General stuff Talk to all persons I mention, even if I forget to mention it. Ask them about all the topics they mention (bold printed). Conversations in the later game will only work with a full topic list. When you are in the matrix download everything you can. There is nothing useless or dangerous in the files. If the locations are not clear, look on the map ===== page Read all the data you can get hold of, it tells you the story of the run you did before you lost your memory. Getting started At the beginning of the game you find yourself in a stab, examined by two morticians. They leave you alone after a little conversation. When you fall out the stab your memory is a little lost, so you should find out who you are. Examine the empty stab and read your name: Jack Armitage. Ops, there is a piece of paper falling out of the stab. You should pick it up and examine it. Then it is time to collect the useful things in this room. There's a scalpel on the roll table in the middle of the south wall, and a slap patch in the right fridge. Don't use it on yourself if possible. It saves time. Now open the door and leave the room. The morticians are a little shocked by your erection. Let them go. Leave the office through the door to the right. Now you are in a floor with many locked doors. Don't waste your time trying to open them. It's hopeless. Leave the house. On the street you'll be recognised by a Decker. He tells you something about firearms and hitmen. Listen to what he has to say. Follow him into the dark passage in the next screen. You will hear a scream. Some Ork has shot the Decker. Now he wants to shoot you. Go to the Deckers dead body and pick up his Pistol. Press the start button quick and enable it under weapons in your status monitor. Then shoot the Ork. When he is dead you should examine his body and pick up and equip his warn leather jacket. Go further into the street until you reach the dead end. Here you'll meet DOG your Totem. Now go back to the mortuary. Walk to top corner of the fence which surrounds the statue where you find a broken gate. Open it and free the dog. You'll receive a dog collar. Leave the screen through the south street. Enter the house and open the first door. Some ex-friend of you lies dead on the ground. He has a key with him and on the desk you find a memo which should be examined. Leave the house and walk along the street past the closed monorail station and into the next screen. In front of you is the entrance to a house. Enter and try your key at the 3 rd door on the right side. It should fit and you are the proud owner of this apartment. The vid-phone is ringing. Examine it and listen to the message. Now collect the things around: A ripped note with Sassies number, shades and a little money. Now take a rest and use the bed. The real life Now you have armour, a weapon (with unlimited ammunition), cool shades (use them) and a rough idea who you might be. Before you go out to explore the neighbourhood you should collect a little karma. A good strategy is to visit the guys in the room next to yours and shoot them down a couple of times. They do never vanish, don't worry. When your red live bar at the top right corner of the monitor gets to small, go to your room and sleep one time. All your damage is gone when you awake. Save often (or use zsnes player where you can save every time). You can every time you come to your room to sleep. Don't forget to pick up the money your opponents loose!! On your karma search you should consider, that you only get karma for successful combats. If only one enemy is still standing and you leave the room do cure your wounds, the time was wasted. When you have collected three karma points you can increase your body value to four. With another four to five. Than you should collect three points to bring your firearms skill to three. Now you'll strike to a higher percentage. With this values you can leave the house and go left to the familiar screen. Go further west into the screen you saw shortly before and enter the house at the corner. This is Glutmans office. In the first room you can pick up a paperweight on one desk. In the second room you find Glutmans secretary and a cyberdeck. The computer is not accessible because your datajack does not work. Pick up the deck and leave the house to walk down the street until you see a Bar sign. This is the Grim Reaper Club. Enter and take a look at the customers. Talk to the barkeeper. He obviously knows you and offers you an iced tea. Take it but don't drink it! go to the stressed man who sits alone at the table in the back. Give him the tea and he will tell you interesting news about a Maria Mercurial concert, tickets and a guy called Ginger. Now talk to the busy man at the bar and learn something about street docs and medicine. Don't hire the dumb Orkish Decker! He is not worth his money (look at the ====== page). The Shaman is too busy to talk to you, but he is not so skilled either =======. Now leave the club. If you have energy for your way back, you can enter the upper screen for a moment. Walk up and down street until a heavy dude runs up the street next to the wall to the right. Ask him about lone star. Now go back to the former screen and visit the other house. The second door leads to a dealer. Talk to him about your profession an ask him about lone star. You can buy a lone star badge for 150 Nuyen. If you don't have the money you have to collect it. Use the badge and visit your friends, the morticians. They don't recognise you with the shades and the badge, so ask them about Ginger. You are allowed to search in the file cabinet for Ginger's stuff. Examine both cabinets and you'll find the tickets and a credstick. Leave the house and make a call (from your room for example). Call Sandy, who gives you the number of Glutmans office. Call the secretary and ask her about Glutman. Now you now where you can find him. Now you should visit the graveyard. At least with body 5 and firearms 3. The scary ghouls are dangerous enemies. Try to hit them when they dig out of the ground. Thy are only able to walk a few steps before they sink into the earth again, but if they get you in this time they make an enormous damage. Try to kill (?) them separate. Save, before you go there! On the graveyard you'll hear a cry for help. Open the crypt at the left fence with your scalpel and enter. Inside you find the wounded Indian shaman Chrome Coyote. Use the slap patch on him and he will tell you about the call of your totem and give you a fetish. Then he disappears. Make sure you found a bone when you killed one of the Ghouls. If you don't have it yet, search for it. Now you have everything you can get hold of at the moment. Next is the Cage Club. Before you enter the Club, you should take a look at your skills and attributes. When you meet Glutman you will be brought to another place, where a bad and weak fighter has difficulties to survive. You should have a body value of 6 and a firearms skill of 3 or 4. Strength on 4 would be good either. If you don't fit this criteria you should take another few walks on the graveyard and kill a few undead. Four ghouls give one karma point! When you arrive in the Cage Club, after you gave the tickets to the troll, you find Glutman on a sofa at the left. But talk first to the heavy dude next to him. He tells you something about ghouls. Then have a short conversation with Glutman, who sends you to a "save place". The Caryards The Caryards is a closed area, ruled by the King. There are many interesting people to talk to, and another free sleeping place! Go around and talk with the crowd. In the east part is a place where a couple of enemies appear every time you enter. A chance to collect karma and money, if you need it. The only way to get out of this car poisoned place is to pay the king 4000 Nuyen. The other way is to defeat him in combat, but I never found out how to make him attack me. Of course you don't have the money, but in the north part of the Caryard is a fighting arena. You can fight against various enemies, who get stronger every time and get money an karma for your work. You should rest on your new bed after every combat. When you followed my advises concerning the attribute and skill values, you can defeat a few enemies now. I stopped at the Ork with the automatic weapon. The money is easily earned. Pay the king and leave the dirty place. Datajacks and Cortex bombs Now you are on Oldtown Mainstreet. on your right there is the entrance to the local monorail station. from there you can drive back to your starting area (turn right after entering) named 10 the Street and a new area (go straight forward) named Daley Station. If you are in good conditions it would be a good idea to try the unknown Daley Station. When you leave the train and the first room, you'll be attacked by two Ferocious Orcs. Shot them and collect the money and the iron key. One of them tells you something about the Rust Stilettos, but don't care about that yet. Go down the stairs and speak to the doggy. Now go back to the monorail and drive back to Oldtown. Next to the monorail station is the Sputnik Club. Talk to the people at the bar. You can hire a Shaman named Dances with Clams and a Ork named Orifice. Both are quite skilled ====, but you don't have the money left now. Leave the club and go to the end of the street and take a look at the shops. Enter the Mystic Talisman Shop and Talk to Moonriver the owner and ask him about the magic fetish. He should give you his number. Don't buy anything yet, you need the money for the docks. Leave the shops and go into the right street to find Doc Ed. Tell him about your datajack and he'll try to fix it for 500 Nuyen. Unfortunately he fails and releases a cortex bomb. Now you have 30 hours (game hours, of course) to find another street doc, who knows something about head computers. Go to the monorail and drive to Daley Station, leave the waiting room and cross the street to the right. Walk along the street until you find a kind of small market and a housewall with many hitman fireing on you. Enter the house and talk to the secretary. Tell her about the cortex bomb and you get a date. Doc Maplethorpe disables your bomb for 2000 Nuyen and tells you some interesting news about Matrix Systems and the things you have in your head. He has cool cyberware, but the neural reflex boosters cost 15000 and the leadership skill software (3000) is not so necessary at the moment. Be happy with your fixed headcomputer and go back to 10 the street take a rest after this stressing day. The Rust Stilettos Now you can make another visit in Mr Glutmans office. With your working datajack and the cyberdeck you can deck into the computer and earn a little money (100ß) and an interesting data file. From now on it is useful to spent a few karma points on the computer skill. Drive back to Daley Station and look out for the hideout of the Rust Stilettos. First you should visit the Wastelands. When you enter the Club, a Ork tries to kill you, but you should be better. Go down the stairs and take a look at the characters. Talk to the barkeeper about iced tea, for later. The present runners are described at === . I would take the Ork named Frogtongue in the top left corner. He is heavily armoured and has a very good body value (7!). Hire him and visit the Rusty Stilettos. The door can be opened with the iron key one of the Orks lost at the station. There is not much talking up there, just shoot anybody down. When the leader dies, he looses the password to the Aneki Tower. In the big room, you should find a crowbar after some Ork lost his life. If you get injured and need heal, you can sleep in a small hotel next to the Jagged Nails Club. Visit it often!! H'oochin-ikwa, the spirit of dog Go to the docks. In the first door to the right you'll find the office of Matrix systems. Deck in their computer and you can download 200 Nuyen and an interesting data file. Leave the room and enter the next open door. Go to the conjuring circle and wait for the dog spirit to appear. He tells you to fetch a few things of his followers: one of the earth (ghoul bone), one creature (the dog collar) and one of man (mystic leaves). Two of the three things are already in your inventory. Go to the Jagged Nails Club now. Jagged Nails Club This Place is only for VIP's. Your victory over the Rust's is your ticket into the club. Here you find the most skilled and expensive runner in the whole game: Steelflight a decker who takes 5000 for a run. The mage is not so good and Kitsune is a little weak because she doesn't wear any armour. But she has cool spells. For a closer look, look =====. Go to the stage and talk to Kitsune, when she is near the rim. Ask her about Dog and about various other things. She should give you some mystic leaves. Bring them to the dog shrine. Dog is very happy and gives you the Heal spell. From now you have a magic attribute of one. I would advice you to increase it as soon as possible. Dog wants you to defeat his enemy, the rat shaman. He hides in the sewerage systems which can be entered at the little graveyard. Go there with full magic and full life. The sewers are full of giant rats who can be very nasty. I hope you still have Frogtongue with you? When you have found the shaman, try to keep next to him. He uses powerballs and every time he throws one at you standing next to him he is hit either. Heal yourself time by time. After the shaman is dead the Jester Spirit, a mighty free spirit comes out of his body. It laughs at you and challenges you to a combat against him. All you have to do is to find out its real name. Easy, but don't tell him! Leave this ugly place and visit the dog spirit. Ask him about the drake and the jester. Dog will give you the powerball spell, and tell you that you have to bring him something from a see habitant for the next spell. Leave the big master and visit Kitsune in the Jagged Nails Club. Ask her about the jester and she will tell you about the Dark Blade Club. Phone Moonriver at the Mystic Talisman Shop. Ask him about the Dark Blade Club and he'll give you a number. Now phone the Dark Blade Club. Johan will be on the other side of the line. Ask him about the magic fetish and he will invite you to come along. Go to the local barkeeper and Ask him about Vampires. He will tell you about a Strobe. You can get the strobe from the guy at the table in the left site of the bar. Leave the club and check your money. You should invest 12000 in a T-250 Shotgun. The coming enemies are armoured so your pistol would not make any damage. You also need the sharp wooden stake. So you have to go to the Talisman Shop. By everything in the shop if you have the money, you need it anyway. Once there you can make a visit at the Caryards and sleep one night for free. Then you can make the remaining fights in the arena. With your magical powers you are doomed to win :-). The big Troll with the automatic gun is defeated with only two powerballs level 4. The last one is a bit tricky but when you save at he bed you should be able to defeat him. Now you have the money to by the whole talisman shop! Now you have everything you need for a vampire hunt: strobe, stake and a big gun. Another important thing to have is the heal spell and a high magic attribute (you'll have to heal yourself ver often!) Lord Vladimir and the Dark Blade Club Go to the estate of Lord Vladimir. When you pass through the Gate another screen will appear. If you don't have the T-250 yet, you can go around the house and into the weapon shop. Don't forget to sell your useless Pistol (use: give to)! When you have everything enter the house and talk to the butler Johan. Ask him about the Magic Fetish and he will tell you where you find Lord Vladimir. Vist the boss vampire, and talk a little to him. Cancel the conversation and deck into the computers in the room. When you download the datafile (and by the way 10000 Nuyen) Vladimir flees through the wall and disappears. Read the note and memorise that Vladi knows the jesters real name. So you have to find him. Visit the other rooms and kill all the folks shooting at you. If you are lucky one of his samurais may loose a Mesh Jacket. I don't know on what this depends. One time I found it ant one time I didn't. That's life, I guess. In the west room you find a bronze key on a shelf. This is the key to he golden gate which leads to the catacombs. Now you find yourself at a point of the game, where the eager player can cheat the whole game. The following rooms are full of coffins and Ghouls. Ghouls are strong and bring much karma. So why don't you hide comfortable behind a coffin and shoot ghouls until your karma has reached any wanted maximum? Ok, it takes a time. And a few ghouls will get through to you so you have to leave and sleep many times. But with the heal spell and the shotgun and a body value of 10 or higher you can collect as much karma in this place as you want! If it gets too boring you can go on and come back later. The ghouls are undead! They have no reason to die! But I don't want to create the illusion that the following task is easy. There are many rooms and many ghouls and you have not always the chance to hide behind some coffin. And of course you don't see your enemies before they dig out of the earth, and they can surround you sooner as you would expect. And these are real ghouls, not the scary ghouls form the first graveyard. Once they are out of the earth, they run to you until you or they are dead! This is one great advantage of the zsnes rom emulator! you can save anytime you want. Ok, enough talk, it's up to you to fight your way through the enemy territory until you find Lord Vladimir in the deepest dungeon. He is guarded by a crowd of ghouls which should be killed first. But consider that these are immune to magic! Then use the strobe to blind him. He will run around screaming. Now use the stake on him. Repeat this until he gives you the name of the jester. But he will give you a wrong one first. You have to torture him a little longer, before he tells you the real one: Laughlyn. He hides on the Bemerton, a ship wrack. Now kill Vladi with another strike. Now you can leave him and this crazy building. Be aware of the ghouls which reappear in the rooms behind you. little rest in your room in the 10th street would be a good choice now. There you can visit the fountain by the broken fence and fill an appropriate bottle with water. Then go to the docks and talk to Longhorn Jack the taxi boat driver about the Bremerton. He tells you that mermaids prevent his ship from taking off. They will go if the water gets colder. Remembering the barkeeper in the Wastelands, you go back there and find the ice vendor. Talk to him and order the ice to the docks. The mermaids will disappear and leave a shell behind. You can find it next to the dog shrine if you go down the stairs. Usually a mage stands there and throws powerballs at you. Pick it up and go past the dog shrine until you come to another door at the end of the docks. Enter the room and defeat the shapeshifer who attacks you as an octopus. Put the ink in one of your bottles. You can meet dog a couple of times, who tells you the increments for the next Spells. With the ink and the mermaid scales you already receive the freeze spell. Spells: summon: two items of my pack (dog collars, one you have already the other one is on the Bremerton) invisible: water of clean (the fountain) and unclear source (poison, on the Bremerton) armour: scales form a cold (snake, in the volcano) and warm (mermaid) blooded creature. freeze: residue of two sea creatures (ink and mermaid scales) Cyberware: Now you are quite rich, thanks to Vladi. You should be able to afford a neural booster which you can buy from Doc Maplethorpe. If you want you can buy the leadership soft either, but as long as you fight alone, it is of no great use. The realm of the Jester When you are ready and have increased your body (10) magic (10) firearms (10) and got the heal and powerball spell you can visit Longhorn Jack again. There is an ugly Ork near him who tries to shoot you. He leaves a pack of explosives behind. Collect it and ask Jack for the taxi boat. For 1000 Nuyen you can rent the motorboat. On deck you find a couple of gang guys and bosses. Not very interesting. On the upper deck is a dog, who attacks you. Although you're a dog shaman you have to kill it, To get the collar from his neck. No open the last door on the upper deck with your crowbar. In the next room you find a switch next to the entrance. Use it to open the door below. In the next room you have choose weather you want to go right or up the stairs. Go up first. The floor leads to a little room with a save. The Ork who stood next to it until you killed him has the key. In the save you find a broken bottle and a detonator. If you collected the explosives on the docks as I told you, you are now the proud owner of a timebomb! Go back to the intersection and choose the right way. Keep southwest and you will find another few stairs, guarded by Orks and mages. Next to the doors which lead to the next screens you find switches. Don't use the first, but the second one. Now the door of the airlock door below is shut. Now flip the upper switch and the room behind the closed door is flooded with water. Release the water and the closing switch and enter the room. You find a couple of dead bodes, strong enemies with automatic weapons, which weren't able to breath water. Poor guys, but better them than you, right? Open the save in the room with your time bomb. Keep distance! The save contains a green bottle. Don't ask, pick it up! Now you can explore the rest of the ship. You'll find a couple of enemies. A special thing is a grey toxic waste, which attacks you in the western part of the ship. Defeat it and put the remaining toxic water into your potion bottles. The green slime in the north can be attacked with the green bottle (use bottle on slime). Next to the green slime you find the dimension portal which leads to the jesters liar. You can go back to your hotel before visiting this evil spirit, to save for example when you are not using an emulator. Then you can visit dog and receive the spells summon and invisible. The jester should be an easy opponent if you have a body level of 14 and a magic of 10. Walk straight through his dimension and don't care about the bubbles, jumping balls or the slow ghouls. Only the Naga snake is worth to shot at, because you get much karma for it. When you enter the jesters screen (there are two screens before it) you should heal yourself. Go straight forward and evade the blue energy clouds he throws at you. when you stand as near as possible before your enemy shoot at him with your weapon. After a while he'll talk to you. That is exactly the time you need to survive. After he finished talking, you can talk to him, ask him about his real name and he is defeated. Ask the mask about Drake and you can pick it up. A dimension portal is opened and you can leave directly to the docks. The Drake Towers With your new knowledge you should decide what to do before entering the Drake Tower. It would be a good advice to improve your invisibility spell. At least to a level of 4. Another idea is to buy yourself a dermal armour at Doc Maplethorpe's. It only costs you 6000 Nuyen. In the Tower you'll need to deck into 10 computers. So a good decking skill or a skilled decker are necessary either. If you fit this criteria you can visit the Drake towers, next to the estate of ex-lord Vladimir. I won't describe every floor in the towers. The strategy is to enter the floor, use the invisible spell, kill the samurais and the mages and deck into the computers. Every floor except the entering hall and the 6 th one have two computers, the other two have one each. (And when I mean a computer, I mean a couple of pixels that causes the display of the word computer in the left corner of the monitor when you put your hand on it) One enables the elevator, the other one contains data files or money (a sum of 18000). Fight your way through until you reach the top of the tower where the helicopter stands. Now go back down and visit the weapon shop next to Vladi's house. I would advice you to buy a partial body suite. Together with the dermalplanting you'll have a armour level of 7! The Uzi III is not worth it's money. It's better you wait until you can afford the assault cannon! Leave the shop and catch a few Z's before you use the helicopter to the volcano. Consider that you have to go a long way from the volcano to the next sleeping location. It's no waste of time to train a little more with the ghouls in Vladi'c basement. With your new armour they are no longer able to hurt you. I DONNT DESCRIBE THE VOLCANO. And I DON'T draw any map of this wired thing. Find out a little on yourself, I guess you should be able to do so. There are no riddles, just fighting. The strategy is to kill everybody and deck into all the computers. The standard enemies are Trolls and automatic weapons. In one room you find a funny snake. When you kill it, it leaves a scale behind. You MUST go back with it to the dog shrine before you meet drake, because you can't defeat him without the armour spell!!! when you meet drake, you'll find out that he's a dragon (Ups, little name analogy?) Use the jester spirit on him and his armour will be destroyed. Now use the armour spell and shoot at him with your weapon. As long as the armour spell works you'll get no damage. Don't let it happen, because the dragon fire is not very healthy. When you have defeated him, you can access a small room, where you find the professor. He can tell you much about your former mission and about the plans of the Anaki Con. Now you have to return to the city. The Aneki Computer Your last mission is to destroy the Aneki computer with the program stored in your head. But don't be hasty. You haven found so much money in the matrix, that you can afford really cool hardware now. The assault cannon and the full body suite would fit you very well, I suppose. With all these nice toys it should be no problem to fight your way through the Aneki Tower and deck into the main computer. Your final victory is near.