armor menu and choosing Use.  This is now your first 
    piece of armor.  It will reduce the damage you take by 1, which is very 
    helpful.
    
    =============
    LITTLE DOGGIE
    =============
    Walk to the end of the alley and a small dog will approach you from the 
    darkness.  Yes, there are talking dogs in Seattle in 2050.  If you Talk to him, 
    he will teach you the *DOG* keyword and tell you to seek out his shrine.  
    Again, this will make sense later.  If you forget to Talk and don't get the Dog 
    keyword, leave the screen and reenter.  This dog will appear again.  Once you 
    have the keyword, this dog will no longer appear when you return.
    
    You will also notice a billboard that boasts about a new generation cyberdeck 
    that comes in keyboard size.  This adds some nice emersion, but is not directly 
    useful.
    
    Now that you're packing heat, it's time to explore Tenth Street.
    
    
    ===============================================================================
    2. EXPLORING TENTH STREET                                                 SR01B
    ===============================================================================
    Items:     Cyberdeck, Dog Collar, Iced Tea, Memo, Paperweight, Ripped Note,
               Shades, (Sassie's Telephone Number}
    Keywords:  Datajack, Decker, Grinder, Healing, Hiring, Lone Star, Maria,
               Shadowrunner, Street Doc, Tickets
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Hitman (Hole)           10            5          0         1       None
    Hitman (Roof)           10            4          0         1       30-60
    Heavy Dude            10-12           4          0         2       10-20
    Mage                   5-7            5          0         2       10-20
    Peephole                 3            3          0         1       None
    Sniper                   3            2          0         1       10-20
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    The map below tries to graphically depict this region.  It is understandably 
    poor and does not show when new screens begin, so please bear with it; it's the 
    best I can do in a text walkthrough.  The index below shows the building names 
    and events that occur on this map.
    
    o-----------------------------------------------------------------------------o
    |                           T E N T H   S T R E E T                           |
    o-----------------------------------------------------------------------------o
    |                          _                                        N         |
    |                        _/ \_                                   NW | NE      |
    |                     G_/     \_                                   \|/        |
    |                    _/    _    \                               W---|---E     |
    |                  _/    _/ \_   \H                                /|\        |
    |               D_/    _/     \__/             _                 SW | SE      |
    |              _/    _/              _      C_/ \_                  S         |
    |             /     /              _/ \_   _/  _  \_                          |
    |             \_    \_ E        A_/     \_/  _/ \_  \_                        |
    |               \_    \_       _/    _      /     \_  \_                      |
    |                 \_    \_ F _/  a _/ \_    \_      \_  \_                    |
    |                   \_    \_/    _/     \_    \_      \   \I                  |
    |                     \         /    d    \     \    _/    )                  |
    |             _       /  ___    \_       _/    _/ B_/    _/                   |
    |            /c\_   _/  /   \_    \_   _/     /  _/    _/                     |
    |            \_  \_/  _/      \_    \_/       \_/    _/                       |
    |              \_  b_/          \_       _/\_      _/                         |
    |                \_/              \_   _/    \_  _/                           |
    |                                   \_/        \/                             |
    |                                                                             |
    o-----------------------------------------------------------------------------o
    
    LOCATIONS                                  EVENTS
    ---------                                  ------
    A: Morgue Building                         a: Approached by street thug
    B: "Seems Familiar" Building               b: Thug shot; get Beretta Pistol
    C: Apartment Building                      c: Dog encounter
    D: Grim Reaper Club                        d: Fountain; get Dog Collar
    E: Business Man's Office Building
    F: Glutman's Office Building
    G: Graveyard
    H: The Cage club
    I: Tenth Street Station (closed)
    
    ==========
    GOING HOME
    ==========
    Shadowrun is rather non-linear, so there is no real hint as to where to go 
    next.  To avoid some time and aggravation, the first goal will be finding 
    Jake's apartment and establishing a place to recover health and save the game.  
    Head back to the first screen where you exited the morgue building.  You will 
    notice a large gate surrounding a fountain and a little dog inside.  If you go 
    to the topmost part of the fence, you can open the broken gate and let the dog 
    loose.  Unlike the dog in the dark alley, this one does not talk, but it does 
    bark a lot and drop the DOG COLLAR.  This is another item that has no use now, 
    but pick it up for later.
    
    You will also see numerous pedestrians and businessmen walking around the town 
    square and sitting on the benches.  None of these people are of any use and 
    most are quite nasty.  If you are frustrated, feel free to unload and kill them 
    all.  These NPCs (non-playable characters) can be killed without any penalty.
    
    Head towards the SE side of the screen and follow the street to the next 
    screen.  Enter the first building you come to.  You will see an L-shaped 
    hallway with two doors.  In the first room, there is a fat man lying on the 
    floor who seems to be injured and unresponsive.  His label when you place the 
    cursor on him is "Seems Familiar."  Wonder if his "injury" is related to the 
    same hitmen trying to kill Jake?  If you examine him, you will reveal a DOOR 
    KEY in his pocket.  The key reads "6" when examined, and you should pick it up. 
    On the desk you will see a MEMO that reads "Armitage to perform courier run to 
    Matrix Systems. 70-30 Split."  Again, a clue to piecing together your past, but 
    nothing that should make sense yet.  You can pick up the Memo but do not need 
    to.
    
    The second doorway in this building is a small restaurant that houses enemies 
    (Heavy Dudes and Mages).  This is one of many "enemy areas" in the game that 
    has respawning foes every time you return to the screen.  These are good places 
    to build karma, but you're better off avoiding fighting at this point until 
    you've had a chance to save the game.
    
    Exit the building and continue walking NE.  You will come to the Tenth Street 
    Monorail Station, which is currently closed for repairs.  Occasionally, there 
    will be a Hitman on the roof of this building that wears a trench coat and top 
    hat.  He drops 30-60 nuyen when killed and is a pretty good source of money.  
    However, avoid fighting for now until you've raised your stats a bit.  Proceed 
    into the alley on the top of the screen.
    
    Follow the next screen around the bend and enter the apartment building.  There 
    are eight doors in this hallway (all of which have numbers when examined).  The 
    one you should look for is the third on the right.  This is apartment 6, which 
    corresponds to the 6 on the Door Key you found.  Use the Door Key on the door 
    to unlock it and head on in.
    
    This is Jake's apartment and is quite sparse  apparently he does not need much 
    to survive, including any sort of kitchen, bathroom, or toilet.  You will see a 
    bed at the bottom of the screen, an end table on the right, a desk and filing 
    cabinet near the top, and a blinking video phone on the left.  Start by picking 
    up the SHADES on the end table above the bed.  Go to the item screen and Use 
    these, which will change Jake's picture on the menu.  The Shades also provide 
    you with some level of disguise.
    
    Go to the filing cabinet, open it, and Examine it to find 20 nuyen (nuyen is 
    the currency in the Shadowrun world.  It's a made up term, but is probably a 
    derivation of "new yen," a play on the Japanese currency).  On the desk next to 
    the filing cabinet you will find the RIPPED NOTE.  The important thing is to 
    examine the Note, which has a phone number for a woman named Sassie.  You can 
    pick up the Note, but this is not necessary; you will remember the number 
    automatically once it has been examined.
    
    If you check the video phone, there is a threatening message from Drake telling 
    Jake to cancel his run and turn over the files.  While you can check messages, 
    you cannot use the phone to place calls yet; it will ask you insert a Credstick 
    first (which you obtain a little later).  Rather odd that Jake would have a pay 
    phone in his apartment, but maybe these have replaced monthly billing plans in 
    the future.
    
    Head down to the bed and Use it.  Jake will go to sleep (restores HP) and you 
    will be given the choices to Save Game (you should do so) or Use Karma.  Using 
    Karma is the game's equivalent to "leveling-up," more or less.  You can use 
    karma to increase attributes and skills (and later, magic spells) in various 
    categories.  The stat to increase first is Firearms, which improves the 
    accuracy of your weapon and lets you hit more frequently.  A few points will 
    make a very noticeable difference, so put any karma you may have earned into 
    this.
    
    Now that you have a base for recovering and saving whenever you want, it's time 
    to power-up a bit and explore the rest of the area.
    
    -----------------
    POWER-UP LOCATION
    -----------------
    The two doors before Jake's apartment lead to an office that houses respawning 
    enemies.  This is a great place to earn karma and nuyen.  Enter the apartment 
    from the bottom door, as this gives a clear shot of all enemies without having 
    to move around.  It's useful to pick off the Mages first as they have a 
    stronger attack but less than the Heavy Dudes.  Each enemy here gives you 2 EXP 
    Points, which is twice as much as most of the street enemies.  EXP Points are 
    not displayed on the status screen, but 8 EXP equals 1 karma point.  Therefore, 
    you will receive a karma point for every four enemies you kill.  You can also 
    make quite a bit of nuyen here, although picking it up increases the time it 
    takes you to earn karma.
    
    The first 6 karma points you earn should go into the Firearms skill.  Boost 
    this skill up to level 4 and you will greatly increase your killing rate.  
    Next, increase your Body attribute to level 4.  None of the other skills are of 
    any value in this area, so there is no need to raise them.  Alternate between 
    raising Firearms and Body with any additional karma points.
    
    The goal should be to leave the Tenth Street area with Body and Firearms at 
    level 5 or higher.  You can probably do all the fighting you need to in 10-15 
    minutes in this area if you want.  If you're picking up nuyen as you kill, you 
    should have at least 500 by the time you are done.
    
    =======================================
    GLUTMAN'S BUILDING AND GRIM REAPER CLUB
    =======================================
    Now it's time to gather some information, and there's no better place to do it 
    than your friendly neighborhood Grim Reaper Club.  Head back past the town 
    square and head toward the exit on the SW side corner of the screen.  On the 
    way to the Grim Reaper Club, you can pick up a few items.  You should now be on 
    a street that heads NW and has a couple of building entrances on the north side 
    (location E and F on the map).  Enter the first building (Glutman's Building), 
    which contains two doors on the right side.  The first door leads to an enemy 
    area, but you will notice a PAPERWEIGHT on the desk in the center of the room.  
    This item is useless now but will be required later.
    
    The second room holds a rather dim-witted secretary who tells you her boss is 
    out.  She does not respond to any keywords you will have yet, so don't waste 
    your time.  The real jewel is in the back of the room.  Laying on the office 
    desk is a CYBERDECK, which is your ticket to accessing the Matrix.  You will be 
    able to access (or log into) most computers in the game that have "Computer" 
    labels when you hold the cursor over them.  As luck would have it, the computer 
    in this office has such a label and can be accessed.  You can attempt to do so 
    by going to the item menu, choosing the cyberdeck, and trying to use it on the 
    computer.  Doing so now will bring you to a login screen, but you will quickly 
    get an error saying that something is wrong with your datajack (datajack is the 
    connection on Jake's head that allows him to "enter" the Matrix.  Much more on 
    this later).  You will need to either fix your datajack (this happens later) or 
    come back with someone who has a working datajack (a Shadowrunner).  For now, 
    exit the building and continue to the end of the street.
    
    Enter the building with a neon "Club" sign on the outside.  This is the Grim 
    Reaper Club, the Tenth Street townie bar.  The man at the entrance is a street 
    doc (someone who repairs cyberware) and he teaches you the *STREET DOC* and 
    *HEALING* keywords.  Talk to the bartender and he will recognize you, offering 
    to serve up your favorite drink.  Apparently Jake is a regular here.  After a 
    few moments, he serves up an ICED TEA drink on the counter.  The Grim Reaper 
    Club may not strike you as the place someone would order an iced tea, but I'll 
    chalk this one up to Nintendo's censorship.  Also, despite being your favorite, 
    you cannot actually drink it.  The item screen only has the option to Give it 
    to someone, so just hold on for now.
    
    Take this time to talk to the bartender again.  He teaches you a few important 
    keywords, including *SHADOWRUNNER*, *DECKER*, *DATAJACK*, and *HIRING*.  This 
    last keyword, *Hiring*, is the most important.  This is the word you will use 
    whenever you approach a Shadowrunner who you'd like to hire.  Most will never 
    join you (or offer their services) without it.
    
    At the table in the middle of the bar is a tired patron who does not seem up 
    for conversing with you.  That the game lets you Examine him is probably a clue 
    that he's important somehow.  Odds are that he'd enjoy a nice drink, maybe the 
    Iced Tea you just received.  Give him the Icea Tea and try talking again.  He 
    is appreciative and now opens up a bit.  Apparently, he is bummed out because 
    he lost tickets to the Maria Mercurial concert when a scalper named Grinder was 
    killed by Lone Star (the police).  It is important to get the *TICKETS*, 
    *GRINDER*, and *LONE STAR* keywords from him, as these are all needed to 
    advance the plot.  
    
    As an interesting aside, this man will have different dialogue depending on 
    which version of the game you are playing.  When you ask him about *Grinder*, 
    he will either say that he was taken away by the "Morgue Guys" or the "Chop 
    Shop" guys.  There are not many gameplay differences between the two versions, 
    but the "Chop Shop" version has slightly more explicit dialogue in a few places 
    (will be discussed in those sections).
    
    The remaining patrons in the bar include an irritable Jamaican on the phone 
    (you cannot speak with him now) and an orc named Hamfist.  Hamfist is a 
    Shadowrunner who will join for 500 nuyen.  He identifies himself as a decker, 
    which is a type of shadowrunner that can log into computers and access the 
    matrix.  He's surprisingly knowledgeable and responds to many of your keywords. 
    There's no reason to hire him right now, but see the "Hiring Hamfist" section 
    below for some interesting uses.
    
    If you exit the Grim Reaper club and proceed to the next screen, you can 
    complete your tour of Tenth Street.  There is a Graveyard on the left and a 
    club at the very end called "The Cage," as one of the street patrons will tell 
    you.  He will also give you a little more color on Grinder being shot by the 
    cops and let you know that Maria is performing at the club.
    
    
    =============================================================================
    3. MARIA AND THE TICKETS                                                SR01C
    =============================================================================
    Items:     Credstick, Ghoul Bone, Lonestar Badge, Magic Fetish, Tickets,
               (Glutman's Telephone Number)
    Keywords:  Calls, Ghouls, Glutman, Negotiation, The Cage
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Hitman (Hole)           10            5          0         1       None
    Hitman (Roof)           10            4          0         1       30-60
    Heavy Dude            10-12           4          0         2       10-20
    Mage                   5-7            5          0         2       10-20
    Peephole                 3            3          0         1       None
    Scary Ghoul            4-40           4          0         2       None
    Sniper                   3            2          0         1       10-20
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -----------------------------------------------------------------------------
    
    At this point the game does not provide incredible guidance on where to go 
    next.  You have some clues on Grinder being killed by Lone Star, the tickets, 
    some concert, etc., but no real purpose that should make the next step 
    apparent.  For now, all you can do is follow-up on some of these clues and see 
    which ones play out.
    
    ===============================
    LET'S PLAY COPS AND MORGUE GUYS
    ===============================
    It's safe to assume that we want to find the tickets and enter the club where 
    Maria is playing.  We know the deceased Grinder possessed them, so the morgue 
    is not a bad place to look.  If you head back to the morgue, the morticians 
    will no longer run from Jake (assuming he's wearing the Shades).  Definitely 
    not the brightest bulbs...  If you ask the bottommost mortician about Grinder, 
    he tells you that he can only open the file for "family or a badge."
    
    Head back to the street where the Grim Reaper Club is.  Enter the building 
    below the club but above the Glutman building.  The first room in an enemy 
    area, but the second contains a shady businessman.  This character holds quite 
    a few goodies.  If you ask him about *Firearms*, he will offer to sell you 
    Grenades for 100 nuyen.  Grenades are not worth it, so pass him up on his offer 
    (more about this in the "Weapons and Armor" section of the Appendix).  If you 
    ask him about *Lone Star*, and he will sell you the LONESTAR BADGE for 150 
    nuyen.  Take him up on his offer and Use the badge.  You are now a police 
    officer!  Well, sort of.
    
    You can also sell the businessman your Beretta Pistol or Leather Jacket.  Go to 
    the Weapons or Armor screen and Give the desired item to the businessman.  He 
    will then propose a price that you can accept or refuse.  You can do this to 
    make some easy money (Leather Jacket fetches 1000 nuyen; Beretta fetches 200), 
    but these items are far more valuable on your body.
    
    One last thing to do before leaving is ask the businessman about *Hiring*.  He 
    will then teach you the *NEGOTIATION* keyword, which comes in useful later.  He 
    is the only person in the game who teaches this keyword.
    
    With the badge equipped, head back to the morgue.  Speak with the bottommost 
    mortician and ask him about *Grinder*.  He will offer to pull Grinder's file 
    and belongings from the cabinets.  After you accept, he opens the two cabinets 
    and then tells you to dig out the file.  Examine the nearest filing cabinet and 
    you will find the CREDSTICK, which can be used to place calls at the video 
    phone.  Examine the next filing cabinet and you will find the TICKETS.  You can 
    now use these Tickets to enter The Cage and see the Maria Mercurial concert.
    
    With your newly acquired Credstick, it's time to make a couple of phone calls.  
    The closest working video phone is in Jake's apartment, so head back there.  
    This will also give you a chance to save and use karma before finishing the 
    stage.  When in Jake's apartment, Use the Credstick on the video phone and a 
    number list will open.  Assuming you read the Ripped Note on the desk, only 
    Sassie's number should be available.  Give her a try.
    
    Well, Jake does have good taste in women.  Unfortunately for him, Sassie has 
    moved on and trashed all his belongings after she heard he was dead.  Talk to 
    her and she will give you the *CALLS* keyword.  Ask her about *Calls* and she 
    will tell you about *GLUTMAN* along with giving you his number.  Interestingly, 
    as soon as she tells you this, the Calls keyword will disappear from your list 
    forever.  No worries, as you won't be needing it again.
    
    Say goodbye to the ex and call Glutman.  His secretary picks up and says that 
    the boss is out.  This is same woman you encountered earlier in the office 
    where you picked up the cyberdeck.  You can actually have this identical 
    conversation with her in person if you want, but this makes it easier.  Ask her 
    about *Glutman* and she tells you that he is at *THE CAGE* on the edge of town. 
    This comment is very important, as Glutman will not appear at The Cage unless 
    his secretary has said this first.  Hang up and head to the other end of town.
    
    ==============
    HIRING HAMFIST
    ==============
    Before getting into Hamfist in particular, a little aside about Shadowrunners. 
    Yes, the game is named after them.  In case you have not figured it out, 
    Shadowrunners are a type of mercenary who are paid to handle certain tasks or 
    missions.  There are many throughout the game, and Jake himself was (is) a 
    Shadowrunner.
    
    In the game world, Shadowrunners are divided into three classes: mercenaries, 
    deckers, and mages.  Mercenaries are soldiers.  The are designed for physical 
    combat and often sport superior firepower and armor.  Deckers are specialized 
    Shadowrunners who carry cyberdecks and can access the Matrix.  Their fighting 
    abilities are usually worse than mercenaries.  Mages are the least hearty of 
    the three types, but they wield magic spells.  Some mages specialize in 
    offensive spells, some defense and support, and some both.
    
    In practical terms, it is never necessary to hire a Shadowrunner.  This game 
    can be easily beaten without them.  This is due mainly to the fact that 
    Shadowrunners are almost always inferior to Jake in terms skills and 
    survivability.  Some Shadowrunners (particularly the mages) are pretty horrible 
    and will die in even moderate fighting situations.  A complete ranking and 
    evaluation of all Shadowrunners can be found in the "Shadowrunner" section in 
    the Appendix.
    
    This brings us to Hamfist.  Tenth Street is certainly easy enough to complete 
    that he will never make a difference as far as battles go.  However, Hamfist 
    does have some interesting uses:
    
      1. Being a decker, Hamfist has a working datajack and can access the Matrix.
         Particularly, he can enter the computer in Glutman's office.  Once you are
         in the office, Examine Hamfist, go to his items, and use his cyberdeck on
         the computer.  There is some risk of him dying in the Matrix, so make sure
         his health is full when attempting this.  Successfully entering the
         computer will allow you to steal 1,000 nuyen from Glutman's account,
         basically paying for the cost of Hamfist and netting you 500 nuyen.  You
         can still access this computer later, but you will need to wait until
         about the half way point in the game.
    
      2. Hamfist makes an excellent graveyard companion, resulting in a very quick
         way to earn karma.  Simply take him to the Graveyard and run around.  This
         will lure numerous Ghouls that Hamfist will pick off.  Ghouls typically
         leave him alone and only target Jake, so he's relatively safe.  You can
         earn about 2-3 karma per minute this way.  Note that there is a limit to
         the number of ghouls you can fight in any one trip and they do become
         harder as you make more visits to the Graveyard (see the next section for
         more on this).
    
      3. More of a novelty, you can Give the Beretta Pistol to Hamfist and he will
         keep it for you.  You can then pick it up later by rehiring him, as he
         will keep it in his inventory.  What's the point of this?  Well, it's the
         only way to finish the game with BOTH the Beretta Pistol and Zip Gun (for
         more on the Zip Gun, see three sections below).  This is a strategy for
         those "perfectionist" and "100%" players who just have to have every item
         in the game.  There's no benefit to doing it otherwise.
    
    =============
    GRAVE DIGGING
    =============
    On the screen past the Grim Reaper club, you can find the entrance to a 
    Graveyard.  The graveyard holds four crypts and numerous Scary Ghouls who rise 
    from the earth to attack you.  While they may seem infinite, there are only 
    nine ghouls in the graveyard and they always spawn from the same points.  These 
    ghouls do reset each time you exit and reenter the screen, however.  The damage 
    you inflict on a ghoul will remain if it enters the ground and reemerges later. 
    If a ghoul does enter the ground, it will always reappear from its original 
    spawning point.
    
    One interesting thing to note about ghouls is that they become harder as you 
    fight them.  All ghouls start with 4 maximum HP, but they receive 2 additional 
    maximum HP every time you kill one and it later respawns from the same point.  
    Their HP will increase up to a maximum of 40 (which make them very difficult to 
    kill).  This increase is PERMANENT.  While this may be a bug, if it is 
    intentional it is probably designed to prevent rapid karma earning by hunting 
    in the graveyard.  You can still earn karma quite easily (especially using the 
    Hamfist trick described above), but your progress slows a lot after about 7-8 
    trips.
    
    You will notice that each crypt's doors are sealed shut, but you can pry them 
    open by using the Scalpel.  The three rightmost crypts contain coffins.  When 
    examined, the coffins will contain either Ghouls or nuyen. If you receive a 
    message of "Nothing special here," keep examining until you find something.  If 
    a coffin does hold nuyen, you will receive three bills worth 10-20 nuyen each 
    (or 30-60 in total).
    
    While in the graveyard, you will find that someone is yelling for help.  Enter 
    the leftmost crypt and you will discover an injured shaman.  You can heal him 
    by using the Slap Patch from the morgue.  Don't worry if you've already used 
    the Slap Patch -- more are available later and you can return here.  Once 
    healed, the shaman will talk to you.  He teaches you the *SHAMAN* and *MAGIC 
    FETISH* keywords.  He will also give you the MAGIC FETISH (item) once you Talk 
    to him.  Note that when examined, the Magic Fetish says "engraved on the item 
    is a bat."  This is a subtle clue at its use later, but the item is meaningless 
    for the time being.
    
    After healing the shaman, one of the next ghouls you kill will drop the GHOUL 
    BONE.  As with the Magic Fetish, hold onto this until later.
    
    ========
    THE CAGE
    ========
    With everything else completed, head to the end of the street and enter The 
    Cage.  In the entranceway you will see a massive bouncer (who's dumb as rocks) 
    and a video phone to your left.  The video phone is useful if you haven't 
    called Sassie or Glutman's secretary yet, but this is probably not an issue if 
    you've been following this walkthrough.
    
    The bouncer lets you know that you need tickets to pass, and he has no 
    intention of moving without them.  Select this item and Give it to him.  Once 
    the bouncer has stepped aside, you can enter the club.  Doesn't seem nearly as 
    crowded as one might think from all the hype.  After all, there are only twice 
    as many people in the club as there are members of the band.  Still, most 
    people don't have much to say.  Both the waitress and bartender do respond when 
    asked about *Glutman*, noting that he's sitting by the band and has run up 
    quite a tab.  Interestingly, they both say the same thing even if you have not 
    called Glutman's secretary and he is not at the club yet.
    
    There's also an odd man on the left side who talks about "Ghoul busting."  He 
    says that he once met a Shadowrunner who claimed he could handle them.  The 
    Shadowrunner he's probably talking about is Jangadance, the Jamaican who is on 
    the phone at the Grim Reaper club.  Once you learn the *GHOUL* keyword, 
    Jangadance will be off the phone and can be hired, however, he charges you 
    1,500 nuyen and is quite useless.  Ignore this guy for now and talk to the man 
    just above him, sitting on the couch.
    
    You have finally found Glutman, who seems quite amused to see Jake based on his 
    picture.  He expresses his surprise that Jake is still alive given the value of 
    the tech he is carrying in his head.  When you Talk to him, he offers to hide 
    you somewhere that you will be safe.  Once the conversation has ended, Jake is 
    blindfolded and taken somewhere.  The area ends at this point.
    
    =================
    WHAT'S A ZIP GUN?
    =================
    You could very easily have beaten this game many times and never even heard of 
    the Zip Gun.  The reason is that you need to do something quite 
    counterintuitive to ever get it.  The Zip Gun is always given to you by Glutman 
    if you talk to him in The Cage and do not have any other gun in your inventory. 
    The game does this so you cannot get stuck in the next stage (caryards) with no 
    way out.  The Zip Gun has the same attack power as the Beretta (3) but has a 
    lower accuracy rating (0 vs. 1 for the Beretta), making it a worse weapon.  The 
    difference in accuracy can be quite significant at this point in the game.  You 
    need an extra point in Firearms to make up the Zip Gun's lack of accuracy.  
    With the Firearms skill at level 1, you will miss almost every time with the 
    Zip Gun.
    
    So how does one get the Zip Gun?  It's impossible to miss the Beretta, since 
    you need to kill at least some enemies to earn enough nuyen for the Lonestar 
    Badge.  However, once you have the Beretta, you can get rid of it either by 1) 
    giving it to Hamfist the Shadowrunner, or 2) selling it to the Business Man 
    (who also sells the Lonestar Badge).  If you ever wish to get the Beretta 
    again, you will need to give it to Hamfist (this trick is for the 
    perfectionists who want every item in the game).
    
    Since the Zip Gun is essentially a poor man's Beretta, there is no reason to 
    try to obtain it.  It is primarily there as insurance to protect a curious (or 
    careless) player.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    S E C T I O N   2      O L D   T O W N                                    SR02
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    With a blindfold covering his eyes and two mysterious escorts at his side, Jake 
    is taken to the caryards.  Just as automobiles come here to die, so does the 
    existence of most denizens.  People come here to disappear, never to be seen 
    again.  The towering body of the King ensures that no one enters and no one 
    exits... at least not without his say so.  Beyond the King lies the old 
    abandoned buildings and deserted streets of Old Town, formerly the heart of 
    commerce in Seattle.  It certainly has not aged well.  However, all that is 
    important now is escaping the caryards and finding some more clues about your 
    mission.
    
    
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                               SECTION 2 CONTENTS             
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                   1. The Caryards and Arena.............SR02A
                   2. Exploring Old Town.................SR02B
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    
    ===============================================================================
    1. THE CARYARDS AND ARENA                                                 SR02A
    ===============================================================================
    Items:     Slap Patch, (Negotiation Skill)
    Keywords:  Caryards, Datajack, Decker, Drake, King, Nuyen, The Matrix
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Heavy Dude            15-17           5          0         2       10-20
    Mage (W-G)             5-7            5          0         2       10-20
    
    Arena Fights below
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -----------------------------------------------------------------------------
    
    =================================
    ONCE YOU GET IN,YOU DON'T GET OUT
    =================================
    Jake comes to his senses in a giant junkyard laden with cars and other debris.  
    The spot he wakes in has a white sleeping bag on the ground, which can be used 
    just as a bed to save and recover health.  Going down one screen, you see 
    various people walking and lounging about.  A women informs you that this is 
    the *CARYARDS* and that the place is controlled by the *KING*.  There are 
    various other inhabitants that give useful information.  Some are former 
    Shadowrunners and reminisce about their glory days.  A couple of the more 
    interesting residents recognize Jake and tell you that Glutman was able to 
    sneak you in.  Another informs you about *DRAKE*, the mysterious voice who left 
    a message in Jake's apartment.  Others discuss *THE MATRIX* and the conflict 
    occurring within cyberspace.  Note that this game was created before either the 
    Matrix movies or even the emergence of the internet, so its level of prescience 
    is actually quite remarkable.
    
    At the entrance to the caryards is the King himself.  He offers to let you out 
    for 4,000 nuyen, which is quite a hefty sum (and a lot more than you will 
    have).  One of the other caryard inhabitants had mentioned that you could fight 
    the King, so maybe this is a possibility instead of having to pay.
    
    One other interesting character to note is the little boy near the King who 
    plays with the yo-yo.  If you ask him about *Heal* he will offer to sell you 
    Slap Patches for 100 nuyen.  Slap Patches, like the one you found in the last 
    stage, restore 10 HP.  If you accidentally used the one you previously found, 
    here is one way to replace it.  Slap patches are the only way to recover HP in 
    mid-battle at this point in the game, and you can hold up to 6 slap patches at 
    once.
    
    To the right of the main caryards screen is the arena.  The arena owner offers 
    you the chance to fight for nuyen.  This is one of the best places in the game 
    to make money, but the fights are not easy.  It is recommended that you have at 
    least level 5 in Body and Firearms before fighting.
    
    -----------------
    POWER-UP LOCATION
    -----------------
    If you need to power-up a little before an arena fight, there is an enemy area 
    south of the main caryards screen that houses Heavy Dudes and Mages.  It's a 
    good idea to target the Mages first, as they are easier to kill.  The Heavy 
    Dudes have received a slight attack power boost since Tenth Street and now have 
    the same attack as the Mages -- and a lot more HP.  There are a couple of shops 
    outside the Caryards, so you will want to pick up nuyen and save as much as you 
    can.  You will want at least 20,000 nuyen to buy the best equipment (most of 
    this will come from the arena), so every bit helps.
    
    This is not the best place for powering-up, but it's relatively close to a bed 
    and, quite frankly, it's all you have without leaving the caryards.  You should 
    again focus your karma on boosting Body and Firearms.  You will receive a 100% 
    accuracy rate with all weapons once Firearms reaches level 7, so there is no 
    need to raise it beyond that level.  You should also raise Strength to level 4, 
    as this lets you use all of the weapons you can buy a little later in the 
    stage.  Computer and Charisma are completely useless while in the caryards, so 
    don't focus on them if you're trying to save time.  If you learn the 
    Negotiation skill from the Arena Owner, you may wish to boost it, as it lowers 
    the price the King charges you to leave the caryards... however, paying the 
    King at all is an inferior choice to fighting him.
    
    =======================
    THE GIFT OF NEGOTIATION
    =======================
    Believe it or not, the disheveled arena owner actually teaches Jake a new 
    skill.  Speak with the owner and ask him about *Negotiation*.  He will offer to 
    teach you the skill for 1,000 nuyen.  After two sentences of conversation, Jake 
    now knows all he needs to know and the skill is added to his set.
    
    The Negotiation skill allows you to haggle over the prices for hiring 
    Shadowrunners.  The discount you receive increases as you place more points 
    into this skill (specific discounts are listed for each Shadowrunner in the 
    "Shadowrunners" section of the Appendix).  This is not a bad skill to have if 
    you plan to hire Shadowrunners regularly, as the savings will quickly pay for 
    the price of the skill, assuming you raise it to the maximum level first.  If 
    you never hire Shadowrunners, the skill is pretty useless.
    
    The Negotiation skill also lowers the price the King charges to leave the 
    caryards from 4,000 nuyen to 2,000 (you need to raise the skill to at least 
    level 2 to receive the discount).  If you intend to pay the King, you should 
    certainly invest in this skill.
    
    One other note about this skill is that you must learn it before all the arena 
    fighters have been defeated.  Once you beat them all, the owner will no longer 
    be there to share his knowledge and teach you the skill.
    
    =============================
    TWO MEN ENTER, ONE MAN LEAVES
    =============================
    Think cyberpunk American Gladiators.  The arena features one-on-one battles and 
    is a great way to earn nuyen.  The initial fighters are rather weak, but 
    difficulty increases quickly.  You earn a good deal of karma from the fights, 
    so put whatever you can into Body and Firearms.
    
    You won't always die when losing a fight in the arena.  The arena owner will 
    try to stop the fight once you have 5 HP or less.  If you are receiving damage 
    too quickly (as is the case starting in fight 6), you will probably be killed 
    before he can throw in the towel on your behalf.
    
    The arena fights go sequentially as listed below, except for the King battle.  
    That fight can occur at any time by asking the arena owner about *King*.
    
    
    o----------------------o
    | ARENA FIGHTING GUIDE |
    o----------------------------------------------------------------------------o
    |                                                                            |
    | 1. GANG MEMBER (1)                                                         |
    | ------------------                                                         |
    | HP:  25                 EXP:   22                                          |
    | ATP: 6                  Nuyen: 300                                         |
    | DEF: 0                                                                     |
    |                                                                            |
    | The Gang Member fights for with a knife and has no ranged attack.  The Gang|
    | Member isn't very fast and doesn't attack too often, so don't expect much  |
    | of a challenge.  With Body and Firearms values of 5, you can simply target |
    | the Gang Member and quickly attack until he dies.  You can avoid damage all|
    | together if you run around the burning barrel near the arena entrance.     |
    | Eventually the Gang Member will get "stuck" and you can blast him without  |
    | worry.  You get a good deal of karma from this fight, and that should go   |
    | into boosting Body or Firearms, whichever skill is lower.                  |
    |                                                                            |
    |                                                                            |
    | 2. HEAVY DUDE (1)                                                          |
    | -----------------                                                          |
    | HP:  15                      EXP:   8                                      |
    | ATP: 2                       Nuyen: 700                                    |
    | DEF: 0                                                                     |
    |                                                                            |
    | This fight is probably easier than the first.  Despite his initial trash   |
    | talking, the Heavy Dude spends most of his time running around and         |
    | occasionally shoots at you.  He only has a measly 15 HP and an attack power|
    | of 2, making him no more dangerous than most normal enemies.  If you were  |
    | able to win the previous fight, you should be able to handle this one      |
    | without any problem.                                                       |
    |                                                                            |
    |                                                                            |
    | 3. HEAVY DUDE (2)                                                          |
    | -----------------                                                          |
    | HP:  20                      EXP:   20                                     |
    | ATP: 4                       Nuyen: 1,000                                  |
    | DEF: 0                                                                     |
    |                                                                            |
    | This Heavy Dude is similar in movement and pattern to the previous one     |
    | (not a surprise since he claims you killed his brother).  This fight is a  |
    | little more difficult since the Heavy Dude now has 20 HP, faster movement, |
    | double the attack power, and a more accurate shot.  You can minimize your  |
    | damage by running directly left to the arena corner as soon as the fight   |
    | starts.  The Heavy Dude will eventually wander over there, but he will fire|
    | less often and spend most of his time running around.  While it may be a   |
    | little difficult to keep target lock, you should not have to worry much    |
    | about getting hit.  There's the likely chance that, if the Heavy Dude      |
    | disappears from the screen for more than 10 seconds, he's "frozen."  To see|
    | if this is the case, edge to the right slowly until you see him partially  |
    | on the screen.  You can proceed to pick him off as he simply stands        |
    | motionless.  Do not move too far over or he will be "reanimated" and resume|
    | attacking.  This is probably somewhat of a glitch, but it can be exploited |
    | in several of the fights.  From here on, it will be referred to as the     |
    | "arena corner trick."  Regardless of the approach you use, the fight should|
    | still be manageable with Body and Firearms at about level 5 or 6.          |
    |                                                                            |
    |                                                                            |
    | 4. MAGE (1)                                                                |
    | -----------                                                                |
    | HP:  30                      EXP:   12                                     |
    | ATP: 4                       Nuyen: 2,000                                  |
    | DEF: 0                                                                     |
    |                                                                            |
    | The Mage's movement patterns are fairly similar to the Heavy Dude's, but he|
    | moves less and shoots more.  He has fairly good accuracy and his shots     |
    | always come in bunches of 4.  However, his patterns are predictable so     |
    | there is seldom a chance that you will lose target.  He is also susceptible|
    | to the arena corner trick (discussed in fight 3), but it does not work as  |
    | reliably on him.  You don't need any better stats or equipment than you did|
    | in the previous fight.                                                     |
    |                                                                            |
    |                                                                            |
    | 5. MAGE (2)                                                                |
    | -----------                                                                |
    | HP:  36                      EXP:   13                                     |
    | ATP: 5                       Nuyen: 3,000                                  |
    | DEF: 0                                                                     |
    |                                                                            |
    | This Mage's attack patterns and movements are nearly identical to the      |
    | previous fight, but he has more HP (36).  His attack power is high enough  |
    | to pack a little sting, so you could be in trouble if enough high          |
    | damage shots land.  You can win this fight with the level 5 Body and       |
    | Firearms, but it's probably best to get both in the 6 or 7 range.          |
    |                                                                            |
    |                                                                            |
    | 6. SAMURAI WARRIOR                                                         |
    | ------------------                                                         |
    | HP:  40                      EXP:   9                                      |
    | ATP: 9 (gun); 4 (knife)      Nuyen: 4,000                                  |
    | DEF: 0                                                                     |
    |                                                                            |
    | The Samurai Warrior is the first genuinely challenging fight.  He has the  |
    | capability to hit for very high damage with his automatic weapon, which can|
    | 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.  As soon as the fights begins, move right next |
    | into him and begin blasting away.  He does move quickly after he's done    |
    | slashing to get into firing range again, so be ready to move and stay with |
    | him.  You should still be able to win this fight with the Beretta Pistol   |
    | and Leather Armor.  Try to get Body and Firearms values to at least level 7|
    | first.                                                                     |
    |                                                                            |
    |                                                                            |
    | 7. FEROCIOUS ORC                                                           |
    | ----------------                                                           |
    | HP:  50                      EXP:   26                                     |
    | ATP: 4                       Nuyen: 5,000                                  |
    | DEF: 0                                                                     |
    |                                                                            |
    | 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) but   |
    | does average damage with his attack. His main attack pattern consists of   |
    | firing off 6 shots at a time, then moving 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.  While the arena corner trick does not work|
    | on him, he does have some aversion to the right arena corner (note, the    |
    | right corner this time, not the left).  If you walk straight to the right  |
    | when the fight starts (right past him) he will run left and never really   |
    | come over to attack.  He will, however, briefly pop onto the top part of   |
    | the screen, at which point you can get off a shot or two.  You can move    |
    | slightly left of the burning barrel on that side before you get too close  |
    | that he resumes shooting at you.  This is a slow method of killing him, but|
    | it is very safe.                                                           |
    |                                                                            |
    | If you don't like this tactic, you should still move away from the center  |
    | arena, as the Orc will move more and fire less often that way.  When the   |
    | Orc is nearly dead, he will yell out another taunting message, so you can  |
    | use this to gauge his remaining life.  If this fight is giving you trouble,|
    | you may want to stock up on Slap Patches from the boy near the caryards    |
    | entrance.  Still, the Orc fight should be manageable if you pump Body to   |
    | 8 and Firearms up to 7.                                                    |
    |                                                                            |
    |                                                                            |
    | 8. GANG LEADER                                                             |
    | --------------                                                             |
    | HP:  30                      EXP:   25                                     |
    | ATP: 10                      Nuyen: 6,000                                  |
    | DEF: 0                                                                     |
    |                                                                            |
    | The Gang Leader is one of the toughest opponents that you will face in the |
    | arena.  His difficulty is a combination of his very powerful attack and    |
    | incredible agility; he circles you relentlessly, causing you to frequently |
    | lose target.  His shots also have the annoying effect of stun-locking you. |
    | These two things can combine for a quick death.  This fight is the first   |
    | one that is virtually impossible to win without upgrading your weaponry.   |
    | To have any chance, you will probably need to upgrade to at least the      |
    | Shotgun and Mesh Jacket.  A Body value of 9 or 10 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 is 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 circle you,|
    | 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.                                                                    |
    |                                                                            |
    |                                                                            |
    | 9. TROLL DECKER                                                            |
    | ------------                                                               |
    | HP:  40                      EXP:   36                                     |
    | ATP: 14                      Nuyen: 7,000                                  |
    | DEF: 0                                                                     |
    |                                                                            |
    | Clearly the hardest fight in the arena.  The Troll Decker has an incredible|
    | firing rate that unleashes waves of double-digit damage.  You will likely  |
    | need at least the Shotgun and Mesh Jacket to have a chance at winning this |
    | one.  It may be better to wait until after learning the Heal spell if      |
    | you're having an especially hard time.  In that case, make sure you watch  |
    | your HP and heal once you get to 50 HP or less, since you can lose this    |
    | amount in one volley quite easily.                                         |
    |                                                                            |
    | It is possible with some patience to beat the Troll Decker before you      |
    | leave Old Town.  You will want to raise Body to at least level 10.         |
    | The Troll Decker will occasionally halt firing to move around, and         |
    | this is the key to killing him.  Move just below the center of the Arena   |
    | as soon as the battle begins.  The Troll Decker is programmed to stand as  |
    | close to the middle as it can while maintaining 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.  Your    |
    | speed with the crosshair will actually make a big difference in this       |
    | fight -- you will want to begin damaging him about the same time he begins |
    | damaging you.  Given the random nature of the damage you deal and receive, |
    | some times it will just not be possible to survive  reset and try again.  |
    | This strategy does involve some luck, but it is a great way to earn a      |
    | lot of nuyen early on.                                                     |
    |                                                                            |
    | One clever strategy that several readers have pointed out is to use        |
    | Grenades (bought at the weapon shop).  As soon as the fight starts, target |
    | the Troll and select the grenade.  Do this as quickly as you can and you   |
    | can possibly get all 6 off before the Troll Decker has moved.  Depending   |
    | on the Grenade damage, this can be enough to safely kill the Troll.  This  |
    | trick is definitely worth trying if you're having a hard time and want to  |
    | clear the arena before leaving Old Town.                                   |
    |                                                                            |
    |                                                                            |
    | 10. (REPLICATING) MAGE                                                     |
    | ------------------                                                         |
    | HP:  50                      EXP:   40                                     |
    | ATP: 3 (gun); 7 (p-ball)     Nuyen: 8,000                                  |
    | DEF: 4 (main); 3 (clones)                                                  |
    |                                                                            |
    | The Replicating Mage creates clones of himself to attack you.  This        |
    | increase the damage you take while 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 follows.  Alone, the Mage is quite  |
    | easy.  His attack is not that powerful and he doesn't fire at a very fast  |
    | rate.  Another giveaway of the real Mage's identity is that he is the only |
    | one who can use the Powerball spell.  Any time you see this, target that   |
    | Mage and fire.  This fight will probably take a while because the Mage has |
    | a fairly high defense.  His defense is so high, in fact, that you will need|
    | at least the Ruger Warhawk or stronger to damage him.  If you were able to |
    | defeat the Troll Decker, your weapons and abilities are more than adequate |
    | for this fight.                                                            |
    |                                                                            |
    |                                                                            |
    | THE KING                                                                   |
    | --------                                                                   |
    | HP:  45                      EXP:   31                                     |
    | ATP: 5                       Nuyen: 3,000                                  |
    | DEF: 1                                                                     |
    |                                                                            |
    | 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|
    | *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 a little easier that the Samurai Warrior, but he still|
    | provides a decent challenge with starting weaponry.  Try to get both       |
    | Firearms and Body up to about 7.  When you enter the fight, move to the    |
    | left side, but stand directly in front of the right-hand post by the       |
    | entrance.  While you are in this area, the King will be thrown out of sync |
    | and will 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 fires far less often and is a pretty easy target.|
    | Occasionally he will become "frozen," as happens with the arena corner     |
    | glitch (discussed in fight 3).  If he remains off the screen for more      |
    | than 10 seconds, slowly edge right until just enough of him appears so     |
    | that you can target him.  Proceed to blast away and he should be dead in   |
    | no time.  If this fight is giving you trouble, buy a few Slap Patches from |
    | the boy in the caryards (ask about *Heal*).  They should extend your life  |
    | enough to achieve victory.                                                 |
    o----------------------------------------------------------------------------o
    
    ====================
    LEAVING THE CARYARDS
    ====================
    Once you've had enough of the caryards and have either gotten bored of fighting 
    in the arena or have starting getting your ass handed to you, it's time to 
    leave.  There are two ways out and both go through the King.  You can:
    
    1. PAY THE KING.  This is the sissy way out.  For 4,000 nuyen (or 2,000 with
       the Negotiation skill at level 2 or higher), the King will step aside and
       allow you permanent rights to exit and reenter the caryards.  Some players
       end up taking this choice because they are not aware of the second way to
       leave the area...
    
    2. FIGHT THE KING.  Now we're talking.  Ask the Arena Owner about *King*, and
       he will give you the chance to fight.  Fighting the King is the ideal way to
       leave.  Not only do you avoid paying him 4,000 nuyen, but you make 3,000
       once he is killed.  However, he is not an easy foe.  See the notes on arena
       fights above for more details on killing him.
    
    
    ===============================================================================
    2. EXPLORING OLD TOWN                                                     SR02B
    ===============================================================================
    Items:     Black Bottle, Potion Bottles, Stake, (Talisman Shop Phone Number)
    Keywords:  Cortex Bomb, Examination, Shaman, Talismans
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Hitman                  10            5          0         1       30-60
    Peephole                 3            1          1         1       None
    Sniper                   3            2          0         1       10-20
    
    
    *1 Karma point equals 8 Experience (EXP) points
    
    o-----------------------------------------------------------------------------o
    |                               O L D   T O W N                               |
    o-----------------------------------------------------------------------------o
    |            _                                                                |
    |          I/ \_H                                                     N       |
    |          (    \_                              _                  NW | NE    |
    |           \_    \_                         A_/ \_                  \|/      |
    |             \_    \_                      _/     \_             W---|---E   |
    |               \_    \_               _  _/         \_              /|\      |
    |                 \_    G_          E_/ \/             \D          SW | NW    |
    |                   \_    \_      F_/           B       )             S       |
    |                     \_    \_   _/    _/\_           _/                      |
    |                       \_    \_/    _/    \_        /                        |
    |                         \_       _/        \_   _  \_                       |
    |                           \_   _/            \_/ \   \_                     |
    |                             \_/                  /     \                    |
    |                                                 (   C   )                   |
    |                                                  \_   _/                    |
    |                                                    \_/                      |
    o-----------------------------------------------------------------------------o
    
    LOCATIONS
    ---------
    A: Bed
    B: Caryards
    C: Enemy Area
    D: Arena
    E: Old Town Monorail Station
    F: Sputnik Club
    G: Ed's Patch'n'Fix
    H: Vivyan's Weapon Shop
    I: Talisman Shop
    
    Free at last!  Old Town is not very large, consisting of a primary street and a 
    few attractions along the way.  The first stop after the caryards entrance is 
    the Old Town Monorail station.  This can take you back to Tenth Street or ahead 
    to the next area (Daley Station).  Don't leave just yet, though, as there is a 
    bit more to see.  The most important sites are the Weapons and Talisman shops 
    at the far end of the street.  Head to the very end first and ignore the bar 
    and side road along the way for now.
    
    ====================
    VIVYAN'S WEAPON SHOP
    ====================
    Follow the main street to the very end and you will find the weapon shop on the 
    right.  The shop is owned by a crazy dwarf named Vivyan who has a bad habit of 
    setting his hair on fire.  Exactly the kind of guy you want controlling a 
    weapons arsenal.  Crazy or not, he does offer some good buys.  Below is a list 
    of his wares.
    
     o------------------------------------------------------------------------o
     | WEAPONS                   Required     Attack     Accuracy             |
     |                           Strength     Power       Rating      Price   |
     |                           --------     ------     --------     -----   |
     | Colt American L36 Pistol     1           3           1         500     |
     | Fichetti Light Pistol        1           4           1         2,000   |
     | Ares Viper Heavy Pistol      2           4           2         4,000   |
     | Ruger Warhawk Pistol         3           6           2         9,000   |
     | Defiance T-250 Shotgun       4           8           2         15,000  |
     | Grenade                      1           13         N/A        100     |
     |                                                                        |
     |                                                                        |
     | ARMOR                     Required     Defense                         |
     |                           Strength     Rating                  Price   |
     |                           --------     -------                 -----   |
     | Mesh Jacket                  2            2                    5,000   |
     o------------------------------------------------------------------------o
    
    Quick summary of the stats above.  Required Strength is the level your Strength 
    attribute needs to be in order for you to wield the item.  Attack Power is the 
    maximum damage the weapon can do.  The damage numbers you see over the enemy's 
    head will be random values between 1 and this maximum (less enemy defense, of 
    course).  Obviously, higher is better.  Accuracy Rating is a relative stat that 
    measures how precisely the weapons will hit.  This stat is out of 6.  To put it 
    in perspective, each point in Accuracy Rating is equal to one point in the 
    Firearms skill, or a 12.5% increase in accuracy.
    
    If it's not obvious from the stats, the Shotgun is head and shoulders above all 
    the other weapons.  Although its price tag is steep, this is the weapon you 
    should buy.  If you have been fighting in the arena, you should have enough 
    money saved to afford it.  If not, it's advised that you return and fight some 
    more (you should be able to win the first 7 fights with the Beretta).  If you 
    really can't afford the Shotgun, the Warhawk Pistol is a decent alternative.  
    None of the other weapons will make a big difference and are a waste of money.
    
    After (and only after) buying the Shotgun, you should invest in the Mesh 
    Jacket.  Its defensive power is twice as strong as the Leather Jacket, and it 
    should ward off a lot of damage from random street enemies.  In fact, you will 
    now be invincible to the attacks of the snipers and peepholes in Old Town.  If 
    you cannot afford the Mesh Jacket now, use your new weaponry to win another 
    arena fight or two, then return.
    
    With the Shotgun and Mesh Jacket, return to the arena and test out your new 
    gear.  With a Body stat at level 9 or 10, it is possible to win all the 
    remaining arena fights.
    
    ==============
    TALISMANS SHOP
    ==============
    Talismans are magic wards and enchanted items.  Two of these items are required 
    to learn magic spells; the other has a special purpose that will be uncovered 
    later in the game.  The one thing they all share in common is that none of them 
    have any use right now.  The available inventory is below, but you should save 
    your money for now and return later when you need the items.
    
       o---------------------------------------------------------------o
       | TALISMANS                                                     |
       |                                                               |
       | Shop Name                    Inventory Name            Price  |
       | ---------                    --------------            -----  |
       | Sharp Wooden Stake           Stake                     2,500  |
       | Blue and Purple Bottle       Potion Bottles            3,000  |
       | Black Potion Bottle          Black Bottle              6,000  |
       o---------------------------------------------------------------o
    
    Before leaving, talk to the store owner.  She teaches you the *TALISMANS* 
    keyword.  Ask about this and you will learn *SHAMAN* as well as learn the 
    TALISMANS SHOP PHONE NUMBER.  Having this phone number will save you some time 
    a little later in the game.  After this visit, head back in the direction of 
    the caryards.
    
    ============
    SPUTNIK CLUB
    ============
    The Sputnik Club is the local Old Town bar.  The bar houses a few Shadowrunners 
    but not much else of interest.  In case you don't have it, the man near the 
    entrance can teach you the *Hiring* keyword when asked about *Shadowrunner*.  
    One of the elves at the bar also lets you know that his datajack was fixed by a 
    man named Ed around the corner.
    
    There are a couple of Shadowrunners available for hire here.  The Orc near the 
    bottom (Orifice) and the guy dressed like the Indian from the Village People 
    (Dances with Clams).  Dances is a mage but is probably the worst Shadowrunner 
    in the game, so save your nuyen.  Orifice is a slightly better version of 
    Hamfist from the previous section.  Neither are really needed at this point, 
    and your nuyen is better saved for upcoming equipment.
    
    ================
    ED'S PATCH'N'FIX
    ================
    Take the advice of one of the Sputnik patrons and head north along the road to 
    find the street doc.  Turn right off the main street and proceed down the alley 
    into his shop.  Ed greets you and asks if there is anything you want him to 
    look at.  You need to ask him about *Datajack*.  If you did not learn this 
    keyword already, the nearest place to learn it is from the kid in the middle of 
    the caryards who is sitting against a barrel.
    
    Ed offers to give you an *EXAMINATION* for 500 nuyen to see what's wrong with 
    your datajack.  ***DO NOT AGREE TO THE EXAMINATION UNLESS YOU HAVE 2,000 
    NUYEN***  As you will soon see, during the examination, Ed activates a *CORTEX 
    BOMB* inside Jake's head.  The Cortex Bomb will detonate in 30 game hours (30 
    minutes of real time), essentially blowing up Jake's head and ending your quest 
    in a hurry.  You will receive updates each minute telling you how much time 
    remains before the bomb explodes.  If you don't have 2,000 nuyen yet (which you 
    will need shortly to diffuse the bomb), come back here later.  You can proceed 
    to the next stage without making this visit yet.
    
    After enabling the cortex bomb, speak with Ed again.  Oddly, he somehow knows 
    your name now.  Ask him about *Cortex Bomb* and he will give you the 500 nuyen 
    back that you paid for the examination.  You can also ask about *Street Doc* 
    and he will recommend a colleague named Dr. Maplethorpe who might be able to 
    help.  If you're really pissed off at Ed, you can go ahead and kill him at this 
    point.  There is no benefit or penalty to doing so, but make sure you get your 
    refund first.
    
    This walkthrough will assume you activated the Cortex Bomb.  At this point, 
    head back down the street and into the Monorail Station.  Board the monorail on 
    the left side and you're on your way to Daley Station.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    S E C T I O N   3      D O W N T O W N                                    SR03
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Finally, some signs of life.  Downtown is the bustling heart of commerce in 
    Seattle.  Surrounding Daley Station are towers that house the powerful 
    multinational corporations who seek to dominate the Matrix and the world.  The 
    Downtown area is massive compared to the previous sections, and there is plenty 
    for Jake to explore.  Many of the mysteries of his mission are about to be 
    explained.
    
    
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                               SECTION 3 CONTENTS             
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                   1. Get This Thing Out of My Head!.....SR03A
                   2. Exploring Downtown.................SR03B
                   3. The Docks..........................SR03C
                   4. Rust Stilettos.....................SR03D
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    
    ===============================================================================
    1. GET THIS THING OUT OF MY HEAD!                                         SR03A
    ===============================================================================
    Items:     Iron Key
    Keywords:  Cyberware, Head Computer, Matrix Systems, Rust Stilettos
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Ferocious Orc           15            4          0         6       70-100
    Ferocious Orc           15            4          0         6       30-60
    Gang Member           20-35         6/4          2         2       30-60
    Gang Member           20-35         6/5          3         4       70-100
    Hitman (Hole)           20            5          0         1       None
    Hitman (Bush)           13            5          2         1       None
    Hitman (Roof)           10            4          0         1       30-60
    Peephole                15            5          0         1       None
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    Ah, some real freedom.  Daley Station marks the point where the game 
    effectively takes off your training wheels and really begins.  The world is now 
    much larger and far less linear than it has been up to this point.  Before 
    exploring the numerous downtown sites, focus first on diffusing the cortex 
    bomb.
    
    ============
    WARM WELCOME
    ============
    As soon as you enter in the main concourse at Daley Station, two Ferocious Orcs 
    begin blasting you.  You can avoid some damage by running down the stairs and 
    to the right, which causes one of the Orcs to lose sight of you.  Once killed, 
    the orc on the right engages in a last dying conversation.  If you Talk to him, 
    he tells you that the *RUST STILETTOS* always finish a job.  He also drops the 
    IRON KEY.
    
    After proceeding down the stairs, you are greeted by a dog.  This is the 
    talking variety, and it tells you that you best seek out the Dog soon.  These 
    clues still should not make a whole lot of sense.
    
    =========================
    THE GREAT DR. MAPLETHORPE
    =========================
    Head SE through the main concourse and into the city marketplace.  You will see 
    a lot of businessmen and numerous stands with meat and produce for sale.  
    Nobody says anything interesting, so avoid the pedestrians and head NE across 
    the street.  Continue crossing the street onto the next screen (avoid the cars) 
    and head SE once you get to the curb.  Do NOT go up the stairs of the building 
    after the crosswalk, as there is a small hit squad up there that can easily 
    destroy you.
    
    Wrap around the corner and enter the office building on the next screen.  You 
    are met by a receptionist who wants to know the reason for your visit.  Ask her 
    about *Cortex Bomb* and she will offer to let you see the doctor for 2,000 
    nuyen.  There's no other choice at this point, so fork over the money and head 
    on in.
    
    Dr. Maplethorpe (who again knows your name) asks what he can do for you.  Ask 
    him about *Cortex Bomb* and he will go ahead and disarm the explosive.  Once 
    it's disabled, he informs you that he sells *CYBERWARE*, which is equipment 
    that augments Jake's abilities.  If you probe Maplethorpe a bit, he reveals 
    that Jake's head computer, which apparently houses some valuable data, was 
    created by *MATRIX SYSTEMS*.  Also of interest, Maplethorpe will sell you Slap 
    Patches for 100 nuyen when asked about *Heal*.
    
    Now, the goodies.  On tables at the bottom of the screen, you can purchase 
    cyberware.  Right now, Maplethorpe will be selling SKILL SOFTWARE and BOOSTED 
    REFLEXES.  Skill Software costs 3,000 nuyen and teaches you the Leadership 
    skill.  Leadership allows you to better command Shadowrunners so that they 
    remain with you for a longer period of time.  The Boosted Reflexes are the real 
    winner, however.  They boost Jake's firing rate and let you deal damage at a 
    much faster rate with any weapon.  Probably the best investment you can make in 
    the game.  Unfortunately, the Boosted Reflexes cost 15,000 nuyen.  Unless you 
    cleared out the arena, you probably don't have this much money.  Save up for a 
    bit and come back as soon as you do.  This should be the very next purchase 
    after you've bought the Shotgun and Mesh Jacket in Old Town.
    
    ================
    JAKE, THE HACKER
    ================
    With Jake's head computer and datajack now working properly, you can access 
    various computers to enter the Matrix.  If a computer has a label when you 
    place the cursor over it, it is likely accessible.  To enter, Use the cyberdeck 
    on the computer.  The cyberdeck is found in Glutman's office in the first area 
    in case you do not currently have it.
    
    The Matrix takes place in overhead view.  When Jake logs in, an avatar of 
    himself is placed inside the virtual world.  The avatar uses Jake's health, 
    which is represented by the first bar on the bottom left corner of the screen.  
    The bar below that represents Jake's active memory (sort of like RAM), which 
    stores the data you retrieve on each trip into the Matrix.  The data is 
    processed and purged when you exit, so this bar resets each time you enter. You 
    add data to Jake's memory by pressing the A-button when at a directory or 
    datastore.  You can exit the Matrix at any time by pressing the X-button.  You 
    should make sure to do this if your life is low, as it is possible to be killed 
    inside the Matrix.
    
    There are two types of matrix levels:
    
     1. Data levels
     2. CPU levels
    
    Data levels are virtual information warehouses.  You will often obtain a data 
    file once you have transferred the information inside.  Many times, you will 
    also earn nuyen from the hacked account, as all money exists electronically.  
    Stealing money through the Matrix is actually one of the best ways to earn it.
    
    CPU levels are often much larger and more difficult than pure data levels.  
    This level will have a main CPU that can be reprogrammed or destroyed in order 
    to affect some object in the outside world.  For example, destroying or 
    reprogramming a CPU may allow you to access an elevator or disable a security 
    alert.  Destroying the CPU also eliminates all local ICs.  CPU levels sometimes 
    have data stores (and accounts with nuyen) that you can also pilfer.
    
    To protect the data and CPUs, the Matrix implements ICs (Intrusion 
    Countermeasure Electronics), which are invisible guardians that sit on various 
    tiles.  On each tile, your cyberdeck will relay a message at the top of the 
    screen telling you how many ICs reside on the eights squares around Jake.  You 
    have no indication as to which tile the ICs are on, so maneuvering through them 
    requires some guesswork.  If you run into an IC, you will lose a substantial 
    amount of life.  You can, however, attempt to combat and destroy the ICs.  To 
    do so, press the B-button whenever you receive a message alerting you to ICs 
    and you will attack the square directly in front you.
    
    When try to attack, one of three things can happen:
    
     1. There will be no IC in front of you, so nothing happens (1 HP life loss)
     2. You destroy the IC successfully
     3. You attack the IC, but are not able to destroy it (larger life loss)
    
    Before entering the Matrix, you should boost your Computer skill to level 6.  A 
    higher computer skill increases the chances of successfully killing an IC when 
    attacking.  It is quite invaluable and does not take long to max.
    
    ===========
    OK COMPUTER
    ===========
    Now that Jake can enter the Matrix, invest some time in raising the Computer 
    skill.  Once you have done this, there are a couple of computers you can hack 
    into for some nice money.  The first is in Glutman's office back on Tenth 
    Street.  That computer yields 1,000 nuyen and a data file.  The other is in a 
    warehouse down by the docks in the Downtown area (a little more discussed 
    below).  That computer gives you 2,000 nuyen.  This guide will note any other 
    times when you can hack into computers, especially for money.  For a complete 
    listing, see the "Computers You Can Hack For Nuyen" section of the Appendix.
    
    
    ===============================================================================
    2. EXPLORING DOWNTOWN                                                     SR03B
    ===============================================================================
    Items:     None
    Keywords:  None
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Gang Member           20-35         6/4          2         2       30-60
    Gang Member           20-35         6/5          3         4       70-100
    Hitman (Hole)           20            5          0         1       None
    Hitman (Bush)           13            5          2         1       None
    Hitman (Roof)           10            4          0         1       30-60
    Peephole                15            5          0         1       None
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    Downtown is a huge area with many different sub-areas to explore.  The map 
    below tries to help clear up some of the confusion.  One location to keep in 
    mind is the hotel, which is the only place in Downtown to restore your life and 
    use karma.  You can find it by taking the SW exit from the marketplace.  Take 
    the SW street again at the intersection, then head NW.  The hotel will be on 
    the right and costs 50 nuyen per night (location E below).  Alternatively, you 
    can always go back to the caryards and sleep for free.
    
    The map below is a (poor) visual depiction of the region.  It is not accurately 
    to scale, but it can be a useful reference for finding the various sites in the 
    region.
    
    o-----------------------------------------------------------------------------o
    |                               D O W N T O W N                               |
    o-----------------------------------------------------------------------------o
    |                  _/\                                                 N      |
    |                _/   )G                                            NW | NE   |
    |              _/   _/                                                \|/     |
    |            _/   _/      _       _                                 W--|--E   |
    |          _/   _/      A/ \_   _/ \_           _                     /|\     |
    |        _/   _/        (    \_/     \_        / \_L                SW | SE   |
    |      _/   _/           \             \_     (_   \_                  S      |
    |    F/    /              )              \      \_   \_       _               |
    |    (    (             _/     B          )  _   _)    \_  D_/ \_             |
    |     \_   \_         _/                _/ _/ \_/   _    \_/     \_           |
    |       \_   \_     _/                 / _/       _/ \_             \         |
    |         \_   \_  /    _           _  \/         \_   \_            )        |
    |           \_   \/   _/ \_       _/ \              \_   \_        _/         |
    |             \_     /     \_   _/  _/                )    \_    _/           |
    |               \_   \_      \_/  _/      C         _/       \__/             |
    |                 \_   \_        /                _/                          |
    |                   \_   \_     (                /                            |
    |                     \_   \_    \            _  \_       _                   |
    |              _        \_   \_  /  _       _/ \_  \_   _/ \_                 |
    |            _/ \_        \_   \/  / \_    /     \_  \_/     \_               |
    |          _/     \_E       \     (    \_/\\_      \_          \_             |
    |       H_/         \_       )     \_     /  )I      \           \_           |
    |      _/             \_   _/    _   \_   \_/         )            \          |
    |    _/            _    \_/    _/ \_   \_           _/              )         |
    |   /            _/ \_       _/     \_   \_ K     _/    ___       _/          |
    |  (           _/     \_   _/         \_   \_   _/    _/   \_   _/J           |
    |   \_       _/         \_/             \_   \_/    _/       \_/              |
    |     \_   _/                             \       _/                          |
    |       \_/                                )    _/                            |
    |                                        _/   _/                              |
    |                                       /   _/                                |
    |                     To the Docks <-- (   /                                  |
    |                                       \_/                                   |
    o-----------------------------------------------------------------------------o
    
    LOCATIONS
    ---------
    A: Monorail
    B: Daley Station
    C: Downtown Marketplace
    D: Dr. Maplethorpe's Office
    E: Hotel (save game)
    F: Wastelands Club
    G: Rust Stilettos Hideout
    H: Jagged Nails Club
    I: Sewers
    J: Dark Blade Mansion
    K: Drake Tower
    L: Aneki Building
    
    
    ===============================================================================
    3. THE DOCKS                                                              SR03C
    ===============================================================================
    Items:     DF_MT-AI, Pool of Ink (for Black Bottle)
    Keywords:  Docks
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Hitman (Roof)           10            4          0         1       30-60
    Mage (V-G)             5-7            5          0         1       30-60
    Mage (V-PB)             15            7          3        1-2      30-60
    Mage (W-PB)              5            7          2         1       30-60
    Mage (W-PB)             15            7          3         1       30-60
    Mage (W-PB)           15-22           7          0         1       30-60
    Massive Orc            5-22           4          3         3       30-60
    Massive Orc           15-19           4          3         2       30-60
    Massive Orc           15-22           3          2         3       30-60
    Peephole                15            5          0         1       None
    Octopus                 90            3          3         26      2,000
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    You do not need to proceed to the Docks at this point, but it is a good place 
    to earn karma and nuyen.  It was also mentioned by Dr. Maplethorpe as the 
    location of Matrix Systems.  If you would just like to advance the plot, you 
    can skip to the next section and return to the Docks later.
    
    The Docks can be found at the southernmost part of Downtown.  From the main 
    concourse, take the SW exit.  From here, turn and follow the road SE.  You will 
    pass through an intersection and walk by a large office building entrance (says 
    Drake on the side).  Ignore the distractions for now and keep walking until the 
    street ends and you can proceed NE or SW.  Take the SW road and you will arrive 
    at the Docks.
    
    A word of warning: the enemies on the docks can be quite difficult.  Some 
    cannot be killed with the Beretta pistol, as their defense is too high.  If you 
    have not upgraded your weapons yet, be sure to do so before tackling this area.
    
    The Docks are divided into 3 main screens and a boat harbor.  The second and 
    third screens house numerous Hitmen, Orcs, and Mages.  If you go SW from the 
    first second screen, you will come to a small pier with a Boat Driver.  He 
    teaches you the *DOCKS* keyword but is not useful for anything else yet.  You 
    can also enter a door on the second screen that leads to a small office.  The 
    office has a computer you can access with your newly repaired datajack.  You 
    will earn 2,000 nuyen for your efforts, along with a file called DF_MT-AI.  
    This is a Matrix System file that 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.  Raitsov."
    
    This provides some background on Jake's mission and begins to finally put some 
    pieces together.
    
    ==============
    THE DOG SPIRIT
    ==============
    Proceed to the third docks screen.  You will immediately see two doors on the 
    right.  The first is locked and can never be opened.  The second leads to a 
    small warehouse and the elusive Dog Spirit.  This is the entity the various 
    dogs have urged you to seek, and you will be visiting this site many times.  At 
    this point, all he will tell you is to find items of a man, creature, and the 
    earth.  This is cryptic, but you cannot get one of the items until later, so 
    simply continue on your way.
    
    =======
    OCTOPUS
    =======
    The final door at the end of the third screen leads to a large warehouse.  In 
    the NW corner of the room, you will find a woman standing beside a pool of 
    water.  If you talk to her from a distance, she claims to be Sassie, Jake's ex-
    girlfriend, and pleads for you to come close.  Once you get within a short 
    distance, she transforms into an Octopus.
    
    The Octopus is the area mini-boss, but it is not too difficult.  Simply walk 
    south until the Octopus is just off the screen and has stopped firing.  Now, 
    inch slowly back up and the Octopus should be in view, but will not attack.  
    Proceed to blast away.  Keep in mind that the Octopus has a high HP total, so 
    this battle may take a minute or two.
    
    Your reward is an impressive 2,000 nuyen and the POOL OF INK.  The Ink is 
    collected by using the Black Bottle on it (which was for sale at the Talismans 
    Shop in Old Town).  The Ink remains indefinitely, so you can return later if 
    you don't have the bottle.  It is not recommended that you buy the Black Bottle 
    unless you have already purchased the Boosted Reflexes.
    
    The previous incident is rather peculiar from a story perspective.  How could 
    this foe know who Jake's girlfriend is?  A common theory is that Drake (who 
    left you the nasty apartment message) was able to trace Jake back to Sassie 
    (and probably killed her).  He then was able to have a shape shifter take 
    Sassie's form as a ruse to trap Jake.  After all, the note that was in the 
    morgue with Jake references Warehouse No. 5, which is this building.  Another 
    theory is that Sassie was an enemy all along and had dated Jake as a way of 
    infiltrating his mission.  This theory seems less credible than the previous 
    one, however.  Regardless, the Octopus knew Jake would eventually show up as he 
    looked around for information on Matrix Systems.  The game never definitively 
    clears up this event, so it remains open to speculation.
    
    Once the Octopus is defeated, head back towards Daley Station.
    
    ===============
    HOW AM I DOING?
    ===============
    Now is a good time to evaluate your current statistics and inventory, as the 
    fighting ahead will become much more difficult.  The Docks make a good place to 
    earn some karma if you are significantly off from any of these levels.  Here 
    are some ranges for what your attributes, skills, and equipment should look 
    like:
    
    Attributes:
    Body:        9 or higher
    Magic:       0
    Strength:    4 or higher
    Charisma:    3 (raising this is optional; it is the least important statistic)
    
    Skills:
    Firearms:    7 (raising this beyond 7 does not improve accuracy)
    Computer:    6
    Negotiation: 6 (you should max this skill if you have it)
    Leadership:  0 (also optional)
    
    Weapon:      T-250 Shotgun
    Armor:       Mesh Jacket
    
    Upgrades:
    Boosted Reflexes:  Add to the wish list if you can't afford it yet;
                       this should be the next thing you buy.
    
    Skill Software:    Only buy this after getting the reflexes.  It can be ignored
                       if you do not plan to hire any Shadowrunners.
    
    ===============================================================================
    4. RUST STILETTOS                                                         SR03D
    ===============================================================================
    Items:     Crowbar, Password
    Keywords:  Akimi, Ice, Raitsov, Steelflight
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Ferocious Orc           15            5          2         2       30-60
    Ferocious Orc         10-24           4          0         9       30-60
    Ferocious Orc         10-24           4          3         9       30-60
    Gang Member           20-35          6/2         0         2       30-60
    Gang Member             35            5          2         7       70-100
    Gang Leader             30            5          2        18       None
    Heavy Dude            10-24           4          0         9       30-60
    Heavy Dude              20            2          0         5       30-60
    Heavy Dude              20            2          0        10       30-60
    Heavy Dude              20            4          0        10       30-60
    Heavy Dude              40            4          0        11       70-100
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    With the Docks having uncovered an assassination attempt and few scattered 
    clues, turn your attention to the Rust Stilettos, who tried to kill you when 
    you first entered Daley Station.  Given their vow to finish you off, perhaps 
    they are somehow connected to what just happened?
    
    ===============
    WASTELANDS CLUB
    ===============
    The best place to pick up additional information on what to do next is the 
    Wastelands Club.  From the Daley Station main concourse, take the SW exit, then 
    follow the street NW.  At the top of the next screen should be the entrance to 
    the Wastelands Club.  Recall that Jake woke up in the morgue with a matchbox 
    that had a Wastelands Club logo in his pocket, so he has definitely been here 
    previously.  Just before entering the club, you can find a grenade on the 
    street that says "the pin has been pulled" when you examine it.  Hmm...  Is 
    this something that would sound like a good idea to pick up in real life?  
    Ignore the grenade and head inside.
    
    As it turns out, someone knew Jake was coming.  As soon as you enter, a 
    Ferocious Orc begins attacking.  It is the same as the ones who ambushed you at 
    Daley Station.  After dispatching it, head down the stairs and into the bar.
    
    The Wastelands Club is the premier hangout for mercenary Shadowrunners - the 
    game's best hired guns can all be found here.  A quick summary of who you can 
    recruit below:
    
    Frogtongue: He is the large orc who stands just below the band.  He is the
                second best offensive Shadowrunner, behind Norbert.  However, he is
                more well rounded and has a defense powerful enough to stand up to
                most enemies.  He also remains with you for a long time when hired.
                He seems to know about *Rust Stilettos* when you question him.
    
    Anders:     Anders is the Mercenary sitting at the bar.  He is the weakest of
                the mercenaries at this club, but his price tag is also much lower.
                There is no compelling reason to ever hire him.  Anders does seem
                to be well connected in the Shadowrunner community.  When asked
                that word, he references *AKIMI* and *STEELFLIGHT*, the premier
                mage and decker in the game.
    
    Norbert:    Norbert is the red-haired dwarf at the bottom of the bar.  If you
                need added firepower, he's your man.  Norbert is the best mercenary
                in the game.
    
    Jetboy:     Jetboy is a decker and is sitting next to Anders at the bar.  He is
                quite terrible in almost all regards, but he does have a very
                special use (described in "The Amazing Jetboy" below).  He has also
                heard of Matrix Systems before and mentions *RAITSOV*, whose name
                appeared in the data file pulled from the computer by the docks.
    
    A few of the Shadowrunners, as well as the bartender, indicate that the Rust 
    Stilettos are nearby.  Also, note that the bartender is waiting for a shipment 
    of *ICE*.  This may seem kind of superfluous now, but it does have some use a 
    bit later.
    
    ===========
    THE HANGOUT
    ===========
    Exit the Wasteland Club and head NE.  As soon as you enter the next screen, a 
    heavy dude lets you know you're on Rust Stiletto territory.  Take out the gang 
    member behind him first (who is hurling firebombs), as his attack always hits 
    and is quite powerful.  Head back and take care of the Heavy Dude guarding the 
    door.  The door is locked, but the Iron Key that one of the Rust Stiletto 
    members dropped earlier will open it.
    
    ==========
    FRONT ROOM
    ==========
    The Rust Stilettos hideout is an abandoned restaurant, and there are several 
    tables and cooking appliances scattered throughout.  The front room is divided 
    into four smaller rooms, each with an enemy.  There are two Ferocious Orcs and 
    two Gang Members, with the latter being the more dangerous of the two.  You can 
    soften the damage from Gang Members by going right up to them.  They will then 
    switch to a melee attack, which will not harm you if you have the Mesh Jacket 
    equipped.  You can use the cover of the walls to hide yourself from all but one 
    enemy at a time.  Individually, they are rather easy.
    
    Once the four starting enemies are defeated, two Orcs will emerge from the back 
    room.  These enemies have a much higher defense than their fellow members, and 
    it will take a weapon with an attack power of at least 4 to harm them (i.e. the 
    Beretta will not work, so you will need to use a stronger weapon).  Once 
    defeated, one of the Orcs drops the CROWBAR.
    
    If you have less than 70 HP after these fights, you should leave and heal 
    before moving into the next room.
    
    =========
    BACK ROOM
    =========
    The back room is where the challenge begins.  You are immediately attacked by 
    five different enemies at once.  The damage will begin piling on in a hurry, so 
    you'll need to think fast.  The first enemy to target is the Gang Member who 
    approaches you and attacks with a knife.  He is the most dangerous foe in this 
    room and his attack hits so frequently that it can often keep you stunned.  By 
    the way, don't hesitate to run away if your life is too low.  Any enemies you 
    kill will stay dead, so just return after healing and tackle them again.    
    Once the Gang Member is down, target the Gang Leader in the back.  Upon dying, 
    he exclaims a final taunt, letting you know that *Drake* is going to find you.  
    He also drops the PASSWORD.  Once the dialogue is over and the battle resumes, 
    the Heavy Dudes should be pretty easy.  You should kill them in counter-
    clockwise order starting with the topmost one.  This ensures you kill the Heavy 
    Dudes with the lowest HP first, thereby minimizing the damage you take.
    
    Once the room is clear and you have a chance to catch your breath, be sure to 
    Examine the Password.  This reveals the code DRAKE0065 (no need to remember 
    that).  You do not necessarily need to pick up the Password, but you do need to 
    examine it for Jake to learn the code.  At this point, it should be obvious 
    that Drake is behind the assassination attempt on your life and has been trying 
    to thwart your mission.  Keep on the look out for clues about him.
    
    ==================
    THE AMAZING JETBOY
    ==================
    Yes, the useless Jetboy does have some value after all.  If you have Jetboy 
    with you when the Gang Leader is killed, he will find 2,000 nuyen.  That's 
    quite a score, and it will more than cover the cost of hiring him.  However, 
    Jetboy is very fragile, so, if you want to bring him here, clear out all the 
    enemies except the Gang Leader and then return.  Once he finds the nuyen, 
    Jetboy resumes his uselessness.
    
    ===================
    FOR THE ADVENTUROUS
    ===================
    The Password you just received grants you entry into the Drake Tower.  Normally 
    you would not scale the tower until after Bremerton, as the enemies are 
    extremely tough.  However, there are a few benefits to doing so earlier.  
    First, many of the computers within Drake's Tower allow you to access bank 
    accounts and steal a large amount of nuyen.  This should more than pay for 
    anything you might want to buy that is available at this point.  Secondly, once 
    you reach the roof of the Tower, the Fully Concealable Jacket (defense of 4) 
    becomes available at the Dark Blade mansion weapons shop.  This armor can be 
    very useful in the mansion and in Bremerton.
    
    However, the task of climbing the entire tower is immense without any of the 
    higher level spells.  Definitely learn the Heal spell first (see next section) 
    and consider taking along a Shadowrunner who has the Armor spell (Jangadance or 
    Dances with Clams) or the Invisibility spell (Dances with Clams or Kitsune).  
    The rest of this walkthrough will assume you did NOT go to Drake's Tower until 
    after Bremerton.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    S E C T I O N   4      R A T   S H A M A N   A N D   D A R K   B L A D E  SR04
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    After the downfall of the Rust Stilettos, tales of Jake's heroics spread 
    throughout the Downtown area.  Apparently, the gang had caused significant 
    headaches for many people.  With some newly established street cred, it's time 
    to continue exploring.
    
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                               SECTION 4 CONTENTS             
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                   1. Kistune and the Jagged Nails Club..SR04A
                   2. Rat Shaman's Lair..................SR04B
                   3. Dark Blade Mansion.................SR04C
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    
    ===============================================================================
    1. KITSUNE AND THE JAGGED NAILS CLUB                                      SR04A
    ===============================================================================
    Items:     Leaves, (Dr. Maplethorpe's number)
    Keywords:  Anders, Kitsune
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Gang Member           20-35          6/4         2         2       30-60
    Gang Member           20-35          6/5         3         4       70-100
    Hitman (Hole)           20            5          0         1       None
    Hitman (Bush)           13            5          2         1       None
    Hitman (Roof)           10            4          0         1       30-60
    Peephole                15            5          0         1       None
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    Defeating the Rust Stilettos has made quite a name for Jake among the elite 
    Shadowrunner groups.  If you explored earlier, you may have run into a crowded 
    club where the bouncer told you to improve your reputation a bit if you wanted 
    to come in.  Your latest victory may have been just the thing.
    
    The Jagged Nails club can be found by heading SW from the marketplace.  Proceed 
    SW through the intersection, then turn NW and head onto the next screen.  You 
    should pass by the hotel on your right and come to the club entrance.  Talk to 
    the bouncer on the left, who has heard of your recent deeds, and he will let 
    you enter for 50 nuyen.
    
    ========================
    WHAT A FOX!  NO, REALLY!
    ========================
    You would think the club would be a little more crowded based on all the 
    hoopla...  There are as many bartenders as patrons.  This actually works in 
    your favor here as it makes it less confusing to get information.  The 
    bartender on the right (Cecil) tells you that *KITSUNE* is performing on stage 
    and uses this club as a cover to pick up on good jobs.  The two other men at 
    the bar are Shadowrunners.  Steelflight, on the left, is the best decker and 
    probably best overall Shadowrunner in the game.  He is very pricey, however.  
    Next to him is Spatter, who is somewhat of a mercenary-mage hybrid.  Spatter is 
    fairly average overall, so there's no compelling reason to hire him.
    
    One interesting thing to do is ask Cecil about *STREET DOC*.  He asks for 100 
    nuyen to find the number.  What he does next depends on your version of the 
    game.  In the "Chop Shop" version, he says "never mind, she's too good for you 
    anyway."  He does keep your 100 nuyen, however.  In the "morgue guys" version, 
    he gives you the phone number for Dr. Maplethorpe.  Dialing that number puts 
    you in touch with his secretary, but there's no real use for her.  She will 
    tell you the location of the office, so maybe that was the intent of adding it 
    here.
    
    The target of your visit is Kitsune, who is performing on stage.  To speak with 
    her, stand next to the video phone and try to target her.  You may miss a few 
    times or get "too far away" errors, but keep trying until you get the option to 
    Talk.  Once selected, she will teleport down to the floor and speak with you.
    
    Kitsune reveals herself as the shape-shifting fox who revived Jake after he was 
    gunned down at the beginning of the game.  You can hire her as a Shadowrunner, 
    but she is quite difficult to keep alive -- save your nuyen.  Ask her about 
    *Dog* and she will give you the LEAVES.  She also mentions that the Dog will 
    guide you in your destiny, so now is a good time to revisit him.
    
    Another point about game versions: Kistune's dialogue is more sexually explicit 
    in the "Chop Shop" version.  For example, when asked about *Kitsune* she says 
    "never snuggled down with a fox?  Wanna try?"  Some of her other responses are 
    similarly flirtatious.  This language was toned down in the "morgue guys" 
    version, likely at Nintendo's request.
    
    ========================
    THE DOG SPIRIT REVISITED
    ========================
    Exit the Jagged Nails club and head SW down to the Docks again.  Enter the Dog 
    Spirit's warehouse (second door on the third screen).  If the Dog Spirit still 
    gives you the message about bringing three items, you missed a pick-up along 
    the way.  The items he is referring to are:
    
    Man:       Magic Fetish
    Creature:  Dog Collar
    Earth:     Leaves
    
    The Leaves were just picked up from Kitsune at the Jagged Nails club.  The Dog 
    Collar is found by releasing the dog from the fountain area in front of the 
    morgue in Tenth Street.  The Magic Fetish is picked up by healing the injured 
    shaman in the Tenth Street cemetery.
    
    Once you have these items, he will teach you the HEAL spell (this also sets 
    your Magic attribute to level 1, so it can now be raised).  This will open the 
    dialogue box.  Talk to him and he will ask you to destroy the *RAT* Shaman, who 
    dwells at a place where souls rest.  The Dog Spirit will not speak with you 
    again until this foe is defeated.
    
    Before proceeding, you should take some time boost your newly acquired Heal 
    spell and Magic attribute.  You should raise Heal to level 3-4 and the Magic 
    attribute to level 5-6.  This can be quite time consuming, as there are not 
    many good places to power-up at this point in the game.  The area around the 
    docks is probably the best that you can do.  The second screen, in particular, 
    usually has at least 2 enemies.  The Orcs are your best bet, as they give 
    either 2 or 3 experience points each time.  In fact, you may want to just move 
    between the harbor screen and second screen and only target the Orcs and Mage 
    that appear near the bottom.  This allows you to earn karma very quickly (2-3 
    points per minute), assuming you don't pick up the nuyen.
    
    
    ===============================================================================
    2. RAT SHAMAN'S LAIR                                                      SR04B
    ===============================================================================
    Items:     None
    Keywords:  Jester Spirit
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Ghoul                 31-41           4          0         2       None
    Giant Rat (P-Bites)     15            3          1         5       None
    Giant Rat (G-Bites)     15            3          1         5       None
    Giant Rat (P-Shoots)    12            5          2         6       None
    Giant Rat (G-Shoots)    12            5          2         6       None
    Rat Shaman              70            6          4         20      3,000
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    The Rat Shaman's Lair is hidden at a place where souls rest.  The location is 
    obviously a graveyard.  If you did some exploring in the Downtown area, you 
    probably passed by a graveyard just behind the Drake building (and just south 
    of the marketplace).  Head back to the marketplace, which is the area to the 
    southeast of the Daley Station concourse.  Head to the southernmost part of the 
    marketplace.  To the left of the main exit, you will spot a small walkway.  
    Follow it and you will come out at a bronze gate leading into a graveyard.  The 
    gate, which was closed before, has now been mysteriously opened.
    
    ========
    THE LAIR
    ========
    The Rat Shaman lives in sewers underneath the Downtown area.  This residence is 
    filthy and infested with Giant Rats.  There are two types or rats here: ones 
    that bite and ones that shoot small pellets.  The latter are much more 
    dangerous.  With both types of rats, you should enter each screen slowly and 
    only alert one at a time.  Battling numerous rats at once, especially the 
    shooting rats, is very dangerous.  Be ready to make quick use of the Heal spell 
    if your life gets low (which will probably happen at least a couple of times).  
    
    The lair is composed of five rooms.  You enter into the first room from the 
    cemetery.  From here, there is a NW route, which leads to screen 2 and a dead-
    end, as well as a NE route.  The NE route leads to screen 3, which has exits to 
    the NW (leads to screen 4 and another dead-end) and SE.  This last SE exit 
    leads to the Rat Shaman's room.
    
    While you only need to pass through two screens before reaching the Rat Shaman, 
    you should clear them all out since the rats are an excellent source of karma.  
    The first screen and beginning of the second screen house the easier "biting" 
    rats.  All other rats will shoot at you, so be careful.
    
    ==============
    THE 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.  Stay against the left side wall and you can 
    avoid activating the Shaman.  If you are careful, you may even be able to sneak 
    up on the rats and target them before they activate.  This is ideal.  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 in a fixed square pattern his platform.  He moves quickly, so 
    there is a chance you will lose target.  Try to position yourself so that his 
    entire path of motion is on the screen, but stand as far back as you can (the 
    bottommost staircase makes a good position).  His powerball spells take time to 
    travel, so the closer you are, the faster you will take damage.  Just maintain 
    target lock and fire as quickly as you can.  He will cast Freeze on you 
    occasionally, but there is nothing you can do.  The Rat Shaman is also 
    vulnerable to Grenades, but you will need to time them (throw just after he 
    stops moving).  With Body at level 10 or so, along with the Heal spell, you 
    should be fine.
    
    If you are having a lot of trouble, you can try hiring a cheap Shadowrunner to 
    use as 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.
    
    When the Rat Shaman is killed, a spirit emerges from his body and reveals 
    himself to be the *JESTER SPIRIT*.  He says that Jake must learn his true name 
    before seeing him next.  After he disappears, check the Rat Shaman's body and 
    you will find 3,000 nuyen.  If you have not yet purchased the Boosted Reflexes, 
    put this money towards that.
    
    =================
    THE LOYAL KITSUNE
    =================
    If you have Kistune in your party after the Rat Shaman dies, she starts a 
    conversation with you and offers to stick around.  At this point, she will 
    remain with you permanently instead of leaving after a set number of battles 
    like other Shadowrunners do.  This permanent accompaniment only lasts so long 
    as Kitsune remains alive.  If killed while with you, Kitsune will return to the 
    Jagged Nails club.  If hired again, she will only stay with you for a set 
    number of battles, as normal.
    
    Keeping Kitsune alive can be quite a challenge.  If you do have any long term 
    plans, at least give her the Leather Jacket (if you didn't sell it).  The one 
    point in defense will actually make a big difference.  
    
    ===============
    BACK TO THE DOG
    ===============
    Exit the sewers and head back to the Dog Spirit at the Docks.  He is very 
    pleased that you have defeated his mortal enemy and agrees to help you.  He 
    lets you know that if you recite the Spirit's true name, you can bind him to 
    your will.  Unfortunately, he offers no other help on what to do next.
    
    After the conversation, the Dog Spirit will teach you the POWERBALL spell if 
    you have the Paperweight and Ghoul Bone (both can be picked up in Tenth 
    Street).  The Powerball is a quick projectile that several of the enemies use 
    against you (like the mages by the Docks).  It is not a very useful spell given 
    its MP cost (specifics on damage and MP cost are in the "Magic" section of the 
    Appendix).  If you have any desire to use it at all, raise it a few levels 
    first.  At level 1, the Powerball is not even as strong as the Shotgun.
    
    
    ===============================================================================
    3. DARK BLADE MANSION                                                     SR04C
    ===============================================================================
    Items:     DF_DB-Jester, Strobes, (Dark Blade Phone Number)
    Keywords:  Bremerton, Dark Blade, Laughlyn, Nirwanda, Strobes, Vampires
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Cruel Man               30            4          2         11      70-100
    Ghoul                   15            8          3         5       None
    Ghoul                   20            8          0         3       None
    Mage                    60            4          3         10      70-100
    Samurai Warrior         30            4          3         9       70-100
    Vampire                N/A            8         N/A        32      5,000
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    It's time to collect some information on the Jester Spirit.  The Dog Spirit is 
    not very helpful, but maybe Kitsune can offer some advice.  As a rule of thumb, 
    the Dog Spirit and Kitsune are both good places to turn to if you can't figure 
    out what to do next.
    
    ================
    OPENING THE GATE
    ================
    Gaining access to the Dark Blade mansion is probably one of the most confusing 
    parts of the game.  Head back to the Jagged Nails club and speak with Kitsune.  
    Ask her about *Jester Spirit* and she speculates that someone at *DARK BLADE* 
    knows its location.  Oddly, if you ask Kitsune about Dark Blade now she has no 
    response.  However, if you hire her and ask her while she is in your party, she 
    teaches you the *VAMPIRES* keyword.  You can also learn the *Vampires* keyword 
    by asking the bartender (on the left side) about *Dark Blade*.
    
    Once you have learned those two words, ask the other bartender (Cecil, on the 
    right side) about *Vampires*.  He tells you about a time a vampire was in the 
    club and the *STROBES* sent him into convulsions.  He says the old strobe 
    lights are still around somewhere.  Ask the other bartender (left side) about 
    *Strobes* and he will offer to lend them to you.  You will now have the STROBES 
    in your inventory.
    
    Now things get a little confusing.  The gates to the Dark Blade mansion 
    (located SE of the marketplace) are still closed.  The person you need to seek 
    out next is the owner of the Talismans Shop in Old Town.  This is probably the 
    only reason you can learn the shop's phone number.  If you have the phone 
    number, you can call from the video phone in the Jagged Nails club (also a 
    clue).  If you do not have it, OR if you did not buy the Stake from that shop 
    previously, head back to Old Town.  The conversation is the same with the 
    Talismans Shop owner whether in person or over the phone.
    
    When speaking with the Shaman, ask about *Dark Blade* and you are given the 
    DARK BLADE PHONE NUMBER, along with a warning that the leader is evil.  Dial 
    the new phone number and Johan will answer.  Remember the Magic Fetish you 
    picked up earlier, with the bat engraving?  The bat is a clue that it is 
    connected the vampires that presumably occupy the Dark Blade mansion.  Ask 
    Johan about *Magic Fetish* and he tells you to stop by.  The gate will now be 
    opened when you visit.  
    
    Very confusing.  In case you are still lost, the table below may help.
    
    
    PERSON                LOCATION         ASK ABOUT         LEARN/RECEIVE
    ------                --------         ---------         -------------
    Kitsune               Jagged Nails     *Jester Spirit*   *Dark Blade*
    Club Manager (left)   Jagged Nails     *Dark Blade*      *Vampires*
    Club Manager (right)  Jagged Nails     *Vampires*        *Strobes*
    Club Manager (left)   Jagged Nails     *Strobes*          Strobes (item)
    Indian Shaman         Talismans Shop   *Dark Blade*       Dark Blade Phone No.
    Johan (Dark Blade)    Video Phone      *Magic Fetish*     Opens Dark Blade gate
    
    
    Once the gate is opened, head over to the Dark Blade mansion.  You can find it 
    by heading SE from Daley Station and SE again from the marketplace.
    
    ==================
    HIDDEN WEAPON SHOP
    ==================
    While not really hidden, some players have a difficult time finding this weapon 
    shop.  To get there, head to the far right side of the Dark Blade courtyard, 
    past the front door.  Head down the small alley and you will have found it.
    
    Unfortunately, most weapons are not available during this first visit.  The two 
    notable pieces of equipment are the Shotgun and Uzi.  The Shotgun is the same 
    as the one available in Old Town, except is only costs 12,000 nuyen here.  The 
    Uzi is a new weapon, but it is quite pricey at 30,000 nuyen.  See the next 
    section for more on buying the Uzi.
    
    You should return to this weapon shop frequently, particularly if you defeat a 
    boss enemy or clear a major section.  The shop owner will replace many of the 
    currently unavailable items.
    
    ====================
    THE GREAT UZI DEBATE
    ====================
    There has been a lot of debate over the years about whether or not the Uzi is 
    worth the upgrade.  First, the stats.  The Uzi has an attack power of 8 (same 
    as the Shotgun) and an accuracy rating of 3 (one higher than the Shotgun).  As 
    a guideline, one point in a weapon's accuracy is equal to a single point in the 
    Firearms skill.  The Uzi also has the benefit of having an automatic trigger.  
    This means that it will fire at maximum rate by holding down the A-button.  All 
    other guns have manual triggers that require you to repeatedly tap the A-
    button.
    
    Cost aside, the Uzi is a clearly superior weapon to the Shotgun.  While the 
    maximum damage is the same, you should kill enemies faster due to more shots 
    hitting (accuracy) and firing at a quicker rate (automatic trigger).  It is 
    technically possible to match the firing rate of the Uzi using other weapons if 
    you have a turbo controller.  Short of that, it's impossible to get in as many 
    shots by tapping the A-button.  Therefore, the Uzi should wrack up damage a lot 
    quicker than the Shotgun.
    
    The crux of the debate is over the price tag of the Uzi: is it worth 30,000 
    nuyen?  Well, that may depend at least partly on your financial situation.  If 
    you have 30,000 nuyen but have not yet purchased the Boosted Reflexes, it is 
    definitely NOT worth it -- upgrade the reflexes instead.  If you are well short 
    of 30,000 and would need to spend a long time earning money, it's probably NOT 
    worth it once again.  And, if you're already past the Bremerton stage, it's 
    probably NOT worth it either.
    
    The Uzi is a very hard sell at 30,000 nuyen.  The only time the upgrade would 
    make sense is if you've decked out all your other gear and have the nuyen to 
    spare, which is unlikely at this point if you've been progressing through the 
    game normally.  However, if you do have the money and you want to make the game 
    a bit easier, splurge on the Uzi.  It will make a nice difference in the next 
    two areas.  Once better weapons are available later, sell the Uzi back.  You 
    will still recoup 15,000 nuyen of your original purchase.  The Uzi is best 
    thought of as a luxury purchase; a "nice to have" rather than an "absolutely 
    must have."  
    
    ==================
    DELIVER THE FETISH
    ==================
    There is a mage at the entrance of the Dark Blade mansion who you can talk to. 
    He is uninterested in any word except *Magic Fetish*.  If you try to go to 
    another room without mentioning that to him, he will alert security and you 
    will be attacked.  He will do the same if you shoot him before mentioning the 
    Magic Fetish.  Once you mention the fetish, he asks you to go to the room on 
    the left where Vladimir is expecting you (very subtle name reference there...). 
    Note that if you have a Shadowrunner in your party, s/he will immediately begin 
    attacking the mage.  This automatically alerts security in the rest of the 
    mansion.
    
    In the next room, you can give the Magic Fetish to Vladimir if you choose.  You 
    can also keep the fetish and just start blasting Vlad, which will cause him to 
    turn into a vampire and flee.
    
    So, why would you ever give up the fetish when you can just waste these freaks 
    from the outset?  Well, one advantage is that you can have a friendly 
    conversation with Vladimir after handing over the magic item.  When asked about 
    *Jester Spirit*, he will teach you the *BREMERTON* keyword.  This keyword is a 
    trigger that allows you to access the next area.  If you do not get the keyword 
    now, you will need to wait until the end of the mansion.  The one reason you 
    may want to go ahead to Bremerton (other than curiosity) is that you get the 
    items to learn three new spells while you are there, which may come in handy in 
    this stage.  Still, this is probably not needed.  It's up to you if you want to 
    "aid the enemy" by turning over the fetish.  Your choice makes little 
    difference in the long term, as the Magic Fetish has no further use.
    
    The computers in this room can also be hacked.  The top computer allows you to 
    break into the Dark Blade bank account.  You only need to transfer data from 
    the top datastore to gain access.  Once you log out, you will have found 10,000 
    nuyen.  Very nice find.  The bottom computer holds the DF_DB-JESTER file.  You 
    only need to transfer data from the rightmost datastore to obtain it.  This 
    file explains the collaboration between Vladimir and the Jester, as well as 
    hinting that Nirwanda is not the Jester's real name.  Keep this in mind.
    
    Once you exit the screen with Vladimir, the fun begins.  Enemies now attack you 
    in all rooms.  Each room has a mix of Samurai Warriors and Cruel Men.  The 
    Samurai Warriors are more dangerous, so take them out first.  In the room to 
    the right of the main hall, you can find a MESH JACKET on the dead body of one 
    of the Samurai Warriors.  This item is identical to the one you can buy in Old 
    Town statistically, except that no weapon shop will repurchase it.  This is 
    odd, but you can still make money by equipping the tainted Jacket and selling 
    the one you bought.  This has no adverse effect.
    
    In that same room you can find a BRONZE KEY on the bookcase.  Pick this up, as 
    it will be needed shortly.  Head back to the main hallway, then straight ahead 
    through the NE door.  Turn left in the next room and you will come to the 
    kitchen.  After dispatching the enemies, head to the top of the screen, then 
    follow the right-hand wall behind the brick separation.  This will take you to 
    a locked bronze gate, which can be opened using the Bronze Key you recently 
    picked up. 
    
    =========
    CATACOMBS
    =========
    The kitchen stairs lead to the catacombs, a festering dungeon of unending 
    Ghouls.  The Ghouls emerge from the ground repeatedly and run quickly to attack 
    you.  They have a very high attack, so do whatever it takes to avoid getting 
    overwhelmed.  You can use these Ghouls to your advantage (see next section), 
    but they are very deadly foes.  Proceed SW to the end of the hallway.  In the 
    next room, head SE.  You will have the option of going into a room on the right 
    or heading down a stairwell.  The room on the right just leads to a dead end 
    (and lots of Ghouls), so head down the stairs.
    
    --------------------------
    ULTIMATE POWER-UP LOCATION
    --------------------------
    The catacombs are possibly the best power-up location in the game.  You can 
    earn massive amounts of karma here in a very quick time due to the limitless 
    supply of Ghouls.  They key is positioning yourself not to take damage.  The 
    safest place to stand is behind one of the coffins near the bottom of the 
    screen.  Stand directly behind the southernmost tip of the coffin and the 
    Ghouls should not be able to reach you.  The coffins will block their way.  
    From here, you can safely pick off the Ghouls at a quick rate.  It's possible 
    to earn 8-10 karma or more per minute.
    
    Some players have strategies that involve putting a rubber band on the 
    controller and continuously killing Ghouls for hours without having to sit in 
    front of the screen.  This is a possible strategy, but it's risky, as a stray 
    Ghoul can wander down and make short work of you.  It would suck to lose a 
    hundred or so karma this way.  You can achieve a similar effect by hiring 
    Shadowrunners.  You probably need a party of two or three, but having an 
    entourage of Shadowrunners will allow you to earn karma without doing anything. 
    Well, except monitoring them to make sure a Ghoul does not slip by.  If you are 
    going to go this route, I recommend Hamfist, Orifice, and Norbert.  These are 
    not the best three Shadowrunners, but this party is very cost effective and 
    gets the job done nicely.
    
    You should put most of the karma you earn into Magic, which seems to take ages 
    to raise.  If you can get Body and Magic in the 10-13 range, you should be in 
    excellent position to handle the next couple of stages.
    
    ===============
    VAMPIRE CHAMBER
    ===============
    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.  You are relatively safe from here, so pick off the Ghouls as quickly 
    as you can.  Once defeated, run into the room before the Vampire tries to walk 
    up the stairs towards you.
    
    No matter what weapon you use, the Vampire cannot be damaged.  The key to 
    defeating him is to recall the story that the bartender told you in the Jagged 
    Nails club.  Pull out the Strobes and let them shine.  The Vampire will become 
    dazed and will stop attacking you.  Interestingly, once the Vampire is blinded, 
    any Ghouls on the screen will disappear (you do not get karma for killing them 
    if this happens).
    
    Now is the chance to relive all the Dracula movies and drive the stake right 
    into his chest.  Once stabbed, Vladimir becomes cooperative in a hurry.  Ask 
    him about *Jester Spirit* and he tells you the true name is *NIRWANDA* and he 
    is located at *Bremerton*.  Since you know he's lying, let him have it with the 
    Stake again.  This time, when asked about *Jester Spirit*, he tells you the 
    name is *LAUGHLYN*.  Now, you can spare the Vampire's life, but what would be 
    the point?  Nail him with the Stake for a third time and he'll be done.  The 
    chap leaves 5,000 nuyen when killed.
    
    With a new enemy and the keyword to defeat him, it's time to find Bremerton.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    S E C T I O N   5   -   B R E M E R T O N                                  SR05
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    With his location uncovered and his true name revealed, it's time to hunt down 
    the Jester Spirit in Bremerton.  As both enemy of the Dog Spirit and puppet 
    master of many of the attacks on Jake, this is a foe that needs to be handled.
    
    In case you are curious, Bremerton is a real place west of Seattle in 
    Washington state.  There is a large naval shipyard in south Bremerton along the 
    Puget Sound.  There is also a Seattle-Bremerton Ferry that takes people from 
    one place to the other.  The game borrowed some of these points when designing 
    the next stage.
    
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                               SECTION 5 CONTENTS             
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                   1. The Little Mermaid Redux...........SR05A
                   2. The Ruined Ship at Bremerton.......SR05B
                   3. Alternate Dimension................SR05C
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    
    ===============================================================================
    1. THE LITTLE MERMAID REDUX                                               SR05A
    ===============================================================================
    Items:     Explosives, Mermaid Scales
    Keywords:  Mermaids
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Hitman (Roof)           10            4          0         1       30-60
    Mage (V-G)             5-7            5          0         1       30-60
    Mage (V-PB)             15            7          3         1       30-60
    Mage (V-PB)             15            7          3         2       30-60
    Massive Orc            5-22           4          3         3       30-60
    Massive Orc           15-19           4          3         2       30-60
    Massive Orc           15-22           3          2         3       30-60
    Massive Orc             40            6          3         3       70-100
    Octopus                 90            3          3         26      2,000
    Peephole                15            5          0         1       None
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    A few notes before going on.  If you have not purchased the remaining items in 
    the Talismans Shop in Old Town, you should do so now.  After buying the Potion 
    Bottles, revisit the fountain outside the morgue in Tenth Street and Use the 
    Bottle to collect clean water.  The Black Bottle can be used to collect the 
    Pool of Ink left by the Octopus in the far warehouse on the Docks.
    
    Once that's taken care of, head back to the Docks to see if the Boat Driver can 
    take you to Bremerton.  You will find, as soon as you enter the harbor, that a 
    Massive Orc now seems determined to stand in your way.  He is slightly harder 
    than the normal enemies on the Docks and drops EXPLOSIVES when killed.  Be sure 
    to pick them up, as they will be needed ahead.
    
    When you finally talk to the Boat Driver about *Bremerton*, he explains that he 
    cannot take you because *MERMAIDS* are attacking passing ships.  When further 
    grilled about *Mermaids*, he explains that their appearance has to do with warm 
    run-off waters from the sewers.  These are clearly not your friendly cartoon 
    Mermaids.   You will need to find a way to remove these hostile beasts from the 
    city waters.  Maybe if you can somehow cool things off the Mermaids will swim 
    away?
    
    ===============
    COOL THE WATERS
    ===============
    If you remember, the club manager of the Wastelands Club was expecting a large 
    delivery of Ice.  Maybe this is just the thing.  Return to the bar and talk to 
    the manager.  He lets you know that the delivery came in and that the "chiller" 
    is over the in the corner.  Sure enough, there is a new character standing 
    under the stairs on the far left.  Ask him about *Ice* and he will offer to 
    sell you a ton for 100 nuyen.  Once you agree, he prompts for a location.  Ask 
    him about the *Docks* and he will agree to drop it there.
    
    Head back over to the Docks.  With the water now cool, the Mermaids have left 
    the area.  Head over the third screen where the entrance to the Dog Spirit 
    warehouse is.  Go towards to small dock at the bottom of the screen and you 
    will now find the MERMAID SCALES, which were left when our marine friends 
    departed.  If you also have the Black Bottle filled with Octopus Ink, visit the 
    Dog Spirit again and you will learn the FREEZE spell.
    
    ==========
    CAP'N JACK
    ==========
    Head back to Captain Jack (name is fitting given the look on his face, isn't 
    it?).  He now eagerly offers his boating services.  For 1,000 nuyen, he will 
    take you to Bremerton.  With no other alternative, pay the fare and get 
    sailing.
    
    
    ===============================================================================
    2. THE RUINED SHIP AT BREMERTON                                           SR05B
    ===============================================================================
    Items:     Broken Bottle, Dog Tags, Detonator (and Time Bomb), Green Bottle,
               Safe Key, Toxic Water (for Potion Bottle)
    Keywords:  None
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Doggie                  20            5          0         0       None
    Ferocious Orc         15-22           4          3         3       30-60
    Ferocious Orc         20-29           5          4         4       70-100
    Ferocious Orc           30            3          3         20      70-100
    Ferocious Orc          N/A            5         N/A       None     None
    Gang Member             22-33        6/2         0         2       70-100
    Gang Member             35           6/2         0         7       70-100
    Gang Leader             20            4          0         10      30-60
    Gang Leader             30            5          0         3       30-60
    Heavy Dude            20-29           3          2         4       70-100
    Mage (W-PB)              5            7          2         1       30-60
    Mage (W-PB)             15            7          3         1       30-60
    Massive Orc           15-19           3          2         2       30-60
    Massive Orc           15-22           4          3         3       30-60
    Massive Orc           20-29           5          4         4       70-100
    Massive Orc            N/A            5         N/A       None     None
    Poison Ooze (Red)        0            6          0         0       None
    Poison Ooze (Gray)      30            3          3        None     None
    Slimy Toxic Waste      N/A            4         N/A       None     None
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    The old ship at Bremerton crashed ashore and has remained out of service for 
    years.  It has been taken up by gang members and other nasty foes that see it 
    as a perfect hideout.  The ship will sport some of the hardest enemies you have 
    encountered yet.  In addition, the ship has numerous rooms and can be very 
    confusing to navigate.  A full scale map is unwieldy for this level, but the 
    diagram below attempts to clear things up a bit.
    
    ================================
    MAP OF THE OLD SHIP AT BREMERTON
    ================================
    
       Outer Ship 1-----Outer Ship 2
            |
            +-----------+
                        |
                   Inner Ship 1
                        |
          +-------------+--+
          |                |
      Basement 1      Inner Ship 2
          |                |
     Safe Room 1      Inner Ship 3   Inner Ship 5-------------Inner Ship 7
                           |               |                       |
            +--------------+---------------+---Inner Ship 9---Inner Ship 8
            |              |                                       |
       Inner Ship 4---Inner Ship 5         +-----------------------+
                           |               |
                       Basement 2     Inner Ship 10---Inner Ship 11---Inner Ship 12
                           |                                               |
                       Safe Room 2                                    Portal Room
    
    
    Head right from the entrance onto the second screen, defeating the Gang Leader 
    and Gang Members along the way.  You will pass by several doors that are rusted 
    shut.  None of these can be opened, so just ignore them.  At the end of the 
    second screen is a staircase that brings you to the upper deck.  Loop back 
    around and head towards the first screen again.  When you arrive, you will be 
    attacked by a Gang Member and a Doggie.  Don't be deceived, the Doggie is quite 
    vicious.  You will need to put him down with a few bullets.  When killed, the 
    dog will drop the DOG TAGS.  With this item, you can now learn the SUMMON 
    SPIRIT spell when you return to the Dog Spirit.  There is no need to see him 
    quite yet, so keep proceeding for now.
    
    When you get to the very last door on the upper deck, use the Crowbar on it.  
    For some reason, this door can be pried open, allowing you access to the inner 
    ship.  The next portions will reference the diagram above for specific 
    locations.
    
    ===============
    INSIDE THE SHIP
    ===============
    There are numerous rooms within the old ship, which can make it quite confusing 
    to find your way around.  The first room contains a couple of Red Poison Oozes. 
    There is a switch on the opposite wall from the entrance that opens the door 
    below.  Take the lower exit into the next room, which has a door at the bottom 
    and a stairway leading back to the previous room.  For now, take the stairway 
    up and pass through the room you entered in.  You should come out on a stairway 
    that corresponds to Basement 1 on the diagram above.
    
    Basement 1 contains three screens of stairways heading downward.  You will face 
    a nice mix of Massive and Ferocious Orcs, all of which become slightly more 
    difficult on each descending screen.  Still, you should be able to handle them 
    fairly easily at this point.  The last room contains a single Ferocious Orc and 
    a safe.  Be sure to pick up the nuyen after killing to Orc, because it will be 
    covering the SAFE KEY that this foe drops.  As common sense might tell you, use 
    the Safe Key on the safe.  You will find a DETONATOR and a BROKEN BOTTLE.  The 
    Detonator combines with the Explosives to form a single item called TIME BOMB.  
    The Broken Bottle is a useless item.  Once you have the Time Bomb, head back up 
    the stairs into Inner Ship 2.
    
    From the second screen with the staircase, take the bottom exit this time.  
    This takes you out into a room that forks in three directions.  Proceed down 
    the middle fork.  You will come out in a room with a Gray Poison Ooze blocking 
    the way.  Once defeated, the Ooze turns into TOXIC WATER.  Use the Potion 
    Bottles that you bought in the Talismans Shop on the Toxic Water and you can 
    collect this item.  At this point, you can return to the Dog Spirit and learn 
    the INVISIBILITY spell.  The Invisibility spell can be very useful in this 
    level, so it's not a bad idea to backtrack now and pick it up.
    
    ===================
    THE SECOND BASEMENT
    ===================
    Once you are ready, head down the stairways in the second basement.  You will 
    find a tough assortment of Orcs as before, with a few Mages mixed in.  If you 
    go to the room at the very bottom, a handful of powerful Orcs will immediately 
    begin blasting you and will send you reeling back into the previous room.  
    These Orcs are invincible, so save yourself the HP and don't even enter the 
    room.  To kill them, you will need to use some creativity.
    
    If you looked closely, you may have spotted a couple of switches at the tops of 
    the stairways on the second and third screens.  Press the switch on the third 
    screen first.  This shuts the airlock that leads into the bottom room with the 
    Orcs.  Now, go back up one screen and press the second switch.  This opens the 
    water hatch and increases the pressure in the safe room.  The loud screams of 
    pain should tell you that the plan worked.  Flip the switch again once maximum 
    pressure has been reached and head back down.  Flip the switch on the third 
    screen to open the airlock and head on in.
    
    You will see the bodies of the Orcs on the floor and will now be able to access 
    the safe.  The safe is locked and will not be opened with the Safe Key, so you 
    will have to blow the door open.  Use the Time Bomb on the safe and then stand 
    clear (you can receive up to 20 damage if you are too close).
    
    Inside the safe you will find a GREEN BOTTLE that contains toxic dissolver.  
    Head up the stairs and back into the room that had the three forks.
    
    ===========
    PORTAL ROOM
    ===========
    From the room with the three forks, take the doorway on your top right.  Head 
    up and around, through the small L-shaped room, and down into a small, T-shaped 
    room.  Head through the bottom exit.  You will arrive in a longer room that 
    splits off at the bottom and to the right.  The bottom path (where the Gang 
    Leader is) is a dead-end, so head right.  In case you are a little confused, 
    this room is called Inner Ship 10 on the map above.
    
    Pass through another small L-shaped room into a larger room.  You will notice 
    two pools of Slimy Toxic Waste blocking the door and far hallway.  They are 
    immune to your weapons but are killed instantly if you use the Green Bottle on 
    them.  Once defeated, you can proceed safely.
    
    The top wall of the room has three switches on it.  The rightmost switch opens 
    the door leading to the next room.  The two switches on the left side control 
    the mines in the next room.  Press the leftmost switch only (the center switch 
    will cancel out the effects of the left switch).  This switch will cause all 
    mines to blow and save you some life.  Proceed ahead and enter the portal.
    
    
    ===============================================================================
    3. ALTERNATE DIMENSION                                                    SR05C
    ===============================================================================
    Items:     Jester Spirit
    Keywords:  Volcano
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Bubbles                 15            5          0         5       None
    Ghoul                   20            6          0         4       None
    Naga                    30           15          4         32      None
    Jester Spirit         20,40          15          2         56      None
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    Wow, so this is where the Jester Spirit resides?  Sort of like a dream world, 
    but anything is possible in Seattle in 2050.  Shortly after you enter, you will 
    discover a large Naga in the pool in the center of the room.  The Naga is very 
    difficult and has high HP and attack.  It can kill you pretty easily if you 
    stand there and duke it out.  You can run (and miss the karma) or you can cast 
    the Invisibility spell (on Jake) or Freeze spell (on the Naga).  Both spells 
    should make the battle quite easy, assuming you've raised their levels.
    
    Move past the Ghouls and onto the next room through the top exit.  In the next 
    room, you can defeat the large Bubble piles but not the smaller ones that are 
    planted on the tiles.  You will need to time your movement to avoid being hit 
    by those.  Finally, you arrive in the Jester Spirit's room.
    
    =================
    THE JESTER SPIRIT
    =================
    The Jester Spirit is the most difficult opponent you have faced so far.  His 
    attack consists of hurling a blue ball of fire at you, which rises into flame 
    pillars once it hits the ground.  Each hit can do upwards of 15 damage and can 
    hit multiple times, so try to move away as soon as you can.  Start by 
    positioning yourself at the top of the screen, against the ledge of the 
    Jester's platform.  This position has the benefit of allowing you constant 
    sight (so you don't lose target lock) as well as keeping you out of way of the 
    flame pillars from the fireballs (helps avoid multiple damage from the same 
    fireball).  The Jester Spirit is vulnerable only by attacking the mask.
    
    Unbeknownst to most people, the Jester Spirit has three "phases" during this 
    fight.  During the first phase, the Jester lobs blue fireballs around the room 
    without any specific target.  You can probably manage to maneuver around them 
    and avoid damage.  Once the Jester has sustained 20 HP of damage, he switches 
    to the second phase.  Now, the blue fireballs will target you directly.  During 
    this phase, it is very hard to avoid damage without moving constantly.  You can 
    try dodging until he has depleted all the balls in hands, at which time he 
    takes a few moments to replenish before resuming his attack.  However, dodging 
    is difficult to do and this recharge period is a very small window of time.  
    You are better off standing still and taking damage so long as you can inflict 
    damage equally fast.  Given the predictable timing of the attacks, you should 
    be able to heal in time if your HP become too low.
    
    Once you inflict 40 more HP of damage, the Jester Spirit will talk to you, 
    saying "You are a fool to come here.  You are no match for the Jester."  At 
    this time, the Jester Spirit enters the third phase.  You can now talk by 
    clicking and selecting Talk.  Keep in mind that you will still be attacked 
    until you choose the Talk option.
    
    Given these three phases, the most straightforward way to defeat the Jester 
    Spirit is simply to run right in front of his stage and blast as fast as you 
    can.  With any luck, you should receive the taunting message in about 15 
    seconds, at which point the fighting is over.  Another tactic that works 
    somewhat effectively is to use the Summon Spirit spell (only if it's at level 
    6).  While very MP intensive, the spell can deal up to 36 HP per attack.  It's 
    possible to cast the spell three times and win the fight.  However, you need a 
    lot of MP to make this work.  It is probably a better idea to save those MP for 
    healing.
    
    Once you engage in dialogue, ask him about *Laughlyn*, his true name.  This 
    will end that battle and you will receive karma.  Click on the floating mask 
    and speak with him again.  He will offer to help you at the time of your 
    choosing.  You will need to ask him about *Drake*.  He then explains that 
    Drake's lair is a *VOLCANO*.  Once you learn this keyword, the Jester Spirit 
    will fall the ground and can be collected as an item (aptly named the JESTER 
    SPIRIT in your inventory).  This item inflicts massive damage on enemies when 
    used, but can only be used once.  Save it for now.
    
    After completing the conversation with the Jester Spirit, WAIT FOR THE PORTAL 
    TO APPEAR.  Exiting through the portal is one of the most important triggers in 
    the game (for enabling the sale of better weapons and armor).  Many, many 
    players are impatient and leave too soon, backtracking through Bremerton.  Once 
    again, TAKE THE PORTAL.  It transports you to the docks.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    S E C T I O N   6      D R A K E ' S   S T R O N G H O L D                SR06
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    As you enter the third and final act of the game, the mysterious clues and 
    cryptic memos will finally start to make sense.  This portion of the game will 
    place a new emphasis on magic and the Matrix.  Both will replace weapon combat 
    as the primary elements of gameplay.  Jake will need to use every tool at his 
    disposal to foil the plots of the all-power Drake.
    
    
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                               SECTION 6 CONTENTS             
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                   1. Time for an Upgrade................SR06A
                   2. Drake Tower........................SR06B
                   3. Drake Volcano......................SR06C
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    
    ===============================================================================
    1.  TIME FOR AN UPGRADE                                                   SR06A
    ===============================================================================
    Items:     None
    Keywords:  None
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Gang Member           20-35          6/4         2         2       30-60
    Gang Member           20-35          6/5         3         4       70-100
    Hitman (Hole)           20            5          0         1       None
    Hitman (Bush)           13            5          2         1       None
    Hitman (Roof)           10            4          0         1       30-60
    Peephole                15            5          0         1       None
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    Before confronting the nefarious Drake, now is a great time to upgrade your 
    gear and do some serious powering-up.  The following must-have items are now 
    available for purchase:
    
      Item                   Location                         Price
      ----                   --------                         -----
      Dermal Plating         Dr. Maplethorpe's Office         6,000
      HK227 Assault Rifle    Dark Blade Weapon Shop           24,000
      Partial Body Suit      Dark Blade Weapon Shop           20,000
    
    If you have not yet purchased the Boosted Reflexes from Dr. Maplethorpe, do so 
    before buying any of the items above.  If you have, the priority list for these 
    new items is the order in which they are listed.
    
    The Dermal Plating adds two points of defense to ANY armor you have equipped 
    (even no armor) and is probably the single best value in the entire game at 
    6,000 nuyen.
    
    Next on the list is the Assault Rifle.  By now, the Shotgun is a little 
    underpowered due to the improved defenses of the enemies.  The Assault Rifle 
    has an attack power of 12 (compared to the Shotgun/Uzi's attack power of 8), 
    meaning you will do 50% more damage with it.  This makes a VERY noticeable 
    difference, especially in the upcoming stages.  For the first time, you will 
    begin seeing double-digit damage when attacking enemies.
    
    Finally, we have the Partial Body Suit.  This armor has a defense of 5 and is 
    an excellent bargain for 20,000 nuyen.  With the Dermal Plating, you will now 
    have a combined defense of 7.  This is enough to make you invulnerable to 
    roughly 80% of the enemies in the game, including almost all random enemies on 
    the streets.  For the psychological satisfaction of near immortality, this 
    upgrade is excellent.
    
    So what do you do if you're a little short on nuyen?  See the next section 
    below.
    
    --------------------
    INFINITE MONEY TRICK
    --------------------
    At this point in the game, money has become increasingly difficult to earn in 
    quantities that allow you to buy the available items.  Fighting basic enemies 
    like you did in the beginning is no longer a possibility.  If you are short 
    now, the first couple of things to check are:
    
    1. Have you defeated all the enemies in the arena?  You should be able to do so
       easily by now.
    2. Have you hacked all the computers you could so far?  These are the ones at
       Glutman's office, the vacant office by the docks, and the office in the
       Dark Blade mansion.
    
    If you have tapped those sources and still need money, there is a wonderful 
    trick that can help fill your credstick.  Once you passed through the portal in 
    Bremerton, the Vampire in the Dark Blade mansion was resurrected.  Return to 
    the Dark Blade mansion and kill the Vampire as you did before.  Have the same 
    dialogue with him as you did previously so you learn the *Bremerton* and 
    *Laughlyn* keywords.  When killed, he will give you 5,000 nuyen.  Return to 
    Bremerton and make your way through the ship, into the alternate dimension, and 
    back to the Jester's Room.  Pass through the portal that descends and the 
    Vampire will revive again, repeating the cycle!  Do this as many times as you 
    want for 5,000 nuyen each time.
    
    Although this trick has become a staple of Shadowrun strategy over the years, 
    it's probably a bug... or at least was not something that the programmers 
    intended for you to do.  The reason this tricks work is because the Vampire's 
    appearance is based on which keywords you have learned.  If you don't know the 
    *Laughlyn* keyword, the Vampire will always be there.  Once you know it, he 
    disappears.  Sort of lazy programming, but who am I to complain?  This relates 
    to Bremerton because the portal in the Jester's room erases six keywords from 
    your list when you pass through, one of which is *Laughlyn*.  Regardless of why 
    it works, be happy that it does.  There are no easy ways to earn this sort of 
    nuyen without hacking.
    
    ===============
    KARMA CHAMELEON
    ===============
    If you've been slacking on raising your attributes, skills, and spell levels, 
    now is the time to make things right.  The game has been easy enough to this 
    point that you could get away with low stats, but enemies get a lot harder from 
    here on.  Here is a basic guideline of where your stats should be.  If you are 
    below any of these points, spend some time and raise them:
    
    Attributes
    Body:            13 or higher
    Magic:           13 or higher
    Strength:        6
    Charisma:        Optional
    
    Skills
    Firearms:        7 or higher
    Computer:        6
    Negotiation:     Optional
    Leadership:      Optional
    
    Spells
    Heal:            6
    Powerball:       Optional
    Freeze:          6
    Summon Spirit:   Optional
    Invisibility:    6
    
    If you're off in any of these categories, it's most likely Body and Magic.  
    However, both are important in the upcoming levels.  You will need the extra 
    life and will be using a lot more Magic (especially Heal and Invisibility).  
    Boosting these stats now can save you several trips back to heal.
    
    The ideal place to earn karma is in the catacombs of the Dark Blade mansion.  
    As outlined earlier in the walkthrough, stand behind one of the coffins on the 
    bottom of the screen.  You should position yourself exactly below the 
    bottommost part of the coffin.  From here you can pick off the Ghouls, which 
    will come at you continuously.  This task will be even easier if you make the 
    purchases recommended above.
    
    Once you feel comfortable with your stats and magic levels, it's time to take 
    on Drake.
    
    
    ===============================================================================
    2.  DRAKE TOWER                                                           SR06B
    ===============================================================================
    Items:     DF_DR 1-4, DF_DR 2-4, DF_DR 3-4, DF_DR 4-4, DF_DR-MATRIX,
               DF_DR-VOLCANO, (Drake's phone number)
    Keywords:  None
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Mage                    30            4          4         11      70-100
    Mage                  20-30         11/6         2        3-5      70-100
    Samurai               20-30           9          3        4-7      70-100
    Sentry Gun              40           10          3          6      None
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    =====
    LOBBY
    =====
    The entrance to Drake Tower is occupied by a single Mage, who should not be 
    that difficult.  You will quickly discover that the elevators are not working.  
    The only way to reactivate them is by hacking into the computer at the 
    reception desk.  It is important that you have examined the Password that was 
    dropped in the Rust Stilettos hideout.  This password will allow you to bypass 
    the node blocking your path.
    
    Once inside the Matrix, head right for the CPU and either reprogram it (A-
    button) or attack it (B-button); both will activate the elevator.  Head into 
    the elevator that opens on the left and be prepared for an intense fight.
    
    ============
    SECOND FLOOR
    ============
    As soon as you exit the elevator, four Samurai Warriors begin blasting you.  
    It's possible to be dead before you even really know what hit you.  You have 
    about a split second heads up, but you can use this time to cast Invisibility.  
    This causes the enemies to stop firing at you, and you can go ahead and pick 
    them off without fear of reprisal (unless you take too long and the spell wears 
    off).  Is this a little cheap?  Maybe, but there are not many better options.  
    You can get stun-locked like crazy as you try to move around, or you can take 
    advantage of magic.
    
    Once the enemies are dead, there are two computers on the floor that you can 
    access.  As will be the case with most floors, there is usually a data computer 
    that holds a file (or file fragment) and possibly nuyen and a CPU computer that 
    controls the elevator to the next level.
    
    The data computer can be found in the top cube on the far right side against 
    the wall.  You will notice a node blocking your path when you come to the first 
    line.  As will be the case in many computers from now on, the password to 
    bypass this node is located in one of the datastores on the same level.  Take 
    the south line and transfer data from each of the stores.  While you don't 
    actually need to do this for all of them (only one has the password; the rest 
    are trash data), it is easier to do so as a rule of thumb so you never miss 
    anything important, like bank accounts.  Once the lines are open, take the line 
    to the section on the right and transfer the data.  You will have found a file 
    called DF_DR 1-4 (a file fragment that cannot be accessed) along with 8,000 
    nuyen from Drake's account.
    
    The CPU computer can be found near the bottom of the floor, just to the right 
    of the couch.  It will have a similar structure as the data computer, requiring 
    an intra-level password to access the CPU.  Once the CPU has been reprogrammed 
    or destroyed, the elevator will be activated.  Elevators to higher floors are 
    always on the left, so take that one.
    
    ===========
    THIRD FLOOR
    ===========
    The third floor enemies are similar to the second, except that one Samurai 
    Warrior has been replaced by a mage.  Use Invisibility again and take care of 
    business.
    
    This floor has three computers.  The data computer is the first one on the 
    second row against the left side wall.  You will notice a node blocking the 
    lines as soon as you enter.  Simply attack the directory (yellow arrow) and the 
    node will be removed.  Once you have retrieved the data, you find a file named 
    DF-DR 2-4.  
    
    The CPU computer is the first one directly below the right-side elevator.  Once 
    again, reprogram or destroy the CPU to open the way to the fourth floor.
    
    Finally, there is another computer against the right-side wall.  It is the 
    third one down from the top.  This computer has three relatively difficult 
    sections, but none of the data seems to be anything more than trash.  You 
    should save your health and ignore this machine; just take the elevator to the 
    next floor.
    
    ============
    FOURTH FLOOR
    ============
    You are greeted by another four Samurai Warriors.  Dispense as usual.  Once 
    dead, the data computer is located directly SW from the right-side elevator.  
    It is in its own cube and will yield the DF_DR 3-4 file once hacked.
    
    The CPU computer sits on its own in the far right corner.  By now, some of the 
    Matrix levels should start to look familiar, as this Tower reuses many of them. 
    As a useful way to save life, the ICs are always at the same spots.  This can 
    benefit you a lot if you remember those locations.  Activate the elevator and 
    head up to the fifth floor.
    
    ===============
    ET TU, SPATTER?
    ===============
    If you have the Shadowrunner, Spatter, in your party when you reach the fourth 
    floor, 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.  Real bummer, as Spatter's Armor spell is quite useful 
    in this part of the game.  Still, it's best to kill him off before this floor 
    or not bring him here at all.
    
    ===========
    FIFTH FLOOR
    ===========
    Three Samurai Warriors and a Mage again.  Once killed, the CPU computer is 
    directly below the right-side elevator.  In addition to granting passage to the 
    next floor, one of the datastores holds the password to clear a node on the 
    next level.  For this reason, make sure you collect all the data.
    
    The data computer is on the right side of the screen and is the second computer 
    down in the second row from the windows.  Hacking this computer will produce 
    the DF_DR 4-4 file.  Assuming you collected the other fragment data files, 
    these four pieces will combine to form two files called DF_DR-MATRIX and DF_DR-
    VOLCANO.  The Volcano 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."  This adds DRAKE'S PHONE NUMBER to your 
    directory.
    
    In addition to the file, you also pick up 10,000 nuyen if you accessed the 
    right datastore.  Quite a nice little score.  With the nuyen in hand, take the 
    elevator to the next floor.
    
    ===========
    SIXTH FLOOR
    ===========
    The final floor has another three Samurai Warriors and one Mage.  The enemies 
    in Drake's Tower do get slightly harder as you head up (they get a few more HP 
    each on every floor), but they should still be manageable with the Invisibility 
    spell.
    
    Not so coincidentally, there is a video phone by the elevator bay.  You can use 
    it to call Drake with the number you just received.  You will finally get to 
    see his picture and listen to him threaten you.  Drake does not respond to any 
    keywords, so talking to him is more for amusement than necessity.
    
    The sixth floor only has one computer, which is located in the office on the 
    far right.  From the looks of it, this was probably Drake's office.  
    
    ====
    ROOF
    ====
    The roof contains a couple of large sentry guns that begin blasting you as soon 
    as you show up.  As with all the other fights, cast Invisibility and they go 
    down easily.
    
    On the right side of the roof is a helicopter and pilot.  The pilot quickly 
    sees that you mean business and asks you to name your destination.  You need to 
    ask him about *Volcano* and he will fly you to Drake's hideout.
    
    Before leaving, it probably makes sense for you to head over to the hotel to 
    heal and save the game.  Odds are you expended a lot of MP within the tower, 
    and you will want to be fully healed when you enter the Volcano.  Also, if you 
    have not completely upgraded your weapons, armor, or cyberware, use the nuyen 
    you recently hacked to make these purchases.
    
    Although probably a point of trivia, the Fully Concealable Jacket becomes 
    available for sale at the Dark Blade weapon shop now that you're reached the 
    roof.  This item has a defense of 3 and is weaker than the Partial Body Suit 
    that is already available, so just ignore it.
    
    
    ===============================================================================
    3.  DRAKE VOLCANO                                                         SR06C
    ===============================================================================
    Items:     DF_DS-AI END, DF_DS-AKIMI, DF_DS-FAILURE, DF_DS-TARGET,
               Password, Serpent Scales, (Akimi's Phone Number)
    Keywords:  Aneki
    
    Enemies: 
                           Hit Points     Attack     Defense     EXP*     Nuyen
                           ==========     ======     =======     ====     =====
    Naga                     40-60          15          0         29      None
    Naga (Gold)                80           15          0         50      None
    Scientist (Sentry Gun)   30-49           7          3         6       None
    Scientist (Grenades)     20-35           8          0         1       None
    Troll Decker               44            4          2         5       150-200
    Troll Decker               44            6          2         5       150-200
    Troll Decker               45            8          2         5       150-200
    Troll Decker               40            9          2         5       150-200
    Troll Decker             55-60          11          2         5       150-200
    Drake                     250          20/6         5         90      None
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    =======================
    JAKE VERSUS THE VOLCANO
    =======================
    Nothing like a quiet day at the volcano...  The helicopter drops Jake off at 
    the helipad just outside the complex.  The Volcano consists of a series of five 
    levels with increasingly more difficult enemies as you descend further into the 
    ground.  Your fighting and hacking skills will be tested like never before, as 
    the Drake Volcano is very difficult.  Drake's soldier of choice is the Troll 
    Decker, a large, hearty warrior packing tremendous firepower and a lot of HP.  
    There are also numerous scientists here (some scared and some crazy) working on 
    research projects.  They will cause trouble, mainly in the form of sounding the 
    security alarm or manning sentry guns.
    
    One other thing to note is that Jake cannot hack into all the computers that 
    have a label.  You will need to examine each machine.  Ones with a DCG logo can 
    be entered; many others are inaccessible.  The Matrix sections are much tougher 
    here than all the ones previously, so make sure you have at least 80 or so HP 
    before entering.
    
    Enter the complex and take the elevator down to Sub-level 1.
    
    ===========
    SUB-LEVEL 1
    ===========
    Each sub-level is comprised of a series of hallways and inner labs.  The floors 
    are not very large, but some parts can be a little confusing due to all the 
    rooms.  The first sub-level is relatively easy.  If you have the Dermal Plating 
    and Partial Body Suit, your defense should be high enough so that the Troll 
    Deckers cannot hurt you.  Don't get used to this, as they become more dangerous 
    very soon.
    
    Below is a map of this level.  I have oriented the map a bit differently from 
    the game's perspective to make this a bit clearer.  Hallways are indicated by 
    hyphens (-) and doorways are indicated by numbers.  
    
    
    SUB-LEVEL 1 MAP
    ---------------
    
                         5   5     X 
           +------------------------+
          3|             |          |
           |-+         +-----+      |
           |-+         |     +------+
          2|           |            |
           |    E     1|            4
           +-----------+             
    
    
    E: Entrance (from sub-level 0)
    1: Scientist (alerts security)
    2: Scientist (alerts security)
    3: Scientist (alerts security)
    4: Scientist (alerts security)
       Computer: Reprogram elevator and find DF_DS-FAILURE
    5: Computer: Disables security alert
    X: Exit (to sub-level 2)
    
    
    You can either spend a lot of time on this floor exploring numerous empty rooms 
    where scientists will alert security, or you can go right for the CPU computer 
    and leave quickly.  If you do stumble into a room with a scientist, he will 
    signal the alert and Troll Deckers will fill most hallway segments.  This gets 
    very annoying.  This floor has a computer that can be used to disable the alert 
    in room 5.
    
    From the elevator bay, head right and follow the walkway over one screen until 
    you come to an intersection.  Head down and enter the room (room 4 on the map). 
    Hack the computer and reprogram or destroy the CPU.  If you transfer data from 
    the datastores, you will find a file called DF_DS-FAILURE, which reads:  "The 
    Rust Stilettos gang have failed to fulfill their instructions to destroy Jake 
    Armitage.  Other arrangements must be made.  Drake Towers."  This ties the plot 
    events up a little but is not useful for much else.
    
    Once the elevator is reprogrammed, proceed down to Sub-level 2.
    
    
    ===========
    SUB-LEVEL 2
    ===========
    
    SUB-LEVEL 2 MAP
    ---------------
    
                 E
              +-----+
              |     |
              |     |   +-+-----+
              1     +---+-+     |     X
                               -|  +----
                              2-|  |
                                |  |
                                +--+
    
    E: Entrance (from sub-level 1)
    1: Computer: Trash data
    2: Computer: Reprogram elevator
    X: Exit (to sub-level 3)
    
    
    The second floor is shorter and more straight-forward than the first, as there 
    are not looping sections to cause confusion.  You can ignore the room to the 
    left of the elevator, as the computer in that room only contains trash data.  
    On the first screen to your right, a loony scientist will alert security and 
    hurl a bunch of grenades in the air, likely killing himself in the process.  
    This floor does not have a computer to deactivate the alert, so will just have 
    to deal with it.  Follow the path and enter the door on the third screen.  The 
    computer in this room can be used to reprogram the elevator.  Exit and keep 
    following the path.  Just before the elevator, you will encounter a scientist 
    operating a sentry gun.  This gun can take down your HP in a hurry, so it's a 
    good idea to cast Invisibility and pick its operator off harmlessly.  Once the 
    scientist operating the sentry gun is defeated, head down to the next sub-
    level.
    
    
    ===========
    SUB-LEVEL 3
    ===========
    
    SUB-LEVEL 3 MAP
    ---------------
                      X                 
                      |                 
                      6                 
                   +-6.6-+              
                   |  6  |
              E    |  5  |              
              |    +--+--+              
              |       |                 
             1|2....2-|                 
              |       |                 
              +-------+                 
                     3|                 
                      4                 
    
    E: Entrance (from sub-level 2)
    1: Nothing
    2: Nothing
    3: Nothing
    4: Computer: 25,000 nuyen and DF_DS-AI END
    5: Computer: 12,000 nuyen and DF_DS-TARGET
       Computer: 5,000 nuyen
       Computer: DF_DS-AKIMI
    6: Computer: Reprogram elevator
    X: Exit (to sub-level 4)
    
    
    The third floor is slightly more confusing than the previous one, but it does 
    have a good amount of nuyen up for grabs.  In the first room, defeat the Troll 
    Decker and take the door on the right.  You can pass through a room with a 
    scared scientist and come out on the other side of the floor.  This allows you 
    to bypass a crazy, grenade wielding scientist who alerts security.  Take the 
    walkway down and you will come to a small corner with two adjacent doors.  Head 
    through the bottom one and you will find a computer with 25,000 nuyen and the 
    DF_DS-AI END file.  This file discusses the AI computer being developed by 
    Aneki to control the Matrix.  Aneki is also not too thrilled with Drake's 
    inability to handle Jake.
    
    Head back out the door to the walkway and up to the next screen.  You will now 
    be at a U-shaped hallway with a door in the middle and one on each side (rooms 
    5 and 6 above).  Take the middle door into a room with four computers.  The 
    topmost computer is inaccessible.  The computer below this has 12,000 nuyen and 
    the DF_DS-TARGET file.  The computer to the right of that one has 5,000 nuyen.  
    Finally, the bottommost computer has the DF_DS-AKIMI file.  The Target file 
    explains that the termination of Jake has been moved to priority number one.  
    The Akimi file discusses the dangers posed by the Mage, Akimi, and gives you 
    AKIMI'S PHONE NUMBER.  Akimi is the most powerful mage Shadowrunner in the 
    game, and this number allows you to recruit her services once you exit.
    
    Take the top door into another room with two computers.  The computer closest 
    to the entrance can be accessed, and this is the one that reprograms the 
    elevator to the next floor.  Head through the top door again.  Two sentry guns 
    will be blocking your way this time, yet the Invisibility spell will prevail 
    once more.
    
    Take the elevator down the fourth and final floor, which will be in a state of 
    "maximum security" alert as soon as you arrive.
    
    
    ===========
    SUB-LEVEL 4
    ===========
    
    SUB-LEVEL 4 MAP
    ---------------
    
                 1                       
                 |                       
                 |                       
                 A      3|               
                 |       |               
                 |       2               
                 |       |               
                 |       |               
                 |       |               
            E    |--+ +++|               
           ------|--|-+++|               
                 +--+ ++-+               
    
    E: Entrance (from sub-level 3)
    A: Gold Naga (and Serpent Scales)
    1: Nothing
    2: Drake's Room
    3: Pushkin
    
    
    The final level is very difficult but fairly straight forward.  After exiting 
    the elevator, the right side of the floor open up and contains three Sentry 
    Guns and a Troll Decker.  This combination spells instant stun lock and quick 
    death without the Invisibility spell.  If, for some dire reason, you were out 
    of MP and still wanted to clear this room, inch ahead from the elevator hallway 
    slowly so that you can see the first Sentry Gun.  You can take this one out 
    without getting into sight of the other two yet.  Once killed, head into the 
    room and then walk south along the wall. You can now take out the Troll Decker 
    one-on-one.  Finally, walk slowly upwards and eliminate the remaining two guns 
    one at a time.  You will still lose a fair amount of HP doing it this way, but 
    it does make it possible.
    
    This main room contains a doorway on the right and a hallway at the top.  Take 
    the hallway for now.  The next two screens are very long and each contains a 
    Naga.  Nagas can inflict a lot of damage (their attack is 15) and have a fair 
    amount of HP.  Try to move close enough so that you are not losing your 
    targeting as they move.  The Nagas are also susceptible to Freeze if their 
    movement is giving you trouble.  The third screen has a Gold Naga.  After it is 
    killed, this Naga drops the SERPENT SCALES, the final item needed to learn the 
    ARMOR spell.  However, you may not want to pick the scales up just yet...
    
    --------------------------
    ULTIMATE POWER-UP LOCATION
    --------------------------
    If you do not pick up the Serpent Scales, the Gold Naga will return every time 
    you revisit the screen.  Some players claim this is the best spot in the game 
    to earn karma, as you receive about 6-7 karma each time you kill the Gold Naga. 
    If this is your game plan, it is better off if you wait until after defeating 
    Drake than attempting to do it now.  For one, it can be very magic consuming 
    and there is no easy way to recover other than to go all the way back through 
    Drake Tower.  Secondly, if you return later, you can come back with better 
    weaponry, which makes the Naga a lot easier.  Note that once you pick up the 
    Serpent Scales, you can never fight the Gold Naga again.
    
    There is a great bug that can work in your favor to make fighting the Gold Naga 
    incredibly easy.  If you re-renter the screen from the back, behind the Gold 
    Naga, there is a chance you can catch the foe "off guard" before the game 
    activates it and has a chance to load its HP correctly.  When this happens, the 
    Gold Naga dies in a single shot.  It can be hard for Jake to time this, but 
    Shadowrunners will seem to pull it off every time.  This makes earning the 
    final amounts of karma SIGNIFICANTLY easier.  If you go this route with a 
    Shadowrunner, Frogtongue is a great choice given his relatively high defense 
    and cost effectiveness.
    
    
    Whether you take the Serpent Scales now or not, head back down into the main 
    room.  You will be forced to defeat the three Sentry Guns again.  Once killed, 
    take the door on the right into a large room with intersecting walkways and 
    three Troll Deckers.  You will notice that these Troll Deckers are much more 
    powerful than the ones on previous floors, so try to split them up and only 
    take on one or two at a time.  As always, Invisibility also works well.
    
    Head right and take the walkway up.  The next screen has a couple of crazy, 
    grenade-throwing scientists.  They go down quickly and can also be ignored 
    entirely if you prefer.  The door at the end of the hallway leads to your arch-
    nemesis, the all powerful Drake.  Make sure to restore your HP before entering. 
    Also, if you do not have at least enough MP to cast Freeze 2-3 times, you 
    should strongly consider leaving the volcano to recover.  The odds of survival 
    are extremely slim.
    
    ==================
    THE ALMIGHTY DRAKE
    ==================
    As soon as you enter Drake's room, ice chunks begin falling from the ceiling 
    and inflicting damage.  You should quickly use the Jester Spirit.  This will 
    temporarily halt Drake and allow you time to move into position.  You should 
    head right in from of him and select the Freeze spell.  The Jester Spirit will 
    remove a large chunk (almost 3/4) of his HP, making the fight a lot easier.  
    You are not required to use the Jester Spirit, but Drake can be extremely 
    difficult otherwise.
    
    Drake is massive and can only be harmed by targeting the head.  Try to cast 
    Freeze as soon as you can, otherwise you face the wrath of his fire breath.  
    There is no kidding around when it comes to this attack.  Drake's fire breath 
    can technically hit for 160 HP per round, which will likely kill you instantly. 
    Not to mention, you are completely stunned while getting hit so Heal and other 
    spells will not work.  It would be VERY frustrating to die here, so be careful. 
    As soon as you see the Freeze spell begin to fade, cast it again.  Do not let 
    Drake thaw out and get a breath attack off.  In case you were wondering, 
    Invisibility does not work here, as Drake still manages to see (and attack) 
    you.
    
    Another way to handle Drake is to pick up the Serpent Scales, leave the 
    volcano, get the Armor spell from the Dog Spirit, and cast that as soon as you 
    enter.  The Armor spell will be strong enough to prevent any damage, but it 
    does not prevent the perpetual stun lock.  There is a chance that the spell 
    will wear off and you will not be able to recast fast enough.  This danger is 
    generally avoided if you use the Freeze strategy instead.  
    
    After quite the battle, Drake will be defeated.  The screen should flash and 
    renew with Drake's body in gray.  Interestingly, if you attack Drake's corpse, 
    the game will give you the warning that you "should not attack others who mean 
    you no harm."  Are you kidding?  You will eventually lose karma if you keep 
    blasting Drake.  What a joke.
    
    Head into the final room on the left and you will come across a scientist named 
    Pushkin.  Pushkin explains that he was being kept hostage because Drake knew a 
    courier with the Anti-AI program was seeking him out.  In case you have not yet 
    figured it out, Jake is the courier.  If you ask about *Drake*, he will mention 
    that *ANEKI* has developed the AI computer and has been behind the entire plan. 
    To move things along, you need to ask him about *Head Computer*.  Pushkin now 
    realizes that Jake is the courier and gives him a final mission: release the 
    Anti-AI program into the Aneki AI computer.  Pushkin gives you the PASSWORD you 
    need to enter the Aneki building.
    
    Once the conversation ends, you are automatically placed on the helicopter back 
    to the roof of Drake Tower.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    S E C T I O N   7      A N E K I   A N D   T H E   E N D   G A M E        SR07
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    With the fall of Drake, the sinister plot by Aneki to control all of cyberspace 
    has begun to crumble.  With the AI Computer now in sights, it's time for Jake 
    to complete his final run.  It's time to witness the fall of Aneki and to 
    return security to the Matrix.
    
    
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                               SECTION 7 CONTENTS             
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                   1. Loose Ends.........................SR07A
                   2. Aneki Building At Last.............SR07B
                   =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    
    ===============================================================================
    1. LOOSE ENDS                                                             SR07A
    ===============================================================================
    Items:     None
    Keywords:  None
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Gang Member           20-35          6/4         2         2       30-60
    Gang Member           20-35          6/5         3         4       70-100
    Hitman (Hole)           20            5          0         1       None
    Hitman (Bush)           13            5          2         1       None
    Hitman (Roof)           10            4          0         1       30-60
    Peephole                15            5          0         1       None
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    ==============
    FINAL POWER-UP
    ==============
    The time has come for one last equipment upgrade.  The following two items will 
    now be for sale:
    
      Item                   Location                         Price
      ----                   --------                         -----
      AS7 Assault Cannon     Dark Blade Weapon Shop           40,000
      Full Body Suit         Dark Blade Weapon Shop           30,000
    
    The AS7 Assault Cannon is the best upgrade you will make in this game.  It 
    packs an eye-popping attack power of 20 and an accuracy rating of 6 (the most 
    accurate a weapon can be).  Double-digit damage will now become routine, and 
    almost nothing will survive more than a few attacks.  This gun is so much more 
    powerful than anything else that it's almost scary.  Do whatever you need to 
    get the 40,000 nuyen - it's worth every penny.
    
    The Full Body Suit is a nice upgrade, but not nearly as noticeable as the 
    Assault Cannon.  This armor will add a point in defense over the Partial Body 
    Suit.  When combined with the Dermal Plating, your defense will be 8.  This is 
    more than enough for complete invulnerability on the streets.  The extra point 
    of defense will be more useful in the Aneki Building, as a one point reduction 
    on damage adds up fast when the numbers above your head start piling up.
    
    If you need nuyen for either item, be sure to sell back old equipment.  You can 
    recoup around half of the original purchase price, which makes a big 
    difference.  You can also hold off a bit until the Aneki Building, as several 
    computers in there have a lot of nuyen for the taking.
    
    If you have not received the Armor spell yet, visit the Dog Spirit one last 
    time.  The Armor spell boosts Jake's defense to extreme levels so that no one 
    in the game can touch him.  You can cast it numerous times to add additional 
    revolving plates, but that is just a waste of MP; one plate will suffice.  This 
    is a fairly useful spell, but, unfortunately, it comes so late in the game that 
    there are not many opportunities where it can really help you.  Besides, 
    Invisibility is a superior choice in nearly all situations.  By now, you should 
    have every spell in the game (there are six).
    
    Finally, it's time to finish boosting your stats.  You should certainly max out 
    the following (max levels in parenthesis):
    
      Strength (6)
      Firearms (7 or higher)
      Computer (6)
      Heal (6)
      Invisibility (6)
    
    You should also boost Body and Magic as high as you can.  They both top out at 
    level 20, and those last 5 levels can be very time consuming to reach.  
    Realistically, anything over 14 or 15 should be good enough.  If you have to 
    choose between the two, opt to boost Magic.  It becomes far more useful than 
    the extra HP.
    
    If you're looking for a place to earn karma, the best choices are either the 
    catacombs at the Dark Blade mansion or the Gold Naga at Drake Volcano (assuming 
    you did not get the Serpent Scales yet).  The Gold Naga at the Volcano is 
    probably the faster of the two, but it has the drawbacks of being more 
    dangerous and being no where close to a recovery spot.  If you want to heal and 
    use the karma, you need to back track all the way through the Volcano and Drake 
    Tower.
    
    If you opt for the Dark Blade catacombs, the Ghouls should be a breeze at this 
    point.  In fact, if you upgraded to the Full Body Suit, you cannot be damaged 
    by them.  Along with the Assault Cannon, you can wrack up karma very quickly 
    without any danger of dying.  You can even automate the process by hiring a 
    trio of Shadowrunners.  If this is your plan, hire the best offensive 
    Shadowrunners you can afford (Steelflight, Norbert, and Frogtongue are ideal).  
    Go behind one of the coffins at the bottom of the screen and position Jake so 
    that he is standing in front of all the Shadowrunners on the right side of the 
    coffin; all the Shadowrunners should be well behind it.  In this scenario, Jake 
    acts as a shield to protect the others and eliminates any danger that they come 
    under attack.  Watch for a little while to make sure your formation is sound.  
    At this point, you can leave the game running and you will earn karma while you 
    are away.  Come back in a couple hours and you should have a few hundred 
    points, more than enough to max everything.
    
    ===============
    AKIMI THE GREAT
    ===============
    The final Shadowrunner is the great mage, Akimi.  To hire her, you must have 
    obtained the DF_DS-AKIMI file from the volcano and examined it to get her phone 
    number.  Call Akimi and she will negotiate the hiring process on the phone.  
    Once you have paid her, she will show up in Daley Station on the first inbound 
    train.
    
    Akimi is clearly the most powerful Mage in the game, but her spells and MP are 
    still likely inferior to yours at this point.  She is extremely fragile and 
    will not survive any parts of the upcoming fights without the Armor or 
    Invisibility spell cast immediately.  About the only use Akimi has is providing 
    you with a MP reserve.  Since it's likely that you will run out of MP in the 
    Aneki building, Akimi makes it possible to complete the entire stage without 
    leaving.  Still, this is marginally useful at best.  It also assumes that your 
    micromanagement skills are good enough to cast a protection spell on her before 
    the enemies take her down.  You can certainly pass on Akimi and never be any 
    worse of for it.
    
    
    ===============================================================================
    2. ANEKI BUILDING AT LAST                                                 SR07B
    ===============================================================================
    Items:     DF_AN-ANTI-AI, DF_AN-PAYMENT
    Keywords:  None
    
    Enemies: 
                        Hit Points     Attack     Defense     EXP*     Nuyen
                        ==========     ======     =======     ====     =====
    Mage                    30           4           4         9       70-100 
    Ferocious Orc          128           5           0         11      70-100 
    Ferocious Orc         44-46         12           3        2-8      150-200 
    Mage                  27-36        7/12          4        3-9      150-200 
    Massive Orc           30-50         12           3        2-8      150-200 
    Samurai Warrior       30-47         12           4        4-11     150-200 
    Troll Decker          25-60         14           0         16      150-200 
    
    
    *1 Karma point equals 8 Experience (EXP) points
    -------------------------------------------------------------------------------
    
    The Aneki building is just to the right of the marketplace.  It is the building 
    you have passed several times on the way to Dr. Maplethorpe's office.
    
    As you climb the stairs and approach the building, a Mage quickly warns you to 
    step away.  You may have accidentally run into him earlier.  If you ignore his 
    warning, three Ferocious Orcs make their way out from the entrance and start 
    blasting you.  If you upgraded your armor, you will be invulnerable to their 
    attacks.  The Orcs do have an annoying amount of HP, however, so killing them 
    will still take a little while.
    
    Once defeated, head inside and hack the lobby computer.  The entry node should 
    disappear as soon as you log in.  Presumably, Pushkin told you the password 
    when you rescued him.
    
    As a point of trivia, many curious players have noticed a small, yellow dot in 
    the far right corner of the Aneki lobby screen.  This dot says "computer" when 
    you mouse over it, but cannot be reached.  While the subject of many rumors, 
    this is likely just a bug.  Even if you use a cheat code to move close enough 
    to access the computer, it is "inaccessible."
    
    ============
    SECOND FLOOR
    ============
    A few notes about this building layout first.  Each level is divided into three 
    sections - left side, right side, and elevator bay.  In all sections, the CPU 
    computers to access the next floors are on the left side and the data computers 
    are on the right side.  Generally speaking, the CPU computers are very 
    difficult and should not be hacked unless you have at least 100 HP at the time. 
    Both sides contain a mix of Orcs, Mages, and Samurai Warriors to slow your 
    progress.  This guide covers the right side of each floor first.
    
    The right side of the second floor has four enemies.  They all have an attack 
    of 12 and are capable of dealing rapid fire damage.  You can get by without 
    casting Invisibility if you take it slowly.  Try not to fight all four at once 
    and the damage will be minimized.  The bottommost computer in the room can be 
    hacked.  Make sure to transfer data from all the datastores, as one of them 
    will disable a node on the next level.  You will find the DF_AN-PAYMENT file in 
    this computer, which confirms the business agreement between Drake and Aneki.
    
    The left side is a bit trickier.  There are five enemies that all begin 
    attacking as soon as you enter.  It makes sense to cast Invisibility here if 
    you don't want to risk the damage.  The computer you can hack is the second one 
    down on the right wall.  This is, by far, the hardest Matrix section yet.  You 
    need to retrieve several passwords just to clear the nodes blocking the CPU.
    
    ===========
    THIRD FLOOR
    ===========
    Things get a little tougher on the third floor.  As in each successive floor, 
    enemies get more HP.  However, on this floor, a Troll Decker will emerge from 
    the down elevator if you wait in the elevator bay for too long
    
    The right side has four enemies that can be defeated the same way you did on 
    the previous floor.  You can hack the computer in the top left corner, although 
    it is completely optional.  Doing so will net you 22,500 nuyen and the DF_AN-
    ANTI-AI file.  This file talks about the upgraded security on the sixth floor 
    that will halt Jake's progress.  Funny thing is, this building has no sixth 
    floor (unless it's referring to the roof).  This is possibly a typo that should 
    have read as the fifth floor.  Regardless, it's nothing to worry about.
    
    The left side has five enemies again, but they are more spread out this time.  
    This allows you to pick them off one or two at a time and not have to cast 
    Invisibility.  The CPU computer is against the top wall in the middle of the 
    screen.  This computer is unusual in that there are numerous CPUs in the final 
    section.  Destroy the first one you encounter to clear the area of ICs, then 
    proceed to reprogram or destroy all the remaining CPUs.
    
    ============
    FOURTH FLOOR
    ============
    A Troll Decker will once again emerge from the down elevator if you stick 
    around too long, so head into one of the sides before it arrives.
    
    The right side is relatively easy this time as there are only three enemies.  
    The data computer is the second one against the right wall.  Your hacking 
    reward this time 25,000 nuyen.
    
    The left side is a bit more difficult, as you come under fire almost 
    immediately from four enemies.  It's not a bad idea to use Invisibility here.  
    Once the foes are dispatched, access the CPU computer against the middle of the 
    top wall.  The Matrix is surprisingly easy on this computer.  Once hacked, take 
    this time to do an assessment of your health and MP.  If you have less than 50 
    MP and your health is low, it's a good idea to leave and recover before 
    tackling the final floor.
    
    ===========
    FIFTH FLOOR
    ===========
    All stops have been pulled out on this floor.  The right side room has five 
    enemies and is fairly difficult.  It's a good idea here to use Invisibility.  
    The computer against the right wall can be hacked for an incredible 75,000 
    nuyen!  However, too little too late.  There is only one room left in the game, 
    so all the nuyen in the world at this point is not worth a whole lot.
    
    The left room is your last stop.  Aneki has sent Otto, the bad boy Troll Decker 
    to dispense of you.  Fortunately, Otto is more bark than bite.  Cast 
    Invisibility and clear the room as you would any other.
    
    ===============
    THE AI COMPUTER
    ===============
    The AI Computer is the large machine behind the desk   Enter it as you would 
    any normal desktop computer.  This final Matrix sequence is surprisingly anti-
    climactic.  Attack the CPU in the middle of the first section to remove the 
    ICs.  Head upwards to the second section and modify or destroy the CPU. Once 
    you jack out of the Matrix, the Anti-AI program in Jake's head computer will be 
    downloaded.  This effectively overloads the AI Computer and begins a giant 
    chain reaction.
    
    Now, sit back and watch the ending sequence.  Your mission has come to an end.
    
    This concludes the walkthrough of Shadowrun.  I truly hope that this guide has 
    been useful to you, enriching your experience of the game along the way.  If 
    you have any comments at all about the guide, please feel free to contact me.  
    Thanks for reading, and enjoy the ending of Shadowrun.
    
    
    
    
    _______________________________________________________________________________
    
                                    A P P E N D I X
    _______________________________________________________________________________
    
    
    The following appendix contains detailed information about many areas of 
    Shadowrun.  Please be warned that this section does contain major plot 
    spoilers.
    
    ===============================================================================
    1.  L O C A T I O N S    C H A R T                                         SR1A
    ===============================================================================
    
    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.  For convenience, 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.
    
    ============
    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
    
    Vivyan's Weapon Shop
    
    Talisman Shop
    
    
    ========
    DOWNTOWN
    ========
    Daley Station
    - Main concourse
    - Marketplace
    
    Streets
    
    Dr. Maplethorpe's Office
    - Reception Area
    - Examination room
    
    Wastelands Club
    
    Rust Stilettos
    - Entrance
    - Front room
    - Back room
    
    Docks (detailed map below)
    - Docks 1-3
    - Boat Harbor
    - Dog Spirit Warehouse
    - Vacant Office
    - Octopus Warehouse
    
    Hotel
    - Hotel Room
    
    Jagged Nails Club
    
    Rat Shaman's Lair (detailed map below)
    - (Graveyard) Entrance
    - Sewers 1-4
    - Rat Shaman's room
    
    Dark Blade (detailed map below)
    - 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 (detailed map below)
    - 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
    
    
    =============
    DETAILED 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.
    
    Rat Shaman's  This is the final room in the sewers where you encounter the Rat
    Lair:         Shaman.
    
    
    ==========
    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.
    
    
    ===============================================================================
    2.  A T T R I B U T E S   &   S K I L L S                                  SR1B
    ===============================================================================
    
    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)  (also referred to as Spell Points)
    -----------------
    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 Appendix.  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 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 levels 
    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 
    level 15.  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 and armor 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 hire 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.  Specifically, thee 
    Computer stat:
    
    - Only determines your accuracy when attacking ICs
    - Does not have any effect on the damage you receive when walking into ICs
    - Does not have any effect on the damage you receive when attacks fail against
      ICs
    - Does not have any effect on the damage you inflict when attacking an empty
      square (this is always 1 HP)
    
    The Computer stat works as follows: 
     
    IC Attack Accuracy % = Computer / 7 
     
    In other words, each level of Computer increasing your chances of killing an IC 
    by about 14%.  Since this stat maxes at 6, you can never achieve a 100% 
    accuracy rate -- the best you can ever do is 86%. If you use PAR or GG to cheat 
    the stat to 7, you will hit 100% of the time.  If you cheat to set it to zero, 
    you will never hit an IC.
    
    The IC's have different levels of attack power in the different Matrix sections 
    that you enter.  There are eight different types of ICs, with the difference 
    between each being its attack power (see "The Matrix and ICs" section for 
    more).
    
    The Computer skill becomes one of the most valuable skills later in the game.  
    During the Drake Volcano and Aneki Tower, the Matrix ICs 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.  You may 
    also notice the visual shot queue (small red shot marks) hit some place other 
    than the target.  Keep in mind the effects are similar 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 7, as 
    your accuracy will be perfect using any weapon at this level.
    
    Specifically, your hit rate is equal to the following:
     
    Hit Rate = [1 + (Firearms + Weapon Accuracy)] / 8
    
    The Weapon Accuracy is different for each weapon, and those values are listed 
    in the next section.  Simply put, your base accuracy is 12.5% and your hit rate 
    increases by 12.5% for each point in Firearms (or each point of Weapon 
    Accuracy).  At level 7, you can achieve a 100% hit rate with any weapon in the 
    game.  
    
    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.  After this, do not waste points in the skill beyond level 7.  You will 
    save considerable time by using that karma in other areas.
    
    
    Leadership
    ----------
    Starting value: 1
    Maximum value:  6
    Karma to max:   15
    
    The Leadership skill determines 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 by 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 
    undesirable 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 affects the price you pay when hiring Shadowrunners.  It also 
    affects the price in a few other instances, like how much you are charged by 
    the King to leave the caryards.  You learn this skill by asking the Arena Owner 
    about *Negotiation* at any time before all the fighters, including the King, 
    have been defeated.  The Negotiation keyword is 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.
    
    
    
    ===============================================================================
    3.  W E A P O N S   &   A R M O R                                          SR1C
    ===============================================================================
    
    
    ==============
    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
    
    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 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.  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 + 1) - 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   
                  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), and each point is equivalent to a point in
                  the Firearms skill.  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 weapon 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 |    2     |   4    |    2     | Heavy  | 4,000 (OT)|
    |                         |          |        |          |        | 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 a poor 
    substitute for the Beretta 101T due to its lower 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 
    laying on the ground near his 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 with which 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 a waste, unless you are 
    upgrading from the Zip Gun and don't have enough nuyen for anything better.
    
    
    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 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 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 its power would come in 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.  Its damage level is 
    the same as the Shotgun and its 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 speed 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 a single point in 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 good 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 roughly double even 
    the next best guns, and most enemies won't survive more that 1-2 shots from it. 
    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
    --------
    These are 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 at an object that 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 most 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 for each armor at the weapon 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 at the beginning of the game, on the 
    same screen you find the Beretta Pistol.  Its 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 buy 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.
    
    
    
    ===============================================================================
    4.  C Y B E R W A R E                                                      SR1D
    ===============================================================================
    
    The following section lists the available cyberware in the game.  Cyberware is 
    equipment and/or programming that 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 adds 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 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 much needed protection when scaling the Drake 
    Tower and fighting through the Volcano.
    
    
    
    ===============================================================================
    5.  M A G I C                                                              SR1E
    ===============================================================================
    
    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.  
    
    For spells which do damage, the damage calculation performed is the same as the 
    one weapons described 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.
    
    
    HEAL
    ====
    Required Items: Dog Collar, Magic Fetish, Leaves
    
    This is the first spell you get in the game, regardless of whether you have the 
    items for any subsequent spells.  Learning Heal also gives you the Magic 
    attribute.  The effects of the Heal spell are 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.  Its 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 in the previous 
    section, 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 is 
    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.  
    Overall, Powerball is probably the least useful spell 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 extends 
    the time duration that the target stays 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 raising to level 6, 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 can be 
    useful in Drake Tower or other areas with high density of enemies, but other 
    spells like Invisibility are much better choices.
    
    
    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, as 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 the Armor spell much too late in the game 
    for it to be of any real use in most situations.  This spell isn't a bad one, 
    but its job is performed better by Invisibility.
    
    
    
    ===============================================================================
    6.  I T E M S                                                              SR1F
    ===============================================================================
    
    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 the Appendix.
    
    
    Black Bottle       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      Found in the safe of Basement 1 in Bremerton, which is
                       opened using the Safe Key.  The Broken Bottle is a shattered
                       bottle of toxic dissolver.  It is a junk item and does
                       nothing.  Note that this item will show up as "Green Bottle"
                       before you pick it up.
    
    Bronze Key         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          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            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          Found at the computer console in Glutman's office in Tenth
                       Street.  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 a "Computer" label box 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
                       him and choose to Examine.  Now, go to his item menu
                       and select the 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          Found in the safe of Basement 1 in Bremerton, which is
                       opened using the Safe Key.  The Detonator is one of the two
                       components needed 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      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      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         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          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          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          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          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       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       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      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       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        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      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      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       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           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         Dropped by the Dog encaged 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.
                       The Dog Collar is required in order to learn the Heal and
                       Summon Spirit spells.  It has no direct use aside from that.
    
    Dog Tags           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           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         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         Dropped randomly by a Scary Ghoul 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       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           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*, and 
                       *Lone Star*.
    
    Iron Key           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      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             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     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       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           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               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     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 have no direct use.
    
    Paperweight        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           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           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 Aneki building.  Knowing the password
                       removes the first node as Jake enters the Matrix.  
    
    Potion Bottles     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        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           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            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     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             Found on the small end table in Jake's apartment.  Equipping
                       these changes the picture of Jake on the main menu screen.
                       The main purpose of this is so Jake isn't recognized when
                       entering the Morgue.  Without them, the two morticians will
                       always run screaming when Jake approaches.  Once equipped,
                       the Shades cannot be removed.
    
    Slap Patch         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              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
                       dialogue changes after each time it is stabbed with the
                       Stake and spoken to, until it is killed.
    
    Strobes            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.
                       If in your inventory when you go to the Drake Volcano, the
                       Strobes will disappear.
    
    Tickets            Found in one of 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          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.  The Time Bomb will harm
                       Jake if he's standing too close, dealing a maximum damage of
                       20.  The Time Bomb disappears from your inventory after it 
                       is used.
    
    Torn Paper         Falls out of the slab Jake is lying on 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. 
    
    
    
    ===============================================================================
    7.  S H A D O W R U N N E R S                                              SR1G
    ===============================================================================
    
    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.  
    
    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 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 menu.  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.  Accuracy is a statistic (out of 6) that determines how
                  often shots hit.  Firing Rate is measured in shots per second,
                  and it is 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 zero 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
    Accuracy:     2
    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 firepower and 
    defense of a mercenary, with the added bonus of being a decker.  The main 
    problem with Hamfist is that there is never really a time where it makes sense 
    to hire him other than for a couple of niche tasks.  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.
    
    If you do choose to hire Hamfist, a good place to use him is in the Cemetery 
    near the Cage.  As you walk around, Hamfist will automatically kill most of the 
    Ghouls that emerge.  You can basically sit back and let the karma come your 
    way, at least until his tenure is up.  You might need to get involved if more 
    than one Ghoul emerges, but it's hands off for the most part.
    
    Another advantage to hiring Hamfist would be that he can break into the 
    Computer in Glutman's office before you leave Tenth Street, earning you a quick 
    1,000 nuyen early on.  This can be a nice addition at that stage in the game, 
    even given that it only nets out to 500 nuyen when you consider Hamfist's 
    hiring cost.
    
    
    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
    Accuracy:     1
    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 in the Grim Reaper bar until you learn the 
    *Ghouls* keyword from the punk in the Cage.  At pretty much any stage in the 
    game, Jangadance is useless.  He is overpriced, underpowered, and has a limited 
    selection of magic.  The best time to hire him would probably be for the Rust 
    Stilettos stage, where his Heal and Armor spells would come in useful.  Still, 
    you will likely spend most of his already limited MP casting Heal spell on 
    Jangadance himself, 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
    Accuracy:     3
    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
    Accuracy:     1
    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.  His basic damage potential is 
    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, his price does decrease quite dramatically as your 
    Negotiation skill increases.
    
    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 
    there 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.
    
    
    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
    Accuracy:     1
    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 use 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 does have one interesting use that may justify hiring him.  If you take 
    him to the Rust Stilettos hideout and he is still alive when the Gang Leader is 
    killed, he will find 2,000 nuyen.  No other Shadowrunner will do this.  This is 
    a very nice find that more than covers the cost of hiring him.  If you do go 
    this route, be sure to kill all other enemies except the Gang Leader before 
    returning with Jetboy.  This will minimize the chance that he is killed by 
    other enemies before you can take down the Gang Leader.
    
    
    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
    Accuracy:     3
    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 tops among the trio of mercenaries for hire at the Wastelands 
    Club.  His damage, accuracy, and firing rate are all tops among mercenaries.  
    Norbert has a decent Body rating and below 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.
    
    One other point to note about Norbert is that his strength is at level 5, which 
    allows him to use all but the most powerful equipment.  If you give Norbert the 
    Assault Rifle and Partial Body Suit, he should be able to survive almost any 
    part of the game and will quickly become the most powerful Shadowrunner.  
    Overall, 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.
    
    
    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
    Accuracy:     2
    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 
    towers or the back room of the Rust Stilettos hangout).  Frogtongue will also 
    stay with you for a while, so keep him healed to get the most out of him.  In 
    addition, his strength stat of 5 allows him to use the Assault Rifle and 
    Partial Body suit, both of which would greatly enhance his abilities.  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
    Accuracy:     2
    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's main focus is offense, but he is the least powerful of the Wastelands' 
    mercenaries.  Given his weaponry and list of skills, Anders does not fire 
    nearly as fast as you might like, meaning his damage potential is less than it 
    otherwise could be.  Anders is quite cheap, but he doesn't stay with you for 
    very long.  His Body rating and Defense are also average, which 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 
    quite a while.  While probably not the best choice for a single runner, Anders 
    makes a decent supporting addition to a team of Shadowrunners if that is your 
    hiring strategy.
    
    
    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
    Accuracy:     0
    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.  Still, there are many Shadowrunner players that 
    swear by Kitsune and find her incredibly useful.  While she may have value for 
    veterans who can take strategic advantage of her spells, I would not recommend 
    using her if you are a beginner.
    
    (*) 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 will be spent casting Heal on herself.  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
    Accuracy:     4
    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 nearly 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 Building, as he won't survive the 
    firefight without 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 is probably the Drake Volcano, especially if you 
    want to exploit the Gold Naga experience trick (see "Good Spots to Earn Karma" 
    section).  Steelflight is probably the best overall runner, so be sure to 
    target him if you have the nuyen.
    
    
    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
    Accuracy:     1
    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 fourth 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 his average abilities and the availability of cheaper offensive 
    Shadowrunners, means 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
    Accuracy:     0
    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 knows every spell in the game, and 
    all are at fairly good 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.  There is a significant drop-off in 
    abilities after her magic, as Akimi has a poor offense and defensive.  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 particularly useful.   
    
    Given when Akimi becomes available, about the only situation you could use her 
    in would be the Aneki Building.  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 building 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 much offensively, her only real benefit is saving Jake a 
    some MP.  This 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.  Still, 
    if you do have the money and wouldn't mind saving some time, you might want to 
    hire Akimi for the convenience factor.  Her usefulness is quite limited aside 
    from this.
    
    
    
    ===========================
    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-      |
    |-------------|-----------|-----------------|---------|---------|-------------|
    | Jangadance  |    B-     |       C         |   C     |   C     |     C+      |
    |-------------|-----------|-----------------|---------|---------|-------------|
    | Akimi       |    D+     |       C-        |   A     |   D     |     C+      |
    |-------------|-----------|-----------------|---------|---------|-------------|
    | Kitsune     |    D      |       C-        |   A-    |   C-    |     C       |
    |-------------|-----------|-----------------|---------|---------|-------------|
    | Jet Boy     |    D+     |       C+        |   ---   |   B     |     C       |
    |-------------|-----------|-----------------|---------|---------|-------------|
    | Dances with |    D      |       D         |   B-    |   D     |     C-      |
    |  Clams      |           |                 |         |         |             |
    o-----------------------------------------------------------------------------o
    
    
    
    ===============================================================================
    8.  K E Y W O R D S                                                        SR1H
    ===============================================================================
    
    The following section contains a listing of all the keywords in the game and a 
    complete dialogue 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 Dialogue 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 Dialogue 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 listed only mention the 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 "Dialogue 
    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 are usually just Approach (message 
                  you get when you first meet the person) or Talk (dialogue when 
                  choosing the Talk command).
    
    
    o-----------------------------------------------------------------------------o
    |    Keyword     |     Person      |       Location         |     Trigger     |
    |================|=================|========================|=================|
    | Akimi          | Mercenary       | Wastelands Club        | Shadowrunners   |
    |                |  (Anders)       |                        |                 |
    |----------------|-----------------|------------------------|-----------------|
    | Anders         | Decker          | 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
    
    
    
    ============
    DIALOGUE 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 label 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 dialogue when spoken to at different times.  These specific 
                  times are described in the Description box.
    
    Description:  The description box attempts to give a description of where the
                  character is located and what dialogue or features distinguish
                  him/her.
    
    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 dialogue 
                  occurs when you ask about this word.  If using a keyword results 
                  in another keyword being given, both words are listed in the
                  "Words Given" box.  If "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 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 teach you any new
                  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...)  |                         |               |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |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         |               |                       |
    o-----------------------------------------------------------------------------o
    
    Notes
    -----
    After learning the Glutman keyword, you lose the Calls keyword.
    
    
    
    ================
    GRIM REAPER CLUB
    ================
    
    o-----------------------------------------------------------------------------o
    |  Person   |     Description         |  Responds To  |      Words Given      |
    |===========|=========================|===============|=======================|
    |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    | Datajack      | 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: Dialogue when     | Dark Blade    | None                  |
    |           |spoken to after hiring   | Drake         |                       |
    |           |                         | Ghouls        |                       |
    |           |                         | Glutman       |                       |
    |           |                         | Shadowrunners |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Jamaican(1)|Grim Reaper Club: The    | Ghouls        |                       |
    |(Janga...) |Jamaican using the video | Hiring*       |                       |
    |           |phone. Cannot talk to him| Jester Spirit |                       |
    |           |until you return from    | Shadowrunners |                       |
    |           |Old Town                 |               |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Jamaican(2)|Hired: Dialogue when     | Ghouls        |                       |
    |(Janga...) |spoken to after hiring   | Jester Spirit |                       |
    |           |                         | Shadowrunners |                       |
    o-----------------------------------------------------------------------------o
    
    
    ========
    THE CAGE
    ========
    
    o-----------------------------------------------------------------------------o
    |  Person   |     Description         |  Responds To  |      Words Given      |
    |===========|=========================|===============|=======================|
    |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.
    
    
    
    ========
    Caryards
    ========
    
    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        |               |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |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).     |               |                       |
    o-----------------------------------------------------------------------------o
    
    
    ========
    OLD TOWN
    ========
    
    o-----------------------------------------------------------------------------o
    |  Person   |     Description         |  Responds To  |      Words Given      |
    |===========|=========================|===============|=======================|
    |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              |               |                       |
    |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          | Shaman (Talismans)    |
    |           |Talisman and Dark Blade  | Magic Fetish  |                       |
    |           |phone numbers            | Shaman        |                       |
    |           |                         | Talismans*    |                       |
    |           |                         | 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
    
    
    ============
    SPUTNIK CLUB
    ============
    
    o-----------------------------------------------------------------------------o
    |  Person   |     Description         |  Responds To  |      Words Given      |
    |===========|=========================|===============|=======================|
    |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: Dialogue when     | None          | None                  |
    |with Clams |spoken to after hiring   |               |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Large Orc  |Sputnik: Sitting at the  | Firearms      | None                  |
    |(Orifice)  |table near the bottom of | Hiring*       |                       |
    |           |the bar; a Shadowrunner  |               |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Orifice    |Hired: Dialogue when     | Cortex Bomb   | None                  |
    |           |spoken to after hiring   | Firearms      |                       |
    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     |               |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Dog Spirit |Dog Spirit Warehouse:    | None          | Rat (T)               |
    |(1)        |Dialogue before fighting |               |                       |
    |           |Rat Shaman               |               |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Rat        |Rat Shaman's Lair:       | Jester Spirit | Jester Spirit (A)     |
    |Shaman     |Dialogue when spoken to  |               |                       |
    |           |after defeat             |               |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Dog Spirit |Dog Spirit Warehouse:    | Aneki         | None                  |
    |(2)        |Dialogue after fighting  | Dark Blade    |                       |
    |           |Rat Shaman               | Dog           |                       |
    |           |                         | Drake         |                       |
    |           |                         | Jester Spirit |                       |
    |           |                         | Raitsov       |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Boat       |Boat Harbor: before Ice  | Docks         | Docks (A)             |
    |Driver (1) |is dumped                |               | Mermaids (Bremerton)  |
    |-----------|-------------------------|---------------|-----------------------|
    |Boat       |Boat Harbor: after Ice is| Bremerton*    | None                  |
    |Driver (2) |dumped; rents boat for   |               |                       |
    |           |1000 nuyen               |               |                       |
    o-----------------------------------------------------------------------------o
    
    
    ========================
    DR. MAPLETHORPE'S OFFICE
    ========================
    
    o-----------------------------------------------------------------------------o
    |  Person   |     Description         |  Responds To  |      Words Given      |
    |===========|=========================|===============|=======================|
    |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.               |               |                       |
    o-----------------------------------------------------------------------------o
    
    Notes
    -----
    After having the cortex bomb diffused in Dr. Maplethorpe's office, you lose the 
    Cortex Bomb keyword.
    
    
    
    ===============
    WASTELANDS CLUB
    ===============
    
    o-----------------------------------------------------------------------------o
    |  Person   |     Description         |  Responds To  |      Words Given      |
    |===========|=========================|===============|=======================|
    |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: Dialogue when     | Dark Blade    | None                  |
    |           |spoken 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: Dialogue when     | Akimi         | None                  |
    |           |spoken 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: Dialogue when     | Drake         | Raitsov               |
    |           |spoken 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: Dialogue when     | Norbert       | None                  |
    |           |spoken to after hiring   | Shadowrunners |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |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; dialogue| Bremerton     |                       |
    |           |after you have purchased |               |                       |
    |           |Ice. Ask about Docks to  |               |                       |
    |           |make him dump it there   |               |                       |
    o-----------------------------------------------------------------------------o
    
    
    =================
    JAGGED NAILS CLUB
    =================
    
    o-----------------------------------------------------------------------------o
    |  Person   |     Description         |  Responds To  |      Words Given      |
    |===========|=========================|===============|=======================|
    |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: Dialogue when     | Akimi         | None                  |
    |           |spoken to after hiring   | Anders        |                       |
    |           |                         | Steelflight   |                       |
    |           |                         | Street Doc    |                       |
    |           |                         | The Matrix    |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Mage       |Jagged Nails: Bottom man | Hiring*       | None                  |
    |(Spatter)  |at the bar; Shadowrunner | Shadowrunners |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Spatter    |Hired: Dialogue when     | None          | None                  |
    |           |spoken to after hiring   |               |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Kitsune (1)|Jagged Nails: On stage.  | Dog*          | Dark Blade            |
    |           |Dialogue the first time  | Hiring*       |  (Jester Spirit)      |
    |           |you talk to her; she     | Kitsune       |                       |
    |           |gives Leaves when asked  | Magic Fetish  |                       |
    |           |about Dog; a Shadowrunner| Shadowrunners |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Kitsune    |Hired: Dialogue when     | Dog           | Vampires (Dark Blade) |
    |           |spoken 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: Dialogue after   | Dog           | Vampires (Dark Blade) |
    |           |defeating Rat Shaman if  | Kitsune       | Dark Blade            |
    |           |Kitsune is in your party | Shadowrunners |  (Jester Spirit)      |
    o-----------------------------------------------------------------------------o
    
    Notes
    -----
    After getting the Strobes from the bartender in the Jagged Nails club, you lose 
    the Strobes keyword.
    
    
    ==================
    DARK BLADE MANSION
    ==================
    
    o-----------------------------------------------------------------------------o
    |  Person   |     Description         |  Responds To  |      Words Given      |
    |===========|=========================|===============|=======================|
    |Dark Blade |Video Phone: Dialogue    | Dark Blade    | None                  |
    |           |when 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)        |Dialogue 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)     |
    o-----------------------------------------------------------------------------o
    
    
    
    ========================================================
    BREMERTON / DRAKE TOWER / DRAKE VOLCANO / ANEKI BUILDING
    ========================================================
    
    o-----------------------------------------------------------------------------o
    |  Person   |     Description         |  Responds To  |      Words Given      |
    |===========|=========================|===============|=======================|
    |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) |asking about *Laughlyn*  | Bremerton     |                       |
    |           |                         | Dark Blade    |                       |
    |           |                         | Dog           |                       |
    |           |                         | Jester Spirit |                       |
    |           |                         | Laughlyn      |                       |
    |           |                         | Volcano       |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Drake      |Video Phone: Dialogue    | None          | None                  |
    |           |when calling Drake       |               |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Helicopter |Drake Tower Roof:        | Aneki         | None                  |
    |Pilot (1)  |Dialogue when at the     | Bremerton     |                       |
    |           |Towers; flies you to     | Drake         |                       |
    |           |Volcano                  | Volcano*      |                       |
    |-----------|-------------------------|---------------|-----------------------|
    |Helicopter |Drake Volcano, Landing   | Drake*        | None                  |
    |Pilot (2)  |Pad: Dialogue 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: Dialogue    | Akimi         | None                  |
    |           |when calling Akimi; a    | Drake         |                       |
    |           |Shadowrunner             | Hiring*       |                       |
    |           |                         | Jester Spirit |                       |
    |           |                         | Shadowrunners |                       |
    |-----------|-------------------------|---------------|-----------------------|
    | Akimi     |Hired: Dialogue when     | Akimi         | None                  |
    |           |spoken to after hiring   | Drake         |                       |
    |           |                         | Jester Spirit |                       |
    o-----------------------------------------------------------------------------o
    
    Notes
    -----
    After defeating the Jester Spirit, you lose the following keywords: Bremerton, 
    Docks, Ice, Laughlyn, Nirwanda, Rust Stilettos.
    
    
    
    ===============================================================================
    9.  E N E M I E S                                                          SR1I
    ===============================================================================
    
    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 a 
    "unique" enemy and is 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 or crosshair 
                  over an enemy.  Note that despite very different stats and 
                  appearances, many enemies in the game share the same names.
    
    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 the Appendix.  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.
    
    Attack (ATP)  This is the enemy's attack power.  It works similar to Jake's and
                  represents the maximum damage that the enemy can do.  As with
                  your own attack power, actual damage per shot will be evenly
                  distributed between 1 and the maximum (less Jake's defense).
    
    Defense (DEF) This is the enemy's defense rating or armor value.  It also works
                  similar to Jake's.  It will reduce damage by the value listed for
                  each landed shot.  For example, if Jake is using the Beretta
                  Pistol (which has Attack Power of 3) and the enemy has a Defense
                  of 1, the maximum damage you can ever do is 2.  The damage
                  numbers you see over the enemy's head will be 2, 1, or nothing
                  (0 or missed shot).  If the enemy's Defense exceeds the your
                  weapon's attack power, you cannot damage that enemy.
    
    EXP           Each enemy in the game has a certain amount of experience 
    Points:       (EXP) 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 that 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.  See any
                  corresponding notes below the table.
    
    
    ============
    TENTH STREET
    ============
    Enemies are listed on order of likely appearance.
    
    o-----------------------------------------------------------------------------o
    |     Enemy     |   Location(s)   | Hit  |  ATP  |  DEF  |Experience|  Nuyen  |
    |     Name      |     Found       |Points|       |       |  Points  |         |
    |===============|=================|======|=======|=======|==========|=========|
    | Orc (note a)  |  Dark Alley     |  8   |   3   |   0   |    1     |  None   |
    |               |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Peephole      |  Streets        |  3   |   3   |   0   |    1     |  None   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Sniper        |  Streets        |  3   |   2   |   0   |    1     |  10-20  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Hitman (Hole) |  Streets        |  10  |   5   |   0   |    1     |  None   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Hitman (Roof) |  Streets        |  10  |   4   |   0   |    1     |  30-60  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage (W-G)    |Glutman's Office | 5-7  |   5   |   0   |    2     |  10-20  |
    |               |   Building      |      |       |       |          |         |
    |               |Seems Familiar   |      |       |       |          |         |
    |               |   Building      |      |       |       |          |         |
    |               |Business Man's   |      |       |       |          |         |
    |               |   Building      |      |       |       |          |         |
    |               |Jake's Apartment |      |       |       |          |         |
    |               |   Building      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Heavy Dude    |Glutman's Office | 10-12|   4   |   0   |    2     |  10-20  |
    |               |   Building      |      |       |       |          |         |
    |               |Seems Familiar   |      |       |       |          |         |
    |               |   Building      |      |       |       |          |         |
    |               |Business Man's   |      |       |       |          |         |
    |               |   Building      |      |       |       |          |         |
    |               |Jake's Apartment |      |       |       |          |         |
    |               |   Building      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Heavy Dude(2) |Seems Familiar   | 15-19|   4   |   0   |    2     |  30-60  |
    | (note b)      |   Building      |      |       |       |          |         |
    |               |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Scary Ghoul   |  Graveyard      | 4-40 |   4   |   0   |    2     |  None   |
    | (note c)      |  Crypts         |      |       |       |          |         |
    o-----------------------------------------------------------------------------o
    
    Notes
    -----
    a) Drops Leather Jacket when killed.
    
    b) This is a buffed up Heavy Dude and only exists in this one room in the
       entire Tenth Street stage.  The rewards for killing his foe are no better
       than for the easier ones, so he should be avoided.
    
    c.) 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
    ========
    See below the table for tactics on beating each gang member.
    
    o-----------------------------------------------------------------------------o
    |     Enemy     |   Location(s)   | Hit  |  ATP  |  DEF  |Experience|  Nuyen  |
    |     Name      |     Found       |Points|       |       |  Points  |         |
    |===============|=================|======|=======|=======|==========|=========|
    | Heavy Dude    | Caryards Dead   | 15-17|   5   |   0   |    2     |  10-20  |
    |               | End             |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage (W-G)    | Caryards Dead   | 5-7  |   5   |   0   |    2     |  10-20  |
    |               | End             |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Member   | Arena Fight 1   |  25  |   6   |   0   |    22    |  300    |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Heavy Dude (1)| Arena Fight 2   |  15  |   2   |   0   |    8     |  700    |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Heavy Dude (2)| Arena Fight 3   |  20  |   4   |   0   |    20    |  1000   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage (1)      | Arena Fight 4   |  30  |   9   |   0   |    12    |  2000   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage (2)      | Arena Fight 5   |  36  |   5   |   0   |    13    |  3000   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Arena Fight 6   |  40  |  9/4  |   0   |    9     |  4000   |
    |  Warrior      |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | Arena Fight 7   |  50  |   4   |   0   |    26    |  5000   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Leader   | Arena Fight 8   |  30  |  10   |   0   |    25    |  6000   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Troll Decker  | Arena Fight 9   |  40  |  14   |   0   |    36    |  7000   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | (Replicating) | Arena Fight 10  |  50  |  3/7  |  4/3  |    40    |  8000   |
    |  Mage         |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | The King      | Arena           |  45  |   5   |   1   |    31    |  3000   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Peephole      | Streets         |  3   |   1   |   1   |    1     |  None   |
    |               | Alley           |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Sniper        | Streets         |  3   |   2   |   0   |    1     |  10-20  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Hitman (Roof) | Alley           |  10  |   5   |   0   |    1     |  30-60  |
    o-----------------------------------------------------------------------------o
    
    
    ========
    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  |  ATP  |  DEF  |Experience|  Nuyen  |
    |     Name      |     Found       |Points|       |       |  Points  |         |
    |===============|=================|======|=======|=======|==========|=========|
    | Ferocious Orc | Daley Station   |  15  |   4   |   0   |    6     |  70-100 |
    | (note a)      |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | Daley Station   |  15  |   4   |   0   |    6     |  30-60  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Peephole      | Streets         |  15  |   5   |   0   |    1     |  None   |
    |               | Docks 1         |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Hitman (Hole) | Streets         |  20  |   5   |   0   |    1     |  None   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Hitman (Bush) | Streets         |  13  |   5   |   2   |    1     |  None   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Hitman (Roof) | Streets         |  10  |   4   |   0   |    1     |  30-60  |
    |               | Docks 1,2       |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Member   | Dark Blade Gate | 20-35|  6/4  |   2   |    2     |  30-60  |
    |               | (left)          |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Member   | Dark Blade Gate | 20-35|  6/5  |   3   |    4     |  70-100 |
    |               | (right)         |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | Wastelands,     |  15  |   5   |   2   |    2     |  30-60  |
    |               | entrance        |      |       |       |          |         |
    o-----------------------------------------------------------------------------o
    
    Notes
    -----
    a) Drops Iron Key when killed.
    
    
    =====
    DOCKS
    =====
    
    o-----------------------------------------------------------------------------o
    |     Enemy     |   Location(s)   | Hit  |  ATP  |  DEF  |Experience|  Nuyen  |
    |     Name      |     Found       |Points|       |       |  Points  |         |
    |===============|=================|======|=======|=======|==========|=========|
    | Mage (V-G)    | Docks 2         |  5-7 |   5   |   0   |    1     |  30-60  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | Docks 2, Octopus| 15-22|   4   |   3   |    3     |  30-60  |
    |               | Warehouse       |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | Docks 2,3       | 15-22|   3   |   2   |    3     |  30-60  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage (V-PB)   | Docks 3         |  15  |   7   |   3   |    1     |  30-60  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage (V-PB)   | Docks 3         |  15  |   7   |   3   |    2     |  30-60  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | Docks 3         | 15-19|   4   |   3   |    2     |  30-60  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage (W-PB)   | Docks: Office   |  5   |   7   |   2   |    1     |  30-60  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage (W-PB)   | Docks: Office   |  15  |   7   |   3   |    1     |  30-60  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage (W-PB)   | Docks: Octopus  | 15-22|   7   |   0   |    1     |  30-60  |
    |               |        Warehouse|      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Octopus       | Docks: Octopus  |  90  |   3   |   3   |    26    |  2000   |
    | (note a)      |        Warehouse|      |4(ooze)|       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | Docks: Boat     |  40  |       |       |    3     |  70-100 |
    | (note b)      |        Harbor   |      |       |       |          |         |
    o-----------------------------------------------------------------------------o
    
    Notes
    -----
    a) Leaves a pool of ink when killed.
    
    b) Drops Explosives when killed.
    
    
    ==============
    RUST STILETTOS
    ==============
    
    o-----------------------------------------------------------------------------o
    |     Enemy     |   Location(s)   | Hit  |  ATP  |  DEF  |Experience|  Nuyen  |
    |     Name      |     Found       |Points|       |       |  Points  |         |
    |===============|=================|======|=======|=======|==========|=========|
    | Heavy Dude    | Rust Stilettos, |  20  |   2   |   0   |    5     |  30-60  |
    | (note a)      | entrance        |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Member   | Rust Stilettos, | 20-35|  6/2  |   0   |    2     |  30-60  |
    |               | entrance        |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Heavy Dude    | Rust Stilettos, |  20  |   4   |   0   |   10     |  30-60  |
    |               | entrance        |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Member   | Rust Stilettos, | 20-35|  6/2  |   0   |    2     |  30-60  |
    |               | front room      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | Rust Stilettos, | 10-24|   4   |   0   |    9     |  30-60  |
    |               | front room      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | Rust Stilettos, | 10-24|   4   |   3   |    9     |  30-60  |
    | (note b)      | enter from door |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Heavy Dude    | Rust Stilettos, | 10-24|   4   |   0   |    9     |  30-60  |
    |               | back room       |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Heavy Dude    | Rust Stilettos, |  20  |   2   |   0   |    10    |  30-60  |
    |               | back room       |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Heavy Dude    | Rust Stilettos, |  40  |   4   |   0   |    11    |  70-100 |
    |               | back room       |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Member   | Rust Stilettos, |  35  |   5   |   2   |    7     |  70-100 |
    |               | back room       |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Leader   | Rust Stilettos, |  30  |   5   |   2   |    18    |  None   |
    | (note c)      | back room       |      |       |       |          |         |
    o-----------------------------------------------------------------------------o
    
    Notes
    -----
    a) Greets you when you first approach (then tries to kill you).
    
    b) Drops the Crowbar when killed.
    
    c.) Drops the Password when killed.
    
    
    =================
    RAT SHAMAN'S LAIR
    =================
    
    o-----------------------------------------------------------------------------o
    |     Enemy     |   Location(s)   | Hit  |  ATP  |  DEF  |Experience|  Nuyen  |
    |     Name      |     Found       |Points|       |       |  Points  |         |
    |===============|=================|======|=======|=======|==========|=========|
    | Ghoul         | Rat Shaman's    | 31-41|   4   |   0   |    2     |  None   |
    | (note a)      | Lair, entrance  |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Giant Rat     | Sewers          |  15  |   3   |   1   |    5     |  None   |
    | (Pink, Bites) | Rat Shaman Room |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Giant Rat     | Sewers          |  15  |   3   |   1   |    5     |  None   |
    | (Gray, Bites) | Rat Shaman Room |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Giant Rat     | Sewers          |  12  |   5   |   2   |    6     |  None   |
    | (Pink, Shoots)| Rat Shaman Room |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Giant Rat     | Sewers          |  12  |   5   |   2   |    6     |  None   |
    | (Gray, Shoots)| Rat Shaman Room |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Rat Shaman    | Rat Shaman Room |  70  |   6   |   4   |    20    |  3000   |
    | (see below)   |                 |      |       |       |          |         |
    o-----------------------------------------------------------------------------o
    
    Notes
    -----
    a) 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.
    
    
    ==================
    DARK BLADE MANSION
    ==================
    
    o-----------------------------------------------------------------------------o
    |     Enemy     |   Location(s)   | Hit  |  ATP  |  DEF  |Experience|  Nuyen  |
    |     Name      |     Found       |Points|       |       |  Points  |         |
    |===============|=================|======|=======|=======|==========|=========|
    | Mage          | Dark Blade Foyer|  60  |   4   |   3   |    10    |  70-100 |
    | (note a)      |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Cruel Man     | DB: Office      |  30  |   4   |   2   |    11    |  70-100 |
    |               | DB: Conference  |      |       |       |          |         |
    |               |     room        |      |       |       |          |         |
    |               | DB: Kitchen     |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | DB: Office      |  30  |   4   |   3   |    9     |  70-100 |
    | Warrior       | DB: Kitchen     |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | DB: Conference  |  30  |   4   |   3   |    9     |  70-100 |
    | Warrior       |     room        |      |       |       |          |         |
    | (note b)      |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ghoul         | Catacombs 1-3   |  20  |   8   |   0   |    3     |  None   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ghoul         | Vampire Room    |  15  |   8   |   3   |    5     |  None   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Vampire       | Vampire Room    | N/A  |   8   |  N/A  |    32    |  5000   |
    o-----------------------------------------------------------------------------o
    
    Notes
    -----
    a) Talks to you when you enter the mansion.
    
    b) Drops Mesh Jacket when killed.
    
    
    
    =========
    BREMERTON
    =========
    
    o-----------------------------------------------------------------------------o
    |     Enemy     |   Location(s)   | Hit  |  ATP  |  DEF  |Experience|  Nuyen  |
    |     Name      |     Found       |Points|       |       |  Points  |         |
    |===============|=================|======|=======|=======|==========|=========|
    | Gang Leader   | Outer Ship 1,2  |  20  |   4   |   0   |    10    |  30-60  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Member   | Outer Ship 1    |  30  |  6/2  |   0   |    2     |  70-100 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Member   | Outer Ship 2    |  35  |  6/2  |   0   |    7     |  70-100 |
    |               | Inner Ship 6    |      |       |       |          |         |
    |               | Inner Ship 11   |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Member   | Outer Ship 2    |  33  |   5   |   2   |    2     |  70-100 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Member   | Outer Ship 2    |  22  |  6/2  |   0   |    2     |  70-100 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Doggie        | Outer Ship 1    |  20  |   5   |   0   |    0     |  None   |
    | (note a)      |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Poison Ooze   | Inner Ship 1    |  0   |   6   |   0   |    0     |  None   |
    | (Red)         | Inner Ship 4    |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | B1: Stairway 1  | 15-19|   3   |   2   |    2     |  30-60  |
    |               | B2: Stairway 2  |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | B1: Stairway 1  | 15-22|   4   |   3   |    3     |  30-60  |
    |               | B1: Stairway 3  |      |       |       |          |         |
    |               | B2: Stairway 2  |      |       |       |          |         |
    |               | Inner Ship 3    |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | B1: Stairway 2  | 15-22|   4   |   3   |    3     |  30-60  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Heavy Dude    | B1: Stairway 1  | 20-29|   3   |   2   |    4     |  70-100 |
    |               | B1: Stairway 2  |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | B1: Stairway 3  | 20-29|   5   |   4   |    4     |  70-100 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | B1: Stairway 3  | 20-29|   5   |   4   |    4     |  70-100 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | B1: Safe Room   |  30  |   3   |   3   |    20    |  70-100 |
    | (note b)      |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Gang Leader   | Inner Ship 11   |  30  |   5   |   0   |    3     |  30-60  |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Poison Ooze   | Inner Ship 5    |  30  |   3   |   3   |   None   |  None   |
    | (Gray)(note c)|                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Slimy Toxic   | Inner Ship 9    | N/A  |   4   |  N/A  |   None   |  None   |
    | Waste         | Inner Ship 12   |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage (W-PB)   | B2: Stairway 1  |  5   |   7   |   2   |    1     |  30-60  |
    |               | B2: Stairway 3  |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage (W-PB)   | B2: Stairway 2  |  15  |   7   |   3   |    1     |  30-60  |
    |               | B2: Stairway 3  |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | B2: Safe Room   | N/A  |   5   |  N/A  |   None   |  None   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | B2: Safe Room   | N/A  |   5   |  N/A  |   None   |  None   |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Naga          | Other Dimension:|  30  |   15  |   4   |    32    |  None   |
    |               | Chamber 1       |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ghoul         | Other Dimension:|  20  |   6   |   0   |    4     |  None   |
    |               | Chamber 1       |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Bubbles       | Other Dimension:|  15  |   5   |   0   |    5     |  None   |
    |               | Chamber 2       |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Jester Spirit | Jester Spirit   |20,40 |   15  |   2   |    56    |  None   |
    | (note d)      | Room            |      |       |       |          |         |
    o-----------------------------------------------------------------------------o
    
    NOTES
    -----
    a) Drops Dog Tags when killed.
    
    b) Drops Safe Key when killed.
    
    c) Leaves Toxic Water when killed.
    
    d) The Jester Spirit's HP will reset to 40 after he's sustained 20 damage.  At
       this time, his attack will also change to target Jake more specifically.
       Once this the next 40 HP have been depleted, the Jester Spirit will utter a
       taunting message, meaning you can Talk to him.
    
    
    ===========
    DRAKE TOWER
    ===========
    
    o-----------------------------------------------------------------------------o
    |     Enemy     |   Location(s)   | Hit  |  ATP  |  DEF  |Experience|  Nuyen  |
    |     Name      |     Found       |Points|       |       |  Points  |         |
    |===============|=================|======|=======|=======|==========|=========|
    | Mage          | Drake Tower:    |  30  |   4   |   4   |    11    |  70-100 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Drake Tower:    |  20  |   9   |   3   |    4-7   |  70-100 |
    | Warrior       | Floors 2,3      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Drake Tower:    |  22  |   9   |   3   |    4-7   |  70-100 |
    | Warrior       | Floors 2,3      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Drake Tower:    |  24  |   9   |   3   |    4-7   |  70-100 |
    | Warrior       | Floor 2         |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage          | Drake Tower:    |  20  | 11/6  |   2   |    3-5   |  70-100 |
    |               | Floor 3         |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Drake Tower:    |  23  |   9   |   3   |    4-7   |  70-100 |
    | Warrior       | Floors 4,5      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Drake Tower:    |  25  |   9   |   3   |    4-7   |  70-100 |
    | Warrior       | Floor 4         |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Drake Tower:    |  25  |   9   |   3   |    4-7   |  70-100 |
    | Warrior       | Floor 4         |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Drake Tower:    |  26  |   9   |   3   |    4-7   |  70-100 |
    | Warrior       | Floors 4,5      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Drake Tower:    |  28  |   9   |   3   |    4-7   |  70-100 |
    | Warrior       | Floor 5         |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage          | Drake Tower:    |  22  |  11/6 |   2   |    3-5   |  70-100 |
    |               | Floor 5         |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Drake Tower:    |  30  |   9   |   3   |    4-7   |  70-100 |
    | Warrior       | Floor 6         |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage          | Drake Tower:    |  30  | 11/6  |   2   |    3-5   |  70-100 |
    |               | Floor 6         |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Sentry Gun    | Drake Tower:    |  40  |  10   |   3   |    6     |  None   |
    |               | Roof            |      |       |       |          |         |
    o-----------------------------------------------------------------------------o
    
    
    =============
    DRAKE VOLCANO
    =============
    
    o-----------------------------------------------------------------------------o
    |     Enemy     |   Location(s)   | Hit  |  ATP  |  DEF  |Experience|  Nuyen  |
    |     Name      |     Found       |Points|       |       |  Points  |         |
    |===============|=================|======|=======|=======|==========|=========|
    | Scientist     | Volcano:        |  0   |  N/A  |   0   |   None   |  None   |
    |  (Scared)     | Sublevels 1-4   |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Scientist     | Volcano:        | 30-49|   7   |   3   |    6     |  None   |
    | (Sentry Gun)  | Sublevels 2-4   |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Scientist     | Volcano:        |  20  |   9   |   0   |    1     |  None   |
    |  (Grenades)   | Sublevel 3      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Scientist     | Volcano:        |  25  |   9   |   0   |    1     |  None   |
    |  (Grenades)   | Sublevel 4      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Scientist     | Volcano:        |  35  |   9   |   0   |    1     |  None   |
    |  (Grenades)   | Sublevel 4      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Scientist     | Volcano:        |  10  |  N/A  |   0   |   None   |  None   |
    |  (Standing)   | Sublevel 4      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Troll Decker  | Volcano:        |  44  |   4   |   2   |    5     | 150-200 |
    |               | Sublevel 1      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Troll Decker  | Volcano:        |  44  |   6   |   2   |    5     | 150-200 |
    |               | Sublevel 1-2    |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Troll Decker  | Volcano:        |  45  |   8   |   2   |    5     | 150-200 |
    |               | Sublevel 3      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Troll Decker  | Volcano:        |  40  |   9   |   2   |    5     | 150-200 |
    |               | Sublevel 4      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Troll Decker  | Volcano:        |  55  |  11   |   2   |    5     | 150-200 |
    |               | Sublevel 4      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Troll Decker  | Volcano:        |  60  |  11   |   2   |    5     | 150-200 |
    |               | Sublevel 4      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Naga          | Volcano:        |  40  |  15   |   0   |    29    |  None   |
    |               | Sublevel 4      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Naga          | Volcano:        |  60  |  15   |   0   |    36    |  None   |
    |               | Sublevel 4      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Naga (Gold)   | Volcano:        |  80  |  15   |   0   |    50    |  None   |
    | (note a)      | Sublevel 4      |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Drake         | Volcano:        | 250  | 20/6  |   5   |    90    |  None   |
    |               | Sublevel 4      |      |       |       |          |         |
    o-----------------------------------------------------------------------------o
    
    NOTES
    -----
    
    a) Drops Serpent Scales when killed.
    
    
    ==============
    ANEKI BUILDING
    ==============
    
    o-----------------------------------------------------------------------------o
    |     Enemy     |   Location(s)   | Hit  |  ATP  |  DEF  |Experience|  Nuyen  |
    |     Name      |     Found       |Points|       |       |  Points  |         |
    |===============|=================|======|=======|=======|==========|=========|
    | Mage          | Aneki: Entrance |  30  |   4   |   4   |    9     |  70-100 |
    | (note a)      |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | Aneki: Entrance | 128  |   5   |   0   |    11    |  70-100 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Aneki: Floor 2L |  30  |  12   |   4   |   4-11   | 150-200 |
    | Warrior       |        Floor 2R |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | Aneki: Floor 2L |  44  |  12   |   3   |   2-8    | 150-200 |
    |               |        Floor 5R |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | Aneki: Floor 2L |  45  |  12   |   3   |   2-8    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | Aneki: Floor 2L |  40  |  12   |   3   |   2-8    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Aneki: Floor 2R |  33  |  12   |   4   |   4-11   | 150-200 |
    | Warrior       |        Floor 3R |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | Aneki: Floor 2R |  46  |  12   |   3   |   2-8    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage          | Aneki: Floor 2R |  27  | 7/12  |   4   |   3-9    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Aneki: Floor 3L |  28  |  12   |   4   |   4-11   | 150-200 |
    | Warrior       |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | Aneki: Floor 3L |  30  |  12   |   3   |   2-8    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | Aneki: Floor 3L |  39  |  12   |   3   |   2-8    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | Aneki: Floor 3L |  40  |  12   |   3   |   2-8    | 150-200 |
    |               |        Floor 4R |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage          | Aneki: Floor 3L |  28  | 7/12  |   4   |   3-9    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Aneki: Floor 3R |  34  |  12   |   4   |   4-11   | 150-200 |
    | Warrior       |        Floor 4R |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | Aneki: Floor 3R |  44  |  12   |   3   |   2-8    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage          | Aneki: Floor 3R |  27  | 7/12  |   3   |   3-9    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Troll Decker  | Aneki: Floor 3E |  25  |  14   |   0   |    16    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Troll Decker  | Aneki: Floor 4E |  58  |  14   |   0   |    16    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Aneki: Floor 4L |  40  |  12   |   4   |   4-11   | 150-200 |
    | Warrior       |        Floor 5R |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Ferocious Orc | Aneki: Floor 4L |  46  |  12   |   3   |   2-8    | 150-200 |
    |               |        Floor 5R |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Massive Orc   | Aneki: Floor 4L |  50  |  12   |   3   |   2-8    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage          | Aneki: Floor 4R |  36  | 7/12  |   4   |   3-9    | 150-200 |
    |               |        Floor 5R |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Aneki: Floor 5L |  46  |  12   |   4   |   4-11   | 150-200 |
    | Warrior       |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Samurai       | Aneki: Floor 5L |  47  |  12   |   4   |   4-11   | 150-200 |
    | Warrior       |                 |      |       |       |          |         |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage          | Aneki: Floor 5L |  30  | 7/12  |   4   |   3-9    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Troll Decker  | Aneki: Floor 5L |  60  |  14   |   0   |    16    | 150-200 |
    |---------------|-----------------|------|-------|-------|----------|---------|
    | Mage          | Aneki: Floor 5R |  32  | 7/12  |   4   |   3-9    | 150-200 |
    o-----------------------------------------------------------------------------o
    
    NOTES
    -----
    a) Warns you when you approach.
    
    
    
    ===============================================================================
    10.  T H E   M A T R I X   A N D   I C S                                  SR1J
    ===============================================================================
    
    Once you have repaired Jake's datajack or hired a decker Shadowrunner, you can 
    access various computers to enter the Matrix.  If a computer has a label when 
    you place the cursor over it, it is usually accessible (except in the later 
    portions of the game, notably the Volcano).  To enter, Use the cyberdeck on the 
    computer.  The cyberdeck is found in Glutman's office in the first area in case 
    you do not currently have it.  You can access a Shadowrunner's cyberdeck by 
    examining him and going to his items screen.
    
    The Matrix takes place in overhead view.  When you in, an avatar of the person 
    is placed inside the virtual world.  The avatar uses the character's health, 
    which is represented by the first bar on the bottom left corner of the screen.  
    The bar below that represents the character's active memory (sort of like RAM), 
    which stores the data you retrieve on each trip into the Matrix.  The data is 
    processed and purged when you exit, so this bar resets each time you enter.  
    You add data to the character's memory by pressing the A-button when at a 
    directory or datastore.  You can exit the Matrix at any time by pressing the X-
    button.  You should make sure to do this if your life is low, as it is possible 
    to be killed inside the Matrix.
    
    =============
    MATRIX LEVELS
    =============
    There are two types of matrix levels:
    
     1. Data levels
     2. CPU levels
    
    Data levels are virtual information warehouses.  You will often obtain a data 
    file once you have transferred the information inside.  Many times, you will 
    also earn nuyen from the hacked account, as all money exists electronically.  
    Stealing money through the Matrix is actually one of the best ways to earn it.
    
    CPU levels are often much larger and more difficult than pure data levels.  
    This level will have a main CPU that can be reprogrammed (A-button) or 
    destroyed (B-button) in order to affect some object in the outside world.  For 
    example, destroying or reprogramming a CPU may allow you to access an elevator 
    or disable a security alert.  Destroying the CPU also eliminates all local ICs. 
    As far as the effects on the physical world, it never matters whether you 
    reprogram or destroy a CPU, only that you do one of those actions.  CPU levels 
    sometimes have data stores (and accounts with nuyen) that you can also pilfer.
    
    ============
    GUARDIAN ICS
    ============
    To protect the data and CPUs, the Matrix implements ICs (Intrusion 
    Countermeasure Electronics), which are invisible guardians that sit on various 
    tiles.  On each tile, your cyberdeck will relay a message at the top of the 
    screen telling you how many ICs reside on the eights squares around Jake.  You 
    have no indication as to which tile the ICs are on, so maneuvering through them 
    requires some guesswork.  If you run into an IC, you will lose a substantial 
    amount of life.  You can, however, attempt to combat and destroy the ICs.  To 
    do so, press the B-button whenever you receive a message alerting you to ICs 
    and you will attack the square directly in front you.
    
    When try to attack, one of three things can happen:
    
     1. There will be no IC in front of you, so nothing happens (1 HP life loss)
     2. You destroy the IC successfully
     3. You attack the IC, but are not able to destroy it (larger life loss)
    
    Some other facts on ICs:
    
    - The game has eight different types of ICs, and the only difference between
      each IC type is its maximum damage. 
    - The eight IC types have the following maximum damage: 6, 12, 18, 24, 30, 36,
      42, 48. 
    - If you walk into an IC or your attack fails, you will suffer damage that is
      equal to some random number between 1 and the IC's maximum damage. 
    - Nothing in the game (armor, Computer stat) can reduce IC damage. 
    - Your accuracy in attacking the ICs is the same regardless of which type it
      is, and this is determined by your Computer stat. 
    - There is no way to tell within the game which type of IC you are fighting,
      and some levels have multiple types.  Typically, the further you are in the
      game, the stronger the type of IC.
    
    Before entering the Matrix, you should boost your Computer skill to level 6.  
    It is quite invaluable and does not take long to max.
    
    
    
    ===============================================================================
    11.  P H O N E   N U M B E R S                                             SR1K
    ===============================================================================
    
    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 Office      Dr. M              261-688 
         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 *Glutman*
                          for him to be waiting at The Cage, 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            You are given this number from the Shaman of the Talisman
    Mansion               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     This number is learned by asking the bartender (Cecil) of
    Office                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," but keeps 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.
    
    
    ===============================================================================
    12.  D U M M Y   I T E M S                                                 SR1L
    ===============================================================================
    
    There are a few items that 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.
    
    
    
    ==============================================================================
    13.  C O M P U T E R S   Y O U   C A N   H A C K   F O R   N U Y E N      SR1M
    ==============================================================================
    
    Below are the locations of all the computers in the game that can be hacked for 
    nuyen.  Note that you must either repair Jake's datajack or hire a decker 
    Shadowrunner before you can enter these computers.
    
    
    Location                                    Nuyen
    --------                                    -----
    Glutman's Office (Tenth Street)             1,000
    Vacant Office on Docks                      2,000
    Dark Blade Office                          10,000
    
    Drake Tower (second floor)                  8,000
    Drake Tower (fifth floor)                  10,000
    
    Volcano (sub-level 3)                      25,000
    Volcano (sub-level 3)                      12,000
    Volcano (sub-level 3)                       5,000
    
    Aneki Building (third floor, right)        10,000
                                               12,500
    Aneki Building (fourth floor, right)       25,000
    Aneki Building (fifth floor, right)        50,000
                                               20,000
    
    
    
    ===============================================================================
    14.  G O O D   S P O T S   T O   E A R N   K A R M A                       SR1N
    ===============================================================================
    
    
    1. VACANT OFFICE NEXT TO JAKE'S APARTMENT (TENTH STREET)
       Quality: **
    
       The two doors before Jake's apartment lead to an office that houses
       respawning enemies.  Enter the apartment from the bottom door, as this gives
       a clear shot of all enemies without having to move around.  It's useful to
       pick off the Mages first as they have a stronger attack than the Heavy Dudes
       and less HP.  Each enemy here gives you 2 EXP Points.  This is a great
       location to earn karma early on, but can also be used later in the game.
       Return here when you have the Shotgun and Mesh Jacket and the enemies will
       go down like flies.  
    
    
    2. TENTH STREET CEMETERY
       Quality: ***
    
       The cemetery at Tenth Street spawns numerous Ghouls that can be killed for 2
       EXP each.  This is great place to hang around for a while.  Unfortunately,
       each time you kill a Ghoul and reenter the screen, its HP has PERMANENTLY
       increased by 2.  So while the Ghouls are initially very easy to kill, they
       become quite difficult after 7 or 8 trips.  You should still spend some time
       here, as this is easy karma for a while, but leave once the Ghouls start
       becoming a pain to take down.
    
    
    3. DEAD-END AT THE CARYARDS
       Quality: *
    
       If you need to power-up a little before an arena fight, there is an enemy
       area south of the main caryards screen that houses Heavy Dudes and Mages.
       It's a good idea to target the Mages first, as they are easier to kill.
       This is not the best place for powering-up, but it's relatively close to a
       bed and, quite frankly, it's all you have without leaving the caryards.
       Once you can leave the caryards, however, the office next to Jake's
       apartment in Tenth Street is superior to this one.
    
    
    4. THE DOCKS (DOWNTOWN)
       Quality: **
    
       The Docks in the downtown area house numerous enemies that make for a decent
       mid-game spot to earn money and karma.  The best enemies to fight (though
       also the hardest) are the Orcs.  There two that can appear at the bottom of
       the second screen, so moving between that screen and the boat harbor screen
       (where the Boat Driver is) is a pretty good way to earn karma.  Not ideal,
       but the best you can do at the time.
    
    
    5. DARK BLADE CATACOMBS
       Quality: *****
    
       The catacombs beneath the Dark Blade mansion are possibly the best power-up
       location in the game.  You can earn massive amounts of karma here in a very
       quick time due to the limitless supply of Ghouls.  They key is positioning
       yourself not to take damage.  The safest place is to stand at behind one of
       the coffins near the bottom of the screen.  Stand directly behind the
       southernmost tip of the coffin and the Ghouls should not be able to reach
       you.  The coffins will block their way.  From here, you can safely pick off
       the Ghouls.  It is possible to earn 8-10 karma or more per minute.
    
       Some players have strategies that involve putting a rubber band on the
       controller and continuously killing Ghouls for hours without having to sit
       in front of the screen.  This is a possible strategy, but it's risky, as a
       stray Ghoul can wander down and make short work of you.  It would suck to
       lose a hundred or so karma this way.  You can achieve a similar effect by
       hiring Shadowrunners.  You probably need a party of two or three, but having
       an entourage of Shadowrunners will allow you to earn karma without doing
       anything.  Well, except monitoring them to make sure a Ghoul does not slip
       by.
    
       If you return here near the end of the game with the final upgrades to your
       armor, the Ghouls can no longer harm you.  This place becomes and ever
       better power-up location at that points for reaching the final stat levels.
    
    
    6. DRAKE VOLCANO
       Quality: *****
    
       This trick involves the Gold Naga on the sub-level 4 of the Volcano.  If you
       do not pick up the Serpent Scales, the Gold Naga will return every time you
       revisit the screen.  The Gold Naga will give you 6-7 karma each time you
       kill it, making this the fastest place in the game to earn karma.  If you
       intend to earn karma from this foe, it is better off if you wait until after
       defeating Drake than attempting to do it on your first visit.  For one, it
       can be very magic consuming and there is no easy way to recover other than
       to go all the way back through Drake Tower.  Secondly, if you return later
       you can come back with better weaponry, which makes the Naga a lot easier.
       Note that once you pick up the Serpent Scales, you can never fight the Gold
       Naga again.
    
       There is a great bug that can work in your favor to make fighting the Gold
       Naga incredibly easy.  If you re-renter the screen from the back, behind the
       Gold Naga, there is a chance you can catch the foe "off guard" before the
       game activates it and has a chance to load its HP correctly.  When this
       happens, the Gold Naga dies in a single shot.  It can be hard for Jake to
       time this, but Shadowrunners will seem to pull it off every time.  This
       makes earning the final amounts of karma significantly easier.  If you go
       this route with a Shadowrunner, Frogtongue is a great choice given his
       relatively high defense and cost effectiveness.
    
       If you want to exploit the HP loading glitch, this spot is by far the
       fastest to level.  If you don't, I personally prefer the Catacombs above for
       a few reasons:
    
       1. The catacombs are quicker to reach and much closer to a save/recovery
          point.
       2. The Ghouls at the catacombs are less dangerous than the Naga.
       3. The Naga's movements often cause you to lose target lock, which gets
          annoying.
       4. At the end of the game, you can hire a trio of Shadowrunners for the
          Catacombs and let them earn karma for you while you are away.  No such
          luck with the Naga.
    
       Still, you cannot go wrong at either spot.  The choice is yours.
    
    
    
    ===============================================================================
    15.  I N F I N I T E   N U Y E N   T R I C K                               SR1O
    ===============================================================================
    
    You can earn an infinite amount of nuyen from the Vampire at the Dark Blade 
    mansion.  Each time you pass through the portal in Bremerton, the Vampire is 
    resurrected.  Return to the Dark Blade mansion and kill him as you did the 
    first time.  When defeated, the Vampire will give you 5,000 nuyen again!  Now, 
    return to Bremerton and make your way through the ship, into the alternate 
    dimension, and back to the Jester's Room.  Pass through the portal that 
    descends and the Vampire will revive again, repeating the cycle!
    
    There are numerous bugs that players have reported that are associated with 
    this trick.  Most of them revolve around the fact that the game removes the 
    Strobes from your inventory once you go to the Drake Volcano for the first 
    time.  Whether it's a version difference or a bug, there are some times when 
    you can retrieve the Strobes from the Jagged Nails Club again and some times 
    when you can't, meaning you cannot execute the trick.  There is no known work 
    around for this or any real clarity on the cause.  If you have any information, 
    please email me.
    
    In all cases, you should still be able to pull off this trick an infinite 
    number of times before you head to the Volcano for the first time, which is 
    when it is most useful anyway.  Make sure you've fully upgraded all your gear 
    by then and you should be well set for the rest of the game.
    
    
    
    ===============================================================================
    R E V I S I O N    H I S T O R Y                                           SR0J
    ===============================================================================
    
    Version 0.99  October 20, 2002 (Technical Walkthrough)
      - Preview Version
    
    Version 1.0  October 24, 2002 (Technical Walkthrough)
      - Initial Release
    
    Version 1.1  November 14, 2002 (Technical Walkthrough)
      - 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 Dialogue Map
      - Filled in some missing sections from Dialogue Map
      - Fixed table formatting; the guide should now display properly when viewed 
        in any browser
      - Minor spelling and formatting corrections
    
    Version 2.0  January 31, 2007
      - The guide was converted into a full FAQ/Walkthrough.  Numerous changes and
        reorganization occurred.  Some are mentioned below
      - Added complete walkthrough for all sections of the game
      - Added Frequently Asked Questions section
      - Added attack and defense stats for all enemies
      - Added accuracy stats for Shadowrunners
      - Reformatted many sections for improved readability
      - Broke phone numbers and hidden items into own sections
      - Added sections for finding nuyen from computers, locations to earn karma,
        and the infinite nuyen trick
      - Minor spelling and formatting corrections
    
    Version 2.1  September 1, 2009
      - Added the accuracy formula to the Firearms section of the Appendix
      - Added clarification on how the Computer stat works in the Appendix
      - Added section called "The Matrix and ICs" to Appendix
      - Changed multiple references regarding the maximum Firearms stat needed for
        100% accuracy throughout the walkthrough
      - Added a strategy about using Grenades during the Troll Decker arena fight
      - Clarified glitch associated with Infinite Nuyen Trick
      - Edited and adjusted some Shadowrunner evaluations
      - Divided Dialogue Map in Keywords section into sub-areas for easier
        navigation
      - Fixed erroneous reference to "Glutman" as "Grinder" in the FAQ section
      - Added a question about how to learn Negotiation skill to the FAQ section
      - Lowered recommended stats in many sections, as they were overkill
      - Renamed "Hidden Items" section to "Dummy Items" to avoid confusion
      - Minor spelling and formatting corrections
    
    
    ===============================================================================
    C R E D I T S                                                              SR0K
    ===============================================================================
    
    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, trick for easily killing the Gold Naga, 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.
    
    - Binta, for some additional thoughts on when to hire Shadowrunners.
    
    - Kevin Hansen and Nick Di-Perna, for the trick involving the use of grenades 
    to kill the Troll Decker in the arena.
    
    - A big thanks to andylee999, Aneki, Brad Hall, Brenden Scott, Deacon 
    Swain2005, Derek Pennycuff, Dark Cyan, Dream Spawn, Ecicitsym, Frederic Briere, 
    Jaime Campbell, JerryGreenwood, Kuro Ookami, Limit Break, Marsil79, 
    ResidentGear31, silverglade, TNL 622, and Venom1660 for all your help and 
    assistance on this guide.
    
    ==================================END OF GUIDE=================================