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    FAQ/Walkthrough by Bkstunt_31

    Version: 1.00 | Updated: 11/10/15 | Search Guide | Bookmark Guide

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                       /_/ /_/\____/_/ /_/\__, /  /_/ |_\____/_/ /_/\__, /  
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                 "Listen to what you know instead of what you fear."
    
    
                      
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                Platform:   PC
                 Version:   1.00
            Last Updated:   11/10/2015
    
                   Email:   gregorio 31 @ gmail .com (no spaces)
           Facebook Page:   http://www.facebook.com/Bkstunt
    
      This document is best viewed using a FIXED-WIDTH font, such as Courier New.
        If the ASCII above/below and the charts used throughout the guide look
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                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
    O==<                          Table of Contents                           >==O
        ``-.______________________________________________________________.-´´
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       Note: Press Ctrl+F and enter in the code to skip to that section.
    
    
    THINGS TO KNOW BEFORE YOU PLAY
    
     - Introduction......................................................[SHK-INT]
     - Controls..........................................................[SHK-CON]
     - Tips and Tricks...................................................[SHK-TIP]
     - Shadowrun: Hong Kong Gameplay Mechanics...........................[SHK-GPM]
    
       - Picking a Race & a Job!...............................[SHK-GPM1]
       - Charming the Shadows (Etiquette)......................[SHK-GPM2]
       - Is it my turn yet? (Turn-based Combat)................[SHK-GPM3]
       - Spellcasting and You!.................................[SHK-GPM4]
       - Understanding the Matrix..............................[SHK-GPM5]
     
     
    MAIN WALKTHROUGH
    
       - Chapter 1: Hard Landing..................................[SHK-1]
       - Chapter 2: Sinless.......................................[SHK-2]
       - Chapter 3: City of Darkness..............................[SHK-3]
       - Chapter 4: Heoi..........................................[SHK-4]
       - Chapter 5: The Dig.......................................[SHK-5]
       - Chapter 6: Outsider......................................[SHK-6]
       - Chapter 7: Misdirection..................................[SHK-7]
       - Chapter 8: Deckcon 2056..................................[SHK-8]
       - Chapter 9: Whistleblower.................................[SHK-9]
       - Chapter 10: The Sinking Ship............................[SHK-10]
       - Chapter 11: Retribution.................................[SHK-11]
       - Chapter 12: Bad Qi......................................[SHK-12]
       - Chapter 13: Exit, Stage Left............................[SHK-13]
       - Chapter 14: Uninvited Guests............................[SHK-14]
       - Chapter 15: The Extraction..............................[SHK-15]
       - Chapter 16: Prosperity Tower............................[SHK-16]
       - Chapter 17: City of Death...............................[SHK-17]
       
       - Endings Guide...........................................[SHK-18]
    
       
    APPENDICES
    
    
     - Character Upgrades................................................[SHK-UPG]
     - Item Lists........................................................[SHK-LIS]
     
       - Cyberdecks..............................................[LS-CYB]
       - Cyberware...............................................[LS-CYW]
       - Gear (Drones)...........................................[LS-DRN]
       - Gear (Weapons/Magic)....................................[LS-MWP]
       - Gear (Weapons/Melee)....................................[LS-MEL]
       - Gear (Weapons/Ranged)...................................[LS-WPN]
       - Items (Consumables).....................................[LS-ITM]
       - Magic (Spells)..........................................[LS-SPL]
       - Magic (Conjuring).......................................[LS-CON]
       - Outfits.................................................[LS-OUT]
       - Programs................................................[LS-PRG]
       - Qi Casting..............................................[LS-QIC]
    
     - Achievements (STEAM)..............................................[SHK-ACH]
    
    CONCLUSION
    
     - Version History...................................................[SHK-HIS]
     - Credits...........................................................[SHK-CRE]
            
            
    
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                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                            INTRODUCTION                              >==O
        ``-.__________________________________________________[SHK-INT]___.-´´
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     Welcome Back, Chummer!
     
     Bkstunt is back with a guide for Shadowrun: Hong Kong! I remember playing
    the SNES version of Shadowrun back in the day (Jake Armitage!) and I enjoyed
    it quite a bit. The dystopian future and back-handed dealings... the Shadowrun
    universe as a whole is just so damn interesting.
    
     Unfortunately, Shadowrun hit hard times between then and now, turning out
    some awful games in the process... all that changed however when Jordan Weisman
    and his studio Harebrained Schemes returned to develop new Shadowrun Games,
    bringing us Shadowrun Returns in 2013, followed by Shadowrun: Dragonfall in
    2014 and then THIS game, Shadowrun: Hong Kong in 2015!
    
     
     So, join me as we play through this newest Shadowrun adventure in Hong Kong!
    
    
     
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    O==<                               CONTROLS                               >==O
        ``-.__________________________________________________[SHK-CON]___.-´´
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     Here are the controls to Shadowrun: Hong Kong. Being a PC game, they are
    all pretty simple, but things like the ALT key and quick-saving / quick-loading
    are always good to know:
    
    
    
           |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
           | ACTION                   | PC CONTROLS                       |
           |--------------------------|-----------------------------------|
           | Move/Interact            | Left Mouse Button                 |
           | Control Camera           | Right Mouse Button / WASD         |
           | Switch Camera Distance   | Z / Middle Mouse Wheel (Zoom)     |
           | Display World Items      | ALT (Hold)                        |
           | Zoom In/Out              | Scroll wheel                      |
           | Select Weapon (Combat)   | 1/2/3/4                           |
           | Select Item or Skills    | E (Items)                         |
           | (in combat)              | Q (Spells)                        |
           | (See Above)              | T (Gadgets)                       |
           | (See Above)              | Y (Skills/Abilities)              |
           | Reload Weapon (Combat)   | R (Press Twice - Cost AP)         |
           | Switch Party Members     | Tab (In Combat Only)              |
           | Access PDA               | ESC / C / G                       |
           | End Turn (Combat)        | Shift + Enter                     |
           | Quick Save               | F5                                |
           | Quick Load               | F9                                |
           |__________________________|___________________________________|
    
    
    
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                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                           TIPS AND TRICKS                            >==O
        ``-.__________________________________________________[SHK-TIP]___.-´´
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     Here I've listed some tips and tricks that may help you out as you play the
    game... little things that may make your journey through the shadows a bit
    easier.
    
     I've also collected the "Loading Screen" tips that I wrote down while I've
    loaded and reloaded the game (which was quite a damn bit). Maybe these tips
    will end up helping someone. Who knows!? Enjoy!
    
    
     o When you build a character, pick a race and archetype (job) that fit well
       together. Play to each race's strengths.
       
     o You have enough karma throughout the game to become proficient in 2-3
       things. Focus on no more than THREE skills, otherwise you will stretch
       yourself too thin and become a "jack of all trades, master of none".
       
     o Karma (Experience Points) is rewarded for doing the mission - NOT BY
       FIGHTING. If you can skip a fight, you are just doing yourself a favor
       and not missing out on any experience. Focus on doing the job first! That
       said, there are times when doing a side objective (or un-named objective)
       CAN reward Karma, so be sure to follow the guide to max out your karma
       gains.
       
     o It may be wise to wait before buying something: weapons are expensive and
       can sometimes be outclassed soon by a better model. Consider looking ahead
       in the guide to see when the shops get updated before you make that purchase
       decision... it may save you some money.
       
     o The game tips tell you this, but it is worth repeating: you AUTOMATICALLY
       recover wounds when a battle ends. Don't fret about healing if you are
       about to end a battle: better to just end the fight and recover automatically
       if you can!
    
     o Learning the "Overwatch" skill helps a ton when your ranged characters have
       nothing better to do with an AP at the end of their turn. This lets you
       automatically shoot an enemy moving in your field of vision, which is very
       handy if you can't shoot them normally.
       
     o Why kill the slave you when you kill the master? Instead of focusing on
       taking out a summoned spirit or a drone, try and kill the Shaman or the
       Rigger (respectively). Doing so will cause anything they have summoned or
       are controlling to stop working. Very handy.
       
       
     (-NOTE-) These tips below are from the Loading Screen... They are all in 
              alphabetical order. This "Loading Screen" tips section probably
              isn't exhaustive either, but here's what I've collected:
    
     
     o Hold down the ALT key to show all interactable objects within sight.
    
     o Magical healing can only heal the most recent wound a character has
       received.
     
     o Press F5 to Quicksave your game. Press F9 to Quickload.
    
     o Press Shift + Enter to immediately end your turn.
     
     o Press R to reload your current weapon.
     
     o Spend your karma wisely. A jack of all trades is master of none.
     
     o When combat ends, each character's most recent wounds are healed.
     
     o You can pan the camera by holding the right mouse button, or using the WASD
       keys.
    
     o You can select dialogue options during conversation using the 1-9 keys.
     
     o You can use medkits outside of combat via the PDA's equipment screen.
     
     o You cannot save your game during conversation or mid-action.
    
    
     
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<               SHADOWRUN: HONG KONG GAMEPLAY MECHANICS                >==O
        ``-.__________________________________________________[SHK-GPM]___.-´´
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     Here you can find a collection of Gameplay Mechanic explanations. Reading
    through all of these will help you understand some of the not so well
    explained things about Shadowrun: Hong Kong. It may also help you pick out
    a race or job, or give you tips about how to fight. Pursue it at your leisure
    or skip is all entirely and head to the walkthrough down below.
    
    
    ==============================================================================
                               PICKING A RACE & A JOB!        
    =================================================================[SHK-GPM1]===
    
    
     After starting a new game you'll have to create a character. There are no
    pre-sets, so we're free to make who we want here which you'll do by combining
    a race with an archetype (job).
    
     Creating a character is of course a very personal thing, so we're just going
    to go over the basics here and what races mean what. Races should be paired up
    with whatever archetype you are going for as well, so mix and match wisely!
    
    
    
       RACES
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        o HUMAN: Humans were the only race on earth until the Awakening in 2012.
                 Now they find themselves the definition of average or even normal.
                 They are still the most populous race in the world and thus
                 control many of the most pwerful, monied, and important positions
                 in society.
                  
         ~ BONUSES: All Humans have a +3 Karma to start the game.
        
         ~ MAXIMUM STATS: Body: 9, Quickness: 9, Strength: 9, Charisma: 9
                          Intelligence: 9, Willpower: 9
    
                         
                         
        o ELF: Many people consider Elves to be the most fortunate metahumans -
               they are more attractive and socially accepted than the other
               metahuman races. Elves are taller than humans, but have a more
               slender build. Their hair is usually thicker, longer, and more
               luxurious than average, and their ears come to a point.
                  
         ~ BONUSES: All Elves have a +1 to charisma.
        
         ~ MAXIMUM STATS: Body: 9, Quickness: 11, Strength: 9, Charisma: 12
                          Intelligence: 9, Willpower: 9
    
    
    
        o DWARF: Dwarves are the shortest of the metahuman races, although their
                 torsos and shoulders are wider than their size would indicate.
                 Thus their strength is equal to, and sometimes greater than, the
                 larger races.
                  
         ~ BONUSES: All Dwarves have a +1 to Willpower.
        
         ~ MAXIMUM STATS: Body: 11, Quickness: 9, Strength: 12, Charisma: 9
                          Intelligence: 9, Willpower: 11
    
    
    
        o ORK: Orks are the fastest-breeding race and now are second only to
               humans in world population. Their size leads to an intimidating
               silhouette and a body that can take more physical damage than the
               average. Orks have pointed ears and intimidating teeth or tusks.
                  
         ~ BONUSES: All Orks have a +1 to Body.
        
         ~ MAXIMUM STATS: Body: 14, Quickness: 9, Strength: 12, Charisma: 8
                          Intelligence: 8, Willpower: 9
    
    
    
        o TROLL: Trolls are the largest metahuman race. Heavy prejudice against
                 them has led people to assume trolls have lowered intelligence
                 but in reality, there is no proof to this. Trolls have pointed
                 ears, intimidating teeth or tusks and many have horn-like
                 growths that other metahumans do not manifest.
                  
         ~ BONUSES: All Trolls have a +1 to Body and +1 to Strength.
        
         ~ MAXIMUM STATS: Body: 17, Quickness: 8, Strength: 15, Charisma: 6
                          Intelligence: 6, Willpower: 9
    
    
    
       ARCHETYPES
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        o STREET SAMURAI: Street Samurai are freelance operatives who follows a
                          code of street honor. They are learned in the ways of
                          the traditional samurai warrior and in the practices of
                          modern combat. Some sell their skills for profit, while
                          others work to take out the dishonorable scum that seem
                          to breed in the urban sprawl.
                  
         ~ KEY ATTRIBUTES: Body and Strength or Quickness.
        
         ~ KEY SKILL: Close or Ranged Combat (or both), Throwing Weapons, Dodge
    
    
    
        o MAGE: Mages specialize in the casting of spells, though that doesn't
                mean they can't use physical weapons as well. Their spells cover
                a wide range of magical effects - from offensive damage attacks,
                to character augmentation and degradation spells, to healing
                spells.
                  
         ~ KEY ATTRIBUTES: Willpower
        
         ~ KEY SKILL: Spellcasting
    
    
    
        o DECKER: Deckers use a cyberdeck to jack into the Matrix - the worldwide
                  information grid and computer network. By projecting their minds
                  into the electronic world, deckers can find secrets others keep
                  hidden away. They use programs and Expert Systems to fight off
                  the protections that megacorporations place in their way.
                  
         ~ KEY ATTRIBUTES: Intelligence
        
         ~ KEY SKILL: Decking
    
         ~ KEY SPECIALIZATION: Expert Systems
    
    
    
        o SHAMAN: Shamans believe that their magic comes from a totem spirit that
                  guides their life path. This relationship allows them to summon
                  spirits and command them to do their bidding. Shamans have the
                  ability to conjure spells that mages cannot.
                  
         ~ KEY ATTRIBUTES: Charisma
        
         ~ KEY SKILL: Spirit Summoning (increasing this skill grants a shaman a
                      totem benefit), Conjuring
    
         ~ KEY SPECIALIZATION: Spirit Control
    
    
    
        o RIGGER: Riggers use specialized cybertech to control small, robot-like
                  vehicles called drones with their minds. They can use this
                  ability to provide surveillance, support, and extra firepower
                  when required.
                  
         ~ KEY ATTRIBUTES: Intelligence
        
         ~ KEY SKILL: Drone Control
    
         ~ KEY SPECIALIZATION: Drone Combat
    
    
    
        o PHYSICAL ADEPT: Adepts are magically-active characters who focus their
                          magic internally, seeking to reach their utmost potential
                          physically, mentally and spiritually. As Adepts unlock
                          new abilities, they become honed physical machines,
                          using their magic to enhance their close combat abilities.
                  
         ~ KEY ATTRIBUTES: Body, Strength, Willpower
        
         ~ KEY SKILL: Qi Casting
    
    
    
     o CUSTOM: You can also choose to pick the custom option (the "?") and assign
               skills and abilities as you wish.
    
               
     (-NOTE-) You will NOT get items you NEED like a Cyberdeck if you go Custom,
              so just beware!
    
    
    
       A QUICK NOTE ON KARMA
      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Karma represents the experience characters earn while running the shadows and
    achieving goals. Karma is used to improve Attributes and Skills. An Attribute
    or Skill rating can be increased by spending Karma equal to the next increment
    of that rating. Thus, improving your Body from 4 to 5 requires you to spend 5
    Karma points.
    
    
    
    ==============================================================================
                          CHARMING THE SHADOWS (ETIQUETTE)        
    =================================================================[SHK-GPM2]===
    
    
     Etiquette is about knowing how to behave in various social situations. The
    right etiquette can give you an edge in certain conversations. Choose an
    Etiquette from the list below (said when choosing one). Choosing an Etiquette
    does not cost karma, and each Etiquette can only be chosen once.
    
    
      CHOOSING AN ETIQUETTE
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Etiquette choices are tied directly to the Charisma stat. You actually gain
    an Etiquette for every TWO levels (Level 2, Level 4, etc). This means on a
    single play-through you can have a MAX of SIX Etiquette's... if you REALLY
    focus on them though AND you are the right race (some races have Charisma
    limits). We'll talk about why that's not a good idea in a bit, for now here
    are the various etiquette's you can choose from:
    
    
     o Corporate: Knowledge of the life of the wage-slave and general management
                  procedures and protocol. Useful for corporate settings and
                  acting like management.
     
     o Security: Knowledge of security protocols and general security procedures.
                 Useful for security set-ups and occasionally bluffing your way
                 past security checkpoints.
    
     o Gang: Knowledge of common gang slang, talk and lifestyle. Gang members will
             give you a lot more respect and listen to you.
     
     o Socialite: Knowledge of the high-born. Clothes, etiquette, party life...
                  you are knowledgeable about it all and won't look out of place
                  amongst your peers.
                  
     o Shadowrunner: Knowledge of the shadows! You can prove you are not out of
                     place while conversing with your fellow shadowrunners.
                     
     o Academic: Well, look who is schooled! You are knowledgable about a wide
                 variety of academic subjects. This will more often than not
                 enhance conversation options... and prove you aren't a total
                 dumbass...
    
    
     In reality, there is no "right" pick here... every single Etiquette comes in
    handy at some point in the game. The "Most Used" Etiquette by far is the
    "Academic", but from my experience it is mainly used to enhance conversations
    and I can only think of one point where it actually affects a mission.
    
     "Shadowrunner" and "Gang" come up early in the game and can affect whether
    or not you get into fights, so those are handy. "Socialite", "Corporate" and
    "Security" are often checks in certain situations and can help you skip
    fights as well, but they are often accompanied by other statistic checks or
    options.
    
     Overall, if you want to focus on playing a "Face" character (a sweet-talking
    charmer... you smooth chummer, you...), it is important to reach SIX CHARISMA
    at least (not all at once from the start, but get there as you play). You can
    end up installing some Cyberware to reach Seven Charisma, and that magic number
    is enough to pass every speech check in the game.
    
     Whatever you do, do not dump all of your points into Charisma just for
    etiquette's, as that will hamstring you severely. There will be plenty of
    points throughout the game where you will not be able to talk your way through,
    so you want to have some combat skills of some sort.
    
    
    
    ==============================================================================
                       IS IT MY TURN YET? (TURN-BASED COMBAT)        
    =================================================================[SHK-GPM3]===
    
    
     Here we're going to go over some key concepts of how the combat in
    Shadowrun: Hong Kong works. Going over these things can help you immensely,
    so stay with me!
    
    
      AP (GANGING UP ON ENEMIES)
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Each character on your team has an Action Pool - spend these Actions on
    movement, attacks, or using spells and items. Once your team's turn is
    complete, the enemy team will move and attack.
    
     You start out the game with 2 AP, but midway through the game you will
    eventually gain another action point for 3 AP. Each thing you do will cost AP,
    from moving to fighting to using spells and items (as mentioned above by the
    game), meaning you will need to be smart with how you spend your AP. Note that
    stronger spells (like Haste) will cost more than 1 AP, as the game tries to
    balance out how powerful things are with their AP cost.
    
     One key point of the turn-based combat is the fact that your entire team
    takes their turn at once. This means that you can focus-fire on one enemy at
    a time and quite often take an enemy out each turn. You will often be faced
    with 4+ enemies at a time (usually no more than 6), so focusing on certain
    enemies and lowering their numbers as soon as possible helps immensely with
    surviving.
    
    
      "WOUNDED"
     ¯¯¯¯¯¯¯¯¯¯¯
     Sooner or later you will get hurt, but taking damage in Shadowrun is a bit
    different than most games. When you get hurt, your character will be "Wounded"
    for the amount of damage you took. Now, if you HEAL them (with the Heal Spell
    that Gobbet or your mage has) they will recover that "Wounded" HP.
    Alternately, if you took 18 damage from one enemy and THEN 3 damage from
    another, your character can only recover 3 HP. It is also worth noting that
    ANY TIME you exit combat, anyone who is currently wounded will recover their
    wounded HP.
    
     As you can see, taking damage isn't necessarily a bad thing... taking large
    chunks of damage consecutively is though, as you can't recover properly. For
    those cases you can always carry around and use First Aid Kits to recover
    static amounts of HP if needed. In fact, other characters can even carry first
    aid kits and heal their party members if needed.
    
     If a character dies, their portrait will turn grey and will have a counter
    appear in it. This means that you have "X amount of turns" (it should be 3
    turns) to revive them before you lose them. To revive them you will need a
    "DocWagon Trauma Kit". If the character that gets killed HAS one of these
    items on them, they will AUTOMATICALLY revive when they die, which is quite
    handy (but semi-expensive), otherwise someone will need to go revive them.
    
     Dead team members will be out for the run, but if you lose your team leader
    (the character that you've created), it will be GAME OVER, so be sure to
    protect them! Remember: Every point of BODY that you have gives you 10 HP as
    well, so if you plan on getting shot at be sure you to invest in HP and skills
    like "Dodge" to help yourself survive.
    
    
      DON'T GET FLANKED! (COVER)
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Getting into cover is one of the most basic things you can do to protect
    yourself, and should always be done when facing multiple enemies (you DO NOT
    want to be out in the open if 3-5 people can target you!).
    
     However, there is different types of cover: Heavy, Medium and Light. These
    represent the quality of the cover and reduce damage better as the cover gets
    better. Unfortunately, the exact effects are unknown, but if you have the
    chance to get to better cover always do so.
    
     Your characters can also be flanked (as can enemies). This means that there
    is NO COVER between you and the enemy, which boosts the chance of a critical
    hit. Do your best to flank enemies and try not to be flanked yourself. Note
    that characters can also be "In the Open" which is whenever they aren't in
    cover, making them easy prey.
    
     Each enemy has an armor rating as well, which reduces incoming damage by a
    flat amount. You can buy and upgrade your armor as the game progresses, which
    is always a good idea. Be on the lookout for spells, weapons, and weapon
    abilities that have armor-piercing qualities as they can help bring down
    foes who have lots of armor.
     
     
    
    ==============================================================================
                                SPELLCASTING AND YOU!        
    =================================================================[SHK-GPM4]===
    
            
     Spellcasting in Shadowrun: Hong Kong is pretty basic, but there are still
    some helpful things to know, which we'll go over here. There are three classes
    that can use spells: Mages, Shamans, and Adepts. They each use a different
    type of spell though:
    
     o Mages use Spells
     
     o Shamans use Conjuring
     
     o Adepts use Qi Casting
     
     These spells are sold in different menus, so that is pretty easy to follow
    and buy what you need. Let's go over some other things that spellcasters
    REALLY need to know:
    
    
      ESSENCE COUNT
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     A living being's lifeforce. Installing cyberware depletes essence, which
    causes cooldown times for spells to increase. It is for this reason that
    you SHOULDN'T attempt to meld a spell-caster and a cyberware user together
    at all.
    
     The base number of spell slots available to the caster is equal to half of
    their essence, rounded down. Therefore, losing essence can cause spell slots
    to be permanently lost. You cannot have less than 1 essence.
     
    
      WHICH SPELL TO USE
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     It is worth noting that spells are MUCH like weapons: better versions will
    be available as you progress the story. You may wish to save up your money
    instead of buying something, so like weapons it may not be a bad idea to look
    ahead in the guide and see when the shops are updated.
    
     It is also worth noting that SOME spell types are considered the "same type"
    and you CANNOT cast them back to back as they share a cooldown with each
    other. No point in bringing along two of these types of spells without a very
    good reason, so be smart with which spells you choose to bring with you.
    
     Every spell has a cooldown, which is the number of turns you must wait before
    you can cast it again (even if it is just one turn). SOME spells will give you
    the option to trade in your HEALTH to cast them sooner... which is entirely up
    to your judgement.
    
    
      DRAGON LEY-LINES
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     At times your magician may see green lines and circles on the battlefield:
    these are special "Dragonlines" that you can stand on to AMPLIFY your power.
    This can increase your damage and/or accuracy. It can also do other effects
    depending on the spell you are casting. Some of these additional effects
    can include the spell affecting more than one person (AIM, for example, will
    give surrounding party members the spell effects as well as your target) or
    it may cause your spell to target more than one enemy (besides your target).
      
      
      TOTEMS AND CONJURING
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     TOTEMS:
     
     Totems are special abilities shamans have. If you create a Shaman at the
    start of the game or level one up to [SPIRIT SUMMONING: 3], you will get to
    pick one of these special Totem Choices:
    
     
     o DOVE
     
      ~ The Dove is a peaceful messenger and mediator.
     
        Dove can set all spirits break-away chance to 0% within 3 tiles of yourself.
     
        Duration: 2   Cooldown: 3
     
     
     o BULL
     
      ~ The Bull is generous to those it cares for and hostile to those who might
        harm them.
     
        The power of the Bull aids all allies within 3 tiles with Damage Reduction
        of 3.
     
        Duration: 3   Cooldown: 1
     
    
     o SCORPION
     
      ~ The Scorpion fears nothing because it can kill any foe.
     
        The Scorpion grants all allies within 3 tiles DMG +4, but reduces
        accuracy by -10%.
     
        Duration: 3   Cooldown: 1
    
    
     o BEAR
     
      ~ Bear is powerful, gentle, wise, and a protector of all the natural world.
     
        The power of the Bear heals all allies within 3 tiles of the damage from
        the most recent attack.
     
        Cooldown: 3
    
    
     o CAT
     
      ~ Cat is secretive, sly, and very hard to trap.
     
        Cat grants: Dodge +1 for 3 rounds to all allies within 3 tiles when cast.
     
        Duration: 3   Cooldown: 1
    
    
     o COYOTE
     
      ~ Coyote is unpredictable and ever changing. It is the trickster.
     
        The Coyote grants all allies within 3 tiles Quickness +1.
     
        Duration: 3   Cooldown: 1
        
        
     o EAGLE
     
      ~ Eagle is proud and keen sighted. It sees all.
     
        The power of the Eagle boosts all allies within 3 tiles with a +15% to hit.
     
        Duration: 2   Cooldown: 1
        
        
     o RACCOON
     
      ~ Raccoon is cunning and curious with a strategic mind and a thief's insight.
     
        Raccoon grants a Movement bonus of +2 tiles to all allies within 3 tiles
        of the shaman when cast.
     
        Duration: 2   Cooldown: 1
        
        
     o COBRA
     
      ~ Cobra hypnotizes her prey, closing in for the kill.
     
        Cobra grants a personal passive benefit of +1 DMG and +5% Accuracy for
        all attacks made by the Shaman.
        
        
     o BOAR
     
      ~ Boar is strong, aggressive, and ferocious.
     
        The Boar grants a personal passive benefit of +15 HP total for the Shaman.
        
        
     o FISH
     
      ~ Fish is quick and clever, evading the fisherman's hook and predator's
        jaws.
     
        The Fish grants a personal passive benefit of -10% chance to being hit
        for the Shaman.
        
        
     o LEOPARD
     
      ~ Leopard is a natural predator with innate stamina.
     
        The Leopard grants a personal passive benefit of +1 Movement and +1 Armor
        to the Shaman.
        
        
        
     CONJURING:
     
     Shamans believe that their magic comes from a great totem spirit that guides
    their life path (see above). This relationship allows them to summon spirits
    and command them to do their bidding, letting them conjure spirits in a way
    that mages cannot.
    
     You can conjure spirits by either using a FETISH that can be found or bought.
    You can also at times find a "SPIRIT SHRINE" in the map where you can summon
    a spirit from (these look like skulls in a diamond, and much like dragonlines
    only your Shaman can see these icons).
    
    
     Once you have conjured a spirit you will need to control it. You do this by
    giving it AP at the start of its turn. The more AP you give it, the more it
    can do. However, the greater risk of the spirit breaking free. You can also
    choose to just banish the spirit if you wish. Spirits come in different
    elemental varieties, each with different abilities.
    
     If a spirit DOES break free it will do one of three things:
     
     - Die: The spirit will die outright.
     
     - Rampage: The spirit turns hostile to ANYTHING.
     
     - Revenge: The spirit will turn hostile to the SHAMAN who lost control.
     
     
     Spirits are extremely powerful allies when controlled and can easily turn
    the tide in most fights with up to 4 AP a turn (more than you'll ever get),
    so use them wisely.
    
    
    
    ==============================================================================
                              UNDERSTANDING THE MATRIX        
    =================================================================[SHK-GPM5]===
    
        
     The Matrix has been considerably over-hauled from previous recent Shadowrun
    games. The biggest addition here is the "Blocker IC" nodes which introduce a
    hacking mini-game that you must pass in order to steal pay-data from the
    matrix. We'll go over what Deckers can expect in the game.
    
    
      BECOMING A DECKER
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     First of all, Decking requires a Cyberdeck and a data-jack. Picking the
    Decker class gives you the cheapest cyberdeck automatically and the data-jack
    upgrade as well... if you wanted to be a Decker, it is HIGHLY RECOMMENDED you
    pick the class just for these items, otherwise it is going to cost you a
    pretty penny to get started (and money is very tight in the game as it is).
    If you aren't going to be a Decker, Is0bel, one of your companions will take
    your place. She is more than competent for all of the Decking needs the game
    throws at you and can support you well in combat as well.
    
    
     The game is FULL of Decking opportunities and having a Decker on the team
    is ALWAYS a good idea. There are a few missions where you won't need one,
    but we'll cover which missions those are... more often than not though, they
    will help in bypassing areas, opening up new areas, and finding additional
    sources on income making them truly INVALUABLE.
    
    
      NAVIGATING THE MATRIX
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     When you enter the matrix your Decker is represented by you in IC form (which
    is a white outline of your character model). You are free to travel around but
    your biggest threat is being "spotted" by the Watcher IC. These watchdogs
    patrol around and have a range of vision. Get spotted by them and they will
    add a "TRACE" to your counter, as well as take you on in combat.
    
    
     TRACE: 
     
     Each Maxtrix section allows you a max "trace" before you are recognized by
    the system. This gives you a bit of freedom to mess up a little before the
    system comes down on you and varies based on the system you are hacking.
    Watcher IC in particular add 20 trace for every turn they see you while all
    other enemy types will add 5 trace. Keep this in mind to keep your trace down
    when it comes to who to take out first. Also note that the "Suppression"
    ability is VERY handy when it comes to trace, as it can erase some of your
    built up trace. Try to use it only when the non-Watcher enemies can see you
    though to maximize its effect.
    
    
     NAVIGATION:
     
     In your IC form, you will navigate around Watcher IC as they patrol in real
    time, doing your best to not be seen. This guide goes through every matrix 
    section and gives you tips for how to do so, but be sure to save if you are 
    concerned. The Watcher IC patrol around and have a range of vision, making us
    hide and run when we can to avoid them. At times it may be wise to take out
    key Watcher IC in order to make navigation easier. Of special note, the 
    program "Boost" can physically speed you up in the Matrix, which is a god-send
    at times.
    
    However, if your TRACE bar fills up, you will go into an alert mode and enter
    combat against the system itself.
    
    
      MATRIX COMBAT
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Whenever you enter combat in the matrix, you will enter into a "turn-based
    combat" mode. Here you can use your programs (which are just attacks) as well
    as your ESPs (which act like separate entities you can control, each with
    their own special attacks). A Decker equipped with the latest Cyberdeck and
    controlling multiple ESPs can make short work of almost any threat. Remember:
    Your Cyberdeck dictates the IP (health), AP (number of turns) and number of
    programs you can carry into the Matrix.
    
    
     ALERT MODE: 
     
     If you max out your TRACE limit, you go into "Alert Mode". This will spawn
    in an enemy combat team based on the particular matrix level, but you will
    undoubtedly face many foes all at once. Strong Deckers can handle this threat
    but weaker deckers may want to consider reloading or getting behind cover ASAP
    and fighting strategically and smartly. Some of the harder Maxtrix sections
    will even spawn enemy hackers, who can use programs and summon ESPs just like
    you.
    
    
     MEAT SPACE: 
     
     It is important to note that there will be times where you will be Decking
    AND fighting out in the "Real World" (Meat Space). This obviously puts your
    Decker in a very compromising situation, so you will have to rely on your
    allies for protection. You can take REAL damage in the Matrix if you are
    attacked by "Black IC", which is transferred to your body in the real world
    (I have found this to be rather rare, however.. Black IC usually only show up
    if you trigger the TRACE). Also, if you lose all of your IP points (HP for the
    Matrix), you will experience a "Dump Shock", kicking you out of the Matrix
    force-ably, make you lose 25% of your HP, and cause you to lose 5 AP in the
    real world. As a Decker, always carry a Heal IP program to keep yourself
    healthy during combat.
    
    
      PAYDAY (BLOCKER IC)
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The ultimate goal of the Decker: Payday. Inside the Matrix our main goal is
    to find "Paydata" that we can sell on the Shadowland BBS back in Meat Space
    and nodes with juicy info and optional objectives. However, more often than
    not you will have to hack "Blocker IC" that guard the paydata, which in
    Shadowrun: Hong Kong means a new mini-game.
    
    
     BLOCKER IC:
    
     The hacking mini-game is done when you hack a Blocker IC and is very similar
    to "Simon", the classic children's game of memorization. It is recommended you
    use your numberpad for this mini-game. Once you start, each ROUND of the game
    plays out some numbers, after which you must match them. WAIT UNTIL THE
    COMPUTER STOPS before you try to match it! A successful match gives you some
    hacking time back while messing up costs you the time you took.
    
     You can play up to eight rounds of this for an achievement, but that is
    un-necessary. Once you have done a few rounds you can continue to the second
    part of the game, where you are given multiple strings of symbols on the bottom
    as "Password Answers" and at the top symbols will flash at you. The top is the
    REAL answer, and you must pay attention to what symbols flash and deduce
    logically which answer below is the right one. Completing more rounds of the
    "Simon" game from the first part increases how often the REAL password gets
    shown to you. Once you correctly guess the real password, you have hacked the
    Blocker IC and whatever waits beyond it is yours.
    
    
    ==============================================================================
    
        
     And now... ONTO THE MAIN WALKTHROUGH! It's about time, right?
     
     
     Into the shadows we go!
        
        
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                       CHAPTER 1: HARD LANDING                        >==O
        ``-.____________________________________________________[SHK-1]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ Raymond Black. The old man gave you a home once. Took you and Duncan off
        the streets of the Barrents - sheltered, educated, slapped sense into you
        both, until you almost resembled productive members of society.
        
        And then you took off. Left it all behind. Landed behind bars for a time,
        tried to start a new life after that. It's been eight years since you've
        heard Raymond's voice. Until out of the blue, you got this cryptic message,
        a plea for help: "Meet me in Hong Kong, right away." And, wired to your
        account, enough nuyen to pay for the flight and then some.
        
        The descent is rough. A squall comes out of nowhere, sending a solid sheet
        of rain punching into the suborbital transport. With a ragged shudder, the
        plane finally skids to a halt at the edge of the Chek Lap Kok tarmac. An
        hour and an interminable number of emotionless security checkpoints later,
        you hail a water taxi to Victoria Harbour. Hong Kong looms ahead, pulsing
        with energy.
    
        
        
     (-NOTE-) This walkthrough was written with a Female Decker, specializing in
              Charisma and Intelligence.
        
    
              
     We'll get off the Water Taxi and be greeted by Duncan. If you have a [BODY: 3]
    score here, there's some unique dialog with Duncan, otherwise you are stopping
    yourself from throwing-up.
        
    
     Soon the talk will turn to where Raymond is. You'll find out that Duncan has
    gone the "Private Police" route and will meet his partner, Carter. We'll be
    told the meeting place with Raymond is across the pier and we'll be given
    our freedom, with two objectives:
    
    
     o Objective: Head to the Meeting Location
     
     o Objective: Keep the Team Alive
     
     
     Well... a bit ominous, right? To the left you can inspect the construction
    if you wish, then head northeast. The gate to the right is locked, so continue
    to the gate to the north and inspect it. Very fishy... Head back to the previous
    gate now and interact with the Security Checkpoint. This will make a dialog
    prompt show up, giving you choices on how to get past the gate.
    
    
     (-NOTE-) If you have [INTELLIGENCE: 3], you can take a crack at the lock
              yourself. This merely unlocks the gate though.
     
    
     As soon as you go through, we'll be in our first battle:
     
    
      Fight: Battle at the Harbor
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
      
     Well, getting out of the harbor unscathed would have been too easy, right?
     
     This battle is a good test of your basic tactical skills. Put Duncan at the
    upper right, behind the item on the crate. He will have good shots to the
    thugs from here. Put Carter up by the boxes, where she can fire fireballs at
    enemies coming in from that direction.
    
     Depending on your set-up you can go join her or, if you are weaker, go hide
    behind the pipes on the left. I put my decker there and helped pick off enemies
    with my rifle (using burst, whenever my hit percentage was high), which proved
    to be a winning idea. Beware of grenades and the mage in particular: try to
    take him out first.
    
     Duncan will likely have a melee character rush him, so take him out with
    single shots and/or burst and you'll take him out quickly. Remember to use
    your abilities here, especially Carter's Heal Wound ability and focus down
    one enemy at a time when you can to reduce the incoming damage.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Well, how did your first battle go? Heh. I'll say this, it will probably go
    a LOT easier if you pick a combat character to start with instead of, well...
    a Charasmatic Decker... heh...
    
     Well, lets continue on to the southeast. Look around near the forklift for a
    box with some [_TOKKO_] in it. Interact with the Security Checkpoint to the
    south. Carter will handle this one by herself, letting you and Duncun catch up
    some more. Looks like we know Cantonese fairly well. Helpful in Hong Kong, I'm
    sure.
    
     Head through the gate and out into the street beyond. Here we'll overhear
    some smugglers talking about the shipment we interrupted. The game teaches
    you how to ambush enemies here, giving us a chance to get first strike here on
    the next fight:
    
    
      FIGHT: Smuggler Round-up
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     With our free turn we should have a good match-up here. There is a mage in
    the group down below, so focus on taking him out first however you can. This
    should be very do-able with Duncan and Carter.
    
     Once he is dead we are just trading shots with the other two smugglers,
    which is easy enough. Advance southward focusing on one enemy at a time until
    they are dead.
    
     As a decker, my combat drone was great bait as I made it over-extend and
    flank an enemy on the right, taking him out easily with Duncan and Carter
    afterward and making the fight a three on one affair.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     After the battle, check to the south for a [_BASIC MEDKIT_] and then head to
    the north. Push the crate out of the way and head past it (KARMA REWARD: 1).
    Head to the right and look near the ropes for [_66 NUYEN_], then head left out
    onto the street.
    
    
     To the north is a group of people. Head over there to start some dialog.
    This is the area we were supposed to meet Raymond at, and instead... we have
    a group of shadowrunners. Talk to them until you learn their objective:
    guiding Raymond through Kowloon Walled City. But...
    
    
     Soon the meeting will be interrupted violently. Holy shit... Keep going
    through the dialog until you have a way out, courtesy of the Shaman...
    
    
     o Objective: Get to the Alley
     
     
      FIGHT: Desperate Escape!
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Now this fight is rough.
     
     Let's start with this tip: ALWAYS stay in cover. Try to stay in High Cover
    as well. The reason for this (besides regular protection) is that the Snipers
    are still here and will KILL us if we don't. Every few turns, they'll shoot
    down the street, so stay in cover!
    
     Now, we need to slowly move up the street, fighting our way forward. There
    is a trick I can prepare you for here though: there will be a gunman running
    in from where we came from, so keeping a person back to deal with him coming
    in from the south will help a ton.
    
     RIGGER: As a Decker/Rigger I was able to put my drone down here and kill
             the intruder as they showed up. This helps later in the fight as
             well as, you guessed it, more reinforcements show up.
    
     We have two new people here: the decker and the shaman. The Shaman has a
    HASTE spell we should use on Duncan as he presses forward and kills the two
    cops in front of us. Let the Shaman help him with aim spells.
    
     As you kill the first two cops you can move up and you'll see two more,
    with two drones behind them. Ugh... there's good news here though: one of
    the motorcycles to the right has a jack-in point. Use your Decker to get in
    there and you'll see some options:
    
     [DECKING 2]: Turns off the Drones
        
     [DRONE CONTROL 2]: Resets the Drones
     
     The "Shy Dwarf" can turn off the Drones, so do that at the VERY least. If
    you have a Decker / Rigger with Drone Control 2, you'll have an easier time
    as you make the Drones and Cops fight each other. Do that if you can.
    
     If you can't, head up and try to kill the "Conjurer" on the right first as
    he will summon a flame demon if left alone. Take it out first if he manages
    to do that. Focus down the enemies now while staying in cover.
    
     Continue up the street and you'll see the exit on the right. We NEED to get
    everyone there. Forget about the cops in front of you (no bonus for killing
    them after all) and get everyone to that point. Once you do we are done with
    this battle. As you move up, enemies will come up from the south, so be quick
    and exit while you can.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     In the tunnels we'll get more dialog propelling the story forward. Turns out
    that we are ALL wanted. We'll have to destroy our PDA's, and the topic will
    eventually turn to getting rid of our SIN, but doing that will be quite tricky
    apparently. There is an [ETIQUETTE: SHADOWRUNNER] talk option here, but it just
    results in some respect from the other runners and nothing beyond that.
    
     As soon as you have control again, go ahead and use the exit to the north.
    
    
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                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                         CHAPTER 2: SINLESS                           >==O
        ``-.____________________________________________________[SHK-2]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ You scramble up a ladder and through an accessway where the sewer system
        spits you out into the Hong Kong Mass Transit Railway system - the MTR.
        Crossing the rails, you climb up to the platform and into the station.
        
        Above you is Heoi, where the rat shaman and the little decker plan to
        plead your case to Kindly Cheng, the one woman they know who can help you
        get underground and off the grid fast. But there'll be a price - Cheng is
        a triad boss whose favors tend to come with strings attached.
        
        The sounds of a waterfront at night leak down from the stairway to the
        surface. Peering up the steps, you can catch a glimpse of the night sky,
        overcast and low.
    
    
    
     (KARMA REWARD: 5)
    
    
     
     Is0bel and Gobbet will will talk to us about Kindly Cheng, giving us a
    warning and plenty of dialog opportunity. Eventually they'll go on ahead,
    leaving us with Duncan.
    
     You'll get some back-story here between Duncan and you, even giving you a
    chance to tell your own story. Pretty neat really. You'll be in control after
    all of the dialog with Duncan.
    
    
     o Objective: Go to the Mahjong Parlor
     
     
     Well, we're out on the waterfront. While this place is indeed huge, there's
    actually not much we can do out here right now. To the lower left is the
    clinic, which gives us a bunch of dialog options, but we can't get in right
    now no matter what we do or say. To the upper right is "Club 88" and the
    bouncer. Can't get in there either. There's some Triad Thugs to the north we
    can talk to, but again, nothing worth noting.
    
     Head south when you can and you'll notice a smuggler sitting on a boat down
    here. We can talk to him about "Dreams" he's been having. We can also shop a
    bit here, if you wish:
    
    
     (-NOTE-) The "Exploder ESP" is listed in Consumables here. I don't think
              that is right... the menu's also glitched out a bit when I went
              through them. This is on "Version 3.0.3" of the game, so here's
              hoping they iron things out on the game's first update.
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                      —=—   SMUGGLER'S SHOP   —=—                       |
         |                                                                        |
         |   WEAPONS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         |  o Ceska Black Scorpion: 250 Y                                         |
         |                                                                        |
         |     DMG: 6   RNG: M   CAP: 28                                          |
         |                                                                        |
         |  o Uzi III: 600 Y                                                      |
         |                                                                        |
         |     DMG: 6   RNG: M   CAP: 24                                          |
         |                                                                        |
         |  o Sawed-off Benelli: 280 Y                                            |
         |                                                                        |
         |     DMG: 10   RNG: S   CAP: 4   AOE: 6                                 |
         |                                                                        |
         |  o Ruger 100-S: 1,200 Y                                                |
         |                                                                        |
         |     DMG: 16   RNG: L   CAP: 4                                          |
         |                                                                        |
         |  o Katana: 650 Y                                                       |
         |                                                                        |
         |     DMG: 4   REACH: 1                                                  |
         |                                                                        |
         |                                                                        |
         |   SPELLS                                                               |
         |  ¯¯¯¯¯¯¯¯                                                              |
         |  o Manabolt I: 200 Y                                                   |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 8   Ar-P: 2                                   |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Execute Exploder ESP: 750 Y                                         |
         |                                                                        |
         |  o Fichetti Frag Grenade: 75 Y                                         |
         |                                                                        |
         |  o Fichetti Concussion Grenade: 50 Y                                   |
         |                                                                        |
         |  o DocWagon Trauma Kit: 250 Y                                          |
         |                                                                        |
         |  o Force 1 Earth Elemental Fetish: 100 Y                               |
         |                                                                        |
         |  o Basic Medkit (x2): 50 Y (each)                                      |
         |                                                                        |
         |                                                                        |
         |   PROGRAMS                                                             |
         |  ¯¯¯¯¯¯¯¯¯¯                                                            |
         |  o Firewall 1.0: 100 Y                                                 |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     To the south is also the Mahjong Parlor. You can run around more if you
    want, but we eventually need to head here (to the yellow entrance). Do so
    when you are ready to continue.
    
    
     Inside you will meet Kindly Cheng. Talking to her won't be easy, so be a
    bit cordial. There will come a point where she decides what to do with you.
    If you have the [ETIQUETTE: GANG] or [ETIQUETTE: SHADOWRUNNER] abilities, you
    will get an easy pass here.
    
     Once an agreement is reached you'll be tasked with a job. Because nothing
    comes for free. This does add a [_DATA STICK_] to our MISSION ITEMS, as we
    are tasked to deliver it to a Strangler Bao in the Walled City.
    
    
     o Objective: Enter the Walled City and Deliver a Message to Strangler Bao
     
     
     (KARMA REWARD: 3)
     
     
     Exit when you are done. Back out on the waterfront there's still nothing
    new for us, so head north to the Triad Guards from earlier. They've heard of
    our job and will let us pass, granting access to the Walled City.
    
     As we head into this new area, we'll have to choose to either take Is0bel
    or Gobbet with us. Choose whomever compliments your team better (since I was
    a Decker, for example, I took Gobbet). We can unfortunately only take three
    party members. Let's continue to the next area.
    
    
    
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                     CHAPTER 3: CITY OF DARKNESS                      >==O
        ``-.____________________________________________________[SHK-3]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ Kowloon Walled City. The most densely populated spot on Earth - nearly
        40,000 people crammed into seven acres of chaos, poverty, disease, and
        vice. A self-contained city that collects no taxes and provides no city
        services. Stagnant water sits in temporary wells. Trash lies piled on
        roofs for controlled burns. Improvised structures lean dangerously over
        populated areas.
        
        It's the ideal breeding ground for all manner of illicit trade - drugs,
        gambling, black market trade, metahuman trafficking, and everything in
        between. The only law is triad law.
        
        And now you need to enter this septic system of a city. Find a triad
        enforcer named Stragler Bao and deliver a message from Kindly Cheng.
        
        
    
     The game paints a pretty picture of this place... if pretty is the lowest
    depths of human filth. Still, we have a job to do and we have some objectives
    here as well:
    
    
     o Objective: Deliver the Data Stick to Strangler Bao
     
     o Objective: Duncan and Gobbet (Is0bel) Must Survive
     
     o (Optional): Do Not Kill Any Yellow Lotus
     
     
     Head inward and you'll reach a slum pile you can examine, as well as a
    clothing salesman you can talk to. Continue on a bit further and you'll see
    a "Bloodied Woman".
    
     Go talk to her to learn what she was doing here. She'll talk to you about
    Feng Shui and how it is impacting the walled city. There is an [ETIQUETTE:
    ACADEMIC] talk option here that enhances the conversation but not much else.
    In the end she'll give you a [_CRUMPLED NOTE_] Mission Item and a new optional
    objective:
    
    
     o (Optional): Repair the Walled City: 0/3
     
     
     Head further in and you'll see a merchant eventually. Nothing really good,
    but here's what he has:
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                      —=—   MERCHANT'S SHOP   —=—                       |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Force 3 Fire Elemental Fetish: 600 Y                                |
         |                                                                        |
         |  o Force 3 Water Elemental Fetish: 600 Y                               |
         |                                                                        |
         |  o Force 2 Earth Elemental Fetish: 400 Y                               |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
     Just behind him is our first Optional Objective for repairing the Walled City:
    Inspect the wires here for some options. Note the [INTELLIGENCE: 2] option here
    to actually patch the wires. You can actually get the completion by ripping the
    wires out, but the game will suggest you didn't necessarily solve the problem...
     
     
     Keep going north and you'll find an empty market stall with bloodstains that
    you can inspect. Not good, huh? From here you can head northeast to a dark area
    where you will see "Spiritual Energy".
    
     Now, if you have Gobbet with you or you have [SPIRIT SUMMONING: 2], you can
    actually establish a connection with a spirit here. You can have some dialog
    with the spirit here until you get to a choice on what you want the spirit to
    do: 
    
     o Option 1: Spirit Attack (Kill Bao's Men)
     
      ~ This option makes the spirit go and automatically kill Bao's men stationed
        just to the northeast. The spirit will run over and kill ALL of them in
        one go: no fighting at all. This DOES FAIL the "(Optional): Do Not Kill Any
        Yellow Lotus" objective though.
        
     o Options 2: Spirit Code
     
      ~ If you want to keep with the objectives, you can optionally get the spirit
        to tell you about a friend he had, which makes him recall in entrance in
        the sub-levels his friend used, with code "5465". Good to know. This gives
        us the key item [_SMUGGLER'S DEN CODE_].
        
        
     If you didn't kill the guards, you can go talk to the Captain to the northwest
    now. You have some options here. First of all, note that talking about the
    "Street Vendors" automatically makes them hostile! No point in doing that...
    You can mention your job to get some more options. Notably, the ways to talk
    yourself out of a fight by having/using BOTH [CHARISMA: 3] and the [ETIQUETTE:
    GANG] options. Having both of these isn't likely at this point in the game, but
    if you do you'll gain some Karma and will be let in without a fight: (KARMA
    GAINED: 1).
    
    
     If you don't have those two skills above, it is best just to say "Sorry to
    bother you" and continue to the left, past the thugs. There are other ways
    to get where we need to go...
    
    
    (-NOTE-) You DO get the "Screw the Job" Achievement for starting a fight with
             these punks. You can save beforehand, start the fight for the easy
             achievement, and load if you wish.
             
     
      FIGHT (OPTIONAL): White Lotus Thugs
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Not here to do any wet, work huh?
     
     This fight is very standard, with three thugs and a Conjurer. Try to take
    out the Conjurer first if you can, as he will likely summon a fetish by the
    third turn.
    
     Also, try to keep your group separated here, as the thugs come equipped with
    a variety of grenades, including one that will sap your AP, so send Duncan or
    your player character to the far wall on the right. Thankfully, the thugs do
    not have any really good place to hide besides the central heavy cover, so at
    the start of the battle you can flank some of them easy.
    
     Keep healed with Gobbet if you can and kill everyone.
     
     Ideally, this is a battle you don't fight, but if you must (or just want to),
    then you must. But remember, you get no Karma from simply fighting in this
    game!
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
     Travel to the west and you'll see a fight where a thug will beat up on a
    shopkeeper. You can inspect him afterward to see he is out cold... damn. Keep
    this in mind...
    
     Head west from there and inspect the fire burning on the tires. This is part
    of the "Repair the Walled City" quest. What we need to do is to head north and
    pick up the [_BUCKET OF SAND_], then go put out the flame on the tires. Now we
    only have one more repair to find and do!
    
     Nothing else to do up here, so head north and enter the lower levels.
    
    
      Kowloon City Lower Levels
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     We have a few things to do down here. Note that the game saved. Start by
    heading southeast, down the nearby alley to find the thug from earlier. We
    can talk to him here and we get a variety of options. The "peaceful" ones
    that DON'T include attacking a White Lotus Thug are triggered with any of
    these: [ETIQUETTE: SHADOWRUNNER], [STRENGTH: 4], [UNARMED: 4]. I have to
    admit, the Unarmed one is pretty good. Optionally you can also just waste
    him, but that will fail your optional objective.
    
     Once you "convince" him to hand over the credstick you'll get the mission
    item [_CHEAP CREDSTICK_] and 63 Nuyen, as well as (KARMA GAINED: 1). You can
    of course go return this to the old man, but that means giving up the money.
    He also doesn't offer you anything, but be a good shadowrunner!
    
    
     After you do that, head back down and from that hallway go south, down the
    catwalk to see a small encampment. By the tent to the south is a control panel
    you can mess with by either having [STRENGTH: 3] or by having Duncan help you,
    so you'll pass this no matter what. This cleans up the water leakage and is
    (was) our last "Repair Kowloon City" objective, finishing that side-quest and
    netting us (KARMA GAINED: 1).
    
     You can get additional dialog by going back up to the rooftops and talking
    with the Bloodied Woman who gave us the quest to see the results. They are
    not exactly inspiring. Hmm...
    
    
     Back down to the lower levels we go! This time we go straight south, until
    we hit a door on the southern wall. You can get past this door if you have a
    hacker with you, you will need [DECKING: 3]. Inside is a path to the Lotus Den
    (that is very much locked) as well as a terminal we can hack into with the
    skills/item [DECKING 1, CYBERDECK]. This will let you enter the MATRIX for the
    first time:
    
    
    (-NOTE-) Each MATRIX section is listed as a battle in the box down below, as
             I'll attempt to guide you through each time and opportunity we have
             inside the net. Read the basics section up above and be sure to always
             have your hacker equipped with the latest cyberdeck and skills / ISPs
             to survive in the net!
             
             
     o NET INFILTRATION: BENEATH THE LOTUS DEN
     | 
     |  ~ System Response Level: 2
     |
     |  This first screen has two Watcher IC patrolling the area. One does a
     | small loop around a central square counter-clockwise while the other does
     | a larger loop clockwise. The exit is to the north. Simply wait for the
     | outside one to pass over to the right and follow the smaller one up as it
     | circles around, then jet past them to the north.
     |
     |  The next screen is just a branch to the left or right. Let's go right
     | first. Here you'll see a large area with SEVERAL patrolling units. This is
     | very rough, but if you can, try and get between the small blocks in the
     | middle, as the patrolling units can't see there. I failed here and got into
     | a fight, maxing the trace and fighting three white IC's. Still, I won pretty
     | handily by taking cover and using the basic (default) decker abilities. Just
     | be sure to use medic when you can and drain whenever you can, and focus down
     | one enemy at a time.
     |
     |  Continue to the southeast (caught or not) and kill the blocker guarding the
     | path. Draining it is the best, by far. It is guarding to security points
     | that you should nab afterward for the [_PAYDATA: EXOTIC ANIMAL DEALER
     | CONTACTS_] that we can sell later and the [_SECURITY OVERRIDE KEYCODE_]
     | which will be handy later. That code is 7881, by the way.
     |
     |  Head back to the path split and go left this time. I suspect there are
     | seekers here if you DIDN'T get caught earlier, but I did so there was
     | nothing here but a Blocker IC. Very easy actually, take him out and behind
     | him is the [_HATCH DEADBOLT RELEASE_], which unlocks the deadbolt above us
     | in the real world. Use it and unplug from the matrix.
     |
     |
     `-.---------------------------------------------------------------------------'
             
             
     BEFORE we go into the Lotus Den, let's finish exploring. Up to the north you
    can find another door and a food shop. Head to the left first to find a shop
    where you can talk to a Gunrunner and browse his inventory:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                     —=—   GUNRUNNER'S SHOP   —=—                       |
         |                                                                        |
         |   WEAPONS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         |  o Ceska Black Scorpion: 250 Y                                         |
         |                                                                        |
         |     DMG: 6   RNG: M   CAP: 28                                          |
         |                                                                        |
         |  o Uzi III: 600 Y                                                      |
         |                                                                        |
         |     DMG: 6   RNG: M   CAP: 24                                          |
         |                                                                        |
         |  o Benelli Raffaello: 400 Y                                            |
         |                                                                        |
         |     DMG: 12   RNG: S   CAP: 4   AOE: 6                                 |
         |                                                                        |
         |  o Street Sweeper: 200 Y                                               |
         |                                                                        |
         |     DMG: 14   RNG: S   CAP: 2   AOE: 6                                 |
         |                                                                        |
         |  o Ruger 100-S: 1,200 Y                                                |
         |                                                                        |
         |     DMG: 16   RNG: L   CAP: 4                                          |
         |                                                                        |
         |  o AK-87: 500 Y                                                        |
         |                                                                        |
         |     DMG: 9   RNG: L   CAP: 24                                          |
         |                                                                        |
         |  o M79 Grenade Launcher: 500 Y                                         |
         |                                                                        |
         |     DMG: 14   RNG: L   CAP: 1   AOE: 3                                 |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Esprit Flashbang Grenade: 75 Y                                      |
         |                                                                        |
         |  o Fichetti Frag Grenade: 75 Y                                         |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     
     After that, head back east to the door. This is the door with the "5465" code
    that we can only open if the spirit gave it to us earlier. Save before you do
    and then open it to get into a fight. Also note that opening this door does give
    us (KARMA GAINED: 1), so it is worth opening, but onto the fight:
    
    
      FIGHT: Exotic Animal Quarters
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Oh man, what have we done! TWO Hellhounds!
     
     Never fear though, this fight is pretty darn easy if you have Gobbet. If
    you do, IMMEDIATELY have her summon the "Poison Element" from the sewage here
    to gain a Tempest Elemental on your side. This thing is BEEFY: 4 AP per turn
    and has an automatic flank on the Hellhouds. He also does AP damage, so have
    him attack each of them twice to very likely put both to sleep.
    
     From there, just have your main character and Duncan focus fire and finish
    taking the enemies down. So very easy.
    
     If you happen not to have Gobbet, you can use the crates outside the door
    for cover and inside to the right to split up their fire. They have AoE
    attacks, so don't put everyone together and focus one down at a time to make
    this much easier on yourself.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
     After the battle you can find [_69 NUYEN_] on the desk. The nearby ladder is
    another way into the White Lotus Den by the way, which gives us two options if
    you hacked your way into the other door earlier. Hmm, which to choose. It
    actually doesn't matter, so choose one and we'll enter the den.
    
    
     The "Den" isn't much to speak of, and isn't even manned... Be sure to check
    out the southern right-hand corner to find a [_SIMSENSE CHIP_] that will come
    into play later and then the upper left corner (open the door) to find a total
    of [_57 NUYEN_] in the room. The door on the left goes to the rooftops, so head
    to the upper right to find a locked door.
    
    
     Our hacking comes in handy here: enter in the code "7881" that we learned a
    bit earlier to open the door and find Strangler Bao. Go talk to him and do your
    best not to fight him. Give him the data chip once you can and you'll see for
    yourself the message Kindly Cheng has for him and you'll complete your mission
    with Strangler Bao falling in line...
    
     Head back the way you can and go south in the lower levels to the subway
    stop. Click it for some dialog and to leave this area, heading back to Heoi
    and our next section.
    
    
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                           CHAPTER 4: HEOI                            >==O
        ``-.____________________________________________________[SHK-4]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ It's hard to shake off the Walled City. Its gravity clings to you as if
        wretchedness itself had grown tentacles. The sounds of suffering subside
        but their echos still thrum your insides. Gobbet walks slowly, head down
        and both hands on her stomach, whispering a conversation to someone or
        something that only she can see. Her rats are silent and remain hidden in
        her clothing.
        
        Wu pauses a moment, and breathes a sigh of relief when you finally reach
        the streets. But returning to Heoi isn't like coming home. Suspicious looks
        and closed mouths accent unsmiling faces that billboard a universal message.
        You don't belong here.
        
        Time to report back to Kindly Cheng and inform her that the message has
        been delivered. Get this business over with. Get your SIN burned. Get on
        to the next step, whatver that is. You leave the City of Darkness behind -
        head to the mahjong parlor and a date with a crime lord.
        
        
       
    (-NOTE-) Did you make it through the previous section without killing any
             White Lotus? Congrats, you got the "They're Not Worth It" achievement
             on Steam now! Totally Worth It!
             
             
     Once we come back we'll get (KARMA GAINED: 6) for a job well done. Very nice,
    and a good time to upgrade if you wish. We STILL can't really do anything in
    town, so for now just head back to the Mahjong Parlor. Talk to Auntie Cheng
    and she'll reward you with [_750 NUYEN_], as well as our SINs burned.
    
     She will then show us footage of what happend to Raymond, via a news cast
    and then some local video feed. Well... we knew this already, didn't we? But
    now our characters know as well. Go through the dialog however you wish and
    soon it'll be time to bunk down for the night.
    
    
     o Objective: Get Some Sleep
    
    
     
                                 (- IMPORTANT NOTE -)
     
     You MUST get some sleep... this is an objective when we return back from
    our missions throughout the game. You MUST do it in order to get the game's
    best ending... this is one of the requirements. Just be sure you do it every
    time until you get a dream where you lose a tooth...
    
     I can't make this stuff up...
     
     Just be sure that you keep sleeping until you get that dream and the tooth
    dialog appears and you'll be OK.
     
                               (- IMPORTANT NOTE END -)
     
       
       
     Head outside now and make your way to the southeast, to the "Boathole" where
    you can interact with the steps. This is our "Safe Boat", where Is0bel and
    Gobbit both live and where we are too, for the time being. Ask any questions
    you have and choose to look around. This lower level is for you and Duncan,
    with your room being the closest. Note that you can use the locker to store
    stuff. If you wish, go check out the upper level to see where our other two
    runners stay, but NO ONE will want to talk right now, so go back to your bed
    and get some sleep to continue.
    
    
     A... Nightmare!? Duncan wakes us up, giving us some dialog options with him
    and about Raymond. Hard to believe he survived, but you never know! You can
    try to get closer to him here as well, which I always recommend. We'll have to
    leave soon for our meeting.
    
    
     o Objective: Meet with Kindly Cheng
     
     
     Go meet with Auntie Cheng at the parlor and you'll see that you almost had
    a guest last night. Looks like Bao is good for something after all! He will
    give us what info he knows and then will be taken care of.
    
     Afterwards, we will naturally be offered work, and there's no real choice in
    the matter. Choose whichever dialog options you wish and soon you will be
    living the life of a shadowrunner. Welcome aboard, chummer!
    
    
     o Ovjective: Activate the Mission Computer
    
    
     Well then. BEFORE you head out, note the yellow arrow in the lower right
    corner... all of our teammates have been given LEVEL 2, which is a boost in
    their abilities but we also get to pick which advancement they have. It is
    your choice in the end of course, so choose what you will and head out into
    the waterfront.
    
    
     Now, there are A LOT of shops we can visit at this point. Seriously, A TON.
    SO MANY in fact that if you don't want to look at the lists I have below, I
    would just recommend skipping them all...
    
     However, you should shop to your character strengths at this point. For
    example, I picked up the "C" class of a Cyberdeck at this point for my Decker
    (the Renraku Kraftwerk-1). You can similarly find an improvement to almost
    anything you currently have, even if you don't have much money, go ahead and
    buy SOMETHING to give your controlled character an edge in combat some way or
    another...
    
    
     First up to the south is Reliable Matthew, the Rigger Shop:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                    —=—   RELIABLE MATTHEW'S   —=—                      |
         |                                                                        |
         |   DRONES                                                               |
         |  ¯¯¯¯¯¯¯¯                                                              |
         |  o Strato-9 Mk. 2: 2,000 Y                                             |
         |                                                                        |
         |  o Strato-9 Mk. 2 Assault: 2,000 Y                                     |
         |                                                                        |
         |  o Strato-9 Mk. 2 Sniper: 2,000 Y                                      |
         |                                                                        |
         |  o DrugMule Mk. 1: 1,750 Y                                             |
         |                                                                        |
         |  o Doberman Mk. 2: 1,000 Y                                             |
         |                                                                        |
         |  o Doberman Mk. 2 Assault: 1,000 Y                                     |
         |                                                                        |
         |  o Smoker Mk. 2: 800 Y                                                 |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Cargo Carrier: 450 Y                                                 |
         |                                                                        |
         |     ARMOR: 3                                                           |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Simple Drone Repair Kit (x4): 50 Y  (each)                          |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Next up to the southeast is the group of GO players. You can ask these fine
    gentleman about the nightmares of late, and learn what each of them have seen
    in their dreams. Even Gin will give in eventually...
    
     Southeast of here, south of the Safe Boat is the Magic Shop. Of note here is
    the fact that Crafty can be encouraged to study up on her mother's research of
    the nightmares, which I would recommend. You can learn A LOT about her and her
    mother actually, which is nice. Finally, her shop info:
    
    
     
                                 (- IMPORTANT NOTE -)
     
     Talking to Crafty is ANOTHER REQUIREMENT for the game's best ending. You
    must talk to her and encourage her to study up on her mother's research. Be
    sure that you follow up on it after EVERY MISSION.
    
     You know you have done this correctly when Crafty ends up sending you two
    different sets of email notes. Be sure to read what she sends you as well.
    This is REQUIRED so don't forget to talk to Crafty!
     
                               (- IMPORTANT NOTE END -)
    
                               
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                  —=—   PARLOR OF FIVE PHASES   —=—                     |
         |                                                                        |
         |   WEAPONS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         |  o Acid Bolt I: 200 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0   DMG: 4                                             |
         |                                                                        |
         |  o Powerbolt I: 200 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0   DMG: 6                                             |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Shamanic Ritual Garb: 450 Y                                          |
         |                                                                        |
         |     ARMOR: 3                                                           |
         |                                                                        |
         |                                                                        |
         |   SPELLS                                                               |
         |  ¯¯¯¯¯¯¯¯                                                              |
         |  o Chain Lighting I: 2000 Y                                            |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 12                                            |
         |                                                                        |
         |  o Spell Focus: Life Siphon I: 750 Y                                   |
         |                                                                        |
         |     AP: 1   CD: 3   DMG: 8   AR-P: 2                                   |
         |                                                                        |
         |  o Heal Wound I: 700 Y                                                 |
         |                                                                        |
         |     AP: 1   CD: 3   HP: 0                                              |
         |                                                                        |
         |  o Lightning Bolt I: 600 Y                                             |
         |                                                                        |
         |     AP: 1   CD: 3   DMG: 10                                            |
         |                                                                        |
         |  o Manaball I: 600 Y                                                   |
         |                                                                        |
         |     AP: 2   CD: 2   DMG: 10 AOE: 2 AR-P: 2                             |
         |                                                                        |
         |  o Mind Wipe: 600 Y                                                    |
         |                                                                        |
         |     AP: 2   CD: 3                                                      |
         |                                                                        |
         |  o Stunbolt I: 600 Y                                                   |
         |                                                                        |
         |     AP: 1   CD: 2                                                      |
         |                                                                        |
         |  o Dispel Magic: 500 Y                                                 |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |  o Acid Stream I: 400 Y                                                |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 9                                             |
         |                                                                        |
         |  o Distraction I: 400 Y                                                |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Flamethrower I: 300 Y                                               |
         |                                                                        |
         |     AP: 1   CD: 1   DMG: 12                                            |
         |                                                                        |
         |  o Aim I: 200 Y                                                        |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Manabolt I: 200 Y                                                   |
         |                                                                        |
         |     AP: 1   CD: 0   DMG: 8   AR-P: 2                                   |
         |                                                                        |
         |  o Strip Armor I: 200 Y                                                |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |                                                                        |
         |   CONJURING                                                            |
         |  ¯¯¯¯¯¯¯¯¯¯¯                                                           |
         |  o Fog: 600 Y                                                          |
         |                                                                        |
         |     AP: 2   CD: 2   AOE: 3                                             |
         |                                                                        |
         |  o Air Barrier: 400 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 2                                                      |
         |                                                                        |
         |  o Haste I: 400 Y                                                      |
         |                                                                        |
         |     AP: 2   CD: 3                                                      |
         |                                                                        |
         |  o Armor I: 200 Y                                                      |
         |                                                                        |
         |     AP: 1   CD: 2                                                      |
         |                                                                        |
         |  o Slow I: 200 Y                                                       |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Hermetic Fetish): 1,750 Y                                           |
         |                                                                        |
         |     +1 Willpower                                                       |
         |                                                                        |
         |  o Shamanic Fetish): 900 Y                                             |
         |                                                                        |
         |     +1 Charisma                                                        |
         |                                                                        |
         |  o Force 2 Air Elemental Fetish (x2): 400 Y  (each)                    |
         |                                                                        |
         |  o Force 2 Earth Elemental Fetish (x2): 400 Y  (each)                  |
         |                                                                        |
         |  o Force 2 Water Elemental Fetish (x2): 400 Y  (each)                  |
         |                                                                        |
         |  o Force 2 Fire Elemental Fetish (x2): 400 Y  (each)                   |
         |                                                                        |
         |  o Force 1 Air Elemental Fetish (x2): 100 Y  (each)                    |
         |                                                                        |
         |  o Force 1 Earth Elemental Fetish (x2): 100 Y  (each)                  |
         |                                                                        |
         |  o Force 1 Fire Elemental Fetish (x2): 100 Y  (each)                   |
         |                                                                        |
         |  o Shamanic Salve: 75 Y                                                |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Next up is the DECKING store, the store that just happens to help out my
    character the most. It is just south of the main street, "Maximum Law's" place.
    Of note here is that you can actually sell him that Simsense Chip we picked up
    earlier for [_120 NUYEN_]. There is also a [DECKING: 3] chat option here if
    you can choose it. Now for his shop:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                       —=—   MAXIMUM LAW'S   —=—                        |
         |                                                                        |
         |   CYBERDECKS                                                           |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯                                                          |
         |  o Renraku Kraftwerk-1: 200 Y                                          |
         |                                                                        |
         |     Programs: 4   ESP's: 2   Evasion: 2   IP: 225   AP: 3              |
         |                                                                        |
         |  o Sony CTY-360: 200 Y                                                 |
         |                                                                        |
         |     Programs: 3   ESP's: 1   Evasion: 0   IP: 175   AP: 2              |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Cargo Carrier: 450 Y                                                 |
         |                                                                        |
         |     ARMOR: 3                                                           |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Execute Assassin ESP (x2): 750 Y  (each)                            |
         |                                                                        |
         |  o Execute Attacker ESP (x2): 750 Y  (each)                            |
         |                                                                        |
         |  o Execute Exploder ESP (x2): 750 Y  (each)                            |
         |                                                                        |
         |  o Execute Shield ESP (x2): 750 Y  (each)                              |
         |                                                                        |
         |                                                                        |
         |   PROGRAMS                                                             |
         |  ¯¯¯¯¯¯¯¯¯¯                                                            |
         |  o Boost: 300 Y                                                        |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Decrypt 1.0: 200 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Suppression 1.0: 200 Y                                              |
         |                                                                        |
         |     AP: 3   CD: 8   DMG: 50                                            |
         |                                                                        |
         |  o Blaster 1.0: 100 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 50   AOE: 2                                   |
         |                                                                        |
         |  o Degrade 1.0: 100 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Erosion 1.0: 100 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 50                                            |
         |                                                                        |
         |  o Firewall 1.0: 100 Y                                                 |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |  o Killer 1.0: 100 Y                                                   |
         |                                                                        |
         |     AP: 1   CD: 1   DMG: 75                                            |
         |                                                                        |
         |  o Medic 1.0: 100 Y                                                    |
         |                                                                        |
         |     AP: 1   CD: 3   IP: 50                                             |
         |                                                                        |
         |  o Shield 1.0: 100 Y                                                   |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Slow 1.0: 100 Y                                                     |
         |                                                                        |
         |     AP: 1   CD: 3                                                      |
         |                                                                        |
         |  o Sniffer 1.0: 100 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
     Next up is the Monk Shop / Physical Adept Shop to the right of the map, south
    of the street and a bit out of the way. This is Spider Shen's place, and he
    has a variety of weapons and Qi Casting to offer you:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                       —=—   SPIDER SHEN'S   —=—                        |
         |                                                                        |
         |   WEAPONS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         |  o Katana: 400 Y                                                       |
         |                                                                        |
         |     DMG: 4 Reach: 1                                                    |
         |                                                                        |
         |  o Machete: 250 Y                                                      |
         |                                                                        |
         |     DMG: 3 Reach: 1                                                    |
         |                                                                        |
         |  o Spiked Fist: 200 Y                                                  |
         |                                                                        |
         |     DMG: 1 Reach: 1                                                    |
         |                                                                        |
         |  o Throwing Knife: 250 Y                                               |
         |                                                                        |
         |     DMG: 3 Reach: 10                                                   |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Street Monk Outfit: 450 Y                                            |
         |                                                                        |
         |     ARMOR: 3                                                           |
         |                                                                        |
         |                                                                        |
         |   QI CASTING                                                           |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯                                                          |
         |  o Mana Fist: 600 Y                                                    |
         |                                                                        |
         |     AP: 1   CD: 1   DMG: 10   AR-P: 4                                  |
         |                                                                        |
         |  o Nerve Strike: 600 Y                                                 |
         |                                                                        |
         |     AP: 1   CD: 3   DMG: 8                                             |
         |                                                                        |
         |  o Killing Hands: 400 Y                                                |
         |                                                                        |
         |     AP: 1   CD: 6                                                      |
         |                                                                        |
         |  o Magic Resistance: 200 Y                                             |
         |                                                                        |
         |     AP: 0   CD: 0                                                      |
         |                                                                        |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     We can also visit "Club 88", the loud club the Troll bouncer wouldn't let us
    visit the first time we tried. This place houses an armory, which is CHOCK FULL
    of weapons and even some chems. You can talk to the "Prince" of the place out
    on the dance floor for chems...
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                      —=—   CLUB 88 (CHEMS)   —=—                       |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Cram: 150 Y                                                         |
         |                                                                        |
         |  o Hyper (x2): 125 Y (each)                                            |
         |                                                                        |
         |  o Tokko: 75 Y                                                         |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Or you can open the doors in the back (to the north) to talk to the matron of
    the club for the armory selection. They are WELL stocked. Of particular note
    here is the SMARTLINK options which up your accuracy naturally but require a
    datajack to operate. They are a bit more expensive of course... we can get a
    datajack in Chrome Alley later on if you don't already have one, but that is
    all a bit too expensive for right now...
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                       —=—   CLUB 88 (GUNS)   —=—                       |
         |                                                                        |
         |   WEAPONS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         |  o Ceska Black Scorpion (Smartlink): 350 Y                             |
         |                                                                        |
         |     DMG: 6   RNG: M   CAP: 28                                          |
         |                                                                        |
         |  o Ceska Black Scorpion: 250 Y                                         |
         |                                                                        |
         |     DMG: 6   RNG: M   CAP: 28                                          |
         |                                                                        |
         |  o Fichetti Security 500 (Smartlink): 200 Y                            |
         |                                                                        |
         |     DMG: 7   RNG: M   CAP: 12                                          |
         |                                                                        |
         |  o Fichetti Security 500: 150 Y                                        |
         |                                                                        |
         |     DMG: 7   RNG: M   CAP: 12                                          |
         |                                                                        |
         |  o Uzi III (Smartlink): 800 Y                                          |
         |                                                                        |
         |     DMG: 6   RNG: M   CAP: 24                                          |
         |                                                                        |
         |  o Uzi III: 600 Y                                                      |
         |                                                                        |
         |     DMG: 6   RNG: M   CAP: 24                                          |
         |                                                                        |
         |  o Beretta Model 70 (Smartlink): 500 Y                                 |
         |                                                                        |
         |     DMG: 5   RNG: M   CAP: 30                                          |
         |                                                                        |
         |  o Beretta Model 70: 350 Y                                             |
         |                                                                        |
         |     DMG: 5   RNG: M   CAP: 30                                          |
         |                                                                        |
         |  o Benelli Raffaello (Smartlink): 600 Y                                |
         |                                                                        |
         |     DMG: 12   RNG: S   CAP: 4   AOE: 6                                 |
         |                                                                        |
         |  o Benelli Raffaello: 400 Y                                            |
         |                                                                        |
         |     DMG: 12   RNG: S   CAP: 4   AOE: 6                                 |
         |                                                                        |
         |  o Street Sweeper: 200 Y                                               |
         |                                                                        |
         |     DMG: 14   RNG: S   CAP: 2   AOE: 6                                 |
         |                                                                        |
         |  o Ruger 100-S (Smartlink): 1,750 Y                                    |
         |                                                                        |
         |     DMG: 16   RNG: L   CAP: 4                                          |
         |                                                                        |
         |  o Ruger 100-S: 1,200 Y                                                |
         |                                                                        |
         |     DMG: 16   RNG: L   CAP: 4                                          |
         |                                                                        |
         |  o Semopal vz/88V (Smartlink): 1,000 Y                                 |
         |                                                                        |
         |     DMG: 9   RNG: L   CAP: 30                                          |
         |                                                                        |
         |  o Semopal vz/88V: 800 Y                                               |
         |                                                                        |
         |     DMG: 9   RNG: L   CAP: 30                                          |
         |                                                                        |
         |  o AK-97 (Smartlink): 750 Y                                            |
         |                                                                        |
         |     DMG: 8   RNG: L   CAP: 24                                          |
         |                                                                        |
         |  o AK-97: 500 Y                                                        |
         |                                                                        |
         |     DMG: 8   RNG: L   CAP: 24                                          |
         |                                                                        |
         |  o M79 Grenade Launcher: 500 Y                                         |
         |                                                                        |
         |     DMG: 14   RNG: L   CAP: 1   AOE: 3                                 |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o SecureTech Armored Clothing: 450 Y                                   |
         |                                                                        |
         |     ARMOR: 3                                                           |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Expirit Flashbang Grenade (x3): 75 Y (each)                         |
         |                                                                        |
         |  o Fichetti Frag Grenade (x3): 75 Y (each)                             |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Finally we have the medic and doctor, located left of the subway beyond the
    reinforced doors. Use the buzzer and the doctor will learn we are sanctioned
    by Auntie and he'll let us in. Lots of conversation options with Ambrose, the
    doctor, but eventually he'll let us see his wares:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                        —=—   CHROME ALLEY   —=—                        |
         |                                                                        |
         |   CYBERWARE                                                            |
         |  ¯¯¯¯¯¯¯¯¯¯¯                                                           |
         |  o Renraku Skillwires: 1,000 Y                                         |
         |                                                                        |
         |     Type: Arm   Essence cost: 0.3                                      |
         |                                                                        |
         |  o Ares Hand Razors: 600 Y                                             |
         |                                                                        |
         |     Type: Cyberweapon   Essence cost: 0.5                              |
         |                                                                        |
         |  o Datajack: 600 Y                                                     |
         |                                                                        |
         |     Type: Head   Essence cost: 0.5                                     |
         |                                                                        |
         |  o Cross Cyber Spur: 850 Y                                             |
         |                                                                        |
         |     Type: Cyberweapon   Essence cost: 0.3                              |
         |                                                                        |
         |  o Transys Neuronet Skillwires: 1,000 Y                                |
         |                                                                        |
         |     Type: Arm   Essence cost: 0.3                                      |
         |                                                                        |
         |  o Saeder-Krupp Skillwires: 1,450 Y                                    |
         |                                                                        |
         |     Type: Arm   Essence cost: 0.3                                      |
         |                                                                        |
         |  o Shiawase Bone Lacing, Plastic: 650 Y                                |
         |                                                                        |
         |     Type: Body   Essence cost: 1.5                                     |
         |                                                                        |
         |  o Eye Datajack: 1,000 Y                                               |
         |                                                                        |
         |     Type: Eyes   Essence cost: 0.5                                     |
         |                                                                        |
         |  o Silver Tech Cyberarm (Basic): 1,000 Y                               |
         |                                                                        |
         |     Type: Arm   Essence cost: 1.3                                      |
         |                                                                        |
         |  o Ares Dermal Plating (Basic): 1,750 Y                                |
         |                                                                        |
         |     Type: Skin   Essence cost: 1.3                                     |
         |                                                                        |
         |  o Vision Magnification Eyes (Basic): 750 Y                            |
         |                                                                        |
         |     Type: Eyes   Essence cost: 1                                       |
         |                                                                        |
         |  o Aztechnology Cyberleg (Basic): 1,750 Y                              |
         |                                                                        |
         |     Type: Leg   Essence cost: 1                                        |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o DocWagon Trauma Kit (x3): 250 Y (each)                              |
         |                                                                        |
         |  o Basic Medkit (x4): 50 Y (each)                                      |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
            
     After you are done talking to Ambrose, you can go check his computer behind
    him. Look at the corkboard here for some printouts. You can actually identify
    these with either the [Etiquette: Academic] or [Etiquette: Shadowrunner] perks
    to learn they are from Denver, and reference the spirit infestationthat took
    place there (players of Shadowrun: Dragonfall will remember this was also
    referenced in that game).
    
    
     We are FINALLY done with the shopping. Ugh, that was a lot to type up! For
    now, head back to the Safe Boat. Once you enter, you'll notice that the hatch
    in front of you is open... go ahead and enter.
    
    
     Down here we'll meet the man renting out the engine room: Racter. This
    Russian Man is a Rigger and has quite the set-up here. Go ahead and talk to
    him for quite a bit of dialog, including an [Etiquette: Academic] option in
    the naming of his drone friend. Of important note here is how he affords this
    place: he'll tell you of his consulting work but will hesitate to tell you
    how ELSE he gets paid. Go ahead and guess "Shadowrunner" here and he'll
    finally tell you. You can convince him to join you by bringing up the fact
    that you have a Decker and Shaman up above, which opens up the types of jobs
    he can take considerably apparently. And with that, RACTER is on board!
    
    
    (-NOTE-) Racter has increased to LEVEL 2 as well, so be sure to pick an
             upgrade for him after you recruit him.
             
             
     After that I would recommend you talk to EVERYONE in the ship. Duncan,
    Is0bel and Gobbet. Each of them has plenty of dialog to go through, but for
    the love of all that is good try and be somewhat nice and learn more about
    each of them. We want to unlock the inevitable side-missions they have after
    all, so try to be chums with everyone. As a bonus you get to learn a tiny bit
    of background info on everyone and will get to know them a bit better. I
    particularly liked Gobbet's story. Is0bel is interesting to, but her full tale
    and experiences will have to wait.
    
    
     Once you are ready, head to the Mission Computer on the main level and take
    the chance to save before using it. Go ahead and read your new messages here
    for three "tutorial" type messages (mainly about your computer and the shops
    in the area) and THREE MISSION EMAILS. I recommend reading them all and going
    back. Remember, each of your missions can be found under the "JOBS DIRECTORY".
    
     Next, lets check out the "Shadowland BBS", the black market of the web. Here
    you can look at the keywords thread for several forum topics to check out.
    Is0bel even seems to post here! Heh. You can also "Post Paydata for Sale" on
    the Shadowland BBS. Go ahead and post the [_EXOTIC ANIMAL DEALER CONTACTS_]
    here to get some Nuyen in the future.
    
    
     OK, decision time! He have a number of jobs we can accept at this point!
    Our choices here are...
    
    
     1) Artifact Liberation
     
     2) Serial Killer
     
     3) Geomantic Sabotage
     
     
     You can accept every single one of them if you wish. We'll get around to
    all of them, so you may as well.
    
     Once you do, head to the subway to the north to go on your run. You will
    get to choose where you go from here. For the purpose of this guide, we
    are doing the "Artifact Liberation" mission first, so choose to "Head to the
    outskirts of Tai Po to loot a dig site and museum for Mr. Drake" to continue.
    
     You will have to choose who to take along once you go, with a max of four
    runners now! Sweet! Being a Decker, I choose Gobbit, Duncan and Racter to to
    with me. Choose who you will and head out to your first real job as a
    Shadowrunner!
            
            
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                          CHAPTER 5: THE DIG                          >==O
        ``-.____________________________________________________[SHK-5]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ This job is a golden opportunity, in more ways than one. A raid of the
        in-development museum, the Emperor's Tomb.
        
        The museum's claim to fame is its location. It rests on top of ancient
        catacombs, where an excavation is underway to convert them into the museum
        proper. Intel has it that the workers are dying. Not from on-site accidents,
        but from magical disturbances in the area. Despite the hazards, development
        continues.
        
        Your client, Mr. Drake, contacted you to retrieve two tomes. Probably
        ancient. Magical. Priceless. But it won't be a smash in the park. You have
        to get to the tombs before they're catalogued, where they'll afterward be
        near impossible to access.
        
        As you near the museum, its height and grandeur looms unsettingly over
        you. Even unfinished, it's reached an imposing size. At least that means
        it has plenty of rooms for pricey antiques. The best part? Mr. Drake needs
        this run to look unprofessional. Shattered glass and looting is encouraged.
        
        
     Well, here we are on our first job! Time to do some stealing! Our client will
    give us some advice right away on the main goal: the books, and then he'll be
    off. We have several objectives here:
    
    
     o Objective: Find Both Ancient Books
     
     o Objective: Do Not Trip The Museum Alarm
     
     o Objective (Optional): Steal 5,000 NuYen Worth of Artifacts
        
     o Objective (Optional): Steal 10,000 NuYen Worth of Artifacts    
            
            
     Head in and enter the right room. There's three things to steal here, but
    ONLY steal the ones with the ( * ) by their name (leave the cheap stuff!).
    Each item we nab raises the "Alarm Threshold" by 1, after all!
            
     - * Mummified Head 950 Y 
     - Replica Utahraptor Skull 30 Y
     - * Dragon Scales 1400 Y  
    
     After that, go enter the left room and you'll see A LOT of items. I only
    recommend stealing the four with the ( * ) down below though. Again, leave
    the cheaper things...
          
     - Ancient Vase: 650 Y
     - * Neanderthal Skeleton: 1200 Y
     - * Valuable Urn: 900 Y
     - Royal Flowerpot: 420 Y
     - King's Ashes: 300 Y
     - Replica Royal Vase: 12 Y
     - * Authentic Utahraptor Skull: 800 Y
     - * Plesiosaur Jawbone: 980 Y
    
     This will undoubtedly get you over 5,000 Y, netting you (KARMA GAINED: 1),
    so that's good at least. Head north now and you'll see two doors up here: one
    to the right and one to the upper left, as well as the way downstairs... Let's
    head into the right door first...
        
        
     In this room, check out the painting to the south, and then check out the
    bookcase here. If you have [Intelligence: 3] or [Strength: 5]
        
        
     The computer nearby has a log-in field you can access. If you happen to have
    [DECKING: 3] to bypass the login system. You can read the file systems here
    for some emails on the construction process.
    
     Access the "Office Room Controls" now and you can mess with the lights. You
    can also access the "Restricted Access: Lao Zheng" option here for an input
    field. Using the [Decking: 1] option here does nothing, so we are left with
    guessing the code. The clue here is the painting, "The Lady of Shalott, 1888".
    The year isn't it though, and the only way you'd know this is by knowing that
    painting or using Google. If you use Google, you'll find out that the painting
    is based on a poem of a famous poet: "Tennyson".
    
    
     Use that as the password and BAM, the door will open! Wow. FYI,the remote
    option isn't active, so were are done with this computer for good now.
    
     Head into the back rooms and you'll find two very valuable pieces to steal:
    
     - * Mystic's Staff: 2600 Y
     - * Imbued Pottery: 2150 Y
     
     Steal both of them and you should get to that 10,000 Y goal, knocking it off
    out list. This gives you (KARMA GAINED: 1) as well. Very nice!
    
     You can head to the upper-left door now, but it leads to an in-active security
    terminal, so nothing for us to do now but go downstairs. Do so and the game
    will even auto-save.
    
    
     The area down here is HUGE... enter the room (the sign says "Do Not Enter",
    which can't be good) and head left. In the first room with the blood smear
    on the floor is our first mission item: an [_ANCIENT BOOK_]. One down, I
    suppose. From here we need to head to the northeast. As you approach the room
    with all the rocks and cover, you KNOW something is coming. In fact, you can
    see some enemies to the south ahead of time, so it is GREAT to enter combat
    here preemptively (save beforehand, if you wish... always a good idea):
        
    
      FIGHT: UNDERNEATH THE MUSEUM
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     This fight is a fairly fun, but since this IS a guide let me ruin it a
    bit by saying there are ENEMIES off to the north that will come down in a
    few turns, so be prepared!
    
     To the south you can preemptively attack a Gargoyle, a Mummified Corpse and
    a "Preternatural Corpse". Of those enemies, the Preternatural Corpse is the
    one you should take out ASAP if you can. When he hits someone, he will
    TRANSPORT THEM to an under-world location, where you can't come back until
    you kill him off.
    
     Have your characters center around the middle rock (mainly your main person
    and Duncan). Have Racter activate and send in his drone while Gobbet should
    buff from where you came from with Aim and Haste. You will also see that you
    can summon a spirit with Gobbet, but save that for when the northern monsters
    come down. Pick off the southern monsters with your first strikes and shoot as
    they try and come up to you. Send the drone down to polish them off. The drone
    is very strong and can live through being warped away easily if it does happen
    to it. Be sure to buff it with Racter's Drone Gun.
    
     The northern enemies will come down shortly: two Mummified Corpses, another
    Gargoyle, and another Preternatural Corpse. Use the summon here and send the
    beast up to utterly wreck shit. His front slam technique can easily knock
    all the AP out of one enemy at least, so focus on whoever can still attack
    and kill them off one at a time. Send the drone up when you can and be sure
    to move Racter and Gobbet to the south.
    
     Once you kill off the rest of these reinforcements the battle will be won!
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
     Once the battle is over, head north to see a "Shipping Console" you can jack
    into. Save before doing so and then have your Decker jack in!
    
     
     o NET INFILTRATION: UNDERNEATH THE MUSEUM
     | 
     |  ~ System Response Level: 3
     |
     |  ~ System Trace: 0/85
     |
     |  ~ Blocker IC Rating: 4 (x2)
     |
     |
     |  Well, this is around the time I started to get good at hacking! Heh.
     | This first part has two Watcher IC patrolling the middle hallway we have
     | to go through. Once you get past the walls though, you'll be ok. Follow
     | after the bottom one goes up to be safer, as the north wall is longer.
     |
     |  From here, head right (left is a dead end) and go stand in the corner.
     | This one is a bit trickier: the lower IC loops around with its higher path
     | covering more ground while the upper IC loops clockwise. Wait until the
     | lower one goes down and the upper one passes to hurry to the left. This is
     | quite hard to pull off but is the hardest part of this hack. Don't worry if
     | you have to kill them both. Continue on to the next area.
     |
     |  Here we have three IC's circling around three central areas. It is very
     | easy to follow behind them each here, so do do and continue right, where
     | you'll see one last IC patrolling a small area in the middle who adds a
     | bit of extra challenge with the timing. There's two paths here to two
     | Blocker IC as well. Head to whichever the far left IC lets you get to.
     |
     |  Time to hack! This is actually the first time I've done this thanks to
     | failing the first mission's hack, but it is fairly easy to do. At the start
     | you will note that NOTHING STARTS until you hit the "0" Button. I HIGHLY
     | RECOMMEND you use the keypad for this. What you need to do here is to play
     | SIMON SAYS with the machine: hit 0 and let it put in some numbers, then
     | simply MATCH the numbers. Doing this adds in HACK TIME, and each round adds
     | a PIP to the upper counter. The more PIPS, the more the password flashes
     | for us later on.
     |
     |  Play the game until you fail twice in a row (a good time to stop) and then
     | hit the NEXT button to get the 10 Passwords and clues will flash on the
     | upper screen. Use these clues to narrow down the possible answers, and once
     | you are sure, select it to crack the machine. Do this on each Blocker IC
     | and you'll be rewarded with {_PAYDATA: SHIPPING MANIFEST_] along with
     | (KARMA GAINED: 1) and the [_WILD AIM II_] spell. That spell in particular
     | is quite a nice prize!
     |
     |  Once you've gained those rewards, feel free to logout as this machine
     | has nothing else to offer us.
     |
     `-.---------------------------------------------------------------------------'
        
     
     Head southeast now, into the room with the giant skull to find our next book
    on a pedestal. Pick it up for [_ANCINET BOOK_] and you'll get a call from the
    client, Mr. Drake. You can talk about the monsters here but he'll tell us to
    go back up and wipe the security logs, dismissing any concerns you might have:
    
    
     o Objective: Wipe the Security Logs
     
     
     Head back to the upper floor and we'll be stopped by... a mummy! Unlike our
    previous encounter though, this one means no harm. We have a dialog choice
    by talking to his, which is that we either take its talisman and helm him
    our or we attack him. I recommend helping him out, which will give you an
    item: [_MUMMY SPIRIT TALISMAN_]. This is a fetish that your magic user can
    use, so be sure to give it to them and head back upstairs.
    
     Once you are upstairs, head north and use the security console. Do as Mr.
    Drake says and we'll have a new objective.
    
        
     o Objective: Escape
        
        
     Nothing to do but head out now... but this isn't going to go off THAT easy
    is it!? Of course not, we'll be locked inside the middle area as soon as we
    go south, so get ready for a fight and head south...
     
    
      FIGHT: NOT GOING OUT THE FRONT...
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     As soon as you move into the middle area, we'll be in a fight. If you have
    a long-ranged sniper on the team, put them facing the entrance, behind the
    far seats so you can shoot as the three enemies from the entrance approach.
    
     These enemies are three standard HKPF foes. One is a bit tougher as he is
    a captain. Bunker down and let them come up to you, buffing with Gobbet and
    whoever else you can in the meantime, then shoot once they reach the door,
    taking them out one at a time. It should be an easy slaughter as the enemies
    come up and enter your fire zone.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     After the attack, Mr. Drake will come in and tell us his wipe wasn't... so
    good. HK Police are covering the front. Hmm... search the corpses for their
    {_SECURITY KEY FOB_], as we'll need it to escape at this point.
        
        
     The only door open to us now is the lower right one. Open it but note the
    enemies in the room. DO NOT ENTER! Instead, to a preemptive strike and start
    the fight from outside the room!
        
      
      FIGHT: FIGHTING OUR WAY OUT THE SIDE
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     As soon as you move into the middle area, we'll be in a fight. If you have
    a long-ranged sniper on the team, put them facing the entrance, behind the
    far seats so you can shoot as the three enemies from the entrance approach.
    
     These enemies are three standard HKPF foes. One is a bit tougher as he is
    a captain. Bunker down and let them come up to you, buffing with Gobbet and
    whoever else you can in the meantime, then shoot once they reach the door,
    taking them out one at a time. It should be an easy slaughter as the enemies
    come up and enter your fire zone.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Once the battle is over, all we need to do is use the side exit. We'll get
    a mission wrap-up on our way back to Heoi, which I typed up below (because,
    again, I'm crazy).
    
    
     We will also get (KARMA GAINED: 8) once we're back in Heoi.
        
        
     MISSION WRAP-UP:
     
      ~ Your adrenaline wanes as you fly through the subway tunnels on your way
        back to Heoi. There isn't much left to do but pick the shards of glass off
        your clothes and congratulate yourself on one hell of a run. It's just too
        bad you couldn't keep the looted antiques. By the end you'd managed to
        steal over ten-thousand nuyen worth of items for your client. A number
        that will hopefully be reflected in your mission pay.
        
        The damage you caused will likely set the museum's development back even
        farther. Not enough to cripple the project - just enough to send a message.
        But at the end of the day, you still managed to break a lot of exhibits,
        displays, and even the faces of a few tomb crawlers. The presence of which
        had conveniently slipped Drake's mind. Surprises aside, you came out on
        top. And thanks to some quick thinking on Drake's part, you get the books,
        and you got out.
        
        
     We will also get an optional objective here:
     
     
     o Objective (Optional): Get Some Rest
     
     
     OK, before I whisk you away to your next mission, let's go around and do
    some stuff... outside of Club 88 is a man named Stephen Dynamite. This man
    is in a BAD way, and gives you a [STRENGTH: 5] option, but mostly just wants
    you help talking to a "Handsome Lee". You can find this guy by the Mahjong
    Parlor, so go talk to him to learn Stephen is a heavy user. You can push ol'
    Handsome Lee all you want, but all he is going to do is give you some [_BLISS_]
    to give to Stephen.
    
     Go back to him and you have the option to give it to him, with another
    Strength option thrown in. More importantly, explore his expanded dialog (you
    may have to give the drug to him for this... I did) to learn what he is running
    from. You can even encourage him to take revenge on the Corporations, pushing
    him into ACTION even. I recommend you do so.
    
    
     Now, there is a LOT of expanded dialog with the shop sellers in the area.
    I recommend talking to all of them. In particular you can find a shadowrunner
    in Club 88 to talk to and Ambrose from Chrome Alley gives more info about his
    past in Chicago and has an [Etiquette: Shadowrunner] option. I recommend going
    and getting to know ALL of the shop owners around the map, if for nothing else
    than for the great dialog and to get to know them better.
    
    
     When you are ready, head back to the ship. Head to the Mission Computer and
    you'll see we have three new emails. Two of note are the "Attending a Party"
    email and the Maximum LaW "Opportunity" email. We'll follow up on these in a
    bit.
    
     You can also post on the BBS board and sell off the [_MUSEUM SHIPPING
    MANIFEST_] we found. We can also pick up the [_270 Y_] from the animal data
    we put up for sale earlier. Lastly, we can pick up our reward from "The Dig"
    job, a whopping [_1,900 Y_]. Exit the computer for the objective we gained
    from the email:
        
        
     o Objective: Meet Kindly Cheng's Friend
     
     
     Next up, talk to ALL of your teammates. Racter has quite a bit of info to
    share actually, opening up on what he is doing in Hong Kong and giving us an
    [Etiquette: Academic] option. Duncan's dialog is pretty standard, but talk to
    him as well.
    
     Head upstairs and talk to Is0bel. She'll apologize for holding out on the
    game earlier, also giving us an [Etiquette: Academic] option. Keep talking to
    here and she will actually give us a JOB to do. Go talk to Gobbet after that
    and get her to "teach" you about being a Shadowrunner. She also happens to
    have a [Etiquette: Academic] option. Her story is pretty darn good. Heh...
    
     Go check the computer for the Job Is0bel gave us for an objective:
    
        
     o Objective: Head to DeckCon 2056 for Is0bel's Job
     
     
     
                                 (- IMPORTANT NOTE -)
     
     You MUST do Is0bel's Side-Mission to unlock the best ending of this game.
    This is a REQUIREMENT. You will end up unlocking something for Is0bel by
    doing her mission (no need to spoil what... you'll definitely find out).
    
     Of special note though, you need to have Is0bel EXPLORE what she ends up
    regaining, and asking her questions about her time in the Walled City. You
    know you have what you need when she tells you a local story about a kid who
    tricked a god.
    
     Just keep following the guide and we'll get to all of this!
     
                               (- IMPORTANT NOTE END -)
     
     
                               
     Just a couple more things to do, I swear! Head outside now and make your
    way to the Majong Parlor. You can talk to Kindly Cheng to see what she is
    doing for us if you wish, but then talk to her client, Dr. Shenyang, who will
    offer a job to us. Go through his dialog to learn of the job, which will give
    us an objective (of course):
        
        
     o Objective: Go to the Repulse Bay Hotel to Help Dr. Shenyang Blackmail
                  Neville Ma
                  
                  
     We seem to be racking up more jobs than we can do!
     
     Only one more thing to do: go talk to Maximum Law and you'll be able to
    share "metadata" about the last job we did. He will reward us with a free
    program out of his spares, so choose what you like.
    
    
     Now is a GREAT TIME to spend Karma, and spend money. As a Decker, I bought
    the Decker Outfit from the store, a program (Suppression), and two Cyberware
    Implants (Vision Magnification Eyes & Shiawase Bone Lacing).
    
    
     Time for our next job! Save up and head to the subway. This time, we are
    going to look into the Whampoa Killings, so choose the option that says:
                  
     "Head to Whampoa Garden to discover who's killing the Whampoan Elders."
        
     
     ... and we'll be on our way! Let's go look into some killings, chummer!
    
        
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                          CHAPTER 6: OUTSIDER                         >==O
        ``-.____________________________________________________[SHK-6]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ Whampoa Garden: a carnival of chrome and neon, rife with every manner
        of technology and artifice one can imagine. The entire area has the feel
        of a night market, save that chips are sold in lieu of steamed buns, and
        vendors hawk the latest drones rather than folk art. Something stalks
        these streets, hiding just out of sight. It stalks the Whampoan ELders -
        the leaders of the band of tech-savvy squatters that have claimed this
        neighborhood as their own.
        
        The streets smell of ozone and fear, and those Whampoans you pass in the
        MTR station have a haunted, furtive look in their eye. While the killer
        has struck only at the Elders thusfar, it may only be a matter of time
        before ordinary residents are menaced as well.
        
        
     o Objective: Meet With the Whampoan Elders
     
     Welcome to the Whampoa! This first area we are dropped off in has nothing of
    interest for us, but looks interesting enough on its own. That guy in the
    northeast corner looks awfully suspicious... head to the mission marker now
    and we'll go down some stairs.
    
     Down here, talk to the man with the box, Elder Ng. They'll explain what has
    been happening and indeed, it sounds BRUTAL. Jesus... if you have Racter with
    you he'll comment on the Rigger Elder. Once you are done, we'll be left to
    investigate with two objectives:
    
    
     o Objective: Investigate Tong's Sensory Carnival
     
     o Objective: Search for the Killer in Whampoa Garden
     
     
     Head up the stairs and enter the nearby "Tong's Sensory Carnival". Inside
    you'll see the gory scene... sheesh! You have some options here for assessing
    the body, [Biotech: 3] or [Spellcasting or Conjuring]. Alternately, you can
    have Racter or Gobbet help you out with either.
    
     You can check out the wall afterward, then enter the door to the north. Check
    out his safe to see it was looted. The bathroom has nothing for us. Next, check
    out his personal PC station. You can get in with a [Decking: 3] skill and will
    learn his BTL's have all been stolen. Hmmm...
    
    
     We've satisfied checking out his "Sensory Carnival" so let's head out to the
    street now. Head to the northeast corner and you'll see two people we can talk
    to up here. 
        
        
     The big guy has weapons, but before perusing, talk to him about whatever he
    knows. He'll give us a tip on the Red Spear Gangers to the south, which will
    give us some objectives:
    
    
     o Objective: Find Out what the Red Spear Gangers Know
     
     o Objective (Optional): Investigate the Parking Garage
     
     
     Check out his gear now:
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                     —=—   GUNRUNNER'S SHOP   —=—                       |
         |                                                                        |
         |   WEAPONS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         |  o Ceska Black Scorpion: 250 Y                                         |
         |                                                                        |
         |     DMG: 6   RNG: M   CAP: 28                                          |
         |                                                                        |
         |  o Uzi III: 600 Y                                                      |
         |                                                                        |
         |     DMG: 6   RNG: M   CAP: 24                                          |
         |                                                                        |
         |  o Sawed-Off Benelli: 280 Y                                            |
         |                                                                        |
         |     DMG: 10   RNG: S   CAP: 4   AOE: 6                                 |
         |                                                                        |
         |  o Semopal vz/88V: 800 Y                                               |
         |                                                                        |
         |     DMG: 9   RNG: L   CAP: 30                                          |
         |                                                                        |
         |  o Shock Glove: 350 Y                                                  |
         |                                                                        |
         |     DMG: 0   REACH: 1 CD: 2                                            |
         |                                                                        |
         |  o Spiked Fist: 350 Y                                                  |
         |                                                                        |
         |     DMG: 1   REACH: 1                                                  |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Esprit Flashbang Grenade: 75 Y                                      |
         |                                                                        |
         |  o Fichetti Frag Grenade: 75 Y                                         |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     The only real thing of note is the Shock Glove, which I gave to Duncan to
    use. Next, talk to the music enthusiast nearby, Moe Jnebi, and he'll tell you
    more about the elders. In particular, one that disappeared before the murders
    started happening, Magpie:
    
    
     o Objective (OPTIONAL): Get the Key to Magpie's Shop
     
     
     Well then... head to the southeast now and you'll talk to a food vendor
    named Keita. You can buy some food here and get some dialog. Ignore the parking
    garage for now and head south, talking to a former investigator name Dermergo.
    You can share data with him if you wish and get a lot of dialog.
    
     Head back to the "Sensory Carnival" now. Porter Lam has some new dialog and
    to the east is a surgeon named Zippy who has even MORE dialog, specifically
    about Magpie.
    
     Once we are done, go back down the stairs and talk to Elder Ng and the other
    elders. We can ask him about two important things we've learned: why the HKPD
    was allowed in and why they didn't tell us about Magpie leaving. On the topic
    of Magpie we can obtain her key if we have either [Decking: 4] or [Charisma: 3]
    so use whichever one you have to obtain [_MAGPIE'S KEYCARD_]. This gives us a
    new objective as well:
        
        
     o Objective: Investigate The Jackpoint
     
     
     On your way out, note the man in the shop nearby named Minh Vuong. He has no
    info for us, but does have a shop. Nothing you can't get back at home, to be
    honest:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                           —=—   MVMM   —=—                             |
         |                                                                        |
         |   DRONES                                                               |
         |  ¯¯¯¯¯¯¯¯                                                              |
         |  o DrugMule Mk. 1: 1,750 Y                                             |
         |                                                                        |
         |  o Doberman Mk. 2 Assault: 1,000 Y                                     |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         | o Execute Exploder ESP: 750 Y                                          |
         |                                                                        |
         | o Simple Drone Repair Kit: 50 Y                                        |
         |                                                                        |
         |                                                                        |
         |   PROGRAMS                                                             |
         |  ¯¯¯¯¯¯¯¯¯¯                                                            |
         |  o Degrade 1.0: 100 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Sniffer 1.0: 100 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Head back up to the street and on the right side of the map is the Jackpoint,
    Magpie's Shop. Head over there now and enter now that we have the keycard. You
    can search all SORTS of things in here, including the bin and server in the
    front. It appears certain things were stolen. You can also go in the back and
    check her desk. If you have Gobbet with you, you'll get some unique dialog here
    related to the noodles. It appears her locbox was tampered with. This combined
    with the note gives us a new objective:
    
    
     o Objective: Find a Key to Magpie's Stockroom
    
    
     Finally, go check out the bathroom. You'll get some dialog here about the
    blood that is left over. All signs are pointing to her being murdered...
    
    
     Next up, let's head to the garage in the upper left. Inside is the Red Spear
    Gang, but they aren't violent (unless you pick ATTACK right away) and will
    even try to sell you some chems:
    
     
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                     —=—   RED SPEAR GANGERS   —=—                      |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Jazz: 200 Y                                                         |
         |                                                                        |
         |  o Bliss: 100 Y                                                        |
         |                                                                        |
         |  o Kamikaze: 75 Y                                                      |
         |                                                                        |
         |  o Tokko x2: 75 Y (each)                                               |
         |                                                                        |
         |  o Nitro x2: 75 Y (each)                                               |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Talk to the leader here and ask to see the back. We won't be able to though
    unless you happen to have either the [Etiquette: Gang] or the [Ettiquette:
    Socialite] skills. If you don't have either of those the ONLY way you are going
    to explore back there is to fight.
    
     Now, before we do this... let me tell you that yes, this fight is optional,
    but even if we DON'T EXPLORE THE GARAGE we are losing NOTHING. We miss out on
    an item that we DO NOT need later for mission completion and we gain NO KARMA
    at all. I highly recommend skipping this fight.
    
    
     Instead, talk to the leader about what has happened in the garage and you'll
    learn that shenanigans have been going on down in the Storm Drains. We will
    get an objective once we learn this:
     
     
     o Objective: Get a key for the Storm Drains
     
     
     
      FIGHT (OPTIONAL): RED GANGERS BRAWL
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     ONCE AGAIN, THIS FIGHT IS PURELY OPTIONAL.
     
     There are a LOT of enemies in this gang, and we are right in the middle
    of the area. Many of them are minor thugs though, and will come and try to
    hit you with melee weapons or run away and get to cover on their first round.
    
     The one enemy we should aim to take out first is the Adept, who will use
    Killing Hands and other devastating abilities. If you have Duncan and he has
    his Shock Glove, you can use that and the Beanbag Skill (if you have it) to
    great effect for the much-needed crowd-control with the extra enemies here.
    Go for the stronger foes (gun-packers, the Adept).
    
     Past that, go for cover and pick off enemies one by one. Clean out the
    middle as best as you can and be ready with the heals. Koschei can wreck face
    here hard if you have him. You can also put a sniper to the southwest for
    great effect, especially since there will be enemies to the north where any
    sniper rifle would be great for.
    
     Fairly fun for an optional fight... THAT will teach them to not let us in
    their garage, right!?!
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     If you DID kill the enemies (I didn't...), you can use the PDA on the table
    for some insight into the gang a bit. Further on you can explore the drain and
    wall to see a fight went on here, netting you a [_BROKEN PIECE OF ARMOR_] that
    the game mentions you need someone to help analyze. There is an [Etiquette:
    Academic] during this dialog, FYI.
    
     
     o Objective (OPTIONAL): Analyze the Armor Piece 
     
     
     Now, exit the garage and go meet with the deputy again, Porter Lam. He will
    give you the [_STORM DRAIN KEY_] you need, which gives us an objective:
     
     
     o Objective: Search the Whampoa Garden Storm Drains
     
     
     BEFORE you go north to the storm drain, head back down to the elders. Down
    here we haven't yet visited the shops to the north (I... I think I just missed
    them my first time through!?). Either way, this is good timing because the
    shop in the upper left is a clothing shop:
     
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                       —=—   WING-KEI KWOK   —=—                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Ballistic CLoth Suit: 825 Y                                          |
         |                                                                        |
         |     ARMOR: 4                                                           |
         |                                                                        |
         | o Last Gen Lined Coat: 450 Y                                           |
         |                                                                        |
         |     ARMOR: 3                                                           |
         |                                                                        |
         | o SecutreTech Armored Clothing: 450 Y                                  |
         |                                                                        |
         |     ARMOR: 3                                                           |
         |                                                                        |
         | o Shamanic Ritual Garg: 450 Y                                          |
         |                                                                        |
         |     ARMOR: 3                                                           |
         |                                                                        |
         | o Street Monk Outfit: 450 Y                                            |
         |                                                                        |
         |     ARMOR: 3                                                           |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     More importantly than just buying clothes (and seriously, everything for sale
    here is very underwhelming anyways...), you can get the owner to look at the
    armor piece and get some important dialog on it. Note that I NEVER DID THIS in
    my "real" run, as fighting the gangers and doing this is NOT required for the
    "optimal ending" to this mission... but you can do it for sure. Now there is
    nothing left to do except head back to the streets and head north, to the
    sewers.
     
    
     
     Now that we are in the sewers, head northeast and round the left corner into
    the nearby room. There is a pile of gore here you can inspect. Sounds like a
    thief is among the victims... 
     
     Head across the way now and in the room with the water and rails, inspect the
    storm drain to find a [_SILVER NECKLACE_]. This has a magpie on it... meaning
    it likely belonged to her, some more proof she was killed vice ran away.
    
     Continue to the southeast and you'll come to a large room where you'll
    over-hear some mercenary-types talking. They will see you though, prompting
    some dialog.
    
     This can really go one of two ways, but note: this seemingly pending fight
    is OPTIONAL. You can talk your way out of this no matter what! The first dialog
    options have a wealth of options to pick from, including: [Etiquette: Gang],
    [Etiquette: Academic] and [Strength: 5]. If you happen to not have ANY of those
    (and I didn't), you can also just say the "Whampoan Elders" know where you are
    and follow it up with "Knowing about their friend, Aleksandr".
    
     This actually salvages the discussion... point out the body pile we saw
    earlier to drive your point home and the leader will end up giving you the
    [_MAGPIE's STOCKROOM KEYCARD_], which is what we needed.
    
    
     On the other hand, if you say "Hope and Goodwill", you are going to get
    into a fight...
    
    
      FIGHT (OPTIONAL): UNDERGROUND SMUGGLERS
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     This fight is a bit of a challenge due to how it starts: our party is all
    grouped up in the north. Ugh... This is very bad as two of the enemies in
    the room (the Dwarf and the Troll) both have shotguns and can possibly hit
    multiple people. The other big threat in the room is the Conjurer in the back
    who can do status spells and acid spells. Double ugh...
    
     Crowd Control helps quite a bit here, and Duncan's shock glove / beanbag
    combo can be great, especially if you manage to get the beanbag on one of
    the shotgun enemies. A Sniper character can hang back where you started and
    likely snipe the Conjurer to death fairly easily. Racter can send in his
    drone (I send him in after the leader) to really distract the enemies, but
    getting him to cover is a bit risky given where you start. Gobbet or Is0bel
    can support from the rear.
    
     Focus on a bit of crowd control with Duncan (and subdue!) and then focus
    down the enemies one by one (getting that Conjurer quickly) to wipe this rude
    team out.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     If you DID fight the enemies, you can check their PDA, go through all of the
    emails, and you'll get the [_MAGPIE's STOCKROOM KEYCARD_] that way too...
    
    
     No matter how you get that keycard, we'll get a new objective:
     
     
     o Objective: Search Magpie's Stockroom
     
     
     Head up the ladder nearby and go north to the storeroom. You are coming up
    on a VERY important choice here, so save if you want to try out different
    options (although, in my mind, there is really only ONE option).
    
    
    (-NOTE-) If you want an achievement coming up later, choose to EAT some of
             the meal that is coming up. It is a requirement for part of an
             achievement named "Tastes Like Chicken".
             
    
     Once you are inside, you can open a door and find a meal prepared... You
    can actually eat some if you choose, which is crazy, but you get some dialog
    from Gobbet if you do. Head further in and check out the items in the corner,
    then get ready to have a visitor.
    
    
     It's... the serial killer! A Ghoul? A TALKING Ghoul at that! He will
    introduce himself as Gaichu and regardless of WHAT dialog you pick here you
    will learn his story, which is just crazy. It seems  that the elders haven't
    been entirely truthful with us...
    
    
     We have options here and BY FAR the best option is to take GAICHU'S SIDE,
    as he can become a RECRUITABLE TEAMMATE. However, you DO have the option to
    attack him and take him out, if you wish.
    
    
     I HIGHLY RECOMMEND NOT DOING THIS!
     
     
    
      FIGHT (OPTIONAL): TAKING OUT THE RED SAMURAI
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     So, you want to fight Gaichu huh? Grrr...
     
     Gaichu can be taken out easily. You can use Racter's Drone and Duncan to
    subdue him and end the fight easily. Optionally you can drain his AP and then
    just kill him. It is one enemy: this isn't hard.
    
     I will point out that there is a dialog change depending on whether or no
    you kill him or subdue him. Heh...
    
     Who is the real monster?
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     OK, so we are all agreed that Gaichu has indeed been wronged and we are
    going to go see the Elders together, right? Choose to "Listen to the Elders"
    here to avoid a fight, or, if you really want to, you can go in guns blazing
    as well (which I don't recommend). Good, let's go. 
     
    
     o Objective: Confront the Whampoan Elders
     
     
     Head to the Elder's and talk to them. Lam will be here and will agree to
    hear evidence of what we've found. Now, depending on what you've found as you
    explored you can bring it up here. If you've followed the guide and talked to
    all the people I pointed out, we should have more than enough evidence to use
    here. Things that matter here:
    
    
      EVIDENCE
     ¯¯¯¯¯¯¯¯¯¯
     o Necklace in the Storm Drain
     o Blood in the Shower (Magpie)
     o Magpie Disappeared
     
     o Victim's died quickly (Racter)
     o No Torture (Gobbet)
     o Deliberately more horrific murder scenes (Duncan)
     
     o Red Spears moved into garage
     o Magpie's Gear was missing
     o Gaichu Ambushed (Armor - Optional)
     
     
     I had every bit of evidence up above MINUS the armor. Once you present all
    of your evidence, Lam will make his decision. With our great investigating,
    he will side with us and take the elder's away for tarnishing the name of
    the Whampoa. (KARMA GAINED: 2)
     
     
     Of course, if you DO NOT have enough evidence, or you just feel like doing
    some fighting, you can always attack:
    
     
      FIGHT (OPTIONAL): WHAMPOA ELDERS
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Choose to attack and we'll get to attack first, which gives us just a
    TREMENDOUS ADVANTAGE. Lam is a soldier and nothing too special. Elder IP can
    be dangerous and should be one of your first targets as he has a shotgun and
    your team is packed together during the start.
    
     Tang is a Rigger and will use a Doberman Mk. 2 on you. Elder Ng is the
    second enemy to pay attention to as he uses magic, mostly conjurer related,
    and will sap your abilities.
    
     At the start I would have Duncan stun whoever he can and then sick Racter
    and his drone and Gaichu on IP.  Once he is down, take down Ng and you are
    golden. This isn't too hard of a fight since you have an extra man/ghoul on
    your side. It WILL affect how the mission ends though, but you'll still get
    paid so do your thing.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     Once you have taken care of the elders (one way or another) it will be time
    to head back to Heoi. We will also get (KARMA GAINED: 8) once we're back in
    Heoi, just like the last mission. We have a wrap-up too, which changes based
    on your choices of course...
    
    
     MISSION WRAP-UP:
     
      ~ The MTR rockets noiseslessly towards Heoi along the edge of Kowloon bay.
        The black water glitters in the night with the light of a thousand
        reflected storefronts.
        
        Gaichu stares sightlessly out the window, on hand pressed to the glass.
        The plot by the Elders is exposed, and Porter Lam is in your debt. You
        have a new ally, and the respect of the Whampoans.
        
        Sometimes, everything goes right on a job. You count yourself lucky this
        was one of those times.
        
        
        
     Now, your reward for this mission changes based on what you did. There are
    three results:
    
    
     o Recruited Giachu / Killed Elders: 1000Y
     
     o Killed/Subdued Giachu, finished job: 1200 Y
     
     o Killed/Subdued Giachu, blackmailed Elders / Recruited Giachu,
       let Elders live: 1400 Y
    
     
     For now, head back to the ship and check your work computer. There are two
    new emails here, "Urgent Task" and "Restaurant Job". Once again we are getting
    more jobs than we know what to do with! Go ahead and accept both of them and
    we'll get two new objectives:
        
        
     o Objective: Go to the Ares Asia Holdings Facility to Plant the Data
     
     o Objective: Go to the Shangri-La and Kidnap 'Rooster' Lo
        
     
     We also can get [_432 Y_] for the Museum Shipping Manifest payadata we put
    up for sale last mission. Nothing to sell this time though. Bah...
    
    
     Once again, I recommend you talk to ALL OF YOUR TEAMMATES here. Of particular
    note is the fact that Gaichu has set up down with Racter, so go check him out.
    You get some etiquette options here in your talk with him: [Etiquette:
    Corporate] and [Etiquette: Academic]. You can also talk to him twice, as a way
    to catch up with him I suppose. He has his mementos in a box here as well.
    
     Talk to Racter next, who asks to be taken on the Ares Asia Holdings run, as
    it is related to his personal mission. Agree to take him along. You can talk
    to him again to advance his personal story (and get to know his ideas...).
    
    
     You can also go talk to Gobbet if you wish. She'll share another runner story
    with you, although it kind-of runs off the rails. Is0bel and Duncan don't seem
    to want to talk this time around...
      
     
     Now that we've gotten paid, it is time to shop. There are A TON of new items
    and things to buy in the shops around here, so go ahead and spend some money!
    
     
     (-NOTE-) Up next is another set of LISTS of items you can buy. The MERCHANTS
              around our base of operations have all been upgraded, so while you
              may not be able to afford the new gear, I have to show you what they
              have. Feel free to skip this all and go to the bottom to see which
              mission we are going on next!
     
     
     (-NOTE-) We aren't listing EVERYTHING here... just the NEWEST items. You can
              still buy the old items from earlier if you wish...
              
     
     First up to the south is Reliable Matthew, the Rigger Shop:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                    —=—   RELIABLE MATTHEW'S   —=—                      |
         |                                                                        |
         |   DRONES                                                               |
         |  ¯¯¯¯¯¯¯¯                                                              |
         |  o Steel Lynx Mk. 2: 2,750 Y                                           |
         |                                                                        |
         |  o Steel Lynx Mk. 2 (Roomsweeper): 2,750 Y                             |
         |                                                                        |
         |  o Sundowner Mk. 2: 2,500 Y                                            |
         |                                                                        |
         |  o Sundowner Mk. 2 Assist: 2,500 Y                                     |
         |                                                                        |
         |  o RoboDoc Mk. 2: 1,750 Y                                              |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Shiawase StreeWare Cowl: 1,350 Y                                     |
         |                                                                        |
         |     ARMOR: 6                                                           |
         |                                                                        |
         | o Military Vest: 750 Y                                                 |
         |                                                                        |
         |     ARMOR: 4                                                           |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Advanced Drone Repair Kit (x4): 75 Y  (each)                        |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Next up is the magic shop. There are just a TON of new spells here to check
    out, some of which can get pretty expensive. There is a ton of items as well
    for spirit summoning and stat boosting. Just... so much to choose from. And
    yet, I recommend an upgrade to the weapon (magic weapon) you are using, then
    go for whatever else you want...
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                  —=—   PARLOR OF FIVE PHASES   —=—                     |
         |                                                                        |
         |   WEAPONS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         |  o Acid Bolt III: 1,200 Y                                              |
         |                                                                        |
         |     AP: 1   CD: 0   DMG: 10                                            |
         |                                                                        |
         |  o Powerbolt III: 1,200 Y                                              |
         |                                                                        |
         |     AP: 1   CD: 0   DMG: 13                                            |
         |                                                                        |
         |  o Acid Bolt II: 800 Y                                                 |
         |                                                                        |
         |     AP: 1   CD: 0   DMG: 8                                             |
         |                                                                        |
         |  o Powerbolt II: 600 Y                                                 |
         |                                                                        |
         |     AP: 1   CD: 0   DMG: 10                                            |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Thaumaturgic Armor: 1,350 Y                                          |
         |                                                                        |
         |     ARMOR: 6                                                           |
         |                                                                        |
         | o Corp Mage: 750 Y                                                     |
         |                                                                        |
         |     ARMOR: 4                                                           |
         |                                                                        |
         |                                                                        |
         |   SPELLS                                                               |
         |  ¯¯¯¯¯¯¯¯                                                              |
         |  o Lightning Bolt III: 2000 Y                                          |
         |                                                                        |
         |     AP: 1   CD: 3   DMG: 18                                            |
         |                                                                        |
         |  o Ball Lightning I: 1,750 Y                                           |
         |                                                                        |
         |     AP: 2   CD: 4   DMG: 12   AOE: 2                                   |
         |                                                                        |
         |  o Fireball II: 1,750 Y                                                |
         |                                                                        |
         |     AP: 2   CD: 4   DMG: 15   AOE: 2                                   |
         |                                                                        |
         |  o Flamethrower III: 1,750 Y                                           |
         |                                                                        |
         |     AP: 1   CD: 1   DMG: 25                                            |
         |                                                                        |
         |  o Manabolt III: 1,750 Y                                               |
         |                                                                        |
         |     AP: 1   CD: 3   DMG: 14   AR-P: 3                                  |
         |                                                                        |
         |  o Spell Focus: Fireball II: 1,750 Y                                   |
         |                                                                        |
         |     AP: 2   CD: 4   DMG: 13   AOE: 3                                   |
         |                                                                        |
         |  o Acid Stream: 1,500 Y                                                |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 12                                            |
         |                                                                        |
         |  o Lightning Bolt II: 1,500 Y                                          |
         |                                                                        |
         |     AP: 1   CD: 3   DMG: 12                                            |
         |                                                                        |
         |  o Manaball II: 1,500 Y                                                |
         |                                                                        |
         |     AP: 2   CD: 2   DMG: 10   AOE: 2   AR-P: 2                         |
         |                                                                        |
         |  o Stunball II: 1,500 Y                                                |
         |                                                                        |
         |     AP: 3   CD: 3   AOE: 2                                             |
         |                                                                        |
         |  o Stunbolt II: 1,200 Y                                                |
         |                                                                        |
         |     AP: 1   CD: 2                                                      |
         |                                                                        |
         |  o Distraction III: 1,00 Y                                             |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Flamethrower II: 1,000 Y                                            |
         |                                                                        |
         |     AP: 1   CD: 1   DMG: 20                                            |
         |                                                                        |
         |  o Glue: 1,000 Y                                                       |
         |                                                                        |
         |     AP: 1   CD: 3                                                      |
         |                                                                        |
         |  o Manabolt II: 1,000 Y                                                |
         |                                                                        |
         |     AP: 1   CD: 2   DMF: 12   AR-P: 2                                  |
         |                                                                        |
         |  o Heal Wound II: 900 Y                                                |
         |                                                                        |
         |     AP: 1   CD: 2   HP: 0                                              |
         |                                                                        |
         |  o Spell Focus: Life Siphon II: 800 Y                                  |
         |                                                                        |
         |     AP: 1   CD: 3   DMF: 12   AR-P: 4                                  |
         |                                                                        |
         |  o Fireball I: 800 Y                                                   |
         |                                                                        |
         |     AP: 2   CD: 2   DMG: 10   AOE: 2                                   |
         |                                                                        |
         |  o Aim III: 800 Y                                                      |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |  o Blindness: 800 Y                                                    |
         |                                                                        |
         |     AP: 2   CD: 3                                                      |
         |                                                                        |
         |  o Spell Focus: Strip Armor II: 800 Y                                  |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |  o Strip Armor III: 800 Y                                              |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |  o Stunball I: 750 Y                                                   |
         |                                                                        |
         |     AP: 2   CD: 2   AOE: 2                                             |
         |                                                                        |
         |  o Aim II: 600 Y                                                       |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |  o Distraction II: 600 Y                                               |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Strip Armor II: 600 Y                                               |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |                                                                        |
         |   CONJURING                                                            |
         |  ¯¯¯¯¯¯¯¯¯¯¯                                                           |
         |  o Mana Static: 1,600 Y                                                |
         |                                                                        |
         |     AP: 3   CD: 4   AOE: 3                                             |
         |                                                                        |
         |  o Shadow: 1,200 Y                                                     |
         |                                                                        |
         |     AP: 2   CD: 5   AOE: 3                                             |
         |                                                                        |
         |  o Haste III: 1,000 Y                                                  |
         |                                                                        |
         |     AP: 2   CD: 4                                                      |
         |                                                                        |
         |  o Lightning Barrier: 1,000 Y                                          |
         |                                                                        |
         |     AP: 1   CD: 2                                                      |
         |                                                                        |
         |  o Slow III: 1,000 Y                                                   |
         |                                                                        |
         |     AP: 1   CD: 3                                                      |
         |                                                                        |
         |  o Armor III: 800 Y                                                    |
         |                                                                        |
         |     AP: 1   CD: 2                                                      |
         |                                                                        |
         |  o Fire Barrier: 800 Y                                                 |
         |                                                                        |
         |     AP: 1   CD: 2                                                      |
         |                                                                        |
         |  o Haste II: 800 Y                                                     |
         |                                                                        |
         |     AP: 2   CD: 3                                                      |
         |                                                                        |
         |  o Blur I: 750 Y                                                       |
         |                                                                        |
         |     AP: 1   CD: 2                                                      |
         |                                                                        |
         |  o Mana Charge I: 750 Y                                                |
         |                                                                        |
         |     AP: 1   CD: 5                                                      |
         |                                                                        |
         |  o Armor II: 600 Y                                                     |
         |                                                                        |
         |     AP: 1   CD: 2                                                      |
         |                                                                        |
         |  o Slow II: 600 Y                                                      |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Imbued Hermetic Fetish: 2,500 Y                                     |
         |                                                                        |
         |     +1 Willpower, +1 Spellcasting                                      |
         |                                                                        |
         |  o Spirit Fetish: 1,250 Y                                              |
         |                                                                        |
         |     +1 Charisma, +1 Spirit Control                                     |
         |                                                                        |
         |  o Force 5 Air Elemental Fetish (x2): 1,000 Y  (each)                  |
         |                                                                        |
         |  o Force 5 Earth Elemental Fetish (x2): 1,000 Y  (each)                |
         |                                                                        |
         |  o Force 5 Water Elemental Fetish (x2): 1,000 Y  (each)                |
         |                                                                        |
         |  o Force 5 Fire Elemental Fetish (x2): 1,000 Y  (each)                 |
         |                                                                        |
         |  o Force 4 Air Elemental Fetish (x2): 800 Y  (each)                    |
         |                                                                        |
         |  o Force 4 Earth Elemental Fetish (x2): 800 Y  (each)                  |
         |                                                                        |
         |  o Force 4 Water Elemental Fetish (x2): 800 Y  (each)                  |
         |                                                                        |
         |  o Force 4 Fire Elemental Fetish (x2): 800 Y  (each)                   |
         |                                                                        |
         |  o Force 3 Air Elemental Fetish (x2): 600 Y  (each)                    |
         |                                                                        |
         |  o Force 3 Earth Elemental Fetish (x2): 600 Y  (each)                  |
         |                                                                        |
         |  o Force 3 Water Elemental Fetish (x2): 600 Y  (each)                  |
         |                                                                        |
         |  o Force 3 Fire Elemental Fetish (x2): 600 Y  (each)                   |
         |                                                                        |
         |  o Shamanic Salve II: 200 Y                                            |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Next up is the DECKING store. Given what we just did with the Whampoan Elders
    you can tell Maximum Law the "Whole Story". Go ahead and come clean with him
    and he'll pay you [_450 Y_]. Turns out he was on Magpie's side the whole time
    too. Hmm...
    
    
     Anyways, lots of program upgrades and some new Cyberdeck options here:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                       —=—   MAXIMUM LAW'S   —=—                        |
         |                                                                        |
         |   CYBERDECKS                                                           |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯                                                          |
         |  o Novatech Slimcase-10: 3,400 Y                                       |
         |                                                                        |
         |     Programs: 6   ESP's: 3   Evasion: 5   IP: 225   AP: 4              |
         |                                                                        |
         |  o Fuchi VirtuaX: 2,850 Y                                              |
         |                                                                        |
         |     Programs: 5   ESP's: 2   Evasion: 3   IP: 275   AP: 3              |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Shiawase StreetWare Cowl: 1,350 Y                                    |
         |                                                                        |
         |     ARMOR: 6                                                           |
         |                                                                        |
         | o Military Vest: 750 Y                                                 |
         |                                                                        |
         |     ARMOR: 4                                                           |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Execute Assassin ESP (x2): 750 Y  (each)                            |
         |                                                                        |
         |  o Execute Attacker ESP (x2): 750 Y  (each)                            |
         |                                                                        |
         |  o Execute Exploder ESP (x2): 750 Y  (each)                            |
         |                                                                        |
         |  o Execute Shield ESP (x2): 750 Y  (each)                              |
         |                                                                        |
         |                                                                        |
         |   PROGRAMS                                                             |
         |  ¯¯¯¯¯¯¯¯¯¯                                                            |
         |  o Decrypt 2.0: 400 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Blaster 2.0: 200 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 75   AOE: 2                                   |
         |                                                                        |
         |  o Degrade 2.0: 200 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Erosion 2.0: 200 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 75                                            |
         |                                                                        |
         |  o Firewall 2.0: 200 Y                                                 |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |  o Killer 2.0: 200 Y                                                   |
         |                                                                        |
         |     AP: 1   CD: 1   DMG: 100                                           |
         |                                                                        |
         |  o Killjoy 1.0: 200 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |  o Medic 2.0: 200 Y                                                    |
         |                                                                        |
         |     AP: 1   CD: 3   IP: 75                                             |
         |                                                                        |
         |  o Shield 2.0: 200 Y                                                   |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Sniffer 2.0: 200 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
     Next up is the Monk Shop / Physical Adept Shop to the right of the map, south
    of the street and a bit out of the way. This is Spider Shen's place, and he
    has a variety of weapons and Qi Casting to offer you:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                       —=—   SPIDER SHEN'S   —=—                        |
         |                                                                        |
         |   WEAPONS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         |  o Distant Storms Foretold: 2,250 Y                                    |
         |                                                                        |
         |     DMG: 5 Reach: 1                                                    |
         |                                                                        |
         |  o Ardent Phoenix: 1,850 Y                                             |
         |                                                                        |
         |     DMG: 3 Reach: 1                                                    |
         |                                                                        |
         |  o Hand-Forged Katana: 1,750 Y                                         |
         |                                                                        |
         |     DMG: 5 Reach: 1                                                    |
         |                                                                        |
         |  o Axe: 1,500 Y                                                        |
         |                                                                        |
         |     DMG: 6 Reach: 1                                                    |
         |                                                                        |
         |  o Punching Dagger: 1,250 Y                                            |
         |                                                                        |
         |     DMG: 2 Reach: 1                                                    |
         |                                                                        |
         |  o Shuriken: 600 Y                                                     |
         |                                                                        |
         |     DMG: 6 Reach: 15                                                   |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Kunai Ninja Suit: 1,350 Y                                            |
         |                                                                        |
         |     ARMOR: 6                                                           |
         |                                                                        |
         | o Street Brawler Set: 750 Y                                            |
         |                                                                        |
         |     ARMOR: 4                                                           |
         |                                                                        |
         |                                                                        |
         |   QI CASTING                                                           |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯                                                          |
         |  o Mystic Armor: 1,200 Y                                               |
         |                                                                        |
         |     AP: 1   CD: 4                                                      |
         |                                                                        |
         |  o Counterstrike: 1,000 Y                                              |
         |                                                                        |
         |     AP: 1   CD: 2                                                      |
         |                                                                        |
         |  o Quick Strike: 1,000 Y                                               |
         |                                                                        |
         |     AP: 0   CD: 2   DMG: 8   AR-P: 2                                   |
         |                                                                        |
         |  o Stride: 1,000 Y                                                     |
         |                                                                        |
         |     AP: 1   CD: 4                                                      |
         |                                                                        |
         |  o Martial Defense I: 400 Y                                            |
         |                                                                        |
         |     AP: 0   CD: 6                                                      |
         |                                                                        |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Let's head to Club 88 now. There are a TON of new weapons here. There's some
    new drugs as well. The Jazz is especially good for melee characters, but the
    guns are the real draw here:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                      —=—   CLUB 88 (CHEMS)   —=—                       |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Jazz: 200 Y                                                         |
         |                                                                        |
         |  o Nitro (x2): 50 Y (each)                                             |
         |                                                                        |
         |  o Tokko: 75 Y                                                         |
         |                                                                        |
         |  o Rilaxin: 25 Y                                                       |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     And now the weapons:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                       —=—   CLUB 88 (GUNS)   —=—                       |
         |                                                                        |
         |   WEAPONS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         |  o Remington Roomsweeper: 1,500 Y                                      |
         |                                                                        |
         |     DMG: 14   RNG: M   CAP: 4   AOE: 6                                 |
         |                                                                        |
         |  o Savalette Guardian (Smartlink): 1,250 Y                             |
         |                                                                        |
         |     DMG: 10   RNG: M   CAP: 12                                         |
         |                                                                        |
         |  o Savalette Guardian: 1,000 Y                                         |
         |                                                                        |
         |     DMG: 10   RNG: M   CAP: 12                                         |
         |                                                                        |
         |  o Browning Max-Power (Smartlink): 800 Y                               |
         |                                                                        |
         |     DMG: 12   RNG: M   CAP: 10                                         |
         |                                                                        |
         |  o Browning Max-Power: 650 Y                                           |
         |                                                                        |
         |     DMG: 12   RNG: M   CAP: 10                                         |
         |                                                                        |
         |  o Cavalier Deputy (Smartlink): 750 Y                                  |
         |                                                                        |
         |     DMG: 14   RNG: M   CAP: 7                                          |
         |                                                                        |
         |  o Cavalier Deputy: 600 Y                                              |
         |                                                                        |
         |     DMG: 14   RNG: M   CAP: 7                                          |
         |                                                                        |
         |  o Ares Predator (Smartlink): 700 Y                                    |
         |                                                                        |
         |     DMG: 10   RNG: M   CAP: 15                                         |
         |                                                                        |
         |  o Ares Predator: 550 Y                                                |
         |                                                                        |
         |     DMG: 10   RNG: M   CAP: 15                                         |
         |                                                                        |
         |  o Colt Cobra TZ-110 (Smartlink): 1,450 Y                              |
         |                                                                        |
         |     DMG: 9   RNG: M   CAP: 24                                          |
         |                                                                        |
         |  o Colt Cobra TZ-110: 1,200 Y                                          |
         |                                                                        |
         |     DMG: 9   RNG: M   CAP: 24                                          |
         |                                                                        |
         |  o Ingram Smartgun (Smartlink): 1,125 Y                                |
         |                                                                        |
         |     DMG: 8   RNG: M   CAP: 30                                          |
         |                                                                        |
         |  o Ingram Smartgun: 900 Y                                              |
         |                                                                        |
         |     DMG: 8   RNG: M   CAP: 30                                          |
         |                                                                        |
         |  o Remington 990 (Smartlink): 2,000 Y                                  |
         |                                                                        |
         |     DMG: 16   RNG: S   CAP: 8   AOE: 6                                 |
         |                                                                        |
         |  o Remington 990: 1,500 Y                                              |
         |                                                                        |
         |     DMG: 16   RNG: S   CAP: 8   AOE: 6                                 |
         |                                                                        |
         |  o Mossberg CMDT (Smartlink): 1,100 Y                                  |
         |                                                                        |
         |     DMG: 14   RNG: S   CAP: 8   AOE: 6                                 |
         |                                                                        |
         |  o Mossberg CMDT: 800 Y                                                |
         |                                                                        |
         |     DMG: 14   RNG: S   CAP: 8   AOE: 6                                 |
         |                                                                        |
         |  o Walther MA-2100 (Smartlink): 2,500 Y                                |
         |                                                                        |
         |     DMG: 18   RNG: L   CAP: 5                                          |
         |                                                                        |
         |  o Walther MA-2100: 2,000 Y                                            |
         |                                                                        |
         |     DMG: 18   RNG: L   CAP: 5                                          |
         |                                                                        |
         |  o FN HAR (Smartlink): 2,000 Y                                         |
         |                                                                        |
         |     DMG: 10   RNG: L   CAP: 36                                         |
         |                                                                        |
         |  o FN HAR: 1,500 Y                                                     |
         |                                                                        |
         |     DMG: 10   RNG: L   CAP: 36                                         |
         |                                                                        |
         |  o Heckler & Koch G12A3z (Smartlink): 2,000 Y                          |
         |                                                                        |
         |     DMG: 11   RNG: L   CAP: 32                                         |
         |                                                                        |
         |  o Heckler & Koch G12A3z: 1,350 Y                                      |
         |                                                                        |
         |     DMG: 11   RNG: L   CAP: 32                                         |
         |                                                                        |
         |  o ArmTech MGL-6: 1,200 Y                                              |
         |                                                                        |
         |     DMG: 12   RNG: L   CAP: 6   AOE: 3                                 |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Ares Operative Gear: 1,350 Y                                         |
         |                                                                        |
         |     ARMOR: 6                                                           |
         |                                                                        |
         | o Refrub UCAS Shock Gear: 750 Y                                        |
         |                                                                        |
         |     ARMOR: 4                                                           |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Cavalier Frat Grenade (x3): 125 Y (each)                            |
         |                                                                        |
         |  o Knight Errant Flashbank Grenade (x3): 125 Y (each)                  |
         |                                                                        |
         |  o Phosphorus Grenade (x3): 125 Y (each)                               |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Finally we have  Ambrose, who has some new dialog options here, some of which
    have the [Etiquette: Security] or [Etiquette: Shadowrunner]. He also has a TON
    of new cyberware. Passives for INT and CHR, as well as auto-reloading and even
    one that tosses back grenades. Some seriously good stuff here!
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                        —=—   CHROME ALLEY   —=—                        |
         |                                                                        |
         |   CYBERWARE                                                            |
         |  ¯¯¯¯¯¯¯¯¯¯¯                                                           |
         |  o Encephalon: 2,000 Y                                                 |
         |                                                                        |
         |     Type: Brain   Essence cost: 1                                      |
         |                                                                        |
         |  o Shiawase Magnet Arm: 1,000 Y                                        |
         |                                                                        |
         |     Type: Arm   Essence cost: 1                                        |
         |                                                                        |
         |  o Shock Hand: 699 Y                                                   |
         |                                                                        |
         |     Type: Cyberweapon   Essence cost: 0.5                              |
         |                                                                        |
         |  o Reflex Trigger: 1,850 Y                                             |
         |                                                                        |
         |     Type: Body   Essence cost: 1                                       |
         |                                                                        |
         |  o Suprathyroid (Bioware): 2,150 Y                                     |
         |                                                                        |
         |     Type: Body   Essence cost: 0.5                                     |
         |                                                                        |
         |  o Wired Reflexes: 2,950 Y                                             |
         |                                                                        |
         |     Type: Body   Essence cost: 1.5                                     |
         |                                                                        |
         |  o Synthacardium Mk 2 (Bioware): 1,750 Y                               |
         |                                                                        |
         |     Type: Body   Essence cost: 0.5                                     |
         |                                                                        |
         |  o Synthacardium Mk 1 (Bioware): 1,100 Y                               |
         |                                                                        |
         |     Type: Body   Essence cost: 0.5                                     |
         |                                                                        |
         |  o Monofilament Whip: 2,000 Y                                          |
         |                                                                        |
         |     Type: Cyberweapon   Essence cost: 1                                |
         |                                                                        |
         |  o Auto-Loader Cyber-Arm: 1,000 Y                                      |
         |                                                                        |
         |     Type: Arm   Essence cost: 1                                        |
         |                                                                        |
         |  o Yamatetsu Cyberarm (Alphaware): 1,750 Y                             |
         |                                                                        |
         |     Type: Arm   Essence cost: 1                                        |
         |                                                                        |
         |  o JoltAlert: 1,000 Y                                                  |
         |                                                                        |
         |     Type: Arm   Essence cost: 0                                        |
         |                                                                        |
         |  o Shiawase Bone Lacing, Kevlar: 1,200 Y                               |
         |                                                                        |
         |     Type: Body   Essence cost: 1                                       |
         |                                                                        |
         |  o BrightLight System: 1,500 Y                                         |
         |                                                                        |
         |     Type: Eyes   Essence cost: 0.5                                     |
         |                                                                        |
         |  o Induction Datajack: 1,000 Y                                         |
         |                                                                        |
         |     Type: Arm   Essence cost: 0.3                                      |
         |                                                                        |
         |  o Ares Dermal Plating (Alpha): 3,250 Y                                |
         |                                                                        |
         |     Type: Skin   Essence cost: 1                                       |
         |                                                                        |
         |  o Cross Dermal Sheath: 2,250 Y                                        |
         |                                                                        |
         |     Type: Skin   Essence cost: 1.3                                     |
         |                                                                        |
         |  o Tailored Pheromones (Bioware): 2,000 Y                              |
         |                                                                        |
         |     Type: Skin   Essence cost: 0                                       |
         |                                                                        |
         |  o Laser Designator: 1,500 Y                                           |
         |                                                                        |
         |     Type: Eyes   Essence cost: 0.5                                     |
         |                                                                        |
         |  o Vision Magnification Eyes (Alpha): 1,000 Y                          |
         |                                                                        |
         |     Type: Eyes   Essence cost: 0.5                                     |
         |                                                                        |
         |  o Universal Omnitech Cyberleg (Alpha): 3,000 Y                        |
         |                                                                        |
         |     Type: Leg   Essence cost: 1                                        |
         |                                                                        |
         |  o Hydraulic Jack Mk 1: 2,250 Y                                        |
         |                                                                        |
         |     Type: Leg   Essence cost: 1                                        |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o DocWagon Gold Trauma Kit (x3): 500 Y (each)                         |
         |                                                                        |
         |  o Advanced Medkit (x4): 150 Y (each)                                  |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
         
     
     Finally time for another job. However this time, we are going to take the
    URGENT JOB that we just learned about, the one Racter asked to go on. Head to
    the subway now and enter. Make sure to take the job that says:
    
     "Head to the Ares facility to incite a conflict between Knigth Errant and
      the Red Dragon Syndicate."
      
      
      Ooo, sounds like fun...
     
     
     
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                       CHAPTER 7: MISDIRECTION                        >==O
        ``-.____________________________________________________[SHK-7]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ Central Hong Kong spills out along Victoria Harbour, all gittering chrone
        and neon flash against the night's darkness. The skyscrapers are a jagged
        nest of mirrored knives thrust into the sky, rending the clouds as they
        ascend into the heavens.
        
        The Ares Asia Holdings complex squats menacingly over Chater Road - a
        steel and concrete tumor intertwined with nearby buildings in a web of
        skybridges and shared parking structures. You make your way inside, and
        ascend to the fifth floor - a public foyer that connects to the restricted
        areas of the complex.
        
        As the elevator opens, you arrive in cold, dimly lit reception area.
        Beyond it, your quarry awaits.
        
        
     o Objective: Plant Visitor Records
     
     o Objective: Find the Location of the Research Lab
     
     
     (-NOTE-) I HIGHLY recommend taking Racter along for this mission.
              Thsi is his personal mission, after all!
              
              
     Racter will give us a brief talk on what we are looking for. Go talk to the
    secretary here and Racter will bluff his way in (if you have Gaichu, the dialog
    here is HILARIOUS).
    
    
     There's a couple things we can do here, but the most important one is to head
    south to the nearby yellow marker. This is a "Public Terminal" and you can
    plant the worm to alter the visitor records here, so do so. You can also search
    here for the doctors that Racter worked with, learning that they work on Floor
    27. Very good to know.
    
    
     Other things we can do: head to the northwest corner and use the vent to
    send a drone into. This is to "cut power to elevators", but is entirely
    un-needed.
    
     You can also head south into a work area. One of the desks here can be
    interacted with. If you have [Decking: 4], you can hack into the email here
    and gain some codes for an up-coming MATRIX secion: [_SECURE DATASTORE IC CODE_]
    (gu4nYU) and [_SECURITY SCHEDULING IC CODE_} (ZH4NGf3i). Good to know if you
    plan to do the matrix section.
    
    
     About that matrix section: it is up and to the right, in a corner office.
    Here you can jack in, which I recommend but we're only going for a limited
    hack, so follow along with me!
     
    
     o NET INFILTRATION: ARES ASIA HOLDINGS
     | 
     |  ~ System Response Level: 8
     |
     |  ~ System Trace: 0/200
     |
     |  ~ Blocker IC Rating: 7, 8, 9 (x4)
     |
     |
     |  The first area has two Watcher IC that are doing a slow clock-wise
     | rotation. Very easy to follow the first one down and sprint across the
     | lower area to the exit on the upper left.
     |
     |  This second area has substantially more protection. The first IC in
     | front of you just goes back and forth, but STAY STILL for awhile and
     | watch two IC come down the area. These guys make a lot of turns and
     | double-up on each other quite a bit. Wait until they go up and then you
     | need to follow them, just as soon as you get past the first one. You can
     | go up or down here, but I went down first.
     |
     |  Down here you get attacked RIGHT AWAY. Hopefully your Decker is up to
     | snuff! Kill off the two attack IC here and the game will go back to the
     | two watcher IC patrolling. Follow them down when they do and you'll be
     | attacked AUTOMATICALLY again. Some ranged IC come up, so take them out
     | and the watcher IC will continue. Take them out fast and retreat back to
     | the middle area. The IC will patrol upwards, but you have time to sneak
     | past them to the south as they go up slightly past you and turn inward.
     | Keep going south and hack the Blocker IC here. It has a rating of NINE,
     | so you may have a rough time, but it can be done rather easily if you are
     | quite good at Simon Says! You also have the PASSWORD if you checked the
     | desk earlier.  Hack it (or just put in the password) to gain some paydata:
     | [_ARES RESEARCH FILES_].
     |
     |  That paydata is the big payday here. Go back to the hub area now and
     | make your way back down the way you came. DO NOT go across as the walls
     | "blocking" your way have holes in them and you WILL get caught. Instead,
     | go down and make your way to the north (upper right) exit.
     |
     |  You'll get attacked RIGHT AWAY once again. Use the cover on the left
     | and take down your attackers. In here there are three watcher IC that
     | patrol the middle area. It can be easy with good timing to get to the
     | north. There is an ELEVATOR OVERRIDE CONTROL that you should activate.
     | From here, head back down to where you entered. We are going to go
     | northeast from here, along the southern edge. We'll find the "SECURITY
     | SCHEDULING DATABASE" here. Once again, you can hack it if you want, but
     | we also have the PASSWORD from the desk earlier (if you got it). 
     |
     |  There is more to this MATRIX area than that, but as of now we really
     | don't need to go through the heartache of checking it out. Let me tell you
     | about it though: back in the hub area is another exit to the northwest. It
     | leads to a large area with THREE Blocker IC that each control a "Gas Valve"
     | (Gas Valve 1-3). Each one of these has a 9 Blocker Rating. Very hard. They
     | do nothing though and are supposed to be used to turn gas OFF, which we
     | don't need right now.
     |
     |  Go ahead and log out now...
     |
     `-.---------------------------------------------------------------------------'
        
    
     All that is left for us to do is head to the elevator and use it. We'll be
    taken to Floor 27 and we'll get several new objectives:
     
     
     o Objective: Plant Camera Footage
     
     o Objective: Plant Financial Data
     
     o Objective: Gain Access to the Main Lab
     
     o Objective: Retrieve the Auto-Repair Unit
     
     
     Head forward into the central area now. There sure are a lot of doors here!
    What you want to check in here though is the computer in the lower right
    corner. Go through the emails here and you'll get [_DR. TAYLOR'S DOOR CODE_],
    (98144). Finally, note the "Safe" in here and the "Shutter Controls". We are
    going to use both of them eventually. We get an objective for inspecting the
    safe though:
    
     
     o Objective: Find a Key for the Lab Safe
     
     
     Now that we have that door code, head to Taylor's Office. Here you can "Plant
    the Financial Data", so go ahead and do so. Next go through his email data to
    find out [_DR. HARDINGHAM'S DOOR CODE_], (23847), as well as several good emails
    to snoop through.
    
     Head over to his office now and inspect his computer. You will get the OTHER
    half of those emails, as well as the [_VENT 3 BLOCKER IC CODE_], (cOrt3xFRZ).
    We don't really need this to be honest, at least not the way I'm going to lead
    you so no bid deal.
    
    
     Now head north and into the computer room, where the next yellow marker is.
    Here there is a MATRIX JACK-IN POINT, but it leads to the previous MATRIX
    area we've explored, just to the far north... where the gas valve BLOCKER IC
    are located at. This will be important later, just FYI. For now, just interact
    with the "Security System Servers" here and plant the camera footage.
     
     
     OK, onto our main objectives. Where we need to go is to the upper left, but
    don't just head inside as there is a security desk and we'll get questioned.
    You can talk your way out of this.. once, by asking where another area is but
    it only works once. Instead, what we should do is go interact with the
    "Shutter Controls" in the middle room. This puts a shutter down blocking the
    guard shack, so do that and then enter the upper left room. Continue up to
    the big area for an objective:
     
     
     o Objective: Retrieve the Prototype
     
     
     Head in and you'll hear the building shake! Oh wow... we are facing another
    shadowrunner team! Head forward and you'll hear the other team talking with
    each other. It seems we are both out for the same item (this is the reason
    we took this "URGENT" quest first!). You can listen to them for awhile, but
    soon they'll notice you.
    
    
     There are a number of options you can pick here, but there is very much an
    ideal way to handle this: diplomacy. For very good reasons, you'll soon learn.
    Here question what they've been up to and when you have a chance, pick the
    option to "Give me your keycard to get in". They will agree, giving us an
    objective and (KARMA GAINED: 1).
    
     
     o Objective: Let the Runners in
     
     
     Go let the runners in and the leader will keep his word, tossing us the
    [_LAB SAFE KEYCARD_]. We are not alone though, soon we'll get in a battle:
    the other runners have (of course) let the security know quite well SOMETHING
    is going on. This starts a flow of gas into the room:
    
     
     o Objective (OPTIONAL): Shut Off Gas
     
     
     Ready for a battle!?
    
    
      FIGHT: QUICK, SHUT OFF THE GAS!
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     God, I love this fight.
     
     First of all, we have limited rounds (15) to shut off the THREE Gas Valves
    scattered throughout the map. This is more than enough time though, so don't
    worry.
    
     Of course the knights aren't going to let us go easily: they have a team of
    four people coming from the far right towards the big room we are in, but if
    you let the runners in from earlier we will gain FOUR NEUTRAL allies, which
    will just help out a TON: we out-number them TWO to ONE.
    
     The first thing to do is grab the objective nearby: the yellow marker nearby
    gives us the [_MP LASER IV PROTOTYPE_]. Excellent. Now, the priority here is
    to stop the gas. Having a Rigger or, even better, Racter makes this VERY easy.
    Have him start up his drone and give it OVERCLOCK, then send it to the upper
    right to stop the first Gas Valve.
    
     While he does this, move your soldiers out of the room. As you get outside,
    take cover with the furniture and you'll meet the enemies coming in: Knight
    Errant soldiers. If you have a sniper, you can get some good hits in as they
    move into position, but with our over-whelming numbers you will soon over-run
    the four enemies. As you wipe them up outside the big room, move the drone
    to the north out here for Gas Valve 2. It should be easy to get by round 5
    or 6, especially with Racter to help it.
    
     While you are wiping enemies up, it is worth noting that there is ANOTHER
    way to shut the Gas Valves off: get your DECKER to the server room, jack-in
    and have him hit up all three of the BLOCKER IC in the matrix. There are
    three in total, and some may be shut down already if your rigger/drone has
    been going to work. Still, you can have a Decker shut down ALL the Gas Valves
    this way if you want.
    
    
     Soon, four more enemies will come in from the elevators. These enemies are
    more varied than the previous ones though, and include a Mage and Adept. Focus
    on them first. Still, EIGHT against FOUR is hardly a fight and you will soon
    wipe the floor with them.
    
     While you are in the second fight, there are two other things you need to
    do: send your drone to Dr. Hardingham's Room for the last Gas Valve (or have
    your Decker take care of it, which is what I personally did) and send someone
    into the main middle room for the safe. That keycard we bargained for can be
    used to open it for the [_AUTO-REPAIR PROTOTYPE DATA_], the item that Racter
    has been longing for.
    
    
     After shutting off the gas and killing the last enemies, the fight will be
    over, but we're not done. We'll get an objective and "peace", but even more
    fighting is soon to come so stay with me:
    
    
     o Objective: Escape
    
    
     Head towards the elevator and try to use it. Using it will make us wait for
    THREE ROUNDS before it shows up. This of course makes four more enemies show
    up and come down at us. We have time to set up though: put your sniper or
    best shooter in cover aiming up the hallway and your melee characters ready
    around the corner. There is another Mage and Adept in this group, so focus on
    the mage first and Adept second. Send in the melee units once they get a bit
    closer. They are also often grouped up as the come down, so anyone with a
    shotgun or grenades (mines?), have them go crazy. Once you take them down you
    can take the elevator and escape.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     
     MID-MISSION WRAP-UP:
     
      ~ The pungent smells of musty stone, grease, and the remnants of neurostun
        gas mix in your nostrils as you rappel down the elevator shaft. Whatever
        frustrated Knight-Errant security officers are in pursuit are too far away
        to be heard. All around you, there is only darkness and the occasional
        red-hued maintenance light.
        
        As you reach the bottom and pry open the heavy elevator doors, light
        comes flooding into the shaft.
        
        With any luck, you're only minutes away from the MTR stations, and with
        it, freedom.
        
        
     
     We aren't done yet though... now we must talk to the other Shadowrun team.
    We eventually have two options here: MAKE A DEAL (where we split the laser
    and GPS apart) or TAKE EVERYTHING.
    
    
     777: SELF NOTE: Try TAKE EVERYTHING (259AM/7OCT15) / Input weapon gained
     
     
     Here, I recommend MAKING A DEAL with the runners. For two reasons actually,
    the first being that we can have the team continue to accompany us out, which
    again gives us overwhelming firepower. The second reason is that they will
    come to our aid at a later date, which is handy for a later date.
     
     
     Continue onward with the team (choose to stay together). and past the warning
    sign you see. Enter the DOOR you see in front of you and check the locker you
    find for an [_ADVANCED MEDKIT_]. Continue on past that into a Generator Room.
    Here you can get past an [Intelligence: 4] check or have Racter (another good
    reason to have him come along) to shut the shutters down in this subway area.
    What this does is turns out the lights a bit while negating any (human)
    re-inforcements they may have gotten. This also gives us (KARMA GAINED: 1).
    
    
     Open the door to the north and you'll see some soldier talking about the
    lights going out (heh...). We can get the drop on them, so enter battle
    pre-emtively here and claim your advantage:
    
    
    
      FIGHT: DOWN IN THE ABANDONED SUBWAY
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     If you got your pre-emptive attack and have a sniper, you can easily get
    a kill in here. There are three soldiers here, one of which is a Conjurer
    who you should take out first. After that, just face-roll the other two
    enemies with your team of EIGHT. I should note that the upper-left corner
    here has a Spirit Summon available, but you may want to save it...
    
     While the enemies fall here easily, they aren't quite alone. Remember those
    guard dogs that were mentioned earlier (Gaichu SMELLED them for me...), they
    will be coming in from the right. They are very much grouped together though,
    so if you can use a grenade or shotguns to hurt them as they rush you as a
    pack.
    
     Finish taking out the dogs here (use that spirit if you wish) and the fight
    will be over.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
     Continue on and at the next corner we will get ANOTHER chance to enter into
    a battle pre-emptively. Three more soldiers up ahead. Pull the trigger and
    take your advantage:
     
    
      FIGHT: DOWN IN THE ABANDONED SUBWAY (ROUND 2)
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Not much to say here: we are facing a mage and two guards. Once again, if
    you have a sniper we can take SOMEONE out easily (take out the mage). Sick
    the rest of the team (allies and all) on whoever survives and you are golden!
    
     Note the MACHINE GUNS up above... good thing we turned off the power a bit
    earlier, right? Hehehehe....
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     We are STILL not done... head forward entering the door and we'll be near
    the subway proper... with a group of runners nearby. Save up here and go talk
    to them.
    
     It turns out that this troll is named "Steeltooth" and will demand the laser
    from us. Heh. You can use the email knowledge you learned earlier to deduce
    that THIS is the troll that got caught a few days earlier. Heh.
    
     We have a choice here. Choose to attack them and take them on or you can
    pick the [LIE] option. In order to pass off the lie though, you'll need to
    meet either a [Charisma: 5] or [Strength: 5] check. If you can do this, you
    will get out of the fight below. If not, get ready for one last fight:
    
     
      FIGHT (OPTIONAL): THE TROLL SHADOWRUNNER
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     With EIGHT party members (or, four and four allies), this is another very
    easy fight. Still, the enemies here are much more varied: a mage, a samurai,
    an adept and "Steeltooth". The mage and samurai both have ridiculous HP, so
    take them out quickly. I left Steeltooth for last and had a very easy time,
    especially since he may not even target you.
    
     Eight against four is just... hardly a fight at all. Wipe them out and be
    done with this rude troll forever.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     And that... is that! You will say goodbye to "The" Jarl and can then take
    the train back to Heoi.
     
     
     MISSION WRAP-UP:
     
      ~ The MTR train pulls away from the station, you become lost in the crowd
        - just another face travelling from Central toward Kowloon. Every second
        puts blessed distance between you and the hornet's nest of Knight-Errant
        soldiers you've left in your wake.
        
        With the data planted and GPS module in your possession, it seems certain
        that Ares Asia will place the blame for your run at the doorstep of the
        Red Dragon Association. The loss of the prototype laser is unfortunate,
        but allies are often more valuable than gear - especially in the shadows.
        
        With any luck, they'll be able to pay you back soon enough.
        
        
      
     Back in Heio you will get your karma reward: (KARMA GAINED: 8). You will
    also get a call from Auntie Cheng as soon as you get back, asking you to come
    to the Mahjong Parlor right away:
    
     
     o Objective: Go See What Kindly Cheng Wants
     
     o Objective (OPTIONAL): Get Some Rest
     
     
     Go talk to Auntie Cheng and you'll learn some new info and a new name that
    we can focus on: Josephine. Josephine Tsang, CEO of Tsang Mechanical Services
    and on the Hong Kong Executive Council. It seems like she and the Plastic-Face
    Man are in SOMETHING together, giving Auntie an angle to work with.
    
    
     After that plot-progressing meeting, time to do our normal routine (or what
    should be getting close to normal): head back to the boat and claim our pay.
    This time we'll get [_2,000 Y_]. Not bad at all. You also have TWO new emails
    but this time they are at least not about jobs, giving us a chance to make
    some headway on the jobs we have yet to do! Also be sure to post the paydata
    we found on the last run (the "Experimental Ares Research") on the Shadowland
    BBS. That should be worth some money later on.
    
    
     Next up: talk to all of your allies. Yes, again. Every time! Racter will
    thank you for the run we just went on and will talk further about his ideas
    on evolution, sharing some shocking personal details if you press him. Gaichu
    will talk about his life before and his fight against his comrades if you ask
    him. You can encourage him to fight them if you wish (or hide... or run... I
    choose the "way to fight them" options, just FYI, if you wanted to stick with
    the guide).
    
    
     Duncan sheds some more info on Raymond. Is0bel once again doesn't progress
    into anything new, likely due to not having done her side quest yet (we will
    get to it soon!). And finally, Gobbet gives us another story, a sequel to the
    last story with a much better lesson. Interesting stuff.
    
    
     Out on the town all of the shops have the same gear. Thank goodness! You can
    actually afford some stuff now I bet, but of note you can visit Maximum Law
    and tell him the "Red Dragons got framed" metadata for an easy [_200 Y_] or
    your choice of low-level programs.
    
     Talk to ALL of the merchants as usual for some good insight into almost
    everyone (everyone but Crafty and Matthew, I found). Ambrose in particular
    has some prompts here, including a choice between [Etiquette: Gang] or
    [Etiquette: Shadowrunner] and another one with [Drone Control: 4]. He also
    goes into his run-gone-bad and how he became... what he is... which is an
    interesting story.
    
    
     Once you are ready to go on your next run, save up and head to the subway
    (I recommend RESTING like the optional objective tells you to do!). This time
    we are going to do the "Deckcon" mission for Is0bel, so you want to pick this
    option from the list:
     
     
      "Transit to Kai Tak to board a chartered bus to DeckCon."
     
     
     You can only take ONE person on this run, since Is0bel MUST be present. It
    is your choice on who to take, but I choose Racter. I just... love that drone
    of his, and he is very much in-place in a con dedicated to deckers and riggers,
    you can't deny. Still, do as you wish and we'll be onto our next section...
    
     
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                       CHAPTER 8: DECKCON 2056                        >==O
        ``-.____________________________________________________[SHK-8]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ A chartered bus carries you from Kai Tak to a mid-range hotel in Tsuen
        Wan. All around you, the happy chatter of your fellow passengers fills
        yours ears. You hear tech-speak in a variety of languages and dialects;
        talk about new lines of drones and decks, arguments over innovations in
        datajack technology, and baseless speculation about the next season of
        Urban Brawl.
        
        Your guest badge - a glossy slip of laminated paper emblazoned with a
        flashy logo - hangs on a lanyard around your neck. Your ticket into the
        convention hall, and the only disguise that you should need.
        
        The bus drops you in front of the Harbour Spires hotel, and you promptly
        circle around back to find a service entrance. Is0bel should be waiting
        for you inside.
        
        
     o Objective: Plant Visitor Records
     
     
     (-NOTE-) This level of the game can be completed entirely without fighting!
              Always good to see them put something like this into a game!
              
              
     Once you enter, you will talk with Is0bel over comms... poorly. She will
    get it up and running soon, giving us instructions to find her a uniform.
    You can use a [Decking: 4] prompt here, but Is0bel is insistent on it being
    her and, hey... it is her job!
    
     
     o Objective: Locate & Trap Rhombus
     
     o Objective: Get a Kitchen Uniform
     
     o Objective: Keep Is0bel Alive
     
     
     Head forward and you'll find a security panel. It has a [Decking: 4] prompt
    that we can use for admin-level access. If you have it, you can turn on the
    kitchen's sprinkler system, getting everyone out of the room. You can also
    send a drone in through the vents, taking him to the lockers in the room next
    door to find a "Dwarf-sized Uniform", netting us the [_CATERING UNIFORM_] and
    another objective:
    
    
     o Objective: Give Is0bel the Kitchen Uniform
     
     
     Both of those options are easy ways to get to the uniform. However, you can
    also just WALTZ into the kitchen (seriously, dance!) and you'll get questioned
    as soon as you do. If you have either the [Etiquette: Corporate] or the
    [Etiquette: Socialite] options, you can talk your way through this. This just
    opens up the door nearby so you can grab the uniform and get the objective
    above.
    
     Optionally, if you don't have ANY of that, you can buy the uniform. If you
    have [Charisma: 5], it is 300 Y, or you can just pay 500 Y. Paying is for
    chumps though, optionally AGAIN, you can NOT pay and try to leave the kitchen.
    The dwarf worker, "Larissa", will ask you to help her out: a decker elf out on
    the floor was a jerk to her and she wants you to put him on his ass...
    
    
     o Objective: Find Con Goer, Punch In Face
     
    
     You can find him out on the floor easily and even try to see why he was
    picking on the woman. He. Is. A. Jerk. Go ahead and punch him in the face,
    which I must admit is quite satisfying.
    
    
     o Objective: Return to Caterer to get Uniform
     
     
     Once you are done, go see Larissa. She will open up the door nearby and you
    can get the uniform that way. So, as you can see, there are a LOT of options
    here to get a single uniform!
    
    
     Once you have it, go out to the floor and then to the nearby bathroom. In
    the male's bathroom, you can talk to a "Shady Man". Now here, GO ALONG with
    the name he calls you for an extra drug choice, then try to fish for it. In
    the end, this lets you buy "Hyper EX" if you wish, which I must admit looks
    quite good for melee characters. Buy some if you want:
    
     
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                     —=—   SHADY BATHROOM MAN   —=—                     |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Hyper: 125 Y                                                        |
         |                                                                        |
         |  o Hyper EX (x2): 125 Y (each)                                         |
         |                                                                        |
         |  o Bliss: 100 Y                                                        |
         |                                                                        |
         |  o Tokko: 75 Y                                                         |
         |                                                                        |
         |  o Rilaxin: 25 Y                                                       |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Head on over to the female bathroom now and you'll meet with Is0bel. She'll
    ask for the uniform, so give it to here. You can now talk about the plan, so
    ask about all the options to find out what we are supposed to do once again:
     
     
     o Objective: Blend In & Explore the Convention Floor
     
     
     Well... there is a lot of exploring to do here. Let's do a quick run of this
    place together, with the kitchen being the "south" end. Head to the lower left
    corner and talk to the man here. We can get past him with either a [Body: 5]
    or a [Decking: 6] check, letting us into the decking area. Here we can do some
    stealing and pickpocked all four people:
    
     - [_117 Y_] 
     - [_6 Y_] 
     - [_23 Y_] 
     - [_58 Y_]
     
     Some good pocket-change. Walk around a bit more and we'll get a signal from
    Is0bel. This gives us an objective after she is cut-off:
     
    
     o Objective: Wait near the VIP Entrance for Is0bel's Signal
     
     
     Other things we can do: talk to the two people on the lest side, "HeadSpace"
    and the Elf that we could have knocked out (if you didn't, that is... he has
    a dialog option with [ESP Control: 5] but is not noteworthy past that). There
    is also a man to the left staring at a glitched-out screen here. We have some
    more dialog opportunities here, so you can choose either [Spellcasting or
    Conjuring] skills or even the [Etiquette: Shadowrunner] to learn he is on a
    job here. We aren't in competition at all though, so no worries.
    
    
     In the middle of the room is an Aged Decker you can get to know (TURTLE!),
    who has a [Decking: 4] dialog option. In the middle back there are noodle
    machines you can check out and another con-goer. Up in the middle front you
    can talk to a group of professional Shadowrunners. They are in the middle of
    some nerd-talk, but there are some dialog options here that have [Decking: 5]
    and [Charisma: 5] in it. If you DO choose Charisma (which I have in spades),
    you get another option with [Charisma: 6] and [Intelligence: 6]. Pick either
    one for respect, but none of this really leads anywhere.
    
     
     You can talk to a "Mr. Lin" up here too for a full range of cyber options.
    He has EVERYTHING Maximum Law does, so I won't list his shop here, but he
    does have some unique (new) ESP programs:
     
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                       —=—   MR LIN'S SHOP   —=—                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Execute Bruiser ESP: 750 Y                                          |
         |                                                                        |
         |  o Execute Firewall ESP: 750 Y                                         |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     One last note before we continue: going in the upper right door fails this
    mission. The security guard warns you not to as well, but don't even try unless
    you want to fail.
    
    
     Once you are ready, head to the upper left and interact with the "Perfect
    Persona" display like Is0bel told us to. You'll input a code here and your
    communication will clear up a LOT. Is0bel will also find out that SOMEONE is
    already a VIP. Hehe, that pissed her off good...
    
    
     Soon the screen will go dark and we'll be listening in / seeing Is0bel's new
    predicament. Yikes! Help her out and make up an excuse for her... I went for
    the "boyfriend" option, which Is0bel didn't seem comfortable with. Still, it
    works and we'll get to leave while staying "quiet".
     
     
     o Objective: Guide Is0bel back to the Convention Floor
     
     
     Head out the door into the hallway. We'll have another quick meeting, with
    the key talking points being we HAVE the room number and... comms are going
    to be flaky again. Head into the SOUTH door first to find a computer you can
    access. While it is a bit risky, I recommend reading ALL the entries here for
    some pretty darn funny email messages.
    
     Head out and east, coming to another north/south choice. Head south first
    and "Pilfer Supplies" in the room to find an [_ADVANCED MEDKIT_]. You can
    check out the north door, but all you get is a message about an exec in a
    conference room. Head south now to the elevator.
    
    
     In here you'll get a surprising scene... Is0bel recognizes the decker here
    and has some issues with what he did in the past. Personal issues. You have
    a lot of options here, but choose not to go hot. Once you get to the part
    where he suspects you are after him, you can deny it ("I spend a lot of time
    in the Shadowland BBS") or own it. If you own it you'll even turn out OK in
    the end by mentioning you "work for Yellow Lotus", that will scare him into
    silence. There is also a [Biotech: 4] option here, if you have it, but it is
    very un-necessary.
     
     
     o Objective: Have Is0bel Open the VIP Door
     
     
     From one obstacle to another! Exit the elevator and try to go left to run
    into a Drunken Troll. Heh. Say what you will and the guard will soon question
    what you are doing down here. This brings up an [Etiquette: Socialite] option,
    but baring that just say you were "Checking to see if anybody wanted a drink".
    After that you'll have to answer about "the schedule" that Is0bel let slip,
    which gives us an [Intelligence: 5] choice among other things. Here you can
    use the intelligence choice (always good), but barring that go with the "House
    of Pork" option and you will talk your way past this scenario...
    
    
     Sheesh, this is rough. Is0bel PROMISES to parrot us from now on, which is
    honestly a good idea. Head left past the door and we'll run into... OH, REALLY,
    the CATERING MANAGER!?!
    
    
     This will take some doing... go with the "prank" option and then the "I
    missed the meeting" options to start out with... soon, you (your character,
    not Is0bel) will get interrupted by a con-goer. Say what you will here and,
    I'm sure to your horror, Is0bel will CONTINUE TO MIMIC US!
    
     Oh, this is great. Heh, this part genuinely made me laugh out loud. So very
    smart! We'll have to get tricky here. You can go hot easily, but we can talk
    our way past this easily too. The first important option is the "Be my guest."
    option, where you "work for this hotel's owner." After that, choose the first
    option where you are "here to check up on the vendors" to make sure the "venue
    isn't tarnished". That willget you past the manager AND get the con-goer off
    of your back.
    
    
     Wow, congrats! From here you can check out the room to the north if you wish
    to see a man jacked into a port in the wall. Is0bel will note the unique deck
    in here, and you will probably be TEMPTED to grab it... I know I was. In fact,
    that instinct is the RIGHT choice here.
    
     Try to grab the deck and the man (The Binary Bard) will catch you red-handed
    in the act. Here, you want to say "I heard you had the most impressive
    cyberdeck" and then go on with the "decking is my life" line. He will be much
    more kinder than he should after that and will let you "look at the box",
    which is what you want to pick. If you pick the "PULL A GUN" option, you WILL
    start a fight, so pick the LOOK option. This will actually end up giving you
    the [_PAYDATA: PROTOTYPE DECK INFO_] after looking at the box. Very nice!
    
     
     Head out and open the VIP door nearby, giving you back control over your
    main character and re-uniting the team.
    
    
     o Objective: Go to Rhombus's Suite
     
     
     Head to the upper left and take the elevator up to continue.
     
     
     We are getting close to contact! Head out of the elevator and down the hall,
    as the suite is at the end here to the right. Go ahead and enter, then talk to
    the man inside.
    
    
     This sparks some... dialog with Is0bel of course. Wow, they have some history
    here don't they!? Sheesh! OK, we can handle this one of two ways: you can be
    "The Muscle" and do things like PUNCH Rhombus, but doing all of that will
    result in an OPTIONAL FIGHT later.
    
     You can optionally just choose to be civil, which should include any civil
    and/or inquisitive responses as to what Is0bel is exactly here for. You will
    learn that she's not REALLY here for a program, but some encryption keys.
    Hmm, sounds like she is having buyer's remorse, perhaps?
    
    
     So, depending on which dialog path you choose, Rhombus will either call off
    the panic button attack or he will get stuffed in a closet and you'll have
    to fight your way out. Heh. Either way we get this objective:
     
     
     o Objective: Leave the Hotel
     
     
    
      FIGHT (OPTIONAL): THE PANIC BUTTON
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     So you had to be aggressive, huh? Well then...
     
     Rhombus hits a panic button and summons some HKPF grunts for us to fight.
    They are out waiting in the hallway, but you can walk out into the hallway
    to have the fight start (they will get into position). You COULD go with a
    "pre-emptive" attack, but honestly you'd just be getting into position as
    well.
    
     If you have a sniper, put them at the end of the hallway and enjoy your
    narrow hallway! Otherwise just get behind the obstacles and plants here,
    which provide light cover and take out the enemies one at a time. There
    are four in total, but the one to take out first is the Conjurer. Once he
    is down, all that you have left are guards.
    
     Do not clump up here as one enemy has a shotgun and they also have grenades
    as well. Take them down one at a time (Is0bel's Grenade Launcher helps quite
    a bit) and you'll be free to head back to Heoi afterwards.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     Once you are done, head back to Heoi. We've got what we've come for...
     
     
     
     MISSION WRAP-UP:
     
      ~ The bus trip back to Kai Tak is quieter than the ride in was. Your fellow
        passengers sit crumpled in their seats, barely moving, barely speaking.
        Their DeckCon 2056 T-shirts hang loose on their frames and their once
        cherished guest badges have been crumpled into their pockets. You've seen
        more lively groups on their way to the morgue.
        
        Is0bel looks up at you, her eyes full of the same post-Con fatigue that
        you see in everyone else's. She gives you a small smile, and taps her
        temple with a fingernail.
        
        You've got what you came for. The show is over. It's time to go home.
        
        
        
     Like always, we will get (KARMA GAINED: 8) here. You should also be able to
    level up all of your partners to LEVEL 3 which is important to do right now,
    so use that lower right yellow arrow and pick which upgrades you want! We get
    the normal "rest" objective as well:
    
    
     o Objective (OPTIONAL): Get Some Rest
     
     
     
                                 (- IMPORTANT NOTE -)
     
     Now that you have done Is0bel's mission, do NOT FORGET that you must probe
    her memories and get her to tell you all about the Walled City as one of the
    REQUIREMENTS for the game's best endings. In particular, the tale of the boy
    who tricked the god.
    
     Just keep talking to Is0bel after every mission until you hear that tale.
    Keep talking after every mission anyways...
     
                               (- IMPORTANT NOTE END -)
     
     
     As usual, head to the ship to re-coup and relax. Once you enter though, you
    will get a "Group Meeting" of sorts. Is0bel has some info on Josephine Tsang
    that she'll share with us, but more importantly is the info on "Edward Teang"
    and who he REALLY is. I'm sure you can guess... Enjoy the dialog here and ask
    whatever you can. Soon you will be done with the meeting and will even have
    gained (KARMA GAINED: 4).
    
    
     Check your mission computer for three emails, one of which is a mission. The
    most important one is "Urgent Problem", which will tell you to "Go meet with
    Strangler Bao". As the name suggests, this mission is URGENT, so we need to
    take care of it. On the other hand though, it is NOT a "named mission", so we
    don't get an objective.
    
     Finish up with the computer, but be sure to visit the Shadowland and run
    through the forums (more Decker problems, it seems... heh) and sell the
    paydata we acquired during the last run (the "Binary Bard's Custom Cyberdeck"),
    and pick up your reward from the last paydata:[_792 Y_]. Once you exit the
    computer, you get the new job objective:
     
     
     o Objective: Travel to the MV Nalchi and Steal the Data and Tissue Samples
     
     
     OK, now that that is done, lets focus on talking to all of our teammates,
    which as always we should do EVERY time. Racter will reveal more personal
    details, also giving you an [Etiquette: Academic] dialog choice.
    
     Gaichu will make up his mind about his former team, and will even tell you
    that they are now in town. You can encourage him to finish things or question
    his plans to set up his side-mission: setting up an ambush:
     
     
     o Objective: Help Gaichu Set an Ambush for his Former Team
     
     
     Given the mission we just ran, you should go see Is0bel. Duncan (I talk to
    him on the way up) has really nothing for us, other than shock about the whole
    "Edward Tsang" thing, so leave him be after hearing that. Is0bel will be ready
    to learn her memories.
    
     Go ahead and encourage here to persue them (we need to learn about the Walled
    City after all) and she'll "re-learn" them. She'll soon tell you to come back
    a bit later, but you can actually talk to her again to ask her about her
    memories. Ask what you will to learn Gobbet led her out and she was given a
    new program along with her memories. Hmm...
    
     Go ahead and go talk to Gobbet to wrap things up. You can ask her about how
    she helped Is0bel in the old days, so do so. You can also talk to her about
    her thoughts on her old ship-mates. Encourage her to check up on them, but she
    is a bit resistant to the though. She agrees to send an email at least...
    
     Go ahead and rest now for some more dream dialog. Very important!
     
     
     Now that we are done catching up with teammates, let us go talk to Strangler
    Bao. He is in the Mahjong Parlor, so go see him. He will tell you that Law has
    been gabbing and tells us to "Shut Law Up", letting us choose how to do that...
    
    
     (-NOTE-) You should SAVE before confronting Law. We should SAVE him to keep
              his shop open, but there is an optional ACHIEVEMENT for killing him,
              so do that and get the achievement (follow the optional tag down
              below) and reload and make sure he stays alive...
              
    
     Go ahead and go see Law now. Ask to speak to him privately and he'll shut
    down the lights. Here you can kill him, but since I'm a Decker I found that
    to be a HORRIBLE option! Instead you can use the [Decking: 4] or the [Etiquette:
    Shadowrunner] to talk to him. From there I went with the options where we is
    "not actually a decker", talked about the "community" and told him to "fly your
    own flag".  This happened to shut him up good while keeping the valuable shop
    open...
    
    
    
     OPTIONAL!
     
     You can optional choose to KILL Maximum Law. This gives us a few ways on
    how to go about it, with [Decker], [Strength: 6] or [Close Combat: 5] options
    to choose from. Choose what you will and that will end him.
    
     You have to choose how to look inconspicuous as well afterwards, getting a
    [Charisma: 4] option and a [Quickness: 6] option. Pick whatever you want (even
    the "Big Fish" option) to get away with the crime.
    
    
     (-NOTE-) For killing Law (or running him out of town), you will get the
              "Law Breaker" Steam Achievement. Congrats!
              
     END OPTIONAL!
    
    
    
     Next go visit Matthew to see him in depression. Poor guy. He will ask you to
    go get his "medicine" from Ambrose, so agree to help him.I visited Crafty at
    the magic shop now (VERY IMPORTANT) to go see how she was doing with her
    research. She will share some important things she's found with us: exorcism
    and the Yama Kings. The exorcism that her mom tried in Kowloon apparently made
    her go made. Sounds like strong Qi! Ask about the Yama Kings as well to learn
    some key names: Lam Vy, Fu Mang, Qian Ya. Interesting.
    
     Crafty also happens to have a familiar face visiting her. Talk to the
    "Mysterious Elf" here to learn his name is Aljernon Half-Dream. Long-time
    fans will remember Aljernon Half-Dream also made an appearance in Shadowrun
    Returns. No really good info from him, though...
    
    
     Head up and talk to Spider Shin and the Club 88 crew if you wish. They all
    have some new dialog to share, short as it all may be. Ambrose should be your
    next dialog target, especially since Matthew asked us to go there. Tell him
    you are there for Reliable Matthew and he'll give you the [_CHIP CYLINDER_]
    for him. From here you can ask about them and inspect them for a WIDE variety
    of options, all of which I didn't have! These include [Etiquette: Academic],
    and for "Inspect": [Biotech: 4], [Etiquette: Socialite] and [Etiquette: Gang].
    Without any of these, Ambrose won't share any info...
    
     (-SELF NOTE-) 777: Need to investigate these on second play-through.
     
     You can also ask for more info about Ambrose's personal story. This picks
    up from him being a bloody husk to ending up where he's at now, and has some
    unique dialog picks in the story near the start: [Decking: 5] and [Drone
    Control: 5]. He... has a hell of a story. Amazing what he went through AND
    lived through...
    
    
     Head back to Matthew's now and you can either choose to give him the capsule
    or to not give it to him. Personally I didn't give it to him, suspecting it
    was likely a SIM problem he has, but the choice is yours. For what it is worth
    without knowing, he gets his fix somewhere else after you talk to him multiple
    times... 
     
     
     OK, we should be all good for our dialog and relationships in Heoi. Do any
    shopping you wish to do, spend that KARMA, and let's go on a new job. For
    this next job, I am picking the one we just got involving the MV NALCI, only
    because it involves a ship that isn't guaranteed to stay in place if we don't.
    
    
     (-SELF NOTE-) 777: Need to see if this next quest is missable or not, based
                        on going to it quickly. If anyone knows, let ol' BK know!
     
     
     Go to "Captain Jomo" out on the docks (north of Reliable Matthew's Shop) and
    choose to:
    
     "[Head to the MV Nalchi]".
     
     Pick your team and let's go onto the next mission!
    
     
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                       CHAPTER 9: WHISTLEBLOWER                       >==O
        ``-.____________________________________________________[SHK-9]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ The ride out to the Nalchi is nerve-wracking. Captain Jomo seems an
        expert pilot, but massive waves threaten to scuttle his small boat at
        every turn. Deep thunder rolls in the distance, and at the edge of your
        vision, lightning occasionally illuminates your target: the MV Nalchi.
        
        As Jomo pulls your smart craft directly up to the bow of the Nalchi,
        where you're least likely to be spotted. He throws a rope ladder up over
        the side, hustling you aboard before pulling away.
        
        Time to get to work.
        
        
     o Objective: Get to D Deck
     
     
     Sounds like we landed without incident. Nearby us is a camera control panel
    that we should use. With [Decking: 4] we can re-wire the camera feeds to gain
    access. This helps a ton, but with a guide it is somewhat less necessary.
    
    
     Now, you are encouraged to sneak on this mission, but SNEAKING in this game
    is... not going to cut it on its own. You can see enemy patrols and routes
    with the camera but clicking on places tends to DRAG your teammates along and
    YOU WILL BE NOTICED.
    
     The smarter way is to enter combat mode, and sneak that way. You won't be
    attacked unless anyone sees you after all. This gives you MUCH more control
    with each individual character.
    
     Even doing that is quite hard though. Possible, but hard given that some
    people still walk around. What *I* would recommend is sneaking into each part
    of this ship (the upper decks) and finding the ALARM CONSOLE, then kill off
    each enemy in the immediate area while protecting the console. It is a bit
    rougher since you can get hurt, but I feel it is the best course of action.
    Let's go through this method below.
    
     If you want to sneak the entire way, feel free, just save before hand and
    use the combat mode for much greater control. I'll describe enemy routes
    down below:
    
     
    
      FIGHT (OPTIONAL): ABOVE DECKS
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Head into the first part of this ship and behind the containers in front
    of you. This first part is quite easy: consider it a warm-up. There are two
    guards that stare away from us (north, to the left) at all times and the one
    guard who does pace does so making a loop of the northern area. Quite easy
    to sneak past all things told, but once he goes right, head up to the ALARM 
    CONSOLE in the middle and get your attack on. These enemies are easy to take
    down: a Conjurer, Mage and Guard. Not very much HP all said and done, plus
    remember they may waste turns running to the alarm console. Take them all out.
    
     One part down, one to go. The middle part is probably the hardest, given the
    amount of guards. The ALARM CONSOLE is on the right, guarded by a Rigger who
    can't see us. No one here is looking for us minus one pacing guard who again
    patrols the middle area. If you ARE sneaking, he goes north a ways so don'g
    just run by the middle crates and think you are good: get out of sight!
    
     I choose just to initiate combat at the first barrier, where my ranged team
    can fire openly at the console. Doing this starts a fight with a Rigger, a 
    Mage, a Guard, and a Captain, who has substantially more endurance and health.
    They may get some cheap shots at you from the left here as you kill off anyone
    near the alarm console, but you must protect that console. Of note here is the
    SPIRIT SHRINE to the left that your mage can use to great affect, so if you can
    do that, do it right away. Protect the console and we're golden.
    
     Now for the last part: the northern section. Only three enemies here and two
    are looking away. One is patrolling a large section to the north and the ALARM
    CONSOLE is in the middle again. You can get RIGHT ON IT and start battle, which
    is what I would recommend. Buff from there and aim for the pacing guy first as
    he is likely the closest to the console. The man on the left is a Sniper, but
    once again his AI ran AT me, which is just great. There is a Security Captain
    here too that is tough, but overall this is easy. Waste them all.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     Once you are at the end, head "Below Decks" where we'll get some dialog and
    some objectives:
     
     
     o Objective: Get the Tissue Samples
     
     o Objective: Get the Project Data
     
     
     We also get (KARMA GAINED: 1) for coming this far. I'll take it!
     
     We have a few options on where to go first here. To the north is a room with
    a "Diagnostic Computer". We don't need any skill to use this and it will let
    us set off an alarm, but HOLD OFF for now. We WILL use it later, but just wait
    a bit...
    
     Head north from here and on the left you'll enter a room that has an
    "Electrical Box". Here if you have [Intelligence: 4] or Racter you can once
    again access the camera feeds. Heh, use it to gain visibility. We have quite
    a few more rooms to explore.
    
     Go back to the hallway and right. In this door you can find a [_FORCE 2 FIRE
    ELEMENTAL FETISH_]. Head back out now and right, into the next room to the
    north. In the locker here is a [_PHOSPHORUS GRENADE_]. Go back to the hallway
    and right into the next room (a bathroom) for an [_ADVANCED MEDKIT_]. DO NOT
    open the two doors here.
    
    
     Head back to where you entered this area and go right. DO NOT open the door
    to the north, but go south through the arcade room (which seems to be quite a
    mess) and into the next room. In here check the toolbox for yet another
    [_ADVANDED MEDKIT_]. There is a "Fire Suppression System" here that is only
    useful if we WANT to fight, so ideally leave it alone for now.
    
    
     OK, now there are two ways to do this, fight or sneak past everyone. Sneaking
    past everyone is the way to go, as our objectives are accomplished without
    needing to fight at all.
    
     To do this, head to the "Diagnostic Computer" and set off an alarm. This will
    get rid of MOST of the guards to the right, and gives us a free path to our
    objective. Head right past all the northern rooms and enter the wide-open area
    to continue.
    
     In this big room there is a medicine box that has an [_ADVANCED MEDKIT_] to
    the north. Be sure to grab it. You can explore the room to the north here, as
    we will use it later, but DO NOT go south as there are two enemies here. Head
    right to our objective.
    
    
     In this room we'll find... a creature, alive in a tank!? Wow. We don't have
    much choice here though: grab the [_EXPERIMENTAL TISSUE SAMPLES_]. Next to the
    monster is a computer with several data files you can read. Go ahead and peruse
    them and then download them for the [_EXPERIMENTAL DATA_]. This will give us a
    new objective:
    
     
     o Objective: Escape
    
     
     Optionally, you can shoot your way through, which again I do NOT recommend
    at all as you gain nothing by it. Still, for the best way to do it, see the
    box below.
     
    
      FIGHT (OPTIONAL): BELOW DECKS
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Again, I DO NOT recommend fighting. Much better and easier to get by this
    section using the alarm as I mentioned above.
    
     Also, a quick note on the "Fire Suppression System": all this thing really
    does is changes the BACKUP counter from 7 Turns to 10 turns. When you get
    into a fight here, re-inforcements WILL show up from the far right screen,
    near the objective markers, but this gives you three more turns. Not really
    worth using.
    
     If you are determined to fight, I recommend getting below the kitchen area
    (just to the right of where you start) and doing a pre-emptive strike. On
    your turn, open the door and kill the two guards inside, which should be
    fairly easy in two turns at least.
    
     From there enemies will now make their way towards us. What you want to do
    is head into the room on the right, into the corners with each party member
    and then WAIT for them to come to you. They will waste their turns opening
    the doors to come get to you and you get to attack on your turn. This first
    wave is some guards (enforcer, Caprain), a Rigger and a Mage.
    
     After the turn counter runs down, you will see their back-ups: a Grenadier,
    a Sniper, a Captain and an Enforcer. Again, let them come over to you and
    take them out when you can. They are a bit stronger in my opinion, but as
    long as you don't group up you'll be OK.
    
    
     Once they are down to one enemy left (or they are on the run), feel free
    to pursue and wipe out the last bit of resistance.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     No matter which way you pick, make your way to the objective and take the
    data you need.
     
     
     We will be contacted by the John now, who will state that he needs to shake
    a tail before he can pay us, asking us to meet him at Ho Chung Village. Here,
    I picked "I can handle that, it will cost you" dialog options because, well...
    greedy! Hehe.
    
     After the call with Tigath, we will get another call, this time from someone
    named Hwang Jae-Min, who states he is with the Blue Heaven Seoulpa Ring. He
    is the one tapping Tigath and following him, stating Tigath isn't who he says
    he is and is out to ambush us.
    
    
     Here we can pick from a couple of options:
     
     1) Stick to the Job
     
     2) Ally with Hwang
     
     3) Say "screw both of you".
     
     
     For the guide, I am going with Option #3, as it results in more Nuyen, more
    rewards later, and some KARMA. One and Two are much easier of course, but we
    will go through that later. You actually have a chance to pick your choice
    later, so no pressure right now!
    
     
     Make your choice and head to the upper left. This takes us to a ladder that
    is a shortcut to the Upper Deck. Go ahead and head up and then choose to
    disembark to reach the mid-mission wrap-up.
     
     
     MID-MISSION WRAP-UP:
     
      ~ The boat ride back to Hong Kong is tense. Even Captain Jomo's jovial
        nature does little to lighten the mood. The deep storm swirls in the sky
        behind you, and although you've accomplished your mission, you wonder what
        is in store once you reach Ho Chung Village.
        
        What will be waiting for you in Ho Chunt? Who will betray whom? And -
        most importantly - how can you survive the night and still get paid?
        
        You're certain these mysteries will be revealed, but how you'll learn
        the answers could be deadly.
     
     
     We'll get off of the subway and will have some dialog. We are very likely
    heading into an ambush, you know this right? Still, we have our objective:
    
     
     o Objective: Meet with Tigath
     
     
     Head forward to the shop where you can ask for info if you want, but you'll
    either need to pay 100 Y or pass a [Strength: 5] check. Further in is an Arms
    Dealer that also offers info, but again not for free. This guy wants 250 Y or
    you'll have to pass an [Etiquette: Socialite] check. Neither of these things
    are useful though and I wouldn't pay if I was you.
    
     Also, the Arms Dealer offers weapons, but Heoi has much better choices, so
    unless you REALLY need a new gun, I would pass.
    
    
     Next to the Arms Dealer is an "LTG Access Point" that we can access with
    [Decking: 1, Cyberdeck]. Go ahead and jack-in if you have a decker: 
    
    
     o NET INFILTRATION: HO CHUNG VILLAGE
     | 
     |  ~ System Response Level: 4
     |
     |  ~ System Trace: 0/50
     |
     |  ~ Blocker IC Rating: 8
     |
     |
     |  This is a very small infiltration. The first screen has three patrolling
     | IC that we need to get past. Our goal is the northwest exit (there is
     | nothing on any of the other edges). As the nearby northern IC passes by
     | you, follow it up and into the middle so the other northern IC misses you,
     | then head to the exit.
     |
     |  On this next screen, watch the lower IC but note the IC above it. They
     | travel around in a circle, so we have to time getting past the first IC as
     | the other IC move away from us. Do so and then HIDE BEHIND the pillar on
     | the lower path. This lets the IC pass you easily and you can go to the goal
     | from here: the Blocker IC.
     |
     |  This thing has a rating of 8, so it can be tough, but follow the "Simon
     | Says" game and hack the node to get to the "Traffic Camera Data". This
     | gives you proof that the elf is planning to take us out after the hand-off.
     | We have what we came for, so go ahead and exit: there's nothing left in
     | here for us.
     |
     |
     `-.---------------------------------------------------------------------------'
        
     
     The only thing on interest before meeting with Tigath is the Street Doctor
    on the left. There is a LOT of space on the left in this map, but there is
    absolutely nothing worthy of note. Just... a lot of space. Maybe a pretty tree
    in the center of this area. So with that noted, go to Tigath and SAVE, then
    feel free to talk to him.
    
    
     Once you talk to him you can let him know that he is bugged. Past that, let
    him know that YOU know he is lying to you. He'll come clean actually and will
    give you a chance to ask questions about the project. Once you ask about the
    Seoulpa you will see both sides move their forces into place.
    
    
     LAST CHANCE for dialog options. There are some notes to make here: you can
    choose to help either side here and, once one side is defeated, you can then
    choose to betray the other. Betraying the other side counts as "Attacking
    Everyone" and you get the reward for that as well. So with that said, here are
    out choices.
    
     1) Attack Tigath
     
     2) Attack the Seoulpas
     
     3) Attack Everyone
     
     We can survive ANYTHING though, even the third option with enough smarts.
    Personally, I choose to "Attack Everyone" and then choose the dialog option
    that says "Let me show you why I'm a survivor". Such a bad-ass line. Let's
    go over that fight choice below:
    
    
      FIGHT: A REWARD FOR TRAITORS...
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Straight-up taking two forces on while we are caught in the middle is just
    NOT SMART. The Koreans have two Riggers and plenty of guns while the Tir
    Soldiers have plenty of magic and an adept. They all have various grenades
    as well and the cover here is just awful.
    
     However, with our bad-ass "I'm a survivor" line fresh in mind, we get TWO
    TURNS before anyone acts. I HIGHLY RECOMMEND (if you are fighting both sides
    at once) to use both turns to go RIGHT, into the small alley area and take
    on cover there. From there you can take pot-shots at the enemies (I had a
    sniper who just WRECKED FACE from this position) while both sides end up
    fighting each-other because they were closer. Some enemies may come for you
    from behind (likely the Tir Adept) or the front, but its usually only one or
    two at a time.
    
     If you sided with one side or the other, simply use your turns to move your
    team into cover against the other side and start to help them. Your team will
    definitely make the difference in this fight. If you plan on betraying your
    target afterwards, have your "allies" do most of the work so you can pounce
    on a weakened enemy.
    
     Some things of note: there is a Summon Shrine in the middle area, near the
    Tir Soldiers side that summons a Water Spirit. This thing focuses on taking
    away AP, so use it if you wish. There is also a "Utility Grid Control" panel
    in the building on the left that a Decker can use to hack into the matrix.
    This is a small area that I won't go too in-depth on, but you can access a
    "Northern Power Grid" and a "Southern Power Grid" that will shock anyone to
    the north or south (depending on which one you pick) who is standing in the
    water to the north or south. This does damage and AP damage, but puts your
    decker in a VERY vulnerable position. I wouldn't use it unless you were only
    fighting one side...
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     Objective come and go depending on who you side with, but at the end you
    must kill or side with whoever you wish. Here are the rewards, to my
    knowledge:
    
    
     1) Side with Tigath: 1000 Y, [_WILD ONE_] SMG
     
     2) Side with Hwang: 1300 Y, [_SANDBLASTER_] SHOTGUN
     
     3) Side with NOBODY: 1600 Y, (KARMA GAINED: 1), Random Gun Above
     
     
     (-NOTE-) I've read online that you can get both guns from siding with no
              one, which makes sense, but my game only let me get the SANDBLASTER.
              This may mean that you get the gun of whoever gets killed first
              between the two sides (The Tir Soldier or Hwang), or perhaps my
              game is just messed up. Either way, not a HUGE loss...
    
    
     Once you are done with the fight, head back to the subway and back to Heoi.
    
    
     MISSION WRAP-UP:
     
      ~ It all come down to one thing: at the end of the day, the only people
        you can really trust are yourself and your own team. Neither Tigath nor
        Hwang was on the up and up, and when push comes to shove, you'll stand
        along against any odds you please.
        
        Back to Heoi, and hopefully better work.
        
        
     Once we are back at home, you'll get your usual (KARMA GAINED: 8) and all the
    objectives we have left will pop up. Blah. Head to the ship to gain your reward
    based on whatever path you choose earlier. We have that optional objective as
    well, which I always recommend:
    
    
     o Objective (OPTIONAL): Get Some Rest
     
     
     While you are on your mission computer, check your emails and the Shadowland
    BBS. No new jobs, thankfully. We still need to play catch-up! You can claim
    your paydata sale from the last run for [_300 Y_] though.
    
    
     Next up, talk to ALL of your teammates... again. Racter goes on about the
    future and Gaichu is likely still waiting for us to go on his personal quest.
    Soon, Gaichu, soon. Duncan has a PDA video to show us of Raymond, many years
    ago. You can make up some more of your past here.
    
     Head up and talk to Is0bel next, who will share more memories of the Walled
    City with you when you ask. We learn more about her parents and family in
    general. Try to go into Gobbet's room next and... she won't be there!? Well,
    you remember her talking about the Sinking Ship. Agree with Is0bel that we
    need to go get her and BAM, personal quest activated!
    
     
     o Objective: Catch a Boat to the Sinking Ship and Find Gobbet
        
        
     Go ahead and rest now. The dream we will have will be pleasant, but after
    we wake up.... oh god! One of our teeth fell out! Jesus...
    
    
     Next up before our next mission is chatting with vendors, like normal. No
    new items to buy yet, by the way. Not everyone has something new to say either,
    just FYI. For example, Crafty and Reliable Matthew have nothing for us. Law
    really doesn't have anything new either, other than to tell us he is off on his
    own now, not related to the Whampoan Tribe anymore...
    
     Spider Shen, the Club 88 crew (all the family members) and Ambrose all have
    new dialog. The Club 88 crew has some interesting dialog, Callum is still in
    the middle of being recruited. You can talk to him and his mom multiple times
    to learn all sorts of things.
    
     Once again though, Ambrose takes the cake with new dialog and you REALLY want
    to talk to him this time. You can ask about Karen here and you'll come across
    an [Etiquette: Academic] option. In general you WANT to be inquisitive about
    Karen, drink with Ambrose when he offers (hell yes, BK will drink with ya!) and
    then thank him at the end. All of this should result in (KARMA GAINED: 1), which
    is a good reward!
    
     You can inspect his room afterwards if you wish. To the north you can see a
    picture that gives us some [Drone Control: 6] and [Biotech: 5] options. To the
    south are more pictures that give you a [Spellcasting or Conjuring] dialog
    option and, if you pick the personal photos, you have an [Intelligence: 5]
    dialog option. Interesting stuff.
    
    
     Well then, time to pick our next job. Personally, I am going to go and take
    on Gobbet's side mission, since she is GONE until we do so. Head to the docks
    on the southeast side of the map (where we left for the last mission) and talk
    to Captain Jomo again. You can choose to drink with him if you wish (lots of
    drinking for BK today!), but then choose:
    
    
     "[Travel to the Sinking Ship.] I need you to take me to the Sinking Ship."
     
     
     We can only take Is0bel with us, but we'll be OK. It is a VERY WISE IDEA
    to go ahead and bring along about 2 Level 1 MEDKITS and 1 Level 2 MEDKIT with
    you. We may very well need them. Once you are ready, go ahead and take Is0bel
    along and let's be off, to the next section!
     
     
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                     CHAPTER 10: THE SINKING SHIP                     >==O
        ``-.___________________________________________________[SHK-10]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ Hung Hom Bay. Captain Jomo's converted speedboat chops through the rough
        water like a cleaver through chicken bones, launching you skyward with
        every wave that it hits. Your destination: The Sinking Ship, Gobbet's
        former home.
        
        The ork pirate laughs and opens the throttle. Wind and rain lash your
        face as the floating amalgamation of shipping containers grows larger.
        You can see that it's stacked at least three containers deep, an inelegant
        brick of corrugated weathering steel. An assortment of pontoons, buoys,
        and other floatation devices have been lashed to the base of the raft
        to prevent it from tipping.
        
        You don't know what's happening here, or why Gobbet felt the need to go
        face it alone... but one way or another, you're about to find out.
        
        
     We'll get some dialog with Is0bel before the weather makes us stop short.
    Time to go find Gobbet. We'll get several objectives here:
    
    
     o Objective: Investigate the Disturbance on Sinking Ship
     
     o Objective: Find Gobbet
     
     o Objective: Get Below Deck
     
     o Objective (OPTIONAL): Find Cadmus
     
     o Objective (OPTIONAL): Find Malvina
     
     
     Go ahead and head inward to get attacked RIGHT AWAY!
     
    
      FIGHT: A WARM WELCOME
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Are those rats?! Yes indeed, five of them to be specific! Devil Rats!
     
     This fight is actually a bit of a challenge depending on your luck and how
    often you get hit. Thankfully, we aren't alone in this fight. Two ship
    dwellers come in from the right to help us. Honestly, they don't help that
    much, but they will draw off a rat or two at the very least.
    
     Ideally, you will get 2-3 rats to group together and can then use Is0bel's
    Grenade Launcher on them to devastating effect. With any luck you can get two
    shots off in a row. From there it will most likely be clean up, but if we get
    unlucky we can get bitten several times in a row, really hurting our HP bar
    in the process.
    
     If luck just doesn't go your way, there is always the auto-save.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     Once you are done with the rats, go ahead and talk to the dwellers. You can
    ask them questions about their home and learn that this Devil Rat problem is
    rather new, and of course they want help with it. They haven't seen Gobbet
    though, but will try to lead you to below deck.
    
     BEFORE you follow the duo, go ahead and head right and explore a bit. You
    can find a group of dwellers by a barrel and a "Worn Box". This box has some
    goodies inside: a [_HE PHOSPHORUS GRENADE_] and a [_KNIGHT ERRANT FLASHBANG
    GRENDADE_].
    
    
     Follow the dwellers now and they'll lead you to a flooded area. Doesn't look
    TOO dangerous, but we can't pass it. There is a water pump nearby. Go ahead
    and inspect it. Is0bel actually can't fix this, the only way you are getting
    by (without doing the alternate fix below, of course), is to pass an
    [Intelligence: 6] check.
    
    
     If you can't do that, we will have to find a replacement fuse. Go talk to
    the group to the northeast to learn that there MAY be a fuse somewhere around
    the trash heaps up here. We'll have to find it though...
    
     The fuse was in the pile just south of the dwellers for me - VERY close by.
    It may be randomized though. Searching every pile is easy, but one of them
    will have a Devil Rat pop out. Easy to kill IF that happens to you as you get
    your turn first and there's only one.
    
    
     Whichever path you take (or have to take), use your Intelligence or the Fuse
    you've found to fix the Water Pump and open the way forward. Of course, that
    would be entirely too easy, right?
    
     
    
      FIGHT: BEYOND THE WATER PUMP
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Walk forward and FIVE MORE Demon Rats will show up. They get the first round
    here, and they will all gather around your main playable character. This is
    EXCELLENT for Is0bel and her Grenade Launcher. Get out of the way and use a
    Grenade with your character if you have it (or do something...) and then set
    Is0bel's Grenade Launcher on the pack.
    
     This should kill off 2-3 of them at least. They will counter-attack and then
    you and your hosts can finish them off and FINALLY head below deck.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     Go ahead and head below deck. You'll be able to ask about the boat's
    leadership down here. I chose to ask them where Cadmus was here, although we
    are going to be exploring on our own. We get another objective here as well:
     
     
     o Objective: Reach the Bottom Deck
     
     
     BEFORE you follow the pair, we can check out plenty of stuff. To the south is
    a room being guarded by a squatter named Lisa. She won't let you in without
    passing a [Charisma: 5] check. No point in fighting her though: there is a
    back way into this room.
    
     Head north instead. The northwest room just has an injured man who wants to
    be left alone. The northern room has a terminal that you can get access to
    read some background info. The room next door has a person bleeding out in it!
    You can help them if you have [Healing Magic], [Biotech: 6] or [Item: Medkit].
    Chances are good you have at least a Medkit, so help the person out and don't
    be a monster! This person is "Sparrow" and will warn you that the "Welcoming
    Committee" leading us around cannot be trusted...
    
     To the south is a lazy socialite. Head right into the hallway. Here, head
    south past the door to a sick bay. The person to the south will tell us to
    talk to the dwarf, so do so to find out this is Cadmus. He'll ask you to bring
    Gobbet to him if you ever find her.
    
    
     Head north now, following the two people we apparently can't trust until a
    prompt comes up. Pick whichever option you want and soon we are in a fight.
    This isn't much of a fight though, so I'm not going to frame it, but Gobbet
    warns us against our hosts and we fight. Kill off one of them to end the
    fight, and you can choose to slay or spare the other. Do as you wish.
    
     Head forward into the room that Gobbet warned you about... you will get a
    prompt NOT to go further if you go in, and you can back out. For kicks, I
    tried to go in and...
     
       "You hit the ground with a bone-crunching splat"
     
       
     Lovely...
    
    
     Head back to Cadmus with Gobbet and you'll get some dialog. He'll be glad to
    see her of course, and will tell us what has happened: someone's went TOXIC.
    And by someone, we mean Malvina. Ask him about the trap at the end of the
    hallway and he'll tell us to find Yaz to get past it. Go though all of the
    dialog options with him and in the end we'll have a decision:
    
    
     1) Go with Gobbet and Scuttle/Sink the Ship
     
     2) Go with Cadmus and Fight the Rat King/Mutiny
     
     
     We don't have to FINALIZE our choice quite yet, but we get some objectives
    here to help us out:
    
    
     o Objective (OPTIONAL): Organize a Mutiny
     
     o Objective (OPTIONAL): Scuttle the Sinking Ship
     
     o Objective: Stop the Rat King
    
    
     Let's go rally some troops/get some info! Head to Yaz first, who is in the
    north room where the computer was. She'll be much friendlier with Gobbet here
    and will share with us how to disarm the trap. She also joins the mutiny
    automatically.
    
     Next door is Sparrow, who SHOULD join but won't unless you hand over another
    medkit. It doesn't HAVE To be you though, as it can be Gobbet or Is0bel as
    well. After Sparrow, head to the southern room. The socialite here seems VERY
    hard to convince, needing to pass either an [Etiquette: Socialite] or a
    [Strength: 5] check (or you could just pay 500 Y), but unless you can pass
    those checks DO NOT pay. You can reject everything and at the end just say
    that "if you don't get enough support, you're sinking the ship". That alone
    will shake off his apathy and get him to join.
    
     Next up is Ivan, in the northwest room. You can talk to him to learn he is
    (or claims to be) a good fighter, even giving you a rare [Melee Weapons: 5]
    check that doesn't seem to matter much. He is very much against Cadmus though,
    so mention that you have "connections in Kowloon". Past that, you will have to
    pass an [Etiquette: Shadowrunner] check. He should join you after that.
    
     To the south is Lisa, who you can talk to but she will FREAK OUT and become
    immediately hostile. Go ahead and put her down if you wish, or just leave her
    alone...
    
    
     Time to continue on. Head back up the main hallway on the right to the trap
    room. Use the hidden panel to de-activate the trap and then we can continue.
    Continue on down the ladder you find and then open the door you find to see
    something out of a horror game...
    
     Everyone... Dead... Poor Gobbet. Some dialog here where we'll have to once
    again confirm to Gobbet what we are doing, but there's some more (optional)
    objectives here as well:
    
    
     o Objective (OPTIONAL): Find & Rearm Final Scuttling Charges
     
     o Objective (OPTIONAL): Use the Alarm to Warn Cadmus
    
    
     Head inward and activate (CHARGE 1/4), then open the door. Continue into
    the hallway, but as you get to the three-way split, be ready for a fight:
    
    
      FIGHT: AT THE CROSSROADS
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Yep, more Devil Rats. Two behind you, two in front of you, one coming in
    from the side. Just... not good. Use regular shots with your character,
    Haste Is0bel with Gobbet and use the pistol with Is0bel on this first turn.
    
     After the first turn, the rats will congregate in the middle, with three
    at least likely getting near your character to attack him or her. This is
    where you need to retreat with that character and then light them up with
    Is0bel's Grenade Launcher. You can even afford to reload.
    
     You will undoubtedly take some damage after that, but wipe up with some
    more grenades and kill whoever is about to die first and you'll come out on
    top. Stupid rats.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     Head south and enter the right door. In here you can find (CHARGE 2/4), but
    there's also a box here with [_SHAMANIC SALVE_] inside you can take. Go enter
    the room across from this one for (CHARGE 3/4). The door here gives you a
    warning before entering: this is the THRONE ROOM of the RAT KING, so unless
    you want to fight you can back away for now (I'm choosing to back away for now
    until we are done exploring).
    
    
     Head down the other hallway now and enter the room you find. In here you
    can find (CHARGE 4/4) as well as the alarm system and the Matrix Jack-In point.
    We need to make our final decision now as to what we are doing, as once you
    interact with the alarm panel, we have two choices:
     
    
     1) Pull the lever once to signal that you're scuttling the raft.
     
     2) Pull the lever twice to signal that Cadmus should start his mutiny.
    
     
     The first option will have us jacking into the matrix and fighting off some
    enemies for a few rounds and then escaping. Probably the best and easiest path
    overall.
    
     The second option means we go back to the door from earlier and confront the
    Rat King. This puts us in much more combat but avoids the Matrix... not that
    it matters much since we have Is0bel with us.
    
    
     Let's go over the path I'm personally taking: Scuttling the Ship just like
    Gobbet wanted. We'll go over the other option once we are done with that. For
    now, use the Alarm Panel and choose the first option. This gives us a bonus
    (no matter what we pick): (KARMA GAINED: 1).
    
    
     After that, head to the Matrix Point and jack in. You can do this yourself
    if you have [Decking 1, Cyberdeck], or you can just let Is0bel handle it.
    She is more than capable, so I let her despite being a Decker myself...
    
    
     o NET INFILTRATION: THE SINKING SHIP
     | 
     |  ~ System Response Level: 3
     |
     |  ~ System Trace: 0/80
     |
     |  ~ Blocker IC Rating: 7
     |
     |
     |  The first area here is tightly packed with patrolling IC. Very hard to
     | get by without a fight. Get past the first IC going left to right and
     | stick to the left-hand side. I just let this IC find me and take it out.
     | From there the next northern IC loops around: follow it north and as it
     | goes left, get past it and continue north to the next area.
     |
     |  The second room is nothing but a path split. Do we go right or north?
     | Let's head north first. We are AUTOMATICALLY in a fight here, so fight
     | back against the melee IC and summon whoever you can. There are two ranged
     | IC up ahead, so head forwards and wipe them out. This gives us access past
     | the Blocker IC and we can "Take Control of Power Grid". BEFORE you do that
     | though, head back to the path split.
     |
     |  Go right now and into the next area. Here we are AUTOMATICALLY in another
     | fight, similar to the last room. As before, wipe these enemies out and you
     | will gain access past the Blocker IC. Now, GO BACK to the path split and go
     | north, activating the power grid.
     |
     |  THIS will spark us back to a real-world event: the Rat King is on to us
     | and will enter the room with THREE Devil Rats. There is a bit of dialog
     | here, but we aren't quite done in the Matrix yet. What you need to wrap up
     | in the Matrix is to head back to the path split, enter the right path, and
     | use the last access point here to prime all of the charges. Thankfully, we
     | cleared the path AHEAD OF TIME which makes it easy. Once you have done that
     | go ahead and log out.
     |
     |
     `-.---------------------------------------------------------------------------'
        
     
     With the charges primed, we have our objective:
     
     
     o Objective: Escape the Sinking Ship
     
     
     This is technically a "Fight", but we're not going to be here long. After one
    round against the Rat King, we will be able to escape. Use all of your turns
    to escape to the ladder to the right and we'll be done with this mission, as
    Is0bel explodes the charges as we leave, sinking the entire ship and drowning
    or killing anything left behind...
     
     
     
      OR...
      
      
      
     Perhaps you choose to confront the Rat King. Use the Alarm Panel to signal
    the mutiny and you'll get the karma reward listed above.
    
     (-NOTE-) I'm unsure if I'm doing this section wrong or not, but I figured
              the people we "recruited" earlier would help us in this upcoming
              fight, but... no? Either that or I'm just running way ahead of
              them... let me know if I'm doing this wrong!
     
     
     With the note above out of the way, head to the Rat King's "Throne Room"
    and enter. You'll get more dialog here between the king and Gobbet, then we
    are in for our fight...
    
    
      FIGHT: A BATTLE OF RATS...
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Time to take out the Rat King. Go ahead and save your Grenade Launcher for
    now and keep attacking the Rat King as much as possible. Even moving is a
    waste, as this first part of the fight is a warm-up. Once you get the Rat
    King's HP to half, it will retreat and attempt to heal. Unfortunately, it
    also summons three mutated rats when it does so.
    
    
     Our key to winning the fight is revealed here though: while the Rat King
    is healing, the desk will spawn a yellow marker on it. This is the Magical
    Bauble thing that turned Malvina crazy. Send Gobbet up there ASAP and
    interact with it. Gobbet will realize its power first-hand now and ask us
    to guard her for awhile (2 Rounds).
    
    
     Go ahead and do what you need to to protect Gobbet... which isn't too much
    to be honest. We DO NOT necessarily want to kill the rats here, as once
    Gobbet is done the rats will be under our control. This is the main reason
    I recommended taking along the medkits, so you can heal Gobbet if needed...
    Just do whatever you need to to keep her and the team healed for two rounds.
    
    
     Once two rounds have passed, the rats are ours. Sick them on The Rat King
    and surround him, as that will make him focus on the rats on not us. Help out
    the rats and fire away at him. Without its magic, the Rat King will fall very
    quickly and the fight will be over.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     No matter which path you take, you have taken care of the Rat King. I guess
    the inhabitants would prefer to keep their home, but... eh, our call. And I
    personally blew the place up. Good riddance!
    
    
     Back to Heoi we go!
    
    
     MISSION WRAP-UP:
     
      ~ You slide down the Sinking Ship's irregular access ladder and pile back
        into Captain Jomo's speedboat with seconds to spare. Gobbet and Is0bel
        come crashing down behind you, skidding and sliding across the deck of
        the pirate vessel. Jomo opens the throttle on the little boat's engine,
        and an instant later, you're flying. The speedboat puts on speed, taking
        you away from the Sinking Ship and the nightmare that you left on board.
        
        A series of explosions rocks the enormous raft. Even from this distance,
        the concussion shakes you like a rag doll; Gobbet is nearly thrown
        overboard, but Is0bel catches her in a flying tackle and pins her to the
        deck.
        
        With a final, sickening crack, the Sinking Ship's back breaks. As it
        recedes into the distance, you watch the sundered halves of the patchwork
        raft slip beneath the waves.
        
    
     Once we are back in Heio we will get our normal (KARMA GAINED: 8). Head a
    bit forwards and you'll get a call from Kindly. She will have made progress
    on her revenge against Josephine, and will ask us to come see her.
    
    
     o Objective: Hear Kindly Cheng's Information
     
     
     We also get a special reward here:
    
    
     [_ +1 ACTION POINT _]
    
    
     OH YEAH! You got to love that, 3 AP from now on! We also get rewarded with
    a [_TEAM UPGRADE_], which should be LEVEL 5 for each team member.
    
    
     Go ahead and head to Kindly's now for a team meeting. She will be back from
    her information-gathering journey and has not only found out WHO the Plastic
    Faced man is, but WHERE he is. We also get a name: Lee Tail-lung.
    
     Everything isn't peachy though: that face mask DELETE any info he has on his
    employers if he is caught... sheesh! This obviously presents a problem, but
    Is0bel has an idea and knows someone who has overcome a similar problem before,
    which gives us an objective (and mission):
    
    
     o Objective: Take the MTR to Meet Dreamland
    
    
     We also get a warning: do EVERYTHING YOU WANT TO DO BEFORE GOING ON THIS
    MISSION. They state that MULTIPLE times, but don't worry, if this guide is
    attempting to be anything, it is thorough, so just keep following along and
    we'll get to everything we can.
    
    
     Head back to the ship now for our normal meeting with our teammates. This
    time it is VERY IMPORTANT. Well... one person is, at least, but still go talk
    to everyone.
    
     Let's check out Mission Computer first. No noteworthy emails here, but there
    is some good Shadowland BBS forum posts. That poor, poor team from earlier.
    Heh... jeez...
    
     Racter is likely at the end of his dialog line by now, and has nothing else
    for us (if you've been following this guide, that is). Gaichu is STILL waiting
    for us to go on his side-mission. Soon, buddy, soon (next, actually).
    
    
     Now let's talk to Duncan, who is the important person this time around.
    Here he will talk about the fights that we used to have with Raymond, so
    answer how you wish but the important part comes when he mentions that YOU
    used to be the only one to be able to stop his anger. He will ask you if you
    remember WHAT you used to say...
    
    
    
                                 (- IMPORTANT NOTE -)
     
     Your answer here matters, so once you pick your answer, be SURE you remember
    what you picked. It will matter later on...
    
     As for me, I picked the quote at the beginning of the guide, below the ASCii
    as my line. It seemed to go best as a piece of advice and a cool tag-line for
    the guide in general. BK likes to keep it classy, after all!
    
     "Listen to what you know instead of what you fear."
     
                               (- IMPORTANT NOTE END -)
     
     
     
     Go ahead and go talk to Is0bel now. She has more great info about her
    memories of the Walled City. She will tell you a story she remembers, about
    the kid who tricked the Nameless King, a Yama King. She has another story
    about a neighbor doing "oral surgery", which as squeamish as it sounds, I
    recommend listening to it. Just, very... yeah... poor Mr. Ejide...
    
     After Is0bel's fantastic info, go listen to Gobbet who obviously has some
    dialog for us. Choose to give her whatever advice you wish (the tables do
    seem to be turned here) and listen to her thoughts about our last run. In the
    end though, she'll tell you that Rat gave her a gift: a rock that is going to
    enhance her powers... Didn't we JUST take care of something like this? Bah,
    we'll see it's powers on the next run, I suppose...
    
    
     After checking in with our teammates, go ahead and save. Now it is time to
    go check in with all of the vendors. The important thing to note here is that:
    
     ~ EVERYONE'S INVENTORY HAS BEEN UPGRADED!
     
     We have the lists below, so if you don't care to read through them to see
    what is available (I can't blame you!), go ahead and skip them. But first,
    some notes on the vendor's dialog!
    
    
     Be sure to visit Crafty for some new info! She has some very good info for
    us, namely: the Yama Kings are real! Just... wow. She'll make sure we are in
    this to see it through to the end. Makes you just wonder HOW everything is
    tied together, right? The Walled City, the Yama Kings, Raymond...
    
    
     The only other vendors of any real note are at Club 88 and Chrome Alley,
    although you can get some dialog from Law and Shin as well. At Club 88, you
    can talk to each of the family members and either talk them INTO or OUT OF
    something. Freddy with pirating, Henry with his call back to the sea (really,
    Henry!?), and Callum with his mysterious benefactor that he's been telling
    you about. The most interesting thing about them all is what Henry and Ermine
    tell you about Callum...
    
    
     (-NOTE-) All of these story threads with the Club 88 members seem like they
              are supposed to go somewhere (something Mission-relate would have
              been nice), but we are left with flavor text it seems. Still, good
              to know your neighbors, I suppose?!
    
    
     Next up is Ambrose, who has always been mysterious. With the recent Shadowland
    BBS posts recently, and what you may or may not have learned from previous
    visits to the doctor, you can question him quite a bit. Still, he remains a
    mystery in the end and doesn't come out and say or finalize anything for you.
    
    
     (-NOTE-) Again, this thread seems like it was planned to be something more
              than it ends up being... maybe in a Director's Cut of the game we
              will get some closure and maybe a mission based on his fateful run!?
    
              
     With all of that covered, below is the lists and beyond that we'll pick our
    next run, so let's get to it!
    
     
     (-NOTE-) Up next is another set of LISTS of items you can buy. The MERCHANTS
              around our base of operations have all been upgraded, so while you
              may not be able to afford the new gear, I have to show you what they
              have. Feel free to skip this all and go to the bottom to see which
              mission we are going on next!
     
     
     (-NOTE-) We aren't listing EVERYTHING here... just the NEWEST items. You can
              still buy the old items from earlier if you wish...
              
     
     First up (as always... hey, he's close!) is Reliable Matthew, the Rigger Shop:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                    —=—   RELIABLE MATTHEW'S   —=—                      |
         |                                                                        |
         |   DRONES                                                               |
         |  ¯¯¯¯¯¯¯¯                                                              |
         |  o Guardian Mk. 2: 4,000 Y                                             |
         |                                                                        |
         |  o Guardian Mk. 2 Auto: 4,000 Y                                        |
         |                                                                        |
         |  o Wolfhound Mk. 2: 3,000 Y                                            |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Shiawase StreeWare Cowl: 2,850 Y                                     |
         |                                                                        |
         |     ARMOR: 8                                                           |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Expert Drone Repair Kit (x4): 100 Y  (each)                         |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Next up is the magic shop. Like the last time this shop was upgraded, there
    are just a TON of new spells here to check out, with the upper limit spells
    being both pretty expensive and pretty awesome. You'll have needed to save
    for AWHILE to afford some of these though, so choose very carefully!
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                  —=—   PARLOR OF FIVE PHASES   —=—                     |
         |                                                                        |
         |   WEAPONS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         |  o Acid Bolt IV: 1,800 Y                                               |
         |                                                                        |
         |     AP: 1   CD: 0   DMG: 12                                            |
         |                                                                        |
         |  o Powerbolt IV: 1,750 Y                                               |
         |                                                                        |
         |     AP: 1   CD: 0   DMG: 15                                            |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Wuxing Lined Coat: 2,850 Y                                           |
         |                                                                        |
         |     ARMOR: 8                                                           |
         |                                                                        |
         |                                                                        |
         |   SPELLS                                                               |
         |  ¯¯¯¯¯¯¯¯                                                              |
         |  o Ball Lightning II: 2,500 Y                                          |
         |                                                                        |
         |     AP: 3   CD: 4   DMG: 15   AOE: 2                                   |
         |                                                                        |
         |  o Chain Lightning 2: 2,500 Y                                          |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 16                                            |
         |                                                                        |
         |  o Fireball III: 2,500 Y                                               |
         |                                                                        |
         |     AP: 2   CD: 4   DMG: 20   AOE: 2                                   |
         |                                                                        |
         |  o Flamethrower IV: 2,500 Y                                            |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 30                                            |
         |                                                                        |
         |  o Manabolt IV: 2,500 Y                                                |
         |                                                                        |
         |     AP: 1   CD: 3   DMG: 16   AR-P: 4                                  |
         |                                                                        |
         |  o Chain Lightning 1: 2,000 Y                                          |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 12                                            |
         |                                                                        |
         |  o Confusion: 2,000 Y                                                  |
         |                                                                        |
         |     AP: 3   CD: 3                                                      |
         |                                                                        |
         |  o Petrify: 2,000 Y                                                    |
         |                                                                        |
         |     AP: 3   CD: 4                                                      |
         |                                                                        |
         |                                                                        |
         |   CONJURING                                                            |
         |  ¯¯¯¯¯¯¯¯¯¯¯                                                           |
         |  o Haste IV: 1,600 Y                                                   |
         |                                                                        |
         |     AP: 2   CD: 4                                                      |
         |                                                                        |
         |  o Hellstorm Barrier: 1,600 Y                                          |
         |                                                                        |
         |     AP: 2   CD: 2                                                      |
         |                                                                        |
         |  o Mana Charge II: 1,500 Y                                             |
         |                                                                        |
         |     AP: 1   CD: 5                                                      |
         |                                                                        |
         |  o Dual Blur II: 1,400 Y                                               |
         |                                                                        |
         |     AP: 1   CD: 3                                                      |
         |                                                                        |
         |  o Slo-Mo: 1,400 Y                                                     |
         |                                                                        |
         |     AP: 2   CD: 4                                                      |
         |                                                                        |
         |  o Blur II: 1,200 Y                                                    |
         |                                                                        |
         |     AP: 1   CD: 3                                                      |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Force 6 Air Elemental Fetish (x2): 1,200 Y  (each)                  |
         |                                                                        |
         |  o Force 6 Earth Elemental Fetish (x2): 1,200 Y  (each)                |
         |                                                                        |
         |  o Force 6 Water Elemental Fetish (x2): 1,200 Y  (each)                |
         |                                                                        |
         |  o Force 6 Fire Elemental Fetish (x2): 1,200 Y  (each)                 |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Next up is the DECKING store. Law's out on his own now, of course, but he's
    still willing to sell whatever he has to us, which in this case is lots of
    program upgrades and some spendy new Cyberdecks:
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                       —=—   MAXIMUM LAW'S   —=—                        |
         |                                                                        |
         |   CYBERDECKS                                                           |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯                                                          |
         |  o Fairlight Excalibur: 4,400 Y                                        |
         |                                                                        |
         |     Programs: 6   ESP's: 3   Evasion: 5   IP: 300   AP: 4              |
         |                                                                        |
         |  o Transys Highlander: 3,750 Y                                         |
         |                                                                        |
         |     Programs: 5   ESP's: 2   Evasion: 3   IP: 325   AP: 3              |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Street Operative: 2,850 Y                                            |
         |                                                                        |
         |     ARMOR: 8                                                           |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Execute Assassin ESP (x2): 750 Y  (each)                            |
         |                                                                        |
         |  o Execute Attacker ESP (x2): 750 Y  (each)                            |
         |                                                                        |
         |  o Execute Exploder ESP (x2): 750 Y  (each)                            |
         |                                                                        |
         |  o Execute Shield ESP (x2): 750 Y  (each)                              |
         |                                                                        |
         |                                                                        |
         |   PROGRAMS                                                             |
         |  ¯¯¯¯¯¯¯¯¯¯                                                            |
         |  o Decrypt 3.0: 600 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Dual Routine Boost: 500 Y                                           |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Blaster 3.0: 300 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 100   AOE: 2                                  |
         |                                                                        |
         |  o Degrade 3.0: 300 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Erosion 3.0: 300 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 100                                           |
         |                                                                        |
         |  o Firewall 3.0: 300 Y                                                 |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |  o Killer 3.0: 300 Y                                                   |
         |                                                                        |
         |     AP: 1   CD: 1   DMG: 125                                           |
         |                                                                        |
         |  o Killjoy 2.0: 300 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 1                                                      |
         |                                                                        |
         |  o Medic 3.0: 300 Y                                                    |
         |                                                                        |
         |     AP: 1   CD: 3   IP: 100                                            |
         |                                                                        |
         |  o Shield 3.0: 300 Y                                                   |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |  o Sniffer 3.0: 300 Y                                                  |
         |                                                                        |
         |     AP: 1   CD: 0                                                      |
         |                                                                        |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
     Next up is the Monk Shop / Physical Adept Shop, Spider Shen's place. To be
    honest with you, I was a bit disappointed that there wasn't better katana
    upgrades here... but I'm a decker, so... eh...
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                       —=—   SPIDER SHEN'S   —=—                        |
         |                                                                        |
         |   WEAPONS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         |  o Ares Mono-Sword: 3,500 Y                                            |
         |                                                                        |
         |     DMG: 5 Reach: 1                                                    |
         |                                                                        |
         |  o Centurion Laser Axe: 3,500 Y                                        |
         |                                                                        |
         |     DMG: 7 Reach: 1                                                    |
         |                                                                        |
         |  o Chinese War Sword: 3,500 Y                                          |
         |                                                                        |
         |     DMG: 6 Reach: 1                                                    |
         |                                                                        |
         |  o Racing Fulmination: 2,450 Y                                         |
         |                                                                        |
         |     DMG: 5 Reach: 1                                                    |
         |                                                                        |
         |  o Blood Calls to Blood: 2,650 Y                                       |
         |                                                                        |
         |     DMG: 3 Reach: 1                                                    |
         |                                                                        |
         |  o Cestus: 1,950 Y                                                     |
         |                                                                        |
         |     DMG: 3 Reach: 1                                                    |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o Ceremonial Combat Garb: 2,850 Y                                      |
         |                                                                        |
         |     ARMOR: 8                                                           |
         |                                                                        |
         |                                                                        |
         |   QI CASTING                                                           |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯                                                          |
         |  o Bonded Spell: Killing Hands & Stride: 1,300 Y                       |
         |                                                                        |
         |     AP: 1   CD: 6                                                      |
         |                                                                        |
         |  o Pain Resistance: 1,200 Y                                            |
         |                                                                        |
         |     AP: 1   CD: 4                                                      |
         |                                                                        |
         |  o Lightning Strike: 1,000 Y                                           |
         |                                                                        |
         |     AP: 0   CD: 2   DMG: 14   AR-P: 2                                  |
         |                                                                        |
         |  o Martial Defense II: 1,000 Y                                         |
         |                                                                        |
         |     AP: 0   CD: 6                                                      |
         |                                                                        |
         |  o Celestial Mana Fist: 600 Y                                          |
         |                                                                        |
         |     AP: 1   CD: 2   DMG: 12   AR-P: 8                                  |
         |                                                                        |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Let's head to Club 88 now. There are a TON of new weapons here, but that is
    pretty normal. There's some "Kamikaze" drugs as well, which weren't a choice
    last time.
    
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                      —=—   CLUB 88 (CHEMS)   —=—                       |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Jazz: 200 Y                                                         |
         |                                                                        |
         |  o Kamikaze (x2): 75 Y (each)                                          |
         |                                                                        |
         |  o Tokko: 75 Y                                                         |
         |                                                                        |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     And now the weapons:
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                       —=—   CLUB 88 (GUNS)   —=—                       |
         |                                                                        |
         |   WEAPONS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         |  o Ruger Thunderbolt (Smartlink): 2,500 Y                              |
         |                                                                        |
         |     DMG: 14   RNG: M   CAP: 12                                         |
         |                                                                        |
         |  o Ruger Thunderbolt: 2,000 Y                                          |
         |                                                                        |
         |     DMG: 14   RNG: M   CAP: 12                                         |
         |                                                                        |
         |  o Colt Manhunter (Smartlink): 1,500 Y                                 |
         |                                                                        |
         |     DMG: 14   RNG: M   CAP: 16                                         |
         |                                                                        |
         |  o Colt Manhunter: 1,250 Y                                             |
         |                                                                        |
         |     DMG: 14   RNG: M   CAP: 16                                         |
         |                                                                        |
         |  o Ruger Super Warhawk (Smartlink): 1,500 Y                            |
         |                                                                        |
         |     DMG: 16   RNG: M   CAP: 6                                          |
         |                                                                        |
         |  o Ruger Super Warhawk: 1,250 Y                                        |
         |                                                                        |
         |     DMG: 16   RNG: M   CAP: 6                                          |
         |                                                                        |
         |  o Heckler & Koch HK227 (Smartlink): 3,750 Y                           |
         |                                                                        |
         |     DMG: 12   RNG: M   CAP: 30                                         |
         |                                                                        |
         |  o Heckler & Koch HK227: 3,000 Y                                       |
         |                                                                        |
         |     DMG: 12   RNG: M   CAP: 30                                         |
         |                                                                        |
         |  o SCK Model 100 (Smartlink): 2,250 Y                                  |
         |                                                                        |
         |     DMG: 11   RNG: M   CAP: 24                                         |
         |                                                                        |
         |  o SCK Model 100: 1,750 Y                                              |
         |                                                                        |
         |     DMG: 11   RNG: M   CAP: 24                                         |
         |                                                                        |
         |  o Defiance T-250 (Smartlink): 4,250 Y                                 |
         |                                                                        |
         |     DMG: 20   RNG: S   CAP: 5   AOE: 6                                 |
         |                                                                        |
         |  o Defiance T-250: 3,500 Y                                             |
         |                                                                        |
         |     DMG: 20   RNG: S   CAP: 5   AOE: 6                                 |
         |                                                                        |
         |  o Enfield AS-7 (Smartlink): 3,000 Y                                   |
         |                                                                        |
         |     DMG: 18   RNG: S   CAP: 10   AOE: 6                                |
         |                                                                        |
         |  o Enfield AS-7: 2,500 Y                                               |
         |                                                                        |
         |     DMG: 18   RNG: S   CAP: 10   AOE: 6                                |
         |                                                                        |
         |  o Vindicator Minigun: 5,000 Y                                         |
         |                                                                        |
         |     DMG: 20   RNG: L   CAP: 42   AOE: 6                                |
         |                                                                        |
         |  o Ares Alpha (Smartlink): 5,000 Y                                     |
         |                                                                        |
         |     DMG: 16   RNG: L   CAP: 40                                         |
         |                                                                        |
         |  o Ares Alpha: 4,000 Y                                                 |
         |                                                                        |
         |     DMG: 16   RNG: L   CAP: 40                                         |
         |                                                                        |
         |  o Ranger Arms SM-3 (Smartlink): 3,750 Y                               |
         |                                                                        |
         |     DMG: 20   RNG: L   CAP: 6                                          |
         |                                                                        |
         |  o Ranger Arms SM-3: 3,000 Y                                           |
         |                                                                        |
         |     DMG: 20   RNG: L   CAP: 6                                          |
         |                                                                        |
         |  o Colt M23 (Smartlink): 3,500 Y                                       |
         |                                                                        |
         |     DMG: 11   RNG: L   CAP: 32                                         |
         |                                                                        |
         |  o Colt M23: 2,750 Y                                                   |
         |                                                                        |
         |     DMG: 11   RNG: L   CAP: 32                                         |
         |                                                                        |
         |                                                                        |
         |   OUTFITS                                                              |
         |  ¯¯¯¯¯¯¯¯¯                                                             |
         | o HKPF EOD Suit: 2,850 Y                                               |
         |                                                                        |
         |     ARMOR: 8                                                           |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Ares High-Explosive Grenade (x3): 175 Y (each)                      |
         |                                                                        |
         |  o Renraku Flashbang Grenade (x3): 175 Y (each)                        |
         |                                                                        |
         |  o HE Phosphorus Grenade (x3): 150 Y (each)                            |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Finally we have Ambrose, who has some new hardware and medicine for us. The
    hardware now is top of the line, as you can imagine. Truly expensive and
    great stuff here:
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                        —=—   CHROME ALLEY   —=—                        |
         |                                                                        |
         |   CYBERWARE                                                            |
         |  ¯¯¯¯¯¯¯¯¯¯¯                                                           |
         |  o Encephalon NEXT: 5,000 Y                                            |
         |                                                                        |
         |     Type: Brain   Essence cost: 1.5                                    |
         |                                                                        |
         |  o Pain Editor (Bioware): 1,000 Y                                      |
         |                                                                        |
         |     Type: Brain   Essence cost: 0                                      |
         |                                                                        |
         |  o Cerebral Booster (Bioware): 2,500 Y                                 |
         |                                                                        |
         |     Type: Brain   Essence cost: 0.5                                    |
         |                                                                        |
         |  o Toxin Exhaler (Bioware): 1,500 Y                                    |
         |                                                                        |
         |     Type: Head   Essence cost: 0.5                                     |
         |                                                                        |
         |  o Muscle Augmentation (Bioware): 2,750 Y                              |
         |                                                                        |
         |     Type: Arm   Essence cost: 0.3                                      |
         |                                                                        |
         |  o Yamatetsu Hand Razors: 1,950 Y                                      |
         |                                                                        |
         |     Type: Cyberweapon   Essence cost: 0.5                              |
         |                                                                        |
         |  o Platelet Factory (Bioware): 1,500 Y                                 |
         |                                                                        |
         |     Type: Body   Essence cost: 0.5                                     |
         |                                                                        |
         |  o Yamatetsu Cyber Spur: 2,250 Y                                       |
         |                                                                        |
         |     Type: Cyberweapon   Essence cost: 0.3                              |
         |                                                                        |
         |  o Orthoskin (Bioware): 2,500 Y                                        |
         |                                                                        |
         |     Type: Skin   Essence cost: 0.3                                     |
         |                                                                        |
         |  o Enhanced Articulation (Bioware)): 3,250 Y                           |
         |                                                                        |
         |     Type: Leg   Essence cost: 0.5                                      |
         |                                                                        |
         |  o Hydraulic Jack Mk 2: 3,250 Y                                        |
         |                                                                        |
         |     Type: Leg   Essence cost: 1.3                                      |
         |                                                                        |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o DocWagon Platinum Trauma Kit (x3): 1,000 Y (each)                   |
         |                                                                        |
         |  o Premium Medkit (x3): 300 Y (each)                                   |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
         
     OK, we should be all caught up at this point. Karma spent, people talked to,
    shops... shopped... time to go on our next run. This time for the guide I am
    choosing Gaichu's Optional Mission, as we've been putting that off for a few
    turns at this point.
    
     Head to the MTR subway and enter, choosing this option:
     
     
     "Travel to the Renraku warehouse in Tolo Harbour to ambush Gaichu's old
      Red Samurai unit."
      
      
     And we'll be on our way. Bring Gaichu along of course, but two other runners
    of your choosing. There is paydata to be hacked, so bring a decker! Ready!?
    Let's do this!
    
    
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                       CHAPTER 11: RETRIBUTION                        >==O
        ``-.___________________________________________________[SHK-11]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ The Tolo harbour Industrial Complex is a sprawling maxe of warehouses,
        autofabrication facilities, shipping container mazes, and corporate power.
        If something corporate-owned is shipped through Hong Kong, it invariably
        moves through these streets.
        
        The Renraku shipping facility lies far enough away from the heart of
        Tolo Harbour that you won't have to worry about corporate security other
        than the on-site guards - and Renraku's extraterritoriality means that
        any fighting won't risk backup from rent-a-cops.
        
        
     Gaichu will brief on on what to expect shortly: a frontal assault with some
    standard forces and then a few minutes after engagement we can expect his
    team to show up. Stealth is apparently not an option either... well damn.
    
    
     o Objective: Locate the Drone Prototype
     
     o Objective: Gaichu Must Survive
    
    
     (-NOTE-) In case you were curious about Gobbet's new item, it is a useable
              item called a "Magic Marble". Using it will will make whoever is
              caught up in it forget about you for one round. Since it is an item
              it will also be replenished once for each run. Neat!
              
              
     We need to head left right now, as the right and northern paths are both
    blocked off. To the right is an entrance (UNGUARDED) in a chain-link fence
    that we can go up. Head up a small ways and choose to enter combat FIRST as
    we are being tactically spoiled right here...
    
    
      FIGHT: THE WAREHOUSE GROUNDS
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Like I mentioned, we are quite spoiled here. There are four guards in total
    and the two to the north are both looking away from us. This gives you a
    chance to get in position FIRST. Once you are ready to fight (END TURN and
    begin fighting on a new turn), aim for the BARREL to do some easy AOE damage
    and put lingering acidic fog in the enemies face...
    
     If you have Racter or Duncan, get them (or the drone) in a position to shoot
    the BARREL to the right, as during the second turn the guards over there will
    take to cover by that barrel (which is dumb). Then spend the rest of your
    first turn killing the first two enemies. Go for the mage here first, as the
    rest are just guards and a captain. Easy cannon fodder enemies.
    
     Clean up on the second (or maybe third?) rounds and you're done with the
    welcoming committee...
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     Before going on to the warehouse, check out the southeast area for a medicine
    box for a [_DOCWAGON TRAUMA KIT_]. Ooh, fancy. Head north and you'll see there
    is a Maintenance Panel to the left of the door here. Hmmm...
     
    
     Go ahead and interact with it, but note you'll need [Decking: 4]. You'll
    find that you can gain control of the camera's here, which shows some guards
    by a maintenance panel. Hehehe, with [Drone Control: 4] or Racter, you can
    explode the panel, injuring the guards. Go ahead and enter the warehouse now.
    
    
     Miraculously, the guards still aren't aware of us.. so go ahead and enter
    combat pre-emptively here for another fight:
    
    
      FIGHT: INSIDE THE WAREHOUSE
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Once again, this should be an easy fight for us, especially if you hurt
    the guards before entering the building! Opening the door here takes 0 AP
    since we are RIGHT there. Send your best shooter (mid-range) to the left
    right away for cover. Have your mage (if you can) Haste and Aim, and then
    pick the nearby guards apart. Use everyone on them and move anyone remaining
    in place for two more enemies that are coming. Ideally, send Racter's Drone
    up ahead and in-place behind some cover.
    
     After taking apart the nearby guards, some re-inforcements will show up.
    A Captain will come in from the left (upper left) and a Mage from the right.
    Focus on the mage first and then it is just your team vs. a single Captain,
    which is too easy. Finish him up and we'll be done with this combat phase.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     Go ahead and head north after the fight. You'll meet our contact here, the
    doctor who hired us to get him out of the company. His name is Tanjiro Sasaki
    and he actually knows Gaichu. Of course, he knows him by another name, but
    since he is a friend be nice to him. He'll tell you about a way to help ambush
    the team while he is at it, and will give us time before he sets the alarm off
    as he is currently suppressing them. How very nice... with that info, he will
    be off and we'll need to get ready...
     
    
     o Objective: Set the Quarantine Room Trap
    
    
     Go ahead and grab the nearby [_PROTOTYPE DRONE_] to the left. Nearby is a
    terminal that is open, so let's get some hacking in assuming you have someone
    who can do [Decking: 1, Cyberdeck]. Into the net we go!
    
    
     o NET INFILTRATION: THE RENRAKU WAREHOUSE
     | 
     |  ~ System Response Level: 5
     |
     |  ~ System Trace: 0/80
     |
     |  ~ Blocker IC Rating: 8
     |
     |
     |  The first area is... a bit weird. There is a searcher IC looping around
     | just to the north and two more going back and forth in an area we can't
     | reach. Look to the north and see where the range is so you know JUST where
     | to run, then get by the first one (which is just... too easy) and wait out
     | of range of the IC. Now wait for it to pass to the right (wait on the left
     | out of range) and get by it to the exit when you can.
     |
     |  The second room is a path split, but has an exit just to the right. Go
     | ahead and go in there once the IC goes left. You'll come to an un-guarded
     | node here where you can "Deliver Barrels to Basement". Go ahead and do so,
     | then leave. Here you are... pretty much bound to get caught, so kill the
     | IC and continue. Should only take one round.
     |
     |  Continue on and you'll come to another rotating IC with an IC on the
     | right that is patrolling up and down. What you want to do here is follow
     | the IC once it passes you and then wait for the right IC to go north so
     | you can sprint to the south. Be quick!
     |
     |  Last room. This room is also rather easy with patience and timing. The
     | area below us is cut off and has two IC patrolling around, one right after
     | the other. They can catch us on the path to the south, but to the right is
     | another square patrolling IC. So, we need to wait until the two left IC
     | go south AND the right IC passes by, then DASH SOUTH as fast as you can
     | to the exit.
     |
     |  This last area is nothing but a Blocker IC (Rank 8), so go ahead and hack
     | it to get by it. Or even just eat the trace if you are that far ahead. Once
     | you get by it, the paydata [_RENRAKU PROJECT LAUNCH SCHEDULE_] on the left
     | will be yours. You can also use the "Elevator Door". Once you have done
     | that, go ahead and log out as we are done here...
     |
     |
     `-.---------------------------------------------------------------------------'
        
     
     Once you are done, head to the Northwest, to the open elevator and vent. If
    you have a drone, send it into the vents here. It will circle around to the
    room to the north where it can unlock the door. Inside you can find a couple
    of items: an [_ADVANCED MEDKIT_] and a [_SHAMANIC SALVE_]. Very nice.
    
     
     Head back and enter the elevator. For coming down here we get a very nice
    (KARMA GAINED: 1) and, to the south, an [_ADVANCED MEDKIT_]. Note all the
    barrels and the room to the left. Head back up to the upper floor now.
    
    
     OK, we've done our exploring so head to the left and interact with the
    computer to set the trap. Here we have the option of who we want to trap...
    because somehow it is our choice. Don't ask me how it works, but we have the
    choice between...
    
     1) Sasaki, The Magical Support
     
     2) Takagawa, The Sniper
     
     3) The Replacement Heavy Gunner
     
     Personally I chose to take the Sniper out of the equation, but the choice
    is of course yours. Pick whoever you'd like to kill off automatically and
    they won't show up in the upcoming fight. We also get an objective here:
    
     
     o Objective: Unsuppress the Alarm to Draw in the Red Samurai
     
     
     Once you are ready, do it and let's get in place for the fight!
     
    
      FIGHT: A SAMURAI'S RETRIBUTION
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     This fight is pretty much in the bag with the trap we set. We can do this
    fight a number of ways, but it is easy enough to not have to worry too much.
    Let me tell you what you CAN do though, just FYI...
    
     With two turns to prepare, you COULD go into the elevator and head past all
    of the barrels we saw earlier. This forces the samurai to chase you down to
    the basement where you can blast barrels in their face. That is a bit overkill
    in my opinion though, but it is definitely something you can do...
    
    
     In my fight I just choose to take them on normally. We have two turns to
    prepare after all, so get your team set up, use Haste and Aim on people before
    the enemies show up and get ready. I didn't have to worry about a sniper, so
    as soon as the enemy showed up, my sniper and teammates just obliterated Sasaki
    as soon as she appeared.
    
     Sasaki and the Captain will come in from the front while the gunner comes in
    from the right-hand side. With all of your people ready, focus down Sasaki
    first, even sending in Gaichu or your drone to finish her off. If you can
    though, try to stay away from sending Gaichu into the elevator: we want the
    captain out in the open.
    
     In the upcoming turns, be ready for the heavy gunner coming in from the
    right and gang up on him next if you have mostly ranged options. If you have
    mostly melee and have already started in on the Captain, finish him next but
    be quick. Keep your hit percentage up and take out the team. Almost too easy!
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     With the fight over, we get another objective:
     
     
     o Objective: Confront the Red Samurai Captain
     
     
     Go ahead and talk to the captain and choose whichever dialog options you
    wish. Personally I just let Gaichu do whatever he felt like, which was to
    show Ishada what it is like to be him...
     
    
     Back to Heoi we go!
    
    
     MISSION WRAP-UP:
     
      ~ The sun's rays paint Hong Kong's mountains in a palette of orange and
        gold as they speed by outside the train. With a final flash, the sun dips
        below the horizon, foretelling the inevitable descent into night.
        
        Gaichu is silent as you walk back to the MTR station. His body remains
        as tense as the cables on a suspension bridge, but his expression is
        triumphant.
        
        Ishida has been punished. All that awaits him is a slow descent into
        hunger, and possibly madness.
     
     
     
     Once we get back we'll gain our normal (KARMA GAINED: 8). Head back to your
    mission computer and go to the JOBS directory. You can sell the DRONE we
    picked up here for [_1,500 NUYEN_], which is nice. Also, don't forget to post
    your pay data for sale, the "Renraku Product Launch Schedule".
     
     
     Next up go ahead and talk to Gaichu (and Racter if you need to). Agree with
    his choices and ask what he's up to next to learn he considers us a friend and
    will stick with us for now, to the end of our objective. How very nice. You
    should get the achievement below as well...
    
    
     (-NOTE-) You will gain the "Seven Times a Ronin" Steam Achievement here, for
              completing Gaichu's story to the end. Congrats!
              
              
     Go talk to Duncan and Is0bel next, just in case you need to (they both didn't
    have anything to say to me). Gobbet is next, and unlike those other two she
    DID have something to say to me, as we talked about the thing that Rat gave
    her after her personal mission in the last run (the Magic Marble). Go through
    all her options and claim all her soup for yourself as you gain a friend for
    good. You should get the achievement below as well...
     
     
     (-NOTE-) You will gain the "Lessons Learned" Steam Achievement here, for
              completing Gobbet's story to the end. Congrats!
     
     
     With some more money and karma, feel free to go ahead and shop around. No
    changes in the shop here. When you are ready, let's head for our next mission.
    
     Head to the MTR Subway and this time we are going to go on one of the FIRST
    MISSIONS we got in the game: Geomantric Sabotage! We've gone THIS long without
    doing it! Amazing!
    
     For this job, it is wise to bring a Decker along as there IS a paydata to
    get in the Matrix and it makes the first part of the mission very easy as
    well. Having the [Etiquitte: Security] options helps A TON as well, but it
    is really not worth spending karma to get it if you don't have it already.
    
    
    Once you are ready choose this option on the subway:
     
     
       "Travel to the Wuxing Skytower to commit geomantic sabotage."
     
     
     Choose your team and we'll be off!
    
    
    
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                          CHAPTER 12: BAD QI                          >==O
        ``-.___________________________________________________[SHK-12]___.-´´
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     STORY SYNOPSIS:
     
      ~ The subway flies over the tracks toward Abeerdeen. Monsoon humidity
        clings to your skin, as if it's followed you from Heoi. Or perhaps it's
        simply sunk this far into the earth, penetrating stone and machine,
        rousing the acrid smells of Hong Kong's underground in its wake.
        
        You've been handed a promising job - geomantic sabotage - with a single
        objective: disrupt the flow of Wuxing qi to destabalize the corporation.
        Your client is especially keen on the idea of Wuxing's famed geomancy
        being used against it. The ultimate humiliation.
        
        While the corporation's office spaces are free game, the main target is
        Wuxing's treasured lotus statue, which resides within a temple on the
        topmost floor of the monolithic building. Your client's instructions are
        clear. The more damage you do, the worse the qi, and the better the pay.
        
        
     As we arrive, a team member will give you a [_SPOOFED ID_], which Law made
    for us to get past the front desk. However... after talking to the guard, he
    inquires about our teammates.
    
     Unless you can pass a quick [Charisma: 5] check, tell him that they are with
    you and are here to help you work. Say "Definitely" once he asks about their
    passes and he'll let us in. Idiot.
    
    
     o Objective: Gain Access to Executive Offices
    
    
     What we need to do at this point is find a BETTER ID, in order to gain access
    to the elevators further in to continue on. There's quite a few things we can
    do here, but after exploring for quite a few hours, let me lay some facts on
    you.
    
    
     By FAR, the best thing here can ONLY be done with the [Etiquette: Security]
    skill. This is because it gives us a karma reward and instant access, so if
    you DO have it let's go over what to do:
    
    
     Head to the upper right corner, into the "Employees Only" room. There is an
    employee (Good ol' Charles!) in here that we can use this on. If you can, go
    ahead and do so. From here you have some options, but you WANT to pick "I need
    your help with a *very* important security drill". Next, tell him to "Report a
    break-in on the twenty-seventh floor", and follow that prompt. He will go do it
    once you signal him, so do so and in the end you will gain (KARMA GAINED: 2)
    and have a clear shot to the elevator.
    
    
     Don't have that etiquette? No problem, there are several things we can do.
    One of the easiest is if you have a decker: past the employee room is a data
    center. Ignore the terminal for now: it changes the admin levels on cards if
    you have certain items) and  go back to a Matrix Jack-In point. If you have
    a decker, jack-in!
    
    
     o NET INFILTRATION: WUXING HEADQUARTERS
     | 
     |  ~ System Response Level: 6
     |
     |  ~ System Trace: 0/200
     |
     |  ~ Blocker IC Rating: 7 (x3), 9
     |
     |
     |  You would think that the Matrix points would be... more out of the way
     | than this, right? This first part is a bit tricky. Ugh... there are three
     | IC patrolling here. Getting around the first one isn't hard, but timing
     | the middle one so we can go left is tricky. You may very well get caught
     | here (I did). If you do, eat the trace and get out of the way of the other
     | IC, then kill off your attacker. We are going to have a GREAT chance to
     | use some suppression in a bit anyways.
     |
     |  Get through this first Blocker IC which just bars the way further in.
     | They have very good protection if anything else. In this part there is an
     | exit above and a Blocker IC below, but to the north and south are enemies
     | who WILL see you and we have to fight. Tackle them one at a time for an
     | easier time and use suppression here to undo our trace, then go kill the
     | other one. Hack the Blocker IC here to get to the "Heat Suppression
     | Routine", then continue on.
     |
     |  This second screen has two IC patrolling but is essentially a path split
     | up above. Wait for the lower one to go up while the upper one goes down
     | and zip past it up above. Now we can go northeast or southwest. Let's go
     | northeast first.
     | 
     |  We get into a fight right away here. Two melee IC and two ranged IC. A
     | good place for suppression if you didn't use it earlier and have any to
     | get rid of. Start taking these enemies out, starting with the melee and
     | using the cover nearby. Hack the Blocker IC next to gain "Access
     | Administrative Override", which comes in VERY handy in gaining access
     | to the elevator (if you need it / still need it).
     |
     |  Head back to the last area and head southwest. This area is large and
     | filled with patrolling IC. They move back and forth in lines as well as
     | two that patrol up and down. One EASY way to pass this area (besides
     | the basic "weave back and forth" that is do-able but likely to get you
     | caught) is to let one of the "up and down" IC catch you. One of the ones
     | that take the LONG route to the north or south. Once you kill it off, you
     | can dodge past the back and forth IC VERY easily. Very worth it.
     |
     |   Now all that is left is to hack the last Blocker IC at the end. Go
     | ahead and do so for the [_WUXING DELIVERY MANIFEST & ID_], which is some
     | good paydata we can sell later. That is it for this matrix access, so
     | jack out and we'll continue.
     |
     |
     `-.---------------------------------------------------------------------------'
        
    
     NOW... if you went through the matrix, you should be SET. You will have the
    "Administrative Override" at this point. You can use the computer nearby and
    give your Spoofed ID better credentials at this point and gain the item we
    need: [_HEIGHTENED ACCESS EMPLOYEE ID_].
    
     From there you just need to head south and use the Security Console, then
    use your new ID and the elevator will open. Easy...
    
    
     So... let's say you didn't or can't do either of those things. We have some
    guaranteed ways of gaining access. You can head into the Employee Area and
    talk to Charles. Tell him that you are here to trash the place and he'll think
    it is a joke. Heh, say "Yeah. I'll needing your ID" or "I'm trying to break
    into the upper floors" and we'll get some dialog options. If you have [Body: 5]
    here or a simple 100 Y bribe, you can gain the [_WUXING EMPLOYEE ID_].
    
    
     HOWEVER, this ID still isn't enough. We have an easy way of upgrading it
    though: go past the computer and talk to the guard by the maintenance door.
    Tell him you need in. You can pass a [Charisma: 3] here, but you will STILL
    need to "Give Authentic Employee ID" to get in. Once you do that, you can
    examine the room to find a [_SECURITY OVERRIDE_], which lets us use the
    computer to gain the "Heightened Access" from earlier that we can use to
    get past the guards to the south.
    
     
     If all else fails... you COULD just kill the guards here. I recommend NOT
    doing this, but perhaps you are a blood-thirsty monster? Hehe....
    
    
      FIGHT (OPTIONAL): ENTERING WITH A BANG...
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     Determined to fight? Well, that's one way to get in...
     
     Either present your gun at the start or head to the south and use your
    SPOOFED ID on the computer multiple times and we'll be in battle. This lets
    the AI go first, but fortunately they are all basic security guards or
    security officers. Wipe out the southern resistance first and use their desk
    for cover. Watch out for grenades and don't group up. One of the guards will
    very likely try to run away to the north.
    
     We will also have to face the guard by the maintenance room, as well as the
    three guards from the building entrance. They take a few turns to come down
    at us though, and they split up which path they take. You can either dig in
    at the southern security desk or send everyone to the north or south and just
    overwhelm one side or the other (the southern side will likely have fewer
    enemies).
    
     I still don't recommend fighting at all, but if you do just remember these
    AI tips and that they are all guards, so watch out for grenades and take them
    out one at a time and you'll be OK. Once they are dead, you can check the
    southern desk for the [_HEIGHTENED ACCESS EMPLOYEE ID_] that we could have
    gotten up above. You can then use this to gain access to the elevator.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     And so, pick your way to the elevator and ascend.
     
     
     We'll get some dialog and objectives once we reach the offices:
    
    
     o Objective: Gain Access to Temple
    
     o Objective: Disrupt Qi in the Offices
    
     o Objective: Disrupt the flow of Qi 50%
    
     o Objective (OPTIONAL): Disrupt the flow of Qi 75%
    
     o Objective (OPTIONAL): Disrupt the flow of Qi 100%
    
    
     We'll get to 100%, don't you worry! This is done over several floors, so
    don't freak if we don't get it on one floor. Up ahead by the water is our
    first QI point, (10/100), so interact with it.
    
     After that head southeast to the break area and use the Qi Point you find
    there (15/100). Head north from there and open the room. You will find a
    "Prototype Weapon" here that you can't force. Hmm... use the computer in here
    now and search the floor plan documents. This will help with the Qi Point
    locations. Next, read the "Weapon Manual" part to learn about the nearby
    weapon. You will have to either pass a [Pistol: 6] or [Intelligence: 7] check
    here to unlock the nearby weapon. High checks, indeed! However, if you can
    pass them, you can gain the [_"THE BLOODY END"_] pistol. Such a kick-ass
    sounding name!
    
    
     Continue to head north and enter the next door. This just leads to the
    bathrooms, but enter them and you'll find another Qi Point. Use it to break
    the mirrors (20/100). Head back out now and head to the flames by the main
    office door. Squelch these for (22/100). Ignore the door here and head left
    into the upper door in the corner.
    
     In here get ready for a fight... once we mess with the Qi Point here we will
    get a bump in the disruption (27/100) and we'll be in a fight!
     
    
      FIGHT: SPIRITS OF PROTECTION
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     Time to earn our keep!
     
     This fight may not LOOK like much if you start it where the guide has you
    starting it from, but there's more to it. There are FOUR spirits in total
    here: the Fire one in range to the north, an Earth Spirit to the right, a
    Nature Spirit down below (on the left) and a Water Spirit to the far south.
    
     From our advantageous position, you can kill off the Fire Spirit all by
    itself without triggering the other spirits, which you should. Heal and use
    whatever skills you can to kill it in one round with ranged attacks if you
    can (they will be refreshed once the battle ends), but don't leave the room
    or you'll likely face more enemies.
    
     Once you are ready, head out and take on the earth and nature spirits (the
    water one is far to the south: you likely won't face him). If you have Gobbet
    with you with the Spirit Stealing ability, you can steal one of these and
    kill the other. Focus on one like this and then battle will "re-engage" with
    the spirit you stole... If you can't steal spirits, just focus on the far
    right earth spirit and take him out, then work on the nature one.
    
    
     Once they are both dead, head sough and take out the one remaining spirit.
    You will once again have all your cooldowns refreshed. Just... so very cheap
    of us. But no mercy, right?
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     With that protection out of the way, head back to the room in the upper left
    that we started in and interact with the safe here. The code is in the main
    office room, but you can also use [Quickness: 7] or [Etiquette: Security] here
    to open the safe. Or just use the code (SPOILS: it is 8484). It's nothing
    special though, just [_150 Y_].
    
    
     Head south now and enter the next room. It is full of desks and dividers.
    On the northern side you can find the Qi Point. From there you can move three
    dividers and mess with a desk, after which you will have (35/100). Moving up
    there. Head south again and we'll be in the Power Generator Room. Interact
    with the machine here and it'll ask for a pass code... again, this is in the
    main office, but you can use it now and save a trip (SPOILS: it is 8484...
    AGAIN). Use it here for (40/100) disruption.
    
    
     All that is left now is to head to the very north and enter the main office
    room. Inspect the note on the desk to see the code (8484) and then pick up
    the [_TEMPLE ACCESS CARD_] on the desk. To the north is the final Qi Point on
    this floor: head up to the windows and mess with them for (50/100). We will
    get some dialog here (Gaichu talked to me) and then, when you head into the
    main area, the well in the middle will be full of negative energy. Fun. Go
    ahead and head to the elevator now and continue on using the card we just got
    to head to the Temple area and a new objective...
    
    
     o Objective: Disrupt Qi in the Temple
     
     
     Head north and get ready for a battle.
     
    
      FIGHT: TEMPLE SPIRITS
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     Well, time to fight some more spirits...
     
     This time we have five to take on, but once again they are a bit split-up.
    Like the last fight, two of the spirits are to the far north and likely won't
    join the fight until you go up and attack them.
    
     I also have to point out that each kill here adds 1 Qi Disruption, which
    totals to (55/100) after the fight.
    
     With that said, use the nearby wall for cover and start to kill the nearby
    spirits. They should be a Nature, Water and Air spirit. If Gobbet can, steal
    one of them for your team to turn the tides, than focus them down one at a
    time until they are dead. Note that there IS a spirit shrine on the right of
    this area, but I HIGHLY RECOMMEND saving it for a later fight...
    
     After the first set of spirits, head north and take on the two remaining
    spirits: an Earth Spirit and a Fire Spirit. You have them vastly outmatched,
    especially if you have Gobbet and her spirit summoning spell, so take care
    of business and end the battle.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Once the battle is over, go check the left area of this map to find a Qi
    Point on the bushes. Set them on fire for (70/100). The next Qi Point is up
    on the northeast corner, the Water Pipe. Go bust it for (85/100). Finally,
    do what we came here for: mess up the statue for the full (100/100) Qi
    Disruption (which will look good in our paychecks). You will also get a reward
    here: (KARMA GAINED: 1). Not bad at all! We get an objective as well:
    
     
     o Objective: Escape the Wuxing Skytower
     
     
     Now let me forewarn you: we will have one last fight on our way out. It is
    a bit preferable to take the southern path on your way out for this reason
    (a bit better angle for shooting). Head back to the elevator and you will
    run into the Wuxing Geomantic Security. Hey, no one said escaping was easy,
    right!?
     
    
     o Objective: Eliminate the Wuxing Geomantic Security
     
    
      FIGHT: ESCAPE WUXING SKYTOWER
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Our last obstacle between ourselves and freedom. Five security mages who
    will take the first round in battle. Eh, not much we can do about that: they
    will put themselves into defensive positions and may fire a shot or two, but
    then it is our turn. It is also worth noting that the Qi Disruption here will
    alternate between negative and positive flows, taking away armor, willpower,
    and generally messing with us (and the mages).
    
     The spirit shrine should be used here to help distract/hurt the mages, and
    then you can use the walls and rocks here for some cover. Personally I had
    Gaichu and Racter (or, his drone) take care of two mages by themselves (put
    AIM on Gaichu at least though, he could use it). The mages can get some good
    hits in of course, but they are also very squishy and should fall quickly.
    
     
     Kill whoever you have the best shot to kill first and take them down one
    at a time. Soon you'll have them outnumbered and will take the battle. And
    with this nothing stands between us and our escape.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     Nothing left to stop us. Back to Heoi we go!
    
    
     MISSION WRAP-UP:
     
      ~ Wuxing won't know what hit them. The embarrassment of their own geomantic
        science turned against them will sit unfavorably on the tongues of Wuxing
        executives, and maybe even get a few people terminated. They'll know it
        wasn't just the building you battered - you sent a message. Everyone has
        a weakness that can be exploited...
        
        The change in feng shui should keep them spinning for months. The
        complete disruption of their qi, and destruction of their temple, will
        cripple the energy at this branch of the company. And with Wuxing focusing
        on restoring their temple, it will be a long time before they discover the
        full extent of your assault.
     
     
        
     Back in Heoi! You will get your normal (KARMA GAINED: 8), PLUS something
    you may have been waiting all game for! Our allies have reached LEVEL 6! You
    should be able to upgrade them to their maximum skills. Oh the joy! Hehehe...
    
    
     Head back to the mission computer now. For the job we did, we will get an
    email with [_2,200 Y_] attached. 100% Success rate! Very nice. Also be sure
    to put your paydata up for sale. Our last paydata should be sold by now by
    the way, the Renraku data, should net you [_540 Y_], so claim it now.
    
    
     Go ahead and talk to your teammates and shop at this point as you wish.
    I personally didn't have any more conversation points left at this point in
    the game though, but you may. If nothing else you can get notes about the
    last run. Just be safe!
    
    
     Head to the subway now and get ready for our next job. FOr the guide's
    sake, this time we are doing the job for Auntie Cheng's friend, so pick the
    job (and dialog) that says:
    
    
     "Travel to the Repulse Bay Hotel to dig up information on Neville Ma."
     
     
     Choose your team and we'll be off! As a heads-up, it is again a GREAT IDEA
    to bring a Decker. Gaichu is also very helpful in this job as well, as just
    his mere presence is hilarious and opens up a pathway. Let's go!
    
     
     
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                     CHAPTER 13: EXIT, STAGE LEFT                     >==O
        ``-.___________________________________________________[SHK-13]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ You arrive at the eponymously named Repulse Bay - a gleaming hotel
        and apartment building on the shores of Repulse Bay, Hong Kong Island.
        Rolling stormclouds choke the sky, lending the structure a sinister
        appearance. As you push through the doors and into the building, a
        sudden break in the clouds reveals a sun that's gone red as blood.
        
        You make your way into a ground floor elevator. The attendant pays you
        no mind. As the car begins to climb, you hear the sounds of merriment
        drawing closer.
        
        As the doors slide open, you find Neville Ma's party in full swing.
        
        
     We head to the party. As soon as we arrive, we have the choice to go into
    the party or head to the apartment, but since (as you probably know by now)
    I hate being tied to a particular choice, choose to "play it by ear" and we
    will be given our freedom and our objectives:
    
    
     o Objective: Find Incriminating Evidence on Neville Ma
     
     o Objective (OPTIONAL): Go to Ma's Party
     
     o Objective: Gain Access to Ma's Apartment
     
     
     If you've brought a Decker (and you should have... there is paydata to be
    had after all!), head forward and enter the door to the south that you see.
    In here you'll see a Matrix point, so go ahead and use it:
    
    
     o NET INFILTRATION: WUXING HEADQUARTERS
     | 
     |  ~ System Response Level: 2
     |
     |  ~ System Trace: 0/30
     |
     |  ~ Blocker IC Rating: 7
     |
     |
     |  This Maxtrix trip is short and sweet. Very much worth the effort to bring
     | a decker along. Head forward on the first screen to get to the second one,
     | where you will find some IC patrolling. Watch the movements here: one goes
     | all around the room while the others are broken up a bit. Still, with good
     | timing you can run up the left or right side and get past all three of them
     | at once.
     |
     |  Past that, we have the one and only Blocker IC, rated 7. Go ahead and
     | hack it to get into the "Hotel Datacore". Once you do, we'll have a lot
     | of info at our hands. This includes [_NEVILLE MA'S DOOR CODE_] (1635),
     | an option to download some invitation ([_PRIVATE PARTY INVITATION_]), and
     | finally some Paydata: [_REPULSE BAY HOTEL EXPANSION PLANS_]. All of this in
     | one fell swoop! That is the last bit of good data to be had, so go ahead
     | log out once you are done.
     |
     |
     `-.---------------------------------------------------------------------------'
        
     
     If you don't have a decker, there are other ways (of course). Head into the
    lobby now and you can talk to the waiter here. He actually knows quite a bit
    about Neville Ma and will tell you some stories about him. Sounds... bad. You
    can ask him to help you get into his apartment here, but nothing is free! He
    will ask you for 500 Y, but if you have [Charisma: 3], you can talk him down
    to 250 Y.
    
    
     777: Self Note: Need to pay without a decker?
     
     
     Go ahead and talk to the guard now. If you have Gaichu with you, he will
    FREAK OUT about a Ghoul being at the party (so good!). You can actually have
    Gaichu threaten him here to get in easily. "It's been known to happen...",
    indeed. If that isn't an option, you can use the [Item: Party Invitation]
    here to get in easily, or just pass the [Charisma: 5] check. Once you are
    inside, you will gain (KARMA GAINED: 1).
    
    
     777: Self Note: Alternate to getting into party?
     
     
     This party is pretty lame, to be honest. There's a number of people to talk
    to here though: to the left is a no-name producer you can talk to about
    Neville's injury, but we don't learn too much. The middle woman here, Penny
    Wong, is much more interesting. Talk to her and you'll learn Neville has had
    a new friend visiting a lot, which gives us an objective before Penny heads
    off to socialize some more...
    
     
     o Objective: Find Out More About Ma's Friend
     
     
     Last but not least you can talk to Neville himself. You can even talk about
    his injuries here, with a special [Biotech: 6] option. Heck, you can even ask
    about his new friend if you wish, but he is pretty silent about all things
    personal. He doesn't even get mad though... this guy seems alright to me, but
    he's still the mark...
    
    
     After the party is over, head to the mission mark and up to the penthouse
    apartments. Here you can interact with the keycode to input the code that
    you (may have) gotten from the matrix section earlier. The code is 1635. You
    can also use [Spellcasting or Conjuring] to "assense the keypade" as the game
    says to get the code.
    
    
     Enter the apartment and your party will note that it is VERY cold in here.
    To the right you can check out his impressive wardrobe, then head into the
    main room. In here you can check out the booze on the shelves straight ahead.
    Choose to TASTE it here for the achievement below. Also, if you have Gaichu
    with you, you can let him have it. HMMM, I WONDER WHAT IT IS!?!?!
    
    
     (-NOTE-) If you tasted the meal from the "Outsider" mission and drank the
              "wine" from this mission, the achievement "Tastes Like Chicken"
              is now yours! Congrats!
     
     
     Go ahead and inspect the security door nearby to find it is HEAVILY
    fortified. This gives us another objective:
    
    
     o Objective: Find an RFID Key for Ma's Security Door
     
     
     He's definitely hiding something... 
     
     Head back down to the party and talk to the waiter. He'll tell us to go
    talk to the Chef, who has the key to the security door since he delivers meals
    as well. Go talk to the Chef and we'll have NO PROBLEM getting the key at all.
    I guess Neville is paying for insulting the Chef earlier! He will gladly give
    us his [_RFID KEY_] and even share some info on Ku Feng. And with that we'll
    get another objective:
     
     
     o Objective: Open Ma's Security Door
     
     
     That was easy. Head back to the apartment and enter the security door. You
    won't find much behind it, but there is a Cyberterminal here. You can go
    through Neville's email and financial details here, but after that unlock the
    nearby door so we can continue. Get ready for a fight, by the way!
    
    
     Head through the door and soon you'll be confronted by Ku Feng... she has
    been watching us and reveals her secret: she is a vampire. Lovely. There is
    great dialog here with Gaichu and Gobbet. Heh. Instead of fighting in these
    cramped quarters, Ku Feng will agree to a change of venue: a fight on the
    roof. Agree to her terms and soon we'll be on the roof in a fight:
    
    
     o Objective: Defeat Ku Feng
     
     
    
      FIGHT: INTERVIEW WITH A VAMPIRE...
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     *Groan at the fight name... I know, I know.
     
     This fight is semi-challenging, but you are much stronger than these
    "civilians" that Ku Feng brings to the fight. Literally, "Civilians". They
    have weapons and are willing to fight though, so don't feel bad.
    
     The enemies here are a mix of melee foes and ranged. Nothing really too
    special here to be honest. They have respectable armor and HP amounts, so
    focusing them down one at a time is needed as they also have you out-numbered
    a bit, likely by two party members.
    
     If you have Gobbet you are in luck here: she can summon an Air Elemental at
    the start of the fight and use if for great attacks and even its Haste spell.
    From there, have Gaichu or your other allies wipe the enemy just to the south
    out and then go after whoever they can hit the easiest (haste helps here, and
    a quick stun/zip-tie helps). Gobbet and Racter should help with distractions
    as well with Devil Rat Fetish and the drone, as the melee characters are going
    to hack some AP away and we'd rather them focus on the summons or Koschei to
    be quite honest, so put them out there as easy bait.
    
     From there, kill off the melee units in the middle and finish off the ranged
    attacks afterwards (they may move north for cover... I sent Gaichu after them
    and they had no chance).
    
    
     I left Ku Feng for last, but it is important to note that if you go ALL OUT
    on her you can end this fight early: before you kill her (around 40% HP or
    so), Ku Feng will end the fight, asking to talk. You can take her up on that
    to end the battle.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     Choose to talk to Ku Feng and listen to her story. You'll learn she is VERY
    new to this whole "Vampire" thing and was an accountant that got infected!
    She is basically protecting Neville, who has become her benefactor after she
    healed him after the accident.
    
    
     (-NOTE-) "Recruiting" Ku Feng is required for an optional achievement later
              in the game. I recommend going for it!
    
    
     After listening to her story, choose the dialog option:
     
     "You're going to live up to your potential, and I'm going to help you."
     
     Offer Giachu to train her, although you can do it yourself if you want to.
    Just be helpful in general and she will be in our debt. It seems we are no
    allies with a vampire. Lovely. We've earned  (KARMA GAINED: 1) as well and
    will get an objective:
     
     
     o Objective: Return to Dr. Shenyang
     
     
     Head back to the beginning area now and choose to return to Heoi.
    
     
     
     MISSION WRAP-UP:
     
      ~ The clink of glasses and sound of Neville Ma's party fades into the
        distance as you leave the Repulse Bay. As the MTR carries you toward
        Heoi, the mountains of Hong Kong island roll by as looming masses,
        obscured by rain and stormclouds.
        
        Penelope Wong has been fired from Promises in Moonlight, and Ma will be
        at a serious disadvantage without her. The whims of trid viewers shift
        as readily as the tide, and without the starlet's presence, Promises in
        Moonlight will undoubtedly lose ratings.
        
        What's more, you've managed to turn a powerful foe into a potential ally.
        Only time will tell how Ku Feng will repay you, however...
     
     
        
     Back home. We will only get (KARMA GAINED: 4) here for this mission. Bah!
    Oh well, can't be too greedy I guess. We have to go meet with Dr. Shenyang
    at this point:
     
     
     o Objective; Give the Evidence on Neville Ma to Dr. Shenyang
     
     
     Go ahead and head to the Mahjong Parlour and talk to Dr. Shenyang. He will
    be quite happy... until Neville gives him a call. The dialog after that is
    quite funny!
    
     Once you are done with that, head back to the mission computer and claim
    your payment for [_1,100 Y_]. You can also put up the paydata for sale that
    you got ("Repulse Bay Construction Plans") and claim the [150 Y_] from the
    Wuxing job.
    
    
     None of our teammates should have anything new to say to you unless it is
    notes about the last job, if you've been talking to them every time that is.
    None of the shops have anything new either. Dare I say we are getting very
    close to the end of the game? Well, we must be!
    
    
     Let's go ahead and head to the subway to take on the next job. We only have
    one choice here that ISN'T "Go Meet Dreamland", so after saving, shopping,
    etc, go to the subway and pick:
    
    
     "Travel to the Shangri-La to kidnap 'Rooster' Lo."
     
     
     For this mission, we DO NOT need a Decker (AMAZING!). It is handy to have
    [Charisma: 3], [Etiquette: Corporate] or [Biotech: 3] here but all three are
    not NEEDED. At this point in the game with max skills on everyone, Duncan is
    a very handy member to bring along, with his Magner-Arm upgrade if you picked
    it. If not, scratch that last comment and bring whoever you wish.
    
    
     Choose your team and we'll be off, to go kidnap a man against his will! Ah,
    the life of a shadowrunner...
     
    
    
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                     CHAPTER 14: UNINVITED GUESTS                     >==O
        ``-.___________________________________________________[SHK-14]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ A tangle of marine decorum, restless lights, and ambrosial scents mingle
        atop a floating quay to accent the Shangri-La - Aberdeen Harbour's premier
        dining location. With competitive views of the surrounding bay, the
        restaurant attracts a steady crowd of tourists and Wuxing personnel.
        
        The primary moneyman for the 289s, Cheung-Sing "Rooster" Lo, is enjoying
        a rare meal outside of triad-held territory. Intel says he's set up in
        one of the restaurant's private dining rooms - but he's not alone. Rooster
        keeps a personal bodyguard, a notorious ork called "the Talon," in addition
        to his regular security detail. You've seen photos of the Talon's
        handiwork... bodies so battered it's hard to tell where one bruise ends
        and the next begins.
        
        Your mission: locate Rooster, extract him from the Shangri-La, and
        deliver him to your client alive. Simple, fast, low profile. Of course,
        even the simplest of runs can go sideways...
        
        
     We start off in the restaurant with some objectives:
     
    
     o Objective: Extract Cheung-Sing "Rooster" Lo
     
     o Objective: Locate Rooster's Dining Room
     
     
     In here, talk to the nearby waitress. She doesn't really want to talk to us,
    but that's just too bad for her. If you have it, use the [Charisma: 3] option
    here to ask about Mr. Lo. You will also learn that "The Talon" has quite the
    allergy with shellfish. Learning this actually gives us an optional objective:
     
     
     o Objective (OPTIONAL): Poison "The Talon's" Food
     
     
     If you don't have the Charisma, don't worry too much. Further in you can
    see an "Order Computer" that you can use. Go through all off the options on
    it (I'm really disappointed we can't order food here) and you'll learn of
    the shellfish allergy that way, getting the same objective as up above.
    
    
     Now, to actually POISON "The Talon", we have to go talk to the chef in the
    kitchen. Go ahead and head in. He will try to shoo you out, but go talk to
    him anyways and unless you happen to have the [Etiquette: Socialite] option,
    pick the LIE option here to get his attention. Once you have that, pretty
    much every option here pretty much ends with you telling the chef what you
    want to have happen.
    
     The chef is taken aback by our request of course. You will need to either
    pass an [Etiquette: Corporate], a [Biotech: 3] or just straight up bribe the
    chef with 250 Y to make sure Shellfish makes it into The Talon's Food. It is
    quite funny and this late in the game you really don't need the money, but it
    is up to you. It makes the fight coming up a bit easier, but there's no way
    around the checks or bribe. Plus, the achievement!
    
    
     (-NOTE-) Once you have poisoned the meal, you will get the "Wrong Order"
              Steam achievement. Congrats!
    
              
     (-NOTE-) You can also choose to not pay anything and don't harm The Talon
              in any way ahead of time. If you do that, you'll get an additional
              fight down below. Skip down to it if you want to see what it is.
              
    
     You can also make two patrons in the restaurant create a distraction.
    Personally, I have NO IDEA what the point of this is, but it is worth pointing
    out to you at least. The two people in the bar are named Henry and David. Talk
    to Henry to learn of his troubles and listen to his entire story to learn the
    nearby Elf, David, stole his contracts. You can now go talk to David and accuse
    him, then back to Henry and LIE to him. Doing this gets them in a fight with
    each other and they will take it outside, clearing out the place a bit. No
    idea what this does, again, but it doesn't seem to affect anything after this
    moment. Do it if you wish.
    
    
     With our poisoned dish in place, go ahead and WAIT for your mark now. Take
    a seat, get a drink, and soon you'll see some waiter run down to the chef,
    mentioning that something is WRONG. Hehe... soon, The Talon and two guards
    will come down and raise a fuss in the kitchen... looks like this is our
    chance to move upstairs...
    
     
     o Objective: Capture "Rooster"
     
     
     Head upstairs and enter the middle room. Inside you will find ONE guard and
    Mr. Rooster. The guard will think for a bit, so ask him if "You really want
    to do this?" and the guard will run away. Heh...
    
     We're now alone with Rooster. Well, that was rather easy. Go ahead and
    threaten him, then search him to find the [_SERVICE DOOR KEY_]. Looks like
    we've found a way out as well!
     
     
     o Objective: Use the Service Entrance to Get Outside
     
     o Objective (OPTIONAL): Protect Cheung-Sing "Rooster" Lo From All Harm
     
    
     OPTIONALLY, you can not do anything to hurt The Talon and just get in the
    restaurant and wait for a waiter to come down and ask what is taking the food
    order so long. This lets us go up to the 2nd Floor as well. Once you get up
    here, open the door and enter the room to get into an optional fight:
    
    
      FIGHT (OPTIONAL): TAKING THE DIRECT APPROACH
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Fighting "fair", are we?
     
     
     o Objective (OPTIONAL): Kill Johnny "The Talon"
     
     
     This small room is our fighting ground. If you have Duncan with you and are
    doing this late in the game when he has his magnet arm, gathering around him
    is a great idea and can save you a lot of DMG and AP pain. Racter's Drone is
    great as well to overclock and sneak behind the enemy line (which is very
    easy here) for a pincer attack.
    
     Watch out for the shotgun enemies here and take them out first. Defeating
    The Talon grants you (KARMA GAINED: 2). Focus down these enemies one at a
    time and they will fall quickly, putting us in a position to get the key from
    the Rooster and continue the run like normal.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     OK, back to the MAIN WAY to do this mission...
     
     
     The second objective there will get us some bonus money. Before we leave,
    though, head left and enter the now unlocked room. In here you will be able
    to steal a fish from the tank. This will net you a paltry [_50 Y_] though.
    Eh, it is something.
    
    
     777: Self Note: Etiquette: Academic?
     
     
     Continue on to the right now and enter the door to find the service elevator
    and use it to get back onto the street (to the side of the restaurant). Out
    here we will be contacted by our "Getaway Driver", Pei-Lon, who will tell us
    that they are nearby in a docking bay. Oh, and they don't know the CODE to
    the door they are behind. That is just FANTASTIC...
     
     
     o Objective: Access the Docking Bay to Escape
     
     
     Head forward with our victim and note that around the corner are two Triad
    Members. As you can guess, they aren't going to just let us go...
    
     
    
      FIGHT: WHO DO YOU THINK YOU ARE?
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     On our way out of the restaurant, we will run into TWO Triad Members who
    Rooster will draw our way. They have no loyalty though, and are more than
    glad to put a bullet in his back, so keep him out of harm's way.
    
     Show these two punks who they are messing with! Two against your team is
    nothing, so take them out already and let's keep on going!
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     Well, that was pathetic. At this point, there is nothing between us and the
    Docking Bay Door at this point. But... once we interact with it, we will be
    in another fight. This is the point where we'll see "The Talon" come for us
    if we didn't take him out earlier.
    
    
     Interact with the door and you should have some options on how to take it
    out. You can do it yourself if you can pass either a [Strength: 6] or a
    [Spellcasting or Conjuring] check. If that doesn't work though, you can also
    choose to have Gobbet, Gaichu or Racter take out the door (really, you can
    choose to have whichever party member you want take out the door). The point
    of this is taking whichever party member you choose OUT of the upcoming fight,
    so be sure to use someone you don't want in the upcoming fight.
    
    
     As soon as whoever you choose starts working on the door, we'll be in the
    next fight. Hold them off!
     
    
    
      FIGHT: GET TO THE BOAT!
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     NOTE: IF you killed The Talon earlier, he will not show up here. The Sniper
           also doesn't show up on the left.
           
           
     o Objective (OPTIONAL): Kill Johnny "The Talon"
     
     
     The Talon is on to us and is out to rescue... er, well, kill us all off.
    The Rooster included, apparently. Huh... However, since we did poison him,
    he will take 2 Damage every turn from "Food Poisoning". Hehe...
    
     The enemy team will take a turn to get in place, so we will have a bit of
    time to prepare. One great strategy here is you are doing this run LATE in
    the game is to put Duncan and another party member (ranged, preferably) in
    the middle near The Talon, grouped together. If you have Duncan's Magnet-Arm
    this WILL result in some grenades being thrown your way, which you will be
    able to throw back. Lovely!
    
    
     Otherwise we are facing The Talon and some other soldiers having some
    Shotguns, some SMG thugs and the Sniper Rifle thug to the far left. Use the
    cover here, buff and take on the enemies one at a time. If you have Gobbet
    fighting with you, you can use a Spirit Shrine from the left for a Water
    Spirit that can strip armor off easily and help heal. Take down the enemies
    one by one from here, focusing on Talon and the Shotgun enemies and the
    Sniper enemy first.
    
    
     Once you do kill The Talon, you will get (KARMA GAINED: 2).
     
     
     At some point (about 4 turns in or so... who is counting!?), your team mate
    that is taking care of the door will finish and can join you, so that will
    be a nice boost. Just keep Rooster behind the crates and take out the enemies
    one at a time and you'll win this fight.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     Make your way to the boat now and leave this place to head back to Heoi and
    end this mission.
     
     
     MISSION WRAP-UP:
     
      ~ The boat heaves and pitches over the bay as your driver plows through the
        choppy waves to the drop-off point, leaving the Shangri-La restaurant far
        behind. Inside, restlessness fills the cabin. You've finished the job. The
        extraction was a success. And now your client awaits his prize: the triad
        red pole, Rooster.
        
        It wasn't easy. It should have been - it "would" have been - if that
        damned Talon hadn't mangled your plans with his visceral determination.
        But even a streets-forged ork like the Talon could be stricken down.
        
        With the Talon dead, your escape from the restaurant to the getaway boat
        was made smoother. Well, as smooth as wading through a small army of triads
        and skirting the HKPF dragnet could be. Luckily, Rooster got through the
        pursuit unharmed. And with the Talon now permanently out of commission,
        you might earn a few extra nuyen from your client. All in all, a good run.
        
        
     Once we are back home, you will get (KARMA GAINED: 6). Go ahead and go back
    to your mission computer to claim your payment for this run: [_1,600 Y_]. Be
    sure to get the paydata payment from the last run as well for [_350 Y_].
        
    
     None of our teammates should have anything new to say to you unless it is
    notes about the last job, if you've been talking to them every time that is.
    None of the shops have anything new either. Off to the subway we go!
    
    
     We finally only have ONE option here:
     
     
     "Go meet with Dreamland and see what she knows."
     
     
     Well... let's do it. This isn't a "mission" like you might expect. Instead,
    we are just visiting an alley and going to see Is0bel's friend Emilie... in
    "Meatspace". Go to the door and talk to her. She isn't thrilled about helping
    us and gives us some skill checks here: [Strength: 3] and [Charisma: 3] are
    our choices. However, we don't need to pass either of those: just be nice and
    pick the third option and she will help us. Is0bel promises to help her in
    return with her headware. In the end, we will have our [_NEURAL INHIBITOR_]
    pistol, which is just what we need to stop the Plastic-Faced Man.
    
    
     Head back to Heoi now and save/shop/spend karma. We will now move onto the
    next mission. Head to the subway and choose the only option available:
     
     
     "Go to Shek Kip Mei and acquire the Plastic-Faced Man's itinerary."
     
     
     Pick whatever team you want here. The only things worth noting for the
    upcoming run is that there is an option for a Drone to open a door if you
    have one. I also opted to bring Duncan on this run (just because of who we
    are going after). His Magnet-Arm upgrade helps a lot with the grenades as
    well, which you'll undoubtedly face. Choose who you wish and head out!
    
    
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                      CHAPTER 15: THE EXTRACTION                      >==O
        ``-.___________________________________________________[SHK-15]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ Is0bel has modified a taser to introduce Dreamland's cortical inhibitor
        program into the Plastic-Faced Man's neural network. That should stop his
        headware from completing a memory wipe and allow you to interrogate him
        for information about Raymond Black.
        
        But first you'll need to find him.
        
        Kindly Cheng's made contact with an underground information broker named
        Xiaozhi, who has managed to obtain the Plastic-Faced Man's complete
        itinerary. With it, you can choose the time and place to perform an
        extraction and find out what he knows.
        
        Xiaozhi works out of an abandoned night market in Shek Kip Mei - the
        Shing House Court.
        
        
     We will start off on the streets in the rain, with our objective popping up
    to remind us what we are doing. Let's go find this information broker.
     
    
     o Objective: Meet with Xiaozhi
     
     
     Not much to do out here, but you can go SOUTH instead of towards the
    objective. Head all the way south and you will find a shop you can enter
    called "The Emporium". Inside is a character named Zakk Flash, who is actually
    one of the vendor's from Shadowrun: Dragonfall. Fancy seeing him again, and in
    such an out of the way place. He has some items for sale, but you won't be able
    to see the "Special Stock" unless you can pass a [Charisma: 2] check. Here's
    what you can buy:
     
    
            ____________________________________________________________________
         .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
         |                      —=—   ZAKK FLASH'S SHOP   —=—                     |
         |                                                                        |
         |   CONSUMABLES                                                          |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
         |  o Bliss (x2): 100 Y (each)                                            |
         |                                                                        |
         |  o Rilaxin (x2): 25 Y (each)                                           |
         |                                                                        |
         |                                                                        |
         |   "SPECIAL STOCK"                                                      |
         |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                                     |
         |  o "Yamaha Pulsar": 800 Y                                              |
         |                                                                        |
         |  o "Wild One": 1,200 Y                                                 |
         |                                                                        |
         |  o "Sandblaster": 200 Y                                                |
         |                                                                        |
         |                                                                        |
         '.______________________________________________________________________.'
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
     Head back north up the street and right, to the objective. Once you reach it
    enter and you'll be on some rooftops. Head to the door and go inside. In the
    hallway inside, take note of the KEYPAD here... we'll be back for that later.
    For now, head into the doorway and in the back you'll see the boss: Xiaozhi.
    Save before talking to her, then go ahead and talk to her...
    
    
    
      FIGHT: BROKER AMBUSH
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     So, Xiaozhi is for sale to the highest bidder...
     
     At the start of this fight, Xiaozhi will attempt to run away. DO NOT let
    her. Take her out first (Mark Target, Aim, Overclock with Racter, WHATEVER
    you have to do...) and you'll see an item drops once she falls. From there,
    take cover behind the desks and then kill the Troll closing in.
    
     On the second turn, a mage will come in the door leaving us with three
    ranged enemies to take out and the mage. Aim for the game first just due to
    how annoying he is and then mop up from there. Some of the ranged enemies may
    throw out some grenades, so be sure to spread out a bit. Nothing is really too
    dangerous here, just burn them down one at a time after the Troll and Mage
    (and Broker) are taken care of.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     After the battle, be sure to pick up the [_BROKER'S CODE_] from wherever
    Xiaozhi died at. We are given an objective as well:
    
    
     o Objective: Search Xiaozhi's Computer for the Itinerary
     
     
     Interact with the computer and Is0bel will do her thing. In the end, she
    will find the Plastic-Man's schedule and run down our three ambush options
    for us:
    
    
     1) The Parking Garage
     
     2) Mistress' Apartment
     
     3) The SimSense Theater
     
     
     o INSIGHT: The Parking Garage is by far the most challenging of the three
                options and has the most enemies. The SimSense Theater has the
                least amount of enemies, and the civilians aren't really a part
                of the fight. The Mistress' Apartment on the other hand has few
                enemies as well, but also gives you some items IF you have a
                Drone on the team.
                
                
     We'll go through all three below. Originally, I picked the Parking Garage on
    my first run through the game. Pick what you wish though and continue on, down
    to the battleground of your choice. Before you get there though, we have an
    objective and that room from earlier:
    
     
     o Objective: Travel to the Extraction Location
     
     
     Head out into the hallway and to the KEYPAD we passed earlier. The Broker's
    Code you picked up earlier has the key here: 00006. Put that in and you will
    be rewarded with (KARMA GAINED: 2). Enter in and claim your prizes: [_CRAM_],
    [_387_] and an [_ADVANCED MEDKIT_].
    
    
     Head to the exit point now and you'll enter the battleground that you picked
    from the list above.
     
     
    
     1) Did you pick THE PARKING GARAGE? Then this fight is for you:
     
    
      FIGHT: TAKING THE PLASTIC-FACED MAN: THE PARKING GARAGE
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     This fight is pretty straight-forward, with plenty of cover, wide spaces
    and no civilians in sight. There are re-inforcements though, so this will
    take some planning!
    
    
     o Objective: Subdue the Plastic-Faced Man with the Inhibitor
     
     o Objective: The Plastic-Faced Man Must Survive
     
    
     At the start of the fight you'll be able to go pre-emptive and take
    cover nearby. There are two guards in front of you that you'll want to take
    out. Buff up and take cover on the first round, then lay into them on the
    second. It is very easy to take them out here. Once you do though, we need
    to plan the second part of this fight.
    
     To the left is a barrel you can explode, but it also blows up a part of the
    nearby wall. You can use this gap to get to the Plastic-Faced man, but he is
    now alone of course. Over there with him is a grenadier, a sniper, a couple
    of guards and a bodyguard. Thugs all-around. Use the gap and nearby van and
    motorcycles for cover, but if you have a sniper of your own I recommend
    splitting the team up and sending them to the far corner for a higher hit
    percentage.
    
    
     Focus on the Grenadier and Sniper as they can dish out the most damage, and
    try to move a character up near the elevators (use the motorcycle for cover)
    when you can. After a few rounds you will get a couple more new enemies to
    worry about coming from the elevator here: a Rigger and a Conjurer. They will
    take a round before they attack though, so try to take out the Rigger ASAP to
    kill his drone and kill the Conjurer next. If you have Gobbet with you, the
    Conjurer WILL summon a Flame Spirit that you can take control of (a very good
    idea).
    
    
     Once you are down to 1-2 enemies left, hit the Plastic-Faced man with the
    neural inhibitor and it will start a countdown to take him out in three
    rounds. Just leave him alone until then and focus on taking out whoever else
    is alive. There is one more round of reinforcements from the first room during
    this time: a Mage and an Enforcer. If you can, send your drone and summons
    after them to soften them up while you clean up near the Plastic-Faced man,
    then wipe them out as well.
    
    
     Once we have killed every enemy (other than the Plastic-Faced Man) and the
    three rounds have passed since you shocked him, we will be victorious.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
    
     2) Did you pick the MISTRESS' APARTMENT? Then this fight is for you:
     
    
      FIGHT: TAKING THE PLASTIC-FACED MAN: THE MISTRESS' APARTMENT
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     This fight is perhaps one of the easiest... it has the easiest access to
    the Plastic-Faced man and a general "kill zone" for the enemies that do show
    up. As a bonus, if you have a drone, we get some items even!
    
    
     o Objective: Subdue the Plastic-Faced Man with the Inhibitor
     
     o Objective: The Plastic-Faced Man Must Survive
     
     
     Head up into the elevator and you'll end up where you need to be. The
    Mistress' Apartment is the one straight ahead, but if you have a Drone, we
    can stop off in Apt. 302 first. Send it into the vent and unlock the door,
    then you can enter and find a couple of items: [_414 Y_] on the first counter
    and a [_DOCWAGON GOLD TRAUMA KIT_] in the back.
    
    
     Head out and enter the other apartment. As Is0bel stated earlier, the code
    for the door here is " 112798 ". Inside is the Mistress on the left and the
    Plastic-Faced man on the right. You can go pre-emptive here, haste up your
    main character (or whoever has the inhibitor) and go shock the Plastic-Faced
    Man right away. I then choose to subdue the Mistress since I brought Duncan
    along, but do whatever you need to do (take her out).
     
     
     Things seem to be going too easy though, right? While waiting for the mark
    to get knocked out, get your other characters ready to kill enemies who will
    come up from the lobby. Aim, Haste, whatever you can do. A sniper is excellent
    here in the back, but you can also send people out the front and take cover
    by the pots and couch on the right.
    
    
     The enemies will come in in two waves. First up is a Mage, a Guard and a
    Bodyguard. The mage should be taken out first, but if someone is in the open
    and easier to hit go for it. Just don't group up at all due to the mage's
    potential AoE damage.
    
     The next round will have a Captain, a Guard and an Enforcer. These enemies
    come in the very next round, so they will likely run out of cover to hide
    behind, giving you a chance to take out whoever is in the open. You can use
    AoE abilities as well to great effect at times. Focus down one enemy at a
    time and watch your health . Once you take out every enemy (other than the
    Plastic-Faced Man of course) we will be in the clear. Six enemies in total...
    not bad!
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     1) Did you pick THE SIMSENSE THEATER? Then this fight is for you:
     
    
      FIGHT: TAKING THE PLASTIC-FACED MAN: THE SIMSENSE THEATER
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     This fight has the LEAST amount of resistance available and is probably the
    easiest option. Less items though, and less good cover than any of the other
    two fights. Still, it can be quite a bit shorter if you go all out.
    
    
     o Objective: Subdue the Plastic-Faced Man with the Inhibitor
     
     o Objective: The Plastic-Faced Man Must Survive
     
    
     Head into the theater and you'll see that up ahead on the right is a door
    you can open. The Plastic-Faced Man is just behind this door, so get ready
    and open it once you are ready to fight (there's nothing else to do or see
    in the theater).
    
     The mark will be inside with a Bodyguard. Shoot him with the inhibitor right
    away (too easy) and take out the Bodyguard afterward. This will result in the
    HKPF being called in, with a counter being displayed to the left giving us a
    two round notice.
    
    
     DO NOT be like me and try to set up by the counter out front: you do not
    have enough time. Instead, use the seats angled away from the front door to
    get some cover for your ranged attackers and get down by the door and wall
    with your melee attackers.
    
     
     Soon the HKPF will come in. The first two in the door will very likely be
    a Guard and a Mage, followed quickly by a Captain and an Enforcer (they will
    likely show up in the next round). Take out the Mage first and focus down the
    other enemies one by one after that. Be wary of any grenades and don't group
    up your party members too close (unless Duncan is with you and he has his
    magnetic arm upgrade, of course).
     
    
     Once we have killed every enemy (other than the Plastic-Faced Man) and the
    three rounds have passed since you shocked him, we will be victorious.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
     Once you are done with the fight above, you will be at the pre-determined
    "Rooftop Rendezvous Point" with the Plastic-Faced man as your prisoner. One
    special note here: If you nabbed him at the Mistress' Apartment and spared
    the Mistress, it will be noted before the interrogation. Good attention to
    detail!
    
     
     o Objective: Interrogate the Plastic-Faced Man
     
     o Objective (OPTIONAL): Kill the Plastic-Faced Man
     
     
     Go ahead and ask your questions now. I was rough with the man (and broke a
    finger... yes, I'm a jerk) but he still answered questions. Ask about the
    Prosperity Tower first when you can to get a download of information about
    it, and then ask about the Prosperity Project.
    
     You get a lot of info during this interrogation, so I won't spoil it for
    you. Needless to say, it is rather eye-opening. However, sooner or later the
    Plastic-Faced Man's mind will be wiped. "Well, this is awkward" indeed! You
    will have to make a choice here:
    
    
     Kill the Plastic-Faced Man ... or ... Let the Plastic-Faced Man live?
     
     
     No matter which you pick though, you'll get an achievement (meaning that
    you will need to do/pick both options eventually). There is also no story
    repercussions at all to this choice so choose whichever you want.
    
    
     (-NOTE-) You will get the "No Mercy" Achievement for choosing to kill the
              Plastic-Faced Man.
     
     
     (-NOTE-) You will get the "Just a Pawn" Achievement for choosing to spare
              the Plastic-Faced Man.
     
     
    
     Choose what you will and we will have to return to Heoi afterwards. Aunty
    Cheng will want to learn what we have just heard...
    
     
     o Objective: Return to Heoi
     
     
      The exit is just to the south. Wheee....
     
    
     
     MISSION WRAP-UP:
     
      ~ The trip from Shek Kip Mei back to Heoi is quiet as you process the
        information revealed by the Plastic-Faced Man.
        
        Prosperity is a name - two names, actually. One is a secret project
        Raymond was working on before he left for Seattle. The other is the
        corporate headquarters of Tsang Mechanical Services.
        
        And Prosperity Tower is where Raymond Black is being held - alive. It's
        also where his memory is in the process of being reprogrammed by his
        mother. And time is ticking.
        
        The Plastic-Faced Man proved suprisingly amenable and quite useful.
        Before you killed him.
        
        Your next stop is Kindly Cheng. She'll want to hear this.
        
     
     
     Once you get back you can react to the stillness you experience... something
    seems un-natural though, and soon you'll have to react! If you can, choose to
    pick one of these skill checks: [Bioware: Synthacardium], [Willpower: 6] or
    [Biotech: 5]. Otherwise, just pick whichever options you wish.
    
     This is quite a trippy experience, but it goes hand in hand with what we've
    been experiencing in our dreams for quite some time. In the end though, once
    you've gone through the dialog, Strangler Bao will save you from a suicide
    attempt... oh wow... it is not quite our time to die yet though!
        
        
       o Objective: Go to the Mahjong Parlour
        
        
     We will get (KARMA GAINED: 3) here. Go ahead and visit Auntie Cheng at the
    Mahjong Parlour next. You'll get a chance to tell her what happened to the
    Plastic-Faced Man, so pick whatever you wish. In the end we'll have a team
    meeting about tackling the Prosperity Tower run, which includes an important
    choice on how to start the run:
    
    
     1) Approach through the LOADING DOCK
     
     2) Take the DIRECT APPROACH
     
     
     I'm choosing the Loading Dock for the guide... anything that isn't direct
    has more of a tactical approach after all.
    
     There is also a note on how Bull's Team is going to help us. See, helping
    them earlier was a good call, right? This only happens if you DID help them
    earlier, naturally.
    
     Once the team meeting is done, we will gain (KARMA GAINED: 4) and have our
    objective that leads to the next mission:
     
     
      o Objective: Infiltrate Prosperity Tower and Find Raymond Black
      
      
     With the meeting done, we don't have much else to do in Heoi. We can go see
    an email from Dreamland on our PC and talk to our party members about the last
    run if you wish. And of course we can shop and spend Karma. But once you are
    ready, head to the MTR and choose:
    
    
       "Infiltrate Prosperity Tower to rescue Raymond Black."
    
    
     You are going to want a top Decker on this mission, so bring along Is0bel if
    you aren't a Decker yourself. Duncan brings some unique dialog as well, so I
    chose to take him as well. Past that, choose whoever you wish and lets get
    going!
    
    
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                     CHAPTER 16: PROSPERITY TOWER                     >==O
        ``-.___________________________________________________[SHK-16]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     STORY SYNOPSIS:
     
      ~ Infiltrating the headquarters of a megacorp and locating Raymond Black
        will be challenge enough. Extricating him from his mothers ASIST device
        before his memories are permanently altered is another thing altogether.
        
        You hop the MTR South Island Line and roll noisily down to the nearby
        island of Ap Lei Chau, a dense forest of soaring skyscrapers and corporate
        greed. Amid them blending innocuously with its neighbors, stands Prosperity
        Tower. Emerging from the MTR station, you find a delivery van waiting for
        you. Just where Strangler Bao said it would be.
        
        You pull the van around the building to the loading dock of Tsang
        Mechanical Services and its CEO, Josephine Tsang.
        
        
     As mentioned earlier, we will start in the Loading Dock at the start of
    this mission. We'll be given a TON of objectives as well:
     
    
     o Objective: Discover Raymond's Location by Hacking a Security Station
     
     o Objective: Use a Decker to Free Raymond
    
     o Objective (OPTIONAL): Hack Security Network Nodes to Weaken Tsang Security
    
     o Objective (OPTIONAL): Find Evidence on Josephine Tsang
    
    
     Head in and talk to the employee. Use your fake Wuxing ID and you will get
    by this first check easily enough, gaining access to the sub-basement to make
    your delivery. Easy enough so far!
    
    
     Once we're in the sub-basement we can do a number of things. To the right
    is a maintenance shop. Inside is the supervisor, reading a book. Looks like
    we can use our charms here. Go ahead and talk to her.
    
     We have a couple of ways this can play out. If you can't pass either of the
    skill checks, we can [SHOW ID] here and be told to head to security around the
    corner. This ends up bouncing us between them and the management lead a bit,
    but will, in the end, give us access to the Matrix Point in the Security office
    down below. Skip forward to that section to follow along from there.
    
    
     If you can though, pick the [Etiquette: Corporate] or the [Charisma: 6]
    option to convince the manager that you're the new help! Hehe... you will be
    told to go get into uniform at this point, gaining the code to the locker in
    the locker room (2627).
    
     Head outside and right, around the corner and past the security office. Past
    that is the locker room. Talk to the employee here if you wish (he doesn't
    have much to say) and head to the locker in the back. Use the code up above
    and you'll change into your new uniforms. This also nets us (KARMA GAINED: 1).
    
    
     From here, go talk to the Maintenance Manager who will tell you to go reboot
    the system. Sounds like we are employees now!
    
    
     o Objective (OPTIONAL): Use the Maintenance Terminal to Start the Flow Mixers
    
     
     Go ahead and head to the left and interact with the maintenance console over
    here. Note the "First Aid" station to the north and, past that, security guards
    guarding the elevator. Use the Maintenance Console to see that it has a message.
    Go ahead and ACCEPT the work order. Hehe... reboot the system now and go talk
    to the manager again.
    
    
     She will try to shoo you away (she wants alone time with her novel!), but tell
    her that you accepted the work order from earlier. Hehe... go ahead and reply
    how you wish for an excuse, then it is back to the Maintenance Console.
    
    
     o Objective (OPTIONAL): Try to Repair the Turbine
    
    
     Interact with the console again and follow the manager's directions until you
    get to an important choice: REPAIR or SABOTAGE. Here, pick the SABOTAGE OPTION
    and you will blow up the machine. Heh... 
    
     This doesn't please our new "boss" very much at all. She will demand we head
    to Security to file a report. Heh. Go ahead and head to security, which is now
    open to us, and the guards will tell you to head to the back. In the back there
    is a Matrix Point. Go ahead and jack in!
    
    
    
     o NET INFILTRATION: TSANG SUB-BASEMENT
     | 
     |  ~ System Response Level: 9
     |
     |  ~ System Trace: 0/365
     |
     |  ~ Blocker IC Rating: 8 x2
     |
     |
     |  By looking at the System Trace and Response Level you'd think this was
     | a huge area... but this is just a fraction. This first area is very, very
     | simple. Just follow the Watcher IC as they loop around to the south; follow
     | them closely and head east when you can, still following the IC. If you DO
     | get caught, save the Suppression for later, as we have a forced fight coming
     | up that we can't avoid. You will actually get an objective as you head east
     | here:
     |
     |
     |  o Objective (OPTIONAL): Explore the Core Systems
     |
     |
     |  We have a path split here: north or south. Go ahead and head south here
     | first and you'll end up in a fight. Three enemies will come at you, a mix
     | of melee and ranged. Use your programs and take them out. If you did get
     | caught earlier, be sure to use your Suppression once you have the enemies
     | down to one left. Down below you can hack the "Security Network Node: B3"
     | which goes towards our "nodes hacked" account.
     |
     |  Head back to the path split and head north this time. We will have to
     | take out a couple more enemies here while a Watcher IC patrols. Take them
     | out while avoiding the IC, then head north to the "Secure Data Store". We
     | will learn two important things here while rooting through the messages it
     | stores: the locker code (2626) and the "First Aid Station" Door code, which
     | is 4990. That will be helpful later. We also get the code to get to "Lab
     | Twelve", which is much more important (44526). This gives us an objective
     | as well:
     |
     |
     |  o Objective: Find Raymond in Lab Twelve
     |
     |
     |  And with that we have nothing left to do in this portion of the matrix.
     | Go ahead and log out now.
     |
     |
     `-.---------------------------------------------------------------------------'
        
     
     Well, now that we have those codes go and visit the locker room if you haven't
    already, then head to the First Aid Station. Use the code to get in here (4990)
    and loot the place to find a [_DOCWAGON PLATINUM TRAUMA KIT_] as well as a
    [_PREMIUM MEDKIT_].
    
    
     Well... we've done all that we can do in the sub-basement. Head up to the
    elevators now. The guard will stop you, but you can use either [Charisma: 5]
    or your Security Pass to get past him.
    
     The elevators here gives us three options:
     
     1. Floor 26: Sales and Acquisitions
     
     2. Floor 49: Thaumaturgical Research
    
     3. Enter a numerical code.
     
     
     
     We have a lot of objectives and areas to check out, but for now let's go
    ahead and check out "Floor 26" first:
    
    
      Floor 26: Sales and Acquisitions
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Enter the area and talk to the secretary. We have two options here (well,
    besides the "go away" option): [Etiquette: Shadowrunner] or [Charisma: 5].
    Pick either one and a "Mr. Johnson" will evidently let us in. Hmmm...
    
    
     Let's explore this area. I'm choosing this order of doing things below due
    to how hard my initial route was. So... there's some thought to this! Amazing
    for me, I know...
     
     
     Head north to the upper right corner to find the VP room. Enter and talk to
    the Tsang VP. He will actually know WHO we are and has a proposition for us.
    Go ahead and hear him out. He will ask us to deliver the "Foreign Accounts"
    info from the matrix, offering to give us free access. Sounds like a pretty
    good deal to me, so go ahead and accept here to get another objective:
    
    
     o Objective (OPTIONAL): Give the Foreign Accounts Data to the VP
    
     
     We get the [_TSANG VP'S CORE ACCESS CHIP_] as well. Now remember, no getting
    busted in here (trust me, it isn't a problem) and no leaving the room! Go ahead
    and enter the matrix point here:
    
    
    
     o NET INFILTRATION: TSANG VP OFFICE
     | 
     |  ~ System Response Level: 9
     |
     |  ~ System Trace: 0/365
     |
     |  ~ Blocker IC Rating: 9 x2
     |
     |
     |  The first room here has NOTHING in it. It is truly empty, just head
     | forwards and enter the portal you see. Once you do, you will be attacked
     | by a "Destroyer". More HP than normal, but still a low System Trace, which
     | gives you a ton of time for Suppression if you still need it. Kill him off
     | and all that is left is hacking the two nodes in this room.
     |
     |  You can find a node on either side of the room in the middle. They are
     | labeled "Core System: Tsang Business Archive" which you can hack and spend
     | some time reading. Doing so will net you the [_TSANG BUSINESS ARCHIVE_]
     | mission item, so that's good. The last one is the one the VP wanted us to
     | get to, the "Core System: Foreign Accounts". Hack into it and get the item
     | out of it: the [_FOREIGN ACCOUNTS RECORDS_]. This also comes with a very
     | good-looking [_2,124 Y_]. Once you have these items, go ahead and jack out.
     |
     |
     |
     `-.---------------------------------------------------------------------------'
        
     
     Once you log out, go ahead and give the VP the data he wants. We don't really
    need the money at this point, so I'd recommend just handing it over, taking the
    "Tsang Business Archive" as a win (Dirt on Josephine) and calling it a day.
     
     
     Let's finish our exploring of this floor. To give you a heads-up though, to
    get through the rest of this floor WITHOUT causing a fight, we will eventually
    NEED to pass a [Charisma: 7] check. And what this will do is allow us to hack
    another security node. Is this worth it?  Eh.... I'm not sure, really. Up to
    you I suppose, but for the sake of completion I'm going to go through what to
    do down below. If you don't want to be bothered, just skip the text below and
    head to the next floor.
    
    
     To the upper left is a work area, but the manager has no options for us,
    instead telling us to check up on the southern team. There's nothing in the
    middle area. To the south on the left is a Security Room, but it is locked up.
    
     Head to the right and you can talk to a team member down here. Here, if you
    can, pass the [Charimsa: 5] or [Etiquette: Corporate]. This will let her talk
    to you, having a quick venting section. Offer to help her out and she'll wonder
    what is in it for you. Here you can either pass an [Etiquette: Security] or a
    [Charimsa: 6] check, but both of those aren't necessary as you can just pick
    the top option. Up to you, but choose to help her for an objective:
    
    
     o Objective (OPTIONAL): Give the Data to the Tsang Suit
     
     
     BEFORE we can get to the security room, we need to keep our end of the
    bargain first. Head north to the other team's work area and talk to the lead.
    You have a bunch of options here: [Strength: 6], [Etiquette: Academic] or
    [Charisma: 6] to convince the team that you have work to do and kick them all
    out of the room. If you CANNOT pass one of these checks, the team WILL NOT
    leave the room and you'll fail accessing this floor's Security Node. Let's
    assume you can pass one of these though, to continue:
     
     
     From there, go ahead and access the terminal, which will require [Decking: 5]
    but will automatically give you the [_TSANG REAL ESTATE DATA_]. head back to
    the south now and give it to the woman you talked to for (KARMA GAINED: 1).
    She will also give you quite possibly the longest-named item in the game: the
    [_SECURITY STATION CARD FOR LEVEL 26: SALES AND ACQUISITIONS_]. And I STILL
    managed to get it in on one line. Oh yeah!
    
    
     From here you can access the security station, but unless you can pass a
    very high [Charisma: 7] check, they aren't going to just let you come in. If
    you can pass this, you get by freely and can access the Matrix Jack-In point
    down below:
    
    
    
     (777 SELF NOTE: Add in fight here!)
     
    
    
    
     o NET INFILTRATION: FLOOR 26 SECURITY OFFICE
     | 
     |  ~ System Response Level: 9
     |
     |  ~ System Trace: 0/365
     |
     |  ~ Blocker IC Rating: 8, 9
     |
     |
     |  Head south and you'll see Watcher IC circling around. There is an outer
     | layer and an inner layer here. The inner layer is the one that we need to
     | watch: that IC will head clockwise. Wait for him to pass to the right AND
     | wait for an outer IC to pass to the left, then follow the outer IC as it
     | goes south. Hurry up and exit to the south to see a path split: one path
     | to the right and one path to the left.
     |
     |  Let's go ahead and go right first. You'll be attacked as you enter this
     | area by a ranged IC. Take him out and get out of the Watcher's way. As you
     | head south, a second one will see you and attack. Take him out as well and
     | make your way to the "Security Network Node: Floor 26" node. Hack it and
     | interact with it (did I rhyme?) to lower security yet again. This should be
     | the SECOND Security Node we've hacked. Hehe...
     |
     |  Head back to the path split now and head left. As soon as you get into
     | this room you'll be attacked by two ranged IC. There is a Watcher IC in
     | here as well, but avoid him. Take the ranged IC down, and then watch how
     | the Watcher IC moves. He is VERY easy to avoid, just pass him as he goes
     | down to the left. Head past him to the Blocker IC and hack it to access
     | the "Floor 26: Secure Data Store". We learn a lot of info here, such as
     | the [_LAB TWELVE ACCESS CODE_], which is 25301, as well as the [_SPECIAL
     | PROJECTS PASS CODES_], which are "Scion" and "Prodigal". Fun stuff.
     |
     |  And with that we have nothing left to do in this portion of the matrix.
     | Go ahead and log out now.
     |
     |
     `-.---------------------------------------------------------------------------'
        
     
     Well... that is all we have to do on this floor. With that said, head back to
    the elevators and make you way to Floor 49 to continue. Note that this room DOES
    involve some fighting, especially in the beginning if you can't pass a single
    [Charimsa: 6] check. However, to see everything in the room you'll need to fight
    anyways (as far as I know). See the note below.
    
    
    
      Floor 49: Thaumaturgical Research
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     First, a note here just in the hopes that this guide gets streamlined
    in the future:
     
     
     (-NOTE-) If anyone knows how to access the SECURITY ROOM Matrix AND the
              VP ROOM Matrix in this level without fighting anything, please
              let me know!
     
              
     As you can see from the note above, we ARE planning to fight here, but we
    can do it on our terms if we can pass this first initial check... if not,
    well we were going to fight anyway...
    
    
     Talk to the guard here where you will have to either pass a [Charimsa: 6]
    or get in a fight. Even the Security Pass fails here and the other options
    are just ASKING for you to fail. As I had a smooth-talking character, I
    could pass this, but if you don't  you'll have to fight. We'll have to fight
    sooner or later, so I'll go through the enemies below. If you have to fight
    now, take out these three characters and watch for one of them to drop the
    [ SECURITY STATION CARD FOR LEVEL 49: THAUMATURGICAL RESEARCH_]. Three more
    enemies will come up from the security station to the south here. One of them
    is a Grenadier, so focus on him. He is accompanied by a guard and captain, so
    be ready to get through the captain's enhanced HP (I had Duncan stun him and
    zip-tie him).
    
    
     For now let's pretend we got past the door check. This room is fairly devoid
    of things to do. To the left is the "VP of Thaumaturgical Research" room and
    a laboratory. We can access both of these. In the middle is a containment room
    that has both doors locked. And finally to the south is the Security Room,
    which is locked and requires a card key.
    
    
     What we want to do here is head to the laboratory. You CAN talk to the VP if
    you want, but there's no dialog options here and she just tells you to piss
    off basically. To the south though is a Research Mage. Here you can talk to
    him and if you can pass a [Charisma: 6] check (AGAIN, it is NEEDED) you will
    have your option of three other checks. They are mostly spell-casting related:
    [Conjuring: 6], [Spellcasting: 6] or [Etiquette: Academic]. Passing any of
    these will net you the "Containment Room Code": 1915.
    
    
    (-NOTE-) I couldn't pass ANY of those... but you can just use the code if
             you know it ahead of time. Oh, I feel like a cheat right about now!
             Oh well!
             
             
     What you want to do with this code is to head to the middle room and use it
    to enter the room. You can read up on some of the research here, but then you
    can open the containment shutter to see a giant MONSTER next door. You can then
    open the door and send it to either the elevators, lab, or the VP room. I chose
    to send it to the lab. Doing this empties the Security Room for you. Doing this
    whole process (releasing the monster) also nets you (KARMA GAINED: 1).
    
    
     From there, head to the security room and feel free to enter their matrix:
    
    
     o NET INFILTRATION: FLOOR 49 SECURITY OFFICE
     | 
     |  ~ System Response Level: 9
     |
     |  ~ System Trace: 0/365
     |
     |  ~ Blocker IC Rating: 9 x2
     |
     |
     |  This first area is quite tricky as there is a LOT of Watcher IC here.
     | The loop in front of you has two IC going around it in a circle, but their
     | view is pointed inward. Above them is a connected circle with a FAST IC
     | moving around it, also pointed inward. And finally, connected to him to the
     | northwest is one last rectangle connected with an outward-facing IC moving
     | around.
     |
     |  Thanks to their inward views, we have to be VERY careful here. WAIT until
     | the third (outward) IC goes by and then follow a nearby IC north, staying
     | on the WHITE line. From there, follow the northern IC when you can (a bit
     | of timing here) and again STAY on the white line. Move north to the cubby
     | up here for a break. From there you can wait for the fast IC to get by and
     | the northwest IC to get by, then follow the slow IC northwest to get by
     | this tricky area. This leads to a path split.
     |
     |  Head north first and you'll have to face three ranged IC. Take them out
     | and when you're down to one or so, it is a GREAT time to use Suppression if
     | you can. Once you have them down, wait for the left IC to go up and head
     | left behind the barrier. Move around it to the north and wait for the left
     | IC to go south and then go hack the "Security Network Node: Floor 49".
     | This should be our THIRD hacked Security Node, compromising the system.
     |
     |  Head back to the path split now and head south. We will face another
     | fight here (no watcher IC at least). One Destroyer and two ranged IC.
     | Take out the destroyer first, using any programs you have (Man, I love
     | Killer). Once you take them all out, go hack the Data Store node and you
     | will gain the [_EQUIPMENT ROOM DOOR CODE_] once you hack it (8974). This
     | is going to be good! Once you have that code, we have nothing left to do
     | in this portion of the matrix, so go ahead and jack out.
     |
     |
     `-.---------------------------------------------------------------------------'
        
     
     With the Door Code in our possession, head across the room and enter the
    Equipment Room code to open the door (8974). Inside is a treasure trove of
    goodies: a [_REMINGTON 990 (SMARTLINK)_], a [_STEYR AUG-CSL_] which is a
    UNIQUE rifle, some [_RENRAKU FLASHBANG GRENADE_] x2, a [_HE PHOSPHORUS GRENADE_]
    and to the south (in the first aid kit) some [_ADVANCED MEDKIT_] x2 and finally
    a [_DOCWAGON GOLD TRAUMA KIT_]. Give them to whomever you wish and head back
    out into the middle area.
    
    
     Now, THIS is the point where I have NO IDEA how to talk my way past the area
    and get to the VP Matrix. So... we must fight. I'm not even sure if there IS a
    way to get to both of these computers on this floor without fighting, but again
    if you know feel free to email me. At least by coming this far we get to choose
    where we attack from:
    
    
      FIGHT: CLEARING OUT FLOOR 49
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     If you fought earlier, you don't get much of a choice on how to fight, as
    the fight starts in the first security room. However, if you can pass that
    [Charisma: 6] options, we get to choose where to fight.
    
    
     Ideally, we can fight right after we let the monster loose and looted the
    Security Room. From there, pre-emptive the guards in the laboratory and you
    can take out the Grenadier first (pre-emptive BEFORE you go into the room,
    as if you go into the room they will get the first round of attacks).
    
    
     Take out the Grenadier and try to AP-lock and subdue the Captain (if you
    have Duncan). Kill off the rest of the enemies and get ready for the enemies
    from the security room to come down (or vice versa if you fought in the
    Security room). You can use the boxes in the hallway for cover as they come
    running, or even go through the VP room and pincer-attack them.
    
    
     Note that once you DO take them all out, one of them will drop the key item:
    [ SECURITY STATION CARD FOR LEVEL 49: THAUMATURGICAL RESEARCH_]. This will get
    us into the Security Room if you had no other way of getting there. All in all
    not a very hard fight.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     With the guards dead in the level, head to the VP ROOM and you can pick up
    two items here:  [_SPELL FOCUS: LIFE SIPHON II_] and [_STRIP ARMOR III_]. Not
    bad for spell-using characters. There is also the computer terminal in the back
    corner here: "Core System Access Terminal". Go ahead and jack in!
    
    
    
     o NET INFILTRATION: FLOOR 49 SECURITY OFFICE
     | 
     |  ~ System Response Level: 9
     |
     |  ~ System Trace: 0/365
     |
     |  ~ Blocker IC Rating: 9 x2
     |
     |
     |  This matrix dive is very simple. Head inward and you'll get to a "Core
     | Area". You will have to fight one Destroyer enemy here, so take him out
     | quickly and we'll be left alone with two data node.
     |
     |  The first one is the "Special Projects Communications Archive" to the
     | south. This one doesn't really have anything special, but hack it for an
     | achievement coming up. It does have some email traffic about the ASIST
     | machine, which is interesting.
     |
     |  The second node is the "ASIST Machine Operations Data" to the north.
     | Be sure to hack this node. Once you get through it you will gain a mission
     | item: the [_BLOCKER IC PASSWORDS FOR THE ASIST MACHINE_]. This will give
     | you a list of passwords ("1: Dawn, 2: Dusk, 3: Night, 4: Noon"), which will
     | be useful for later on.
     |
     |  There's nothing else for us to get here, so go ahead and log out. This
     | session was short and sweet.
     |
     |
     `-.---------------------------------------------------------------------------'
        
     
     (-NOTE-) If you have followed the guide and hit all of the data stores and
              system nodes in Prosperity Tower, you will get the "No Stone
              Unturned" Steam Achievement. Congrats!
     
    
     We have nothing else to do on this floor now. Go ahead and head back to the
    elevators now. From here we are going to head to "Lab Twelve". If you will
    remember we found a code in the sub-basement, so choose to enter a numerical
    code here and enter:
    
     "44526"
     
     The elevator will ask us to input a second code now:
     
     
     o Objective: Get a Second Elevator Code
    
    
     Thankfully, we found a second code on Floor 26:
     
     "25301"
     
     This will unlock the "Lab Twelve" option on the elevator and the game will
    give us a "NO TURNING BACK" warning once you select it. Go ahead and do so
    anyways and we'll be off!
    
    
      LAB TWELVE
     ¯¯¯¯¯¯¯¯¯¯¯¯
    
     MID-MISSION WRAP-UP:
     
      ~ The elevator codes acquired, you head into the enclosed space, watching
        the ceiling access panel closely as you make your way to Lab Twelve. Light
        elevator music contrasts sharply with the smell of sweat and cordite. As
        the lights on the elevator hit twelve, you cover the door and wait.
        
    
     We will meet up with some guards right after getting off the elevator. What
    is even worse is that there is NO way to talk your way past these guys. Oh
    well, it can't be helped!
    
    
      FIGHT: LAB 12 WELCOMING PARTY
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     There is NO talking your way out of this fight!
     
     The first round will be the three enemies (a Captain and two Guards)
    getting into cover and little else. You can then spend your turns marking
    the captain and taking him out while (mostly) getting your runners into cover.
    Of special note is to try and leave Duncan near another party member if you
    have his Magnet Arm, as the guards in particular will LOVE to throw grenades
    at you. I leave Duncan near the drone up ahead to draw this out while letting
    Gobbet and Racter stay back in no cover, having used up all their AP using
    Haste and Drone buffs.
    
    
     Focus down one foe at a time from round two onward and you will wipe them
    out easily. Note that one of them drops something. Oh goodie!
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     After the fight, pick up the [_ACCESS CARD_] that the guard dropped. He
    won't miss it! Use it to open the door further on and you will see quite the
    scene! Head inwards for some dialog describing the room and, more importantly,
    Raymond in the device in the middle.
    
    
     BEFORE you interact with the "ASIST Machine Console", head to the upper
    right corner and nab the [_PREMIUM MEDKIT_]. After that, interact with the
    console. We will learn that we need to do an "Emergency Disconnect" on Raymond
    to extract him, which means having our top decker go to work while the rest of
    the team holds off the reinforcements that ARE coming. This gives us an
    objective as well:
    
    
     o Objective: Remove Raymond from the Machine in Time
    
    
     We will also have a turn counter: 10 TURNS! We can do it in half of that
    though... well, we'll get it done!
    
    
     This part is split into a fight section and a net infiltration section. We
    will need to do both, side by side, but I'm going to split them up below.
    Let's start with the net infiltration section, and remember...
    
    
     10 TURNS!
     
     
    
     o NET INFILTRATION: ASIST MACHINE CONSOLE
     | 
     |  ~ System Response Level: 9
     |
     |  ~ System Trace: 0/365
     |
     |  ~ Blocker IC Rating: 8, 9 x4
     |
     |
     |  This first area is a mess of Watcher IC and patterns. I just basically
     | LET myself get caught here, knowing that I can (usually) kill a single
     | IC in one turn. Still, try not to. Follow the left IC as it goes up and
     | try to move up through the middle. You may just make it, but if you don't
     | then kill the IC and head north when you can. Hack the Blocker IC here and
     | continue on.
     |
     |
     |  Head north to the "Control Hub". We will be releasing Raymond from here,
     | but not quite yet. Still, you can interact with it and read the "ReadMe"
     | file to learn that all four memory engrams need to be locked in 
     | "chronological order". Leave the hub and enter the LEFT MOST door to head
     | to the first engram. We will likely get kicked out right around here...
     |
     |  Once we regain control, or rather in this FIRST ROOM you will fight a
     | Destroyer and a ranged IC. There are Watcher IC patrolling the room as
     | well, so kill them while you head northward to get past the IC quickly.
     | Hack the Blocker IC here (9) and read the memory here. The key words here
     | are the "Young Boy's Face". This is for ENGRAM BLOCK 1. Head back to the
     | hub area now.
     |
     |
     |  Head now toward the SECOND ROOM, right above the last one (2nd from the
     | bottom). In here we will once again be attacked right away, this time by
     | two Destroyers and a ranged IC in the middle. Kill the Destroyers as they
     | come. Once they are both dead (this is a good time for Suppression), go
     | kill the middle foe and head to the BLocker IC. This one is an 8 (wow!),
     | so hack it and examine the memory. A "Youth Center's Gymnasium". Hmmm, I
     | wonder if the youth here is Duncan? This is for ENGRAM BLOCK 2, and the man
     | depicted here is younger. TIme to head back to the hub area now.
     |
     |
     |  We are on to the THIRD ROOM, (3rd from the bottom). This room is much like
     | the last one: we are attacked right away. Two Destroyers and a ranged IC.
     | Take out the Destroyers as they come and kill off the ranged IC as you use
     | the combat time to CAREFULLY head north. Follow the outward Watcher IC path
     | once you can to make your way north. Hack the BLocker IC up here (another
     | 9, of course) and then examine the memory. "The Scream" and "Old Man". This
     | is ENGRAM 3.
     |
     |
     |  Onto the FOURTH ROOM, the furthest one on the right (the top one). In here
     | is more of the same: ranged IC to kill and two Watcher IC circling in the
     | middle. Be VERY careful and try not to stop in the middle here as the IC
     | have a wide range of sight. Kill off all of the ranged IC and head to the
     | Blocker IC. Hack it (level 9) and and note the memory here. "Edward Tsang,
     | Vice President of Special Projects". Interesting. This is ENGRAM BLOCK 4.
     |
     | 
     |  Head back to the hub area and interact with the Console Hub. We now need
     | to "Open the Host Engram Stream file". Do so and we need to select EACH
     | slot and input our chronological choice. Some of these are obvious, but it
     | still took me awhile to think through this logically. The key here, I think,
     | is the clue we got earlier:
     |
     |   "1: Dawn       2: Dusk        3: Night    4: Noon" - CLUE FROM COMPUTER
     |
     |   "1: Young Boy  2: Middle Age  3: Old Man  4: Young Executive"
     |                                                        - ORDER FROM MEMORIES
     |
     |  I believe the "Logic" here is to match these two facts together, then
     | use the cycle of the day (chronological order) to get the ANSWER. Like
     | this:
     |
     |
     |  1) (Dawn): Young Boy (ENGRAM 1)
     |
     |  2) (Noon): Young Executive (ENGRAM 2)
     |
     |  3) (Dusk): Middle-Age (ENGRAM 3)
     |
     |  4) (Night): Old Man (ENGRAM 4)
     |
     |
     |  Put that combo into the Console Hub and you will AWAKEN Raymond. From
     | there all we need to do is clean up in the fight in the "Real World".
     |
     |
     `-.---------------------------------------------------------------------------'
        
     
     And now, what to expect during the actual fight... in "Meat Space!"
     
     
    
      FIGHT: FREEING MR. TSA... DAD
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Time to protect your hacker!
     
     We have a round to prepare before we are rushed. This means getting set up
    in cover. Ideally have your mages put down some area-of-effect stuff in front
    of the door as EVERY ENEMY is coming in from the south. Do whatever you can
    to hamper them ahead of time (Acidic Fog, Mines, etc). Also, if you can, put
    a member down to the south with a view facing northeast (I put the drone down
    there) as getting someone in the crossfire is excellent. Also, any time you
    can, be sure to put your characters on Overwatch. One last tip: enemies WILL
    group up in this area so this is a great time to utilize grenades and such.
    
    
     You are going to face THREE waves of enemies, who will be coming in hard
    and fast after each other. This is often interspersed with rounds of your
    Decker working above of course: a great back and forth exchange of game play
    types! One more important note here: incoming enemies will OFTEN aim for your
    decker in the back. This is a long shot on their part, but still... if you can
    put up a barrier or something for them all the more power to you... the last
    thing we need is a dump shock!
    
     The first round has a Grenadier, Captain and Enforcer. A Conjurer is a bit
    behind and will likely show up soon. You can steal his ward or just kill him
    first when you can. The Grenadier and Conjurer should be targeted first. Use
    whatever skills you can to take them down quickly, but try to stay in cover
    and keep any area attacks up you can.
    
    
     The next round of enemies coming up are two Enforcers and a Mage. The Mage
    is the squishy target, so I recommend killing him first (he can heal his
    fellow comrades). Take him out and go for the weakest after that... we NEED
    to this their numbers.
    
     One more round: two TROLL Grenadier enemies will show up with a Captain.
    Focus on killing off anyone close to death and then take out the Grenadier
    enemies next. Try to stagger them if you can... remember, whenever they do
    group up, go for a grenade or anything you can do.
    
    
     Stay in cover and protect your decker! Once that last wave shows up no more
    waves will come in, so feel free to give up a bit on cover if you need to and
    wipe out everyone you can.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     Whew, once your decker has done their work and the area is clear, you can
    interact with the chamber and get Raymond out. Soon he will be on his feet
    after some dialog with Duncan and we'll have an objective:
    
    
     o Objective: Escape With Raymond
     
     
     This upcoming part is just... fantastic. Head back to the elevators and you
    will meet up with three more guards. They are trying to muster up as much
    courage as they can.
    
     Here, tell them you've left a "Trail of Blood..." and then go with the
    "Smart Play" option. No reason to attack them here: it is very much not
    needed and will even result in an achievement if you just leave:
    
     
     (-NOTE-) Convince the last guards to let you go and you will receive the
              "I Don't Get Paid Enough for This" Steam Achievement. Very nice!
     
              
     
     MISSION WRAP-UP:
     
      ~ Alarms blare as you hustle Raymond from the Special Projects section of
        Prosperity Tower, but you encounter no resistance. Raymond unsteadily
        gropes his way through the corridors of the corporate headquarters,
        holding onto your elbow for support. Occasionally, the old man fingers
        the gauze dressing on his head with his free hand, wincing when he touches
        a tender patch.
        
        Tense minutes pass between the time you exit the building and enter the
        MTR station. The team remains on high-alert, scanning the streets and
        buildings for signs of Tsang security forces until, like a stream of
        cockroaches, you scuttle underground into the cool safety of the Mass
        Transit tunnels. You pay the fare, grab Raymond, and make your way to the
        subway platform, the sound of the old man's ragged breathing loudly rushing
        past your ear. Seconds tick slowly while you wait for the subway train to
        arrive.
        
        
        
     On the subway you can chat with Raymond quite a bit. All of your team is
    here as well, so even if you didn't bring Duncan earlier he will often star
    in this dialog. Soon you (the subway) will pull into The Walled City though,
    and you will be treated by... a vision...
    
     Wow. The team will recover as best as they can and Raymond will declare that
    *she* is here... The Queen of a Thousand Teeth. Shit... Keep talking to Raymond
    to learn about what he was working on. The Fortune Engine. Wow...
    
    
     So, we learned what Raymond built all of those years ago, and what could
    have gone wrong... as well as what he was researching when we were younger.
    Well, he may have ran away, but he is trying to stop it now. Something is
    pushing through! We will get a choice on how we want to respond here, as well
    as dialog from each party member. Good to know they have our backs.
    
    
    
     As we reach Heoi, we will gain {KARMA GAINED: 10) and we ill be given a
    new objective:
    
    
     o Objective: Talk to the Triad Soldier
     
     
     Before we go do that though (Raymond is just to the north, with the Triad
    Soldier near him - avoid them for now). We can go do some other stuff first.
    
    
     First let's head and visit Ambrose. He will have Reliable Matthew in his
    shop (should you want any drones), but will ask you to go get Law from his
    ship. He will even give you the special weapon: [_RAQUEL THE UZI_] to give
    to Law to help him survive. This weapon can't be used by you or your party,
    as it is a mission item.
    
     Head to Law and go give it to him. If you have the [Ranged Combat] to ONE
    at least you can even give him a pointer on how to use it, so go ahead and
    do so and he'll be OK staying at the boat.
    
    
    
     Go buy whatever else you wish and then head north and talk to Raymond once
    you are ready to proceed.
    
    
                                 (- IMPORTANT NOTE -)
     
     You will get some dialog about what is going on but soon Raymond will turn
    into an AUTHORATIVE FIGURE. That is the key note to pick up on. Soon Duncan
    and Raymond will start arguing and you will get a choice of four answers to
    pick from once you are allowed to talk:
    
    
     ONE OF THEM is the choice you picked from talking with Duncan earlier...
    the phrase you USES TO SAY to stop their fighting. You should PICK IT HERE
    no matter which ending you want... it is a requirement for one of the game's
    four endings, but we can still choose which ending to pick later on, so you
    are not tying yourself down here. So be sure to pick it!
    
    
     (FYI: Our saying was "Listen to what you know instead of what you fear.")
     
     
                               (- IMPORTANT NOTE END -)
    
     
    
     Once you are done talking to Raymond and buying anything you could wish for
    in town, go ahead and head north to the triad soldier and talk to him. These
    are Cheng's soldiers and will advise you that they are heading in with you.
    This sparks some plans to split up instead of going in as one big group, but
    also gives us the objective below. Read the note below and go to the objective
    to pick your team.
    
    
     
     (-NOTE-) You MUST take Gaichu with you on the final mission in order to
              get an optional achievement later in the upcoming mission. It
              isn't super important, just keep this in mind, ESPECIALLY if you
              saved the Vampire earlier.
              
     
     
     o Objective: Make Your Way Into the Heart of the Walled City
    
    
    
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                       CHAPTER 17: CITY OF DEATH                      >==O
        ``-.___________________________________________________[SHK-17]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
     STORY SYNOPSIS:
     
      ~ The typhoon pours down as the triad soldiers fan out in front of you,
        leading the way into Kowloon Walled City. Raymond shuffles along, alert
        and intent. Although exhausted by all that has gone on, he drives himself
        forward, and will not accept help from anyone. Wu watches the windows and
        rooftops, his rifle never leaving his shoulder. He occasionally risks a
        glance at his foster-father, concern, frustration, and anger playing over
        his face like a slideshow.
        
        The Walled City is worse than in your first visit. Even with the rain,
        you can feel something in the air. It's thicker now and it clings to your
        skin like invisible filth. The miserable noises of slum life are gone,
        replaced by something worse. The sounds of death. The sounds of fear.
        
        As you round a corner, the group stops before heading in deeper.
        
        
    
     We enter the city with Raymond and will soon split up, our other party
    members following Raymond as he travels with the triad soldiers. We will meet
    up with them later... probably.
    
        
     o Objective: Reach the Objective Building
     
     o Objective: Access the Center of the Kowloon Walled City
     
     
    .Head forward down the linear path and soon you'll be stopped by some Yellow
    Lotus. You will have to fight here no matter what, as they claim to have a
    new Queen...
    
    
    
      FIGHT: "WE HAVE A NEW QUEEN"
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Well, it seems that even the Yellow 3Lotus soldiers can't quite overcome
    *HER* influence, as we can't talk our way out of this one.
    
     Thankfully, the resistance here is pretty pitiful. We will be facing two
    Soldiers, a Mage and a Sniper. They will get the first turn and will spend
    it getting behind cover.
    
     Do your best not to group together as each of the soldiers has a grenade
    they will use (or bait them to use it if you have Duncan and his Magnet Arm
    in your team). Focus on the Mage first, then wipe out the squishy Sniper and
    finish off the soldiers one at a time. It shouldn't take but two to three
    rounds in total, then we'll move on.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     We can now head further in. The first thing we should do is head to the lower
    right. Over here where the group of people are you will find some Triad
    members shaking down a Street Shaman. We can choose to interfere here.
    
     You can get out of this WITHOUT fighting if you wish. Just choose to stand
    up to them and then you'll have to pass a [Body: 7] check. This will avoid the
    fight all together. You may not get that choice though and may have to fight
    the group:
    
    
      FIGHT (OPTIONAL): PICK ON SOMEONE YOUR OWN SIZE
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     This is a fairly straight-up fight. There are five enemies here: four very
    standard "Triad" members with their leader, Song. The triad members have
    various weapons (notably the Sniper who takes cover to the north) and also
    have grenades on them, so be careful of grouping up together. The enemies
    first round will be spent getting in cover, although they MAY take a pot shot
    or two.
    
    
     Buff up and wipe out the northern enemies (likely two of them) and then get
    in cover while facing the three southern enemies. Focus them down one at a
    time, picking off the lower HP enemies first to sway the odds in your favor.
    Pretty standard stuff by this time, for sure.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     Once you've saved the Shaman, you can talk to him. He will be... hesitant
    about telling you his name. You can get it by passing a number of checks
    though, including [Charisma: 5], [Strength: 7], [Etiquette: Corporate], or
    even a 200 Y bribe. Once you get past finding out WHO he is and why he wanted
    to hide it you have a choice to make:
    
     1) Turn him in.
     
     2) Agree you've never heard of him.
     
     3) Demand a GOOD item.
     
     
     So... either be a cool cat or be a dick... well, going after the first
    option doesn't actually net you ANYTHING, so I wouldn't recommend it. The
    third option is tempting though: you CAN pick it if you want and the shaman
    will give you a [_FORCE 6 FIRE ELEMENTAL FETISH_]. Surprisingly, he still
    let's you shop his normal wares as well, which is a bunch of medical supplies
    should you need them.
    
    
     Once you are done with that you can head south to find a couple of merchants
    trying to get rid of their wares. The left one is just selling stolen medical
    items. The right one is actually a runner in hiding. You can buy from his
    "Extended Stock" if you can pass either an [Etiquette: Shadowrunner] or an
    [Etiquette: Gang] dialog check. If you don't have either of those though, you
    will need to pay him 100 Y for "information" and then you get access to his
    stock. His stock isn't anything you couldn't have bought in Heoi though, so I
    wasn't impressed at all. His "information" is interesting though: beware of
    the civilians in The Walled City as they have been driven crazy.
    
    
    
     Well then... go ahead and head north now. There is a * SPECIAL * event here
    if you recruited Ku Feng during the "Exit, Stage Left" mission. You will see
    her put a Tsang Guard down here and she'll ask how you are doing. Go ahead and
    tell her of you mission (there is a [Biotech: 6] dialog option if you tell her
    you feel the area as well, but it doesn't change anything) and soon you can
    tell her to join you. Go ahead and do so to get some extra help!
    
    
     (-NOTE-) If you have Gaichu in your party as I earlier suggested, you will
              now get the "Monster Squad" Steam achievement. Hehe...
              
              
     What you should do now is head to the left and interact with the wiring over
    here to mess with the turrets to the right. With [Decking: 6] you can turn
    them off or with [Drone Control: 7] you can re-program them to attack Tsang
    members. Or you can just have Racter do the re-programming for you (which is
    what I did). He is just so handy!
    
    
     Go ahead and head north now and "Enter the Mid Ring of the Walled City" to
    continue.
    
    
    
     We will get a call from Raymond to update him on our status. Go ahead and
    answer however you wish and we'll lose our call soon. Bah... that figures.
    Head forward and you'll see multiple people fleeing. Good idea on their part.
    Go ahead and head SOUTH first. You'll see a DEMON in the corner down here with
    several corpses. Go ahead and take him out (no fight box here: it is just one
    enemy and shouldn't take but a single round) and you will gain (KARMA GAINED: 1)
    for taking him out.
    
     
     Head north now and you'll see that several civilians are trying to get past
    the guards... if we have [Quickness: 6], we can get the first move in. I would
    recommend picking that if you can. If you can't, we'll have to wait a round.
    
    
      FIGHT: SERVE AND PROTECT...
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     This fight is very easy. We only have three enemies after all, and they are
    all facing away from us. It is even easier if you got the quickness pick a
    bit earlier. You may be able to take them all down in one round in fact.
    
     Either way, burn them down one at a time and take them out. The citizens
    won't help our hinder us at all here, just focus one at a time and we'll have
    this fight.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     As soon as you kill them, the [_EXPLOSIVE DETONATOR_] will drop. This thing
    is only useful for an optional fight coming up, which I DO NOT recommend
    doing. Up to you though.
    
    
     Continue on and you will see another demon. This thing will put someone out
    of their misery and leave though. This is the point where the path split: you
    can either follow the demon (which I RECOMMEND), or you can head left over the
    small bridge. If you choose to head straight ahead, jump past the optional
    fight ahead and to the fight down below.
    
    
     If you cross the bridge you will have to destroy the barricade, which blows
    up your way back and gives us the objective down below. It also throws us in
    to the fight down below:
    
    
     o Objective: Find Alternate Route to Center of Kowloon Walled City
    
     
    
      FIGHT (OPTIONAL): AN ALTERNATE ROUTE
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     I suppose we are putting down the crazies...
     
     The first thing you must know about this fight (and path, as I mentioned
    earlier) is that we aren't doing the civilians any favors: they will attack
    us as they have gone crazy and we will need to put them ALL down.
    
    
     That means this fight is us against three Tsang Commandos and a group of
    civilians. The civilians aren't much of a threat at all to be honest: they
    have some monk spells (light cover, killing hands) but are all un-armed and
    will attack the Tsang forces as well. There is no saving them, so don't try
    and kill the commandos first or anything...
    
    
     When this battle starts you are in the unfortunate position of being all
    grouped together. Without Duncan in your midst (or rather, the Magnet Arm
    upgrade on someone), the battle will very likely start with all three of the
    commandos tossing grenades at you. Ouch...
    
     Past that though, you can heal up (there is a Dragon Line nearby for your
    mage) and begin to pick off whoever you can. Take out any of the civilians
    that come for you but try to pick off the commandos from range. Don't bother
    the civilians that are attacking the commandos though (the enemy of my enemy
    and all that). Wipe out whoever threatens you and try to take a more ranged
    approach until the crowd thins out a bit, then go in for the kill.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     Once you are done with the battle you will see that the way we came is indeed
    wiped out. The bridge is gone. This gives us the north exit as the only way
    forward, so go ahead and take it.
    
    
    
     You will enter a new screen and will be given another objective here (which
    pretty much tells us to just "head forwards"):
    
    
     o Objective: Reach the Objective Building
    
    
     As you head forwards though, you'll be stopped by some dialog. The Tsang
    soldiers here are having a scuffle... someone named Hu is trying his best
    to convince his squad-mates to let him do a little... dentistry in order to
    protect them all, but that doesn't go over so well, launching us into a
    fight:
    
    
    
      FIGHT: THE DEMONS ARE COMING...
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     This is actually a two-part fight, but we will combine it. The first part
    is really simple after all. At the beginning of the fight you are NOT the
    squad's main concern: Hu has gone insane and will attack his own teammates
    for a few rounds until he is taken down. What YOU should do is hole up behind
    cover to the south and put OVERWATCH on, facing upwards. From there you should
    buff up with aim and haste, anything you can do in the meantime.
    
     There are three Tsang soldiers here and they will fight each other, but they
    will likely come south sooner or later and just get torn up by your overwatch
    reactions. Wipe them up once they are hurt and then move north to the second
    part of the battle (move north while staying in cover).
    
    
     This second part of the fight occurs as you head north: a dialog box will
    pop up and soon you'll see three demons enter from the far north. Yikes!!!
    
     They will head west, towards the remaining Tsang troops. The Tsang troops
    are in a BAD position here, with demons on the right and our team to the
    south. That said, they have a few members, including a couple of commandos,
    a mage to the south and a rigger to the right (who will likely go for the
    demons). We should take out the mage first and then, if you have any long
    ranged options (read: snipers), it is best to hang back and let the enemies
    go for it with each other while doing some controlled shooting to help thin
    their ranks (I recommend going for one of the Commandos and letting them
    fight from there).
    
     There is also a spirit shrine up here where you can summon a Fire Spirit
    with a mage (Gobbet). Once the enemies have thinned each other out a bit,
    summon it and go in for the kill, wiping out whoever is remaining to clean up
    this fight. Try and get behind the commandos to flush them out of their cover
    (they have high defence) and kill everyone off, keeping the melee demons for
    last if there are any left. Feels good to let enemies fight each other...
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     Once the battle is over, head to the exit to enter the "Center" of the Walled
    City. We are nearing the end. Be sure to save at some point soon!
    
     Ku Feng will leave us at this point, by the way. Nothing you can say will
    make her stay, but it was nice to have the extra help nonetheless right? Head
    on towards a person dying on the ground... the game has a health icon above
    him, but clicking on it did nothing for me (which seems... odd). You can talk
    to a man barely clinging onto sanity here as well and ask him some questions
    if you wish. Hmm... keep pushing on to the exit where you will get some dialog
    about Raymond. After that, you will have to enter "The Heart" of the Walled
    City and will even get a prompt about it. Are you ready for this!?!
    
    
    
     MID-MISSION SYNOPSIS:
     
      ~ The deafening rattle of machinegun fire fills the air behind you, and
        the metallic tang of blood cuts through the stench of garbage. You press
        forward, wading through block after block of insanity, chaos, and death.
        All around you, the Walled City is descending into a churning cauldron of
        depravity and violence.
        
        The comm's of no use. You've tried several times, but there's still no
        word from the B-Team - no sign of Raymond, or of Kindly Cheng's triad
        soldiers. Finally, you reach the center of this hellhole: an industrial
        hatch with its door ajar.
        
        This is the place where Raymond Black built his infernal machine. The
        threshold across which Qian Ya, the Queen With a Thousand Teeth, clawed
        her way into this world.
        
        
    
     Well then... once we regain control, we will get (KARMA GAINED: 8), which is
    a nice bonus. Go ahead and spend it now: we won't get many chances soon. Head
    south into the hallway and out the door here, southwest to a wide-open area.
    
     This place is HUGE. To the southeast is a medical box with a [_DOCWAGON TRAUMA
    KIT_] you can nab. From there you can head west (sort-of south west... in the
    small cubby area) for another medical box with some [_SHAMANIC SALVE_].
    
    
     (-NOTE-) BE SURE TO SAVE at this point if you want to go after multiple
              endings. We have to re-start at this point each time we want
              another ending, but if you've been following the guide we can get
              all four of them from this save point.
    
    
     Nothing left to do except examine the "Prosperity" door. It is locked, of
    course, but after you examine the door you can use a console to the south.
    Go ahead and use it, and... look who you summoned in (or who Raymond summoned
    in...).
    
    
     This dialog really doesn't matter to much, but go ahead and tell the Yama
    King that you want to make a deal. We will be talking a ton more to this
    thing after two un-avoidable fights in a bit, and THAT is the time we will
    be picking our ending(s).
    
    
     Before we can do anything though, the Yama King plans to test us. To see
    if we are worthy. We must... prove ourselves...
    
    
     o Objective: Defeat Qian Ya
    
     
    
      FIGHT: PROVE YOURSELF WORTHY!
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Regardless of what you picked, we are going to have to prove our worth in
    this initial battle.
    
     The first thing to note is that Qian Ya is behind a wall of fire, with four
    streams from four candles around the room keeping her alive. These candles
    must be snuffed out, and the sooner the better. The longer you let them burn
    on, the more turns Qian Ya has to spawn in new enemies, so the candles are
    our first priority.
    
    
     The first two candles are nearby. It is a good idea to Haste with Gobbet
    and then nab the right candle with her. I then Overclock the Drone with Racter
    and sent him west, hitting the left candle and the far left one all in one
    turn (yes, you can do that with 5 AP... so handy!). From there I send the
    character I used Haste on south towards the candle down there, but couldn't
    quite reach it. My last character just attacked one of the minion enemies.
    
     
     Speaking of the enemies, there are two kinds to worry about: the "Gibbering
    Nightmare" which is the weaker of the two at 50 HP, and the "Unspeakable
    Horror" which is a bit stronger at 60 HP. The melee one does AP damage if it
    hits you, which can be a pain. They can also cause you to lose movement and
    accuracy, which is another pain. Bah...
    
    
     So, your first and second rounds will be snuffing out the candles, and once
    that is done, focus on taking out the minions. You *MAY* be tempted to tackle
    the Yama King, but we need to kill everything on the map regardless anyways
    and Qian Ya restores 10 HP per round, so may as well take her out last.
    
     Focus down the minions one at a time, which shouldn't take you too long.
    They all have low-ish health and are easy enough to hit (they tend to miss
    a lot as well, which is a bonus). Things that may help you (debatable) are
    the fact that to the far left you can use a summon shrine to summon up a
    Fire Spirit to help (there is a Dragon Line to the left as well) and the
    fact that you can find an [_ADVANCED MEDKIT_] to the upper right, in the
    medical box. The medkit isn't exactly a priority though, so only grab it if
    you really have nothing else to do (and at the end of the fight)...
    
    
     So, snuff out the candles, kill the minions, and then take down the Yama
    King. 110 HP isn't that much when it is just Qian Ya against your team. Keep
    at her and soon she will go down...
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     Of course, once you "kill" Qian Ya she will reveal part of her nature to
    you: she is just a small manifestation of the real thing. This is emphasized
    by the fact that you witness the Yama King reconstitute itself in front of
    you. Qian Ya will retreat further in, past the open "Prosperity" doors and
    will disappear.
    
    
     This is an incredibly bad idea, but... go ahead and follow the giant horrific
    monster from another dimension and we'll follow it back to its home...
    
    
    
      FIGHT: THE TELLING ENCOUNTER
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     We are thrust into this fight automatically. However, it is much more
    straight-forward than the last fight. All we need to do here is kill the
    Queen's minions and then kill her.
    
     The bright side here is that we get to go first! Let's go over the enemies
    we face here: one Gibbering Nightmare in the upper right corner and then two
    "Fanged Behemoth" enemies in the upper corners. They are both quite big an
    have slightly more HP than the other minions (70 HP), but we need to kill
    these three minions first to lower the buffs and healing they are giving to
    Qian Ya.
    
    
     Qian Ya is MUCH more powerful this time around. Not only does she have
    much more HP (170), but she has more AP as well and a devastating melee attack
    with her tooth-filled arms that can quickly drain and stun a party member in
    a single round.
    
    
     What I did in this fight was send my main ranged character (my Decker main
    character) to the right in cover and shot down the Gibbering enemy. Racter
    got sent to the left behind cover and turned on his drone (but didn't do the
    Overclock / Aiming combo) due to lack of AP. Gobbet ended up staying out in
    the middle of the area (not a good idea) but sacrificed herself to Haste and
    Aim Gaichu, who went to town on the right Behemoth.
    
     This is a bit risky as Gobbet or Gaichu is prone to getting all the AP
    drained out of them, but the Gibbering enemy will likely fall and squishy
    Racter is safe. The drone and Gaichu will likely (or nearly) kill off the
    right Behemoth as well.
    
     On the second turn you can open the drone up (5 AP) and finish off the
    right Behemoth and lay into the left one. Gaichu can come help if he is
    available, otherwise Gobbet is likely free and should either do a fog spell
    or summon something (this is the FINAL BIG FIGHT... no sense saving anything
    here!). Survive another brutal round of Qian Ya's attacks.
    
    
     The third round should see you killing off all of the minions and focusing
    on the Yama King. Be sure to take note of the note below (ha!), as it is a
    very easy and quick achievement to nab! Just hit the Queen with everything
    you have and she will fall very quickly, which disrupts reality and sends us
    back to the "real world".
     
     
     (-NOTE-) Near the end of the battle, when it is just you and Qian Ya left
              alive and right before you are set to kill her, be sure that you
              run up to her and punch her with your bare hands once.
              
              Doing this will net you the "God Puncher" Steam Achievement. Heh.
              Good job!
              
              
              
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
     At this point we will have to choose our ending.
     
     Most of these endings are all dialog and choice-based. Only one ending really
    has requirements you must follow (which I've pointed out as we played). Also,
    the endings are all rather long, so I am splitting up the sections below.
    
    
    
     If you are following along with me and getting all of the endings, they are
    in this order:
    
    
     1) "It's Just One City" - (the "Bad" Ending)
     
     2) "Good Fortune" - (the "Best" Ending)
     
     3) "Making Amends" - (the "Normal" Ending)
     
     4) "Pyrrhic Victory" - (the "Normal" Ending with a twist)
     
     
     OK, let's go through each of them below, or just skip to whichever one you
    want to go for first.
    
    
    
      ENDINGS GUIDE - [SHK-18]
    --=======------=======----=-=----===-----===-----------====----=-------===-----
    ==-------======-------====-=-====---=====---===========----====-=======---=====
    
    
      "It's Just One City"
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     After the fight, tell the Queen "I earned an audience with you, Queen" and
    pursue a deal. You will be offered "Fourteen Years of Fortune" and will have
    plenty of time to ask questions. In the end though, you will have a chance to
    accept the deal or deny it.
    
    
     For this ending you MUST ACCEPT the deal. Some of your friends will stay with
    you while others will turn against you. In order to cement this deal with the
    Queen, we must do one last fight though:
    
    
    
    
      FIGHT: PROVE YOURSELF WORTHY!
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     In this fight you will face Gobbet, Duncan and Is0bel. All of the people
    who have been following us from the very start...
    
     Helping us is Racter and Gaichu. Raymond is also in this fight, but he is
    no threat and can be taken out with one round. 10 HP is nothing, so be sure
    to give him a round of your time.
    
     Ideally you will go after Gobbet first and wipe her out. Is0bel will very
    likely go take shelter to the right and launch grenades at us while Duncan
    holes up to the left. I would go after Duncan next to eliminate him, as he
    is more dangerous than Is0bel is. Racter's Drone and drone buffs will help
    out a ton here. Finally, mop up Is0bel and you'll be done.
    
    
     ~ BATTLE END _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
     Well... what is done is done. Follow through with the deal and you will get
    the achievement down below...
     
    
     (-NOTE-) If you take the deal and follow through with it until the end,
              you will gain the "It's Just One City" Steam Achievement.
    
    
    
     END-MISSION SYNOPSIS:
     
      ~ You depart from the Prosperity chamber and are instantly caught up in a
        wave of refugees fleeing for their lives. Struggling through the panicked
        wave of humanity, you are able to retrace your steps and eventually reach
        Heoi.
        
        Although the typhoon has passed, the scene is wet and chaotic. The newly
        homeless crowd the streets, dazedly wandering, searching for missing loved
        ones, and nursing injuries.
        
        Relief workers are already on the scene, providing blankets and medical
        aid. Rescue personnel carry the stunned and wounded to safety. The entire
        area has been cordoned off by the HKPF while Knight Errant officers and a
        military peacekeeping force attempt to maintain order.
    
    
    
     We will get back to Heoi and will be able to talk to the news caster. Choose
    whatever you wish here and soon we'll get some new objectives:
    
        
     o Objective: Report Back to Kindly Cheng
    
     o Objective: Go to Bed
        
        
     Go ahead and talk to Kindly. She will... sense what happened with her runners
    but will expect you to share in the fortune, telling you that you will talk
    about it tomorrow. Go ahead and head back to the ship. We'll get some new
    objectives here.
    
    
     o Objective (OPTIONAL): Catch Up with Racter
    
     o Objective (OPTIONAL): Catch Up with Gaichu
     
     
     Be SURE to go talk to Racter for the note below. I agree to help him, and
    was surprised that I got the achievement down below. Talk about making us
    wait until the very end!
    
     
     (-NOTE-) After you have talked to Racter, you will get the "Posthuman"
              Steam Achievement (for completing Racter's storyline).
     
     
     Now finally go to bed to end the campaign, leaving nothing behind but
    shadows...
     
     
     END GAME WRAP-UP:
     
      ~ The riots in Kowloon Walled City circulate local news networks for nearly
        a week. Few outside of the Free Enterprise Zone hear about the incident,
        and of those that do, even fewer care. Within the Walled City, a strange
        new cult comes into power, reshaping the core of the massive tenement into
        a grand court worthy of their queen. Stories of Qian Ya and the Yama Kings
        grow from urban legends to religious parables. The Queen With a Thousand
        Teeth holds sway over Kowloon Walled City, and all those who trespass within
        its walls run the risk of capture and enslavement.
        
        
        Tsang Mechanical Services continues its meteoric rise. Josephine Tsang
        remains a beloved figure in Hong Kong society, a philanthropist and an
        entreprenuer of the highest order. A year after the Walled City riots,
        Tsang Mechanical Services lands a contract with the UCAS government to
        handle the construction of emergency facilities and government housing
        projects. Within the next five years, hundreds of thousands of people
        across the globe find themselves relocated into homes bearing the Tsang
        logo.
        
        
        Your own fortunes have never looked better. Qian Ya lived up to her end
        of your bargain; ever since you accepted her deal, fate has conspired to
        help you. Money flows easily. Life in the shadows quickly loses all sense
        of risk and challenge.
        
        
        You have fourteen years to enjoy the fruits of your bargain. Fourteen
        years to prepare for the day when your luck finally runs out...
     
        
    
    (-NOTE-) I hope you've found this guide helpful. Be sure to give the guide a
             recommend using the link up at the very top if you've enjoyed it.
             
             Also, be sure to swing by my Facebook page (Facebook.com/Bkstunt)
             and say Hi, or shoot me an email!
             
             
    --=======------=======----=-=----===-----===-----------====----=-------===-----
    ==-------======-------====-=-====---=====---===========----====-=======---=====
    
    
      "Good Fortune"
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     This is the "Best" ending of the game and as a result has a few requirements.
    If you have followed the guide, you will have had a chance to do everything,
    but as a wrap-up:
    
    
     1) You have slept 5+ times throughout the game and have seen the dreams
        that came with it. Notified by loosing a tooth upon waking up.
        
     2) You talked to Crafty and encouraged her to go through her mother's
        research, which lead to the notes on the Yama Kings.
        
     3) You did Is0bel's side mission and encouraged her to go through her
        newly-recovered memories to learn about the Walled City. In particular,
        you heard the story of the boy who tricked the Yama King.
        
     4) You remembered which line you used to use to break up the fighting 
        between Raymond and Duncan. You used it before the game's final mission.
        
        
        
     Once you have done all four of those things, you will be set up for this
    ending. To achieve it, simply state "I earned an audience with you, Queen"
    and then listen to the deal that the Yama Queen offers you.
    
    
     What you want to do next is to offer a "Counter-proposal". From here, you
    simply want to go with the FIRST OPTIONS EVERY TIME. Period. You will end up
    using all of the knowledge you learned to force your way and you will even
    end up expelling Qian Ya from those she has enslaved... as well as keeping
    Raymond alive. Soon you will complete your counter-proposal and should get
    the achievement down below as you head back to Heoi.
    
     
     (-NOTE-) If you force the Yama Queen to leave and take *NOTHING* with her,
              you will get to watch a few cinematics (really cool!) as well as
              gain the "Good Fortune" Steam Achievement and ending. Very nice!
              
              
     
     END-MISSION SYNOPSIS:
     
      ~ You lead Raymond out of the Prosperity chamber and are instantly caught up
        in a wave of refugees fleeing for their lives. Struggling through the
        panicked wave of humanity, you are able to retrace your steps and eventually
        reach Heoi.
        
        Although the typhoon has passed, the scene is wet and chaotic. The newly
        homeless crowd the streets, dazedly wandering, searching for missing loved
        ones, and nursing injuries.
        
        Relief workers are already on the scene, providing blankets and medical
        aid. Rescue personnel carry the stunned and wounded to safety. The entire
        area has been cordoned off by the HKPF while Knight Errant officers and a
        military peacekeeping force attempt to maintain order.
        
        
    
     We will get back to Heoi and will be able to talk to the news caster. Choose
    whatever you wish here and soon we'll get some new objectives:
    
        
     o Objective: Report Back to Kindly Cheng
    
     o Objective: Go to Bed
        
        
     Go ahead and talk to Kindly when you wish. You can give her the Josephine
    Data we recovered for a cool [_5,000 Y_], although we really have nothing
    to spend it on anymore. Heh, choose whichever dialog options you wish and
    then head for the boat.
    
    
     Once we get in the boat we will have a LOT of optional "Catch Up" objectives
    left to go through. I will note that you SHOULD go visit Isobel at the very
    least, for the achievement I note down below. But here our our objectives:
        
        
     o Objective (OPTIONAL): Catch Up with Racter
     
     o Objective (OPTIONAL): Catch Up with Gaichu
    
     o Objective (OPTIONAL): Catch Up with Is0bel
    
     o Objective (OPTIONAL): Catch Up with Gobbet
    
     o Objective (OPTIONAL): Catch Up with Duncan
    
    
     As I mentioned, be SURE to go see Is0bel to get the achievement below. If
    you aren't doing these achievements in order, be sure to also go see Racter
    as well (you should have the other two party members personal achievements
    already by this point).
    
    
     (-NOTE-) Be sure to talk to Is0bel and discuss what to do with her memories
              to earn the "Memory Lane" Steam Achievement.
    
     (-NOTE-) After you have talked to Racter, you will get the "Posthuman"
              Steam Achievement (for completing Racter's storyline).
    
    
     Once you are done, choose to go to bed to end the campaign and get the end
    game wrap-up. It has been a pleasure, Chummer!
    
    
     END GAME WRAP-UP:
     
      ~ The riots in Kowloon Walled City circulate local news networks for nearly
        a week. Few outside of Hong Kong hear about the incident, and of those that
        do, even fewer care. By the end of the month, the city is back to business
        as usual. In Heoi, the flow of refugees eventually slows to a trickle;
        those who do escape tell stories of a terrifying demon-goddess, finally
        driven away by one old man and a rabble of outsiders. Their mad ramblings
        are generally met with pity or contempt.
        
        
        After the incident in the Walled City, the unbroken lucky streak that
        propelled Tsang Mechanical Services into the limelight comes to an abrupt
        end. Evidence of Josephine Tsang's culpability in the Walled City riots -
        as delivered by a "reliable source" - is aired on the Horizon News Network,
        and the corporations's stock prices go into a freefall. Within a year,
        Wuxing, INC. buys out, absorbs, and dismantles the company, and Josephine
        Tsang is quietly filed away in a corporate prison. She remains there,
        buried behind walls of concrete and rebar, until she hangs herself three
        months later.
        
        
        Heoi remains a safe port of call for smugglers, gangsters, and shadowrunners
        alike. You are no exception. The shadows welcome you, in a way that Seattle
        never did. You've earned the respect of your fixer, your clients, and your
        community. And now that the APB on you and your team has been lifted - by
        parties unknown - you are free to operate openly in Hong Kong.
        
        
        This place is yours now. You're home.
     
        
    
    (-NOTE-) I hope you've found this guide helpful. Be sure to give the guide a
             recommend using the link up at the very top if you've enjoyed it.
             
             Also, be sure to swing by my Facebook page (Facebook.com/Bkstunt)
             and say Hi, or shoot me an email!
             
             
    --=======------=======----=-=----===-----===-----------====----=-------===-----
    ==-------======-------====-=-====---=====---===========----====-=======---=====
    
    
      "Making Amends"
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     This is one of the "Normal" endings. It is VERY easy to get... in order to
    see it all you need to do is continue to attack the Yama Queen and you will
    be in new fight...
    
    
     Usually fights get a box and I get semi-fancy but this is very unnecessary
    for this fight. The reason is that we will attack Qian Ya with ALL OF OUR
    PARTY MEMBERS. She has no allies and just has 100 HP. We get EVERYONE, which
    includes all of our party members that went with Duncan so you can take her
    out in one turn, easily...
    
    
     With the Queen out of the way, the path to the Fortune Engine controls is
    clear (and you will likely get the achievement down below soon after). Enjoy
    the dialog you will get and soon we will be back on our way to Heoi...
    
    
     (-NOTE-) If you attack and kill the Yama King (Queen?) a third time and
              defeat it, you will eventually gain the "Making Amends" ending
              and Steam Achievement. Very nice! Congrats.
              
     
     END-MISSION SYNOPSIS:
     
      ~ You depart from the Prosperity chamber and are instantly caught up
        in a wave of refugees fleeing for their lives. Struggling through the
        panicked wave of humanity, you are able to retrace your steps and eventually
        reach Heoi.
        
        Although the typhoon has passed, the scene is wet and chaotic. The newly
        homeless crowd the streets, dazedly wandering, searching for missing loved
        ones, and nursing injuries.
        
        Relief workers are already on the scene, providing blankets and medical
        aid. Rescue personnel carry the stunned and wounded to safety. The entire
        area has been cordoned off by the HKPF while Knight Errant officers and a
        military peacekeeping force attempt to maintain order.
        
    
    
     We will get back to Heoi and will be able to talk to the news caster. Choose
    whatever you wish here and soon we'll get some new objectives:
    
        
     o Objective: Report Back to Kindly Cheng
    
     o Objective: Go to Bed
        
        
     Go ahead and talk to Kindly when you wish. You can give her the Josephine
    Data we recovered for a cool [_5,000 Y_], although we really have nothing
    to spend it on anymore. Heh, choose whichever dialog options you wish and
    then head for the boat.
    
    
     Once we get in the boat we will have a LOT of optional "Catch Up" objectives
    left to go through. I will note that you SHOULD go visit Isobel at the very
    least, for the achievement I note down below. But here our our objectives:
        
        
     o Objective (OPTIONAL): Catch Up with Racter
     
     o Objective (OPTIONAL): Catch Up with Gaichu
    
     o Objective (OPTIONAL): Catch Up with Is0bel
    
     o Objective (OPTIONAL): Catch Up with Gobbet
    
     o Objective (OPTIONAL): Catch Up with Duncan
    
    
     As I mentioned, be SURE to go see Is0bel to get the achievement below. If
    you aren't doing these achievements in order, be sure to also go see Racter
    as well (you should have the other two party members personal achievements
    already by this point).
    
    
     (-NOTE-) Be sure to talk to Is0bel and discuss what to do with her memories
              to earn the "Memory Lane" Steam Achievement.
    
     (-NOTE-) After you have talked to Racter, you will get the "Posthuman"
              Steam Achievement (for completing Racter's storyline).
    
    
     Once you are done, choose to go to bed to end the campaign and get the end
    game wrap-up. It has been a pleasure, Chummer!
    
    
    
     END GAME WRAP-UP:
     
      ~ The story of the Walled City riots circulates local news networks for nearly
        a week. Few outside of Hong Kong hear about the incident, and of those that
        do, even fewer care. By the end of the month, the city is back to business
        as usual. In Heoi, the flow of refugees eventually slows to a trickle;
        those who do escape tell stories of a terrifying demon-goddess, finally
        driven away by one old man and a rabble of outsiders. Their mad ramblings
        are generally met with pity or contempt.
        
        
        After the incident in the Walled City, the unbroken lucky streak that
        propelled Tsang Mechanical Services into the limelight comes to an abrupt
        end. Evidence of Josephine Tsang's culpability in the Walled City riots -
        as delivered by a "reliable source" - is aired on the Horizon News Network,
        and the corporations's stock prices go into a freefall. Within a year,
        Wuxing, INC. buys out, absorbs, and dismantles the company, and Josephine
        Tsang is quietly filed away in a corporate prison. She remains there,
        buried behind walls of concrete and rebar, until she hangs herself three
        months later.
        
        
        Heoi remains a safe port of call for smugglers, gangsters, and shadowrunners
        alike. You are no exception. The shadows welcome you, in a way that Seattle
        never did. You've earned the respect of your fixer, your clients, and your
        community. And now that the APB on you and your team has been lifted - by
        parties unknown - you are free to operate openly in Hong Kong.
        
        
        This place is yours now. You're home.
     
        
    
    (-NOTE-) I hope you've found this guide helpful. Be sure to give the guide a
             recommend using the link up at the very top if you've enjoyed it.
             
             Also, be sure to swing by my Facebook page (Facebook.com/Bkstunt)
             and say Hi, or shoot me an email!
             
    
    --=======------=======----=-=----===-----===-----------====----=-------===-----
    ==-------======-------====-=-====---=====---===========----====-=======---=====
    
    
      "Pyrrhic Victory"
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     This is basically the "Good Fortune" ending, but with a twist: we must get
    Qian Ya to take Raymond with her when she goes.
    
     With that in mind, continue with "I earned an audience with you, Queen" and
    then offer a "Counter-Proposal" once you can. Continue with the dialog choosing
    the FIRST OPTIONS until Qian Ya gets to the point about keeping her "Crazies",
    and AGREE TO LET HER KEEP HER SERVANTS. After that, the topic of Raymond will
    come up and AGREE TO LET HER KEEP RAYMOND.
    
    
     This is all you need to do to get rid of her and get this ending, which will
    end up turning out much like the "Making Amends" ending. You will get the
    achievement down below soon and will begin the trek back to Heoi.
    
    
     (-NOTE-) If you make a counter-proposal and end up letting the Yama Queen
              take Duncan with her, you will gain the "Pyrrhic Victory" ending
              and Steam Achievement. Very nice!
              
     
     END-MISSION SYNOPSIS:
     
      ~ You depart from the Prosperity chamber and are instantly caught up
        in a wave of refugees fleeing for their lives. Struggling through the
        panicked wave of humanity, you are able to retrace your steps and eventually
        reach Heoi.
        
        Although the typhoon has passed, the scene is wet and chaotic. The newly
        homeless crowd the streets, dazedly wandering, searching for missing loved
        ones, and nursing injuries.
        
        Relief workers are already on the scene, providing blankets and medical
        aid. Rescue personnel carry the stunned and wounded to safety. The entire
        area has been cordoned off by the HKPF while Knight Errant officers and a
        military peacekeeping force attempt to maintain order.
        
    
     We will get back to Heoi and will be able to talk to the news caster. Choose
    whatever you wish here and soon we'll get some new objectives:
    
        
     o Objective: Report Back to Kindly Cheng
    
     o Objective: Go to Bed
        
        
     Go ahead and talk to Kindly when you wish. You can give her the Josephine
    Data we recovered for a cool [_5,000 Y_], although we really have nothing
    to spend it on anymore. Heh, choose whichever dialog options you wish and
    then head for the boat.
    
    
     Once we get in the boat we will have a LOT of optional "Catch Up" objectives
    left to go through. I will note that you SHOULD go visit Isobel at the very
    least, for the achievement I note down below. But here our our objectives:
        
        
     o Objective (OPTIONAL): Catch Up with Racter
     
     o Objective (OPTIONAL): Catch Up with Gaichu
    
     o Objective (OPTIONAL): Catch Up with Is0bel
    
     o Objective (OPTIONAL): Catch Up with Gobbet
    
     o Objective (OPTIONAL): Catch Up with Duncan
    
    
     As I mentioned, be SURE to go see Is0bel to get the achievement below. If
    you aren't doing these achievements in order, be sure to also go see Racter
    as well (you should have the other two party members personal achievements
    already by this point).
    
    
     (-NOTE-) Be sure to talk to Is0bel and discuss what to do with her memories
              to earn the "Memory Lane" Steam Achievement.
    
     (-NOTE-) After you have talked to Racter, you will get the "Posthuman"
              Steam Achievement (for completing Racter's storyline).
    
    
     Once you are done, choose to go to bed to end the campaign and get the end
    game wrap-up. It has been a pleasure, Chummer!
    
    
    
     END GAME WRAP-UP:
     
      ~ The story of the Walled City riots circulates local news networks for nearly
        a week. Few outside of Hong Kong hear about the incident, and of those that
        do, even fewer care. By the end of the month, the city is back to business
        as usual. In Heoi, the flow of refugees eventually slows to a trickle;
        those who do escape tell stories of a terrifying demon-goddess, finally
        driven away by one old man and a rabble of outsiders. Their mad ramblings
        are generally met with pity or contempt.
        
        
        After the incident in the Walled City, the unbroken lucky streak that
        propelled Tsang Mechanical Services into the limelight comes to an abrupt
        end. Evidence of Josephine Tsang's culpability in the Walled City riots -
        as delivered by a "reliable source" - is aired on the Horizon News Network,
        and the corporations's stock prices go into a freefall. Within a year,
        Wuxing, INC. buys out, absorbs, and dismantles the company, and Josephine
        Tsang is quietly filed away in a corporate prison. She remains there,
        buried behind walls of concrete and rebar, until she hangs herself three
        months later.
        
        
        Heoi remains a safe port of call for smugglers, gangsters, and shadowrunners
        alike. You are no exception. The shadows welcome you, in a way that Seattle
        never did. You've earned the respect of your fixer, your clients, and your
        community. And now that the APB on you and your team has been lifted - by
        parties unknown - you are free to operate openly in Hong Kong.
        
        
        This place is yours now. You're home.
     
        
    
    (-NOTE-) I hope you've found this guide helpful. Be sure to give the guide a
             recommend using the link up at the very top if you've enjoyed it.
             
             Also, be sure to swing by my Facebook page (Facebook.com/Bkstunt)
             and say Hi, or shoot me an email!
    
    
    --=======------=======----=-=----===-----===-----------====----=-------===-----
    ==-------======-------====-=-====---=====---===========----====-=======---=====
    
    
    
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                          CHARACTER UPGRADES                          >==O
        ``-.__________________________________________________[SHK-UPG]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Here you can check out each characters upgrade choices. Each character has
    TWO choices for every level and gets a stat upgrade as well. You can actually
    choose EITHER ability and aren't "locked-in" once you choose a path. Choose
    wisely!
    
    
     ==============================================================================
                                 DUNCAN UPGRADE PATHS      
     ==============================================================================
    
       
                               .———————————————————.———————————————————————————————.
                               | Lethal Force Path | Gain Ability: Firepower Round |
                            .--'———————————————————' Duncan gains an assault rifle |
            DUNCAN       .-´   | ability that fires a single shot if incendiary    |
       .——————————————.-´      | ammo. Does an additional 2 DMG and pierces up to  |
       |  LEVEL TWO:  |        | 2 Armor. Cost: 1 AP. Cooldown: 2.                 |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Close Combat +?`-.   .————————————————————.——————————————————————————————.
       |  Th. Weapons +?    `--| Crown Control Path | Gain Ability: Underslung     |
       |  Biotech +?       .   '————————————————————' Bean Bag                     |
       |  Dodge +?         |   | Duncan gains a rifle ability that does 2 AP damage|
       |  Rifle +?         |   | and imbalances targets, making them easier to hit |
       |  Unarmed +?       |   | on subsequent attacks. This ability cannot do     |
       `-.-----------------'   | critical DMG. Cost: 1 AP. Cooldown: 2.            |
                               '———————————————————————————————————————————————————'
                               
       
                               .———————————————————.———————————————————————————————.
                               | Lethal Force Path | Gain Ability: Mercy Kill      |
                            .--'———————————————————' Duncan gains an assault rifle |
            DUNCAN       .-´   | ability that has a 99% chance to hit an enemy who |
       .——————————————.-´      | has less than 25% HP remaining. +2 DMG.           |
       | LEVEL THREE: |        | Cooldown: 2.                                      |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Close Combat +1`-.   .————————————————————.——————————————————————————————.
       |  Th. Weapons +1    `--| Crown Control Path | Augment Ability: Subdue      |
       |  Biotech +1       .   '————————————————————' Duncan's Subdue ability has  |
       |  Dodge +1         |   | its cooldown reduced from 3 RNDs to 2 RNDs.       |
       |  Rifle +1         |   |                                                   |
       |  Unarmed +1       |   '———————————————————————————————————————————————————'
       `-.-----------------'   
       
                               .———————————————————.———————————————————————————————.
                               | Lethal Force Path | Gain Item: Nail Grenade       |
                            .--'———————————————————' Duncan's standard equipment   |
            DUNCAN       .-´   | now includes a lethal, shrapnel filled grenade.   |
       .——————————————.-´      | Base DMG: 12, ongoing 4 DMG for 2 RNDs. Strips    |
       |  LEVEL FOUR: |        | 1 Armor from affected targets.                    |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Close Combat +1`-.   .————————————————————.——————————————————————————————.
       |  Th. Weapons +1    `--| Crown Control Path | Gain Item: Modded Flashbang  |
       |  Biotech +?       .   '————————————————————' Duncan standard equipment    |
       |  Dodge +?         |   | now includes a new flashbang that has a larger    |
       |  Rifle +?         |   | AOE, increased by 1 tile in all directions.       |
       |  Unarmed +?       |   '———————————————————————————————————————————————————'
       `-.-----------------'   
       
       
                               .———————————————————.———————————————————————————————.
                               | Lethal Force Path | Recoil Compensation           |
                            .--'———————————————————'                               |
            DUNCAN       .-´   | Full auto fire no longer has a -10% penalty to    |
       .——————————————.-´      | accuracy when used.                               |
       |  LEVEL FIVE: |        |                                                   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Close Combat +?`-.   .————————————————————.——————————————————————————————.
       |  Th. Weapons +?    `--| Crown Control Path | Gain Weapon: Shock Baton     |
       |  Biotech +?       .   '————————————————————'                              |
       |  Dodge +?         |   | Duncan gains a new weapon, a melee range shock    |
       |  Rifle +?         |   | baton. It does 4 HP and 2 AP DMG per hit, but     |
       |  Unarmed +?       |   | must be recharged every two hits.                 |
       `-.-----------------'   '———————————————————————————————————————————————————'
       
       
                               .———————————————————.———————————————————————————————.
                               | Lethal Force Path | Gain Cyberware: Shiawase      |
                            .--'———————————————————' Magnet Arm                    |
            DUNCAN       .-´   | Duncan has a magnetic cyber arm installed,        |
       .——————————————.-´      | allowing him to throw back incoming grenades.     |
       |  LEVEL SIX:  |        |                                                   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Close Combat +?`-.   .————————————————————.——————————————————————————————.
       |  Th. Weapons +?    `--| Crown Control Path | Gain Item: Gas Grenade       |
       |  Biotech +?       .   '————————————————————'                              |
       |  Dodge +?         |   | Duncan gains a new consumable item, a gas grenade.|
       |  Rifle +?         |   | The grenade does minor HP DMG, but creates a cloud|
       |  Unarmed +?       |   | od choking gas which does AP DMG to the affected  |
       `-.-----------------'   | targets.                                          |
                               '———————————————————————————————————————————————————'
       
    
    
    
     ==============================================================================
                                 IS0BEL UPGRADE PATHS      
     ==============================================================================
    
       
                               .———————————————.———————————————————————————————————.
                               | Sabotage Path | Augment Weapon: Mini-Launcher     |
                            .--'———————————————'                                   |
            IS0BEL       .-´   | Is0bel's grenade launcher can now fire Remote     |
       .——————————————.-´      | Mines, which can be triggered to detonate at will.|
       |  LEVEL TWO:  |        |                                                   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Decking +?     `-.   .————————————————.——————————————————————————————————.
       |  Pistol +?         `--| Espionage Path | Gain Program: Tar Blaster        |
       |                   .   '————————————————'                                  |
       |                   |   | Is0bel gains the Tar Blaster 1.0 program, an      |
       |                   |   | upgraded version of "Blaster" that also sticks    |
       `-.-----------------'   | enemies in place for 1 RND.                       |
                               '———————————————————————————————————————————————————'
       
    
                               .———————————————.———————————————————————————————————.
                               | Sabotage Path | Gain Ability: Steady Shot         |
                            .--'———————————————' Is0bel gains a pistol ability     |
            IS0BEL       .-´   | that increases accuracy by 30% and critical       |
       .——————————————.-´      | chance by a small amount for one shot. Cost: 2 AP.|
       | LEVEL THREE: |        | Cooldown: 3.                                      |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Decking +1     `-.   .————————————————.——————————————————————————————————.
       |  Pistol +1         `--| Espionage Path | Augment Ability: Mark Target     |
       |                   .   '————————————————' Integrated tactical computer     |
       |                   |   | marks weak points in an opponent's armor. Is0bel's|
       |                   |   | mark target ability now reduces the target's armor|
       `-.-----------------'   | by 1.                                             |
                               '———————————————————————————————————————————————————'
       
       
                               .———————————————.———————————————————————————————————.
                               | Sabotage Path | Augment Weapon: Mini-launcher     |
                            .--'———————————————'                                   |
            IS0BEL       .-´   | Is0bel's Mini-Launcher is now packed with Napalm  |
       .——————————————.-´      | Charges, igniting damaged targets. Targets on     |
       |  LEVEL FOUR: |        | fire will take an additional 6 HP DMG.            |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Decking +?     `-.   .————————————————.——————————————————————————————————.
       |  Pistol +?         `--| Espionage Path | Boost Program                    |
       |                   .   '————————————————' Is0bel gains the Dual Routine    |
       |                   |   | Boost Program, which increases Persona speed while|
       |                   |   | sneaking in the Matrix by 40%. Does not stack with|
       `-.-----------------'   | other Boost Programs.                             |
                               '———————————————————————————————————————————————————'
       
       
                               .———————————————.———————————————————————————————————.
                               | Sabotage Path | Gain Cyberware: BrightLight System|
                            .--'———————————————' Is0bel gains the BrightLight      |
            IS0BEL       .-´   | System cyber-eye. High-energy flashbulbs hidden   |
       .——————————————.-´      | in a cybereye. Capable of temporarily blinding an |
       |  LEVEL FIVE: |        | opponent. AP Cost: 2, Duration: 2, Cooldown: 6.   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Decking +?     `-.   .————————————————.——————————————————————————————————.
       |  Pistol +?         `--| Espionage Path | Gain Cyberware: JoltAlert System |
       |                   .   '————————————————'                                  |
       |                   |   | If the user is brought into a stunned state, they |
       |                   |   | will be jolted awake with 1 AP.                   |
       `-.-----------------'   '———————————————————————————————————————————————————'
       
       
                               .———————————————.———————————————————————————————————.
                               | Sabotage Path | Augment Weapon: Mini-launcher     |
                            .--'———————————————'                                   |
            IS0BEL       .-´   | Is0bel's mini-launcher now strips 1 armor with    |
       .——————————————.-´      | every normal shot.                                |
       |  LEVEL SIX:  |        |                                                   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Decking +?     `-.   .————————————————.——————————————————————————————————.
       |  Pistol +?         `--| Espionage Path | Pain Suppression                 |
       |                   .   '————————————————'                                  |
       |                   |   | While Is0bel is jacked in to the Matrix, attacks  |
       |                   |   | on her physical body are reduced by 3 DMG.        |
       `-.-----------------'   '———————————————————————————————————————————————————'
       
    
    
     ==============================================================================
                                 GOBBET UPGRADE PATHS      
     ==============================================================================
    
       
                               .—————————————————————.—————————————————————————————.
                               | Territoriality Path |Augment Weapon: Ranged Combat|
                            .--'—————————————————————'                             |
            GOBBET       .-´   | Gobbet spends some more time at the firing range, |
       .——————————————.-´      | increasing her Ranged Combat skill and SMG        |
       |  LEVEL TWO:  |        | specialization by 1.                              |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Quickness +?   `-.   .———————————————————.———————————————————————————————.
       |  Ranged Combat +?  `--| Spiritualist Path |Augment Ability: Spirit Control|
       |  Spellcasting +?  .   '———————————————————'                               |
       |  Conjuring +?     |   | Spirits will never break away in the first two    |
       |  Dodge +?         |   | rounds after summoning them.                      |
       `-.-----------------'   |                                                   |
                               '———————————————————————————————————————————————————'
       
    
                               .—————————————————————.—————————————————————————————.
                               | Territoriality Path | Gain Rat Totem: Destroy     |
                            .--'—————————————————————' Spirit                      |
            GOBBET       .-´   | Gobbet's Rat Totem invocation does 99 DMG to any  |
       .——————————————.-´      | hostile Spirit. This spell can only be used on    |
       | LEVEL THREE: |        | Spirits.                                          |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Quickness +1   `-.   .———————————————————.———————————————————————————————.
       |  Ranged Combat +1  `--| Spiritualist Path | Gain Rat Totem: Steal Spirit  |
       |  Spellcasting +2  .   '———————————————————' Gobbet's Rat Totem invocation |
       |  Conjuring +1     |   | can steal control of spirits that have been       |
       |  Dodge +1         |   | summoned by enemy shamans. Note that only one     |
       `-.-----------------'   | spirit can be under control until Rank 5 spirit   |
                               | control, where it increases to 2.                 |
                               '———————————————————————————————————————————————————'
                               
    
                               .—————————————————————.—————————————————————————————.
                               | Territoriality Path | Augment Spell: Poison Fog   |
                            .--'—————————————————————'                             |
            GOBBET       .-´   | Gobbet's Poison Fog is upgraded to Acidic Fog,    |
       .——————————————.-´      | doing AP DMG to those affected as well as HP DMG. |
       |  LEVEL FOUR: |        |                                                   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Quickness +?   `-.   .———————————————————.———————————————————————————————.
       |  Ranged Combat +?  `--| Spiritualist Path |Augment Summon: Shrine Spirits |
       |  Spellcasting +?  .   '———————————————————'                               |
       |  Conjuring +?     |   | Shrine Spirits summoned by Gobbet are now present |
       |  Dodge +?         |   | for an additional turn before dispelling          |
       `-.-----------------'   | themselves, for a total of 3 RNDs.                |
                               '———————————————————————————————————————————————————'
    
    
                               .—————————————————————.—————————————————————————————.
                               | Territoriality Path | Gain Spell: Plague Barrier  |
                            .--'—————————————————————'                             |
            GOBBET       .-´   | Gobbet gains a conjuring spell which sets 4 Heavy |
       .——————————————.-´      | Cover barriers that last 3 RNDS. Anyone that      |
       |  LEVEL FIVE: |        | enters takes -14 HP and -1 AP DMG.                |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Quickness +?   `-.   .———————————————————.———————————————————————————————.
       |  Ranged Combat +?  `--| Spiritualist Path | Gain Item: Devil Rat Spirit   |
       |  Spellcasting +?  .   '———————————————————' Fetish                        |
       |  Conjuring +?     |   |                                                   |
       |  Dodge +?         |   | Gobbet now carries a Devil Rat Spirit Fetish in   |
       `-.-----------------'   | her standard equipment.                           |
                               '———————————————————————————————————————————————————'
    
    
                               .—————————————————————.—————————————————————————————.
                               | Territoriality Path | Augment Spell: Haste   ***  |
                            .--'—————————————————————' Gobbet formulates a new     |
            GOBBET       .-´   | version of the Haste spell that harnesses the     |
       .——————————————.-´      | latent wild magic of Hong Kong. Channeled Haste   |
       |  LEVEL SIX:  |        | increases a friendly target's AP by 1 for 4 RNDS. |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Quickness +?   `-.   .———————————————————.———————————————————————————————.
       |  Ranged Combat +?  `--| Spiritualist Path | Gain Ability: Consume Spirit  |
       |  Spellcasting +?  .   '———————————————————'                               |
       |  Conjuring +?     |   | Gobbet can now consume spirits and imbue herself  |
       |  Dodge +?         |   | with their power. Consuming a spirit heals Gobbet |
       `-.-----------------'   | for 20 HP total over 2 RNDs, and her AP is        |
                               | increased by 1 during that time.                  |
                               '———————————————————————————————————————————————————'
    
       *** = When cast, Gobbet's accuracy is increased by 15% for 4 RNDs. Shares a
             cooldown with other Haste spells. (BK did indeed run out of room in his
             fancy little box up above... sheesh!)
    
                               
                               
    
     ==============================================================================
                                 RACTER UPGRADE PATHS      
     ==============================================================================
    
       
                               .———————————————.———————————————————————————————————.
                               | Predator Path | Increased Accuracy                |
                            .--'———————————————'                                   |
            RACTER       .-´   | Racter's drone, Koshei, gains a +5% accuracy      |
       .——————————————.-´      | boost for all attacks.                            |
       |  LEVEL TWO:  |        |                                                   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Quickness +?   `-.   .——————————————.————————————————————————————————————.
       |  Ranged Combat +?  `--| Mangler Path | Increase Attribute: Move Speed     |
       |  Biotech +?       .   '——————————————'                                    |
       |  Dodge +?         |   | Racter's drone Koschei gains +1 Movement Speed,   |
       |  Pistol +?        |   | moving 7 tiles per 1 AP.                          |
       |  Drone Combat +?  |   |                                                   |
       `-.-----------------'   '———————————————————————————————————————————————————'
                               
                               
                               .———————————————.———————————————————————————————————.
                               | Predator Path | Gain Ability: Shotgun Mount       |
                            .--'———————————————' Racter's drone gains an auto-     |
            RACTER       .-´   | shotgun attachment, which does an additional 2    |
       .——————————————.-´      | DMG at the cost of -5% accuracy. Can hit adjacent |
       | LEVEL THREE: |        | targets at ranges of 6 or greater. Uses 10 ammo.  |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Quickness +1   `-.   .——————————————.————————————————————————————————————.
       |  Ranged Combat +1  `--| Mangler Path | Gain Ability: Rotary Saw           |
       |  Biotech +1       .   '——————————————'                                    |
       |  Dodge +1         |   |Racter's drone Koschei gains a mounted sawblade arm|
       |  Pistol +1        |   |in the Melee Systems. This attack's critical chance|
       |  Drone Combat +1  |   |is greatly boosted. Cooldown: 2.                   |
       `-.-----------------'   '———————————————————————————————————————————————————'
                               
                               
                               .———————————————.———————————————————————————————————.
                               | Predator Path | Augment Ability: Overclock        |
                            .--'———————————————'                                   |
            RACTER       .-´   | Racter's toolkit's Overclock ability now gives    |
       .——————————————.-´      | the targeted drone +2 AP and +2 Movement for 1    |
       |  LEVEL FOUR: |        | RND.                                              |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Quickness +?   `-.   .——————————————.————————————————————————————————————.
       |  Ranged Combat +?  `--| Mangler Path | Augment Ability: Repair            |
       |  Biotech +?       .   '——————————————'                                    |
       |  Dodge +?         |   | The cooldown on Racter's Toolkit's Repair ability |
       |  Pistol +?        |   | is reduced from 5 RNDs to 3 RNDs.                 |
       |  Drone Combat +?  |   |                                                   |
       `-.-----------------'   '———————————————————————————————————————————————————'
                               
                               
                               .———————————————.———————————————————————————————————.
                               | Predator Path | Augment Weapon: Firearm Systems   |
                            .--'———————————————'                                   |
            RACTER       .-´   | All of Koschei's Firearm Systems attacks now      |
       .——————————————.-´      | pierce up to 2 Armor.                             |
       |  LEVEL FIVE: |        |                                                   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Quickness +?   `-.   .——————————————.————————————————————————————————————.
       |  Ranged Combat +?  `--| Mangler Path | Augment Weapon: Melee Systems      |
       |  Biotech +?       .   '——————————————'                                    |
       |  Dodge +?         |   | Racter's drone Koschei gains clawed feet. This    |
       |  Pistol +?        |   | causes all attacks on the Melee Systems to bleed  |
       |  Drone Combat +?  |   | targets for 2 DMG per RND for 2 RNDs.             |
       `-.-----------------'   '———————————————————————————————————————————————————'
                               
                               
                               .———————————————.———————————————————————————————————.
                               | Predator Path | Gain Ability: Ares Heavy Laser    |
                            .--'———————————————' Koschei's Firearms Systems are    |
            RACTER       .-´   | augmented with the addition of a heavy laser      |
       .——————————————.-´      | mount. It does +4 HP DMG, +1 AP DMG, and has +5%  |
       |  LEVEL SIX:  |        | accuracy over the standard attack. AP Cost 1, CD:2|
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Quickness +?   `-.   .——————————————.————————————————————————————————————.
       |  Ranged Combat +?  `--| Mangler Path | Gain Ability: Rip and Tear         |
       |  Biotech +?       .   '——————————————'                                    |
       |  Dodge +?         |   | Koschei gains a new ability in the Melee System,  |
       |  Pistol +?        |   | where its legs latch on and tear armor away from  |
       |  Drone Combat +?  |   | the target. Strips 4 Armor. Cooldown: 2.          |
       `-.-----------------'   '———————————————————————————————————————————————————'
       
       
                               
     ==============================================================================
                                 GAICHU UPGRADE PATHS      
     ==============================================================================
    
       
                               .——————————————————.————————————————————————————————.
                               | Red Samurai Path | Gain Ability: Active Defense   |
                            .--'——————————————————' Gaichu gains a defensive       |
            GAICHU       .-´   | ability that adds +2 Armor and +1 Dodge.          |
       .——————————————.-´      | Cost: 1 AP. Cooldown: 5.                          |
       |  LEVEL TWO:  |        |                                                   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Strenth +?     `-.   .————————————.——————————————————————————————————————.
       |  Willpower +?      `--| Ghoul Path | Gain Ability: Rip                    |
       |  Close Combat +?  .   '————————————' Gaichu gains a claw ability, Rip.    |
       |  Dodge +?         |   | Does an additional 2 DMG and 2 bleeding DMG for   |
       |                   |   | 2 RNDS. Cost: 1 AP. Cooldown: 2.                  |
       `-.-----------------'   '———————————————————————————————————————————————————'
       
       
                               .——————————————————.————————————————————————————————.
                               | Red Samurai Path | Gain Ability: Shuriken         |
                            .--'——————————————————' Gaichu gains a ranged          |
            GAICHU       .-´   | shuriken toss. DMG: 12 HP, 1 AP. Max range: 10.   |
       .——————————————.-´      | Cooldown: 2.                                      |
       | LEVEL THREE: |        |                                                   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Strenth +1     `-.   .————————————.——————————————————————————————————————.
       |  Willpower +1      `--| Ghoul Path | Gain Ability: Spit                   |
       |  Close Combat +1  .   '————————————' Gaichu gains a ranged ability,       |
       |  Dodge +1         |   | spitting infected saliva into the target's face.  |
       |                   |   | Ignores all armor. DMG: 8, with an additional 4   |
       `-.-----------------'   | DMG for 2 rounds. Max range: 10. Cooldown: 2.     |
                               '———————————————————————————————————————————————————'
       
       
                               .——————————————————.————————————————————————————————.
                               | Red Samurai Path | Gain Ability: Coup de Grace    |
                            .--'——————————————————' Gaichu gains a katana ability. |
            GAICHU       .-´   | +100 DMG, but can only attack stunned targets.    |
       .——————————————.-´      | Cost: 2 AP. Cooldown: 3.                          |
       |  LEVEL FOUR: |        |                                                   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Strenth +?     `-.   .————————————.——————————————————————————————————————.
       |  Willpower +?      `--| Ghoul Path | Gain Ability: Bite                   |
       |  Close Combat +?  .   '————————————' Gaichu takes a bite out of his foe,  |
       |  Dodge +?         |   | restoring 8 HP over two rounds and gaining 1      |
       |                   |   | Strength through the consumption of their flesh.  |
       `-.-----------------'   | +2 HP DMG, +1 AP DMG. Cooldown: 2.                |
                               '———————————————————————————————————————————————————'
       
       
                               .——————————————————.————————————————————————————————.
                               | Red Samurai Path | Augment Stance: Metal: Cover   |
                            .--'——————————————————' Bonus                          |
            GAICHU       .-´   | Gaichu's Metal Stance now provides a Light Cover  |
       .——————————————.-´      | bonus, preventing critical hits in the open.      |
       |  LEVEL FIVE: |        |                                                   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Strenth +?     `-.   .————————————.——————————————————————————————————————.
       |  Willpower +?      `--| Ghoul Path | Gain Ability: Disease                |
       |  Close Combat +?  .   '————————————' Gaichu exudes a cloud of diseased    |
       |  Dodge +?         |   | spores, damaging nearby enemies. Base DMG: 16,    |
       |                   |   | with an ongoing 3 HP and 1 AP DMG for 3 RNDs.     |
       `-.-----------------'   | AP Cost: 1. Cooldown: 5.                          |
                               '———————————————————————————————————————————————————'
       
       
                               .——————————————————.————————————————————————————————.
                               | Red Samurai Path | Gain Ability: Whirlwind        |
                            .--'——————————————————' Gaichu gains a katana attack   |
            GAICHU       .-´   | that can hit adjacent targets. +2 DMG. Cannot do  |
       .——————————————.-´      | AP DMG. Cooldown: 2.                              |
       |  LEVEL SIX:  |        |                                                   |
       '——————————————`-.      '———————————————————————————————————————————————————'
       |  Strenth +?     `-.   .————————————.——————————————————————————————————————.
       |  Willpower +?      `--| Ghoul Path | Gain Ability: Regenerate             |
       |  Close Combat +?  .   '————————————' Gaichu gains an ability which lets   |
       |  Dodge +?         |   | him regenerate 6 HP per RND for 3 RNDs. AP Cost:  |
       |                   |   | 1. Cooldown: 2.                                   |
       `-.-----------------'   '———————————————————————————————————————————————————'
       
    
    
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                              GEAR LISTS                              >==O
        ``-.__________________________________________________[SHK-LIS]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Here you can find a list of all the items, gear, weapons, outfits, spells
    and other assorted categories of items in Shadowrun: Hong Kong. This list is
    split up into TYPES of items and lists where to find the items and often
    their armor/damage ratings and text descriptions. Why add all this in?
    Because Bkstunt is apparently crazy... that isn't exactly new news, is it?
    
    
    
    ==============================================================================
                                      CYBERDECKS       
    ===================================================================[LS-CYB]===
    
    
       .--------------------------------------------------------------------------.
       |   FAIRLIGHT EXCALIBUR                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Programs: 6   ESPs: 3   Evasion: 5   IP: 300   AP: 4                   |
       |                                                                          |
       |   Description: A top-of-the-line that every decker dreams of owning.     |
       |                Adds 15s when hacking Blocker IC.                         |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
       .--------------------------------------------------------------------------.
       |   FUCHI VIRTUAX                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Programs: 5   ESPs: 2   Evasion: 3   IP: 275   AP: 3                   |
       |                                                                          |
       |   Description: Fuchi created the VirtuaX for employees. Now deckers      |
       |                love to use it against them. Adds 10s when hacking        |
       |                Blocker IC.                                               |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
       .--------------------------------------------------------------------------.
       |   NOVATECH SLIMCASE-10                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Programs: 6   ESPs: 3   Evasion: 5   IP: 225   AP: 4                   |
       |                                                                          |
       |   Description: Tailored for aggressive deckign the Slimcase has an       |
       |                upgraded basic attack but with a lower IP rating. Adds    |
       |                15s when hacking Blocker IC.                              |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
       .--------------------------------------------------------------------------.
       |   RENRAKU KRAFTWERK-1                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Programs: 4   ESPs: 2   Evasion: 2   IP: 225   AP: 3                   |
       |                                                                          |
       |   Description: Renraku's best deck. Easily modified for the streets.     |
       |                Adds 4s when hacking Blocker IC.                          |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SONY CTY-360                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Programs: 3   ESPs: 1   Evasion: 0   IP: 175   AP: 2                   |
       |                                                                          |
       |   Description: An entry level deck adopted by shadowrunners. Simple,     |
       |                street ready, and nearly indestructible.                  |
       |                                                                          |
       |   Found: Default Equipment (Decker)                                      |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   TRANSYS HIGHLANDER                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Programs: 5   ESPs: 2   Evasion: 3   IP: 325   AP: 3                   |
       |                                                                          |
       |   Description: This high end deck by Transys has a higher IP rating      |
       |                than the competition. Adds 12.5s when hacking Blocker IC. |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
          
    
    ==============================================================================
                                      CYBERWARE       
    ===================================================================[LS-CYW]===
    
    
       
       .--------------------------------------------------------------------------.
       |   ARES DERMAL PLATING (ALPHA)                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Skin   Essence Cost: 1                                           |
       |                                                                          |
       |   Description: Military-grade subdermal protection that intersperses     |
       |                armored plates with pockets of ballistic gel. Passive:    |
       |                +2 Armor, +1 Body.                                        |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ARES DERMAL PLATING (BASIC)                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Skin   Essence Cost: 1.3                                         |
       |                                                                          |
       |   Description: A subdermal armor system that weaves Kevlar and ceramic   |
       |                plates under the skin, providing basic protection against |
       |                small arms fire. Passive: +1 Armor.                       |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ARES HAND RAZORS                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Cyberweapon   Essence Cost: 0.5                                  |
       |                                                                          |
       |   Description: Uses the Close Combat skill for accuracy and Cyber        |
       |                Affinity for critical chance. DMG: Strength + 3. Causes   |
       |                2 bleeding DMG. May do AP damage. Pierces up to 1 Armor.  |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   AUTO-LOADER CYBER-ARM                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Arm   Essence Cost: 1                                            |
       |                                                                          |
       |   Description: This arm has been programmed to reload a variety of       |
       |                weapons at high speed, eliminating the need to reload     |
       |                manually. Passive: +1 Quickness.                          |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   AZTECHNOLOGY CYBERLEG (BASIC)                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Leg   Essence Cost: 1                                            |
       |                                                                          |
       |   Description: Aztechnology's cyberlimbs carry a variety of tailored     |
       |                enhancements. This model boosts the agility of the user   |
       |                and is popular among performance athletes. Passive +6     |
       |                HP, +1 Quickness.                                         |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   BRIGHTLIGHT SYSTEM                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Eyes   Essence Cost: 0.5                                         |
       |                                                                          |
       |   Description: Uses the Ranged Combat skill for accuracy. High-energy    |
       |                flashbulbs hidden in a cybereye. When triggered, grants   |
       |                an attack taht blinds an enemy if successful. Cost: 2 AP. |
       |                Cooldown: 6.                                              |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   CEREBRAL BOOSTER (BIOWARE)                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Brain  Essence Cost: 0.5                                         |
       |                                                                          |
       |   Description: Introduces additional convolutions and gyri into the      |
       |                frontal lobes of the cerebellum. Passive: +1 Intelligence.|
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   CROSS CYBER SPUR                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Cyberweapon   Essence Cost: 0.3                                  |
       |                                                                          |
       |   Description: Uses the Close Combat skill for accuracy and Cyber        |
       |                Affinity for critical chance. DMG: Strength + 4. Causes   |
       |                1 bleeding DMG. Does no AP damage. Pierces up to 1 Armor. |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   CROSS DERMAL SHEATH                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Skin   Essence Cost: 1.3                                         |
       |                                                                          |
       |   Description: Cross Applies Technologies' subdermal armor incorporates  |
       |                self-repairing materials. Passive: +1 Armor. When         |
       |                triggered, regenerate 6 HP per RND. Lasts 3 RNDs. Cost:   |
       |                 1 AP. Cooldown: 6.                                       |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DATAJACK                                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Head   Essence Cost: 0.5                                         |
       |                                                                          |
       |   Description: A requirement for riggers, deckers, and those that want   |
       |                to use a Smartlink weapon.                                |
       |                                                                          |
       |   Found: Chrome Alley (Heoi), Default Equipment (Decker)                 |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ENCEPHALON                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Brain  Essence Cost: 1                                           |
       |                                                                          |
       |   Description: A processor that boosts a user's knowledge-based skills.  |
       |                Passive: +1 Intelligence.                                 |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   ENCEPHALON NEXT                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Brain  Essence Cost: 1.5                                         |
       |                                                                          |
       |   Description: A bleeding-edge neural assistance processor. Passive:     |
       |                +1 Intelligence, +1 Decking.                              |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   ENHANCED ARTICULATION (BIOWARE)                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Leg   Essence Cost: 0.5                                          |
       |                                                                          |
       |   Description: Coats and lubricates joint surface of the legs to provide |
       |                extreme fluidity of motion. Passive: +1 Dodge, +1         |
       |                Quickness.                                                |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   EYE DATAJACK                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Eyes   Essence Cost: 0.5                                         |
       |                                                                          |
       |   Description: A datajack concealed inside of a cybereye. A favorite of  |
       |                spies and infiltrators.                                   |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   HYDRAULIC JACK MK 1                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Leg   Essence Cost: 1                                            |
       |                                                                          |
       |   Description: An industrial heavy lifting system that has been          |
       |                repurposed to provide bursts of speed. When triggered,    |
       |                adds +3 Movement. Lasts 1 RND. Cost: 0 AP. Cooldown: 6.   |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HYDRAULIC JACK MK 2                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Leg   Essence Cost: 1.3                                          |
       |                                                                          |
       |   Description: A retooled version of the basic hydraulic jack that can   |
       |                boost a user's sprinting speed to an incredible degree.   |
       |                When triggered, adds +4 Movement. Lasts 1 RND. Cost: 0 AP.|
       |                Cooldown: 6.                                              |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   INDUCTION DATAJACK                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Arm   Essence Cost: 0.3                                          |
       |                                                                          |
       |   Description: Induction pads installed in the palm of a hand that mimic |
       |                the function of a standard datajack. Useful for deckers   |
       |                and riggers who don't want to sacrifice valuable          |
       |                headware space.                                           |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   JOLTALERT                                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Arm   Essence Cost: 0                                            |
       |                                                                          |
       |   Description: Stimulates the nervous system to jolt a stunned user      |
       |                awake. Passive: If the user is stunned, they will         |
       |                automatically be jolted back to consciousness with 1 AP.  |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   LASER DESIGNATOR                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Eyes   Essence Cost: 0.5                                         |
       |                                                                          |
       |   Description: Uses the Ranged Combat skill for accuracy. When           |
       |                triggered, grants an ability that paints a target with a  |
       |                laser, making it easier for your team to hit. Cost: 0 AP, |
       |                Cooldown: 2.                                              |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MONOFILAMENT WHIP                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Cyberweapon   Essence Cost: 1                                    |
       |                                                                          |
       |   Description: Uses Ranged Combat for accuracy and Cyber Affinity for    |
       |                critical chance. DMG: 14 Damage does not scale with       |
       |                strength. Causes 2-3 bleeding DMG. Does no AP damage.     |
       |                Range is up to 7 tiles.                                   |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MUSCLE AUGMENTATION (BIOWARE)                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Arm   Essence Cost: 0.3                                          |
       |                                                                          |
       |   Description: Flourinated polymers are braided into existing muscle     |
       |                tissue to increase physical performance. Passive: +1      |
       |                Quickness, +1 Strength.                                   |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ORTHOSKIN (BIOWARE)                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Skin   Essence Cost: 0.3                                         |
       |                                                                          |
       |   Description: Weaves grafts of synthagen, an energy-diffusing material, |
       |                under the skin to mitigate incoming trauma. Passive: +1   |
       |                Armor.                                                    |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   PAIN EDITOR (BIOWARE)                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Brain  Essence Cost: 0                                           |
       |                                                                          |
       |   Description: A cluster of specialized nervous tissue that filters out  |
       |                pain responses. Passive: +1 Willpower, -1 Intelligence.   |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   PLATELET FACTORY (BIOWARE)                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Body   Essence Cost: 0.5                                         |
       |                                                                          |
       |   Description: Increases thrombocyte production, lessening the trauma    |
       |                from recently-inflicted wounds. When triggered, heals the |
       |                user's most recent wound. Cost: 1 AP. Cooldown: 2.        |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   RENRAKU SKILLWIRES                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Arm   Essence Cost: 0.3                                          |
       |                                                                          |
       |   Description: A simple skillwire system designed to give the user       |
       |                more control over their reaction times. Passive: +1       |
       |                Dodge.                                                    |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SAEDER-KRUPP SKILLWIRES                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Arm   Essence Cost: 0.3                                          |
       |                                                                          |
       |   Description: A simple skillwire system designed to give the user more  |
       |                control over aiming projectile weapons. Passive: +1       |
       |                Quickness, +1 Ranged Combat.                              |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SHIAWASE BONE LACING, PLASTIC                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Body   Essence Cost: 1.5                                         |
       |                                                                          |
       |   Description: Shiawase's bone lacing process sheaths a user's skeletal  |
       |                system in a layer of anti-ballistic plastic. Passive: +1  |
       |                Body.                                                     |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SHIAWASE MAGNET ARM                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Arm   Essence Cost: 1                                            |
       |                                                                          |
       |   Description: Originally designed for use in construction, this arm     |
       |                features an industrial magnet. Passive: When incoming     |
       |                grenades target the user, they are automatically flung    |
       |                back to their source.                                     |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SHOCK HAND                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Cyberweapon   Essence Cost: 0.5                                  |
       |                                                                          |
       |   Description: Uses the Close Combat skill for accuracy and Unarmed for  |
       |                critical chance. DMG: Strength +2. May do AP DMG on       |
       |                critical hits. Allows for an enhanced Stun attack on a    |
       |                2 RND cooldown.                                           |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SILVER TECH CYBERARM (BASIC)                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Arm   Essence Cost: 1.3                                          |
       |                                                                          |
       |   Description: Silver Technology's basic replacement limb mimics the     |
       |                form and function of a biological arm. This civilian      |
       |                grade model is street legal in Hong Kong. Passive: +6     |
       |                HP.                                                       |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SUPRATHYROID (BIOWARE)                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Body   Essence Cost: 0.5                                         |
       |                                                                          |
       |   Description: An artificial gland that supercedes the thyroid's         |
       |                metabolic functions, optimizing anabolism and catabolism  |
       |                to supercharge the user. Passive: +1 to all physical      |
       |                attributes.                                               |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SYNTHACARDIUM MK 2 (BIOWARE)                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Body   Essence Cost: 0.5                                         |
       |                                                                          |
       |   Description: Artificially enhanced myocardium enables a user to        |
       |                perform strenuous activities at higher levels than would  |
       |                otherwise be possible. Passive: +1 Dodge, +1 Throwing     |
       |                Weapons, +1 Movement.                                     |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   TAILORED PHEROMONES (BIOWARE)                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Skin   Essence Cost: 0                                           |
       |                                                                          |
       |   Description: Modified sweat glands that have been tailored to release  |
       |                artificial pheromones. These chemicals influence others   |
       |                subconsciously, granting the user a subtle edge.          |
       |                Passive: +1 Charisma.                                     |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   TOXIN EXHALER (BIOWARE)                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Head  Essence Cost: 0.5                                          |
       |                                                                          |
       |   Description: Implants a genetically tailored toxin sac above the       |
       |                larynx. When triggered, grants a close-range poison       |
       |                attack. DMG: 10, 4 ongoing. Lasts 2 RNDs. Cost: 1 AP.     |
       |                Cooldown: 2.                                              |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   TRANSYS NEURONET SKILLWIRES                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Arm   Essence Cost: 0.3                                          |
       |                                                                          |
       |   Description: A simple skillwire system designed to give the user more  |
       |                control over aiming thrown weapons. Passive: +1 Throwing  |
       |                Weapons.                                                  |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   UNIVERSAL OMNITECH CYBERLEG (ALPHA)                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Leg   Essence Cost: 1                                            |
       |                                                                          |
       |   Description: This alpha-grade leg replacement was designed for         |
       |                military applications, and carries a Restricted security  |
       |                rating on the street. Passive: +8 HP, +1 Quickness, +1    |
       |                Dodge.                                                    |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   VISION MAGNIFICATION EYES (ALPHA)                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Eyes   Essence Cost: 0.5                                         |
       |                                                                          |
       |   Description: Renraku's state-of-the-art cybereye with magnification    |
       |                enhancement. Passive: +6% to hit.                         |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   VISION MAGNIFICATION EYES (BASIC)                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Eyes   Essence Cost: 1                                           |
       |                                                                          |
       |   Description: Renraku's basic cybereye replacements extend and          |
       |                enhance your vision. Passive +3% to hit.                  |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   WIRED REFLEXES                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Body   Essence Cost: 1.5                                         |
       |                                                                          |
       |   Description: A network of neural boosters and adrenal stimulators that |
       |                effectively supercharge a user's reflexes. Passive: +1    |
       |                Movement. When triggered, gain +1 AP. Lasts 2 RNDS. Cost: |
       |                0 AP. Cooldown: 4.                                        |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   YAMATETSU CYBER SPUR                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Cyberweapon   Essence Cost: 0.3                                  |
       |                                                                          |
       |   Description: Uses the Close Combat skill for accuracy and Cyber        |
       |                Affinity for critical chance. DMG: Strength +6. Causes    |
       |                2 bleeding DMG. Does no AP DMG. Pierces up to 3 Armor.    |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   YAMATETSU CYBERARM (ALPHAWARE)                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Arm   Essence Cost: 1                                            |
       |                                                                          |
       |   Description: Yamatetsu's alpha cyberlimbs are augmented beyond the     |
       |                capabilities of their organic counterparts. This is a     |
       |                security-grade model. Passive: +1 Strength, +5 HP.        |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   YAMATETSU HAND RAZORS                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Type: Cyberweapon   Essence Cost: 0.5                                  |
       |                                                                          |
       |   Description: Uses the Close Combat skill for accuracy and Cyber        |
       |                Affinity for critical chance. DMG: Strength +5. Causes    |
       |                3 bleeding DMG. May do AP DMG. Pierces up to 2 Armor.     |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       
    ==============================================================================
                                       OUTFITS        
    ===================================================================[LS-OUT]===
    
    
    
       .--------------------------------------------------------------------------.
       |   ARES OPERATIVE GEAR                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 6                                                               |
       |                                                                          |
       |   Description: Ares Corp created this suit for special forces operatives |
       |                to use during extreme weather incursions.                 |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   CARGO CARRIER                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 3                                                               |
       |                                                                          |
       |   Description: Ballistic nylon street clothes offer a bit of protection  |
       |                as well as many pockets to store tools and datasticks.    |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   CEREMONIAL COMBAT GARB                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 8                                                               |
       |                                                                          |
       |   Description: Tailored monk's martial arts clothing beneath a modified  |
       |                Ares military combat vest. The best protection available  |
       |                for melee or hand to hand combat.                         |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   CORP MAGE                                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 4                                                               |
       |                                                                          |
       |   Description: An armored secure coat and suit created for awakened      |
       |                CorpSec operatives. This one must have fallen off a       |
       |                truck.                                                    |
       |                                                                          |
       |   Found: Parlor of Five Phases (Heoi)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
       .--------------------------------------------------------------------------.
       |   DUNCAN's ARMORED VEST                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 2                                                               |
       |                                                                          |
       |   Description: N/A.                                                      |
       |                                                                          |
       |   Found: Default Equipment (Duncan)                                      |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   GOBBET'S RAGS                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 1                                                               |
       |                                                                          |
       |   Description: N/A.                                                      |
       |                                                                          |
       |   Found: Default Equipment (Gobbet)                                      |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HKPF EOD SUIT                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 8                                                               |
       |                                                                          |
       |   Description: A version of the suit worn by explosives ordnance         |
       |                disposal experts. This one has been customized to be      |
       |                light enough to wear while in combat.                     |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   KUNAI NINJA SUIT                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 6                                                               |
       |                                                                          |
       |   Description: A Renraku-made infiltration suit with reinforced          |
       |                ballistic protection.                                     |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   MILITARY VEST                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 4                                                               |
       |                                                                          |
       |   Description: A popular style in Hong Kong imported from the west.      |
       |                Comfortable breathable vest, with pockets for all your    |
       |                tools.                                                    |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   REFURB UCAS SHOCK GEAR                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 4                                                               |
       |                                                                          |
       |   Description: UCAS milspec, customized for the shadows.                 |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SECURE CLOTHING                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 1                                                               |
       |                                                                          |
       |   Description: Basic clothing for a shadowrunner.                        |
       |                                                                          |
       |   Found: Default Equipment (Custom)                                      |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   SECURE DECKER CLOTHING                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 1                                                               |
       |                                                                          |
       |   Description: Basic clothing for the shadowrunning decker.              |
       |                                                                          |
       |   Found: Default Equipment (Decker)                                      |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
       .--------------------------------------------------------------------------.
       |   SECURETECH ARMORED CLOTHING                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 3                                                               |
       |                                                                          |
       |   Description: SecureTech's armored trenchcoat. Kevlar is woven into     |
       |                the synth-leater, providing a small amount of protection. |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SHAMANIC RITUAL GARB                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 3                                                               |
       |                                                                          |
       |   Description: These tattered robes would impart little protection -     |
       |                if not for the latent magic still imbued in them.         |
       |                                                                          |
       |   Found: Parlor of Five Phases (Heoi)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
       .--------------------------------------------------------------------------.
       |   SHIAWASE STREETWARE COWL                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 6                                                               |
       |                                                                          |
       |   Description: Breakthroughs in synthetic blend fabrics allow this       |
       |                fashion forward gear to provide ample protection from     |
       |                cuts, impacts, and burns.                                 |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   STREET BRAWLER SET                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 4                                                               |
       |                                                                          |
       |   Description: A SecureTech vest elevates this armor's protection        |
       |                while still retaining mobility for streetwear use.        |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   STREET MONK OUTFIT                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 3                                                               |
       |                                                                          |
       |   Description: These tattered robes give a freedom of movement and       |
       |                minor protection from harm.                               |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   STREET OPERATIVE                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 8                                                               |
       |                                                                          |
       |   Description: A Secturetech brand ensemble for those who need to be     |
       |                jacked-in at a moment's notice.                           |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   THAUMATURGIC ARMOR                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 6                                                               |
       |                                                                          |
       |   Description: An well armored synthleather vest with pockets for        |
       |                foci, fetishes, and spellbooks.                           |
       |                                                                          |
       |   Found: Parlor of Five Phases (Heoi)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   WUXING LINED COAT                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Armor: 8                                                               |
       |                                                                          |
       |   Description: Wuxing Corp developed this coat for their executive's     |
       |                magical bodyguards. Rigid plates are concealed between    |
       |                layers of ballistic cloth inside.                         |
       |                                                                          |
       |   Found: Parlor of Five Phases (Heoi)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       
    ==============================================================================
                                       PROGRAMS        
    ===================================================================[LS-PRG]===
    
       
    
       .--------------------------------------------------------------------------.
       |   BLASTER 1.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   Damage: 50   Area of Effect: 2                   |
       |                                                                          |
       |   Description: An area-effect Matrix attack that deals -50 IP DMG to     |
       |                IC and deckers.                                           |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   BLASTER 2.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   Damage: 75   Area of Effect: 2                   |
       |                                                                          |
       |   Description: An area-effect Matrix attack that deals -75 IP DMG to     |
       |                IC and deckers.                                           |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   BLASTER 3.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   Damage: 100   Area of Effect: 2                  |
       |                                                                          |
       |   Description: An area-effect Matrix attack that deals -100 IP DMG to    |
       |                IC and deckers.                                           |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
       .--------------------------------------------------------------------------.
       |   BOOST                                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Boosts Persona speed by 20%. Does not stack with other    |
       |                Boost Programs.                                           |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   DECRYPT 1.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Adds 0.5 seconds of Delay when hacking Blocker IC.        |
       |                Does not stack.                                           |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DECRYPT 2.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Adds 1 second of Delay when hacking Blocker IC.           |
       |                Does not stack.                                           |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DECRYPT 3.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Adds 1.5 seconds of Delay when hacking Blocker IC.        |
       |                Does not stack.                                           |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   DEGRADE 1.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Hostile target will take 25 additional DMG from           |
       |                incoming attacks for 3 RNDS.                              |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   DEGRADE 2.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Hostile target will take 50 additional DMG from           |
       |                incoming attacks for 3 RNDS.                              |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   DEGRADE 3.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Hostile target will take 75 additional DMG from           |
       |                incoming attacks for 3 RNDS.                              |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   DUAL ROUTINE BOOST                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Boost Persona speed by 40%. Does not stack with other     |
       |                Boost Programs.                                           |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   EROSION 1.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   DMG: 50                                          |
       |                                                                          |
       |   Description: Erodes integrity points of IC. Does -50 IP, with ongoing  |
       |                -25 IP for 2 RNDS.                                        |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   EROSION 2.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   DMG: 75                                          |
       |                                                                          |
       |   Description: Erodes integrity points of IC. Does -75 IP, with ongoing  |
       |                -25 IP for 2 RNDS.                                        |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   EROSION 3.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   DMG: 100                                         |
       |                                                                          |
       |   Description: Erodes integrity points of IC. Does -100 IP, with ongoing |
       |                -25 IP for 2 RNDS.                                        |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FIREWALL 1.0                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Creates four squares of firewall that cause -25 IP        |
       |                when moving through it.                                   |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   FIREWALL 2.0                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Creates five squares of firewall that cause -25 IP        |
       |                when moving through it.                                   |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   FIREWALL 3.0                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Creates five squares of firewall that cause -50 IP        |
       |                when moving through it.                                   |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   KILLER 1.0                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1   DMG: 75                                          |
       |                                                                          |
       |   Description: A powerful attack program directed at one target,         |
       |                doing -75 IP DMG.                                         |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   KILLER 2.0                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1   DMG: 100                                         |
       |                                                                          |
       |   Description: A powerful attack program directed at one target,         |
       |                doing -100 IP DMG.                                        |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   KILLER 3.0                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1   DMG: 125                                         |
       |                                                                          |
       |   Description: A powerful attack program directed at one target,         |
       |                doing -125 IP DMG.                                        |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   KILLJOY 2.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Does -3 AP to a single target.                            |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   KILLJOY 1.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Does -2 AP to a single target.                            |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MEDIC 1.0                                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3   IP: 50                                           |
       |                                                                          |
       |   Description: Heals yourself or a friendly target for 50 IP.            |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   MEDIC 2.0                                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3   IP: 75                                           |
       |                                                                          |
       |   Description: Heals yourself or a friendly target for 75 IP.            |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   MEDIC 3.0                                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3   IP: 100                                          |
       |                                                                          |
       |   Description: Heals yourself or a friendly target for 100 IP.           |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   SHIELD 1.0                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Incoming DMG from attacks is reduced by 15 for 4 RNDS.    |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SHIELD 2.0                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Incoming DMG from attacks is reduced by 25 for 4 RNDS.    |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SHIELD 3.0                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Incoming DMG from attacks is reduced by 50 for 4 RNDS.    |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SLOW 1.0                                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3                                                    |
       |                                                                          |
       |   Description: Reduces AP of target by 1 for 2 RNDS.                     |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   SNIFFER 1.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Increases your chance to hit against enemy IC and         |
       |                deckers by 15% for 3 RNDS.                                |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   SNIFFER 2.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Increases your chance to hit against enemy IC and         |
       |                deckers by 20% for 3 RNDS.                                |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   SNIFFER 3.0                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Increases your chance to hit against enemy IC and         |
       |                deckers by 25% for 3 RNDS.                                |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   SUPPRESSION 1.0                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 3   Cooldown: 8   DMG: 50                                          |
       |                                                                          |
       |   Description: Reduces System Trace by 50, shares a cooldown with        |
       |                other suppression programs.                               |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
    
    ==============================================================================
                                    GEAR (DRONES)        
    ===================================================================[LS-DRN]===
    
     
       
       .--------------------------------------------------------------------------.
       |   DOMBERMAN MK. 2                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: A basic combat drone that every rigger should own at      |
       |                least once in their shadow career.                        |
       |                                                                          |
       |   Found: Default Equipment (Rigger), Reliable Matthew (Heoi)             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DOMBERMAN MK. 2 ASSAULT                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: The assault variant of the classic Doberman drone.        |
       |                Its turret has been modified with a burst fire for        |
       |                short-range skirmishes.                                   |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DRUGMULE MK.1                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: A mobile pharmacy, stocked to the brim with drugs and     |
       |                a dart launcher.                                          |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
     
       .--------------------------------------------------------------------------.
       |   GUARDIAN MK.2                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: From Ares, this is one of the best combat hoverdrones     |
       |                on the market. Comes with a powerful semi-auto turret.    |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   GUARDIAN MK.2 AUTO                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: From Ares, this is one of the best combat hoverdrones     |
       |                on the market. Comes with a fully automatic weapon.       |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ROBODOC MK.2                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: A medkit on wheels. It's a runner's best friend in the    |
       |                heat of a firefight.                                      |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
     
       .--------------------------------------------------------------------------.
       |   SMOKER MK.2                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: A support drone that is equipped to lay a smoke trail     |
       |                anywhere you need it most.                                |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
     
       .--------------------------------------------------------------------------.
       |   STEEL LYNX MK.2                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Offers ground-based firepower. 'It's like having          |
       |                another runner on the team.'                              |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   STEEL LYNX MK.2 (ROOMSWEEPER)                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Offers ground-based firepower. This model has been        |
       |                fitted with a shotgun attachment.                         |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   STRATO-9MK.2                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: A old LoneStar hoverdrone that is equipped with a         |
       |                semi-automatic turret.                                    |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   STRATO-9MK.2 ASSAULT                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: A old LoneStar hoverdrone that has been given a           |
       |                close-range weapon upgrade.                               |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   STRATO-9MK.2 SNIPER                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: A old LoneStar hoverdrone that has been given a           |
       |                long-range weapon upgrade.                                |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   SUNDOWNER MK.2                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: This classic hoverdrone can support the team with both    |
       |                medkits and concussion grenades.                          |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SUNDOWNER MK.2 ASSIST                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: A classic hoverdrone. It carries medkits, smoke grenades, |
       |                and a target designator.                                  |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   WOLFHOUND MK. 2                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: The best support drone in the biz. It will drop a         |
       |                grenade or medkit and even fight.                         |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
     
    ==============================================================================
                                 GEAR (WEAPONS/RANGED)        
    ===================================================================[LS-WPN]===
    
     
       .--------------------------------------------------------------------------.
       |   "SANDBLASTER"                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 12    Range: Short    Ammo Capacity: 2  Area Of Effect: 6      |
       |                                                                          |
       |   Description: Shotgun: This custom made implement was designed for      |
       |                protracted engagements against armored targets. Each hit  |
       |                reduces the target's armor by 1.                          |
       |                                                                          |
       |   Found: During the "Whistleblower" Mission, side with Hwang.            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   "THE BLOODY END"                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 12    Range: Medium    Ammo Capacity: 14                       |
       |                                                                          |
       |   Description: Pistol: This weapon has been customized with a bullet     |
       |                silvering chamber, creating makeshift flechette when      |
       |                fired. This lowers accuracy, but can cause mild to        |
       |                extreme bleeding in the target.                           |
       |                                                                          |
       |   Found: During the "Bad Qi" Mission, have [Pistol: 6] or                |
       |          [Intelligence: 7].                                              |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   AK-97                                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 8    Range: Long    Ammo Capacity: 24                          |
       |                                                                          |
       |   Description: Rifle: The most common assault rifle in the world.        |
       |                                                                          |
       |   Found: Default Equipment (Specialize in Rifles)                        |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   AK-97 (SMARTLINK)                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 8    Range: Long    Ammo Capacity: 24                          |
       |                                                                          |
       |   Description: Rifle: The most common assault rifle in the world,        |
       |                with an integral Smartlink system.                        |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ARES ALPHA                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 16   Range: Long   Ammo Capacity: 40                           |
       |                                                                          |
       |   Description: Ares' top-of-the-line assault rifle. Its bullpup design   |
       |                allows for the accuracy of a long barrel in a small,      |
       |                lightweight package.                                      |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   ARES ALPHA (SMARTLINK)                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 16   Range: Long   Ammo Capacity: 40                           |
       |                                                                          |
       |   Description: Rifle: Ares' top-of-the-line assault rifle with bullpup   |
       |                design, built-in recoil compensation, and an integral     |
       |                Smartlink system.                                         |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ARES PREDATOR                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 10    Range: Medium    Ammo Capacity: 15                       |
       |                                                                          |
       |   Description: Pistol: An Ares classic considered the premier heavy      |
       |                pistol on the streets.                                    |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   ARES PREDATOR (SMARTLINK)                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 10    Range: Medium    Ammo Capacity: 15                       |
       |                                                                          |
       |   Description: Pistol: An Ares classic considered the premier heavy      |
       |                pistol on the streets. Has a Smartlink system for         |
       |                increased accuracy.                                       |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ARMTECH MGL-6                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 12   Range: Long   Ammo Capacity: 6   AOE: 3                   |
       |                                                                          |
       |   Description: Ranged Combat: Portable grenade launcher that fires       |
       |                mini-grenades. 2 AP to reload.                            |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   BENELLI RAFFAELLO                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 12   Range: Short    Ammo Capacity: 4   AOE: 6                 |
       |                                                                          |
       |   Description: Shotgun: A low-end, all-purpose shotgun.                  |
       |                                                                          |
       |   Found: Kowloon City                                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   BENELLI RAFFAELLO (SMARTJACK)                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 12   Range: Short    Ammo Capacity: 4   AOE: 6                 |
       |                                                                          |
       |   Description: Shotgun: A low-end, all-purpose shotgun, with an          |
       |                attached Smartlink system.                                |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   BERETTA MODEL 70                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 5    Range: Medium    Ammo Capacity: 30                        |
       |                                                                          |
       |   Description: SMG: A small submachine gun with big damage potential.    |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   BERETTA MODEL 70 (SMARTLINK)                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 5    Range: Medium    Ammo Capacity: 30                        |
       |                                                                          |
       |   Description: SMG: A small submachine gun with big damage potential     |
       |                and an integral Smartlink system.                         |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   BROWNING MAX-POWER                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 12    Range: Medium    Ammo Capacity: 10                       |
       |                                                                          |
       |   Description: Pistol: A powerful heavy pistol and primary rival to the  |
       |                Ares Predator. Slightly more cost-effective, but slightly |
       |                less capable.                                             |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   BROWNING MAX-POWER (SMARTLINK)                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 12    Range: Medium    Ammo Capacity: 10                       |
       |                                                                          |
       |   Description: Pistol: A powerful heavy pistol and primary rival to the  |
       |                Ares Predator. Includes a Smartlink to increase accuracy. |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   CAVALIER DEPUTY                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 14    Range: Medium    Ammo Capacity: 7                        |
       |                                                                          |
       |   Description: Pistol: An old-school revolver that gives increased       |
       |                damage but fewer combat options. Cannot use the Chain     |
       |                Shot or Double Tap abilities.                             |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   CAVALIER DEPUTY (SMARTLINK)                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 14    Range: Medium    Ammo Capacity: 7                        |
       |                                                                          |
       |   Description: Pistol: An old-school revolver. Powerful, but cannot use  |
       |                the Chain Shot or Double Tap abilities. Includes a        |
       |                Smartlink, which reduces range penalties.                 |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   CESKA BLACK SCORPION                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 6    Range: Medium    Ammo Capacity: 28                        |
       |                                                                          |
       |   Description: Pistol: A common machine pistol. Has limited stopping     |
       |                power but fires bursts from a large clip.                 |
       |                                                                          |
       |   Found: Kowloon City                                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   CESKA BLACK SCORPION (SMARTLINK)                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 6    Range: Medium    Ammo Capacity: 28                        |
       |                                                                          |
       |   Description: Pistol: A common machine pistol. Has limited stopping     |
       |                power but fires bursts from a large clip. Has a           |
       |                Smartlink for greater accuracy.                           |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   COLT COBRA TZ-110                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 9    Range: Medium    Ammo Capacity: 24                        |
       |                                                                          |
       |   Description: SMG: A milspec submachine gun that's easily found on the  |
       |                streets.                                                  |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   COLT COBRA TZ-110 (SMARTLINK)                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 9    Range: Medium    Ammo Capacity: 24                        |
       |                                                                          |
       |   Description: SMG: A milspec submachine gun that's easily found on the  |
       |                streets, with an integral Smartlink system.               |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   COLT M23                                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 13   Range: Long   Ammo Capacity: 38                           |
       |                                                                          |
       |   Description: Rifle: An easy favorite of runners, combining high        |
       |                stopping power with ammo capacity in a familiar package.  |
       |                Pierces up to 2 Armor.                                    |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   COLT M23 (SMARTLINK)                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 13   Range: Long   Ammo Capacity: 38                           |
       |                                                                          |
       |   Description: Rifle: An easy favorite of runners. Pierces up to 2       |
       |                Armor. This model adds an integral Smartlink system.      |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   COLT MANHUNTER                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 14    Range: Medium    Ammo Capacity: 16                       |
       |                                                                          |
       |   Description: Pistol: A heavy pistol created to perform under the most  |
       |                extreme situations.                                       |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   COLT MANHUNTER (SMARTLINK)                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 14    Range: Medium    Ammo Capacity: 16                       |
       |                                                                          |
       |   Description: Pistol: A heavy pistol created to perform under the most  |
       |                extreme situations. Includes a Smartlink for greater      |
       |                accuracy.                                                 |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   CUSTOM SANDLER TMP                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 6    Range: Medium    Ammo Capacity: 24                        |
       |                                                                          |
       |   Description: SMG: Gobbet has customized this old Sandler TMP, shaving  |
       |                off weight and bulk.                                      |
       |                                                                          |
       |   Found: Default Equipment (Gobbet)                                      |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   DEFIANCE T-250                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 20   Range: Short    Ammo Capacity: 5   AOE: 6                 |
       |                                                                          |
       |   Description: Shotgun: A top-of-the-line shotgun for those who like     |
       |                big damage.                                               |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   DEFIANCE T-250 (SMARTJACK)                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 20   Range: Short    Ammo Capacity: 5   AOE: 6                 |
       |                                                                          |
       |   Description: Shotgun: A top-of-the-line shotgun for those who like     |
       |                big damage, with an integral Smartlink system.            |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ENFIELD AS-7                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 18   Range: Short    Ammo Capacity: 10   AOE: 6                |
       |                                                                          |
       |   Description: Shotgun: An assault shotgun that has a burst fire option. |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   ENFIELD AS-7 (SMARTJACK)                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 18   Range: Short    Ammo Capacity: 10   AOE: 6                |
       |                                                                          |
       |   Description: Shotgun: An assault shotgun that has a burst fire option, |
       |                with an integral Smartlink system.                        |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FICHETTI SECURITY 500                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 7    Range: Medium    Ammo Capacity: 12                        |
       |                                                                          |
       |   Description: Pistol: A cheap, common pistol. Mass-produced to keep     |
       |                the cost minimal.                                         |
       |                                                                          |
       |   Found: Default Equipment                                               |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
       .--------------------------------------------------------------------------.
       |   FICHETTI SECURITY 500 (SMARTLINK)                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 7    Range: Medium    Ammo Capacity: 12                        |
       |                                                                          |
       |   Description: Pistol: A cheap, common pistol. Mass-produced to keep     |
       |                the cost low, this model includes a Smartlink, which      |
       |                reduces range penalties.                                  |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FN HAR                                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 10   Range: Long   Ammo Capacity: 36                           |
       |                                                                          |
       |   Description: Rifle: An assault rifle used by CorpSec units. More       |
       |                accurate and pierces up to 2 Armor.                       |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   FN HAR (SMARTLINK)                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 10   Range: Long   Ammo Capacity: 36                           |
       |                                                                          |
       |   Description: Rifle: An assault rifle used by CorpSec units. Pierces    |
       |                up to 2 Armor, with a Smartlink to improve accuracy.      |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HECKLER & KOCH G12A3Z                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 11   Range: Long   Ammo Capacity: 32                           |
       |                                                                          |
       |   Description: Rifle: Smaller than most assault rifles, yet just as      |
       |                deadly.                                                   |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   HECKLER & KOCH G12A3Z (SMARTLINK)                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 11   Range: Long   Ammo Capacity: 32                           |
       |                                                                          |
       |   Description: Rifle: Smaller than most assault rifles, yet with a       |
       |                powerful punch. Further improved with the addition of a   |
       |                Smartlink system.                                         |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HECKLER & KOCH HK227                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 12    Range: Medium    Ammo Capacity: 30                       |
       |                                                                          |
       |   Description: SMG: The high-end submachine gun that serves both         |
       |                security and shadowrunners.                               |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   HECKLER & KOCH HK227 (SMARTLINK)                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 12    Range: Medium    Ammo Capacity: 30                       |
       |                                                                          |
       |   Description: SMG: The high-end submachine gun that serves both         |
       |                security and shadowrunners, with an integral Smartlink.   |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   INGRAM SMARTGUN                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 8    Range: Medium    Ammo Capacity: 30                        |
       |                                                                          |
       |   Description: SMG: The professional street samurai's weapon of choice.  |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   INGRAM SMARTGUN (SMARTLINK)                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 8    Range: Medium    Ammo Capacity: 30                        |
       |                                                                          |
       |   Description: SMG: The professional street samurai's weapon of choice,  |
       |                with an integral Smartlink System.                        |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   M79 GRENADE LAUNCHER                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 14   Range: Long   Ammo Capacity: 1   AOE: 3                   |
       |                                                                          |
       |   Description: Ranged Combat: A classic tube-fired grenade launcher.     |
       |                                                                          |
       |   Found: Default Equipment (Is0bel), lub 88 (Heoi)                       |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   MOSSBERG CMDT                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 14   Range: Short    Ammo Capacity: 8   AOE: 6                 |
       |                                                                          |
       |   Description: Shotgun: The favorite shotgun of CorpSec worldwide.       |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   MOSSBERG CMDT (SMARTJACK)                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 14   Range: Short    Ammo Capacity: 8   AOE: 6                 |
       |                                                                          |
       |   Description: Shotgun: The favorite shotgun of CorpSec worldwide,       |
       |                with an integral Smartlink system.                        |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   RANGER ARMS SM-3                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 20   Range: Long   Ammo Capacity: 6                            |
       |                                                                          |
       |   Description: Rifle: Extremely powerful, and with a variable            |
       |                magnification scope. Pierces up to 1 Armor.               |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   RANGER ARMS SM-3 (SMARTLINK)                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 20   Range: Long   Ammo Capacity: 6                            |
       |                                                                          |
       |   Description: Rifle: Extremely powerful, with a variable-magnification  |
       |                scope. Includes an integral Smartlink system. Pierces up  |
       |                to 1 Armor.                                               |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   REMINGTON 990                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 16   Range: Short    Ammo Capacity: 8   AOE: 6                 |
       |                                                                          |
       |   Description: Shotgun: A shotgun seemingly made for shadowrunners.      |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   REMINGTON 990 (SMARTJACK)                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 16   Range: Short    Ammo Capacity: 8   AOE: 6                 |
       |                                                                          |
       |   Description: Shotgun: A shotgun seemingly made for shadowrunners,      |
       |                with an integral Smartlink system.                        |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   REMINGTON ROOMSWEEPER                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 14    Range: Medium    Ammo Capacity: 12   AOE: 6              |
       |                                                                          |
       |   Description: Pistol: A Remington favorite. Shotgun punch and spread    |
       |                in a heavy-pistol-sized package. Short range but wide     |
       |                spread.                                                   |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   RUGER 100-S                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 16   Range: Long   Ammo Capacity: 4                            |
       |                                                                          |
       |   Description: Rifle: A stock sniper rifle easily found on the black     |
       |                market.                                                   |
       |                                                                          |
       |   Found: Kowloon City, Club 88 (Heoi)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   RUGER 100-S (SMARTLINK)                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 16   Range: Long   Ammo Capacity: 4                            |
       |                                                                          |
       |   Description: Rifle: A stock sniper rifle easily found on the black     |
       |                market, with an integral Smartlink system.                |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   RUGER SUPER WARHAWK                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 16    Range: Medium    Ammo Capacity: 6                        |
       |                                                                          |
       |   Description: Pistol: A modern revolver. Massive stopping power, but    |
       |                cannot use the Chain Shot or Double Tap abilities.        |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   RUGER SUPER WARHAWK (SMARTLINK)                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 16    Range: Medium    Ammo Capacity: 6                        |
       |                                                                          |
       |   Description: Pistol: A modern revolver. Massive stopping power, but    |
       |                cannot use the Chain Shot or Double Tap abilities. Has    |
       |                a Smartlink for accuracy.                                 |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   RUGER THUNDERBOLT                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 14    Range: Medium    Ammo Capacity: 12                       |
       |                                                                          |
       |   Description: Pistol: Lone Star's favorite heavy pistol. Capable of a   |
       |                powerful burst fire mode.                                 |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   RUGER THUNDERBOLT (SMARTLINK)                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 14    Range: Medium    Ammo Capacity: 12                       |
       |                                                                          |
       |   Description: Pistol: Lone Star's favorite heavy pistol. Capable of a   |
       |                powerful burst fire mode. Includes an integral Smartlink  |
       |                system.                                                   |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   SAVALETTE GUARDIAN                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 10    Range: Medium    Ammo Capacity: 12                       |
       |                                                                          |
       |   Description: Pistol: This popular heavy pistol can fire a three-round  |
       |                burst.                                                    |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   SAVALETTE GUARDIAN (SMARTLINK)                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 10    Range: Medium    Ammo Capacity: 12                       |
       |                                                                          |
       |   Description: Pistol: This popular heavy pistol can fire a three-round  |
       |                burst, includes a Smartlink, which reduces range          |
       |                penalties.                                                |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   SCK MODEL 100                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 11    Range: Medium    Ammo Capacity: 24                       |
       |                                                                          |
       |   Description: SMG: The submachine gun made famous by the Renraku Red    |
       |                Samurai.                                                  |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   SCK MODEL 100 (SMARTLINK)                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 11    Range: Medium    Ammo Capacity: 24                       |
       |                                                                          |
       |   Description: SMG: The submachine gun made famous by the Renraku Red    |
       |                Samurai. Includes an integral Smartlink system.           |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SEMOPAL VZ/88V                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 9    Range: Long    Ammo Capacity: 30                          |
       |                                                                          |
       |   Description: Rifle: A basic Czech-made assault rifle known for being   |
       |                cheap, reliable, and ubiquitous.                          |
       |                                                                          |
       |   Found: Default Equipment (Duncan)                                      |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   SEMOPAL VZ/88V (SMARTLINK)                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 9    Range: Long    Ammo Capacity: 30                          |
       |                                                                          |
       |   Description: Rifle: A basic Czech-made assault rifle known for being   |
       |                cheap, reliable, and ubiquitous. Comes with an integral   |
       |                Smartlink system.                                         |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   STEYR AUG-CSL                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 15    Range: Long    Ammo Capacity: 34                         |
       |                                                                          |
       |   Description: Rifle: An innovative assault rifle that marks fired ammo  |
       |                with a tracer, making the target easier to hit on         |
       |                subsequent shots.                                         |
       |                                                                          |
       |   Found: Prosperity Tower (Level 49)                                     |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   STREET SWEEPER                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 14    Range: Short    Ammo Capacity: 2   AOE: 6                |
       |                                                                          |
       |   Description: Shotgun: A makeshift, homemade shotgun.                   |
       |                                                                          |
       |   Found: Kowloon City                                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   UZI III                                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 6    Range: Medium    Ammo Capacity: 24                        |
       |                                                                          |
       |   Description: SMG: The most popular submachine gun in the world.        |
       |                                                                          |
       |   Found: Kowloon City                                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
       .--------------------------------------------------------------------------.
       |   UZI III (SMARTLINK)                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 6    Range: Medium    Ammo Capacity: 24                        |
       |                                                                          |
       |   Description: SMG: The most popular submachine gun in the world, with   |
       |                a built-in Smartlink system.                              |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   VINDICATOR MINIGUN                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 20   Range: Long   Ammo Capacity: 42   AOE: 6                  |
       |                                                                          |
       |   Description: Rifle: Six rotating barrels with an impressive rate of    |
       |                fire.                                                     |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   WALTHER MA-2100                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 18   Range: Long   Ammo Capacity: 5                            |
       |                                                                          |
       |   Description: Rifle: The official sniper rifle of the CSA, effective    |
       |                at long range. Pierces up to 1 Armor.                     |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   WALTHER MA-2100 (SMARTLINK)                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 18   Range: Long   Ammo Capacity: 5                            |
       |                                                                          |
       |   Description: Rifle: The official sniper rifle of the CSA, effective    |
       |                at long range. Includes an integral Smartlink system.     |
       |                Pierces up to 1 Armor.                                    |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       
    ==============================================================================
                                 GEAR (WEAPONS/MELEE)        
    ===================================================================[LS-MEL]===
    
       
       
       
       .--------------------------------------------------------------------------.
       |   ARDENT PHOENIX                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 3    Reach: 1                                                  |
       |                                                                          |
       |   Description: Melee: Runes have been etched into this katana, capable   |
       |                of producing flames when striking a target. on Crit,      |
       |                will ignite the target for 5-7 additional DMG.            |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ARES MONO-SWORD                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 5    Reach: 1                                                  |
       |                                                                          |
       |   Description: Melee: A sword with superfine monofilament wire attached  |
       |                to the blade edges. Extremely sharp and unlikely to       |
       |                blunt.                                                    |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   AXE                                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 6    Reach: 1                                                  |
       |                                                                          |
       |   Description: Melee: A heavy axe made for hacking through enemies.      |
       |                Will not do AP DMG on normal hit.                         |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   BLOOD CALLS TO BLOOD                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 3    Reach: 1                                                  |
       |                                                                          |
       |   Description: Unarmed: Causes bleeding to target on impact. When a      |
       |                target is killed, the wielder is healed 5 HP per RND for  |
       |                3 RNDs. May do AP DMG on critical hits.                   |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   BLOODTHIRSTY KATANA                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 6    Reach: 1                                                  |
       |                                                                          |
       |   Description: Melee: A work of art and a deadly weapon. May do AP       |
       |                DMG on a critical hit.                                    |
       |                                                                          |
       |   Found: Gaichu's Personal Katana (Obtained after personal mission).     |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   CENTURION LASER AXE                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 7    Reach: 1                                                  |
       |                                                                          |
       |   Description: Melee: Has two welding lasers focused along the cutting   |
       |                edge, greatly improving its cutting effectiveness.        |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   CESTUS                                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 3    Reach: 1                                                  |
       |                                                                          |
       |   Description: Unarmed: Causes heavy bleeding to target on impact, with  |
       |                DMG of your Strength +3. May do AP DMG on critical hits.  |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   CHINESE WAR SWORD                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 6    Reach: 1                                                  |
       |                                                                          |
       |   Description: Melee: A two handed war sword capable of hacking through  |
       |                armor. May do AP DMG on critical hits.                    |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DISTANT STORMS FORETOLD                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 5    Reach: 1                                                  |
       |                                                                          |
       |   Description: Melee: A katana forged to disable and harry targets. May  |
       |                do AP DMG on a critical hit. On critical hit, does an     |
       |                additional -1 AP shock damage for 2 RNDs.                 |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HAND-FORGED KATANA                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 5    Reach: 1                                                  |
       |                                                                          |
       |   Description: Melee: A deadly weapon and a work of art. May do AP DMG   |
       |                on a critical hit.                                        |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   KATANA                                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 4    Reach: 1                                                  |
       |                                                                          |
       |   Description: Melee: A cheap reproduction of the Japanese classic.      |
       |                May do AP DMG on a critical hit.                          |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MACHETE                                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 3    Reach: 1                                                  |
       |                                                                          |
       |   Description: Melee: Basically, a sharp piece of metal with a handle.   |
       |                May do AP DMG on a critical hit.                          |
       |                                                                          |
       |   Found: Default Equipment (Custom)                                      |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   PUNCHING DAGGER                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 2    Reach: 1                                                  |
       |                                                                          |
       |   Description: Unarmed: Causes moderate bleeding to target on impact,    |
       |                with DMG of your Strength +2. May do AP DMG on critical   |
       |                hits.                                                     |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   RACING FULMINATION                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 5    Reach: 1                                                  |
       |                                                                          |
       |   Description: Melee: A Chinese sword imbued with shamanic magic. When   |
       |                an enemy is killed with this sword, the wielder gains     |
       |                +1 AP on their next turn. May do AP DMG on a critical hit.|
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SHURIKEN                                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 6    Reach: 15                                                 |
       |                                                                          |
       |   Description: A well-crafted throwing star with a carbon steel edge.    |
       |                May do additional AP DMG.                                 |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SPIKED FIST                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 1    Reach: 1                                                  |
       |                                                                          |
       |   Description: Unarmed: Causes minor bleeding to target on impact, with  |
       |                DMG of your Strength +1. May do AP DMG on a critical hit. |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------' 
       
       
       .--------------------------------------------------------------------------.
       |   THROWING KNIFE                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 4    Reach: 10                                                 |
       |                                                                          |
       |   Description: A simple knife, balanced for throwing.                    |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
    
    ==============================================================================
                                    GEAR (WEAPONS/MAGIC)        
    ===================================================================[LS-MWP]===
    
       
       
       .--------------------------------------------------------------------------.
       |   ACID BOLT I                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0   Damage: 4                                        |
       |                                                                          |
       |   Description: A conjurer's basic acid bolt. Does damage over time to    |
       |                the target.                                               |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   ACID BOLT II                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0   Damage: 8                                        |
       |                                                                          |
       |   Description: A conjurer's intermediate acid bolt. Does damage over     |
       |                time to the target.                                       |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   ACID BOLT III                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0   Damage: 10                                       |
       |                                                                          |
       |   Description: A conjurer's advanced acid bolt. Does damage over time to |
       |                the target.                                               |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   ACID BOLT IV                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0   Damage: 12                                       |
       |                                                                          |
       |   Description: A conjurer's best acid bolt. Does damage over time to     |
       |                the target.                                               |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   POWERBOLT I                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0   Damage: 6                                        |
       |                                                                          |
       |   Description: The most basic spell every mage knows and always has      |
       |                ready.                                                    |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   POWERBOLT II                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0   Damage: 10                                       |
       |                                                                          |
       |   Description: The most basic spell every mage knows and always has      |
       |                ready.                                                    |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
       .--------------------------------------------------------------------------.
       |   POWERBOLT III                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0   Damage: 13                                       |
       |                                                                          |
       |   Description: The most basic spell every mage knows and always has      |
       |                ready.                                                    |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
       .--------------------------------------------------------------------------.
       |   POWERBOLT IV                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0   Damage: 15                                       |
       |                                                                          |
       |   Description: The most basic spell every mage knows and always has      |
       |                ready.                                                    |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
    
    ==============================================================================
                                    MAGIC (SPELLS)        
    ===================================================================[LS-SPL]===
    
       
    
       .--------------------------------------------------------------------------.
       |   ACID STREAM I                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   Damage: 9                                        |
       |                                                                          |
       |   Description: A stream of acid that also does ongoing -6 HP for 1 RND.  |
       |                Strips 1 Armor from the target.                           |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ACID STREAM II                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   Damage: 12                                       |
       |                                                                          |
       |   Description: A stream of acid that also does ongoing -8 HP for 2 RND.  |
       |                Strips 1 Armor from the target.                           |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   AIM I                                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Increases the target's to hit chance by 8-12%. Does not   |
       |                stack, nor affect AOE abilities. Lasts 2 RNDS.            |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   AIM II                                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Increases the target's to hit chance by 10-15%. Does not  |
       |                stack, nor affect AOE abilities. Lasts 3 RNDS.            |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   AIM III                                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Increases the target's to hit chance by 12-18%. Does not  |
       |                stack, nor affect AOE abilities. Lasts 4 RNDS.            |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   BALL LIGHTNING I                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 4   Damage: 12   AOE: 2                              |
       |                                                                          |
       |   Description: Lightning explosion that also does -1 AP. Ongoing -5 HP   |
       |                and -1 AP for 1 RND.                                      |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   BALL LIGHTNING II                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 3   Cooldown: 4   Damage: 15   AOE: 2                              |
       |                                                                          |
       |   Description: Lightning explosion that also does -1 AP. Ongoing -5 HP   |
       |                and -1 AP for 2 RNDS.                                     |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   BLINDNESS                                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 3                                                    |
       |                                                                          |
       |   Description: Target is blinded and cannot see or attack targets.       |
       |                Lasts 2 RNDS.                                             |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   CHAIN LIGHTNING 1                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   Damage: 12                                       |
       |                                                                          |
       |   Description: A bolt of lightning that bounce to the next closest two   |
       |                characters. The first bounce has a range of 8 tiles, the  |
       |                second has a range of 6.                                  |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   CHAIN LIGHTNING 2                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   Damage: 16                                       |
       |                                                                          |
       |   Description: A bolt of lightning that bounce to the next closest two   |
       |                characters. The first bounce has a range of 8 tiles, the  |
       |                second has a range of 6.                                  |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   CONFUSION                                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 3   Cooldown: 3                                                    |
       |                                                                          |
       |   Description: Target switches to your team and attacks your enemies.    |
       |                Lasts 2 RNDS.                                             |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DISPEL MAGIC                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Dispels any target's ongoing magical effect.              |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DISTRACTION I                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Decreases the target's to hit chance by 12%. Lasts for    |
       |                1 RND.                                                    |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DISTRACTION II                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Decreases the target's to hit chance by 15%. Lasts for    |
       |                2 RNDS.                                                   |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DISTRACTION III                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Decreases the target's to hit chance by 18%. Lasts for    |
       |                3 RNDS.                                                   |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FIREBALL I                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 2   Damage: 10   AOE: 2                              |
       |                                                                          |
       |   Description: A fiery explosion that also does ongoing -6 HP for 1 RND. |
       |                Shares a cooldown with other Fireball spells.             |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FIREBALL II                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 4   Damage: 15   AOE: 2                              |
       |                                                                          |
       |   Description: A fiery explosion that also does ongoing -7 HP for 2 RND. |
       |                Shares a cooldown with other Fireball spells.             |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FIREBALL III                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 4   Damage: 20   AOE: 2                              |
       |                                                                          |
       |   Description: A fiery explosion that also does ongoing -8 HP for 2 RNDS.|
       |                Shares a cooldown with other Fireball spells.             |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FLAMETHROWER I                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1   Damage: 12                                       |
       |                                                                          |
       |   Description: A line of fire controlled by the caster and directed at   |
       |                one target.                                               |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FLAMETHROWER II                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1   Damage: 20                                       |
       |                                                                          |
       |   Description: A line of fire controlled by the caster and directed at   |
       |                one target.                                               |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FLAMETHROWER III                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1   Damage: 25                                       |
       |                                                                          |
       |   Description: A line of fire controlled by the caster and directed at   |
       |                one target.                                               |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FLAMETHROWER IV                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   Damage: 30                                       |
       |                                                                          |
       |   Description: A line of fire controlled by the caster and directed at   |
       |                one target.                                               |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   GLUE                                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3                                                    |
       |                                                                          |
       |   Description: The target cannot move but can still use AP to attack.    |
       |                Lasts 2 RNDS.                                             |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HEAL WOUND I                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3   HP: 0                                            |
       |                                                                          |
       |   Description: Heals all of the damage from the most recent attack.      |
       |                Shares a cooldown with other Heal Wound spells.           |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   HEAL WOUND II                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   HP: 0                                            |
       |                                                                          |
       |   Description: Heals all of the damage from the most recent attack.      |
       |                Shares a cooldown with other Heal Wound spells.           |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   LIGHTNING BOLT I                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3   Damage: 10                                       |
       |                                                                          |
       |   Description: A bolt of lightning that targets a single enemy and also  |
       |                does -1 AP.                                               |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   LIGHTNING BOLT II                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3   Damage: 12                                       |
       |                                                                          |
       |   Description: A bolt of lightning that targets a single enemy and also  |
       |                does -1 AP.                                               |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   LIGHTNING BOLT III                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3   Damage: 18                                       |
       |                                                                          |
       |   Description: A bolt of lightning that targets a single enemy and also  |
       |                does -1 AP.                                               |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MANABALL I                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 2   Damage: 10   Area of Effect: 2   Armor Pierce: 2 |
       |                                                                          |
       |   Description: A magical explosion that pierces up to 2 Armor.           |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   MANABALL II                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 2   Damage: 10   Area of Effect: 2   Armor Pierce: 2 |
       |                                                                          |
       |   Description: A magical explosion that pierces up to 2 Armor. Does      |
       |                ongoing 8 HP DMG for 1 RND. Ongoing DMG ignores armor.    |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   MANABALL III                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 4   Damage: 15   Area of Effect: 2   Armor Pierce: 3 |
       |                                                                          |
       |   Description: A magical explosion that pierces up to 3 Armor. Does      |
       |                ongoing 8 HP DMG for 2 RNDS. Ongoing DMG ignores armor.   |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   MANABOLT I                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   Damage: 8   Armor Pierce: 2                      |
       |                                                                          |
       |   Description: A powerful magical bolt that pierces up to 2 Armor.       |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MANABOLT II                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   Damage: 12   Armor Pierce: 2                     |
       |                                                                          |
       |   Description: A powerful magical bolt that pierces up to 2 Armor.       |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MANABOLT III                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3   Damage: 14   Armor Pierce: 3                     |
       |                                                                          |
       |   Description: A powerful magical bolt that pierces up to 3 Armor.       |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MANABOLT IV                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3   Damage: 16   Armor Pierce: 4                     |
       |                                                                          |
       |   Description: A powerful magical bolt that pierces up to 4 Armor.       |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MIND WIPE                                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 3                                                    |
       |                                                                          |
       |   Description: Target ignores all enemies. Lasts 2 RNDS.                 |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   PETRIFY                                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 3   Cooldown: 4                                                    |
       |                                                                          |
       |   Description: Target loses all AP for 2 rounds and cannot attack or     |
       |                move. Lasts 2 RNDS.                                       |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SPELL FOCUS: Fireball II                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 4   Damage: 13   AOE: 3                              |
       |                                                                          |
       |   Description: Additional magic has been channeled into this spell,      |
       |                causing the effect radius to increase. Its explosion      |
       |                does ongoing 7 HP DMG for 2 RNDS. Shares a cooldown       |
       |                with other Fireball spells.                               |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SPELL FOCUS: LIFE SIPHON I                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3   Damage: 8   Armor Pierce: 2                      |
       |                                                                          |
       |   Description: An initiate-level blood magic, practiced by the mages     |
       |                of Aztlan. If target is damaged by this spell, caster     |
       |                gains 4 HP per RND for 2 RNDs. Pierces up to 2 Armor.     |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SPELL FOCUS: LIFE SIPHON II                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3   Damage: 12   Armor Pierce: 4                     |
       |                                                                          |
       |   Description: An initiate-level blood magic, practiced by the mages     |
       |                of Aztlan. If target is damaged by this spell, caster     |
       |                gains 6 HP per RND for 2 RNDs. Pierces up to 4 Armor.     |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SPELL FOCUS: STRIP ARMOR II                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Decreases the target's Armor by 3. Upon successful hit,   |
       |                restores 1 AP to caster. Shares a cooldown with other     |
       |                Strip Armor spells.                                       |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   STRIP ARMOR I                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Decreases the target's Armor by 2 for 3 RNDS. Shares a    |
       |                cooldown with other Strip Armor spells.                   |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   STRIP ARMOR II                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Decreases the target's Armor by 3 for 3 RNDS. Shares a    |
       |                cooldown with other Strip Armor spells.                   |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   STRIP ARMOR III                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Decreases the target's Armor by 5 for 3 RNDS. Shares a    |
       |                cooldown with other Strip Armor spells.                   |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   STUNBALL I                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 2   AOE: 2                                           |
       |                                                                          |
       |   Description: Magical explosion that does -1 AP.                        |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   STUNBALL II                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 3   Cooldown: 3   AOE: 2                                           |
       |                                                                          |
       |   Description: Magical explosion that does -1 AP and ongoing -1 AP       |
       |                that lasts 2 RNDS.                                        |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   STUNBOLT I                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2                                                    |
       |                                                                          |
       |   Description: A stun spell which does -1 AP to the target.              |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   STUNBOLT II                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2                                                    |
       |                                                                          |
       |   Description: A stun spell which does -1 AP to the target and ongoing   |
       |                -1 AP that lasts 1 RND.                                   |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   WILD AIM I                                                             |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Increases the target's to hit chance by 10-15%. Does not  |
       |                stack, nor affect AOE abilities. The next closest ally    |
       |                will also be affected. Lasts 3 RNDS.                      |
       |                                                                          |
       |   Found: Shipping Terminal (Job: The Dig)                                |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       
    ==============================================================================
                                    MAGIC (CONJURING)        
    ===================================================================[LS-CON]===
    
       
       
       .--------------------------------------------------------------------------.
       |   AIR BARRIER                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2                                                    |
       |                                                                          |
       |   Description: Set 5 Light Cover barriers that last 3 RNDS. Anyone that  |
       |                enters takes -1 AP DMG.                                   |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   ARMOR I                                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2                                                    |
       |                                                                          |
       |   Description: Target gains +2 Armor, up to the maximum Armor of 10.     |
       |                Lasts until combat ends. Shares a cooldown with other     |
       |                Armor spells.                                             |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ARMOR II                                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2                                                    |
       |                                                                          |
       |   Description: Target gains +3 Armor, up to the maximum Armor of 10.     |
       |                Lasts until combat ends. Shares a cooldown with other     |
       |                Armor spells.                                             |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ARMOR III                                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2                                                    |
       |                                                                          |
       |   Description: Target gains +5 Armor, up to the maximum Armor of 10.     |
       |                Lasts until combat ends. Shares a cooldown with other     |
       |                Armor spells.                                             |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   BLUR I                                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2                                                    |
       |                                                                          |
       |   Description: Reduces an ally's chance to be hit by 25%, and            |
       |                increases their Movement by 1. Lasts one round. Shares    |
       |                a cooldown with other Blur spells.                        |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   BLUR II                                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3                                                    |
       |                                                                          |
       |   Description: Reduces an ally's chance to be hit by 35%, and            |
       |                increases their Movement by 1. Lasts one round. Shares    |
       |                a cooldown with other Blur spells.                        |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DUAL BLUR II                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3                                                    |
       |                                                                          |
       |   Description: Reduces chance for enemies to hit target ally by 35%,     |
       |                and increases their Movement by 2. Also affects the       |
       |                caster. Lasts one round. Shares a cooldown with other     |
       |                Blur spells.                                              |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FIRE BARRIER                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2                                                    |
       |                                                                          |
       |   Description: Set 5 Medium Cover barriers that last 3 RNDS. Anyone      |
       |                that enters takes -10 HP DMG.                             |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FOG                                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 2   Area of Effect: 3                                |
       |                                                                          |
       |   Description: An area effect spell that reduces the chance to target    |
       |                someone by 15%. Lasts for 3 RNDS.                         |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HASTE I                                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 3                                                    |
       |                                                                          |
       |   Description: Increases the friendly target's AP by 1 for 2 RNDS.       |
       |                Shares a cooldown with other Haste spells.                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HASTE II                                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 3                                                    |
       |                                                                          |
       |   Description: Increases the friendly target's AP by 1 for 3 RNDS.       |
       |                Shares a cooldown with other Haste spells.                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HASTE III                                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 4                                                    |
       |                                                                          |
       |   Description: Increases the friendly target's AP by 1 for 4 RNDS.       |
       |                Shares a cooldown with other Haste spells.                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HASTE IV                                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 4                                                    |
       |                                                                          |
       |   Description: Increases the friendly target's AP by 1 for 4 RNDS.       |
       |                Has a chance to increase AP by 2. Shares a cooldown with  |
       |                other Haste spells.                                       |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HELLSTORM BARRIER                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 2                                                    |
       |                                                                          |
       |   Description: Set 5 Heavy Cover barrier that last 3 RNDS. Anyone that   |
       |                enters takes -12 HP and -1 AP DMG.                        |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   LIGHTNING BARRIER                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2                                                    |
       |                                                                          |
       |   Description: Set 5 Medium Cover barriers that last 3 RNDS. Anyone      |
       |                that enters takes -7 HP and -1 AP DMG.                    |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MANA CHARGE I                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 5                                                    |
       |                                                                          |
       |   Description: Concentrates mana from the surrounding area to provide    |
       |                an effect similar to a small leyline. Lasts for 2 RNDS.   |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MANA CHARGE II                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 5                                                    |
       |                                                                          |
       |   Description: Concentrates mana from the surrounding area to provide    |
       |                an effect similar to a medium leyline. Lasts for 3 RNDS.  |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MANA STATIC                                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 3   Cooldown: 4   AOE: 3                                           |
       |                                                                          |
       |   Description: An area effect spell that increases the cost of magic     |
       |                by 1 AP. Lasts for 3 RNDS.                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SHADOW                                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 5   AOE: 3                                           |
       |                                                                          |
       |   Description: Creates a shadow zone in which characters cannot be       |
       |                targeted, nor target others. Lasts until the beginning    |
       |                of your next turn.                                        |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SLO-MO                                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 4                                                    |
       |                                                                          |
       |   Description: Increases the target's AP cost for all actions by 2.      |
       |                Lasts for 2 RNDS.                                         |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SLOW I                                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Decreases the target's Movement by 2 for 3 RNDS.          |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SLOW II                                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Decreases the target's Movement by 4 for 3 RNDS.          |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SLOW III                                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1                                                    |
       |                                                                          |
       |   Description: Decreases the target's Movement by 6 for 3 RNDS.          |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
    
    ==============================================================================
                                 ITEMS (CONSUMABLES)        
    ===================================================================[LS-ITM]===
    
       
     
       .--------------------------------------------------------------------------.
       |   ADVANCED DRONE REPAIR KIT                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   HP: 20                                                                 |
       |                                                                          |
       |   Description: An advanced drone repair kit that repairs 20 HP.          |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   ADVANCED MEDKIT                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   HP: 20                                                                 |
       |                                                                          |
       |   Description: The advanced medkit that heals you or any team member.    |
       |                Consumed when used. Can be used outside of combat.        |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ARES HIGH-EXPLOSIVE GRENADE                                            |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 20    Area of Effect: 2                                        |
       |                                                                          |
       |   Description: The top of the line is Ares' military spec high-explosive |
       |                grenade. Strips 1 Armor from affected targets.            |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   BASIC MEDKIT                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   HP: 10                                                                 |
       |                                                                          |
       |   Description: The most basic medkit that heals you or any team member.  |
       |                Consumed when used. Can be used outside of combat.        |
       |                                                                          |
       |   Found: Default Equipment, Chrome Alley (Heoi)                          |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   BLISS                                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: A tranquilizing narcotic. Incoming DMG is reduced by 4    |
       |                for 5 RNDS of combat. Strength is reduced by 1.           |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   CAVALIER FRAG GRENADE                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 16    Area of Effect: 2                                        |
       |                                                                          |
       |   Description: Cavalier's midline frag grenade.                          |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   CRAM                                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: A designer amphetamine. Adds +3 AP and +2 Movement        |
       |                for 1 RND.                                                |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
          
       .--------------------------------------------------------------------------.
       |   DOCWAGON GOLD TRAUMA KIT                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   SPECIAL                                                                |
       |                                                                          |
       |   Description: Restores a downed teammate to battle with 50% of their    |
       |                total health. Consumed when used, or automatically when   |
       |                downed.                                                   |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DOCWAGON PLATINUM TRAUMA KIT                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   SPECIAL                                                                |
       |                                                                          |
       |   Description: Restores a downed teammate to battle with 100% of their   |
       |                total health. Consumed when used, or automatically when   |
       |                downed.                                                   |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   DOCWAGON TRAUMA KIT                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   SPECIAL                                                                |
       |                                                                          |
       |   Description: Restores a downed teammate to battle with 25% of their    |
       |                total health. Consumed when used, or automatically when   |
       |                downed.                                                   |
       |                                                                          |
       |   Found: Default Equipment, Chrome Alley (Heoi)                          |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   ESPIRIT FLASHBANG GRENADE                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 0    Area of Effect: 2                                         |
       |                                                                          |
       |   Description: Espirit's basic non-lethal grenade. Does 1 AP DMG to all  |
       |                hit by its blast. Makes targets easier to hit.            |
       |                                                                          |
       |   Found: Kowloon City, Club 88 (Heoi)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
       
       .--------------------------------------------------------------------------.
       |   EXECUTE ASSASSIN ESP                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Creates an Assassin Expert System Program.                |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   EXECUTE ATTACKER ESP                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Creates an Attacker Expert System Program.                |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   EXECUTE EXPLODER ESP                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Creates an Exploder Expert System Program.                |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   EXECUTE SHIELD ESP                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Creates an Shield Expert System Program.                  |
       |                                                                          |
       |   Found: Maximum Law's (Heoi)                                            |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   EXPERT DRONE REPAIR KIT                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   HP: 30                                                                 |
       |                                                                          |
       |   Description: An expert drone repair kit that repairs 30 HP.            |
       |                                                                          |
       |   Found: Reliable Matthew (Heoi)                                         |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   FICHETTI FRAG GRENADE                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 12    Area of Effect: 2                                        |
       |                                                                          |
       |   Description: Fichetti's basic frag grenade.                            |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   FORCE 1 AIR ELEMENTAL FETISH                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 1 Air Elemental. The fetish is consumed   |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 1 EARTH ELEMENTAL FETISH                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 1 Earth Elemental. The fetish is consumed |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 1 FIRE ELEMENTAL FETISH                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 1 Fire Elemental. The fetish is consumed  |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 2 AIR ELEMENTAL FETISH                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 2 Air Elemental. The fetish is consumed   |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 2 EARTH ELEMENTAL FETISH                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 2 Earth Elemental. The fetish is consumed |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 2 FIRE ELEMENTAL FETISH                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 2 Fire Elemental. The fetish is consumed  |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 2 WATER ELEMENTAL FETISH                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 2 Water Elemental. The fetish is consumed |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 3 AIR ELEMENTAL FETISH                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 3 Air Elemental. The fetish is consumed   |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 3 EARTH ELEMENTAL FETISH                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 3 Earth Elemental. The fetish is consumed |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 3 FIRE ELEMENTAL FETISH                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 3 Fire Elemental. The fetish is consumed  |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 3 WATER ELEMENTAL FETISH                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 3 Water Elemental. The fetish is consumed |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 4 AIR ELEMENTAL FETISH                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 4 Air Elemental. The fetish is consumed   |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 4 EARTH ELEMENTAL FETISH                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 4 Earth Elemental. The fetish is consumed |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 4 FIRE ELEMENTAL FETISH                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 4 Fire Elemental. The fetish is consumed  |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 4 WATER ELEMENTAL FETISH                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 4 Water Elemental. The fetish is consumed |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 5 AIR ELEMENTAL FETISH                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 5 Air Elemental. The fetish is consumed   |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 5 EARTH ELEMENTAL FETISH                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 5 Earth Elemental. The fetish is consumed |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 5 FIRE ELEMENTAL FETISH                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 5 Fire Elemental. The fetish is consumed  |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 5 WATER ELEMENTAL FETISH                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 5 Water Elemental. The fetish is consumed |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 6 AIR ELEMENTAL FETISH                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 6 Air Elemental. The fetish is consumed   |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 6 EARTH ELEMENTAL FETISH                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 6 Earth Elemental. The fetish is consumed |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 6 FIRE ELEMENTAL FETISH                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 6 Fire Elemental. The fetish is consumed  |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   FORCE 6 WATER ELEMENTAL FETISH                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Summons a Force 6 Water Elemental. The fetish is consumed |
       |                when used.                                                |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HE PHOSPHORUS GRENADE                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 14    Area of Effect: 2                                        |
       |                                                                          |
       |   Description: Packed with phosphorus, this grenade causes an additional |
       |                -6 HP for 2 RNDS. Strips 3 Armor from affected targets.   |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   HERMETIC FETISH                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Possession of this fetish grants a benefit of             |
       |                +1 Willpower.                                             |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   HYPER                                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Accuracy is increased by 6%, but incoming DMG is          |
       |                increased by 2 for 5 RNDS of combat.                      |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   IMBUED HERMETIC FETISH                                                 |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Possession of this fetish grants a benefit of             |
       |                +1 Willpower and +1 Spellcasting.                         |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   JAZZ                                                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: A combat stim that adds +2 Quickness and +1 AP for 5      |
       |                RNDS. Popular with mercenary groups and high-end          |
       |                bodyguards.                                               |
       |                                                                          |
       |   Found: Red Spear Gangers (Whampoa)                                     |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   KAMIKAZE                                                               |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: A combat stim that adds +2 Body, +1 Strength, and +1      |
       |                Willpower for 5 RNDS. Originally designed for high-threat |
       |                response teams, it's now easily bought on the streets.    |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   KNIGHT ERRANT FLASHBANG GRENADE                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 0    Area of Effect: 2                                         |
       |                                                                          |
       |   Description: An effective flash grenade. Does 2 AP to all hit by its   |
       |                blast. Makes targets easier to hit.                       |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   NITRO                                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: This popular drug psyches up the user for combat. Adds    |
       |                Strength and Willpower +2 but -2 Charisma and             |
       |                Intelligence for 5 RNDS.                                  |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
        
       .--------------------------------------------------------------------------.
       |   PHOSPHORUS GRENADE                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 8    Area of Effect: 2                                         |
       |                                                                          |
       |   Description: Packed with phosphorus, this grenade causes an additional |
       |                -4 HP for 3 RNDS. Strips 3 Armor from affected targets.   |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   PREMIUM MEDKIT                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   HP: 30                                                                 |
       |                                                                          |
       |   Description: The premium medkit that heals you or any team member.     |
       |                Consumed when used. Can be used outside of combat.        |
       |                                                                          |
       |   Found: Chrome Alley (Heoi)                                             |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   RENRAKU FLASHBANG GRENADE                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Damage: 0    Area of Effect: 2                                         |
       |                                                                          |
       |   Description: Renraku's top of the line flash grenade. Does 3 AP DMG    |
       |                to all hit by its blast. Makes targets easier to hit.     |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   SHAMANIC FETISH                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Possession of this fetish grants a benefit of             |
       |                +1 Charisma.                                              |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       
       .--------------------------------------------------------------------------.
       |   SHAMANIC SALVE                                                         |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   HP: 4                                                                  |
       |                                                                          |
       |   Description: A simple magically prepared salve that heals 4 base HP,   |
       |                and a further 4 HP per RND for 3 RNDS. Consumed when      |
       |                used.                                                     |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   SIMPLE DRONE REPAIR KIT                                                |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   HP: 10                                                                 |
       |                                                                          |
       |   Description: A standard drone repair kit that repairs 10 HP.           |
       |                                                                          |
       |   Found: Default Equipment (Rigger), Reliable Matthew (Heoi)             |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
     
       .--------------------------------------------------------------------------.
       |   SPIRIT FETISH                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: Possession of this fetish grants a benefit of             |
       |                +1 Charisma and +1 Spirit Control.                        |
       |                                                                          |
       |   Found: Heoi (Parlor of Five Phases)                                    |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   TOKKO                                                                  |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   Description: An illegal street drug made from the leaked Kamikaze      |
       |                formula. Adds +1 Body, +1 Strength, and +1 Willpower for  |
       |                5 RNDS. Every time the user is attacked, Strength         |
       |                increases.                                                |
       |                                                                          |
       |   Found: Club 88 (Heoi)                                                  |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
    
    ==============================================================================
                                      QI CASTING        
    ===================================================================[LS-QIC]===
    
       
    
       .--------------------------------------------------------------------------.
       |   BONDED SPELL: KILLING HANDS & STRIDE                                   |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 6                                                    |
       |                                                                          |
       |   Description: Passive: Unarmed DMG increased by 3. The adept's movement |
       |                is increased by 2. Active: Unarmed DMG increased by a     |
       |                further 4, and Movement increased by a further 2 for 3    |
       |                RNDS.                                                     |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   CELESTIAL MANA FIST                                                    |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2   Damage: 12   Armor Pierce: 8                     |
       |                                                                          |
       |   Description: A powerful magical 'punch' that pierces up to 8 Armor.    |
       |                Shares a cooldown with other Mana Fist spells.            |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   COUNTERSTRIKE                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 2                                                    |
       |                                                                          |
       |   Description: The adept ends their turn, but will counterattack with    |
       |                their current weapon when attacked. Maximum of 3 counter  |
       |                attacks per turn.                                         |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   KILLING HANDS                                                          |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 6                                                    |
       |                                                                          |
       |   Description: Passive: Unarmed DMF increased by 3. Active: Unarmed      |
       |                DMG increased by a further 4 for 3 RNDS.                  |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   LIGHTNING STRIKE                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 0   Cooldown: 2   Damage: 14   Armor Piercing: 2                   |
       |                                                                          |
       |   Description: The adept gains a more accurate 0 AP cost attack that     |
       |                does 14 DMG to the target. Pierces up to 2 Armor.         |
       |                Shares a cooldown with Quick Strike.                      |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MAGIC RESISTANCE                                                       |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 0   Cooldown: 0                                                    |
       |                                                                          |
       |   Description: Passive: The adept gains a Medium Cover bonus to magic    |
       |                spells.                                                   |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   MANA FIST                                                              |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 1   Damage: 10   Armor Pierce: 4                     |
       |                                                                          |
       |   Description: A powerful magical 'punch' that pierces up to 4 Armor.    |
       |                Shares a cooldown with other Mana Fist spells.            |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
       
       .--------------------------------------------------------------------------.
       |   MARTIAL DEFENSE I                                                      |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 0   Cooldown: 6                                                    |
       |                                                                          |
       |   Description: Active: The adept gains a Light Cover bonus against       |
       |                incoming attacks for 4 RNDs. Cooldown: 6                  |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MARTIAL DEFENSE II                                                     |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 0   Cooldown: 6                                                    |
       |                                                                          |
       |   Description: Active: The adept gains a Medium Cover bonus against      |
       |                incoming attacks for 4 RNDs. Cooldown: 6                  |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   MYSTIC ARMOR                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 4                                                    |
       |                                                                          |
       |   Description: Passive: The adept has +1 Armor. Active: The adept gains  |
       |                a further +2 Armor for 3 RNDS.                            |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
       
       .--------------------------------------------------------------------------.
       |   NERVE STRIKE                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 1   Cooldown: 3   Damage: 8                                        |
       |                                                                          |
       |   Description: An attack that does low damage, but slows the target      |
       |                and reduces their aim.                                    |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
    
    
       .--------------------------------------------------------------------------.
       |   PAIN RESISTANCE                                                        |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 2   Cooldown: 4                                                    |
       |                                                                          |
       |   Description: Passive: Decreases any DMG the adept takes by 2. Active:  |
       |                Decreases DMG by a further 3 for 3 RNDS.                  |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
       
    
       .--------------------------------------------------------------------------.
       |   QUICK STRIKE                                                           |
       |--------------------------------------------------------------------------|
       |                                                                          |
       |   AP: 0   Cooldown: 2   Damage: 8   Armor Pierce: 2                      |
       |                                                                          |
       |   Description: The adept gains a 0 AP cost attack that does 8 DMG to the |
       |                target. Pierces up to 2 Armor. Shares a cooldown with     |
       |                Lightning Strike.                                         |
       |                                                                          |
       |   Found: Spider Shen's                                                   |
       |                                                                          |
       '--------------------------------------------------------------------------'
     
       
       
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                             ACHIEVEMENTS                             >==O
        ``-.__________________________________________________[SHK-ACH]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     Shadowrun: Hong Kong comes with a total of 44 Achievements found in the
    Steam Achievement list. I've documented them all here and given tips on how
    to obtain them all. I'm much more of a Trophy guy for PSN / PS games, but
    I'll settle for Steam Achievements I suppose!
    
     Most of these are surprisingly easy to get, so if you tried you should have
    no problem getting 100% Achievements for this game!
    
    
    (-NOTE-) This list is NOT necessarily in the same order as it is originally
             on the Steam Achievement page... but order doesn't seem to be very
             important as there aren't very many "story" achievements here...
             
             
             Also note that this list is FULL OF SPOILERS!!!! DO NOT READ IT IF
             YOU HAVEN'T BEATEN THE GAME!!! This is mainly due to the four ending
             achievements in the middle, but still: I am REALLY good about pointing
             out easy achievements throughout the guide (I think!), so you won't
             be missing much if you leave this until the end of the game and check
             it out then!
             
    
    
       .————————————————.
     __|   Hot Potato   |_________________________________________________________
    ¯¯¯'————————————.———'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Throw back three grenades with the Shiawase Loader Arm.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | The Shiawase Loader Arm is unlocked through Chrome Alley
                    | as you progress through the story OR you can pick it as one
                    | of Duncan's final upgrade options. This trophy requires it,
                    | as you must throw back three grenades using it.
                    |
                    | I will note that there is a common tactic to "bait" grenades
                    | being thrown to (at) you by enemies. You can often do this
                    | by grouping up party members around a party member that has
                    | this upgrade. This will make enemies chuck grenades at you
                    | due to your party grouping, which is fantastic for you as
                    | they lose a turn (AP) AND they get hurt... hehehe....
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
             
       .——————————————————————————————————.
     __|   More Bullets, More Effective   |_______________________________________
    ¯¯¯'————————————.—————————————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Use Spray & Pray to hit more than two enemies with an SMG.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | Another fairly easy achievement, you will likely get this
                    | with Gobbet if you don't use SMG's yourself. Spray & Pray
                    | is an early SMG ability, so just wait for two enemies to
                    | get close together and pray that you hit both of them!
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .———————————————————.
     __|   I Feel Great!   |______________________________________________________
    ¯¯¯'————————————.——————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Heal more than 30 damage in a single cast of Heal Wound.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | You will likely get this achievement naturally as you play
                    | through the game. If not though, you need 40+ HP / 4 Body
                    | to survive such a wound and then sustain a critical hit
                    | and survive. It isn't a good feeling! 30+ damage is a crazy
                    | amount for a wound, but it may come from a lucky critical
                    | hit from an enemy at some point. If you are actually TRYING
                    | for this, wear something with low armor, pump up your HP,
                    | and stay in the open. Take the hit and have Gobbet ready
                    | to heal it and you'll get this achievement.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .————————————————.
     __|   Come Forth   |_________________________________________________________
    ¯¯¯'————————————.———'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Summon 5 spirits from places in the environment.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | Throughout the guide I point out opportunities to call
                    | forth spirits from the environment (which is always an
                    | excellent idea), so be sure to bring a mage along (with
                    | the basic Spirit Summoning) and this achievement will be
                    | yours by the end of the game. Gobbet can fill this role
                    | nicely if you aren't personally playing as a mage.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .————————————————————.
     __|   Pinball Wizard   |_____________________________________________________
    ¯¯¯'————————————.———————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Hit three or more enemies with a bouncing magic spell.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This trophy happened to me on accident and I learned
                    | something about ley lines when I got it! First, the "easy"
                    | way to get this is to have a mage with Chain Lightning or
                    | some other magic spell that bounces as a feature cast it
                    | on the enemy. Bam, easy. You can also find certain spirit
                    | shrines (Lightning Elementals) that have that spell naturally
                    | so you COULD use them as well...
                    |
                    | However, you can also put a mage into a large Dragon Ley Line
                    | and use their weapon skill on the enemy. The enhancement of
                    | the ley line will add bounce to their spell and that should
                    | get you this achievement as well.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .————————————————————.
     __|   Shoot Straight   |_____________________________________________________
    ¯¯¯'————————————.———————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Successfully attack an enemy with a chance of less than 30%
                    | to hit.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | Heh, what a good pick for a trophy! I imagine you will very
                    | well get this achievement naturally... after all, sometimes
                    | it is better to use your actions instead of just NOT using
                    | them! May as well pray for a hit, right!?
                    |
                    | But seriously, once you DO have this use Overwatch if you
                    | can (or reload... anything is better than such low odds).
                    | Much better use of your turn than a 30% or less hit ratio.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
       .————————————————————.
     __|   Wait For it...   |_____________________________________________________
    ¯¯¯'————————————.———————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Kill an enemy with damage over time.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This is another achievement that will very likely be gained
                    | as you play the game. Lots of attacks that you will gain
                    | will come with damage over time effects. Gaichu and Racter
                    | in particular have a few of them (Racter's Drone - Bleeding),
                    | so what you need to do is get an enemy to low-ish health and
                    | hit them with an "over time" effect like poison or bleeding
                    | and then ignore them, letting them bleed out for this
                    | achievement (you monster!).
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .—————————————————————.
     __|   Pays For Itself   |____________________________________________________
    ¯¯¯'————————————.————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Skip 10 reloads with the Auto-Loader Cyber-Arm.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | I must admit I love the Auto-Loader Cyber-Arm. It is a
                    | (fairly cheap) Chrome Alley item that will become available
                    | for sale sooner or later (see the guide on when), but more
                    | importantly it lets you SKIP RELOADS. How awesome is that!?
                    | This really helps out with Sniper Rifles and other low-ammo
                    | count weapons. Quite nice for the price.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .————————————.
     __|    Boom    |_____________________________________________________________
    ¯¯¯'————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Hit four or more enemies with an area of effect attack.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This one is pretty self-explanatory. You need to nail four
                    | or more enemies with an area attack. We're talking your
                    | grenades or other area attacks, such as spells. Gobbet or
                    | Duncan can handle this one easily for you: the hard part is
                    | getting four enemies into the same area. One mission where
                    | it is very easy to get that many enemies in an area is the
                    | "Prosperity Tower" mission, near the end where you have to
                    | hold the room against waves of foes. Lots of opportunity
                    | for this trophy there. Another great mission for this is
                    | the "Whistleblower" mission.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .———————————————————————.
     __|   Bagged and Tagged   |__________________________________________________
    ¯¯¯'————————————.——————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Zip-tie 3 enemies with Duncan's Subdue ability.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This one if pretty darn easy if you use Duncan at all and
                    | try to go for it (three enemies is not a lot after all!).
                    | Use melee attacks or even Gaichu's sword attacks to stun
                    | your enemies and then have Duncan use his Subdue ability
                    | (remember that you have to choose your special abilities on
                    | the right to find the subdue ability!). You can also even
                    | use Duncan's "Bean Bag" ability to really hurt an enemies
                    | AP, giving Duncan the ability to bag and tag himself.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .———————————————————————.
     __|   Calling the Shots   |__________________________________________________
    ¯¯¯'————————————.——————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Use the Mark Target Ability on 10 enemies.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | I happened to get this achievement very early, being a
                    | Decker and all... this Mark Target ability comes naturally
                    | for Deckers, so use it on 10 enemies for this achievement
                    | or just bring along Is0bel and have her do it for you.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
       .————————————————————.
     __|   Little Helpers   |_____________________________________________________
    ¯¯¯'————————————.———————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Use drones to kill 15 enemies.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This one is pretty self-explanatory and will happen fairly
                    | easily if you use Racter at all. Or, if you happen to be
                    | a rigger yourself, this will happen VERY early on...
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .——————————————————.
     __|   Just in Case   |_______________________________________________________
    ¯¯¯'————————————.—————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Get all pips while hacking a Blocker IC.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | When you are hacking a Blocker IC (doing the "Simon Says"
                    | mini-game), just keep on going until you fill all of the
                    | pips, and then hack the IC. You will get this achievement
                    | afterwards.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .————————————————————————————.
     __|   Welcome to the Shadows   |_____________________________________________
    ¯¯¯'————————————.———————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Die on the first mission.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | A bit... embarrassing to get but die after getting off of
                    | the boat for this achievement. I, um... I may have got this
                    | one naturally... hey, I "forgot" to put any stats into my
                    | Body Category, ok!?
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
       .—————————————.
     __|    Ronin    |____________________________________________________________
    ¯¯¯'————————————.'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Get Gaichu to join your crew.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | You'll get this trophy if you choose to recruit the "Hidden
                    | Character" Gaichu. You can do this in the mission "Outsider"
                    | so be sure to check the guide to see what you need to do.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .——————————————————.
     __|   By the Book?   |_______________________________________________________
    ¯¯¯'————————————.—————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Kill Gaichu in the Whampoa Gardens.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | Another trophy that you can get in the mission "Outsider".
                    | Gaichu is a recruit-able character though, so this is NOT
                    | SOMETHING YOU WANT TO DO. Thankfully we have save points for
                    | a reason, right?! Be sure to save before hand and then you
                    | can choose to take out Gaichu for this achievement (guilt
                    | free even!).
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .—————————————————.
     __|   Wrong Order   |________________________________________________________
    ¯¯¯'————————————.————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Poison The Talon's food in Shangri-La.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This is a choice-based decision that you can only acquire
                    | during the mission "Uninvited Guests". You need to poison
                    | The Talon's food, but it is best to consult the guide for
                    | that mission to do so. After all, that's what I wrote it
                    | for, eh!?
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
       .———————————————.
     __|   Posthuman   |__________________________________________________________
    ¯¯¯'————————————.——'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Complete Racter's storyline.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | Like most personal questlines, this is going to take some
                    | time to accomplish. You must play through the game and TALK
                    | to Racter after each mission you do to build up his trust in
                    | you. Eventually he will tell you about his prior research
                    | and task you with retrieving it. This will occur in the Main
                    | Mission "Misdirection". Follow the guide, recruit Racter,
                    | and start talking to him after missions, then do that mission
                    | and retrieve the prototype (refer to the mission for some
                    | great strategies). You won't be sorry with the upgrade this
                    | will give Racter's Drone, I promise you!
                    |
                    | I got this achievement after talking to Racter near the end
                    | of the game, so they REALLY make you wait to get this one.
                    | Just be sure to talk to Racter near the end (BEFORE going to
                    | Bed!) and you will get it too!
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .—————————————————————.
     __|   Lessons Learned   |____________________________________________________
    ¯¯¯'————————————.————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Complete Gobbet's storyline.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This achievement will take some time to achieve. This is
                    | because as you play the game, you MUST talk to Gobbet after
                    | each mission you do. This builds up her trust and will
                    | eventually make her personal mission appear. Once you have
                    | done that, refer to the mission "The Sinking Ship" in the
                    | guide to clear the mission and earn this achievement.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .—————————————————.
     __|   Memory Lane   |________________________________________________________
    ¯¯¯'————————————.————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Complete Is0bel's storyline.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | Like most personal questlines, this is going to take some
                    | time to accomplish. You must play through the game and TALK
                    | to Isobel after each mission you do to build up her trust in
                    | you (just like the other party members). You will then be
                    | given a personal mission to do for her (which is optional,
                    | but highly recommended): "Deckcon 2056".
                    |
                    | Complete this mission to recover something very important
                    | to Is0bel. This is ALSO a requirement for the "Good Fortune"
                    | best ending, so very worthwhile to do. Continue to talk to
                    | Is0bel after the mission and delve into her memories.
                    |
                    | Now wait until the end of the game and do any ending besides
                    | the "It's Just One City" (for reasons...). You can then have
                    | a chance to talk to Is0bel BEFORE you end the campaign. Do
                    | so and you will earn this achievement. They really do make us
                    | wait forever for this one!
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .—————————————————————————.
     __|   Seven Times a Ronin   |________________________________________________
    ¯¯¯'————————————.————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Complete Gaichu's storyline.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | Another party-member based trophy. You must of course
                    | recruit Gaichu first, and then like your other party members
                    | you MUST talk to Gaichu after every mission you do. This
                    | will let you learn more about him and have him trust you,
                    | and eventually will cause his mission "Retribution" to be
                    | available. As always, check out the guide for that mission
                    | to get through it easily.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .———————————————————.
     __|   Screw the Job   |______________________________________________________
    ¯¯¯'————————————.——————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Kill one of Stranler Bao's Yellow Lotus in the Walled City.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | Screw the Job! Before getting this trophy, I recommend you
                    | save first (see the achievement below), and then feel free
                    | to take out some thugs! The easiest one is the thug that
                    | goes to the lower levels, but you can also fight the thugs
                    | guarding the Lotus Den as well. Reload and go for the
                    | achievement below afterwards, though!
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
       .——————————————————————————.
     __|   They're Not Worth It   |_______________________________________________
    ¯¯¯'————————————.—————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Complete "City of Darkness" without any Yellow Lotus dying.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This achievement is very much the opposite of the one above,
                    | requiring you to stay a pacifist and not kill any of the
                    | Yellow Lotus thugs in one of the game's first "missions" in
                    | Kowloon City. This is what you should be aiming for, so
                    | follow the guide if you're not sure how to stay friendly and
                    | this achievement is yours.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
       .——————————————.
     __|   No Mercy   |___________________________________________________________
    ¯¯¯'————————————.—'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Killed the Plastic-Faced Man.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This achievement will come from the mission "The Extraction".
                    | There is an achievement for both killing and sparing the
                    | Plastic-Faced Man, so you need to save ahead of time and
                    | pick both to get both achievements. You can check the guide
                    | for the mission to see how to get through it with ease!
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .—————————————————————————.
     __|   Tastes Like Chicken   |________________________________________________
    ¯¯¯'————————————.————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Drink some of the blood in Exit Stage Left, and eat some
                    | human flesh in Grendel.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This is one achievement that will take some fore-knowledge
                    | and planning. Thankfully, you have ol' BK here to help you
                    | out. This achievement requires you to try the meat from the
                    | "Outsider" mission and then try the "wine" (blood) from the
                    | "Exit Stage Left" mission. That should net you this one, but
                    | I have put notes in the guide to remind you as well.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .———————————————————.
     __|   Monster Squad   |______________________________________________________
    ¯¯¯'————————————.——————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Have Gaichu and Ku Feng on your team during the final
                    | mission.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This achievement won't be yours until the final mission,
                    | which means you are waiting awhile for it. In order to get
                    | it though you MUST bring Gaichu with you on the mission,
                    | which means you must recruit him in "Outsider". You also
                    | must encourage and tutor Ku Feng during the mission
                    | "Uninvited Guests", which is going to make her show up
                    | during the Final Mission, which lets you get this achievement
                    | if you have Gaichu with you. Easy, right!?
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .———————————————————————.
     __|   No Stone Unturned   |__________________________________________________
    ¯¯¯'————————————.——————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Hit all data stores and the core system nodes in Prosperity
                    | Tower.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This is for the Decker Lovers out there! You are actually
                    | warned ahead of time to bring a good Decker along for the
                    | "Prosperity Tower" mission, so you should be prepared with
                    | Is0bel at least. Follow the guide after that throughout the
                    | mission to make sure you hit everything and we'll get this
                    | achievement.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .——————————————————————————————————————.
     __|   I Don't Get Paid Enough for This   |___________________________________
    ¯¯¯'————————————.—————————————————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Get the last of the Tsang guards to let you pass after
                    | rescuing Raymond from Prosperity Tower.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | I LOVE this achievement. Hehe. This happens right after you
                    | rescue Raymond in the "Prosperity Tower" mission. Once you
                    | do that, go ahead and save and exit the room, the talk the
                    | remaining guards out of fighting you (which is pretty easy:
                    | see the guide for further detail but you essentially boost
                    | about the people you've killed and ask them if they "really
                    | want to do this?").
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .—————————————————.
     __|   God Puncher   |________________________________________________________
    ¯¯¯'————————————.————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Punch the final boss.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | Haha, this achievement is awesome. You can get this fairly
                    | easily while fighting the final boss, just be sure to have
                    | SOMEONE punch her. It has to connect, but once it does this
                    | achievement will be yours. Hehe....
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .——————————————————.
     __|   Good Fortune   |_______________________________________________________
    ¯¯¯'————————————.—————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Coerce Qian Ya into leaving this plane of existence.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This is ONE OF FOUR ending achievements. To get it, I would
                    | recommend consulting the "Endings Guide" in the guide itself
                    | to see what exactly you need to do, as I go in depth into
                    | how to get all of the endings there.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .—————————————————————.
     __|   Pyrrhic Victory   |____________________________________________________
    ¯¯¯'————————————.————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Coerce Qian Ya into leaving this plane of existence, taking
                    | Raymond Black with her.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This is ONE OF FOUR ending achievements. To get it, I would
                    | recommend consulting the "Endings Guide" in the guide itself
                    | to see what exactly you need to do, as I go in depth into
                    | how to get all of the endings there.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .———————————————————.
     __|   Making Amends   |______________________________________________________
    ¯¯¯'————————————.——————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Watch Raymond Black sacrifice himself to shut down the
                    | Fortune Engine.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This is ONE OF FOUR ending achievements. To get it, I would
                    | recommend consulting the "Endings Guide" in the guide itself
                    | to see what exactly you need to do, as I go in depth into
                    | how to get all of the endings there.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .————————————————————————.
     __|   It's Just One City   |_________________________________________________
    ¯¯¯'————————————.———————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Make a deal with Qian Ya, the Queen With a Thousand Teeth.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This is ONE OF FOUR ending achievements. To get it, I would
                    | recommend consulting the "Endings Guide" in the guide itself
                    | to see what exactly you need to do, as I go in depth into
                    | how to get all of the endings there.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .———————————————————.
     __|   Punching Deck   |______________________________________________________
    ¯¯¯'————————————.——————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Steal paydata from a high security system.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This one is child's play for a Decker. Your first chance
                    | to get this is in Kowloon Walled City, but there are plenty
                    | of chances as you play through the game so either Jack-In
                    | yourself or bring along Is0bel to find some paydata to sell!
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
       .—————————————————.
     __|   Law Breaker   |________________________________________________________
    ¯¯¯'————————————.————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Run Maximum Law out of town or kill him.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This achievement requires you to do the OPPOSITE of what you
                    | probably should do. You need to run Law out of town. As you
                    | play through the game, you will eventually get an email
                    | from Strangler Bao about an "Urgent Problem". Go see him to
                    | be tasked to take care of Law.
                    |
                    | I recommend saving here and then going to Law and outright
                    | killing him. You'll have to pass some checks. To look at
                    | this option more in-depth (it isn't hard to do), check out
                    | the "Deckcon 2056" section of the guide, after we return
                    | from the mission and get back to Heoi, where I go through
                    | all of the options you will have.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .—————————————————.
     __|   Just a Pawn   |________________________________________________________
    ¯¯¯'————————————.————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Spared the Plastic-Faced Man.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This achievement will come from the mission "The Extraction".
                    | There is an achievement for both killing and sparing the
                    | Plastic-Faced Man, so you need to save ahead of time and
                    | pick both to get both achievements. You can check the guide
                    | for the mission to see how to get through it with ease! Yes,
                    | this is the same text as "No Mercy". Hehe...
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     
       .——————————————————.
     __|   Chunky Salsa   |_______________________________________________________
    ¯¯¯'————————————.—————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Kill 5 enemies with grenades.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This achievement took me awhile since I don't use grenades
                    | that often, but with a bit of trying you can get this
                    | fairly easily, even if you just go on a couple runs just
                    | to get this achievement. Wear enemies down to low HP levels
                    | and then chuck a grenade at them for the kill. Five times
                    | of that and you are done!
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
       .————————————————————————————————.
     __|   Welcome to the Sixth World   |_________________________________________
    ¯¯¯'————————————.———————————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Kill 20 enemies with magic spells.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This achievement is very easy to get, even if you don't
                    | use a magic character yourself. Kills with any character's
                    | magic spells counts to this total, and 20 isn't that many,
                    | so put those magic characters to work and you'll get this
                    | achievement easily! You also have to love the achievement
                    | name here as well!
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
       .———————————————————————————.
     __|   (Don't) Conserve Ammo   |______________________________________________
    ¯¯¯'————————————.——————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Kill 15 enemies using a full-auto rifle or minigun.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | You can use any rifle to do this really, as long as you have
                    | the full auto option. Duncan in particular will get this
                    | naturally (and even has a personal boost to this ability in
                    | particular) so you acn use him to finish off enemies and get
                    | this achievement fairly quickly (over a few missions).
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
       .————————————————————————————.
     __|   I Don't Have a Problem   |_____________________________________________
    ¯¯¯'————————————.———————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Use 5 "combat stims."
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | Use drugs! Hahaha, this is very easy to do if you try. If
                    | you never do use drugs, spend a couple of missions injecting
                    | yourself with whatever on whoever and you will get this
                    | achievement quickly. Remember, Club 88 sells drugs for you
                    | to take on the cheap!
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
       .———————————————————————————.
     __|   Built for the Streets   |______________________________________________
    ¯¯¯'————————————.——————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Have every cyberware slot filled by an enhancement.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | I have yet to get this one actually, but the description
                    | really says it all: fill every cyberware slot. This is going
                    | to take you all game long I would imagine, so do it with a
                    | character specialized on melee and cyberweapons and just
                    | spend all your nuyen on filling those slots to eventually
                    | unlock this achievement.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
       .————————————————————.
     __|   Walking Weapon   |_____________________________________________________
    ¯¯¯'————————————.———————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Kill 10 enemies with Cyber-Weapons.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | This goes hand-in-hand with the achievement up above. If you
                    | focus on cyberweapons, you will bet this one easily, but if
                    | you don't you probably won't get this achievement. Do a run
                    | focusing on a melee character and you will get this one (and
                    | the one above) easily.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    
       .—————————————.
     __|   Clear!    |____________________________________________________________
    ¯¯¯'————————————.'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        Description | Stun 5 enemies with the Shock Glove or Shock Hand.
    ————————————————|——————————————————————————————————————————————————————————————
      How to Obtain | You can buy the Shock Glove fairly early in the game (do a
                    | CTRL F to find it). Once you have it or the "Shock Hand"
                    | cyberware enhancement, use them to shock a total of five
                    | enemies and you will get this achievement easily.
    ________________|______________________________________________________________
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
    
    
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
    O==<                           VERSION HISTORY                            >==O
        ``-.__________________________________________________[SHK-HIS]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     Version 1.00: October 2nd, 2015 - November 10th, 2015
     -----------------------------------------------------
    
     I ACTUALLY started this guide on August 21st, but didn't do a whole lot of
    it as I worked on other projects (Namely Ys 7 and Danganronpa: Another Episode).
    I really started to put in serious work into this guide on October 2nd, so I'm
    going to count that as the start date!
    
     This guide took a TON of work. So many reloads and stat checks. Sometimes just
    reloading to streamline what works best. As a "Version 1.00", I am very happy
    with what I've got done here.
    
     There are still things to check however, but they will have to wait for a
    second playthrough. In true BK fashion, god only knows when THAT will happen
    though. Fallout 4 is on the horizon after all...
    
     Still, I'd love to add to this guide and even start a guide for Dragonfall,
    which to this date at least doesn't have a guide on GameFAQs. So sad! Well,
    perhaps we can change that, eh chummer?
    
    
    
                      ___ _            _                          
                     / __| |_  __ _ __| |_____ __ ___ _ _  _ _ _  
                     \__ \ ' \/ _` / _` / _ \ V  V / '_| || | ' \ 
            _________|___/_||_\__,_\__,_\___/\_/\_/|_|  \_,_|_||_|________
        ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
    O==<                               CREDITS                                >==O
        ``-.__________________________________________________[SHK-CRE]___.-´´
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     
     o Vincek from the Steam Forums for help with the Endings. In particular,
       the "Good Fortune" ending with its requirements. Very helpful!
     
    
     o Harebrained Schemes for continuing to make fantastic games through
       crowd-funded endeavors. This is the third Shadowrun Game they have done
       through Kickstarter and they are undoubtedly one of crowd-funding's
       biggest successes.
       
       
     o All my people over at the GameFAQs Contribution board. The people who
       take the time out of their lives to give back to this hobby we all
       love so much.
       
       
     o My fabulous family for giving me the time to work on this project!
       I love all of you guys!
    
    
     o Maybe you? Send me an email!
    
    _______________________________________________________________________________
    THERE ARE NO                                         Document © Bkstunt_31 2015
    MORE NIGHTMARES,                Shadowrun: Hong Kong © 2014 Harebrained Schemes
    ONLY SHADOWS.                                     E N D   O F   D O C U M E N T

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