Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

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Editor-Based Dragonfall Campaign Walkthrough
By Lone Wolf
Guides through the Dragonfall campaign. Covers important decisions, requirements for events and dialog choices, and important map features. Includes a summary of stats/etiquettes required to receive bonuses or unlock options. This guide was written based primarily on information pulled from the editor (though I am far from an expert with it), with a single playthrough on Normal difficulty to help pull it all together and make sense of it.
   
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Introduction
WARNING: This game will corrupt save files if you save or load right after saving or loading. I have even had a file become corrupted after loading it twice in a row, no saving on my part, which makes me think that part of the loading process may include saving. Once I realized what was causing the corruption, I started waiting until all popup messages on the top left or over any characters have disappeared before saving or loading, and haven't had any issues since making that change. It's annoying waiting several seconds to save or load, but better than dealing with corruption.

This will guide you through the Dragonfall campaign. It covers important decisions, requirements for events and dialog choices, and important map features. It includes a summary of stats/etiquettes required to receive bonuses or unlock options.

This guide was written based primarily on information pulled from the editor, with a single playthrough on Normal difficulty to help pull it all together and make sense of it.

For choices and checks, the guide will categorize them as significant, story, or insignificant.
  • Significant: this can make the game easier or harder
  • Story: no real benefits or hindrances, but can supply interesting lore/story information
  • Insignificant: unimportant in every way

The guide will begin after your character receives their starting gear. I have another guide that details how the starting gear is determined:
https://steamproxy.net/sharedfiles/filedetails/?id=3105469184
Progress Tracking Variables
The game uses two variables to track your progress through the game: numMissionsCompleted and a2_MissionCount. Both increment as you do missions, but not every mission increments both variables. The following table indicates what variable(s) each mission increments. A "1" indicates it does increment; a "0" indicates it does not. Listed mission order in this table does not reflect a recommended order of completing them.

Mission
numMissionsCompleted
a2_MissionCount
Intro
1
0
Hotel
1
0
Lodge
0
1
Humanis
1
1
Hard Times
0
1
Pharma
1
1
Ambush
0
0
Sewer
0
1
Lockdown
0
1
Earwig
0
1
Bloodline
1
1
MKVI
1
1
Blitz
0
1
Glory
0
1
Eiger
0
1
Rabbit Hole
0
0
APEX Rising
0
0
Endgame
0
0

What are the variables used for?
numMissionsCompleted
In the haven, this variable limits your progression in conversations with most characters. It is also used to upgrade merchants to tier 2 when the variable reaches 3. At one time it was supposed to upgrade merchants to tier 3 when the variable reached 6, but that is inactive, and tier 3 merchants only unlock in act 3 now. This variable also controls the unlocking of some missions as shown in the following table:

Mission
numMissionsCompleted
Other Requirements
Lodge
2
Started the Alice Fund
Hard Times
3
MKVI
3
Lockdown
3
Sewer Completed
Ambush
4
Starts right after Humanis, Pharma, or MKVI
Blitz Trust
4
Blitz Trust 2-4
Earwig
4
Eiger Trust
5
Eiger Trust 10
Glory Trust
5
Glory Trust 7

a2_MissionCount
The main thing this variable does is control the CharacterScaleAmount variable.
CharacterScaleAmount starts at 0 and then increases to 1 after the hotel is completed. After that, CharacterScaleAmount increments by 1 when a2_MissionCount reaches 2, 4, and 6.
Each time CharacterScaleAmount increases, you can level up your team; so basically you can level up your team after every 2nd mission until they have leveled up four times, ignoring the Ambush / In Transit mission. Besides leveling up your team, the mercenary runners also automatically level up. There is an event to increase CharacterScaleAmount at a2_MissionCount 8, but it is inactive and nothing activates it. Instead, the last level-up for the team/mercenaries is early act 3 after the Rabbit Hole / Kreuzbasar Defense.
Your team's armor upgrades twice, based on CharacterScaleAmount. The first armor upgrade happens at CharacterScaleAmount 2 (a2_MissionCount 2), and the second upgrade happens at CharacteScaleAmount 4 (a2_MissionCount 6).
CharacterScaleAmount also controls the scaling difficulties (described in more detail in the next section).
CharacterScaleAmount is used in the Pharma mission. If it is 3 or less (this is your 6th or earlier act 2 mission excluding Ambush) then there will be two basilisks. If it is 4 or more (7th or later act 2 mission excluding Ambush), then there will be three.

Unimportantly, a2_MissionCount is used to determine if the doctor thinks you have a good reputation when he is offering you a mission. An a2_MissionCount of 3+ is one of the requirements.
Note on Scaling Difficulty
Eventually you will be able to choose the order in which you complete missions. Some skill checks have scaling difficulties so that they are more difficult if they occur later in the game.

Scaling difficulties are at their lowest during the first four missions of act 2 (and your time at the home base haven area between them). During act 2 missions five and beyond, those difficulties increase by one. Scaling difficulties increase by another point in early act 3 after the Rabbit Hole / Kreuzbasar Defense. There is an event that increases the difficulties after act 2 mission 8, but it is inactive and nothing activates it (it wouldn't stack with the act 3 increase anyway). This all excludes the Ambush / In Transit mission. I will call these three difficulty tiers early, mid, and late, respectively.

Additionally, scaling skill checks have three levels of difficulty: easy, medium, and hard. See the below chart for the difficulties of scaling skill checks at different points in the game for each difficulty level. These difficulties have nothing to do with the game difficulty you choose.

Difficulty
Early
Mid
Late
Easy
3
4
5
Medium
4
5
6
Hard
5
6
7
Ranking the Etiquettes
Gaining karma and achievements and avoiding fights are what I care about most. Money isn't extremely important in this game; you can have far more than you need by the end.

I have five different rankings depending on your character:
  • Base: Your character doesn't fit into one of the following rankings
  • Int: Your character gets Intelligence 3 before mission 2
  • Wil: Your character gets Willpower 3-4 (depending on timing) before the Humanis mission
  • Cha: Your character gets Charisma 3 before mission 2 and Charisma 4 before mission 7*
  • CHA+: Your character gets Charisma 3 before mission 2, Charisma 4 before mission 7*, Charisma 5-6 (depending on timing) before Bloodline, and either Chi Casting 2 or Body 5-6 before Bloodline
*I say mission 7 for simplicity's sake. Mission 7 is the earliest you would need Charisma 4, but it depends on the order you do the missions in

I also add an Overall ranking that is more of an average of what is best for the archetypes and not meant to be used for making your character.

There is an interesting etiquette analysis by noqnnoqn on Reddit. They value money more than I do. Also not everything that goes into their analysis is correct; mainly because they miss some results that happen outside of the conversations the checks occur in, but also for example they say there are three useful checks for Socialite when there are actually only two (the third was meant to be useful, but mistakenly isn't). I'll include their ranking next to mine.

Rank
Base
Int
Wil
Cha
CHA+
Overall
noqnnoqn
1
Security
Str
Sec
Str
Sec
Security
Socialite
2
Gang
Sec
Corp
Gang
Str
Street
Street
3
Corporate
Gang
Str
Aca/Sec
Gang
Gang
Academic
4
Street
Aca/Corp
Aca
Aca/Sec
Aca
Corporate
Security
5
Academic
Aca/Corp
Soc
Soc
Soc
Academic
Gang
6
Socialite
Soc
Gang
Shad
Shad
Socialite
Corporate
7
Shadowrunner
Shad
Shad
Corp
Corp
Shadowrunner
Shadowrunner

Also be aware that the rankings just tell you which etiquette(s) you want, not the order to get them in. The order will depend on the order you complete the missions in, since you want to make sure you get each etiquette before the first time you need to use it for a significant reward. You can look at the TLDR section to quickly find out when etiquettes are needed for those rewards. It helps a lot to know how many etiquettes you're going to end up with before you add any to your character. If you're not playing a shaman, then you'll probably have 0 or 1 etiquette; if you are playing a shaman, then probably 2 or 3; you probably don't want to spend enough karma to get 4 or more etiquettes.

If you don't want to plan far enough ahead to know which column of the above table you should use, my general advice would be, and in this specific order of precedence (Underlined indicates very useful):
  1. If you're going heavy into shaman or face, then you probably want Security, Street, and Gang
  2. If you're playing a decker or rigger, then you probably just want Street or no etiquettes at all
  3. If you just dabble in shaman or face, then you probably want Street and Gang
  4. If you're playing a street samurai, adept, or mage, then you probably just want Security or no etiquettes at all
tldr for Powergamers
If you just want the significant stat and etiquette requirements, when they are, and what they give you:

Harfeld Manor (1 matrix, 1 vent, 1 ley line cluster, 2 spirits)
  • No significant checks
Kreuzbasar (Haven) post Harfeld Manor
  • Spellcasting 1 OR Conjuring 1: read Glory's aura. Can be delayed to just after the ambush.
  • Charisma 3: $100
  • Willpower 4 OR Willpower 6: 1 karma. Can be delayed, but the magic shop cannot be accessed until this has been done or failed.
  • Biotech 3: Flash and $50. Can be be delayed as long as you want.
  • Decking 1: $100 OR Decking 1 and Charisma 3: $150 OR Decking 3: $300
Hotel (0 matrix, 0 vent, 5 ley line clusters, 1 spirit)
  • Two of Intelligence 3, Biotech 1, Charisma 3, Street Etiquette: 1-2 karma (usually 2 karma)
  • Intelligence 3 OR $200 OR Corporate Etiquette OR Gang Etiquette OR Drone Control 3 OR Fight: elevator access (forfeit chance at 1 karma (and $100 with Charisma 3) if you choose to fight) OR
  • Intelligence 3 AND Charisma 5: elevator access and $200
  • Intelligence 3: 1 karma
  • Drone Control 3: make security devices self destruct
  • Charisma 3: $100 (not available if you choose to fight to gain elevator access)
Haven post-Hotel
  • Strength 4: Get DVD Player for free OR
  • Charisma 3: Get it for $175 OR
  • Pay $350 or $500 for it OR
  • Trade Turkish coffee (bought for $50) for it
Lodge (1 matrix, 0 vent, 2 ley line clusters, 1 spirit)
  • Street Etiquette OR Charisma Easy: Gain access to Jolt dealer
  • (Corporate Etiquette OR Charisma Easy) AND Jolt: $200 and skip a fight
  • Charisma Easy AND Security Etiquette: skip a fight
  • Decking Medium: skip two fights, $200 (if not gained above)
  • Decking Medium: Pay data worth $378
Humanis (1 matrix, 3 vents, 4 ley line clusters, 2 spirits)
  • Gang Etiquette OR Willpower Easy: Pay $1000 to skip a fight OR
  • (Gang Etiquette OR Willpower Easy) AND Charisma Medium: Pay $750 to skip a fight
  • Drone Control Medium x2: Take over turrets (can also do in the matrix)
  • Decking Medium (team check) OR password (not given in game): pay data
  • Decking Medium (team check) OR password (not given in game): pass codes for lockers
  • Decking Medium (team check) OR password (not given in game): data for CCC side quest
  • Quickness Medium: get a free first turn in a fight if Dietrich is NOT with you
Hard Times (0 matrix, 0 vents, 0 ley line clusters, 0 spirits)
  • Charisma Easy (main character) AND optional Decking Easy (team): Peacefully retrieve the weapons, and unlock an easy extra karma point
  • Gang Etiquette: Get and keep $400 without fighting
Loose Ends (2 matrix, 2 vents, 4 ley line clusters, 2 spirits)
  • Decking Easy: destroy the turrets OR
  • Drone Control Medium OR (Decking Medium AND Drone Control Medium): control the turrets
Ambush (0 matrix, 0 vents, 0 ley line clusters, 0 spirits)
  • Strength 5 (self) OR Strength 6 (team): get a frag grenade
Sewer (0 matrix, 0 vents, 0 ley line clusters, 1 spirit)
  • Socialite Etiquette OR Shadowrunner Etiquette: save $400
Lockdown (1 matrix, 1 vent, 0 ley line clusters, 0 spirits)
  • Strength Hard (self) OR Dwarf (self) OR Drone (team) OR Decker (team) OR Street Etiquette OR $100: enter the building without a fight
  • Decking Medium (team): open a pretty pointless shortcut. It is barely a shorter distance, doesn't avoid any fights, does avoid a nuyen pickup, and puts you in a worse position for a fight.
  • Decking Easy (self) OR Blitz: drop the quarantine. This is needed to gain a bonus karma later, and to get some help in the final fight in the mission
Earwig (2 matrix, 1 vent, 1 ley line cluster, 0 spirits)
  • Charisma Easy (self) OR Close Combat Easy (self) OR Manabolt 1-4 (self) OR Stunbolt 1-2 (self) OR Quickness 4: gain a karma and possibly a scientist uniform
Bloodline (4 matrix, 3 vents, 5 ley line clusters, 1 spirit)
  • Decking Easy (team) AND (Strength Hard (main) OR (Charisma Medium (main) AND ($300 OR (Charisma Hard (main) AND $100))): 1 karma, easier side door use
  • Decking Easy (team): open side door
  • Decking Easy (team): paydata
  • (Charisma Easy (main) OR Security Etiquette) x4: avoid combat, needed for 2 bonus karma and an achievement
  • (Adept Magic Resistance 1-3 (main) OR Adept Pain Resistance (main) OR Body Hard (main)) AND Charisma Easy (main): avoid combat, needed for 2 bonus karma and an achievement
  • Security Etiquette AND Charisma Hard (main): avoid combat, needed for 2 bonus karma and an achievement
MKVI (1 matrix, 2 vents, 5 ley line clusters, 4 spirits)
  • Socialite Etiquette: find alcohol that can be sold for $400 ($500 with Charisma 5)
  • Blitz OR Drone Control Easy (main): rig into the MKVI, granting it +1 AP
  • Decking Easy (triggering): open a door to bypass a fight
  • Decking 3 (triggering): open a door for an extra fight but access to the matrix for camera control
Blitz Trust (1 matrix, 2 vents, 2 ley line clusters, 3 spirits)
  • Decking Easy (main): Learn Albert's name and about Plotz
  • Strength Easy (main): Gain $100-$200 ($150 avg)
  • Decking Easy (main): Skip a fight
  • Decking Medium (main) OR Drone: Skip a matrix fight and potentially shorten a meatspace fight
Glory Trust (0 matrix, 0 vents, 0 ley line clusters, 1 spirit)
  • Decking Medium (main): Gain paydata worth $270
  • Academic Etiquette: Can gain Marta as an ally without fighting anyone in the building
Eiger Trust (0 matrix, 0 vents, 4 ley line clusters, 2 spirits)
  • No significant checks
Rabbit Hole (0 matrix, 0 vents, 0 ley line clusters, 1 spirit)
  • No significant checks
APEX Rising (1 matrix, 12 vents, 5 ley line clusters, 4 spirits)
  • Charisma 5 (main): increase amulet bounty from $200 to $250
  • Gang Etiquette OR Kill Ullrich: Ganger Mask and Premium Medkit
  • Gang Etiquette OR Kill Ullrich OR Decking 7 (team): Remington Roomsweeper
  • Street Etiquette: Jazz
  • (Intelligence 3 (main) AND (Intelligence 5 (team) OR Decking 8 (main))) OR Strength 5 (main) OR Charisma 5 (main) OR Fight: Signal Converter
Endgame (3 matrix, 0 vents, 6 ley line clusters, 2 spirits)
  • Decking 5 (team): bypass a fight by obtaining a code to the gate
  • Intelligence 7 (main) AND Dietrich: 5 karma
  • Decking 5 (team): premium medkit and BuMoNA Gold
  • Drone Control 5 (main): take direct control of the drones when you summon them
  • Watched all of Winters' DVDs earlier AND (Heard Absinthe's horrors prophecy earlier OR (Intelligence 6 (main) AND Biotech 5 (main) AND Academic Etiquette)): 2 karma
  • Summoning 5 (triggering): Force 4 & 6 Earth Spirit Fetishes
Harfeld Manor
Matrix: 1
Vents: 1
Ley Line Clusters: 1
Spirits: 2

Significant Checks: none
Insignificant Checks: Decking 2 (x2), BioTech 3, Decking 1

The first important choice in this run is when you get to the room with the statue in the middle. There is one door in each cardinal direction. The door you entered from is the west door. The east door is locked. You can go to the north or south door.

Only the north door is required.

Opening the south door will trigger a fight with the guard in that room and the two guards in the north room who will come through the north door (if the fight has not already occurred).

Opening the north door will trigger the same fight (if it has not already occurred), plus will trigger another wave of four guards from the elevator (where you are trying to get to). So opening this door first will mean fighting all seven guards at once.

The south room has a computer that you can use to unlock the east door.

The east room has jack for entering the matrix. Monika can breeze through it and get you some data you can sell for $495 later on.

The east room also has vents that a drone can take into the north room.
The vents as seen in the editor.

The central room has ley lines near the north door. The north door contains a spirit.

After all combat, take the elevator to the next part of the manor.

Here, after a bunch of stuff happens, including defeating two guards and interacting with a terminal, you will have to survive for 10 rounds before the west door unlocks and you can escape through it. There is a spirit near that west door. There are two enemy auto turrets through the north door.

At 8 rounds remaining, a security guard and automated security drone will appear from the south where you entered from.
At 7 rounds, a paramilitary guard and paramilitary grenadier appear from the east.
At 5 rounds, the security captain appears from the north. The editor also shows two additional paramilitary guards, but they aren't spawned by default. Perhaps they are only at higher difficulties.
At 3 rounds, an automated security drone appears from the west where you need to escape to. There is also a possible security guard at higher difficulty.
After this things get confusing for me.
In the editor it looks like the next wave should appear three rounds after the countdown ends, though in my playthrough they appeared one round before the countdown ended. This wave is two security guards who appear from the south.
The round after that a security guard and paramilitary guard appear from the south.
The round after that one or two (depending on difficulty?) paramilitary guards appear from the north.

You don't gain anything by killing more guards or staying for all of the waves.

As soon as you open the west door, another wave will be triggered. This a security guard from beyond the west door, and two paramilitary guards from the north.

After you escape, you make it back to your safehouse and receive 5 karma after talking with Paul.
Post-Harfeld Manor Karma Tips
When spending your Harfeld Manor karma, take into account the following stats/etiquettes used before the karma reward for the next main mission:

Glory
  • Spellcasting 1 or Conjuring 1: read her aura, which advances her story, but it is not the only way to do so. This does not have to be done now. The last opportunity is before the 5th main mission.
Altug (1st visit)
  • Charisma 3: $100
Absinthe
  • Willpower 4 OR Willpower 6: 1 karma. This can be delayed, though you can't use the magic shop until you talk to her.
Zaak
  • Biotech 3: Flash and $50. This can be delayed as late as you want.
Altug (after his task)
  • Decking 1: $100 OR
  • Decking 1 and Charisma 3: $150 OR
  • Decking 3: $300
Hotel mission (0 matrix, 0 vents, 5 ley lines, 1 spirit)
  • Two of Intelligence 3, Biotech 1, Charisma 3, Street Etiquette: 1-2 karma (usually 2)
  • Intelligence 3 OR $200 OR Corporate Etiquette OR Gang Etiquette OR Drone Control 3 OR Fight: elevator access (forfeit chance at 1 karma (and $100 with Charisma 3) if you choose to fight) OR
  • Intelligence 3 AND Charisma 5: elevator access and $200
  • Intelligence 3: 1 karma
  • Drone Control 3: make security devices self destruct
  • Gang Etiquette: learn Blitz's gang background. Not immediately important.
  • Charisma 3: $100 (not available if you choose to fight to gain elevator access)
Kreuzbasar (Haven): Post-Harfeld Manor
Significant Checks: Spellcasting 1 OR Conjuring 1 (can delay), Charisma 3, Willpower 4 OR Willpower 6 (can delay), Biotech 3 (can delay), Decking 1 OR (Decking 1 AND Charisma 3) OR Decking 3
Story Checks:
Insignificant Checks: Street Etiquette, Elf, Ork, Troll

First the conversations with your teammates and Dante the dog:
  • Dante: Either scratch his head or feed him to gain his loyalty
  • Dietrich: Talk to him to advance his personal story. Nothing you say to him this first time matters at all
  • Eiger: Talk to her to advance her personal story. Nothing you say to her this first time matters at all
  • Glory: There are several different options to advance her personal story. You can read her aura (requires Spellcasting 1 or Conjuring 1) and then try to talk to her about it. This can be delayed until her trust variable reaches 7. This first visit is the only time where it advances the variable connected to her story, but instead you can ask a personal question. If you ask about her cyberware, *don't* respond with "Fair enough." If you comment on her guardedness, *don't* choose the "I'm the leader..." option. Picking either of those bad dialog options will not advance her story.

The shops in this area have different tiers of inventories. After the third main mission, tier 2 inventories replace the initial tier 1 inventories. In act 3, tier 3 replace the tier 2 inventories.

On the streets:
  • Tipping the dancer does nothing except reduce your money.
  • Apologizing to Gunari with Street Etiquette for not buying anything does nothing
  • Zaak: Inspecting his ears with Biotech 3+ nets you free Flash, plus $50 if you blackmail him. There are no negative repercussions for blackmailing him. The Biotech option can be selected at any time during the game when you are at the haven area.
  • Zaak: If you are an elf, you can make a comment. This does nothing.
  • Zaak: Anytime in the game you can buy flash from him to get an achievement. If you don't want to spend money on flash, you can save, buy it, then load.
  • Eavesdrop at the final data tap as much as you can to hear about the Council. This will gain you a karma later.
  • Pick up the receiver at the phone booth to unlock the Schockwellenreiter side quests. In the editor this is labeled as CCC, which likely stands for Chaos Computer Club. It doesn't matter what you say as long as you pick up.
  • Speak with Samuel to guarantee the maximum karma reward for an optional part of the hotel mission if you meet its requirements. You can end the conversation as quickly as you want.
  • With Samuel, there are a couple of dialog options for Orks and Trolls, but they do not affect the game.
  • Throughout the game you can donate money to Samuel's charity. There is no benefit to the player for doing this. Donating can save lives, but this is only mentioned in dialog. I have seen it suggested that donating to him improves the endgame inventories of the shops, but the editor does not suggest this is the case.
  • None of your conversations with David and Laine ever affect the game in any way.
  • Speaking with Simmy throughout the game will unlock additional dialog with the Doctor later on. It doesn't matter what you say to Simmy and none of her dialogs or the extra bit with the doctor affect anything.
  • There is a conversation file that is not assigned to anyone. It contains several conversations with a couple in a garden. The woman is actually in the garden, but it seems like the conversation was supposed to be assigned to the man, and he is just missing.

At the cafe, you can gain $100 from Altug if you have 3+ Charisma:
  1. When he asks you to run a small errand for him, respond that you are not his errand boy/girl
  2. Next pick the Charisma option (time is a commodity)

Also at the cafe, if you speak to the customer at the bar, you will meet Jan, so long as your first response is not "I've gotta run." This is not important. None of your later responses matter.

In the building with the Taliskramer sign (the talismonger / magic shop), the first time you speak to Absinthe:
  • Her progression variable will increase to 1. Talking to her at least once before act 3 helps for gaining more karma near the end of the game and potentially having an option to change the end game story a bit.
  • Look away if you have 4+ Willpower. If you look deeper into her eyes you will need 6+ Willpower to shut your eyes. Either option grants you 1 karma.
You can put off talking to her if you want to wait until you can succeed on the Willpower check, though you can't access the shop until you talk to her.

At the clinic, talking to Dr. Ezkibel:
  • If you have Flash in your inventory, you can ask him to analyze it. Later you will get the results. However, the only effect this has on the game is that you no longer have your Flash.

When returning to Altug after resetting the data taps:
  • If you have Decking 1 you can blackmail him for $100
  • If you have Decking 1 and Charisma 3 you can instead blackmail him for $150
  • If you have Decking 3 you can instead perform a service for $300
  • Telling him about the surveillance results in more dialog now and later, but doesn't do anything else. I've seen it claimed that you have to do this to gain karma later, but the editor suggests that you just have to have heard about the council and don't actually have to tell him about it (though later he'll act like you did, even if you didn't).
To blackmail him, you must choose the option to question the data taps being a public service. Your first opportunity to do so will also be your only chance, so choose it as soon as you see it. There are no negative consequences for blackmailing Altug.

Back with Paul and the team:
  • After giving him the memory stick, none of your options affect the game or your relationships with the other team members.

Check the computer:
  • Search BBS and read both threads (Seattle Killer and Blutz)
  • Post the delivery schedule you got from the Harfeld matrix for sale

Buy whatever gear you want and then go to the U-Bahn for the next mission.
The Drug Pit (Hotel) - part 1
Matrix: 0
Vents: 0
Ley Line Clusters: 5
Spirits: 1

Significant Checks: Two of (Intelligence 3, Biotech 1, Charisma 3, Street Etiquette), Intelligence 3 OR (Intelligence 3 AND Charisma 5) OR $200 OR Corporate Etiquette OR Gang Etiquette OR Drone Control 3 OR Fight, Intelligence 3, Drone Control 3, Charisma 3
Story Checks: Gang Etiquette
Insignificant Checks: Summoning 3, Strength 5, Gang Etiquette, Decking 2, Strength 3, Decking 3, Decking 1

Club

There is one primary goal to start out: gaining access to the elevator. You can do this by using your rigging skills to tell it what to do, or you can have someone point out Frank to you so you can get access from him.

Your first interaction has to be with the bouncer. The only useful thing you can get from him is to have him point out Frank. The first time you speak to the bouncer is the only time he will tell you about Frank without you needing to meet any additional requirements. To do this choose:
  1. I'm looking for someone.
  2. Think any of these interesting people might know him?
If you don't do this first thing, then he will only tell you about Frank with Summoning 3, Strength 5, Gang Etiquette, or $200. Don't pay him, there are others who will tell you for free. Once you learn about Frank, the bouncer will no longer speak to you.

If you have Drone Control 3, all you have to do is go to the elevator panel and you can continue with the mission on the other floors. However, even if you can do that, you might want to talk to more people since you can gain some karma by talking to Silke, you can buy Cram from Kroner, and you can potentially gain nuyen from Frank (if you have Intelligence 3 and Charisma 5).

Kroner
  • If you ask how to get to the hotel, he will tell you about Frank
  • You can buy up to four Cram from him for $150 each

Party Girl
  • If you give her Cram and then ask who has a key to the hotel, she will tell you about Frank. This is a waste of Cram/Nuyen since there are multiple ways to get the information for free.

Silke
  • With two of (Intelligence 3, Biotech 1, Charisma 3, Street Etiquette), you can help her get clean of her addiction. However, due to a programming error, it does not work if you try Biotech 1 after Charisma 3 or Street Etiquette. They accidentally placed a requirement on one of your dialog options there that is impossible to meet and so the conversation just ends. So if you need to use Biotech and Charisma or Etiquette, start with Biotech. The option to get her clean can only be taken once, so don't save if you screw up. You will get 1 or 2 karma for doing this. If you spoke with Samuel at the Haven area then you can mention him by name. If you can't or choose not to, then Eiger will say Samuel can help. Either of these will result in 2 karma. If you do not mention Samuel and Eiger is not with you because she already died in combat, then you will only get 1 karma and the variable helpedSilkeGetClean will not flip from false to true. If the variable is true, then you can ask Samuel about her after you return to the Haven, and on a later visit to the Haven she will send you an email.
  • You can offer to help her get her stuff back. Doing so starts a sidequest and lets you ask questions. If you ask who can help you get into the hotel, she will tell you about Frank. If you ask about the gang, you will learn about Frank and Sara, which may be necessary depending on if and how you try to get elevator access from Frank.
  • You can give her Cram or $150 to buy Cram. This is a bad choice, as it just lets you ask the same questions you can ask for free by offering to help get her stuff, and it will flip the helpedSilkeGetClean variable from true to false if you had already convinced her to get clean.

Before talking to Frank, be aware that there are two achievements that can only be earned at the hotel. The first one just requires you to attack Frank. The second one also requires you to attack Frank, but also requires you to fight the gang members on floor 2 and in the hallway of floor 5. However, attacking Frank means you cannot buy anymore Cram from Kroner or get your karma (and possibly nuyen) reward for returning Silke's things, or get a karma reward for helping her get clean if you haven't done that yet. Paul will also be upset with you back at the haven, but that doesn't affect anything. You cannot talk with Frank after he opens the elevator for you, so you can't just attack him on your way out.

Frank - there are five ways to use him to get the elevator open, the only thing he is useful for:
  • Intelligence 3: This option only appears if you asked Silke about the gangs so she would tell you about Frank's obsession with Sara. If you also have Charisma 5, you can also receive $200
  • Corporate Etiquette
  • Gang Etiquette
  • Bribe him with $200
  • Attack him. This starts a fight with him and the other gang members on this floor. You don't have to kill Kroner. The fight ends once all gang members other than Kroner are dead and you pick up the elevator key. Everyone flees the club after this, so make sure you're done talking to everyone before doing this.

The elevator now gives access to every floor.

Floor 2

Start with Floor 2. Opening the door starts a fight. This is one of the required fights for the Massacre achievement.

Computer
  • The only useful thing here is to look up Green Winters. You can use his full name or just first or last. This is not case sensitive. You will get the keycode to his room: 1989.

Bathroom
  • Contains the Maintenance Key, giving access to three maintenance rooms on different floors.

Floor 1

Room 101
  • Decking 2: unlock the safe. Or enter the password: naperville (it is not case sensitive). I don't think Naperville is actually mentioned anywhere in the game up to this point, so I don't think you're supposed to be able to guess the password. You can also wait until you hire Blitz later on in the mission; he has the Decking necessary to open it. The safe contains an Ares Predator with a smartlink. It requires Ranged Combat 4 and a Datajack to use. This means none of your other runners can use it yet.
  • There is a random amount of nuyen ($200-$350) you can pick up. $275 is average.

Room 103
  • As long as you or any of your runners has Strength 3, you can break through the wall on the side of this room to get in. All of your runners, except Blitz if you've already hired him, have Strength 3+.
  • The room has a diary. Only the second entry is important, as it gives the keycode to the 3rd floor bathroom (2478). Though you type it in manually, so you don't even need to read the diary entry.

Room 106
  • Contains a BuMoNA Trauma Kit

Maintenance Room
  • You need the Maintenance Key from the 2nd floor bathroom to enter here.
  • Contains a random amount of nuyen ($40-$99). $69.5 is average.
Hotel - part 2
Floor 3

Maintenance Room
  • Requires the Maintenance Key from the 2nd floor bathroom
  • Contains Cram

Room 302
  • A note next to the door warns not to open the door. Heed it, there is a heavy hitting creature in there that gets the first move, and there is no reward for beating it. If you open the door, you can shut the door again to end combat if the scorpyrine is still in the room and all of your team is outside of it.
  • There is a speech bubble that will never trigger here. When you open the door, Dietrich is supposed to say, "Well, frag me. There IS a giant bug here." However it requires the variable hasHeardHotelStory to be true, which is not possible.

Bathroom
  • The code to open the door is 2478
  • Contains Jazz

Room 304
  • Retrieve Silke's three belongings

Room 305
  • In the back, you can drop down to the 2nd floor kitchen. This is the only way to access the kitchen.

Kitchen
  • Have the cook tell you anything they can about this place to gain the keycode to room 401 (5870)
  • Intelligence 3: Tell him to move the body into the fridge to gain 1 karma
  • When leaving, you will trigger the fight with the 2nd floor gang members, if you haven't yet

Floor 4

Room 401
  • Unlock the door with code 5870. You got this code from the cook in the kitchen
  • Opening the door starts a fight
  • Contains an Advanced Medkit and Schematic: Auto-Injector (Hyper)

Maintenance Room
  • Requires the Maintenance Key from the 2nd floor bathroom
  • Contains a Cavalier Frag Grenade

Room 405
  • Unlock the door with code 1989. You got this code from the computer on floor 2
  • Interact with the body to receive the keycode to the safe
  • The safe is behind one of the two paintings. It doesn't matter which you check first, the safe will always be behind the second one that you check.
  • Open the safe to receive the DVDs
  • The room's phone will ring. It's Blitz

Blitz
  • Gang Etiquette: Learn about Blitz's gang background if you ask about the gang. You only get one chance to do this, so do it if you have Gang Etiquette. This is necessary to continue his story, but back at the Haven you can learn about it without any requirements.
  • Decking 3: Recognize Blitz's name if you ask if he's a decker. This is completely unimportant, and you can't do this and the Gang Etiquette option.

Penthouse Floor

Room 505
  • Blitz joins the team for the mission. At any time you can go back to room 101 to open the safe and get the smart gun if you haven't yet

Room 501
  • Contains an Advanced Drone Repair Kit

Eastern Hallway
  • Entering here starts a fight. This is the last fight required for the massacre achievement.

Main Room
  • Opening the door starts a fight with a drone, a turret, and an enraged troll
  • There is another unused speech bubble here. When seeing the enraged troll, Eiger was supposed to say, "...let me guess. The nameless troll." However, it requires the same hasHeardHotelStory variable to be true, which is not possible.
  • A spirit can be summoned in the room
  • Drone Control 3: The drone and turret can be instantly destroyed by interacting with the panel near the door. Only your main character can have a high enough Drone Control to do this.

Vault
  • Contains Bliss, a Broken Drone, Drug Formula (Jazz), Nitro, and $1400-$1500 (average $1450)
  • Gain 1 karma for looting the entire vault

Club (again)

Silke
  • Return her stuff for 1 karma
  • Charisma 3: Also gain $100 for returning her stuff. There are no negative consequences for this

Leave the club. There is a likely bug with the game here. If you have to click to leave the club multiple times, you may get the Ambush / In Transit mission early or not at all. If you don't get it at all then you won't be able to complete the game. To minimize the risk of experiencing this bug, don't do a lot of clicking when trying to leave the club. If your first time clicking to leave the club fails, it would be safer to load the game and try again rather than just clicking to leave again.

Blitz
  • Accept or reject him as a permanent member of the team. There is no reason to reject him
  • Decking 1: You can say the team already has a decker. This is an unimportant option, as it does not automatically reject him

You gain 8 karma and can improve your teammates when returning to your haven.
Post-Hotel Karma Tips
When spending your Hotel karma, take into account the following stats/etiquettes used before the karma reward for the next main mission:

Schrotty
  • Strength 4 OR Charisma 3: receive the DVD player for free or cheaper.

You can choose what your next mission is. A later section details the skill checks for the options.
Haven: Post-Hotel
Significant Checks: Strength 4 OR Charisma 3 OR pay more $
Story Checks: Spellcasting 1 OR Conjuring 1 (can be delayed), Intelligence 2
Insignificant Checks: Biotech 3, Academic Etiquette, Decking 4, Socialite Etiquette

Streets part 1:
  • You can ask Samuel about Silke if you helped her get clean. You can donate more money. Both are purely story text. They don't affect your progress through the game in any way or unlock anything useful.
  • You can talk to Laine to continue your progress with him, though I'll repeat that this unlocks nothing useful. If you have Biotech 3 you can comment on his old cyberlegs, but this is unimportant. If you don't have your second conversation with him until later, the difficulty of the Biotech check can increase. If you don't have this conversation until after four missions the difficulty will be 4.

Enter your hideout.

Blitz
  • How long were you in Drogenkippe?: learn about his gang background
  • Press him on his trustworthiness and former gang to advance his story
  • Intelligence 2: while pressing him, you can point out holes in his story to learn more about his gang background. This just provides background story and nothing useful.

Dietrich
  • Ask how he's handling Monika's death to advance his story variable
  • Ask how he went from a band to the shadows to advance his story variable again

Eiger
  • Talk to her to advance her trust/story variable
  • Do -not- pick the "You're a valued member..." option. You will miss out on advancing her trust/story variable again, and miss the two following opportunities in this conversation
  • When she mentions her concerns, say "What kind of concerns?" to increase her trust a third time in this conversation and unlock a fourth opportunity
  • In response to what she says, do -not- reply, "You won't," and you will increase her trust again

Glory
  • Ask about her chrome to increase her trust/story variable
  • Ask about her past (don't back out) to advance her story again

Mission Computer
  • Retrieve the money for selling the data from the Harfeld Manor run

Paul Amsel
  • If you attacked Frank in the club and did the other two fights for the Massacre achievement, Paul will be upset. If you have Academic Etiquette, you can blame the events on Flux, but this isn't important
  • When he gives you a task, replying that you aren't his errand boy/girl will reduce his progress variable. This just affects if he considers you a friend at the end of the game. There are no tangible benefits to being his friend or punishments for not being his friend.

Streets part 2:
  • Maliit will start fixing the Broken Drone for free
  • Talk to Maliit about a DVD player to unlock asking Schrotty about it
  • You'll never get anything useful from Kami. She has dialogue programmed for after both mission 1 and mission 2, but doesn't show up for conversations until after mission 2. So now you can talk to her twice to have both conversations. Just talking to her the first time will increase her progression. To increase it during the second conversation, just don't end the conversation early.

Altug in the cafe
  • Talk to him to gain 1 karma if you heard about the council in the haven before the hotel mission
  • If you don't have Strength 4+, you'll want to buy Turkish coffee for $50

Absinthe in the magic shop
  • She will make a prophecy if you have accepted the Humanis, Pharma, and/or Sewer mission. The order of precedence is Humanis, Pharma, Sewer. Hearing a prophecy will increase her progression variable to two. This is the only time the Humanis prophecy can increase the variable (which must be a mistake).
  • Spellcasting 1 OR Conjuring 1: unsuccessfully read her aura. This is necessary to successfully read her aura later in the game, but does not need to be done yet to unlock that. Both aura readings only add to the game's lore

Schrotty (between the weapons dealer and doctor): five ways to acquire the DVD player
  • Strength 4: intimidate him into giving it for free. He won't talk to you again after this, but this is the only thing he's useful for, so that's okay.
  • Pay $500
  • Say $500 is ridiculous and instead pay $350
  • Charisma 3: after $350 offer, cut in half for $175
  • Trade Turkish coffee (bought for $50) for it
This appears to be a point at which your progress through the game can halt if you've already spent all your money and can't increase your Strength to 4.

Zaak
  • Give him the Jazz formula to add Jazz to his shop inventory

Doctor
  • Show him the Hyper Auto-Injector Schematic to add it to his cyberware inventory

Simmy
  • Talk to her to progress though her conversations. Again, it doesn't matter what you say, and you won't gain anything useful from talking to her

The bar was closed the first time in the Haven, but now it is open. The shadowrunner Lucky Strike is in the bar.
  • Like Kami, she has conversations programmed for after the first mission and after the second mission, but she cannot be spoken to until after the second mission
  • Unlike Kami, you cannot talk to her twice here to get both conversations. This is because unlocking each conversation is based on a local variable, but talking to her increases the global variable for her visits, and the global variable only updates the local variable the first time you load the haven area after each mission
  • Talk to her to increment her visit variable
  • You will increment her visit variable again if you do -not- end the conversation at the first opportunity

Go back to your hideout to watch the DVD. Then take the U-Bahn to Alice.

Alice
  • Pick up the Hyper in the side room
  • Decking 4: You can guess who she is. She will not confirm or deny. This is unimportant.
  • You cannot negotiate the price down.

Go back to Paul. You can check jobs on your computer. You can accept all jobs now. Also check your unread message. You can talk to Samuel.

Samuel
  • Socialite Etiquette: You can ask for more money, and he says he'll look into it, but nothing comes of this.

Go to Luca in the cafe and accept his mission. You can't get him to change any details of the mission.

Near the arms dealer there is now a maintenance worker who gives you a mission in the sewer. You can accept now if you want.

Before picking a mission, remember to level up your teammates and buy any equipment you want. Of the four missions, the only one you should not do now is Samuel's mission, since Luca's mission will add an extra opportunity to Samuel's.

Absinthe will have prophecies for the Humanis, Sewer, and Loose Ends missions after you accept them. You can keep talking to her until she has said them all.
Haven - Act 2 - Glory & Eiger
This section and the next cover all act 2 interactions at the Haven with your team. Tables list the requirements for the numMissionsCompleted variable, and their personal trust variable in the first two columns. Dialog options are the third column. The result of those options is the fourth column.

Glory - After the first two haven visits she should be at trust 3 if you've followed this guide
numMissionsCompleted
Trust
Dialog
Result
If you want to read her aura, it must be before her trust variable reaches 7
After you unlock Lodge side quests, you can ask about the Lodge if you haven't asked Dietrich yet
She doesn't know anything
3+
3
Say she's warming up to you or ask about her chrome
Trust = 4. Doing both doesn't help any more than just doing one. The warming up option gives more information; the chrome option gives no information but is fast.
3+
4
Ask about when she was fourteen and don't end the conversation early
Trust = 5
4+
5
Ask about her chrome
Trust = 6
4+
6
Ask about Feuerstelle, saying whatever you want as long as you don't end the conversation early
Trust = 7. Starts a short window where you can ask Aljernon about the Adversary
5+
7
Ask a question about her story to unlock her trust mission. You'll have to make a choice, but you can change your mind during the mission. Your choice now only makes a difference at the end of the game if you never actually complete her trust mission
Choosing to free the kids (8 trust) but then not actually doing the trust mission is arguably the ending where she is mentally healthiest. Choosing to kill Harrow (9 trust) but then not actually doing the trust mission makes her obsessed with the idea of taking a perverse pleasure in killing Harrow
After her trust mission. Talk to her about it. Don't say, "What's done is done." You can say "that answers all of my questions" without actually talking about it if you just want to end the conversation faster.
Moving On achievement

Eiger - After the first two haven visits she should be at trust 5 if you've followed this guide
numMissionsCompleted
Trust
Dialog
Result
After you unlock Lodge side quests, you can ask about the Lodge if you haven't asked Dietrich yet
She doesn't know anything
3+
5-8
Ask her about the KSK. Ask about her street name, her team, her commander, and what happened
Each of the four subtopics increases her trust by 1. Your responses don't matter even though some can make her say angry and disappointed things. While asking one of the questions there is a Security Etiquette option that just gives some additional lore
4+
9
Ask if she trusts you and then about her team, saying whatever you want as long as you don't end the conversation early
Trust = 10
5+
10
Agree to help her
Trust mission unlocked. Go to the bar where Lucky Strike hangs out. Eiger will be there. Talk to the person she is with to get an item to use during her mission
5+
10+
Debrief after her trust mission
None
Haven - Act 2 - Dietrich & Blitz
Dietrich - After the first two haven visits he should be at trust 3 if you've followed this guide
numMissionsCompleted
Trust
Dialog
Result
After you unlock Lodge side quests, you can ask about the Lodge
He actually knows about the Lodge. It doesn't matter what you say. This can affect dialog in a later mission
Right after the Humanis mission if you saved Alexander
He will thank you and show off a new ability
3+
3
Ask about going from a band to the shadows
Trust = 4
3+
4
Ask how long he's looked for a real enemy
Trust = 5
3+
4+
Academic Etiquette gives a completely unimportant option in the conversation to compare his situation to Moby D!ck
None
3+
5
Ask when the pattern ends
Trust = 6
4+
6
Talk about his idol making him pick an unwinnable fight
Trust = 7
4+
7
Talk about his idol wanting him to commit suicide
None
4+
7
Ask if his idol would let him pick a different kind of dragon to slay
Trust = 8

Blitz - After the first two haven visits he should be at trust 1 if you've followed this guide
numMissionsCompleted
Trust
Dialog
Result
Give him the drone after it's fixed
He can use it in future missions
After you unlock Lodge side quests, you can ask about the Lodge if you haven't asked Dietrich about it yet
He doesn't know much
3+
1
Ask him why he needs money. Pry until he brings up the girl. At that point you have options, though they don't really matter. Blitz's trust can be increased to 2, 3, or 4 by the end of this conversation, but they all mean the same thing. A trust of 2, 3, or 4 will unlock his next conversation after the next main mission, but your specific trust value of the three only changes some dialog in the conversation you have with him after the trust mission. The potential outcomes of that conversation are not affected by the trust value you get here.
When he brings up the girl, say you aren't interested to increase his trust to 4 and end the conversation. Otherwise you can pry a bit and then keep it professional at the next chance to learn a little more and still increase his trust to 4. Otherwise you can pry still more and then end the conversation at the next chance to learn even more and still increase his trust to 4. Otherwise you can pry one last time and either suggest he keep looking for her to increase his trust to 2, or tell him to give up to increase his trust to 3
4+
2-4
Agree to help him. There's no point in asking for a cut
Unlock his trust mission
4+
2-4
After his trust mission. If you have the mystery box you can give it to Blitz and talk about the mission in whatever order you want. Then ask him what's going on or about Emilie, depending on your choices when he talked about his ex. Either tell him to look for her or not. Your choice barely changes any dialog in the next conversation and changes no outcomes.
Trust = 5 if you tell him to look for her for any reason. Trust = 6 if you tell him to forget about her for any reason.
5+
5-6
Ask about Emilie or say he looks distracted, depending on your choices in the previous conversation. Your choice at the end of this conversation will send Blitz's story to a good ending or a bad ending. There are no material rewards for either ending. Both endings award the same achievement.
Encourage him or offer to help with Decking 5 to change his Trust to 7 and send him to the bad ending. Tell him to drop this to change his Trust to 8 and send him to the good ending.
8
Talk after reading Emilie's message on the Mission Computer.
Trust = 10 and the Relationship Counselor achievement. The trust value is an error. It is supposed to get set to 15, and it does briefly, before being set to 10, which is for the other ending. So your conversations with him after this will be as if you got the other ending
7
At numMissionsCompleted >= 6 OR after the Kreuzbasar defense. Say he doesn't look so good.
Trust = 10 and the Relationship Counselor achievement
Haven - Act 2 - Mission Computer & DVDs
Mission Computer - Inbox
Requirements
Message Label
numMissionsCompleted >= 2 AND Started the Alice Fund
LodgeInvite
You spoke to Luca after his mission AND James turned hostile
LodgeFail
Got paid for Humanis mission AND Saved Alexander
Alexander
Got paid for Humanis mission AND Max survived
Maxim
Got paid for Pharma mission AND Freed the rigger
Thorvald
Got paid for Sewer mission AND numMissionsCompleted >= 3
Doctor
numMissionsCompleted >= 3
GunariJob
numMissionsCompleted >= 4
Maliit_1
numMissionsCompleted >= 4 AND helpedSilkeGetClean
Silke
You spoke to Luca after his mission AND numMissionsCompleted >= 4 AND Jana survived AND James did NOT turn hostile
Jana
numMissionsCompleted >= 5
Maliit_2
Completed Humanis AND MKVI AND Bloodline AND Completed 2+ CCC Sidequests
CCCReward
Got paid for the Bloodline mission AND Overloaded the power AND Did NOT alter records for the cafe kids
CafeKids (bad)
Got paid for the Bloodline mission AND Altered records for the cafe kids
CafeKids (good)
Trust_Blitz = 8 AND (numMissionsCompleted >= 6 OR hasDefenseHappened)
Emilie

Mission Computer - Job Payment
Mission
Pay
Humanis
$3750
Pharma
$2500
MKVI
$3750
Aztechnology
$6000

Mission Computer - Paydata
Paydata
Value
Intro
$495
Lodge
$378
Pharma
$387
Humanis
$414
Earwig
$441
Aztechnology
$540
Bloodline
Always says $1125, but is only $315 if Aljernon hasn't identified it
Glory's Trust Mission
$270

Mission Computer - Threads
Requirements
Thread
Extra Posts
RipperMurders
BlitzVandalism
numMissionsCompleted 2+
ElfHookups
numMissionsCompleted 2+
ClientDoublecross
Killed all the ghouls in the sewer
Ghoul Bodies
Banished the ghouls from the sewer
Ghouls U-Bahn
numMissionsCompleted 3+
CyberdeckReview
numMissionsCompleted 3+
JunkSpam
Gave the AG Chemie data to the CCC
Formula17
Completed Humanis AND numMissionsCompleted >= 4
Humanis
Killed Volker Stahl
4
Spared Volker Stahl
1
At least one smuggler survived
3
numMissionsCompleted >= 4
FState
numMissionsCompleted >= 4
RunningSK
Completed Blitz's Trust Mission
BlitzBankingWoes
Betray Hasenkamp
5
Hasenkamp Betrayed You
5
Convince Hasenkamp
5
Complete Aztechnology Mission
Aztechnology
Free 2+ Clones
5
Free 1 Clone
5
numMissionsCompleted >= 5
Daughter
numMissionsCompleted >= 5
CorpTracers
Completed Eiger's Trust Mission
EnergySources
Engineer Didn't Reveal Stash Location
EigerFallout1 (Lobatchevski Syndicate expansion)
Engineer Revealed Stash Location
EigerFallout1 (Winternight Cult expansion)

DVDs
The first one is the only one that must be watched.

An extra DVD is recovered after each main mission (Humanis, Pharma, MKVI, Aztechnology) until you have 4 watchable DVDs.

At the end of the game you will have an extra dialog option that can help grant you karma and an achievement and change the story a bit if you have watched all of the following tracks from the later DVDs.
DVD #2: Tracks 1, 2, 6
DVD #3: Tracks 1, 2, 5
DVD #4: Tracks 1, 2, 3

There is an achievement if you watch all tracks on DVDs 2, 3, and 4.
Haven - Act 2 - Residents & Rewards
Maliit
  • She'll finish repairing the drone after one mission

Laine
  • Each time at the haven you can talk to him once to increase the numVisits_Laine variable by one until it reaches five.
  • Laine will be missing after the Kreuzbasar defense if the numVisits_Laine variable did not reach five beforehand.

Simmy
  • Each time at the haven you can talk to her once to increase the numVisits_Simmy variable by one until it reaches five.
  • Simmy will be missing after the Kreuzbasar defense if the numVisits_Simmy variable did not reach five beforehand.

Lucky Strike (At most once per haven visit. Her visit variable should be at 2 after the first two haven visits if you've followed this guide.)
  • numVisits_LuckyStrike = 2 AND numMissionsCompleted >= 2: You can ask about the Lodge. She actually knows quite a bit. Ask if she's been finding much work recently to increase her visit variable to 3. It doesn't matter what else you say.
  • numVisits_LuckyStrike = 3 AND numMissionsCompleted >= 3: Last conversation. Doesn't matter what you say.

Kami (her visit variable should be at 2 after the first two haven visits if you've followed this guide)
  • numMissionsCompleted >= 3 AND Progression_Kami = 2: Increase her progression variable as long as you don't end the conversation early and don't say, "And what else, I wonder?"
  • numMissionsCompleted >= 4 AND Progression_Kami = 3: Talk about Altug or ask whose stories are worth listening to in order to increase her progress variable to 4. The Altug option is short. Asking "whose stories" is longer and you end up talking about Altug anyway.
  • numMissionsCompleted >= 2 AND Progression_Kami 1-4: One time instead of her normal conversation, you're supposed to be able to tell her about the Hard Times mission to increase her progression if that was your most recent mission. She has a fair bit to say since that's her home kiez, but it will never be an option because her conversation is looking for the string subway but the actual string is subwayslum. Also, even if it was possible, you'd have to skip talking to her after the previous main mission so that talking to her would still be an option right after the Hard Times mission.

Absinthe
She has prophecies for certain missions after you have accepted them but before you have completed them. You can listen to one fewer prophecy than the number of main missions you have completed. Main missions are Intro, Hotel, Humanis, Pharma, MKVI, Aztechnology. This means that at most you will hear five of the six prophecies. Listening to each one increases her progression variable by 1, with the exception of the Humanis prophecy, which only increases it by 1 if it is the first one that you hear (which must be a mistake). The second prophecy you hear will increase the progression variable by an additional 1, which means 2 total for whichever prophecy, unless that prophecy is Humanis, in which case it will be 1 instead of 0. Getting her progression variable to 4 or higher unlocks the option to truly read her aura at the beginning of act 3 if you have Spellcasting 1 or Conjuring 1. That means hearing at least two prophecies, or at least three if one of them was Humanis but Humanis wasn't the first one. The order of precedence for the six prophecies (if you have multiple unlocked at the same time) is:
  • Humanis
  • Pharma
  • Sewers
  • Hard Times
  • MKVI
  • Aztechnology

Aljernon
  • You can ask about Firewing. It doesn't matter what you say.
  • When Glory's trust variable is 7, you can ask Aljernon about the Adversary and learn quite a bit. Your responses don't matter, except you learn more by telling him Glory's story. This can only be done while her variable is exactly 7, don't advance it further if you want this conversation

Paul
  • Post-Ambush: Insignificant easy Biotech check to read a medical chart yourself
  • Post-Muller: Talk about the Bloodline job

Frau Muller (only right after the Ambush)
  • There is an insignificant Corporate Etiquette check to guess something that she will just tell you
  • There is an insignificant Decking Medium check where she'll say you need a decker whether you pass or fail. If you pass, then she'll say you're a good enough decker to do it yourself.
  • Accept her job

Doctor
After reading his message on the computer: If you blackmailed the doctor during the Sewer mission, your character will ask why he is offering you this job.
  • The doctor will admit that you have a bad reputation if you have completed the Pharma mission, but the rigger you were supposed to kill was with you when you met the other shadowrun team; or if you have completed the MKVI mission but killed or freed the cyberzombie.
  • Otherwise, if you have completed at least 3 missions in act 2, he will say you have a good reputation.
  • Otherwise he will say he knows you are desperate.
It doesn't matter what he thinks of you.

Schockwellenreiter (CCC) Reward
After completing Humanis, MKVI, and Aztechnology. A free cyberware implant for the body section that reduces 0 essence and adds 1 AP will be available at the doctor if you have completed at least 2 of the 3 sidequests. You also get an achievement if you completed all 3.

Lodge Reward
After completing Humanis, MKVI, and Aztechnology. A package will be in your hideout if you completed at least 2 of the 3 sidequests. The package contains the Prototype Combat Suit (8 armor and +1 to the six attributes), a force 5 fire spirit, a frag grenade, and a platinum BuMoNA. You also get an achievement if you completed all 3 sidequests.
Choosing Act 2 Mission 1
There are four missions to choose from for your next one:
  1. Loose Ends / Pharma
  2. Samuel / False Flag / Humanis
  3. Luca
  4. Sewer

The only one I would say you absolutely shouldn't do now is Samuel's mission. There is an extra side quest there if you do it after Luca's mission.

To help you choose, I'll detail the scaling difficulty skill checks in each of the other three missions, as well as other things that may influence your decision. See the Scaling Difficulty section near the beginning of this guide for details.

Loose Ends / Pharma
  • Easy Decking: Destroy two turrets
  • Medium Decking AND Medium Drone Control: Both required to take over two turrets
  • Medium Drone Control: Take over the two turrets, but from a different location
  • There will be a third basilisk if this is your seventh or later mission. You can release the basilisks to attack everyone (enemies and yourself).
  • There is a -lot- of combat in this mission.

Luca
  • Medium Decking: copy optional data to sell later
  • Medium Decking: use a door
  • Easy Charisma: access a Jolt merchant. This can also be done with Street Etiquette.
  • Easy Charisma AND Security Etiquette: learn a code word to get a guard to leave their post
  • Easy Charisma AND Jolt: gain access to $200 and an easy escape. Can be done with Corporate Etiquette instead of Charisma.
  • Unlocks a side-quest in Samuel's mission
  • Does not count towards unlocking merchant tiers but does count for scaling up difficulties

Sewer
  • Medium Decking: disengage a safety lock. This can also be done by finding the code

I will be starting with Luca's mission, so that will be the next one in this guide.
Act 2 Mission 1 - Trial Run (Lodge)
Matrix: 1
Vents: 0
Ley Line Clusters: 2
Spirits: 1

Significant Checks: Street Etiquette OR Charisma Easy, Corporate Etiquette OR Charisma Easy, Charisma Easy AND Security Etiquette, Decking Medium x2
Story Checks: None
Insignificant Checks: Elf

First off, note that this mission does not increment the DragonfallExtended-Global_numMissionsCompleted variable, which controls the haven's merchant tiers.

When you arrive, a guard will talk to you. You can say whatever you want, it doesn't matter. You will then meet Jana, the first member of your team. It doesn't matter what you say to her, either.

Go through the park and turn right (north) to find the waitress / drug dealer.
  • Street Etiquette OR Charisma Easy (see the earlier Scaling Difficulty section): gain access to the Jolt store. One Jolt can be useful for this mission.
  • Buying soykaf gains you nothing and takes $2 from you

Head inside to meet the rest of your team. If you are an elf, you can get some insignificant bits of trying to communicate with the foreign elf. Your team members must not die until after they have completed their required tasks for the mission. After each member's tasks are completed, it doesn't matter if they die.

Stat
Jana
Foreign Elf
James
Action Pool
2
2
2
Hit Points
40
40
40
Armor
2
2
2
Essence
6
6
6
Magic
0
0
6
Strength
3
6
3
Close Combat
0
4
0
Melee Weapons
0
3
0
Unarmed
0
0
0
Throwing Weapons
0
0
2
Quickness
4
4
3
Ranged Combat
4
4
2
Pistol
4
0
1
SMG
0
3
0
Shotgun
0
0
0
Rifle
0
0
0
Dodge
2
2
1
Intelligence
3
4
3
BioTech
0
1
0
Decking
0
0
0
ESP Control
0
0
0
Drone Control
0
0
0
Drone Combat
0
0
0
Willpower
2
4
5
Spellcasting
0
0
3
Chi Casting
0
0
0
Charisma
3
2
3
Summoning
0
0
0
Spirit Control
0
0
0
Conjuring
0
0
0
Body
4
5
4

Pacing stressed suit:
  • Corporate Etiquette OR Charisma Easy: learn about the board meeting
  • If know about the board meeting AND have Jolt: Give him the Jolt and he will give you access to his room, which has $200 and an escape from the building that avoids some combat. You can instead gain access to his room later on if you are a Decker or are using a guide like this one that includes the passcode. Gaining access to his room is not necessary.

Straight back (west) is the cyberware store. Talking to the customers is unimportant. You can buy one piece of cyberware from the vendor. The cyberware gives +2 Intelligence. It costs $250 but just gets added to the doctor's inventory back at the haven. To actually install it costs an additional $5000 and 1.5 Essence. This is a waste of money unless Intelligence is important to your character and Essence is not.

North from the store is the utility room, but there is a guard in front of it:
  • Charisma Easy AND Security Etiquette: learn emergency assistance code Indigo.
  • Attack him: gain access to the utility room, but with one or two unnecessary fights (not recommended)

Head east to the suit store. You can buy a Ballistic Cloth Suit ($1500, 5 Armor, +2 Charisma). This is especially useful if you have Security Etiquette but are one or two Charisma points too low to succeed on the previous guard's Charisma check.

---OPTIONAL PART IF YOU KNOW THE INDIGO CODE---
Go to the Security Room at the south side of the building. Give the security guard inside the Indigo code and they will rush out to the guard at the Utility Room. Access the terminal he just left. This will avoid a fight on the next floor.
---END OPTIONAL PART---

Have Jana use the electric box at the back of the suit store. This will kill the Utility Guard, and the the other guard if you sent him over there with the Indigo code.

Note that if you didn't learn the Indigo code, you can still go to the Security room and attack the guard there if you want, but I don't think it is worth it. You end up getting in two extra fights to avoid one extra fight.

Enter the Utility Room and Jana will get you access to the elevator. Take it to the next floor.
A2M1 - Trial Run (Lodge) part 2
Go straight at the fork to arrive at the apartments. To the left (south) is the stressed suit's apartment:
  • Code: 53786 (received from Stressed Suit for Jolt)
  • $200 inside
  • You can use the fire escape to skip a fight when exiting the building later

---OPTIONAL IF YOU CAN PASS DECKING CHECKS OF MEDIUM DIFFICULTY---
A little to the right and then left (north then west) is the Matrix Ops room.
  • To open the door you need to pass a Decking Medium skill check and have a cyberdeck
  • Inside you can jack in to the matrix
  • At the top corner (northwest) of the matrix is a node to unlock apartment 301. This is the Stressed Suit's apartment, so a waste of time if you already have the code.
  • The right corner (northeast) has a node to unlock apartment 302. The only other reasonable way to unlock it is by using a guide that has the pass code.
  • The bottom corner (southeast) has a portal to the node that unlocks the utility hatch. This is another escape route that allows you to skip two fights when fleeing the building. This is better than the fire escape.

Backtrack to the middle room (apartment 302)
  • Code: 38297
  • Decking Medium: access the terminal inside to copy some pay data that can be sold for $378 at the haven
---END OPTIONAL PART---

Go to the north end of this hallway to reach apartment 303
  • Code: 14291
  • Eventually the Foreign Elf will go rogue. Kill him. This is important to get the most rewards throughout the game!

Go back to the first fork near the elevator and turn north to go to the penthouse.
  • Code: 11111
  • Pick up the Advanced Medkit from the supply closet in the kitchen
  • Place all three cameras. It doesn't matter what you say to James

Flee by whatever route you like. Not that it matters, but Luca is happiest if both the Foreign Elf and James die but Jana lives. You will receive 2 karma when arriving at the haven. Go to the cafe to speak with Luca. You can act upset if you want, just be sure to agree to do what they want even if you don't like it if you want $1500 and future side quests from them.
Choosing Act 2 Mission 2
After completing the Lodge mission, Samuel's Humanis / False Flag mission makes sense to consider.

Checks in this mission:
  • Gang Etiquette OR Willpower Easy: negotiate instead of fighting OR
  • (Gang Etiquette OR Willpower Easy) AND Charisma Medium: save $250 when negotiating
  • Decking Medium (any teammate) OR use password: gain paydata
  • Decking Medium (any teammate) OR use password: gain sidequest data
  • Decking Medium (any teammate) OR use password: gain another password
  • Quickness Medium AND Dietrich NOT with you: get a free turn to attack
  • Drone Control Medium (any teammate): take over turret

I am tempted by the Sewer mission as it looks like it might be short and easy, but I am going to attempt the False Flag / Humanis mission as my next one.
General Runner Options
Now you can hire mercenary runners for missions.

An overview on the new mercenaries:
  • Okano: Adept. Not bad, but there's probably no reason to hire him unless you really want to try out an adept.
  • Alnur: Decker. This guy is worthless unless you want to use multiple deckers. Inferior to Blitz.
  • Nixie: Rigger. She is a better rigger than Blitz, but not by much.
  • Pummelo: Shaman. She is a better shaman than Dietrich, but not by much.
  • Lucky Strike: Street Samurai. She's impressive. Arguably the best close combat runner, almost as good as Eiger with a rifle, and she knows support/healing spells. Don't forget to use her wired reflexes cyberware if you're taking her in for melee. She's also the only mercenary with any sort of personality and story, though hiring her won't help you learn about it.

The best runners to use for different roles:
  • Close Combat: Lucky Strike (don't forget the wired reflexes, though even without them she'd earn this spot). Glory is also a contender, but only if you remember to use her Adrenal Pump cyberware for the extra AP. If you aren't going to use it then there's no reason to use her at this point apart from story reasons or to save money.
  • Mid-Range Guns: Blitz. He has a datajack for smartguns and cybereyes to improve his accuracy.
  • Shotguns: Only Eiger.
  • Rifles: Eiger is best here. She also has cybereyes for accuracy.
  • Decker: Blitz is best in every way that matters.
  • Rigger: Nixie.
  • Mage: Dietrich is the only reasonable choice for this.
  • Shaman: Pummelo.
Picking a Team for False Flag / Humanis
For story reasons you should take Dietrich.

A decker is also very useful, so you may want to take Blitz unless your main character has Decking 4+.

A rigger is also useful, unfortunately none of the runners you can add to your team have a high enough Drone Control to pass the skill check, so Blitz will have to do for any drone work you want to do unless your main character is a rigger. If you want to pass the Drone Control check, it is only possible by a teammate if you make this your seventh or later act 2 mission (not including the ambush) and bring Nixie with you.

The final spot should be someone good in a fight. My team still needs a street samurai, and I will use Lucky Strike. Choose whoever works best for your team, though with Dietrich and Blitz probably on your team already; Lucky Strike, Eiger, and Glory are all probably good choices.

A2M2 - False Flag / Humanis
Matrix: 1
Vents: 3
Ley Line Clusters: 4
Spirits: 2

Significant Checks: (Gang Etiquette OR Willpower Easy) AND optional Charisma Medium, Drone Control Medium (team) x2, Decking Medium (team) OR password x3, Quickness Medium without Dietrich
Story Checks: None
Insignificant Checks: None

My team was Dietrich, Blitz, and Lucky Strike. My character is basically Dietrich, but a worse mage and better summoner. Even with that bad forced redundancy for story reasons, I found this mission to be easy.

After taking the U-Bahn, go to the phone booth to unlock the CCC side quest for this mission.

Meet up with the smugglers and head out. You'll be stopped at a gang roadblock on a bridge.

You have three choices:
  1. Kill the gangers: You fight the gangers with the help of the smugglers and have the chance for an extra karma at the end of the mission
  2. Kill the gangers and smugglers: Fight everyone and gain an extra $2000. This fight and a later fight will be more difficult
  3. Pay the gangers: Pay the gangers to avoid the fight and have the chance for an extra karma at the end of the mission

I recommend killing the gangers. You can get extra karma and keep your money. It's not a hard fight, especially if you begin by attacking the explosive barrels near them.

If you want to negotiate, you will need Gang Etiquette or enough Willpower to pass an easy skill check (3 if you're doing this mission before difficulties scale up like I did in this walkthrough). The gangers will let you past for $1000 or $750 if you pass a medium (4 for me) Charisma check.

You will get 3 karma no matter how you choose to get past the roadblock.

Enter the Humanis compound. Turn left (west) to follow the fleeing Humanis members. Turn right (north) to continue down the hallway and go through the door at the end of it. There is an inactive turret in this room that you can take over for later if your character can pass a medium Drone Control check.

Go through the door on the right to enter a room with several computer terminals. Interact with everything in here. Three computers require a password or Decking Medium. The same password works for all three. Nowhere on the level tells you the password. Acceptable passwords are Forever, Humanis, HumanisForever, and Humanis Forever. One computer gives you pay data you can sell later for $414. Another computer gives you the password to get into the leader's office and passcodes for lockers in a room we skipped. The third computer gives the data needed for the CCC side quest. The editor makes it look like at some point another terminal was going to allow us to take over the turrets with a simple Decking check, but it wasn't implemented, I'm guessing because they decided to have deckers do that in the matrix instead.

If you don't have the decking necessary and don't want to use the passwords to access the terminals, then backtrack back to the hallway and go into the first door. There is a note in the kitchen that gives the pass code to one locker.

Go back to the beginning of the compound, then open the door straight across from where you entered the building to find bunks with lockers.
  • Locker 1: 3706. Contains Nitro
  • Locker 2: 1409. Contains a note from the leader to Alexander. Dietrich comments on it, but it doesn't affect anything
  • Locker 3: 2619. Gives the password for the leader's office. This is the only locker you can get the passcode to without passing a Decking check.
  • Locker 4: 4176. Contains $251-$290 ($270.5 average)
  • Locker 5: 1106. Contains the password to the armory
  • Locker 6: 2114. Empty

Leave the room and go west through the doorway back into the hall. If you got the password to the armory (or are fine just using the password from this guide), go to the panel at the first door and enter the password: Purity

Interact with everything inside. You will receive:
  • Advanced Medkit x2
  • BuMoNa Gold Trauma Kit
  • Mossberg CMDT Shotgun
  • Ares Predator (Smartlink) Pistol
  • Renraku Flashbang Grenade
  • Cavalier Frag Grenade
  • HE Phosphorus Grenade

There is another turret in here that you can take over with a medium Drone Control check.

Leave the armory and head north through the hallway back into the large room with the other turret. Continue going north, opening all doors as you go, until reach the locked leader's office. Use the password "Pride" (no quotes) to open it. You got the password from locker 3 and/or one of the computer terminals.

Grab the False Flag Planning Report to trigger a conversation with the Humanis leader. It doesn't matter what you say. His backup will arrive.

If you don't have Dietrich with you, it will go straight to combat with a free turn to attack if you pass a Quickness Medium skill check.

If you do have Dietrich with you:
  1. Your first choice with Alexander doesn't matter
  2. Second choice: -Don't- pick the option that ends with "you don't deserve to live"
  3. Third choice: Wait for Alexander to act

If you follow those choices, Alexander will side with you against Humanis when the fight starts.

There are two achievements that you can only get from this fight. One is for killing Volker Stahl. The other is for letting him escape. Since there was an autosave when opening this door, it is easy to get one achievement and then load the autosave to get the other. I recommend kill Stahl and then loading to let him go for your actual playthrough since that's what Luca and the Lodge want.

You will stay in turn-based mode after the immediate danger has passed. Send your decker deeper into the office where the leader came from to jack into the matrix. In the matrix you'll come to a four-way intersection. Go left to find nodes for taking over the turrets. Turret 2 is useful. Turret 1 never did anything in my game. Keep the rest of your team in the office when this is happening. You don't need to support the turret or take advantage of the chaos it is sowing. Take advantage of this break for them by having them reload their weapons. Then have the decker go back to the intersection and take the right path to take over the security cameras. If you've already opened the armory, then you don't need to take the last path from the intersection, which just unlocks the armory door. Jack out when done in the matrix.

Send the team down and clear out the room with turret 2. Then go into the hall beyond and clear that. There is a water spirit that can be summoned from the kitchen sink. Before exiting the other end of the hall, I found it useful to send a drone through the vent that leads to the bunks so it can flank the enemies you will find at the intersection near the compound entrance. Go ahead and send the spirit in first since you don't need it to survive anyway. Follow that up with the rest of your team and drone (or send them all in at the same time).

Leave the building after the fight. Outside, do not take your time moving forward. Move your team forward quickly because your smuggler allies (if you didn't betray them earlier) are under attack and you get an extra karma if the smuggler leader survives.

Back at the haven you will get 8 karma for completing the mission. Talk to Samuel. If you got the CCC data, then turn that in at the phone booth for $500 and 1 karma. If you left the Humanis leader alive then go to Luca for $1000. Go to your hideout and talk to Paul. Watch the newly restored DVD. Go to the mission computer to get paid $3750 for the mission. You can also post the pay data for sale if you got it.
Choosing Act 2 Mission 3
Two new missions are available:

MKVI:
  • Decking Easy (triggering actor): unlock a door
  • Decking Medium (triggering actor): hack cameras
  • Decking 3 (triggering actor): unlock a door
  • Decking Medium (triggering actor) OR Decking 3 (team): purge lab air. The requirements must be a mistake. Either both should be Medium (which is what I believe) or both should be 3. Note that the mismatch can make it so you can't pass when you should be able to since the Decking 3 requirement also requires that the triggering actor (main character) has Decking < 3. So if your main character has Decking 3, then you won't be able to pass even if a teammate has Decking 3.
  • Socialite Etiquette (main): take Fancy Booze in addition to Cheap Booze

Hard Times (from Gunari):
  • Note you can only take up to one teammate with you
  • Charisma Easy (main): get treaty and weapons OR
  • Charisma Easy (main) AND Decking Easy (team, base): get treaty, weapons, and alliance. There is no advantage to getting the alliance. Note that the Decking requirement is a rare case where base scores instead of current scores are looked at. I believe this means the score without modifiers such as from outfits, cyberware, and drugs.
  • Gang Etiquette (main): You can take $400 from a shopkeep without triggering an encounter with the gang so you can keep the $400 without fighting and losing a potential karma point and achievement.
  • Strength Medium (team): open the secret passage. There are other ways of getting through the passage.
Retrieving the weapons will add them to Gunari's store. Following are the new items:
Guns
Gun
Cost
DMG
RNG
CAP
AOE
Rng Combat
Datajack
Ruger Super Warhawk (Smartlink)
1500
16
M
6
6
Y
Ruger Super Warhawk
1250
16
M
6
6
Savalette Guardian (Smartlink)
1250
10
M
12
5
Y
Cavalier Deputy (Smartlink)
750
14
M
7
5
Y
Ruger Super Warhawk (Smartlink)
1500
16
M
6
6
Y
SCK Model 100 (Smartlink)
2250
11
M
24
6
Y
SCK Model 100
1750
11
M
24
6
Enfield AS-7 (Smartlink)
3000
18
S
10
6
6
Y
Enfield AS-7
2500
18
S
10
6
6
Colt M23 (Smartlink)
3500
15
L
34
6
Y
Colt M23
2750
15
L
34
6
Melee
Weapon
Cost
DMG
Reach
Close Combat
Dikoted Katana
3500
6
1
7
Armor
Item
Cost
Armor
Close Combat
Rng Combat
HP
Armored Vest with Plates
1500
5
+1
+5
Secure Long Coat
1500
5
+1
+5
Grenades
Grenade
Cost
DMG
AOE
AP
Knight Errant Flashbang Grenade
125
0
2
-2
Esprit Flashbang Grenade
75
0
2
-1

Triggering actor usually means that your main character needs to pass the check. The big exception would be for checks that can occur during combat since you can tell individual team members to do things in turn-based mode.

I will attempt the Hard Times / Subway Slums mission as my next one since my character has the Charisma and Gang Etiquette and I can bring someone to pass the Decking check.

If you want any of Gunari's unlockable inventory then go ahead and do his mission as soon as your main character can pass an Easy Charisma check. Otherwise, it is probably best to make it the earliest of the final eight act 2 missions where you'll be able to pass a Charisma 4 check, or if that will never happen, then the earliest of the first four act 2 missions where you'll be able to pass a Charisma 3 check. If you'll never be able to pass the Charisma check, then making it your 5th act 2 mission may be best since that will be the first mission with the hardest act 2 skill check difficulties, which won't matter since you'll already be failing the only one that matters in that mission.
Picking a Team for Hard Times
This is the mission from Gunari the weapons dealer. You only get to take one person with you for this mission. Your choice should depend on how you plan to complete the mission.

  • Kill everyone: This is the best option if your main character can't pass an Easy Charisma check. Easy means difficulty 3 if this is one of the first four act 2 missions or difficulty 4 otherwise. I would recommend Eiger, Glory, Lucky Strike, or Okano.
  • Let them keep the weapons: This is the worst option. This would be if your main character can't pass an Easy Charisma check and you don't want to do any fighting. You don't need to bring anybody for this. If you bring anyone, then maybe someone who can pass a Medium Strength check if your main character can't.
  • Peace treaty: This is another one where you don't need to bring anybody, but if you do, then somebody for Medium Strength if your main can't.
  • Alliance: This one requires Easy Decking, so I would bring Blitz if your main character can't do it. Otherwise somebody for Medium Strength if your main can't.

I'm going for the alliance so I need Decking, so I will bring Blitz.
A2M3 - Hard Times / Subway Slums
Matrix: 0
Vents: 0
Ley Line Clusters: 0
Spirits: 0

Significant Checks: Charisma Easy AND optional Decking Easy, Gang Etiquette
Story Checks: None
Insignificant Checks: Intelligence Easy x2, Biotech Easy, Strength Medium, Charisma Medium, Strength Hard, Charisma Easy

There is an achievement that can only be obtained in this mission. To earn it, complete the mission without fighting anyone.

There are four ways to complete this mission:
  1. Kill the leader: This will get you the weapons and will allow you to keep $400 without Gang Etiquette, but will sacrifice a possible karma point.
  2. Let them keep the weapons: The only reason to do this would be if you can't pass an Easy Charisma check and you don't care about the better weapon options.
  3. Treaty: Main character must pass an Easy Charisma check. This unlocks the extra karma point.
  4. Alliance: Main character must pass an Easy Charisma check and anyone on your team must pass an Easy Decking check with their unmodified Decking score. This unlocks the extra karma point

There is no benefit to getting the alliance in addition to the treaty.

This section will only go over what is necessary for the mission or to gain long term benefits. There are more people/things to interact with, and you can. It just doesn't help.

After starting the mission, take the only path to the end where there are two guards. A Medium Charisma check or just lying will get you past them as long as you don't ask about the gang. If you do ask about the gang, then you will have meet one of the following requirements to get past:
  • Strength Hard (main character only)
  • $100: they'll ask for more but $100 will do
  • Charisma Easy (main character only)
  • Attack

On the next screen, talk to Quorin. He will talk about Schinderhannes. Remembering this can be useful for later. If you pass an Easy Intelligence check you can make an insignificant comment about Schinderhannes.

Go past him and cross the tracks to enter the market. The two people closest to you are merchants, though they don't really have anything worth buying unless you want drugs. The first one has an Easy Intelligence check to make in insignificant comment.

Note that if you are planning on killing the leader, it is easiest to do so if the gang/militia does not escort you down there, since there will be more enemies down there if they do.

The second merchant has an insignificant Easy Biotech check. If you talk to him after inspecting the crate behind him, you can demand he give you $400. If you do so without Gang Etiquette then you will have to either return the $400 or get into a fight. If you return the $400 then you will be taken to the next location for the end of the mission, which is fine since there is nothing else important or useful here. If you use Gang Etiquette then you will get to keep the $400 without fighting, though this may be a programming mistake since you're saying almost exactly the same thing.

Past the market is a dead end with a terminal. If you inspect the scuff marks, then you can force open the secret passage if your team can pass a Medium Strength check. Otherwise you can talk to the militia back in the market to ask them about the scuff marks and have them escort you to the hideout (not optimal if you plan on fighting in there, but perfectly fine if you're taking a peaceful route). Another option is using the terminal, pressing 6, and typing in SCHINDERHANNES (not case sensitive) to open the passage.

In the hideout you will talk to Quorin again.
  • Charisma Easy: hasGeistbandeTreaty variable flips to true and you will get the weapons back
  • Charisma Easy AND Decking Easy: Same as just Charisma Easy, but the hasGeistbandeAlliance variable will also flip to true. There is no benefit to getting the alliance in addition to the treaty.
  • You can let them keep the weapons to avoid a fight.
  • If you're going to fight, then pick an option that let's you attack first. Talking too long without coming to an agreement will lead to the enemy going first in combat.

If you used Charisma and optionally Decking with Quorin, then you will be able to talk to someone else in the hideout to receive a beer. Take it, but don't drink it. Take it back to the first two guards and give it to the ork for 1 karma point. Or you can save it for one of the game's endings, but it only changes a line of dialog there, and you can use a bottle of alcohol from the MKVI mission instead, or nothing at all.

If you instead killed Quorin, you will need to access a computer deeper in the hideout to complete the mission.

When done, go ahead and go back to the haven.

At the haven you will receive 4 karma. Talk to Gunari to get paid and gain access to the new equipment (if you retrieved the weapons).

You can also follow up with Paul Amsel if you got the treaty but not the alliance, or with Altug if you got both the treaty and the alliance. Neither conversation is necessary or even significant.
Choosing Act 2 Mission 4
No new missions are available. The fourth mission you choose (this one) will be the last one in early act 2, meaning that it is the last mission with the easiest skill check difficulties.

I will be attempting Pharma / Loose Ends. The Drone Control checks in this mission can only be passed by a teammate if this is your seventh or later act 2 mission (not including the ambush) and you bring Nixie with you. I think it's a strange design choice to make it so the only way you can have a good rigger on your team is if you make your character a rigger.

The Sewer mission would also make a lot of sense, since it is easy and unlocks another mission. I'm putting it off because it will still be easy after the skill difficulties go up.
Picking a Team for Loose Ends / Pharma
I will be picking my team for story reasons.

  1. Eiger: She has the most and most unique comments in this mission.
  2. Glory: She has the second most and second most unique comments in this mission.
  3. Blitz: He and Dietrich have pretty generic and almost identical comments for this mission. Having both on the team will add no more than just having one of them on the team. I'm going with Blitz since I want his decking and my character can already do most of what Dietrich does.

However, most of the story happens if you don't kill the target immediately. If you do, then there's not many comments.

Other considerations:
  • This mission is pretty much just combat.
  • You'll want a decker to obtain pay data and maybe hack security cameras; and if you're really fast, then block enemy reinforcements.
  • I found a shaman to be less useful than anticipated
  • A rigger can be useful
  • There are lots of Etiquette: Shadowrunner checks, but only if you don't immediately kill the target, and none of them matter.
A2M4 - Loose Ends / Pharma
Matrix: 2
Vents: 2
Ley Line Clusters: 4
Spirits: 2 (Abomination x2)

Significant Checks: Decking Easy OR Drone Control Medium OR (Decking Medium AND Drone Control Medium)
Story Checks: None
Insignificant Checks: Shadowrunner Etiquette x4

This mission is just a string of 4 or 5 battles.

Open the door to trigger the first battle.


The arrow in the above picture points to the door where two waves of enemy reinforcements will come from. Both waves are two enemies. There is a jack point where a decker can enter the matrix to hack the security cameras. The southern route of the matrix is longer but provides more cover for you and less for your enemies.

Through the door the reinforcements came from and all the way at the end of the hallway is a storage room with a Health Kit and Kamikaze.

There are two doors and a vent to get into the next room and battle.


If you have a drone, the vent is a good idea because it can get some good flanking in. The left door by the storage room is near a spirit, so if you have a shaman, that it is a good door for them to go through. That door is also furthest from the enemies already in the room, so long range weapons are good. The main door near the first battle is a good door for your short range fighters. I sent my main character shaman and Eiger to the left door and Glory and Blitz to the main door.

The arrow labeled "1" points to where the first wave of reinforcements comes from, and the "2" points to the second wave.

The next battle is straightforward. There are two doors that reinforcements will come from, the closer door first. If you have a decker, they should be the first one to go to the corner so they can interact with the panel to blow up or take over the turrets before they can attack you. You don't have to complete the battle before using the elevator. I started rushing to the elevator after killing the enemies who started there but before any reinforcements showed up. They appeared after one of my teammates despawned in the elevator and I kept rushing my team there. I took far more damage doing this than I took in the rest of the level combined. Rushing the elevator is faster, but be prepared to take lots of damage doing it. The enemies you leave behind will have disappeared when you come back to leave the building.

In the next area, go through the door to trigger the next battle. There is an optional objective to lock out reinforcements. This is done with a decker, but is very hard to do before they arrive. The top corner has a spirit, but it is locked behind a door and there are enemies there making it dangerous to move close enough to summon it. The right corner has basilisks locked behind a door. If this is one of your first six missions from act 2 (which started after the hotel), then there will be two basilisks, otherwise there will be three. The left corner has a terminal to open the spirit and basilisk doors (no check required). If you release the basilisks, they will attack everyone, so you'll want to keep your team away from that area. It also has a terminal for a decker to enter the matrix to lock out the reinforcements and obtain pay data. This terminal requires the game be in turn-based mode for you to interact with it, so if you want to use it you have to do so before this battle ends.

After the battle, go to the rigger and you have a choice:
  • Kill him the first chance you get for 3 karma and to keep a good reputation (which isn't important)
  • Talk to him even a little bit and then kill him for 0 karma and keeping a good reputation (which isn't important)
  • Enter the elevator with him for more story about what happened here and more comments from your team (mostly Eiger, second mostly Glory, Dietrich/Blitz share generic comments) but ruining your reputation (not important). Later you will have a choice between salvaging 1 karma or going through another battle for a unique weapon (Pain Inducer).

Note that you will get $15000 no matter how you choose to complete (or not complete) the mission.

If you immediately kill him, then you won't get any of the Etiquette: Shadowrunner checks. They are all insignificant though; you're not missing anything

If you kill him, then you just leave the building without any other real options.

If you don't kill him, then another team of shadowrunners will meet you as you are leaving. Kill the rigger or give him up for the 1 karma, or fight them to keep him alive for the Pain Inducer. Then leave the building.

When you return to the haven you will get 8 karma, but you may have to get through an ambush first.
Ambush / In Transit / Lights Out
Matrix: 0
Vents: 0
Ley Line Clusters: 0
Spirits: 0

Significant Checks: Strength 5 (Self) OR Strength 6 (Team)
Story Checks: None
Insignificant Checks: None

This little mission triggers right after either the Humanis, Pharma, or MKVI mission, whichever comes second.

On the train back to your haven Paul will call and you will choose where to meet a prospective client. The client will be most comfortable at the cafe and least comfortable at the park, though it doesn't matter at all where you meet. The train will then stop because of a power failure. Hop out and grab the fuse on the ground. In the bathroom, grab the med kit. At the fuse box, put the fuse in the TRACK slot and also move the existing fuse from BTHRM to TRACK.

Lower the bridge to cross the track. The next room is dark. On the left side is a broken door that you can force open:
  • Strength 5 (self): Open the door. This is clearly a coding error and the check is supposed to be difficulty 6, since the text says 6 and the team option is difficulty 6.
  • Strength 6 (team): Open the door.

Through the door is a frag grenade.

Continue to the end of the level and interact with the fuse box here to fix the power. This will trigger an ambush. If you have a team of 3 or 4 runners, then there will be three mercenaries attacking you in this room. If your team is just 1 or 2 runners then there will be two mercenaries. Pick up the PDA one of them drops.

Go back to the previous room to find the same situation: three mercenaries for a team of 3-4; two mercenaries for a team of 1-2.

After all are defeated, cross back to the other side of the track, raise the bridge, and get back on the train to head back to the haven.
Choosing Act 2 Mission 5
Two new missions are available:

Earwig:
  • There are no spirits to summon here
  • Charisma Easy OR Close Combat Easy OR Manabolt OR Stunbolt OR Quickness 4 (main): 1 karma
  • Drone Control Hard (team, base): take over six drones
  • Drone Control Easy (team, base): destroy six drones

Blitz Trust:
  • Decking Easy (main): open vault door
  • Decking Medium (main, base): don't trigger alarm
  • Decking 3 OR Decking Medium (main): open a door
  • Strength Easy (main): $100-$200 ($150 average)

I will be selecting the Sewer mission.
Picking a Team for Sewer
My team will be Glory, Lucky Strike, and Okano because they are the three best melee runners, and I'm guessing melee will be important for fighting ghouls.

A decker is completely unnecessary for this mission. A rigger is also unnecessary, but I could see drones being useful since I'm guessing they're immune to infection. Mages may be less useful than usual since this mission has no ley lines.

A shaman is useful, but I don't need to bring one with me because my main is already one.
A2M5 - Sewer
Matrix: 0
Vents: 0
Ley Line Clusters: 0
Spirits: 1 (Water)

Significant Checks: Socialite Etiquette OR Shadowrunner Etiquette
Story Checks: None
Insignificant Checks: Decking Medium (team)

My team was me (shaman/mage), Glory, Lucky Strike, and Okano. The mission was very easy with this team. Only one enemy was able to try attacking me, and only once. They attacked Lucky Strike, whose Wired Reflexes were active, so they were guaranteed to miss. So I took no damage during the mission. I have read that the enemies have 60 HP each, but for me they had 80 HP each. I'm guessing this is because I did the mission later than most people do. Even so, it was easy.

First turn left and inspect the pumps in the middle of the left wall.

Then go to the right (East) end of the level and enter the small interior room to find the missing worker. Take their manual and read it. The number in it is the passcode for the South turbine.

Go down to the room with the South turbine. Use the passcode to disengage the safety lock on the turbine and then activate it. If anyone on your team can pass a medium Decking check, then you can do that instead of entering the passcode.

You will be attacked by ghouls when you try to leave this room.

Afterwards go up to the North end of the level and open the door. When you approach the computer, you will be attacked again. There is a water spirit that can be summoned here. Some of its special actions can be very useful against ghouls. Note that its maximum force is 4 instead of the usual 6.

You can pick up $130-$199 ($164.5 avg) in the top corner of this room.

Restart both pumps at the computer. The nearby door will open and the head ghoul will talk to you.

You have a choice on how to complete the mission:
  • Attack the ghouls: combat, a later mission will pay $2000
  • Banish the ghouls: a later mission will pay $2000
  • Ghouls work for food: a later mission will pay $2000, ghouls will help in a future mission
  • Pay Ezkibel to feed ghouls: 1 karma, a later mission will pay $2000, lose $600-$1000, ghouls will help in a future mission
  • Blackmail Ezkibel to feed ghouls: 1 karma, a later mission will pay $0, ghouls will help in a future mission

I like karma, so I think paying Ezkibel is the best choice. To pay Ezkibel, you have to call him on the ghouls' phone. The price is $1000, or $600 if you have Socialite or Shadowrunner Etiquette.

Talk the the head ghoul again and leave. At the haven, give the maintenance worker the manual to get 3 bonus karma.
Choosing Act 2 Mission 6
One new mission is available after completing the Sewer.

Lockdown / Abandoned Lab
  • Street Etiquette (main) OR Strength Hard (main) OR Dwarf (main) OR Drone (team) OR $100: gain access to the building without a fight
  • (Decking Easy (triggering actor) OR Blitz) x2: drop the quarantine, which allows a bonus karma and an easier fight
  • Decking Medium (team): open a door, creating a shortcut

I will be selecting this mission as my next one.
Picking a Team for Lockdown / Abandoned Lab
A decker is the most useful archetype for this mission. A rigger can also be useful. Mages and shamans are less useful than usual since there are no spirits or ley lines.

Most importantly, I will be bringing Blitz, since my character is neither a decker nor a rigger, and some checks specifically look for his presence.

Eiger will be my second teammate because she has some unique dialog and she's good in a fight.

Glory will be my third. She also has some unique dialog (though it may not trigger in my playthrough), and she is also good in a fight.

Dietrich will be left behind. He is not as useful on this mission (also, my character is also a shaman/mage) and has no unique dialog.
A2M6 - Lockdown / Abandoned Lab
Matrix: 1
Vents: 1
Ley Line Clusters: 0
Spirits: 0

Significant Checks: Strength Hard (self) OR Dwarf (self) OR Drone (team) OR Decker (team) OR Street Etiquette OR $100, Blitz OR Decking Medium (team), Blitz OR Decking Easy (self)
Story Checks: None
Insignificant Checks: Strength Easy (self), Strength Hard (team), Charisma Easy (self)

This was the first mission that I found challenging, and it was all because of the final fight. NOTE: I have gone back and confirmed that the fight was challenging just because of a lucky hit a mage got on my team before we got to act, and also you can just run to the U-bahn instead of fighting without any loss of material rewards. My team was me (shaman/mage), Blitz, Eiger, and Glory.

The first thing to do is to gain access to the building. The developers actually made it so it can be impossible to enter the building and thus impossible to complete the mission. If your main character cannot pass a hard Strength check, and your main character is not a dwarf, and you do not have a decker who can jack into the matrix, and your team doesn't have a drone, and Pummelo is on your team, you will be unable to enter the building and will just be stuck with nothing to do. This is because the dumpster is supposed to be a fail-safe to get you into the building if you can't do it any other way; but you can only interact with it if your main character doesn't have a cyberdeck, Blitz is not in the party, Alnur is not in the party, no drone is in the party, no dwarf is in the party, and your main character can't pass a hard Strength check. The problem here is the dwarf part. The dumpster is checking if any dwarf is in your party, but the only dwarf who can get you in is your main character. So if your main character is not a dwarf, but Pummelo (a dwarf) is on your team, then you won't be able to search the dumpster, even though Pummelo can't go through the vent to open the door.

Back to gaining access to the building:
  • If your main character can pass a hard Strength check, just go straight to the door and interact with it. There is also an easy Strength check to pound on the door, but that doesn't work. There is also a hard Strength check that any other member of your team can do, but for some reason the developers intentionally have that fail even though your main character can do it.
  • Otherwise, if your main character is a dwarf or you have a drone, the next easiest/fastest way is to interact with the trash next to the door. Move it off of the vent. Then send your main character or drone into the vent to open the door.
  • Otherwise, if you have a decker, you'll have to go further around the building and jack into the matrix. This isn't hard, but it's annoying and lengthy, and there's no rewards other than getting the door open. If having a decker on your team was the only thing preventing you from interacting with the dumpster, and your decker dies in the matrix, then you will be able to interact with the dumpster, even if you have another decker who could try the matrix.
  • If you can't do any of the three previous methods, then you will have to search the dumpster for a custodian's keycard. However, after doing so, you'll have an encounter with a local gang. You'll either need Street Etiquette, or pay them $100, or fight them.

In the building, either door will get you where you're going. Each room has a terminal containing some story for this mission, but it doesn't hurt to skip the terminals if you're in a hurry. Both rooms connect to the same room beyond.

If anyone on your team can pass a medium Decking check, then you can open the door on the left, triggering a fight with three drones. However, I think it's better not to do that. Instead go down the ladder into the sewer.

In the sewer, go down, then right, then up into the small room to pick up a random amount of nuyen ($39-$74, $56.50 is average).

Then circle back to where you entered the sewer and continue past it, up and to the left to a ladder leading to a different part of the lab.

Back in the lab, open the door to trigger a fight with three drones. You can use the computer here to open the other nearby door if you didn't open it yet. Past the drones and down is a door that leads to another nuyen pickup ($39-$74, $56.50 average). Up from there you will meet Phil.

You can either attack Phil or have him give you his keycard. Attacking him makes the mission harder, less rewarding, and less funny, so just have him give you his keycard. If you want a bonus karma and help in the final fight, go past him and straight back to the records room to interact with the computer.

You can watch all of the security footage to get more story, but the only important ones for the karma and easier fight are the ones from 11 and 8 months ago.

Go back to Phil. You can talk about everything in whatever order you want, but the only important thing is talking about his favorite show so you can offer to get him access to the final episode if Blitz is with you or your main character can pass an easy Decking check. Note that if Blitz isn't with you, you can instead pass an easy Charisma check to have Phil send his peasants on a quest to find the final episode and have a different conversation after the final fight, but this will forfeit both the chance at the bonus karma and help in the last fight. Then go back to that computer to drop the quarantine and download the episode. Talk to Phil again to let him know it's available, gaining a bonus karma and making the final fight easier. You can talk to him again if you want to hear his reaction to the episode.

Go back to the room with the first ladder to the sewer and use the keycard to open the far eastern door. Grab the medkit and go down the ladder. Open the safe for the Auto-Injector (Bliss) schematic.

Go back up to the lab, and then take one of the previously used ladders back to the sewer. Go to the locked door and use the keycard to unlock it and trigger combat.

Go back to the lab and unlock the executive wing. You can let Phil know first, but you don't have to. You can talk to Phil after he rushes in, but you don't have to. Grab the bioware samples and leave the building.

Outside will be a fight that can be challenging if the enemy mage hits your team with his first attack before you can reposition your team since it can do devastating damage that is impossible to heal magically (at least for your main character) because it also inflicts burning damage over time. Also, you can choose to just have your team dash to the U-bahn when the fight starts instead of actually fighting. You get to avoid a potentially difficult fight and you won't miss out on any material rewards for skipping the fight. The only thing you will miss is a final conversation with Phil (assuming you didn't kill him).

If you downloaded the final episode for Phil, then he will send four drones to help. I don't think this helped me much. The enemy still focused on me, and the drones weren't doing much damage.

Afterwards, return to the haven and you will receive a pitiful 2 karma for completing the mission. Talk to Ezkibel to get your $2000 fee (or $0 if you blackmailed him in the earlier sewer mission) and have the bioware added to his inventory. Give him the Bliss Auto-Injector schematic to get that added to the inventory as well.
Choosing Act 2 Mission 7
Shadowrunners level up after act 2 mission 6, but otherwise there is nothing new at the haven, at least in the order I'm doing the missions. So it is time to pick the next mission.

There are no new missions to pick from. All that is left right now is MKVI, Earwig, and Blitz's trust mission.

I will select Earwig for my next mission. I and my team will be able to get everything possible while avoiding all non-matrix combat.
Picking a team for Earwig
To get all extra karma in this mission you will need a decker, and your main character will have to be able to pass (or have equipped) one of the following:
  • Charisma Easy
  • Close Combat Easy
  • Manabolt (level 1, 2, 3, or 4)
  • Stunbolt (level 1 or 2)
  • Quickness 4

I will take Blitz for the matrix portion of the mission and easier hacking into a terminal. That is all you'll need for this mission. There will be no combat (except in the matrix) if you have a decker and follow this guide.

If you decide you want combat in this mission then I would recommend Nixie and Lucky Strike for the other slots.
Nixie is the only runner who can pass a useful Drone Control check during a fight.
Lucky Strike is pretty amazing. I give her a couple of extra spells when I use her since she has a pretty high Spellcasting ability and a high enough Intelligence for some interesting spell options.
A2M7 - Earwig Part 1
Matrix: 2
Vents: 1
Ley Line Clusters: 1
Spirits: 0

Significant Checks: Charisma Easy (self) OR Close Combat Easy (self) OR Manabolt 1-4 (self) OR Stunbolt 1-2 (self) OR Quickness 4 (self)
Story Checks: None
Insignificant Checks: Charisma Medium (self) OR Corporate Etiquette, Intelligence 3 (self), Strength Medium (self) OR Decking Medium (team), Security Etiquette, Drone Control Easy (base, triggering) OR Drone Control Hard (base, triggering)

There are five steps to this mission:
  1. Get past the scientist
  2. Retrieve your team and get past the janitor (optional)
  3. Get into the server room
  4. Get past the guards
  5. Sabotage the servers

Scientist
When you reach the first intersection you will be forced to deal with the scientist. The only way to set off the alarm here is if you run away. The other options are killing the scientist, knocking the scientist out, letting the scientist go, and ignoring/sneaking by the scientist. Letting the scientist go will award a point of karma. Knocking the scientist out (or killing him with Manabolt) will award a point of karma and a scientist uniform (if your character is not a dwarf or troll). If you are doing the mission solo, then the scientist uniform makes getting past the janitor effortless. If you're doing this with any teammates, then the scientist uniform doesn't make much difference since you have a team without disguises following you around.

There are two unused conversations with the scientist. They look to be an earlier version of how to interact with the scientist.

In the conversation there is a possible Quickness check. The game will tell you its difficulty is whatever Easy is for your progress through the game, but because of a programming mistake it is actually just 4.

Ignore / Sneak Away
If you do this, you won't be able to obtain the Supervisor's ID Badge, which gives easy access to the server room and gets you past the guards without a fight.

There are no requirements to ignore the scientist and bypass the room.

To sneak away, you have to sneak up on the scientist, pass a Quickness 4 check, and then leave quietly.

Due to a programming error, there is a way to run away and have it count similarly to ignoring or sneaking away:
  1. Approach
  2. Wait for him to turn around
  3. ...just another wageslave...
  4. Turn and run
The devs forgot to make anything happen with that dialog option.

Scientist Leaves (gain 1 karma)
Three ways to do this.

First:
  1. Approach
  2. Wait for him to turn around
  3. Charisma Easy

Second:
  1. Approach
  2. Wait for him to turn around
  3. ...just another wageslave...
  4. Charisma Medium - Note this Charisma check uses your base Charisma instead of your current Charisma. So outfits, cyberware, drugs, etc probably don't help for this.

Third:
  1. Sneak up
  2. Quickness 4
  3. Continue sneaking
  4. Tap him

Kill Scientist without Manabolt
The only way to do this is to launch yourself at him and then attempt to wrestle him to the ground.

Knock Out or Manabolt the Scientist (gain 1 karma and disguise)
Either launch yourself at him followed by Close Combat Easy/Manabolt/Stunbolt or sneak up followed by Quickness 4 followed by continue sneaking and then one of the following three options:
  • Close Combat 3 - the game will tell you the difficulty is whatever Easy is for your progress through the game, but they made a mistake and it is actually just 3
  • Break his neck - the game will tell you he is dead, but it accidentally uses the KnockedOut variable instead of the Killed variable
  • Tap him and then use his leverage against him - it looks like the leverage option might actually be impossible to choose. So don't try this one unless you're fine loading if it doesn't work

After dealing with the scientist, you can continue through his room to the supervisor's room (unless you ignored him or sneaked/ran away). If you brought a decker with you, then I recommend retrieving them first. I will come back to the supervisor's room in the next section after retrieving the rest of the team.

Team and Janitor
If you brought people with you, then follow the objective marker to the west to open the door and let them in. You should go to that room at the west end of the hallway even if you didn't bring anyone else. A janitor will enter the room and you will gain an extra point of karma if you talk your way out of the situation.

Having the scientist uniform really only helps if you're there by yourself, but the conversation is easy either way. There are just three rules to follow:
  1. Don't attack the janitor
  2. Don't say you could do with a little less attitude
  3. If she asks you to hang around because she thinks security would be interested in talking with you, then threaten to kill her if she trips the alarm
Follow those three rules and you'll get the karma and avoid combat no matter what you say.

Note that if you don't have the scientist uniform, you can use Corporate Etiquette or pass a medium Charisma check to get through the conversation.

The Corporate Etiquette option will be available right at the beginning.

To get the Charisma option, either of two paths:
  • Claim to be an old friend of the development lead, then change your story to say you're new and stepped out for a smoke
  • Say you're on the night crew and went out for a soykaf. Then say either you gave it to a homeless guy, or that you drank it already followed by you've been working 72 hours or you like scalding hot

If you want the Supervisor's ID Badge, go back to where the scientist was and continue through his room to the supervisor's office. The badge is in the locked desk drawer. If your main character can pass a medium Strength check then you can just pull it open. Otherwise, the next easiest thing is to have your decker hack into the terminal with a medium Decking check to unlock the drawer. Otherwise you can use clues found in the office to hack in manually. The username is "swilliams" and the password is "0629." The password is from a date on the calender, but it's in month-day format even though this game takes place in Europe which uses day-month format. There is also an Intelligence 3 check to realize the computer unlocks the drawer, but it's a pointless check.
A2M7 - Earwig Part 2
Enter Server Room
There are two doors to enter the server room, and each door has two methods of going through.

The room the janitor gives you access to has a locked door to the server room. You either have to jack into the matrix in that room to unlock the door, or you have to go through the nearby unlocked door to send a drone through the vent to unlock the door.

The other possible door is in the room across the hall from the scientist's room. This door is unlocked but guarded by drones. You either need to show them the Supervisor's ID Badge or fight your way through.

ID Badge or drone are the best options. Fighting is the worst. The matrix is fine, but takes an annoying amount of time.

Guards
There are three ways to get past the guards:
  • Security Etiquette
  • Show the Supervisor's ID Badge
  • Fight

Fighting is the worst choice. Don't try to open the doors on the north wall unless you want or need to fight your way to the physical servers. I interacted with a door, had another conversation with the guard, and then couldn't interact with anything and had to load my saved game.

If you fight the guards, there is a drone control terminal through the western door on the north wall that they will try to use to bring drones into the fight against you. Don't let them. You can also use the terminal yourself with a character that can pass a Drone Control Easy check (blow up the drones) or a Drone Control Hard check (take over the drones). Both Drone Control checks use the base stat instead of the current stat.

Sabotage the Servers
The best way is to have a decker jack into the matrix in this room. Have them do everything in the matrix. The eastern node gets you paydata and an extra karma point. The northern node will sabotage the servers.

The other option is to fight the guards and physically smash the servers.

After that's done, head back to the haven for 4 karma, talk to Paul, and post your paydata for sale.
Choosing Act 2 Mission 8
The Bloodline mission is available after Earwig has been completed. Significant checks assuming optimal path through mission (sub-optimal path results in harder checks, more/different checks, or just combat with worse rewards):
  • Decking Easy (team): open a side door
  • Decking Easy (team) AND (Strength Hard (main) OR (Charisma Medium (main) AND ($300 OR (Charisma Hard (main) AND $100)))): 1 karma
  • Blitz OR Charisma Medium (main) OR Street Etiquette: gain a new objective
  • Charisma Easy (main) OR Security Etiquette: avoid combat x3
  • Decking Easy (team): paydata
  • (Adept Magic Resistance 1-3 (main) OR Adept Pain Resistance (main) OR Body Hard (main)) AND Charisma Easy (main): avoid combat
  • Security Etiquette AND Charisma Hard (main): avoid combat

I am going to select the Bloodline mission for my next one. After spending 3 karma to buy two points of Chi Casting so I can use Magic Resistance (after purchasing and equipping it), my character and Blitz will be able to pass everything. Also, this mission can give you a ton of karma and money (I got 21 karma and $7500 immediately and $540 later from paydata). Very useful for later missions. Also, this mission will increment the numMissionsCompleted variable, so Glory and Eiger's trust missions will be unlocked.
Picking a Team for Bloodline
My main character can do everything in this mission except the decking. The only character I need to bring with me is Blitz. I don't expect much combat (there can be a ton of hard combat, but I'm going to avoid most of it).

The other characters I'll take are Dietrich and Eiger, simply because they are free and have unique dialog. Glory has the least to say in this mission.

Make sure your decker has the Suppression program and at least two ESPs. Blitz has this, so he can be used as is.
A2M8 - Bloodline / Aztechnology Raid
Matrix: 4
Vents: 3
Ley Line Clusters: 5
Spirits: 1 (Abomination)

Significant Checks: Decking Easy (team) AND (Strength Hard (main) OR (Charisma Medium (main) AND ($300 OR (Charisma Hard (main) AND $100))), Decking Easy (team) x2, (Charisma Easy (main) OR Security Etiquette) x4, (Adept Magic Resistance 1-3 (main) OR Adept Pain Resistance (main) OR Body Hard (main)) AND Charisma Easy (main), Security Etiquette AND Charisma Hard (main)
Story Checks: None
Insignificant Checks: Decking Easy (team), Blitz OR Charisma Medium (main) OR Street Etiquette, Charisma 4 (main), Quickness Medium (main), Charisma Hard (main) OR Security Etiquette, Security Etiquette AND Charisma Hard (main), BrightLight System Cybereye OR Quickness Hard (main) OR (Body Hard (main) AND Willpower Medium (main)) OR (Body Hard (main) AND Willpower Hard (main)), Intelligence Medium (triggering), Academic Etiquette OR Intelligence Hard (main)

Note that there is an achievement in this mission for not setting off the alarm until you start the generator overload timer. This is also the way to maximize karma rewards and doesn't sacrifice nuyen rewards, so this is what this guide will do. You must avoid combat whenever you can to maximize rewards and get the achievement.

After starting the mission, go to the payphone. Then proceed; you will get a couple of phone calls. Keep going. There is no need to interact with the guards at the front door. Past the front door, go west.

You'll come to a worker. Talk to her:
  • Decking Easy (team) AND (Strength Hard (main) OR (Charisma Medium (main) AND ($300 OR (Charisma Hard (main) AND $100))): 1 karma and the worker will leave allowing you to use the LTG box to open the side door
  • Note that the option to pass a hard Charisma check and give her $100 does not tell you how much money it will give her beforehand. Also, the game doesn't check to make sure you have $100 before letting you make that choice. I don't know what will happen if you make that selection but don't actually have $100.

LTG Box:
  • Decking Easy (team): opens the side door

Go back to the intersection where you turned west, and instead go east. You will come across a couple of people.
  • Offer to help without being rude or asking for money. They will give you the card that opens the hatch.

Down the hatch, destroy the two drones and keep Danni alive to gain a karma. Fighting these drones does not trigger the alarm. Then overload the power.

Back on the surface:
  • Blitz OR Charisma Medium (main) OR Street Etiquette: gain a new objective to help these people. There is no reward for helping them or punishment for failing/refusing to help them.
  • If Danni died, but you didn't overload the power, you can pass a Charisma 4 check to avoid getting yelled at.

Enter the Aztechnology building via the side door.

Inside, go to the end of the hall, turn left, and jack into the security panel. Do everything in the matrix. Open the door next to the panel. Interact with the terminal in the room and pass an easy Decking (team) check to obtain some paydata.

Go to the door at the right end of the hall. Time going through the door so the guard doesn't see you. You will need to go to the top of this area to go through another door to a locker room. Change into Knight Errant uniforms. They programmed it so that Blitz uses Dietrich's Knight Errant model. On the map in the editor I could see that Blitz does actually have his own separate model, so before starting this mission I changed it so he would use his own model. Unfortunately his own model appears to be identical to Dietrich's anyway, so nothing really changed.

The guard we avoided to get to the locker room is protecting the main entrance to the building. There is nothing to gain by going that way. Instead go through the nearby door to the elevator lobby. There is another patrolling guard here. Being seen by either patrolling guard after you're wearing disguises is fine as long as your main character has Security Etiquette or can pass a Charisma check (easy if you overloaded the power, medium if you didn't).

Go across the lobby to the side room. Talk to the man inside and choose the Project Vincent option to complete the Lodge Objective. Then take the elevator to the final map of the mission.

A guard will initiate conversation:
  • Security Etiquette OR Charisma Easy (main): The guards leave without a fight
  • If you didn't overload the power, then the Charisma option will be hard instead
  • If you aren't wearing the uniform, then the guard will attack
  • Suspected programming mistake: If you overloaded the power and take the "calm down" option followed by the surprise attack option, there will be a Knight Errant countdown as if the power was on.
  • Suspected programming mistake: If you didn't overload the power and say "get out of my way," then combat will start without a Knight Errant countdown as if the power was overloaded

In the next room, the power will come back on and Paul will give you the password for overloading the generator. You will encounter more guards:
  • Security Etiquette OR Charisma Easy (main): Guards leave without a fight
  • If you never overloaded the power, then you will need to take the Security Etiquette option, followed by "show me your ID," followed by the hard Charisma option to avoid combat

Go through the side door on the right to find a security terminal you should jack into. Your decker will be spending a lot of time in the matrix for the rest of this mission; they should use Suppression whenever they can. The first node will unlock the door to the next room. This is all you need to do in here. The node in the east passage will give you security camera access on this floor. The node in the west passage will complete the side objective for the cafe people you met early in the mission. This only changes the message they send to your computer after the mission. It's up to you if you want to go for one or both of these nodes.
A2M8 - Bloodline / Aztechnology Raid Part 2
Continue until you meet the blood mages:
  • (Adept Magic Resistance 1-3 (main) OR Adept Pain Resistance (main) OR Body Hard (main)) AND Charisma Easy (main): avoid combat
  • If instead you do Body Hard (main) followed by Willpower Medium (main), combat will start, but you will get a free round of actions. Note that the Willpower check was supposed to be easy. The game will tell you the difficulty is whatever easy is for your progression through the game and they do compare your Body to the Easy variable, but they accidentally use "greater than" instead of "greater than or equal to"
  • If instead you use your BrightLight System Cybereye, combat will start, you will get a free round of actions, and the blood mage talker will be blind for one round
  • Quickness Hard (main): you will get a free round of actions in combat
  • If combat starts after using an Adept power, then you get a free round of actions
  • If combat starts after the Body check and if the Willpower check is not made, then the enemy gets a free round of actions
  • If you immediately attack or tell the truth, then combat will start with the enemy getting a free round of actions
  • If you had already engaged in combat with any guards in or just outside the building, then you cannot avoid combat. Quickness Hard (main) will make it so no one gets a free round of actions. An Adept Magic or Pain Resistance (main) will give you a free round of actions. Body Hard (main) followed by Willpower Hard (main) will give you a free round of actions. Once again the Willpower test is 1 point higher (hard instead of medium in this case) than intended because they used "greater than" instead of "greater than or equal to." If you can't do any of those things then the enemy will get a free round of actions

Talk to the man in the cell on the right. There is an unimportant medium Intelligence check for your main.

Continue north through the doors. The generator guards will talk to you:
  • Security Etiquette AND Charisma Hard (main): avoid combat
  • I actually got through without triggering the conversation, but I can't remember how I did it. There are regions that trigger the conversation and there must be a space between a region and the wall, but the angle in the editor makes it difficult to find

Turn right and go through the door. Jack into the console by the exit door to unlock it.

Now we are at a point where everything left to do will trigger the alarm. I have seen people claim that it is impossible to get all of the karma rewards, but that is not true. I got all of the rewards and escaped with 2 turns left on the counter. It just takes planning.

Go back to the room with the blood mages. There are two terminals in here. The left one is locked. Go to the right one and jack in. Start positioning the rest of your team. Your most useless teammate should go to the generator controls between the guards to the north. They should stand on the ley line slightly to the right of the controls since that is where they need to be to interact with them. Do NOT interact with the controls yet. If you have a summoner, place them right next to the dead body near the terminal. There is a very useful spirit there, but for some reason it only has an interaction range of 1, meaning your summoner needs to be right next to it to summon it. Position your remaining runner(s) where they have cover, can attack the blood mages, and not too far from the exit to the north. Also, bear in mind that your main is the character who will have to interact with the terminal on the left.

Your decker should clear the entire matrix of IC, but NOT touch any nodes. Touching a node will activate the alarm. It is especially important that your decker use Suppression as often as possible to make sure they don't trigger the alarm. Once all IC are gone, your decker should summon two ESPs and position them next to the nodes to the left and right of where you entered the matrix. The decker should move next to the furthest node (Bloodline Terminal Access Node). Once all are in position, wait until it is either the first or second round back in the matrix after a meatspace round (don't forget Suppression!), and then have the decker and ESPs interact with their nodes. After interacting with the Bloodline Terminal Access Node, your decker should run to the remaining node north of the matrix exit and interact with that one, too. Interacting with all Cell Door nodes will free all the clones, which will eventually net you 3 karma. Note that the North Cell Node will add the isFreedClone tag to the North Cell IC (you've already destroyed it) instead of the North Clone. I fixed this in my game before playing this mission, but I don't think it matters because I couldn't find anything that actually uses it. Then the decker should run to the exit, but NOT exit the matrix. Exiting the matrix will trigger the alarm in meatspace, which will prevent you from getting the achievement and 2 karma points for starting the generator overload counter before the alarm is triggered. Wait at the exit for now, using Suppression and skipping your matrix turns until the generator overload counter starts.

When you get a round in meatspace, the character by the generator controls should interact with them after the decker/ESPs have started interacting with nodes. Use the password "xolotl" to disable the safety overrides and then overload the generators. This will start combat you will have 7 rounds to escape the building. You will not immediately get the achievement and karma. Paul will call you the next round and you'll get those rewards then. Summon the Abomination spirit if you can. Abomination spirits are very useful in this situation. All it needs to do is distract and stall the enemy, and it is very good at stalling since it is very good at stunning. The spirit should also move closer to the mages and further from the exit and your team so it attacks them and not you if/when it breaks free. Your main character should interact with the left terminal and copy the data. There is an unimportant Academic Etiquette / Hard Intelligence check to identify the language. Your decker should exit the matrix when they can after the generator overload has started. My character at the generator ran back to the rest of the team to help. He used the left door so the generator guards would do the same, placing them further from the exit. Work on stunning or killing blood mages to prevent them from acting on their turn. Once all runners are able to run to the exit, all of their actions should be devoted to that.

My hasted Eiger managed to singlehandedly kill a blood mage in the first round of combat thanks to a couple of crits. My Abomination spirit killed the other two with melee attacks in the next round of combat. Remember that the Abomination spirit's normal melee attacks stun. I lost control of the spirit in the 3rd round, but that was fine because that was also the round that I had my team start running to the exit, so the spirit left us alone. I had two shamans, so when he could (2nd round I think), I had the one who didn't summon the spirit haste the one who did so he could escape.

The game gives the blood mages Force 4 Abomination spirits to summon. It gives the first after 1 round, then another after 2 more rounds, and the last after 2 more rounds.

When you escape, you will get 12 karma.

Back at the Haven, talk to Paul. Go to the mission computer to get paid $6000 for the mission. Post the donor list for auction. Don't post or delete the other data yet. Go to Luca in the cafe for $1000 for his objective. Go to Aljernon and ask about the data you have.

You now have a choice on what to do with the Bloodline data:
  • Delete it at the mission computer: 1 karma
  • Post it for auction at the mission computer: $1125 if Aljernon identified it, $315 otherwise
  • Deliver it to the CCC phonebooth: 2 karma, $500, increment the CCC Favor variable
A2M9 - MKVI / AG Chemie
Matrix: 1
Vents: 2
Ley Line Clusters: 5
Spirits: 4 (Hearth non-combat)

Significant Checks: Socialite Etiquette, Blitz OR Drone Control Easy (main), Decking Easy (triggering), Decking 3 (triggering)
Story Checks: Summoning 1 (main), Corporate Etiquette
Insignificant Checks: Spellcasting 1 (main) OR Conjuring 1 (main), Decking Medium (team) x2, Decking Hard (team), Biotech Easy (main), Decking Medium (main, base) OR Decking 3 (team), Glory OR Biotech 2 (main) OR (Spellcasting/Conjuring 1 (main) AND Willpower Medium (main)), Blitz OR Glory OR Biotech Easy (main)

All four of your teammates have unique things to say in this mission. Blitz and Glory have things to say about the MKVI. Dietrich has things to say about the Lodge if you spoke about it with him before this mission. Eiger has the least to say.

This mission has a lot of combat. If you are building a team for combat, the best options are probably Lucky Strike, Eiger, and Blitz. However, if your main character can pass a Drone Control Easy check, then Blitz's value is much less and you're probably better off bringing someone else, since going into the matrix isn't at all important in this mission. Decking and sending drones through vents may not be very useful either.

To start, there is a MedKit in the northwest corner. Then follow the waypoints. Near the elevator, the Lodge will call. Blitz wants the bigger payday with the Lodge. Eiger wants to stay loyal to the client. Glory and Dietrich aren't very opinionated, but would prefer to stay loyal to the client.

All the way to the north is the security room. Opening the door will start combat with the five security inside. Go to the desk to get Stromberg's security ID card with the code 54139. The weapon cabinet has a Mossberg shotgun with a smartlink.

Leaving the security room and following the outer wall counterclockwise you will come to a summon point. This one is unique as it cannot be used for combat. Instead, you can talk to the spirit if you summon it, which requires that your main character has at least one point in Summoning. This conversation is not helpful for completing the mission and can be skipped. Ask the spirit how to get into the elevator and/or how the woman was summoned to ask about the parchment which will enable the trash bin elsewhere on this floor so you can find what's left of the parchment.

Continue counterclockwise to a locked door with a keypad. If you have Spellcasting or Conjuring you can sense what numbers are in the code, but not their order. However, if you already went to the security room, you already have the code: 54139. Inside, go to the desk to get Haushofer's code: 84792. The room beyond has nothing of interest.

Continuing counterclockwise is Harrdegger's office. Along the wall is a bar where you can get a bottle of cheap booze and, if you have Socialite Etiquette, a bottle of fancy booze. At the haven you can sell these at the cafe for $10 and $400 ($500 with Charisma 5), or you can save one of them for one of the game's endings (they don't really add anything to the ending, though). The computer will give you a sidequest for the Schockwellenreiter. It mentions MKVI and Atlas; remember that.

Continue to the maintenance room. Inside is a health pack and the trash bin that you can look in if you spoke to the spirit about the parchment. It only has the first three digits of the elevator code, but you already have the whole thing from Annika's desk: 84792.

Continue to the records room. At the computer you have to type in what you are searching for. You can look up Schroeder, Haushofer, and Stromberg; but there's no important information there. You can look up Atlas, which will require an authorization code or a Decking Medium check by any member of your team. Either of your 5-digit codes will work. After that, if you have Corporate Etiquette, you will get extra information on the project, including the name Formula 17. Regardless, download the data. Next access the visual record, requiring the 84792 code or Decking Hard by anyone on the team. Copy the visual records. If you have Corporate Etiquette, then you know to look up Formula 17 (though you can look it up regardless). If you don't want to look it up until your character has knowledge of it, your character will learn about it in a little bit. You'll need either 5-digit code or team Decking Medium. Copy the chemical formula.

Go back to the elevator you arrived on, and go through the door below it to access the southern part of the floor. If you try to enter the lab, you will find that it is in lockdown. Continue to the lab observation room at the end. Access the console.

Firstly, do NOT purge the laboratory air. Doing so will forfeit the karma for neutralizing the phosgene. If you did want to purge the air (you don't), it would require your main character passes a Decking Medium check with their base (not current) decking score, or someone else on your team would have to pass a Decking 3 check while your main character has less than 3 Decking (for these two checks it is the current value, not base). So if your main character has a Decking score of 3 or probably also 4 (depending on the timing on this mission) then this won't be an option even if you brought a decker with you.

If your main character passes a Biotech Easy check, they will recall that ammonia can neutralize phosgene. You can also return to the records room and look up Phosgene to get the same information.

Next introduce a gaseous agent. Type in either Ammonia or NH3; you will gain 2 karma. Passing the earlier Biotech check and looking up Phosgene are not requirements for this. Disengage the lockdown for another karma point.

In the lab itself, the computer's only use is that it gives the name Formula 17 in the entries from 2 weeks and 1 week ago if you didn't get the name with Corporate Etiquette from the records computer. You can go back and look it up now if you were waiting. The table in the middle of the lab will give you the drug jazz, but only if you get it before you click on the cabinet on the west wall. The cabinet on the west wall just gives you the 54139 code, and due to some wonky coding, it may or may not be disabled if you already got that code. Thanks to another coding mistake, interacting with the cabinet will accidentally disable the table with the jazz. There is also a medium health pack.

Now follow the waypoint to the other elevator. Spellcasting 1 or Conjuring 1 for your main character will tell you the 5 digits but not their order, but you should already know the code: 84792.

Follow the waypoint to the MKVI prototype. At the console, you'll get another chance to download a visual record for the Schockwellenreiter if you didn't before. Doing so inflicts 25 damage to the MKVI. You have to look at the readme file. If you or Glory try to learn more about the MKVI (not at all important to do), you'll get more story but your team will be a lot less happy. Blitz can rig into the MKVI, or you can if you pass a Drone Control Easy check; a mercenary rigger cannot. Rigging into it gives it an extra Action Point per combat round without taking up any of your rigger's AP, which is why Blitz is probably a very good choice for this mission. The MKVI is a beast in combat. Whether you rig into it or not, the last thing you do is activate it.

When you leave the room, there will be a conversation with no way to avoid the fight. For the rest of the mission, enemy riggers will attempt to take remote control of the MKVI. Focus on and kill them before they do this. As soon as a rigger sees the MKVI they will start. Then on their first turn, text bubbles will indicate they are making progress, and on their second turn they will take control from you. These things happen when their turns start, so I am guessing they will happen even if they have 0 AP, but I did not test. To regain control, kill the rigger.
A2M9 - MKVI / AG Chemie part 2
After combat, use the elevator. You can just rush the elevator to skip that fight, but I don't recommend it. I didn't test it, but it looks like leaving the rigger alive up there will continue the counter for taking control of the MKVI from you. Also, not even the MKVI with 4 AP can reach the elevator in 1 turn, so you're likely to take more damage rushing the elevator. It might be fine to rush the elevator after killing the rigger; only one member of the team needs to interact with the elevator and it will send the entire team.

Back on floor 24, now you have to get back to the other elevator, but you have to take the long way around. You can rush the elevator here, too, but this time it is much further and all of your characters have to interact with the elevator if you're doing it during combat. One trick to help if you are going to try this is that the programmers assumed you would be dealing with each group of enemies before proceeding on to the next group. There is only one turn timer for taking control of the MKVI; it will increment each time any enemy rigger takes their turn, so it will go faster if multiple riggers have seen the MKVI. However, killing any enemy rigger will cancel the timer and give you control again if you lost it, even if there are still enemy riggers who have seen the MKVI and started hacking it. After killing a rigger, the counter won't start again until either a new rigger sees the MKVI, or a prior rigger loses and then regains sight of the MKVI.

After the first combat on this floor you'll reach a fork. You can head south to another battle, or send someone who can pass a Decking Easy check west to the panel by the locked door to unlock it. If you unlock it, you can bypass the fight to the south or use it to attack the enemies down there from two sides. I actually think the best thing to do here is attack from two sides rather than bypass them, because if you wipe them out, then you can use their position to set up your own ambush later. Even just doing a pure frontal assault is better than bypassing them.

After you fight them or bypass them, you can choose to fight in the security room or bypass it. Bypassing is much better. The only thing you gain from the security room is camera access, which is pretty much worthless. Definitely not worth an extra fight and then going against a bunch of white IC in the matrix. If you decide you want to do it anyway, you need someone with Decking 3 to use the console to unlock the door, and then you'll need a decker to jack in to the matrix.

The big fight is waiting in the big room to the west.


The fight can be made pretty easy. Set up your team in the green circle labeled Ambush. You can place a melee character such as MKVI in the circle labeled 1. Send someone to the circle labeled 2 to be seen and chased by the enemy. The person you send should preferably have 3+ AP, but should NOT be the MKVI because the rigger will start hacking. So use 1 of the bait's AP to move to the area where they'll just barely be seen. You'll know they'll be chased because a speech bubble will appear over one of the enemies' heads. With the remaining AP have them rush back to the ambush site.

The enemy will leave their cover to chase. Better yet, only the front row of enemies will chase, so you're dividing and conquering. When they appear at the ambush, there's a good chance you'll immediately kill one of them with the overwatches you should have waiting for them. They'll also be clumped up out of cover, which is great for AOE attacks. Five of them should have followed you. When you reduce them to one, that one will try to retreat back to the others. Don't let him!

Once that group is dead, it will be time to deal with the last of the enemies. I drew two lines (one green and one red) at the top of the battlefield. You can position your team as close as the green line without the enemy attacking you. If you cross the red line they will attack. I didn't test the area between the lines. You will be able to see them and attack from behind the green line and they will do nothing (at first). I reduced the 8 enemies down to 2 before they actually started moving and fighting back. I couldn't find a trigger in the editor that would have caused that, so I don't know if it was because I attacked a specific one, or reduced them to two, or some other reason. Note the summon at the trash can has a maximum force of 1 instead of the usual 6.

Once they're dead, all combat will be done. If Blitz is with you, he'll have a speech bubble, and so will Dietrich and Eiger. There will be no speech bubbles if Blitz is not with you. Proceed to the elevator and the garage.

You have a choice to make. If you want to free the MKVI (same end result as killing it), you will need Blitz, Glory, or your main character will need to pass a Biotech Easy check. Your team will react to your choice (note that Blitz won't react back at the haven if you've unlocked but not completed his trust mission, and Glory won't ever again react to any missions back at the haven after you unlock her trust mission):
  • Blitz will approve of your choice during the mission if you free the MKVI and he is the only one of the main teammates present. Paradoxically, back at the haven he'll approve if you put the MKVI into a van unharmed.
  • Deitrich will approve during the mission if you kill the MKVI, or if you free the MKVI with Blitz but not Glory in the party, or if you free the MKVI and he is the only one of the main teammates present. Back at the haven he will approve if you killed or freed the MKVI.
  • Eiger is the only teammate who will never approve of freeing or killing the MKVI during the mission. However, back at the haven she will approve if you freed or killed it. She will disapprove back at the haven if you told the team about the Lodge and gave the MKVI to them.
  • Glory will always approve during the mission of freeing or killing the MKVI, and will even look at you warmly if you kill it or if you free it without Blitz in the party. At the haven she will approve of killing or freeing the MKVI, and will even blush. She will be angry and disappointed at the haven if you put it in a van unharmed.
None of their opinions matter for anything else.

No matter your choice, you will get 10 karma back at the haven. You will also get paid $3750 from the mission computer no matter your choice. If you got all of the Schockwellenreiter data, drop it off at the phone booth for 2 karma and $1000. If you gave the MKVI to the Lodge, collect your bonus $2000 from Luca in the cafe. While there you can also sell the bottle(s) of alcohol you stole during the mission. Cheap booze = $10; fancy booze = $400 or $500 with Charisma 5. One of the endings lets you use either bottle or the can of beer from Hard Times, though it only changes a line of dialog.

As trivia, there is a cut conversation that would have allowed hacking the cameras by passing a medium Decking check instead of jacking into the matrix; and although you can't enter the lab when fleeing the building, there is cram, jazz, and a medium health pack in there.
Blitz Trust Mission / Settling Debts - Part 1
Matrix 1 (Blitz only)
Vents 2
Ley Line Clusters 2
Spirits 3 (Nature, Air, Earth)

Significant Checks: Decking Easy x2, Strength Easy, Decking Medium
Story Checks: None
Insignificant Checks: Decking Medium, Charisma Medium, Decking Easy, Decking Medium (base value)

All checks in this mission are for your main character only. There are two endings to the mission that are available by default. A third ending can be unlocked by learning two things about Plotz and discovering three clues. There are only three clues total, so you would have to find them all. There are four opportunities to learn about Plotz, so you would only need half of them.

Head into the bank with your new friend.

It is most efficient to explore in a clockwise direction, but if you want all options available then counter-clockwise is more efficient. This guide will go counter-clockwise

Interacting with the terminal in the northeast corner will teach you Albert's name. This can be used later but is completely unnecessary. If you pass an easy Decking check (or guess that the passcode is 123456) then you will learn your first thing about Plotz.

Pass an easy Strength check to force open a drawer at the nearby desk to find $100-$200 ($150 avg).

The next room over has cram.

The room beyond that is only accessible right now if you have a drone. If not, you can come back in a little bit. There are two things in there, one of them is the server passcard. The other we'll come back to later, but you can get both now if you have a drone.

Go back to where you came in and then go through the other door.

The desk drawers aren't useful.

Interacting with the desk in the corner room will get you the first of the three clues. Investigate the desk enough to ask about Plotz to get a second opportunity to learn about him.

The first aid cabinet has a medium health pack.

You can dig through the trash until you find a note about "juice." This information can be used shortly, but is completely unnecessary.

Continue on to get to a locked door with a console. There are several ways to get the door open. Some of the ways rely on the iNumTimesStayQuiet variable (despite its name, staying quiet has nothing to do with it). The variable starts at 0 and increments by 1 each time you use the comm panel. If you ever make a choice that ends with "open up" then the variable will increase by 2 instead of 1. Each method has the same result of the door opening and combat starting.
  • Use the server passcard if you got it with your drone
  • Pass a medium Decking check
  • Guess the passcode is 8814
  • Say "who wants to know?" and then use Albert's name and your knowledge of his juice
  • Say "who wants to know?" and then pass a medium Charisma check to learn Albert's name and then use your knowledge of his juice
  • Use the comm panel when iNumTimesStayQuiet = 2 and then claim to be Albert
  • Use the comm panel when iNumTimesStayQuiet = 3
The funniest method is to just press the buzzer four times and never say anything.

After combat, interact with the desk to get the server passcard if you don't already have it. Then interact with the server terminal. If you pass an easy Decking check then you have a much faster conversation by avoiding Blitz belittling you and walking you through the process.

As Blitz, you have a puzzle to solve. You have to gain at least two bits, and then use them to open the secure area. Optionally, you can gain a third bit to open the teller area for access to a grenade launcher. The image shows an efficient way of proceeding.

  • 1 Gain: You can simply pick up a bit here
  • 2 Gain: Simple puzzle to gain a bit. There is also a node that can be accessed even without solving the puzzle. Interacting with the node awards one of the three clues and one of the four Plotz facts
  • 3 Gain: Simple puzzle to gain a bit. This puzzle requires that you gain one of the other bits first
  • 4 Use: Place all three bits to access a node to unlock the teller area where you can get a grenade launcher. Pick up two of the used bits after unlocking the teller area
  • 5 Use: Place two bits to access a node to unlock the secure area

Back with your main character. If you unlocked the teller area, backtrack through the door with the panel to get to the teller area and receive your grenade launcher. Then go back into the server room and out the other door. Across the hall is the room you could only enter with a drone before. Now that you have the server passcard you can get in. It will no longer have a server passcard since you already have one. Another table in there will give you the final clue when you interact with it. You can ask about Plotz or you can say to keep moving one time and then ask about Plotz in order to get the final Plotz fact. Saying to keep moving twice misses the Plotz fact, which is fine if you already have two of them or don't want the third mission ending.

Proceed deeper into the bank. You will eventually reach the firewall terminal. Interact with it to disable the second firewall and switch back to Blitz.

Have Blitz proceed to the end, ignoring the paths on either side, as there is nothing to be done on the side paths yet. Interact with the node to switch back to your main character.
Blitz Trust Mission / Settling Debts - Part 2
Go into the vault. When you leave, you either need to pass an easy Decking check or trigger the alarm and fight. A nature spirit can be summoned if you fight. After winning or skipping that fight, you will trigger the alarm and combat in the next room that had the guards in the side rooms. When talking to Blitz, you can pass a medium Decking check (using your base value instead of current value) to suggest you open one door while Blitz does the other. Even if you don't say this, you can still do it. In this room your goal is to open the door to escape the room. You can do so during combat to end it early, or after beating four waves of enemies. Each wave appears after the previous wave has been defeated.

There are options:
  • Let Blitz open both side doors so you can interact with the terminals in their rooms to open the door and escape the room
  • Let Blitz open the southern door while you send a drone through the vent to the northern room
  • Let Blitz open the southern door while you pass a medium Decking check (using your current value, so this is easier than the check to tell Blitz that you can) to open the northern door. An option to open the northern door with Decking 3 was cut from the game

An air spirit can be summoned during the fight. Each side room has a first aid cabinet with a medium health pack. There will be another matrix battle later, but don't worry about saving Blitz's attacker ESP; the game will give him a free one for that fight if he's already used his.

After escaping the room proceed to the eastern end of the building. Use a terminal to open a door, then use the terminal in the room that has four auto-turrets.
  • You will always have the option to betray and kill Hasenkamp by pushing the button to let Blitz use the turrets on him.
  • You will always have the option to not betray Hasenkamp
  • If you found all three clues and learned about Plotz at least twice, you will be able to convince Blitz and Hasenkamp that you all have been set up

No matter which option you choose, an enemy decker will appear in the matrix and immediately take control of two turrets. Blitz will have to defeat the decker. The enemy will summon an ESP to take control of more turrets. Blitz will receive another Attacker ESP if he already used his this mission.

While that is happening:
  • If you betrayed Hasenkamp, you will have to fight him. Blitz will gain the IC Scrambler program from the enemy decker, which can temporarily make enemy IC attack their allies
  • If you didn't betray Hasenkamp, then he will betray you and you will have to face two waves of three enemies by yourself. Blitz will gain the IC Scrambler program from the enemy decker, which can temporarily make enemy IC attack their allies
  • If you convinced him of the set up, you and Hasenkamp will face two waves of four enemies. The extra enemy in the first wave is an enforcer with a shotgun and a flash grenade. The extra enemy in the second wave is a captain with a rifle, flash grenade, frag grenade, and health pack. Hasenkamp will give you the black mystery box. It gives Blitz the Hijack Commlink ability, which can temporarily make enemies in meatspace attack their allies
An earth spirit can be summoned for this fight.

Trivia:
  • The code refers to Hasenkamp as Bronn several times. Perhaps Bronn is his first name
  • There is a cut conversation that could happen during the final fight that would let you rotate open Matrix ports (whatever that would do)

When you return to the haven, you will get 2 karma. If you got it, you can give Blitz the mystery box to unlock his Hijack Commlink ability. You can also talk to him to progress his story. Depending on how late you did his mission, you might be able to talk to him up to three times in row even though the conversations are clearly supposed to have time in between them. Depending on your choice in the second conversation, you may have to read a message on your computer to unlock the third conversation. See the earlier "Haven - Act 2 - Dietrich & Blitz" section of this walkthrough for details
Glory Trust Mission / Feuerstelle - Part 1
Matrix 0
Vents 0
Ley Line Clusters 0
Spirits 1 (Fire)

Significant Checks: Decking Medium, Academic Etiquette
Story Checks: Academic Etiquette
Insignificant Checks: Willpower 6, Street Etiquette x2, Dodge 5

All checks in this mission are for your main character only.

The back exit of your hideout is used to start Glory's mission. Once there, head in the building. Go ahead and go straight to the waypoint to find that the shrine is warded. You can pass a Willpower 6 test to get closer to the door and try to open it. You can start doing that if you want and can get as far as reaching for the doorknob with no negative consequences, but if you actually grab the doorknob, you will lose 10 HP.

From here, you have options that depend on if you want to kill Marta (or just do the mission quickly), take her key and let her go, have her join your team for the mission, or have her join your team for some of the mission to make it easier and then kill her later. If you want her to join your team at all, then it also depends on if you have Academic Etiquette. It also depends on how much story you want.

Marta is at the northern side of the building, behind the third door (of four) from the left.

If you just want to kill Marta and don't care about getting all the story, or just want to do the mission quickly, you can go straight there and confront and kill her.

If you want all the story, you'll go into every room before Marta's.

If you want to take her key and let her go then you can skip the interior rooms.

If you want her to join you for any portion of the mission, then you will have to do at least one of the interior rooms unless you have Academic Etiquette.

This guide will go room-by-room following the order of the following image, which ends at Marta's room (#7).


#1 Living Area
You only need to come here if you want all the story. If you want Marta to join you but don't have Academic Etiquette then you will need to come here or to the other interior room (or both). Both interior rooms have combat if you enter them without Marta on your team. This room has two enemies, the other has three enemies but also a fire spirit you can summon. After combat, you can talk to the ranger you saved to unlock a reward of healing consumables in the garage (#5). Inspect the tri-vid player to help resolve things with Marta peacefully later. If you only enter this room after Marta is on your team, you do not trigger combat, and still get the reward for saving the ranger, though the conversation doesn't give as much story. You can also still inspect the tri-vid player with Marta.

#2 The Study
The terminal has paydata you can sell for $270 back at the haven if you can pass a medium Decking check. The large book is Harrow's manifesto. There are three sections to the manifesto -beginning, middle, and end- that you can read in that order. Reading the beginning and middle will help you peacefully confront Marta later. Reading the end triggers a fight, does not help with anything, and doesn't even add much to the lore. If you do all your reading the first time you interact with the book then you will discuss with Glory (including an Academic Etiquette check that adds different but not necessarily better story than the other options) and she will warn you about the approaching danger. If you leave the book and interact with it again, you will not get any discussion and Glory will not warn you in time to avoid combat.

#3 Kitchen
Interact with the refrigerator and inspect the containers in it to help peacefully confront Marta later. If you do this and let the female initiate at #7 ask a question, then later Glory will have additional dialog and say she wants to rescue the cultists instead of killing Harrow.

#4 Bathroom
There is just an advanced medkit here.

#5 Garage
Inspect the van for additional story. If you rescued the ranger at #1 then you can collect a Gold BuMoNA and two premium medkits.

#6 Lounge / Salon
You only need to come here if you want all the story. If you want Marta to join you but don't have Academic Etiquette then you will need to come here or to the other interior room (or both). Both interior rooms have combat if you enter them without Marta on your team. This room has three enemies but also a fire spirit you can summon, the other has two enemies. After the fight you can inspect the clothes to help peacefully confront Marta later. You can inspect a picture of Glory and Marta for more story and Glory's ring; the ring can be used with Marta but only helps get through her conversation more quickly without killing her. If you only enter this room after Marta has joined you then there will be speech bubbles instead of combat, and you won't be able to interact with anything.

#7 Dorm
An initiate will consider raising the alarm; they won't. The Street Etiquette option is insignificant. Talk with the other initiate and let her ask a question to help peacefully confront Marta. Letting her ask a question and inspecting the containers in the refrigerator at #3 will give Glory additional dialog later where she says she wants to rescue the cultists instead of kill Harrow.
Glory Trust Mission / Feuerstelle - Part 2
Proceed further to confront Marta. You can either let Glory pick a fight or cool things down so you can talk. Glory's story at the end of the game is unaffected by Marta living or dying. Besides the obvious responses, telling Glory you don't trust Marta or that she needs to hear what Marta has to say will lead to combat. If you have it, you can use Glory's ring to cool things down faster. Street Etiquette can also cool things down faster. If you cool things down, you can try to convince Marta to help you. Arguments can either grant you a point or take a point away. You start with 0 points.

Helpful arguments:
  • Academic Etiquette: Totalitarian leader for a freedom/rebellion cult. You only have one chance to make this argument
  • Harrow is hurting the runaways, followed by he had Glory kill for the tri-vid player. This requires that you looked at the tri-vid player at #1. You cannot revisit the "hurting the runaways" topic after leaving it, so make this argument and the next listed one before moving on to get both points
  • Harrow is hurting the runaways, followed by he'll make the initiates do something horrible option. This requires that you let the initiate ask a question and inspected the containers in the refrigerator at #3. You cannot revisit the "hurting the runaways" topic after leaving it, so make this argument and the previous listed one before moving on to get both points
  • Ask about the lounge. This requires that you inspected the clothes at #6
  • Say you read Harrow's manifesto, then point out the contradiction of selfishness. This requires that you read the beginning and middle of the manifesto at #2

Harmful arguments:
  • Harrow is evil, and then don't apologize. Only available if you did NOT learn about the Adversary from Aljernon
  • Harrow is hurting the runaways, followed by wives, followed by child abuse (optional), followed by brainwashed

If you ask for her amulet:
  • With 0 or fewer points: She will offer it to you. Letting her hand it to you will inflict 10 HP of damage on you if you fail a Dodge 5 check; then combat will start. Telling her to put it on the floor will start combat.
  • With 1 point or threaten to kill her: Combat
  • With 2 points: She will give you the amulet and leave
  • With 3+ points: She will join your team for the mission or until she thinks you are going to kill Harrow in which case you'll kill her

After acquiring the amulet or Marta as a teammate, and if you are done with the other rooms, return to the shrine door. Open it and there will be a conversation. There will be more story and lore if Marta is with you. Glory will have more dialog and say she wants to rescue the cultists instead of kill Harrow if you inspected the containers in the refrigerator at #3 and let the initiate at #7 ask a question. You will have another chance to choose to kill Harrow or rescue the cultists. If you choose to kill Harrow and Marta is with you, Marta will attack and get the first turn. After killing Marta, Glory will verbally lash out at you. If you kill Marta here, she will not be able to help you fight your way to the mission's final boss, and you'll miss out on extra story, and you'll miss out on an easier yet more dramatic death for her. There will be one more chance to make the choice (Harrow or cultists).

Go into the shrine and fight your way to the end. There is extra story if Marta is with you. Here you'll get to make your final choice between killing Harrow and rescuing the cultists. If you choose to rescue the cultists, your reward will be a heal spell for Glory, and at the end of the game she will leave you to hunt Harrow (if Glory is still alive). If you choose to kill Harrow, your reward will be that Glory's razors deal additional damage over time, and at the end of the game she will be partially possessed by the evil spirit since she lost her protective pendant during the mission. Also, if you choose to kill Harrow and Marta is with you, she will lunge at Glory and die on Glory's claws without a fight, after which the spirit will taunt Glory.

Whichever choice you make, you will have to fight. Your main target should be Harrow whenever he's around, since he protects the spirit. The true spirit is the next most important target. You can ignore the duplicates. Afterwards just do what the game says and you'll get your reward and leave.

Back at the haven you'll get 2 karma. You'll be able to talk to Glory about the mission to get the Moving On achievement.
Eiger Trust Mission / The Engineer
Matrix 0
Vents 0
Ley Line Clusters 4
Spirits 2 (Fire & Toxic, both max force 1)

Significant Checks: None
Story Checks: None
Insignificant Checks: Street Etiquette x3, Strength 5, Decking Medium, Drone Control Easy, Drone Control Hard, Quickness Hard, Biotech Easy, Strength 4, Strength 6

All checks in this mission are for your main character only.

Your main character needs to be carrying the Cyberware Deactivator before the game will let you start this mission. It is also recommended to give Eiger a flashbang grenade and/or give your main character one or more methods of increasing their AP (preferably to 4). I gave Eiger a flashbang, while my main character had Haste and cyberware to increase his AP.

Start the mission by talking to the Kiez Captain to open the way. Hug the left to find a cardboard box with $51-$68 ($59.5 avg). Double back and take the northern route. Eventually you'll find Bliss in some boxes.

Continuing, if you take the obvious eastern path, Eiger will recommend finding a way around the Rammbock members. If they see you, they will attack. There are a conjurer, a pistol wielder, and a lieutenant. There is also a fire spirit you can summon, but its max force is 1, so don't expect it to do much other than distract them. You get nothing for killing them, so instead take the somewhat hidden northern alley.

Out of the alley's north exit, if you go east then Eiger will give you another warning; heed it to avoid the same fight. Instead go west and then southwest to come to the warehouse entrance. Interact with the door panel. There are three ways to gain access to the warehouse:
  • Decking Medium
  • Code 2924. You can pay a woman northwest of the alley $500 for the first three digits. You have to guess the last one. Or just use the code without any reason your character should know it. Paying the woman anything other than $500 does not help. Using Street Etiquette on her doesn't help. Using Strength 5 on her kills her and doesn't help.
  • Ask Eiger: She recommends blowing the entrance up with a propane tank. This is the best option because it only requires a free propane tank and kills an enemy in the warehouse. The propane tank is a little east of the alley.

Combat begins as soon as you enter the warehouse. The Engineer will run out the back, but there's no hurry to go after him. There is a toxic spirit, but its max force is 1, so it doesn't do much except distract the enemy unless you get a lucky hit in with its armor shredding ability. You can run out the back door after the Engineer before finishing combat. If you do, then two rounds later the mage and lieutenant who were in the room with the Engineer will follow you out if they are still alive. The others won't; it looks like they might continue attacking you after you drag the Engineer back in and politely wait for you to finish your first interrogation of the Engineer, but I didn't test. I would just recommend killing everyone before following the Engineer. I also recommend waiting right next to the door until your AP increasing abilities are ready to be used before going out. When they are ready, use them and then immediately go out.

Outside you have to catch up to the Engineer and use the Cyberware Deactivator on him. You can do this immediately if your character has 4 AP, or if Eiger hits him with a flashbang. There are two more enemies who will be coming from the north. You drag the Engineer back into the warehouse after all enemies are down.

It doesn't matter what you say in the first interrogation. If you hit him a couple times, he will call you weak if you have Strength 3 or less, he will respect that you aren't weak with Strength 4-5, and he will respect your strength with Strength 6+. It doesn't matter what he thinks of your strength.

In later conversations, saying there's nothing else to find or letting Eiger kill the Engineer will result in a grenade reward instead of an assault rifle reward.

Now look for clues:
  • The front of the warehouse has a ledger. Take it back to Eiger and she'll point out the word "Wednesday" suggesting it might be a code.
  • The drone at the northeast corner of the building can be opened for a chip/disc. Examining the drone more closely says it requires Intelligence 2, but it doesn't actually require anything; nor does it help with anything. Opening the drone requires the password Wednesday, or passing an easy Drone Control check followed by pushing past the safeguards (which requires passing a hidden hard Drone Control check), or smashing your way to the chip/disc and then passing a hard Quickness check to grab it.
  • There is a corpse behind the northwestern closed door. Passing an easy Biotech check doesn't help. You can just leave the body as soon as you can if you want.

Talk to Eiger about the body and the chip/disc. There may be a Street Etiquette option, but it doesn't help. Go back to the body and retrieve its chip. Back with the Engineer, give him the chip to get the rifle. Doing anything else gets the grenade.

Trivia:
There is a phonebooth at the beginning of the mission. In the editor it is labeled as a CCC Phonebooth and is interactable (though disabled). Also, the CCC leaks information about what you learn on this mission. So at one point a CCC sidequest was planned for this mission.

You will get 2 karma when you return to the haven. You can talk to Eiger about the mission, but it doesn't get you anything other than story. What you say to her doesn't affect anything later in the game. If she does the mission without you then she kills the Engineer but gets a wrong answer for who he was working for and doesn't get a weapon reward.
Act 3 - Rabbit Hole / Kreuzbasar Defense / Beneath the Kreuzbasar
Matrix 0
Vents 0
Ley Line Clusters 0
Spirits 1 (Water, max force 4)

Significant Checks: None
Story Checks: Spellcasting 1 (main) OR Conjuring 1 (main)
Insignificant Checks: Willpower 4 (base, main)

When you have $50,000 in the Alice Fund and are ready to start the end of the game, go to the mission computer and try to transfer the funds. Then go to Paul, then back to the computer to actually transfer the funds. You will be warned that this is a point of no return. All of your outstanding missions will be canceled, with the exception of the trust missions. You will still be able to do trust missions after this, however, most of their skill check difficulties will increase by one. You will no longer be able to use the DVD player.

While you're talking to Paul, you can decrement his progression variable by one if you tell him you were listening the first time. After that he will either say he likes you (progression variable > -2) or hates you (progression variable < -1). What he thinks of you does not matter.

Take the U-Bahn to the Rabbit Hole and insert the cred stick into Alice's machine. If you completed all four main act 2 missions (Humanis, Pharma, MKVI, Bloodline) then you will get a short message and an optical chip with the information she promised. If you skipped any of those four missions, then instead you will have a longer, more interesting conversation with Alice herself, you'll still get the optical chip, and you'll be rewarded 4 bonus karma.

Head back to the haven, stuff will happen, and you'll reunite with Eiger. Leave the U-Bahn station and combat will start. If you were nice to Dante before, then he will join you afterwards, otherwise you will have to kill him. There is a different achievement for each of the two possibilities. If you were nice to him you can read his aura with Spellcasting/Conjuring 1 to figure out what he is (Glory will tell you later if you can't), and there is an insignificant Willpower 4 check to make him see you as a friend, which you can do anyway. The Willpower 4 check uses your base score instead of your current score; also if you do it after reading his aura it will say the difficulty is 3, but it is actually still 4.

There will be a waypoint to the south and another to the north. Dietrich and Glory are at those waypoints. I recommend going south first and then north because there is an optional combat at the central farm/gardens that is easier to avoid when doing the waypoints in that order. When saving Dietrich in the south, be aware that an enemy captain will appear from behind him, so you may want to move him to where there is cover from behind as well as from the already present enemies. When saving Glory in the north, an enemy captain will appear behind you.

When you have both of them, it is time to go to the sewer.

There will be three waypoints. You need to go to all three and disarm the bombs there (it's as easy as moving any character next to it to interact with it), and kill all enemies protecting the bombs. You will have 11 rounds to disarm the bombs. You can split up to do this more quickly, but that shouldn't be necessary.

If you completed the Sewer mission and let the ghouls stay (by paying or blackmailing the doctor to keep feeding them or by having the ghouls work for their food) then there will be a friendly ghoul to help you at each bomb site.

The furthest bomb also has a nearby water spirit you can summon, though its maximum force is 4 instead of the usual 6.

When everything is done, leave the sewer.
Haven: Post-Kreuzbasar Defense
The team will say some words over Paul's body. Dietrich will react to your words, but your choice isn't important. He likes the "support each other" option best and the "clean up and move on" option least.

You can talk to Dante. If your weapon is holstered (it is), Glory will assume you've checked his aura but will confirm that he is part hellhound. Otherwise (which can't happen) she will just tell you he is part hellhound. Obviously the check here should be that you have Spellcasting 1 or Conjuring 1, not that your weapon is holstered.

Look at Alice's optical chip. Nothing you say is important. If you have Decking 6, then the team won't say you need Blitz or to hire a decker. If you ask Eiger if you're going to hug, her response depends on if you are a troll. If you got at least to the point where you can unlock her trust mission (trust 10+) then there will be extra dialog with her after that.

On the BBS, there will be a new thread about someone selling a car. If the Engineer in Eiger's trust mission did not tell you where his stash was, then there will be another thread about a gang war breaking out.

Outside, Laine and Simmy will be missing if prior to this you didn't talk to them after five missions. If you speak with Simmy then you'll have extra dialog options with the doctor.

If you donated everything that Samuel would accept, then he will tell you that everyone there survived thanks to you. Otherwise, you will learn that many of them died, including Silke if you sent her there. This one piece of dialog is the only real payoff for donating to him. The only other thing is that you can see a sign for the civic center after you donate all he'll accept.

If you have spoken to Absinthe before now, then speaking to her now will get you a prophecy that can help you get extra karma at the end of the game and change the story a bit. If you've gotten her progression variable up to four or higher (meaning you've heard at least two prophecies from her before, or at least three if the Humanis prophecy was one of them but not the first one) and have Spellcasting 1 or Conjuring 1, then she'll let you read her aura which gives a little more information about what she is, but isn't important.

If Dante is loyal, you can learn more about him from Aljernon, but it's not important.

You'll have gained 8 karma from the Kreuzbasar Defense. You'll also be able to level up your team. Mercenaries have automatically leveled up. Scaling difficulties are now at the late game maximum (Easy = 5, Medium = 6, Hard = 7). Tier 3 merchant inventory is now unlocked. There is no reason to save money now; buy whatever your character needs. For the most part it isn't too useful to buy equipment to loan to runners. Exceptions can be specific spells you want that they lack, programs/ESPs that your favorite decker lacks, an extra drone for Nixie (another one for Blitz might not be very useful), or getting a minigun to loan to Lucky Strike if you're going to use her.
Act 3 - APEX Rising - Part 1
Matrix 1
Vents 12
Ley Line Clusters 5
Spirits 4 (Abomination, Fire, Air x2)

Significant Checks: Charisma 5 (main) x2, Gang Etiquette, Street Etiquette, Intelligence 3 (main), Strength 5 (main), Intelligence 5 (team), Decking 8 (main), Decking 7 (team)
Story Checks: None
Insignificant Checks: Intelligence 2 (main), Troll (main), Decking 3 (team), Decking 6 (main), Charisma 6 (main), Quickness 5 (main)

Prep
For your team, you'll want to bring Eiger if you want to get more of her story and her War Stories achievement. You'll also want a decker if you want to have a choice about how to complete the mission, which will have long-reaching repercussions; Blitz fits the bill and has some unique dialog. Glory and Dietrich both also have unique dialog, but it's not terribly interesting and you'll just be replacing Eiger/Blitz unique dialog with Glory/Dietrich dialog if you bring one of them rather than getting extra unique dialog. I brought Lucky Strike and loaned her Flamethrower II, Manabolt III, and the minigun. She never used Flamethrower; she used Manabolt maybe once when I just needed a little guaranteed damage; but she used the minigun all the time because it's really powerful and fun to use.

Outside
Approach the building and a conversation will start. If you start out saying you need to get into the basement there will be an insignificant Intelligence 2 check for your main character to detect sarcasm. If you start out threatening, then there will be an extra insignificant option just for trolls. If you don't start a fight, Ullrich will seek your help. He wants you to kill the mage gang in the building. Each mage is carrying an amulet, and he'll pay $200 per amulet ($250 with Charisma 5). There are 12 possible amulets, so $2400-$3000 total. The other gang leader has a unique amulet that Ullrich will give you a required quest item for. Additionally he'll throw in a key for extra loot if you have Gang Etiquette. The extra loot is an outfit with 6 armor that grants +1 Quickness and +5 HP, a premium medkit, and a Remington Roomsweeper pistol. You can instead get the pistol with Decking 7 (anyone on the team). Or you can get all of the loot by killing him.

To proceed with the mission, you must get the quest items held by Ullrich and Trithemius (the other gang leader). To do this you must kill either or both leaders. If you want to maximize your rewards, you'll agree to help Ullrich, even if you don't have Gang Etiquette.

After accepting, you can ask questions. The only ones that make any difference to the game are asking who you're working for to learn about the Arbeiters and asking who you're up against to learn about the Magnifikers, though it isn't important to learn about either.

Ground Floor
To the right is Karl
  • He sells healing supplies and drugs
  • If you learned about the Arbeiters or Magnifikers from Ullrich or Parson then you can ask Karl about them. It's not important to ask about them

To the left is Parson
  • If you learned about the Arbeiters or Magnifikers from Ullrich then you can ask Parson about them to learn about the other gang, which isn't important
  • If you learned about both gangs from Ullrich then you can ask about a gang war. Asking this is not important
  • If you accepted Ullrich's quest, then you can ask about Trithemius to receive Parson's quest
  • If you ask about the building, and then say you need to get to the basement, you will receive Parson's quest
  • To gain access to Trithemius, you must complete Parson's quest. This is required to complete the mission
  • Error: The description of Parson is only supposed to appear the first time you speak to him, but the "Available Only Once" box wasn't checked for it, so you'll get it every time you speak to him and will never get the shorter greetings in his conversation file
  • Error: If you say you want to jack in, Eiger will pull you aside even if the only main team members you brought with you were Blitz and/or Glory
  • Error: If an absent Eiger pulls you aside instead of Blitz, Blitz will mention Winters even though he wasn't with you when you found Winters
  • Error: If an absent Eiger pulls you aside instead of Glory, Glory will not mention Winters

The elevator has an insignificant Decking 3 (team) check

Second Floor
First a note on fighting Magnifikers. If you save while any amulets are still on the ground and then load, the amulets will not be there anymore and will be permanently lost. So for you save scummers out there, you'll have to fight them fair, or snatch up their amulets as soon as they're dropped, or just miss out on the bounty on lost amulets

Opening the first door you reach will trigger a fight with four Magnifikers. This is completely optional. Besides their four amulets worth $800-$1000, there is a Glue spell and a Powerbolt III spell in there. It's up to you whether it's worth opening the door and fighting them. At this stage of the game there's a good chance money and equipment rewards are worthless to you

Continuing east down the hall, the next two doors go to the same BTL junkie apartment. Inside are:
  • $10-$75 ($42.5 average)
  • Bliss
  • The words "Shark Tank"

Around the corner are two doors that lead to the displaced metas' apartment. Franz gives you the quest to kill the spirits in their 3rd floor apartment. Do so and he will tell you the password to Janet's apartment. Saying you want something for the effort gets you $500 immediately. When you tell him it's safe he will tell you the password is "Shark Tank." If it is actually safe, you will get 3 karma, otherwise Franz will die

The door with the intercom that we skipped near the stairs is Janet's apartment. We'll come back to it later, though if you want, you can probably do it now
Act 3 - APEX Rising - Part 2
Third Floor
The first door is Franz's apartment. Open the door to start combat with the first of five spirits. Spirits will not join the fight until they can see you. Four of the spirits are Force 6 Abomination spirits, and the last one is Force 6 Toxic. The second Abomination spirit is north of the entrance, and the Toxic spirit and last two Abomination spirits are in the northeast room. The apartment also has a Premium Medkit. This apartment isn't required; besides the medkit, the only benefit is 3 karma for doing Franz's quest.

The next door triggers a fight with five Magnifikers. This is completely optional. Besides their five amulets worth $1000-$1250, there is a Force 5 Nature Spirit Fetish and the Shadow spell. Decide if those rewards are worth a fight. To help with the fight, there is a vent that can be useful for drones, and there is an Abomination spirit that can be summoned. Note that the healer has Heal Wound II, the mage behind the sacrificial table has Heal Wound I, and the conjurer has a force 6 fire spirit

The next door has an intercom. No matter what you say you can get the BTL junkie to open the door, though it may take multiple tries using the intercom depending on your choices. Also, be aware that you can get a free Jazz if you claim to be a spirit (doesn't have to be right away) and use Street Etiquette inside.
The fastest way:
  • I'm a spirit, all right!
The funniest way:
  • I'm not a spirit
  • If I were a spirit, would I be using the intercom?
  • On second thought, I am actually a spirit. *Boo!*
  • Use the intercom again
  • I'm not a spirit. Let me in and I can help you
  • Use the intercom again
  • I'm a spirit, all right!
Once inside, talking to the junkie is optional:
  • To get Jazz, you have to have said you were a spirit on the intercom. Start this conversation with hello, then use Street Etiquette. Be aware that if you say hello and don't have (or use) Street Etiquette, he'll attack
  • If you speak badly of the Communion, he'll attack
  • If you tell him there are no spirits, he'll run off
  • If you didn't say you were a spirit and tell him to calm down, he'll run off
  • All other options just end the conversation without anything changing
If you haven't gotten Janet's password yet, the dresser beside him will have the words "Shark Tank" written on a paper. The drawers further back have Cram

There is nothing to do at the last door, yet.

Second Floor Again
If you want 3 karma and cleared the spirits from Franz's apartment, go tell him it's safe

Go to the intercom for Janet's apartment. You can get in if your main character has Charisma 6, if anyone on your team has Decking 6, or if you found the password. Inside, a conversation with Janet will start. Your goal is to get Parson's part from her. There are several ways to do this. The reward is always the same; the cost can differ:
  • Use Intelligence 3 (main) to ask to look at the terminal. Then go to the terminal and take the part, triggering combat with Janet getting the first action
  • Use Intelligence 3 (main) to ask to look at the terminal. Then go to the terminal and use Intelligence 5 (team). Go look at the picture of Janet behind Karl on the ground floor, then talk to Karl. Either pay him $1000, or bring up Janet if you looked at her picture, or pay $500 if your main has Charisma 4, or use Street Etiquette. Go back to Janet's terminal and swap the parts.
  • Use Intelligence 3 (main) to ask to look at the terminal. Then go to the terminal and use Decking 8 (main)
  • Use Strength 5 (main) and then take the part from the terminal
  • Use Charisma 5 (main) and then take the part from the terminal
  • Use Quickness 5 (main) to attack with the first round of actions. Then take the part from the terminal
  • Demand the parts to start combat with Janet getting the first action. Then take the part from the terminal
  • Attack without talking first to get the first round of actions. Then take the part from the terminal

Ground Floor Again
Give the part to Parson, and he will tell you how to get to the Magnifiker base

Third Floor Again
If you helped Franz and want some fun, talk to him and say you like killing things

Go to the furthest apartment, then interact with the bookshelves in the back to reveal the Magnifiker base. Go in to trigger a conversation with Trithemius. You'll have three choices for how to continue the mission to get his and Ullrich's quest items:
  • Agree to kill Ullrich. The extra reward for this is a Force 6 Toxic Spirit Fetish and the key for Ullrich's extra loot. The key grants access to an outfit with 6 armor that grants +1 Quickness and +5 HP, a premium medkit, and a Remington Roomsweeper pistol. You can instead get the pistol with Decking 7 (anyone on the team). This requires more running around since you'll have to return here after killing Ullrich. This choice makes sense if you rely on fetishes or didn't use Gang Etiquette on Ullrich
  • Kill Trithemius. The extra reward for this is a Force 4 Earth Spirit Fetish, the spell Flamethrower III, an Advanced Medkit, $200-$300 ($250 average) + $50-$100 ($75 average), Cram, the spell Acid Stream II, 3 Magnifiker amulets worth $600-$750, and the key for Ullrich's extra loot if you used Gang Etiquette on him. The key grants access to an outfit with 6 armor that grants +1 Quickness and +5 HP, a premium medkit, and a Remington Roomsweeper pistol. You can instead get the pistol with Decking 7 (anyone on the team). This choice makes sense if you used Gang Etiquette on Ullrich. If you are going to do this then you should attack without talking first so you get the first move in combat
  • Kill both. The extra reward for this is a Force 4 Earth Spirit Fetish, the spell Flamethrower III, an Advanced Medkit, $200-$300 ($250 average) + $50-$100 ($75 average), Cram, the spell Acid Stream II, 3 Magnifiker amulets worth $600-$750, and the key for Ullrich's extra loot. The key grants access to an outfit with 6 armor that grants +1 Quickness and +5 HP, a premium medkit, and a Remington Roomsweeper pistol. You can instead get the pistol with Decking 7 (anyone on the team). Outside of roleplay reasons, this choice only makes sense if you didn't use Gang Etiquette on Ullrich and don't mind doing an extra fight

Make sure you sell your Magnifiker amulets to Ullrich before doing anything else with him! Go ahead and do one of the three options, and when you've received the quest items from Ullrich and Trithemius, go to the elevator on the ground floor and take it to the basement
Act 3 - APEX Rising - Part 3
Basement
Go to the door northwest of where you start to access the Arbeiter armory. The door is always unlocked. Inside are an Ares High-Explosive Grenade, an M79 Grenade Launcher, a Premium Medkit, and a BuMoNA Gold. There is also a locked safe that you can open if you got Ullrich's key or if someone on your team has Decking 7. Inside is a Remington Roomsweeper pistol.

Go to the room across from the elevator to get the APEX KeyCard so you can open any basement doors.

Go to the central room and a conversation with APEX will start.

Eiger's Story and War Stories Achievement
The beginning of this conversation will determine if you can or can't get Eiger's achievement. First of all, it is not necessary to do her trust mission or to even talk to her at any point in the game before this mission. Back to the conversation, your first two dialog choices don't matter at all. The third dialog choice is all that matters here for Eiger's achievement. If Eiger is with you, there will be three options to choose from, and each one has a different outcome:
  • I'll hear her out: This is the only option that can get you Eiger's achievement. APEX will tell you a secret about Eiger and Eiger's trust variable will increase to 11 no matter what it was at before
  • I'm not ready to rule anything out at this point: It must be a mistake that this option does not get Eiger's achievement. Eiger will have an extra line and then just like the first option, APEX will tell the same secret about Eiger. But unlike the first option, Eiger's trust variable does not change, which means you won't get a conversation with her about this later and won't get her achievement
  • Eiger is right: You skip to the next part of the conversation

Free or Destroy APEX
You'll have to choose whether to free APEX or destroy it. Each decision grants its own unique achievement at the end of the mission. Destroying APEX makes this mission easier, since you won't have to go into the matrix. Freeing APEX will grant a new drone companion, will make the final mission easier, and will unlock a new potential way to complete the game and an associated achievement if you complete the game that way. As a point of interest, Glory has a line of dialog that is not properly attributed to her, but you will only see it if Eiger and Blitz are not with you and you've gotten Glory's story at least to the point where you could have unlocked her trust mission

You'll have to interact with the consoles in the southwest and southeast rooms.

If you're freeing APEX, it will have to be a decker who will jack into the matrix at those consoles. APEX will be under your control in the form of another decker and the matrix node in the area you spawned at will need to be interacted with. To get to the other node, you can either jack out and physically move to the other console and jack in again, or you can move there through the matrix. It probably takes less of your time to jack out and jack in again, but moving through the matrix may take fewer meatspace rounds if your decker and APEX just run through the three matrix areas separating the desired nodes. Meatspace combat will start as soon as you interact with the first of the matrix nodes.

If you're destroying APEX, anyone can interact, and interacting is enough. If you tell APEX you're going to kill it or it hears you plotting against it, combat will start immediately. If you lie to it and only reveal your lie at the console, then that is when combat will start.

Big Battle
When meatspace combat starts, there will be up to six waves of enemies appearing from the west and east. The next wave will not trigger until all enemy drones have been destroyed.
  1. 1 drone and 3 junkies from the west
  2. 1 drone and 5 junkies each for the west and east
  3. 3 junkies from the west; 2 drones and 6 junkies from the east (based on how they're positioned before spawning, two of the east junkies may have been intended to be on the west)
  4. 2 drones and 5 junkies from the west; 2 drones and 6 junkies from the east
  5. 2 drones and 5 junkies each for the west and east
  6. 2 drones and 5 junkies each for the west and east

When you've interacted with both consoles if destroying, or both nodes if freeing, a timer will start. You have to protect the central terminal and southwest and southeast consoles until the timer reaches the end.

The drones will attempt to destroy the terminal in the central room. If the central terminal is destroyed, you will lose. The junkies will attempt to hack the consoles in the southwest and southeast rooms. If a console is hacked, the timer will stop and you will have to interact with the console or node again to start the timer again. When the timer reaches the end, interact with the central terminal and combat will stop and you will win the mission. You will get the achievement for whichever choice you made for APEX.

Some notes on the battle:
  • There are tons of vents for your drones to use. I think only the southern vent connecting the two consoles might be useful if the junkies are making a lot of progress on both sides, but that never happened for me
  • The west side has two air spirits you can summon. I didn't find them useful at all because they were glitchy and will be banished if the summoner is stunned
  • The east side has ley lines. The heavy ley line in cover right next to where the enemies spawn was very useful for sitting my mage
  • There are two inactive turrets on each side. You can go into the matrix and interact with their nodes to add them to your side, but you can only have turrets fighting for you on one flank at a time. Also, my turrets never had to do anything
  • The enemy AI was very glitchy for me. The junkies just kept alternating between running south and running north and never made any progress. The first couple waves of drones went for the central terminal, but after that they just stopped moving after spawning
  • The junkies with stun guns should probably be your first targets. The drones should probably be your last targets
  • If you set off the alarm in the matrix, Parson will appear as a decker and attack

Haven
Back at the haven, you'll earn 12 karma.

Don't talk to Glory yet! Due to a programming error, talking to Glory if you've completed her trust mission will disable the check for Eiger's War Stories achievement, so you won't be able to get Eiger's achievement if you talk to Glory before talking to Eiger. If you do accidentally talk to Glory first, you can either load/rewind your game or wait until the next time you're in the haven and try again. To get the achievement, talk to Eiger about what APEX said (requires that her trust variable is at 11). No matter what you say her trust variable will increase to 12, which is what triggers her achievement after the conversation is over. The choices you make in this conversation don't affect anything later in the game. Eiger will ultimately agree with whatever you say. The only earlier choice that affects this conversation is that Eiger will express having a poor opinion of you if you told her you wouldn't do her trust mission.

If you freed APEX, there will already be a thread on the BBS about deckers disappearing, even if APEX promised to stop attacking deckers.

Trivia
  • The code frequently refers to Ullrich as Ulrike or Wilson
  • The code frequently refers to Trithemius as Merlin
  • The code frequently refers to the Arbeiters as Weirdos (though it misspells it as Wierdos)
Act 3 - Endgame - Part 1
Matrix 3
Vents 0
Ley Line Clusters 6
Spirits 2 (Water, Toxic)

Significant Checks: Decking 5 (team), Intelligence 7 (main) AND Dietrich, Decking 5 (team) AND Email 3, Drone Control 5 (main), Intelligence 6 (main) AND Biotech 5 (main) AND Academic Etiquette, Summoning 5 (trigger)
Story Checks: Biotech 7 (main), Biotech 5 (main), Biotech 6 (main), Spellcasting 7 (main), Spellcasting 5 (main), Intelligence 7 (main) OR Glory, Spellcasting 1 (main) OR Conjuring 1 (main) OR Intelligence 3 (main) OR Academic Etiquette
Insignificant Checks: Academic Etiquette x2, Spellcasting 1 (trigger) OR Conjuring 1 (trigger), Intelligence 5 (main), Charisma 5 (main)

Prep
Before beginning the final mission, it is good to know how you want to finish it. Do you want the normal ending; or an easier, faster ending? If you want the faster ending, then you may want to avoid bringing the four main teammates and Panzerdrohne. Bringing any of them will add more story, but will also add more (potentially very difficult) combat. If you just want to get through quickly, then you may want to bring Dante, Lucky Strike, and maybe Pummelo or Nixie. For the fast ending you don't need a decker. Dante is the only character who shows up in the epilogue for this ending, but you have to bring him with you on the mission. I recommend giving him good ranged spells (yes, he can cast them) since you'll want to avoid melee for some of the enemies. For the regular ending, you may want a decker, you may want Dietrich if your main character has 7 Intelligence so you can get some karma (or if you don't have Intelligence 7 you may want to bring Glory to increase your dialog options), and you will definitely want to be able to deal a lot of damage fast. If you want a bit funnier dialog, Blitz should be the only one of the main four teammates you bring with you.

Manor Grounds
There is really only one way to go to start. After going through the side door, a hellhound will attack. After that, it's time to decide how you will complete this section of the mission.

There are two goals: open the gate and enter the elevator. First comes the gate.

Gate
There are two ways to open the gate (three if you use knowledge your runners don't have).

  • Method #1: Go west and fight three guards and possibly three hellhounds. Anyone can do this method. The hellhounds are caged. The security guards will attempt to release the hellhounds by going to the nearby panel and survive long enough to start their turn next to it. If they succeed, the hellhounds will attack you. The last guard will drop the keycard to the gate. You can also go into the nearby room to get a premium medkit and the Defiance Super Shock (a taser). Use the keycard on the gate to open it.
  • Method #2: Go east and squeeze past some crates to go around a building to an override panel. If anyone on your team has Decking 5, you'll get a code to the gate: 4168. Use the code on the gate to open it.
  • Method #3: Just go to the gate and use code 4168 to open it.

The rewards from Method 1 should not be reason enough to go that route. At this point you should have everything you need already.

Reach the Elevator
Through the gate you will surprise some guards who run off. Kill them if you can. At the other end of this small courtyard are two gargoyles that will spring to life and attack when you approach. Gargoyles explode when they die, so avoid killing them while any of your characters are close. All future gargoyles only awaken if you enter the square of pillars surrounding them or use a pillar for cover. You don't have to awaken any other gargoyles. Fight your way through the guards (and possibly gargoyles) and you'll reach the elevator.
Act 3 - Endgame - Part 2
Underground Lab
What greets you down here will depend on if you freed or destroyed APEX. If you destroyed APEX then there will be two guards you have to kill in the first room and all turrets on this level will be inactive. If you freed APEX then the guards in this room will be dead already and all of the turrets on this level will fight for you. Also, if Dietrich is the only one of the four main teammates with you and you freed APEX, he will have a line where he isn't tagged as the speaker, and he will be referred to as Eiger.

The terminal in this first room has information about Panacea. There are two separate opportunities to gain karma from this terminal, and it looks like no one else online has discovered one of them. There are four entries to read at the terminal. If you read exactly two of them, it doesn't matter which two, and then step away from the terminal, you will get 1 point of karma. It's very easy to see why people would miss this: why would you stop after two entries instead of reading all four? Also, I feel like this must be a mistake. It was probably supposed to be greater than or equal to 2, or just equal to 4, or was supposed to be cut entirely. After stepping away, you can interact with it again to read the other two entries. Biotech 5/6/7 and Spellcasting 5/7 on your main character gets you more information from these four entries, but it is purely lore and doesn't affect anything. After reading all four entries, you have the opportunity to discuss with your team. If your main character passes an Intelligence 7 check, you will learn about Panacea, which will give you an additional dialog option later in the game, but that extra dialog option only gives more lore without actually helping you do anything. After passing the Intelligence 7 check you will be awarded 5 karma, but only if Dietrich is in your party. This must be a mistake; Dietrich doesn't do or say anything special here, but the 5 karma is only attached to his branch of the dialog tree. If you don't have 7 Intelligence, you can ask any of your main teammates you brought with you what they think. Glory is the only helpful one here; she correctly guesses what you would have with 7 Intelligence, so you still get to learn about Panacea for the later extra dialog option. However you don't get the 5 karma for Glory figuring it out. I'm not sure if that's a mistake or not. On the one hand, you didn't figure it out yourself; on the other hand, the game does award you the same karma in the club/hotel mission for either you or Eiger knowing something.

Continue to the north and past the turrets will be the pipe room with three guards inside.

From there you can go west to an office. If anyone on your team passes a Decking 5 check and you read the third email at the workstation, you will get the store room code: 1247. The first two emails just give story and reading them won't affect anything later.

Afterwards, you can go east to the security room. If you destroyed APEX, then at first the only thing you can do here is jack into the matrix. After interacting with the node in the matrix and jacking out, you'll catch up to where you would be if you freed APEX: the security terminal will be unlocked for use. At the terminal, the Drone Control Box option will unlock the safe, the lab cameras option will let you see everything by the security cameras, the Drone Control 5 option (main character only) will let you take direct control of the drones you summon when you use the drone control box you take from the safe.

When you take the drone control box from the safe, it will show up for use at the same spot as the button to banish summoned spirits (bottom right). Don't use it yet, you'll probably want to time its use so that you can take advantage of the distraction.

Go north from the security room to find the storage room in the corner. Use code 1247 (learned from an email in the earlier office) to open it. Inside are a premium medkit and a BuMoNA Gold.

Now you need to decide when/where you want to use the drone control box:
  • Mixing Lab: 1 karma and they help you fight five guards. There is also a toxic spirit you can summon in there.
  • Weapons Storage: 2 karma and they grant access to the weapons storage after self-destructing near a damaged wall. Inside are the Fireball II spell, the SCK Model 100 SMG with Smartlink, the Ruger Super Warhawk pistol, two HE Phosphorus grenades, and a flashbang grenade.
  • General Storage: 2 karma and they help you fight nine guards. If you freed APEX then there are two turrets that can help from outside the room.
Note that the intent was for each of the locations to grant a single point of karma. For Weapons Storage and General Storage, the devs mistakenly checked the "Retain this Trigger after firing" box, so those events fire once for each drone instead of just once total.
My recommendation is to save them for General Storage for that cheesy second karma point and help with a fight. Extra weapons should not be helpful at this stage; you should already have everything you need or even want.
If you choose the mixing lab, use it right before entering the mixing lab. If you choose weapons storage or general storage, use it just outside of general storage.

The door north from the pipe room and the doors outside the storage room all lead to the mixing lab. After defeating the guards inside, you can read some emails at a computer terminal. Reading the first or second email can help you in a significant way later in the game. Reading both doesn't help more than just one. The third email doesn't help with anything.

Next is the area just outside weapons storage and general storage. This is where you probably want to use your drone control box, however, you may notice that its icon has disappeared. If you summoned a spirit, then that would have kicked the drone control box icon out of its space. To get it back you will have to save and then load, but be sure to wait some seconds after saving before loading to minimize the chances of save file corruption. Or you can wait until after the mixing lab fight to take the drone control box out of the security room safe.

After summoning the drones (if you're going to here), go on in the storage room and fight. There are two doors to enter from, the main door and a side door to the west. I recommend just sending everyone in the front, especially if you're using the extra drones for this fight, since they come in near the side door. Afterwards, trigger the scene transition to go to the Panacea Test Lab.
Act 3 - Endgame - Part 3
Panacea Test Lab
Proceed and you will meet Vauclair. This is a big conversation, so big that there are several variables that are just for tracking things during this conversation. Here are the ones that us players need to worry about:
  • VCConvo_knowsAPEXisFree: Tracks if you told Vauclair that you freed APEX. You cannot convince Vauclair to abandon his plan if you tell him you freed APEX
  • VCConvo_Convince_Exploration: Tracks your progress for convincing Vauclair to abandon his plan using what you've learned during your exploration of the game. Get this variable up to three and you will convince him
  • VCConvo_Convince_Science: Tracks your progress for convincing Vauclair to abandon his plan using scientific arguments. Get this variable up to three and you will convince him

There are three possible outcomes to this conversation:
  • Vauclair convinces you to join him: This leads to the fast and easy ending. If you brought any of the four main teammates or Panzerdrohne then you will have to kill them. Otherwise, you're done with combat
  • You convince Vauclair to abandon his plan: Gain 2 karma, but then Vauclair's original plan proceeds anyway and you still have a lot to do
  • You and Vauclair fail to convince each other: Vauclair's plan proceeds and you still have a lot to do

It's very easy to get the first and third outcomes. You basically just get to choose to do those things. The second outcome, convincing Vauclair, can be difficult, so that is what this guide will help with.

First, do not tell Vauclair that you freed APEX. It's okay if you did free APEX, but don't tell Vauclair that you did. If you do, then he will not give you a chance to get all the points you need to convince him. Next, you need to get either the Exploration or Science variable up to 3. You don't need to do both. There are exactly three opportunities for each variable, so you need to get all three for the variable of your choice. Also, don't tell Vauclair that Hermie is as dead as a doornail. Doing so will subtract 1 from both the Exploration and Science variables, making it impossible to convince Vauclair.

Whichever path you decide to take for convincing Vauclair, you should tell him that burning a city is mass murder (there's an insignificant Academic Etiquette option following this) and ask how he's going to convince F-Wing to help him. Doing so won't directly help with convincing him to stop, but it will help unlock the arguments that will work.

Both paths require that you watched all of Vauclair's brother's DVDs that actually worked. Tell Vauclair his plan killed his brother, and then say you watched the DVDs to increase both the Exploration and Science variables by 1 each. Do NOT mock Vauclair or call him crazy while doing this or he will end the conversation. The other two required points for the paths are separate.

Exploration:
  • If you read the first or second email in the mixing lab, then you can tell Vauclair he's made mistakes to increase the Exploration variable by 1. Do NOT say you're trying to piss him off or he will end the conversation.
  • If you heard Absinthe's prophecy about horrors, then you can tell Vauclair there are worse things than dragons to increase the Exploration variable by 1. This option is only available after you already have at least one Exploration point. This can be followed up with an insignificant Academic Etiquette option. Do NOT say you don't want to sit through a lecture or he will end the conversation

Science:
Your main character must be able to pass an Intelligence 6 check to say that the virus could mutate to kill us. Then take the Biotech 5 option (main character only) to increase the Science variable by 1, and then take the Academic Etiquette option to increase it again

Once you get the Exploration or Science variable up to 3, you can say that Hermie would tell him to stop. This will convince Vauclair, bring the conversation to a close, and give you 2 karma no matter what else you say.

There are a couple of minor errors with this conversation:
  • When asking how he will get F-Wing to cooperate, the precedence of Glory's and Eiger's dialog branches will be reversed if Dietrich is not with you
  • If you decide to join Vauclair after you have already met the requirements to convince him to stop, he will say you almost convinced him if you met the Exploration requirement, but will not say that if you only met the Science requirement, because the game is mistakenly looking for a Science value of 4 instead of 3

As trivia, there is an unused trigger called AwardVulcairKarma_OFF (yes, it's misspelled, and the OFF part just means that the trigger starts inactive and will only run if something specifically activates it). This trigger would award 5 karma at the end of a conversation. I can only guess that at one point the reward for convincing Vauclair was supposed to be 5 karma instead of 2.

The rest of the Endgame sections will assume you did not join Vauclair. The ending for joining Vauclair will come in the Epilogue section of the guide, along with all of the other endings.

You'll have to fight four firedrakes. Two from the east, and then two from the west. They arrive one at a time, so there's a good chance you'll be able to kill each one before the next one appears. They explode when they die, so try to keep your characters away for the killing blow.

An advanced medkit is available. Talk to F-Wing and leave to go to the abandoned facility.

Into the Dark / Abandoned Facility
Pick up the gas can. Use it to fill the small generator. Start the small generator. Go north to kill a scorpyrine and take the diesel fuel. Put the diesel fuel in the big generator and start it. Head out the door and continue through the next door as well.

You'll be in a room with a broken PDA that only gives a little story that doesn't affect anything. The north door is locked, so continue through the west door.

If you go left (south), you'll find three firedrakes guarding an RFID card. The RFID card lets you skip a fight with seven guards later. Choose if you'd rather fight three firedrakes or seven guards. If you want to skip the firedrakes then don't go that way. If you want to skip the seven guards, take the RFID card back to the locked door we just passed. I recommend fighting the drakes to skip the later guards.

Inside is the explosives control panel. Interact with it when your whole team is with you or further east and you can set off the explosives. A section of the floor will collapse on top of the room with seven guards, killing them all.

If you want to fight three Scorpyrines to get a force 4 Earth spirit fetish and a force 6 Earth spirit fetish, then head all the way west. You have to interact with the shaman rock and then have someone with Summoning 5 examine it. The Spellcasting 1 / Conjuring 1 option is insignificant. I don't recommend doing this, since it should be a waste of time and effort since you should have everything you need or want already.

North of the hole you may have blown in the floor is a door. This is the most direct route to where you want to go, but it may be better to just follow the wall and go around since there are two scorpyrines on the other side that may be easier if engaged from a greater distance. Afterwards open the door west of the scorpyrines to access the transition to the lower floor.
Act 3 - Endgame - Part 4
The only thing to do here is make it to the exit.
You start at #0. #6 is the only room you have to go through, and is also hopefully where you already killed everyone with an earlier explosion

There are a few paths to take:
  • 6 -> 8 -> EXIT: You'll face eight guards at #8
  • 3 -> 6 -> EXIT: You'll face three enemies in the matrix at #3 to unlock the side door to bypass #8
  • 4 -> 6 -> 7 -> 8 -> EXIT: Interact with the map where you start. At #4 you'll face three scorpyrines to gain nerve gas. Use the nerve gas at #7 to kill everyone in the administration room (#8)

I recommend taking path 2 if you prefer matrix combat or path 3 if you prefer meatspace combat. If you have no preference then maybe take path 2 because with a little extra work in the matrix you can gain access to some extra stuff (that you don't need at this point in the game).

Following are more details about the areas I marked on the map.

#1 Bulk Storage
There are just three firedrakes in here.

#2 Firing Range
Two scorpyrines guarding five Russian Military Grenades

#3 Matrix
  • West: Two IC protect a node that gives the code (3971) for the drug box next to the exit
  • North: A node that opens the door between #1 & #2 so the creatures inside fight each other if they are still alive
  • East: Three IC protect a node that unlocks a door to bypass the fight at #8

#4 Gas Room
Three scorpyrines guarding nerve gas and an advanced medkit

#5 Medical Room
Two firedrakes guarding two advanced medkits

#6 CIC
Seven guards. They'll already be dead if you used the explosives to collapse the above floor

#7 Intake Bypass
This is where you use the nerve gas from #4. You can use it to kill everything at #1, #2, #6, or #8.

#8 Administration
Eight guards.

EXIT
There is a box with four Kamikaze drugs inside. To open it requires the 3971 code from the matrix

Leaving through the exit will take you to a clean-room. Inside are two BuMoNA Golds; a first aid station that gives a premium medkit to each member of your team except Dante, whom it gives a health treat; and a magic healing machine that fully heals your team. Leave, and you will head to the final battle.

Containment Chamber / Dragonfall
There will be a conversation and then the final battle of the game. There will be a virus counter that starts at 2 out of 10. Each round it will increase by 1. If it reaches 10, you lose.

There is a first aid cabinet with an advanced medkit in it.

Besides fighting, there are two other things you can do:
  • You can have a decker jack in to the matrix. There are two nodes in the matrix. When hacked, each one will decrease the counter by 1
  • There are vent hatches. A character who uses a hatch will become petrified for 1 round, but they will pause the virus counter for 1 round

You shouldn't need to do any of that stuff. The simplest and fastest method is probably to just kill the enemies as quickly as possible. There are three waves of enemies:
  • Wave 1: Three enemies. Once you kill two of them, wave 2 will be triggered
  • Wave 2: Three enemies. Once you kill one of them, the boss wave will be triggered
  • Boss Wave: Six enemies, including Audran

Starting with the 4th round of combat, F-Wing will breathe fire every round. The regions that take damage are shown in this image.
  • The purple/blue region marked FireSpray_C takes 20 damage. The vent hatches are in this region, so anyone using them will probably also be in the region
  • The green region north of it takes 25 damage
  • The smaller pink region north of that takes 30 damage
  • Anyone taking fire damage will also have that followed up with 4 more damage

The only way to permanently stop the virus counter is to kill Audran, take the Emergency Override Key he drops, and use it on the Emergency Shutoff computer. You're unlikely to be able to kill everyone before time runs out, so you should focus on Audran as soon as you can and then take and use the key.

Once you've stopped the counter and killed everything, stuff will happen.

Afterwards, go into the control room where Vauclair/Audran started and use the computer:
  • Lower the Astral Entity Containment Cell: this will allow you to speak with F-Wing
  • Transfer F-Wing control to APEX: only do this if you don't want to speak with F-Wing first. You can't do this and destroy the facility
  • Unlock the chamber's exit door: this lets you leave
  • Set the facility to self-destruct: only do this if you don't want to speak with F-Wing first. You can't do this and give F-wing to APEX

To speak with F-wing, interact with the containment console. To get the most out of this conversation, tell her she needs to answer some questions. During the course of your questions, you'll want to ask her to elaborate about her cryptic statements. With Spellcasting 1 or Conjuring 1 you can learn a lot more. With Intelligence 3 or Academic Etiquette you can learn a fair bit more. You can convince her not to give up if you want, though it doesn't matter. In the end you'll have four options on what to do with her:
  • Leave her trapped: you can do this by destroying the console or just by walking away
  • Kill her
  • Give her to APEX
  • Free her

If you don't give F-Wing to APEX, and Panzerdrohne is with you, it will attack you.

Your team will react to your choice if Panzerdrohne doesn't attack you. Some of the reactions depend on if you were mean to the dragon during that last conversation. You were mean to the dragon if you either destroyed the console and told her to rot for her crimes (only available if you destroyed APEX) or if you killed her for her crimes.
  • Destroyed the console and not mean: Dietrich and Eiger disagree with your choice. Blitz disagrees even more
  • Destroyed the console and was mean: Blitz, Dietrich, and Eiger agree with your choice
  • Freed F-Wing: Blitz and Dietrich are happy. Eiger lightly disagrees with your choice
  • Killed F-Wing and not mean: Dietrich disagrees. Eiger agrees. Glory agrees and even smiles if Eiger is with you and Dietrich isn't. Blitz is ambivalent if Dietrich is with you; otherwise he's happy if Glory is not with you
  • Killed F-Wing and was mean: Dietrich disagrees. Eiger and Glory agree. Blitz is happy if Dietrich and Glory are not with you
  • Gave F-Wing to APEX: Glory disagrees. Eiger lightly agrees. Blitz disagrees if only with Deitrich or only with Eiger

After this you can go back to the other console to self-destruct the facility before leaving if you want. Destroying the facility when you left F-Wing trapped will kill her.

When you return to the haven, you will receive an achievement based on your choices regarding F-Wing and the facility:
  • Freed F-Wing and did not destroy the facility: Fly Free, Great Wyrm (6.9% currently have this)
  • Left F-Wing and did not destroy the facility: Needs to Cool Off (1.6%)
  • Killed F-Wing and did not destroy the facility: Never Make a Deal with a Dragon (2.4%)
  • Destroyed the facility: Clean Slate (13.5%)
  • Gave F-Wing to APEX: APEX Ascendant (6.0%)
Epilogue
Normal Ending

Glory
  • Chose to save the kids during her trust mission: she leaves to get justice
  • Chose to kill Harrow during her trust mission: she stays and is HAPPY. Tell her she can stay as long as she wants and she gives a wide grin. Tell her she's changed and she says she feels wonderful. This is all because she has become partially possessed.
  • Never spoke to Glory about her trust mission: she leaves to get vengeance
  • Convinced Glory to focus on saving the kids, but then never actually did her trust mission: she leaves for the kids and is mentally healthy. Tell her to get those kids and she will thank you
  • Told Glory she should focus on killing Harrow, but then never actually did her trust mission: she leaves to get Harrow and is a psychopathic murder machine. Tell her to say hi for you and she'll give you a feral grin

When speaking to her alone:
  • If you rescued the kids during her trust mission: Tell her you'll pack a bag, then tell her she's right, then say that's been going around lately and she'll give you an extra smile
  • If you killed Harrow during her trust mission: The possession makes things sinister
  • If you didn't do her trust mission: She is emotionless

Eiger
  • If she told you about her trust mission but you didn't do it: she will leave and be unhappy
  • Otherwise: She stays and is happy. If you spoke to her after APEX told her secret then she will be willing to murder people for disrespecting you

When speaking to her alone:
There are two branches to this dialog, but due to a programming mistake you will never get the branch where she is unhappy with you for knowing about her trust mission and not doing it

Dietrich
  • If you did the Humanis mission but left Dietrich behind: he will leave and hate you
  • Otherwise: he will stay. His nephew living or dying doesn't make a big difference in how he's feeling

When speaking to him alone:
  • If you did the Humanis mission but left Dietrich behind: he will spit at your feet
  • If you didn't do the Humanis mission: he will spit at your feet and act as if you did do the mission without him. This is obviously a mistake and will result in him being fine with you when talking to the group but furious with you two seconds later
  • Otherwise: he'll be fine with you. His nephew living or dying doesn't make a big difference in how he's feeling

Blitz
  • If you reached the end of his story: he'll stay, but he's acting depressed. This happens even if you got the good ending because of an error in the conversation where you tell him about the message from Emilie that sets his trust to 10 (bad ending) instead of 15 (good ending)
  • If you got his good ending: he'll stay, and he's very happy. This will never happen because of the error mentioned above
  • If you didn't complete his story: he'll stay, he's happy, and you get a little bit more about Dante humping his leg

When speaking to him alone:
  • If you got his good ending: he is very happy. This will never happen because of the error mentioned above
  • If you reached the end of his story: He is unhappy and acts like he got the bad ending even if he got the good ending because of the error mentioned above
  • If you didn't finish his story but got his trust variable to at least 3: he'll put on a brave face, but is clearly bothered by how things went
  • If his trust variable is less than 3: he's surprised you care at all that he's staying

Mission Computer
You'll have a final message from Luca of the Lodge if you completed all three of his side quests.

Streets
Go down towards the cafe and you will see Aljernon and Absinthe in front of it. They are both very happy with you if you freed the dragon. Aljernon is unhappy with you if you left F-Wing trapped or gave her to APEX. Aljernon is unimpressed with you if you killed the dragon. If you gave F-Wing to APEX, there is an inaccessible branch of conversation where you say F-Wing was insane.

After this just do what the game says and you'll reach the end.

Alternate Ending
This is if you joined Vauclair. Dante will be with you if you brought him on the final mission, but he'll just follow you around and nothing else will change.

Talk with Vauclair, and he'll ask you to read his research. You can do that or you can lie and say you did. If you actually read it all, then there is an insignificant Intelligence 5 check to participate in the discussion. If you lied about reading it, there is an insignificant Charisma 5 check to help you lie. The conversation ends and you can go deeper in to talk to Audran.

You can drink what he passes you, drink your own cheap booze, drink your own cold one, drink your own Islay Scotch, or refuse to drink. The conversation ends with you choosing one of three options:
  • Drink with him
  • Shoot yourself with the pistol
  • Refuse to drink with him (only an option if you refused to drink earlier)

The scene ends, you get the Unintended Consequences achievement, you get some text about what happens later, and the credits roll.

There are two unused triggers that must relate to that final choice:
  • Ending_ChosenBarrel: The barrel must be the barrel of the pistol for shooting yourself. This would then "End Story with Epilogue (epilogue_altending_barrel) and Credits"
  • Ending_ChosenBottle: This must be for drinking with Audran. This would then "End Story with Epilogue (epilogue_altending_bottle) and Credits"

The final version of the conversation with Audran always ends with "End Story with Epilogue (epilogue_theHorrors) and Credits"

Before starting this alternate ending scene, I modded the conversation with Audran so that the barrel and bottle options would call their specific epilogues instead of the normal horrors epilogue. I wanted to see if this was cut content that was completed and cut, or just something that was abandoned before being completed. It turns out it was abandoned without being completed. When I tried those two options, it just went to the credits without any text first.


And that's it for the game!
17 Comments
Lone Wolf  [author] 11 Apr @ 8:11pm 
I've gone through the entire game in the editor now, so hopefully I'll be able to play through and update this walkthrough at a faster pace. I just added the MKVI mission.

I plan on consolidating the act 2 haven sections.

I know what does and does not come into play later in the game now, so I will change parts of the guide to reflect that.

I'm looking forward to writing about the endgame. Lots of cut content, errors, and interesting things, including an opportunity for an extra karma point that it looks like no other walkthroughs have found (very easy to miss due to what must be a programming mistake).
Lone Wolf  [author] 9 Mar @ 8:31am 
I've found a programming error with triggering Eiger's War Stories achievement in case anyone is having trouble getting it.

The problem is actually caused by a mistake in the programming of Glory's achievement. They clearly copied Eiger's achievement trigger and just changed it to work for Glory, but they forgot to change everything. If you talk to Glory anytime in the haven after completing her trust mission, it is supposed to disable the check for her achievement after giving it to you, but instead it disables the check for Eiger's achievement.

So to get Eiger's achievement (only possible after APEX), you either have to talk to Eiger before Glory, or you just have to skip doing Glory's trust mission. If you do talk to Glory first and disable Eiger's achievement check, but don't want to rewind to the beginning of the haven, you can just wait until the next time you go to the haven and it will enable again, just make sure you don't talk to Glory before Eiger again.
Lone Wolf  [author] 23 Jan @ 7:31am 
It's easily fixed if you're willing to do some light modding. In the Club_Exit trigger, just change the two lines of code that increment numMissionsCompleted (the one for if you have Blitz and the one for it you don't) so that they set the variable to 2 instead of adding 1 to the variable. Then it won't matter how many times you click it since it will just get set to 2 each time.
RadioLurken 23 Jan @ 1:57am 
I have the same feeling as you on this. It is known among speedrunners that the game behaves strangely when you give a lot of inputs quickly. But the answer being "Be Patient" is a little unfortunate when my primary objective is to go fast :)
Thanks for your help!
Lone Wolf  [author] 22 Jan @ 1:59pm 
cont'd from previous comment

It doesn't look like there's anything in the editor that would explain what you're experiencing, which makes me think that this is due to a flaw in the game engine. Maybe you're telling the game to do things in rapid succession and it can't work that quickly? I've found that saving or loading right after saving or loading can cause the saved file to become corrupted, so I wait few seconds after saving or loading before I save or load again. Maybe this is the same sort of thing, don't click on the exit right after doing something else?
Lone Wolf  [author] 22 Jan @ 1:59pm 
cont'd from previous comment

That prop by itself doesn't actually do anything. Instead there is a trigger called Club_Exit. The trigger is active at map start and is triggered when Prop_HotelExit is interacted with. If Blitz is on team Shadowrunners then numMissionsCompleted is incremented, conversation a1_Hotel_s1-Blitz_2 is started, and at the conclusion of that conversation is the scene transition. If Blitz is not on team Shadowrunners, then numMissionsCompleted is incremented and the interactable, invisible, nonsolid prop called ActualSceneTransition is force-used. This prop is enabled at map start and the interaction type is a scene transition.

cont'd in next comment
Lone Wolf  [author] 22 Jan @ 1:59pm 
Yes, interacting with the yellow icon to exit the hotel stage is what increments the variable. The number of people with you during Humanis doesn't affect anything related to getting the ambush or not.

To leave the hotel you're interacting with an interactable, invisible, nonsolid prop called Prop_HotelExit. It is enabled at map start. The only prerequisite for interaction is that you have the item a1_KeyItem_FeuerschwingeDVD.

cont'd in next comment
RadioLurken 22 Jan @ 3:46am 
Hmm, interesting. Does the numMissionsCompleted update when pressing the yellow icon to exit the stage? Because in that run I managed to click the icon once, and nothing happened, then I clicked it again, and left the stage. I tried a few more times, and every time the first icon interaction is "canceled" and the second one goes through, I get the Ambush.

If you want to keep looking, I played the Humanis mission solo(brought no one) and had Blitz with me when I left the Hotel every time. It sound plausible that at some point, the numMissionsCompleted is updated an extra time. Would be good to know how to avoid it, since the bug has forced me to reset multiple speedrun attempts.
Lone Wolf  [author] 20 Jan @ 12:22pm 
Additional note: Manipulating the numMissionsCompleted variable in order to skip the Ambush may make it so the game cannot be completed. So I wouldn't recommend it, if it even is possible to do.
Lone Wolf  [author] 20 Jan @ 12:09pm 
Okay, I thought of another possibility. When interacting with the hotel exit in the second mission, you can either have Blitz with you, or not.

If Blitz is with you, then a conversation with him starts, and the scene transition triggers no matter how that conversation ends.

But if Blitz is not with you, instead, an invisible scene transition prop is force-used. I see that the prop has the confirmation text: "Return to the Kreuzbasar?" Maybe it will let you cancel the scene transition. If so, then you'll need to click on the exit again, which will increment the numMissionsCompleted variable again.

So if you can cancel that scene transition when Blitz is not with you, then yes, getting the Ambush early could happen. You could also theoretically cancel the transition multiple times to make it so the Ambush never happens at all. This would also make it so some act 2 missions could be unlocked early. I haven't really looked at act 3 yet, so I don't know if it would affect anything there