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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Nov 2007
    Location
    The midwest.

    Default Let's Play Shadowrun: Dragonfall

    Copied from my previous thread on the subject:

    If you're unfamiliar with Shadowrun as a system and/or setting, let me crib the opening paragraph from TVTropes:

    "A standard mission is 20 minutes of objectives, three days of planning, and 600 seconds of mayhem."

    Shadowrun is a Tabletop Game from FASA straddling the Cyber Punk and Dungeon Punk genres. It is set, depending on the edition, in the mid- or late 21st century, after magic returned on December 21, 2012, as it had more than once in the distant past. Dragons and other mythic beasts awoke from eons-long slumber; many humans gained magic and/or mutated into new, yet familiar species. The Native Americans were the first ones to use magic on a greater scale, and they used their newfound power to retake most of the western North American continent. The real movers and shakers, though, are the megacorporations, who have achieved extraterritorial status and are now exempt from the majority of laws. In this world, the players are Shadowrunners; freelance operatives who take jobs that corporations, governments, and other entities prefer not to handle themselves — and occasionally, they handle the ones those entities can't.
    In short, it's basically what you get when you mash up The Matrix with D&D... though it should be noted that Shadowrun predates The Matrix by about ten years.

    Anyway, the rest of this post is mostly going to be explaining the basic mechanics of the game, so you can have some idea of what I'm talking about later in the thread.

    There's a LOT of dialogue in this game, so sit down and get ready to read. In the other thread people wanted to see all the dialogue, so I'm gonna do my best to remember to capture it all. Otherwise I'd have just provided a summary, but this isn't really much more work.

    Finally, updates are going to be slow until I actually finish writing the LP. Right now I'm going to say updates will be roughly one per week. After I'm done writing it, I dunno.

    ARCHETYPES
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    These are basically the 'classes' of the game. These are fairly loosely defined.

    - Street Samurai: The 'warrior' archetype. Samurai are generally good with either guns or close combat (swords or unarmed,) and throwing weapons like knives and grenades.
    - Mage (AKA a practitioner of hermetic magic): Mages are versatile and powerful runners. They have spells that let them heal damage taken by themselves or an ally, boost their allies' accuracy, increase armor, and of course there's your assortment of offensive spells with which you can blow up your enemies, coat them in acid, of zap them with lightning or sheer magical force.
    - Decker: Basically the game's thief archetype. Deckers "jack in" to the Matix (basically the game's equivalent of the internet) and create a 'persona' with which to manipulate data. Doing this allows them to do things like open doors, diable security alarms, and steal information or plant false information. Doing stuff in the Matrix is, unforunately, a solo activity, but deckers can run programs called "ESPs" which create cyberminions under their control.
    - Shaman (AKA a practitioner of "true" magic): Shamans get their powers from a patron spirit, referred to as a totem. This grants them the ability to use magic (though different spells from the kind mages use,) which is mostly focused on buffs, debuffs, and battlefield control. Shamans can also summon spirits from fetishes (magic talismans which they can carry around with them) or from the environment itself, in some places.
    - Rigger: Riggers fight by using a Datajack (sort of like a USB port implanted into your skull) to control small robots called drones. Drones can fit through small areas (like air vents,) and come equipped with either a rifle attachment or a small grenade launcher. Some also have other abilities. A rigger's drones can provide cover fire, support, and surveilance for their team.
    - Physical Adept: Adepts are basically Shadowrun's version of monks. Instead of using magic to blow stuff up, they instead use it to enhance their own physical abilities. Playing an adept means going pretty light on the cyberware (which is explained later) though. You'll have more cash, because you're not spending it all on upgrades, but instead you'll have to get most of your upgrades via karma... which is a much more limited resource. Besides which, there just isn't that much BESIDES upgrades to spend money on.


    ALLIES
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    The game provides three permanent allies, along with an optional fourth, as well as a few hireable runners. Your permanent allies are:
    - Glory: Combat medic. A samurai armed with a pistol, a pair of metal arms with retractable claws in her fingers (which inflict bleeding on those she hits with them,) and she's good with a Medkit. Her biggest downside is her relatively poor accuracy.
    - Deitrich: Dragonslayer shaman. He's billed as a shaman, but he knows more mage spells. He's also good with throwing knives.
    - Eiger: "Combat Specialist." A former soldier turned mecenary, she's good with rifles, shotguns, and throwing weapons like knives and grenades.
    - Blitz (optional): Decker/rigger. He's better as a decker than a rigger. He has a personalized drone outfitted with a custom stunner, which can come in handy.

    As you can see, your team covers all your bases pretty solidly, therefore you're free to play pretty much anything you like.


    KARMA AND STATS
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    Karma is how the game handles advancement, rather than levels like many other RPGs. Karma is earned via completing objectives, and doing good deeds. You start the game with 60 Karma (63 if you're playing a human character.) Total karma needed for stats is listed below. Total karma for skills is one point higher per level (i.e 6 Decking needs 21 Karma, plus an additional 20 Karma for 6 Intelligence)

    Level Karma
    1 0
    2 2
    3 5
    4 9
    5 14
    6 20
    7 27
    8 35
    9 44
    10 54
    11 65
    12 77
    13 90
    14 104
    15 119
    16 135
    17 152

    You'll have around 214ish Karma by endgame.

    STATS AND SKILLS
    Stats and skills are improved via spending karma. The cost to improve a stat is equal to what the stat will be after spending karma (i.e. improving Body from 4 to 5 costs 5 karma. Improving Quickness from 10 to 11 costs 11 karma, etc.)

    Furthermore, note that skills are subsets of stats, and skills themselves usually have subsets called specializations. This means that if you want to get your Pistols skill up to, for instance 5, not only do you have to have a Ranged Combat of at least 5, but you ALSO have to have a Quickness of at least 5. Naturally this all eats up your karma pretty fast, so you want to pick one or two things to be good at and focus on that. Your temmates can pick up your deficiencies in most areas.

    Note about the secion below: Entires preceded with - mean that they're skills tied to the stat above, and entries preceded with -- mean that they're specializations of the above skill.

    BODY: Your overall health and hardiness. Every point of Body increases your maximum health by 10, so if you have 7 Body then you'll have a maximum of 70 health. I strongly recommend getting this up to, absolutely bare minimum, 4 at the beginning of the game. 6 would be better, though.

    QUICKNESS: Speed and reflexes. Also affects how good you are at handling various guns, for the most part, and evading enemy gunfire.

    - Ranged Combat: Required to handle most guns, so don't think you can get away with just pumping points into Quickness. Also affects accuracy.
    -- Pistol: Pistols are versatile, deal solid damage, and investing in Pistols will let you learn an ability that lets you reload for 0 AP (AP are covered later. For now, just know that this can be a really nice ability to have, especially in a pinch.)
    -- SMG: SMGs fire bursts. Damage tends to be slightly lower than pistols, but each bullet has an invidivually calculated chance for a critical hit.
    -- Shotgun: Short range, but powerful! Aiming at anything beyond four or five tiles away has very little chance of connecting, though.
    -- Rifle: The polar opposite of shotguns; great at long range, but worse the closer your target gets.

    If you don't know what type of gun to specialize in, it's hard to go wrong with pistols thanks to their 0AP reload ability.

    - Dodge: Honestly I don't know the exact mechanics of this... but as far as I can tell what this does is (for some reason) make the enemy AI less likely to target you, and focus on your allies instead. Yes, I know this makes absolutely no sense. Personally I don't bother with it.

    STRENGTH
    How beefy you are. Directly affects melee damage and the damage of throwing weapons (1 Strength = +1 damage).

    - Close Combat: Another 'gateway' skill, like Ranged Combat.
    -- Melee Weapons: Swords, axes, and bats and such. Between this and Unarmed Combat, I strongly prefer this. Whacking an enemy with a sword, aside from doing damage, also has a pretty good chance of causing them to lose 1 AP per hit. This is great for locking down dangerous enemies like mages.
    -- Unarmed: There are weapons you can equip (like brass knuckles) that allow your attacks to still count as "unarmed." Popping someone with your fists doesn't cause AP damage, but if you have spiked knuckles equipped, it does cause them to lose health every turn for several turns, though unforunately this effect doesn't stack with itself. This has its uses, but I find the AP damage from swords to be MUCH more useful.

    -Throwing Weapons: Note that this is NOT a specilization of Close Combat. Anyway, it affects how good you are with stuff like throwing knives and grenades - grenades are REALLY NICE in this game. Aside from your standard frag and concussion grenades, which do solid damge, there are also flashbangs, which deal AP damage. This can easily turn the tide of a battle if you can catch two or three enemies with one. Throwing a grenade is usually 2 AP, but once you have 5 or higher in Throwing Weapons, it's reduced to 1 AP. Furthermore, throwing weapons, like knives and shuriken, never require reloading and do damage directly proprotional to your Strength.

    INTELLIGENCE
    How smart you are. The key stat for deckers and riggers, and required to some degree for most mage spells as well.

    -Biotech: Your overall medical and surgical knowledge, as well as directly affecting how good you are with a Medkit. This is actually a REALLY nice skill to invest in. As far as I can tell, each level raises the HP restored from a Medkit by approximately 10%. With Biotech 5 and using, say, an Advanced Medkit, which normally restores 20 health, the person you're healing will instead recover about 30 health.

    -Decking: Affects pretty much everything you do in the Matrix.
    --ESP Control: ESPs are External Secondary Personas - basically minions. They're not as powerful as you are, but they can still be an enormous help.

    -Drone Control: How good you are at... controlling drones. Higher levels allow you to use better ones.
    --Drone Combat: Provides various bonuses to your drones, such as greater accuracy, better armor, more damage, and extra AP. Also note that new abilities supercede old ones of the same type - when you get the "+2 drone AP" ability, it'll overwrite the older "+1 drone AP" ability, instead of stacking with it (unfortunately.)

    WILLPOWER
    The 'magic' stat, basically.

    -Spellcasting: Allows you to cast Mage spells, and makes your spells more effective.
    -Chi Casting: Allows you to cast Chi spells. These are mostly self-buffs, like increasing your unarmed damage, allowing you to punch through armor, granting you cover regardless of your actual position, or increasing your movement speed.

    CHARISMA
    Charm, how good you are at fast-talking, exerting your will over other people, and how good you are at controlling spirits. Investing in the Charisma stat also grants you an "etiquitte" at every even-numbered level. This opens up various dialogue options. Personally, I consider the most useful etiquittes to be Corporate, Security, and Street.

    -Spirit Summoning: Getting this up to level 3 gets you a patron spirit, whose power you can call upon via a totem (which acts like a spell.) That aside, the primary use of this skill lets you summon spirits from fetishes or the environment, some of which can be very powerful.
    --Spirit Control: Makes the spirits you summon less likely to break free. Spirits who break free will either escape (i.e. die,) berserk (attack whoever's closest regardless of allegiance,) or seek vengeance (they'll focus their efforts on trying to kill on the shaman who summoned them.)
    -Conjuring: Another type of magic, distinct from the 'Spellcasting' magic. Mostly focused on buffs, like Haste, and debuffs, like Slow, Fog, or covering enemies in acid. Also allows you to conjure various 'barriers,' which provide cover, as well as damaging anybody who passes through them.

    ESSENCE
    A bit of an oddball stat, and not one you can invest in. Essence starts at 6 for everyone, and can never be raised, only lowered. Basically, it measures your attunement to magic. The higher it is, the better you are at casting spells. Essence is lowered by installing cyberware.

    Summary: So what to invest in? Well, they all have their good points, but no one stat or skill is applicable in every situation. Charisma is the most useful, in my opinion, but when you're starting off you don't want to spend all your points in that (but you DO want to spend SOMETHING in it.) Personally, I'd recommend you get Charisma up to 4 and choose the Street and Corporate etiquittes to begin with. After a little while you should be able to get your Charisma up to 6, where you'll want to pick up the Security etiquette.

    All that aside, however, if you don't know what to build, I'd recommend a mage. Invest in Willpower, Spellcasting, and Intelligence (which is required to some degree for most mage spells.) Also be sure not to neglect Body.


    COMBAT
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    Combat is turn-based, and each faction in the battle acts as a team - that is, each member of your team goes, then each member of the enemy team goes. Each character (barring status effects like Haste or Stun) has 2 AP per round. AP can be spent on moving, attacking, using an item, activating a drone, or casting a spell. You can move then attack, attack then move, move twice, attack twice, attack and cast a spell, and so on.

    -COVER: Cover is an extremely important mechanic, and you'll want your characters to be behind cover as often as possible. There are five degrees of cover.
    --In the open: Not under any cover whatsoever. Enemies attacking you have full accuracy and chance to score a critical hit.
    --Light cover: Denoted by the outline of a shield. Stuff like hiding behind a potted plant or shelves counts as light cover. Enemies have a minor penalty to accuracy and critical hit chance.
    --Medium cover: Denoted by the outline of a shield with the bottom half filled in white. Hiding behind a low ledge or desk, or crouching behind crates counts as medium cover. Enemies suffer a significant penalty to accuracy, and cannot score critical hits on you.
    --Heavy Cover: Denoted by a completely white shield. Hiding behind things like walls or large storage containers counts as heavy cover. Enemies have a severe penalty to accuracy, and cannot score critical hits.
    --Total cover: The enemy can't see or target you at all. This isn't denoted by a shield. This is for things like being behind a solid wall, or simply being so far away that you're out of their line of sight.

    Critical hits are also important to take note of. They multiply the damage the target takes, and if you're in the open they're a lot more frequent - consequently, you NEVER want to be in the open if you can ever help it. Unlike many RPGs, you can see the chance to score a critical hit on a given enemy before executing the attack.


    MAGIC
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    Most spells have pretty adequate in-game descriptions. I'm going to point out a few general things, though.

    Totems are powerful, but a given character can only have one patron. Invoking a patron's totem is basically the same as casting a spell, including cooldown. The game lists the effects of all the totems you can choose from, but the ones I consder notable are: Creator Idol (sets escape chance of summoned spirits to 0% if they start their round within 3 tiles of their summoner while in the AoE of this totem,) and Great Mother/Bear (technically separate idols, but they have identical effects; all allies within 3 tiles of the caster have their most recent wound healed, like a Heal Wound spell.)

    Spells have a cooldown, depending on both the spell itself and the 'level' of the spell. This is listed as "CD: X" at the top of the spell description, with X being the number of rounds needed before you can cast it again. Well... for the most part, at least. If you REALLY need to lob another Fireball spell or whatever, but the cooldown period hasn't passed, you can still cast it at the expense of suffering 'drain.' This does HP damage to the caster, which cannot be restored magically.

    Another thing about cooldown: For every point of Essence below 6, ALL of the caster's spells have their cooldown increased by one, AND you lose a spellbook slot. So if you have an essence of 3, your Aim 1 spell, which normally has a cooldown of 0, will instead have a cooldown of 3, AND you'll be down 3 spellbook slots (which may mean you can't cast magic at all anymore, if you haven't invested enough in it.) Cyberware and magic really don't mix, so decide before you create your character if you're ever going to want them to use magic or not.

    Totems don't take up a spellbook slot. You can fill your entire spell bar with spells before a mission, and when you actually get into it you'll still have your totem spell available in a 'free' slot.

    Damage over time from acid or fire spells adds up, and besides which they make Heal Wound spells a lot less effective, since Heal Wound only heals damage from the most recent wound. Piling it on can ruin someone's day.

    Finally, while magic users are good at blowing stuff up, don't neglect your support and buff spells. An Aim spell can let a character with low accuracy contribute a lot more to the fight. Heal Wounds is a lifesaver in any number of situations. Stunbolt and Stunball spells can turn the tide of a battle with one or two castings. Magic is WAY more useful when used to support your party instead of to JUST blow away the baddies.


    EQUIPMENT
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    I'm not going to cover every piece of equipment in the game, just provide a general overview.

    Armor is a must. Some armor provides bonuses to stats, like Strength or Close Combat or Spellcasting. Others increase your maximum health. The ALL increase your Armor stat, however; Armor reduces the odds of you suffering a critical hit, if you happen to be flanked, only behind light cover, or caught in the open. This makes it pretty important, because critical hit odds get pretty high later in the game, and they of course do extra damage. Good armor can easily halve the amount of damage you take. Most armors also have a secondary bonus, such as increasing your effective Strength or providing extra health.

    When buying guns, pay attention not just to the damage, but to ammo capacity as well; reloading every other round is going to put a bit of a damper on things. Generally you'll want at least two weapons on a runner (with the exception of mages;) a ranged weapon and a melee or short-range weapon (such as a shotgun.) Mages have spells (Powerbolt and Acid Bolt) which act similarly to thrown weapons, in that they don't have cooldowns. On the downside, you can't use throwing weapon skills with them.


    CYBERWARE
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    Again, I'm not going to cover everything, just give a general overview of the subject.

    Cyberware is hardware grafted into and onto your body, as well as things like limb replacements. This provides bonuses to stats and/or skills, or new abilities, like exhaling poison into your enemy's face. As I mentioned above, Cyberware also reduces your Essence, which affects your spellcasting ability, so decide early on whether your character is going to be using magic or not.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Nov 2007
    Location
    The midwest.

    Default Re: Let's Play Shadowrun: Dragonfall

    PART 1
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    It might be hard to tell, but the darker dialogue option is the one I'm choosing - your pointer doesn't show up in screenshots. Responses people give will be based on what you say, of course. I'll probably take a look at doing something else, maybe highlighting the responses I choose in a different color or something.

























    ANYWAY, here we get our introduction to our team. Like Monika said, grab your gear from the van, which is marked with a dark yellow question mark (mission objectives are marked this way.)





    I grab the throwing knives, they'll be way more useful than a machete this mission. Speaking of weapons, lets take a look at my stats.





    I'm actually not going to be using the Killing Hands spell, since I'm going to be carving up people with swords instead of beating on them with my bare hands. Still, since I'm an Adept I get it for free, so I guess I can't complain. My armor is a paltry 1, but it'll do for now. The grenade does a base of 12 damage in a 5x5 area, centered on where it lands... which is not always where you're aiming. Finally, throwing knives do 4 damage, plus whatever your modified Strength score is (presently 3, so right now they'll do 7 damage per hit) and have a maximum range of 10 tiles, which is decent, but not great. When you've got your gear, head northeast and inside.




    Stuff you can inspect is marked with a magnifying glass.









    Well, he has a point... Anyway, continue through the northeastern door.



    Let's take the southwest door first... but before that, let's have a look at our team, since we can do that now.





    Dietrich comes knowing the Aim 1, Heal Wound 1, Electro Core 1, and Haste 1 spells. These are all going to be extremely useful. Now lets head southwest.




    The guy you surpise will immediately hide behind the desk, which provides Cover, as I mentioned in the presious post. The white outlines on the floor represent how far the selected character can move.


    The number just to the right of the tile you have selected is how many AP it will take to move there. In this isntance, it would cost both of Anders' AP to move behind this guy and get a better chance of hitting him, so let's move to the side of the desk instead.


    As you can see, my chance of hitting him went up because I'm closer now. 66% still isn't a very good chance, so let's get some help from Deitrich.



    To use a spell, fist you click on the spell you want to cast, then the person or area you want to cast it on.



    Here you can see the effect it has. Aim is a spell you're going to be using a LOT throughout the game.


    Note that Glory's got pretty good accuracy with her claws...


    But her pistol accuracy is... less impressive. Also take note that I used Dietrich's second AP to cast another Aim spell on Glory.


    ALSO note that attacks usually do less damage to enemies behind medium or heavy cover, assuming they hit.


    ALSO also note the Wounded: 4 line in this guy's info box. This means that the last hit he took did 4 damage, and if he were to receive a Heal Wound spell, that's how much health would be restored.


    Monika (along with all Deckers) has a 'Mark target' ability, which causes any attacks you make on a 'marked' enemy more accurate.


    I guess this is as good a time as any to show this off: Kiling hands has both a passive and an active effect. The passive effect increases your unarmed damage by 3 (by default it's equal to your Strength score.) The active effect, which you have to spend 1 AP using, causes your unarmed attacks to deal an additional 4 (for a total of 7 + Strength, plus whatever damage boost you might have from brass knuckles or whatever.) Note that after selecting the spell, even if it's a self-buff, you have to pick a target.


    Here you can see that my unarmed damage has gone from 6 to 10, and will last for the next 3 rounds.


    And when your character's trail marker is yellow like this, it means you'll be able to move and attack in the same round. Unfortunately this can only be done with melee attacks and throwing knives.

    Anyway, now that the tutorial is over, let's blow this guy away.


    That's gotta hurt. Now that he's out of our hair, move Monika up to the terminal.



    The (Decking: 2) option in green is a stat check. We're going to get a lot of these. The build I'm going to use for Anders is going to let us pass most of them, or at least all the ones I care about. After doing this, start moving your team into the big center room.


    Our actions have alerted security, evidently.


    This is a good example of the 'move and attack' ability throwing weapons have. Anyway, there's not really anything to this fight, but it's a good introduction to stuff like cover mechanics.


    Anyway, once the battle is over, all your characters recover the damage from their most recent wound (as if they'd received a Heal Wound spell.) The door to the southeast is now unlocked, so head down that way.


    Monika's time to shine. Jacking in to a terminal can only be done by deckers.


    Your Matrix loadout screen. This comes up every time you jack in, so you could, theoretically, jack out and change what programs you have loaded or ESPs you have equipped if you ever felt the need to, but anything IC you've destroyed will be restored. When you're ready, hit Confirm to enter cyberspace.


    Welcome to the Matrix. Notice Monika has 3 AP per round here, thanks to her cyberdeck. The green arrow icon on the bottom left is the 'jack-out' command, which can only be done at a dedicated point. The red bar to the right of it is the system's alert level. It goes up every time you or an ESP do pretty much anything, but stuff like executing EPS programs or destroying IC (Intrusion Countermeasures, i.e. anti-decker programs) raises it faster. Also note that cover in the Matrix works like cover in the real world. For the moment, I'm having Monkia use her Assassin ESP. Click it and select where you want it to show up.


    And now we have a minion. This is actually a tiny area, so head southwest with your ESP and destroy any IC you encounter (this is a very small and weak system, it's just to help you cut your teeth.) The assassin's Assassinate ability does 150 base damage, instead of your normal attack's 50. Also have Monika try out her Blaster, Erosion, and Medic programs, but be careful not to hit yourself or your ESP with Blaster's AoE.



    Once we've dismantled all the IC we can hack the datastore (either your decker or an ESP can do this - this comes in handy later, so don't forget) to get some paydata (i.e. information you can sell on the black market once you get back to your hideout.) Afterwards have Monika head back up the way she came and jack out.


    Head northeast to the one room we have't been to yet.


    Oh wow, another fight, who'd have thought. Anyway, move your team up and take cover behind pillars and furniture.


    The table only gives light cover, but the chairs give medium cover. The display case in the middle of the room grants heavy cover, however. Also, if you're playing a rigger, you can send your drone through the air vent to the right.


    There are four enemies to face here. Two security guards with guns, one with a grenade launcher, and one mage. Now, there's an old rule among Shadowrun players that goes like this: KILL THE MAGE FIRST, and there's a damn good reason for this rule. Mages can multiply the effectiveness of their allies. By taking them out, you deprive your enemy of a powerful resource.


    A good example of why the mage has to die first. Have Monika mark him and have Deitrich start buffing with Aim.


    Glory has an adernaline pump. 1 extra AP per round may not seem like much, but it make a significant difference. This basically increases her effectiveness by 50%.


    And the 'Aimed Shot' ability is one that pretty much anybody with a ranged attack is going to be using throughout the game. It's great for when someone (like an enemy mage) has to die fast.


    Crits are great, aren't they?


    Dietrich's Electro Core spell could hit both enemies here, but it's got a low chance of landing there, and Aim doesn't affect the accuracy of AoE skills like explosive spells and grenades.


    Dietrich and other shamans can summon spirits from certain places in the environment, as well as from magic fetishes (talismans.) The fetishes are consumed on use. Anyway, let's see what this spirit's got.



    Acid Stream is a great spell, and the Disease aura is okay, but not great. The green skull above the spirit's spells dismisses it. This spirit's melee attack, Devour, can cause AP damage.


    Summoned spirits can have up to 4 AP per round, but the more AP you give them the higher the chance they break free... but since adding 1 AP usually only increases the escape chance by 1%, you might as well go for broke. The base chance for a spirit to escape goes up every round it exists.

    Once the fight is over, head down the stairs to the northeast. If you need to, you can use Medkits from your inventory screen.












































    Well damn. Right now our immediate concern is that Monika's tampering has set off an alarm, and a couple goons are coming for us, but fortunately they're not hard to take out.


    The terminal has to activated by your main character, so do that.


    Also, Dietrich's Dragonslayer Aura will come in handy in the upcoming fight, so don't forget about it.














    Your goal is now "survive long enough to escape." Goons a lot like the two we just took out will keep pouring into the room every few rounds, so handle them in the same manner and remember to stay behind cover. However, after a few rounds another figure appears...


    (Incidentally, Glory's gun, along with a few others, has an autofire setting, which raises the chance of scoring a critical hit in exchange for reduced accuracy. Great for punishing enemies who let themselves get caught without cover.)








    Okay, here's the plan: STAY THE HELL OUT OF THE ORK'S RANGE. His minigun does a lot of damage, but firing it takes 2 AP. As long as you don't end your turn where he can flank you, you should be able to survive the next few rounds. It IS possible to "kill" the ork... if you get his health down far enough, he'll actually get a call about something more important and run off. Your primary goal is still sruvival, though.


    There's a spirit summoning point to the north. Have Deitrich call it up and sic it on the ork- it doesn't matter if the spirit dies, its job is to run interference so you and your team don't die.


    And one of the guys coming from the right comes equipped with grenades. Don't group up too much so he can't hit your entire party with them.


    4 AP per round is a lot. Dietrich's spirits can easily ruin this ork's day with a little support from your team.


    The ork's minigun gets two shots per attack. Also note that here Anders is both behind heavy cover and within Dietrich's Dragonslayer aura. If he were caught in the open, he'd be in a lot worse shape right now.


    That's our cue. Funnel the party out the northwest door, then head northeast to the exit. There's a goon guarding the exit, but he's nothing special so he's not hard to eliminate, assuming you even bother to.





    End of this run.
    Last edited by Shpadoinkle; 2018-07-05 at 10:51 AM.

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Nov 2007
    Location
    The midwest.

    Default Re: Let's Play Shadowrun: Dragonfall

    Incidentally, this is the final build I'm going to be using for my protagonist during this playthrough.

    Spoiler
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    Body 9 (44 Karma) (I'm going to be keeping his Body at 6 for most of the game, only increasing it to 9 towards the end of the game after I've upgraded all my other stats)

    Strength 7 (27 karma)
    -Close-quarters combat 6 (21 karma)
    --Melee combat 5 (15 karma)
    -Throwing weapons 6 (21 karma)

    Quickness 1 (0 karma)

    Intelligence 6 (20 karma) (Needed for various stat checks)

    Willpower 6 (20 karma)
    - Spellcasting 2 (3 karma)
    - Chi casting 6 (21 karma)

    Charisma 6 (20 karma) (Important! Opens up a LOT of doors, both metaphorical and physical, and allows you to talk your way out a bunch of fights.)

    Spells: Magic Resistance, Stride, Heal Wound 1 (can have up to 3 essence loss of cyberware)

    Cyberware:
    Arms: YAMATETSU CYBERARM (ALPHAWARE) x2, (+1 Strength, +5 HP, 1 essence each)
    Body: Adrenal Contractor (+1 AP for 3 rounds, +2 damage taken, 0 essence)

  4. - Top - End - #4
    Ogre in the Playground
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    Default Re: Let's Play Shadowrun: Dragonfall

    Updates might be slightly more frequent than one per week - I like to have a buffer in case something comes up and I can't work on the LP for a while, but I've got several parts done already, so I'm going to be posting updates maybe every 4-5 days for a while.

    Also, I'm posting this update, as well as the next one, at the same time because I don't really accomplish anything in them, I just talk to people a lot.

    All that aside, here's part 2.

    EDIT: Cropped the screenshots with dialogue, hopefully they'll be easier to read now.

    Spoiler
    Show



    Head east and up the ladder there.






























































    We get 5 karma for "completing" the Harfeld Manor run, which I'll invest shortly, but we have other stuff to do first. We can also talk to the team now, which I suggest you do. Before that, though...


    This is your equipment locker. You can use it to change your loadout of weapons, armor, spells, cyberdecks, and items like medkits or grenades. Anyway, let's talk to Dietrich.


















    You can tell him whatever you want, or nothing, if you prefer. As far as I know what you say here doesn't have any impact on anything, aside from establishing whatever past for the protaganist you prefer.

    Let's talk to Eiger next.







    Predictably, she doesn't have much to say - the pain of Monika's death is too fresh. She'll need some time to herself to digest things.

    Let's see how Glory's doing.
















    Glory's guarded... or maybe just not the talkative type.












    Be nice to Dante. He's a good boy, and he's feeling the pain of Monika's death as much as the rest of the crew.

    Time to go see Altug for information this 'Green Winters' guy.


    Take note of the yellow arrow in the top left of the screen. This points you to your objective(s).











    Let's talk to the guy at the counter next.











    Jan doesn't really have anything interesting or useful to say. Head outside.



    The first data tap is here, right outside. Also to the southeast is the Talismonger's Shop, which we'll visit next.









    Weird. Nothing really interesting happens if you pass those stat checks, by the way, she just apolgizes. Now let's talk to Aljernon, the shop's owner.











    Thanks for the "answer." Anyway, he's got some basic, low-level spells and equipment for sale. Like other merchants, he'll have better stuff as the game progresses. Right now this is all we want to buy:


    Some better armor would be nice, but the pickings are pretty slim right now, and the next mission isn't very difficult. If you don't have Drone Control: 3, Intelligence: 3, OR Charisma: 5, then you'll want to keep at least 200 nuyen on hand; it'll be very handy on the next run.

    Magic Resistance 1 is really nice. It's not stellar, but it's still pretty nice to have, especially since the effect is completely passive.

    Heal Wound 1 isn't great, and Anders is never going to be as good at healing as Dietrich (espcially since I'm going to get a couple piece of cyberware later on,) but having a second healer can really come in handy in a pinch.


    Just behind Aljernon's shop is a dancer who performs for tips. You can tip her if you want, as far as I know this doesn't affect anything.





    Maliit is between your hideout and the cafe. She's the resident technology dealer and mechanic. She sells drones, armor for riggers and deckers, cyberdecks, drone repair kits, and decking programs. Right now she doesn't have anything I want to buy, though.










    Gunari's located northeast of the dancer and sells weapons and armor. He'll have some work for us later.










    Laine's northwest of Gunari, and he's another 'flavor' character, like Jan. He'll open up more later.




















    Sam runs a homeless shelter/soup kitchen/learning annex for orks and trolls. Again, we're going to be coming back to him later. Unfortunately I don't have enough cash left over to help him afford the blankets, but this will sit for now. We'll be able to give him the rest after the next run.

    Man, this is turning out way longer than I expected. I know nothing much really happened in this part, but 200 screens of dialogue is a lot. Hopefully in the next one we can actually get something done, but there's still a lot of dialogue to cover before we get to fight anyone.
    Last edited by Shpadoinkle; 2018-07-11 at 12:13 PM.

  5. - Top - End - #5
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    Default Re: Let's Play Shadowrun: Dragonfall

    And part 3.

    EDIT: Again, cropped the excess from dialogue screenshots to (hopefully) make things more readable.
    Spoiler
    Show


    Zaak Flash is the resident drug dealer. Drugs (a.k.a. combat stims) are similar to potions in other RPGs - they're consumable items that provide a temporary bonus to stats, though most of them have some sort of drawback as well.

















    Like I said, most have some sort of drawback. Anyway, we'll be visiting Zaak semiregularly between runs - like other merchants, he's gonna get better stuff to sell as the game progresses. If you have Biotech: 3 you can examine his ears and call him out - they're surgically modified, he's not an elf at all. He'll give you a free dose of Flash and some money to keep your mouth shut about it, claiming the mystique is good for business.


    The second data tap, as well as the TRIAGE Cyberclinic are just to the east of Zaak.








    Surprise, Dr. Ezkibel sells medical supplies, like Medkits, Trauma Kits, and cyberware. Nothing we really need right now, but he's going to be another regular stop in between runs to restock on medkits.
















    Finally, we have Simmy, a.k.a. Simmy Kim. She's a simsense addict - simsense chips are similar to modern VR programs, but more advanced. Kim's another 'flavor' character like Jan and Laine.








    A statue in the park north of Kim.









    The Shockwellenreiter will contact you via this payphone periodically with stuff they want you to do. They don't pay huge amounts, but their jobs are pretty simple, usually, and if you complete them all they'll give you a pretty nice piece of custom cyberware - and even pay for the installation cost. However, there's an opposing faction who will also want to hire you. The other guys will pay more money, but the custom cyberware comes in handy and even has 0 Essence cost, so it's good for anyone. The other guys are also pretty damn morally grey, at best.

    Anyway, let's get to that last data tap, which is just across the park.


















    Well, that's interesting. Head back to Altug.













    Now back to Paul.









































    No sense in antagonizing your own teammates, right? Anyway, we can now access Monika's mission computer.




    Checking your inbox isn't relevant right now, and you don't have any old messages or job offers. You can access the Shadowlands BBS, which is an anonymous discussion board (a lot like this one) for Shadowrunners, and watch some videos with Monika's thoughts on the rest of the crew.

    Another update where nobody really accomplishes anything, we just stand around talking a lot... Man, this thing's gonna be like 800 parts if I really screenshot every line of dialogue.
    Last edited by Shpadoinkle; 2018-07-11 at 12:22 PM.

  6. - Top - End - #6
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    Default Re: Let's Play Shadowrun: Dragonfall

    Great to see this LP!
    I played an Adept as well because the concept looked interesting, but never really learned how to use her effectively.

    I know people explicitly asked for this but all those screenshots make it a bit hard to read.


    Künzel apparently decided to cut down the Siegessäule a fair bit, the original column was 67 m tall.

    'Schockwellenreiter' means ' shock wave rider(s)', not sure which shock wave they are exactly riding. The permanent change of anarchy perhaps?
    I guess Monika was their original contact.


    "Children grow up to be people? All the children I knew grew up to be machines."
    ~Augustus von Fabelrath~
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    Somebody should have that sigged.
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    Default Re: Let's Play Shadowrun: Dragonfall

    Yeah... I'm going to be cutting down a bit on all the dialogue in future updates. Also I hadn't realized how tiny the text was going to be. Probably going to do some mass cropping of the dialogue shots. It's more work, but not that much more. I'll update parts 2 and 3 either later today or tomorrow.

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    Default Re: Let's Play Shadowrun: Dragonfall

    Quote Originally Posted by Iruka View Post
    'Schockwellenreiter' means ' shock wave rider(s)', not sure which shock wave they are exactly riding. The permanent change of anarchy perhaps?
    It's a literary reference - John Brunner's The Shockwave Rider.
    Note especially the part about revealing all the dark secrets of the government.

  9. - Top - End - #9
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    Default Re: Let's Play Shadowrun: Dragonfall

    Quote Originally Posted by AMX View Post
    It's a literary reference - John Brunner's The Shockwave Rider.
    Note especially the part about revealing all the dark secrets of the government.
    Oooh, interesting. I put it on my to-read-list.


    "Children grow up to be people? All the children I knew grew up to be machines."
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    Somebody should have that sigged.
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    Default Re: Let's Play Shadowrun: Dragonfall

    Quote Originally Posted by Iruka View Post
    Great to see this LP!
    I played an Adept as well because the concept looked interesting, but never really learned how to use her effectively.
    I can help! Finished Dead Man's Switch twice, Dragonfall twice, and Hong Kong once (with a second run in place). My first runs are ALWAYS with Mystic Adepts (Adepts with points on Spellcasting and/or Conjuring).

    The most important thing to understand for Adepts (pure, Mystic or otherwise) is that they're primarily melee - and in Shadowrun, that's usually a bad idea. That's mostly because it'll take some time for you to arrive to the opponent, and by then, you're probably being riddled by bullets. That''s where the Adept abilities come in handy, and how your build also aids.

    For starters, while building yourself up for Melee is usually a bad idea, when done right, it's far, far better than Ranged. This is because a) Melee ignores Cover (unless you're fighting another Adept, but you'll see why) and b) once you hit a target, it loses Cover bonuses, so your ranged attackers have an advantage. As for the disadvantages of wading in melee? Well, the Adept powers cover you in almost every way.

    You should focus mostly on Body, Strength, Willpower. Body gives you more HP, Strength defines your prowess with physical attacks (and thrown weapons, which is why Shpadoinkle chose throwing knives), and Willpower determines how far can you get with Chi Casting, which is the Adept main skill. Secondary is Quickness (because you want some amount of Dodging), with Intelligence and Charisma largely ignored (unless you're going Mystic Adept, because some spells have INT/CHA requirements).

    With Strength comes your main choice: Bladed or Unarmed? Unarmed is favored by Adepts because you can do TONS of damage (because of Killing Hands, which stacks with your Strength and with the bonus from certain weapons you can equip while unarmed), and with the right equipment, you can even impose the Bloodied state on the opponent, meaning they'll lose some HP as time passes. Bladed, on the other hand, gives you access to Katanas, and to AP damage - if you do enough AP damage, you can stun the opponent. Whatever your choice, you should build up right until you get Roundhouse/Cleave - this is what makes Melee stand out, because you can hit multiple opponents several times per round. Thrown Weapons help with grenades (and throwing knives, of course), and the latter has some nice tricks (which you can see when you play with Dietrich, since he also specializes in throwing knives) - it's a decent ranged option.

    Now, the core of the Adept is Chi Casting, which gives you Adept powers - pretty much ALL of them give a passive bonus, and some can be activated as if spells for an increased bonus. I mentioned that Adept powers cover for all the problems in melee, and here's why - with Stride (+2 Move, activate for +4 Move, meaning you can reach enemies even faster), Mystic Armor (+2 Armor that stacks with existing Armor bonus, activate for +4 Armor) and Pain Resistance (-2 damage, activate for -5 damage; it's basically the Dragonslayer's benefit, but at all times), you get to be real tanky. If Unarmed, Killing Hands (_4 Unarmed damage, activate for +10 Unarmed damage) is your main source of damage. Counterattack is like Overwatch, but best for Melee as it lets you activate ANY attack you have (say, Pommel Strike, Cleave, Roundhouse, Disarm) several times. It's pretty fun if you know how to use it. Finally, for casters (which are ANNOYING!), you get three types of Magic Resistance, which is basically like a permanent cover. IIRC, Hong Kong upgrades this to general cover, but tweaks it a bit. So, you move fast, soak up damage, and pretty much no-sell magic, which combined with your weapon skills, means you're a powerhouse in the battlefield. Once you can Cleave with a Katana, the game's difficulty (even in Very Hard!) drops significantly, because you start stunning enemies by the bucketloads. Oh, and there's also these cool moves called Chi Focus and Chi Onslaught, which lets you do two (or three, with CO) attacks with increased Critical Hit chance, which generally translates to "I stun you with a katana, have a nice day!".

    Of course, if you didn't play a lot, this may sound like Chinese to you. The idea is as follows - Melee is hard to do in Shadowrun because the system is sorta rigged to favor Ranged combat, so you need to do your homework. However, when done correctly, Melee is eventually one of the better options.

    Spoiler: On Mystic Adepts
    Show
    There's no such thing as "Mystic Adepts" in this game per se, because you can build your character as you want to. "Mystic Adept" is the tabletop game terminology for the advantage that lets you use your Magic stat to either cast spells or get Adept powers. Mystic Adepts aren't that great in tabletop because you want specialists, and Magic 6 is far, FAR better than Magic 4 and the other two points spent in Adept powers.

    In DMS, Dragonfall and Hong Kong? Complicated, but doable. Mostly, you spread your skill points between Spellcasting and Chi Casting (so good that Spellcasting is the other skill that Willpower increases, no?). Attack spells are a no-no, because you'll never get as good as you'd want to, and you need to spend points on Intelligence for the better spells. Buffing spells are much better, and what they need is a relatively steep but manageable expenditure on Charisma, depending on the spells you want. Ideally, the spells you want are Heal Wound, Aim and Armor - the first to heal, the second to aim better, the third to increase how much damage you soak. Everything else is inconsequential - IMO, debuff spells aren't worth it, and as I said, attack spells require expending Int, and you're more focused on Melee than casting. Now, IIRC, Hong Kong made a change to the Armor spell, turning it into a Shaman spell (might be wrong, though), which is a shame.

    As a Mystic Adept, I always go Stride (+2 Movement, +4 when active), Pain Resistance (-2 damage, -5 when activated), the highest Magic Resistance I can muster, Heal Wound II, Aim IV and Armor IV. That way, I hit better, soak a ton of damage, can self-heal, and get to the enemy close enough. It's a fun build.


    --

    That said, question - Shpadoinkle, you playing vanilla Dragonfall or the Director's Cut? Glory and Eiger get some sweet buffs if you complete their loyalty missions, and IIRC there''s more Essence-friendly Bioware if you do another side quest (for Dr. Ezkibel). Also - two Yamatetsu arms? It seems you wanna cover most of the dialogue options, since I wouldn't raise Intelligence that high. My Mystic Adept build did need a hike in Charisma, though. Since I didn't go for Throwing Weapons or INT (and I went Dwarf, because they get a Willpower bonus - imagine this, Dwarves being the best casters in a game!), I could manage Chi Casting 9/10 and Spellcasting 7, enough for the better spells and Adept powers. Don't feel the +2 STR and +10 HP will do much compared to Pain Resistance (though I figure Dietrich will be your main go-to guy, so Dragonslayer shaman compensates).

    Also, gonna do the Black Lodge missions?

    P.S.: You know you want to put that line of dialogue with Dietrich. You know you want to.
    Spoiler: In case you don't know...
    Show
    "I was the front man for a punk band, boss. F*** no, I can't sing."
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    Quote Originally Posted by firebrandtoluc View Post
    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
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  11. - Top - End - #11
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    Default Re: Let's Play Shadowrun: Dragonfall

    Shockwellenreiter vs. Lodge
    Spoiler
    Show

    The former. I prefer the custom cyberware you get from the Shockwellenreiter, and besides which Anders is supposed to be a "good" guy (or at least as good as a shadowrunner can get... for the most part.)


    And yes, my investment in Charisma and Intelligence is mostly for passing various stat checks. Otherwise I'd be intesting those points elsewhere, but since the protaganist is basically the party leader and its his stats that matter for various stat checks, I feel half-obligated to. I also illustrate why I went with swords over unarmed a bit later. Unarmed offers more damage, but I personally consider a few extra points of damage to be generally less useful than the AP damage swords do.

    Also, kinda interesting the stuff you mentioned in your 'On Mystic Adepts' collapse, considering the way I'm going to be building him...

    All that aside though, it's looking like my initial estimate of one update per week was a bit conservative. Right now it's looking like I'll be able to get one up every 3-5 days or so... speaking of which, I'm going to try to get part 4 up later today.
    Last edited by Shpadoinkle; 2018-07-13 at 07:09 AM.

  12. - Top - End - #12
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    Default Re: Let's Play Shadowrun: Dragonfall

    PART 4
    Spoiler
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    Okay, I'm gonna be honest here: I'm not gonna screenshot every screen of dialogue between missions anymore. There's just too freaking much of it. Hell, the last two parts were 332 screenshots of nothing BUT talking to people and accomplishing nothing, and I don't want to make this LP 800 parts. They're not even why I like the game anyway; I like the combat system. So I'm not going to be talking to all the random people in town between missions anymore, except to restock and get new jobs, but I'll still be covering the stuff that happens on missions, including dialogue, as well as the conversations that happen between you and your team. Sorry if this disappoints you, but hell, it leaves more for you to discover when you play it on your own. Right? That aside, let's get back to it.


    Head to the U-Bahn station and hop in the train to go to Das Kesselhaus.


    Here you can outfit yourself and your team before you actually start the mission. You can loan gear to your teammates, and they'll have it available to use during the run, but they have their own gear that they upgrade themselves throughout the game. Stil, it's nice to be able to give Dietrich some spells he wouldn't normally use, or Eiger a mid-range weapon, since by default she's only armed with a sniper rifle and a shotgun. She's good with throwing weapons, so give her a set of throwing knives if you're not using them yourself (because, for some reason, you can't buy another set. Merchants only stock one of any given weapon, and once they sell it to you then THAT'S IT, FOREVER. Why? :/ )








    The bouncer's no help. Might as well check out the bar, like he said.











    The people running a place called THE DRUG PIT are scumbags, what a surprise.














    At least we're making SOME progress. If it wasn't clear, Cram is a drug, and a highly addictive one. Let's check out the elevator first before we talk to Frank, though.


    It's locked, but there's an electrical panel nearby... that we might be able to use if I were playing a rigger, but I'm not.


    You can talk to her, but she just asks you to get her some Cram. Let's see what Kroner has to say.






    Man, no reason to be a jerk about it.



    Cram is basically the same thing as the Flash that Zaak sells, but better. Unfortunately, the supply is limited - as far as I know this is the only place in the game you can buy it, and when it's sold out, it's sold out.





    Frank's a sleazebag, like Silke said. You don't need to pass the Charisma check, but you DO need to pass the Intelligence check to get the key from Frank without a fight. There are also Etiquette: Corporate and Etiquette: Gang options. But if you lack the stats for it, there's always the brute force solution...


    But I recommend you avoid it if you can. The fight's not THAT hard, as there are only four goons to deal with, aside from Frank (who's a wimp,) but cover is sparse and there are a bunch more fights coming up, and you don't want to spread your supplies too thin. Also, you won't be able to return Silke's stuff to her if you kill Frank and his goons, since she'll run away in fear.

    Either way, once you have the key head to the elevator and up to the third floor.


    That's good advice. Why?



    This is why. The scorpyrine will mostly lob acid at you, but it's not very tough since it's the one against your whole team. When you defeat it...


    Congratulations to me I guess. I just broke into someone's home and murdered his pet. :/ Sorry dude...


    Silke's room is here, and fortunately it's not locked.


    Grab her stuff. The credstick wouldn't do you any good anyway, since, as the game notes, it's encoded. We'll head back to her soon.


    Room #305 is unlocked as well, and surprisngly spacious.



    Including a big damn hole in the floor which we can use to access the floor below.











    If you don't have an Intelligence of at least 3 you can't get the free karma for suggesting sticking the dead guy in the freezer. There's nothing else to see here, so let's head out.



    And run into a horde of gang members.

    This really isn't that difficult a fight, just be sure to stay away from the barrel in the middle of the room. Like every other video game barrel in existence, it blows up if you hit it. You can wait for the gang members to get in range, or you can just set it off early so they can't use it against yout.


    Have Eiger stand back and pick away at the far away targets with her sniper rifle, while Glory and Dietrich move in with your protagonist, so they can all support each other. The tables and stuff only provide light cover, but hte overturned tables are medium cover.


    As always, avoid grouping up too much, since the gang has grenades.



    Setting off the barrel doesn't do a huge amount of damage, but it's not bad, either.


    The reduced damage here is another good example of why cover is so important.



    Once the fight's over, grab the key fob from the bathroom, then investigate the computer in the northern room.





    Well that was... surprisingly easy. While we're here though, let's look up someone else.



    Drug dealers are scumbags, who'd have thought... Anyway, let's get back to Silke. The 'admin services' option doesn't really do anything, just unlocks the same notes we've already read. But if you care, the password is (surprise) "Admin".


    I'm not gonna try to squeeze money out of a drug addict.



    We get 1 karma for getting her stuff back, but we're not done yet. Talk to her again.


    Passing any two of these stat checks will convince her she needs help, or at least that she doesn't want to wind up working for Kroner and his gang.











    Aside from helping her start turning her life around, you'll also get another 2 karma.

    We're done with this floor. Head up to the 1st floor.


    The key fob we got from the gangers on the second floor lets us access these maintenance rooms.


    Which mostly only hold small amounts of nuyern, or medkits. Nothing great, but free loot is free loot.


    Room 101 has a locked safe with a nearby computer that can unlock it. The bedside table has some cash (200ish nuyen - the exact amounts vary slightly between playthroughs for some reason) so grab it.


    The password, if you lack the requisite Decking skill, is 'Naperville.' This is the name of a suburb of Chicago, and the poster on the wall is the only hint in the game to this password. How the hell anybody figured that out beats me.


    This is actually a decent weapon, but it's useless to me for a couple reasons. First, both Glory and I lack the requisite datajack, and second, my protagonist isn't using guns at all anyway. We'll pick up another party member later who DOES have a datajack and use guns... but he's specialized in SMGs, not pistols. So if you're not using pistols yourself, just send this to your stash and sell it when you get back to town.


    Grab this Trauma kit from room 106. This door isn't locked either.





    If you don't have the Strength for this, you'll have the option to ask Eiger to do it.





    Inside is a crazy guy's diary. The only thing of note is the bathroom code. Head up to floor 3.


    Grab the Cram from the maintenance closet, then check out the bathroom.


    Incidentally, your PDA records stuff like door codes, so you don't have to memorize them or write them down yourself.



    Jazz is actually a REALLY NICE stim, and my personal favorite. Aside from having no stat penalties, that +1 AP has a big impact, lasts a full five rounds (most battles aren't going to last much longer than that,) and it stacks with both Haste AND Glory's adrenaline pump.

    Head up to the fourth floor.


    Grab this grenade from the maintenace closet first, then head to room 401.




    This dude wants to play baseball. My team gives him some tips on his batting stance, and we head inside to meet the rest of his team.


    They're enthusiastic, and even have a decent pitcher, but they don't play by regulation rules, so I think they'll have a hard time finding a league.

    Honestly though, there's not much subtlety to this fight. Just head inside and clobber them.



    Be sure to grab the inejctor schematic and the medkit from the back room before leaving. We can't do anything with the schematic now, but once we get back to the clinic we can have Dr. Ezkibel install it (if you want it. I don't find it that great.) Head to room 405, which is the last known location of this Green Winters guy.



    Well, crap...











    Might as well. Check behind the paintings on the wall.






    As the game says, this next part is actually 100% optional, but I suggest you do it, especially if you're not playing a decker yourself.

















    Let's meet with THE Blitz, then. Besides, I want to see what's in that vault.






    Blitz, as he said, is a decker, with a dash of rigger. He's not great, but he's not bad. He's also decent with his SMG. Let's visit room 501 across the hall.



    Room 501 is big, but empty save for this drone repair kit, which is useless to me as I don't have a rigger on the team (except Blitz, but he doesn't have a drone. Odd.) Anyway, time to head for the vault.


    Of course, there's security here, but only three goons, nothing special. Have Eiger move behind the crates to the northeast for cover and attack with her sniper rifle while everybody else moves in.


    Once the fight's over, heal up if you need to before opening this door, because there's another fight on the other side.





    If you're holding a Trauma Kit and take lethal damage, it's used automatically. If not, you're just unconscious for a few rounds. If you don't manage to get someone to an unconscious character within a few rounds, they'll become unavailable for the remainder of the mission... but if your protagonist dies this way, you fail and have to go back to your last save.

    Anyway, take cover behind the crates inside the room, and have Eiger move into position and start plugging away at the turret with her sniper rifle.


    There's also a troll hopped up on all sorts of drugs. have the rest of your team take out the drone, then focus on the troll.


    Also, Blitz lacks sufficient knowledge to disable to security systems. If you can pass the stat check you can shut down the turret and drone, leaving you just the troll to deal with.


    This is a great example of why I prefer swords over unarmed combat. You can lock down a target by damaging their AP with sword strikes.



    Dietrich (or you, if you're playing a shaman) can summon a water spirit from these barrels, if you want to. This isn't a hard enough fight that a sixth party member is really necessary, but it's still nice.

    Once the defenses are down, the way into the vault is clear.







    The money and other stuff is nice, but the real prize here, at least as far as I'm concerned, is the drug formula for Jazz. You can give this to Zaak Flash and he'll be happy to make it for you. Anyway, there's nothing left to do here (unless you want to by some Cram, if you haven't already) so head back to the ground floor and make for the exit.



    It's really up to you whether you want to bring Blitz along. He'll become a permanent party member, and he even has a personal side mission later in the game, but he might not be trustworthy... He WAS working for a gang of drug dealers, after all, and this gang has shown that they're willint to do some pretty scummy stuff... You can also hire a decker for future runs that will require it if you tell him to buzz off. It's really up to you, but I decide to bring him along.






    Aside from the eight karma you get for finishing this run, your team (barring Blitz) also level up. This will happen after every couple missions for the remainder of the game. Right now the upgrades I choose are:
    - Eiger: Shotgun Specialist 1 (makes targets of her shotgun blasts easier to hit.)
    - Dietrich: Meltdown (Makes his Electro Core spell strip 1 armor from affected targets)
    - Glory: Razor Specialist 1 (Melee attack that pierces 1 armor and may do AP damage)

    Be sure to read up on ALL the upgrades that will later become available for your team, so you can pick ones that work well together.

    All that aside, we've got a couple final things to do for the moment.





    Sam still needs money, but now that we've got some more we can give him the rest of what he needs. Also, Silke made it here okay, which is good to hear.



    Zaak can indeed make jazz for us, now that he knows how. Right now he'll only have the one dose, which costs 100 nuyen.




    And Dr. Ezkibel will be happy to install that Bliss auto-injector... provided you can afford it.



    I spend my accumulated karma on upgrading Body, Melee Weapons, Willpower, and Chi Casting by 1 each, which means now I can use...


    The Stride spell. It's not stellar, but it does passively increase your movement by 2 tiles, which isn't bad, especially for a melee character, with the option of activating it to boost by movement an additional 2 tiles (four total.)

    A couple last things to do now.





    You can actually do this BEFORE going on this run, which I forgot to do, and when you get back from it the data will have sold, but it's not a big deal right now. Be sure to do this every time you get some new paydata.




    I want to sell that pistol (since it's useless to this build) and get an armor upgrade. Again, it's not stellar, but it is better than what we had. Don't forget to equip it!

    Finally...




    It's going to take a while for Maliit to fix that drone, so we'll check back after the next run.
    Last edited by Shpadoinkle; 2018-07-13 at 10:25 AM.

  13. - Top - End - #13
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    Default Re: Let's Play Shadowrun: Dragonfall

    Am I misremembering, or could you have gotten 1 more point of Karma by going back to the kitchen and telling the guy that he can leave safely?

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    Default Re: Let's Play Shadowrun: Dragonfall

    You can tell him that, but I'm pretty sure it doesn't get you a karma point. I'll double check...

    Yeah, I just replayed that part (I keep archived saves in case I miss or forget something) and you don't get any karma for telling the guy in the kitchen that the gangers are dead.
    Last edited by Shpadoinkle; 2018-07-13 at 01:45 PM.

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    Default Re: Let's Play Shadowrun: Dragonfall

    Quote Originally Posted by Shpadoinkle View Post
    Shockwellenreiter vs. Lodge
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    The former. I prefer the custom cyberware you get from the Shockwellenreiter, and besides which Anders is supposed to be a "good" guy (or at least as good as a shadowrunner can get... for the most part.)
    Spoiler: SWR vs. Lodge
    Show
    I also went for the Schockwellenreiters in my Mystic Adept run. Even with my Ork Sammy run, I...kinda did the same.

    Thing is, in Dragonfall Director's Cut, the Black Lodge guy sends you on an "initiation" mission, which is fun but also shows the Black Lodge is beyond morally gray - these guys are fully on the side of black.

    Spoiler: Lodge Mission Spoilers
    Show
    You're sent with a total newbie who's good at electronics, which you get to befriend because she's green and also pretty nice (and in the case of my Dwarf MysAd, also a Dwarf, so racial kinship. (Also, being a girl and my MysAd being bi, probably thought of her as cute.) Your other members are a Tir Taingire immigrant elf who speaks nothing but Sperethiel, and a bigot mage who thinks he's better than everybody. The mission is to get inside a guy's house, plant a bug, then get out. Simple, right?

    Except the party's meant to implode right from the get-go. The Lodge guy actually expects that both the Elf and the bigot Mage die (the Lodge guy says that he didn't like the Elf, and figured the Mage was an ass so nobody would care about him) - you can choose to stand for the Elf or keep on with the mission. Then, the whole mission ends up going south REAL FAST, with Knight Errant being called in, and you have to fight to escape.

    And all of that because the owner of the house is someone that the Lodge guy didn't care about, so he puts a bomb instead of a bug. You get mail from the survivors, and the dwarf girl is terrified, feeling like she sold her soul to the Devil. Then you have the choice to confront the Lodge guy, where he basically says "it's all business".

    The whole point of the new Lodge mission is to set them as actually morally black guys, who think they got the world in their hands. Telling the Lodge guy to get off your Bazaar is the most satisfying thing you can do as a 'runner, IMO, right alongside aiding Samuel, fixing Kimmy and helping the others.


    And yes, my investment in Charisma and Intelligence is mostly for passing various stat checks. Otherwise I'd be intesting those points elsewhere, but since the protaganist is basically the party leader and its his stats that matter for various stat checks, I feel half-obligated to. I also illustrate why I went with swords over unarmed a bit later. Unarmed offers more damage, but I personally consider a few extra points of damage to be generally less useful than the AP damage swords do.

    Also, kinda interesting the stuff you mentioned in your 'On Mystic Adepts' collapse, considering the way I'm going to be building him...
    My notes are basically what worked with me. I didn't went for "leader" guy - in fact, my female bi Dwarf MysAd was dumb as a truck (Int 1, and with Pain Editor, it went all the way to 0), but despite that, pretty good with words (Cha 4, mostly for Armor IV IIRC, meaning two Etiquette options). It's roughly the same with what I do with my usual MysAd build (Dwarf, Body 6 until late game, Strength 6-8, Close Combat 6-8, Melee Combat 6 [or 8, if I wanna go with Disarm], Qui 3, Dodge 1-2, Int 1, Willpower near Max, Spellcasting 6-7, Chi Casting near Max, Cha 4) in all of the adventures, though total Karma acquired may change that. I don't feel like I lost many of my Karma options, though I can say my Dwarf MysAd ended up being far more powerful in terms of skills in Dragonfall than in Hong Kong (where Karma is steep, but Nuyen is steeper).

    If my netbook wasn't in the frizz, I'd have finished Shadows of Hong Kong already. Itching to take revenge with Huoyan...
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    Default Re: Let's Play Shadowrun: Dragonfall

    Dang, I'd forgotten how much German there is in this game. It's mostly accurate so far. (For the record, when they say "kiez" read "hood.")

    Interesting read so far! I think the slightly more condensed format works well. This is a very talky game.

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    Default Re: Let's Play Shadowrun: Dragonfall

    Quote Originally Posted by Khay View Post
    Dang, I'd forgotten how much German there is in this game. It's mostly accurate so far. (For the record, when they say "kiez" read "hood.")

    Interesting read so far! I think the slightly more condensed format works well. This is a very talky game.
    I kinda wonder what the gameplay time to talkiness ratio is when compared to something like Planescape: Torment.
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    Default Re: Let's Play Shadowrun: Dragonfall

    Quote Originally Posted by Mark Hall View Post
    I kinda wonder what the gameplay time to talkiness ratio is when compared to something like Planescape: Torment.
    Torment is one of my favorite games, but it's almost more of an interactive novel than a traditional RPG. Considering only the mandatory fights in Torment, which are
    Spoiler
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    the zombie in the morgue, Ravel, and Trias,

    I'd say there's about a 99:1 ratio of dialogue to combat.

    In Dragonfall, I'd say it's closer to 50/50, assuming you talk to the people in the Kruesbasar between each run.

    Changing topics, I'm making some good progress. Next update should be Monday, unless I forget. I'm also going to be making some improvements that should continue to make things more readable, though there's still going to be a lot of talking.

    I'm concerned the dialogue selections I'm choosing (which are slightly... SLIGHTLY darker than the others in the screenshots - the mouse pointer doesn't show up in them) might be difficult to discern, so I'm considering doing something like highlighting them in orange or manually adding a pointer to the selection I'm choose, but... well, you're seen just how much dialogue there is to cover, and each post I've got written up at the moment has around 200 screenshots, most of which are dialogue.
    Last edited by Shpadoinkle; 2018-07-14 at 06:04 PM.

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    Default Re: Let's Play Shadowrun: Dragonfall

    Part 5
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    Double update today, because this post is just going to be me talking to people. I actually accomplish stuff in the next one. I'm still not going to be talking to the incidental characters around town, though, because I still don't care. Also I'm going to be breaking up posts with additional spoilers from now on, to make it easier to find or skip something in particular.

    Blitz
    Spoiler
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    Sounds like he got kind of backed into a corner, to me, but that doesn't make him trustworthy.


    Dante
    Spoiler
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    Dante's a good boy.


    Dietrich
    Spoiler
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    If you're wondering, "MESSERKAMPF!" is German for "KNIFE FIGHT!"












    Eiger
    Spoiler
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    Eiger respects strength of character. Not surprising, considering she was a soldier. Next let's see how Glory's doing.


    Glory
    Spoiler
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    If you don't want to pry (or just aren't playing a spellcaster) you can skip reading her aura. She'll open up eventually if you keep talking to her.























    Like a lot of people with difficult pasts, Glory's adopted her guarded personality as a soft of defense mechanism.


    This all might seem like just flavor text, but each of the gang (barring Dietrich, for some reason) has a sidequest related to their past, though it's going to be a while before we get to those. Nobody else has anything to talk about now, so let's report to Paul.

    Paul and the crap he wants
    Spoiler
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    Off to Maliit, then.

















    If you have Strength: 4 you can get the DVD player for free, at the expense of knowing you robbed a homeless old man.













    Back to Schrotty.





    Everybody loves fetch quests.


    Green Winters' DVDs (LOTS of reading ahead)
    Spoiler
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    Well, this is just fantastic.


    Alice
    Spoiler
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    Off to the U-Bahn.



    There's a hit of Hyper here, don't miss it.















    Oh boy. We've got our work cut out for us. Back to Paul.

    (Raising Alice's fee is going to make up most of the remainder of the game, by the way.)


    Getting a job
    Spoiler
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    We'll talk to Luca later. Right now let's visit Sam.













    If you have Etiquette: Socialite you can squeeze an extra 500 nuyen from him, but it's not really worth it in my opinion because this is the first of only two times in the entire game that I can think of where Etiquette: Socialite is relevant. The other time, similarly, only nets us a 500 nyuen bonus.

    Anyway, we're going to pay a visit to Humanis next time.


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    Default Re: Let's Play Shadowrun: Dragonfall

    Part 6
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    Preparations for the Humanis run
    Spoiler
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    You don't HAVE to bring Dietrich along on this run, but I recommend you do so, for three reasons. First, if we manage to find and get his nephew out alive, he'll be granted a new spell. Second, if you don't bring him along, he'll be noticeably cold towards you for the rest of the game. The third reason you'll see in a bit.

    Anyway, take the U-Bahn to Schattennest.







    Aside from your own team, you can hire a number of other runners. You have to pay them of course, but fortunately it's not very much. They all have their own spells and equipment appropriate for their specialties, so you don't have to outfit them yourself. Before embarking on this mission, I also loan my team some Jazz.


    Transit
    Spoiler
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    You can talk to this woman if you want, but she doesn't have anything worth hearing. Check the phone booth to the northwest.




    It'll pay to do some snooping. Talk to the kiez gatekeeper to the west




























    You can pay the 750/1,000 nuyen 'toll' here if you want (and you have it,) otherwise get ready to fight.


    Additionally, you can either help Maxim and his gang, or you can blow away everybody. The latter option gets you an extra 2,000 nuyen, but helping the smugglers gets you an extra 1 karma, AND they'll help you out in a fairly difficult fight later on in this mission. That aside, there are a few more fights ahead, and trying to kill both the gang and the smugglers is going to be a notable drain on your resources.





    A look at what we're up against. First thing to do is hit those barrels at the southeast to do some damage to the gangers down there, as well as the turrets. After that you can have the team safely pick away at the turrets until they're down.


    Also note that you can summon a fire elemental from this barrel here. Send it against the gangers to the northwest.


    As I said, all video game barrels explode.


    The woman you were negotiating with at first, as well as this ganger who will appear after a round or two, are both magic users, so as always they're your top priority targets.



    Another excellent example of why I like swords.



    Also note that Glory has a couple new abilities she can use with her claws, and her claws now inflict 2 points of bleeding damage per round instead of just 1.

    Twin Slash (and similar abilities, like Cleave and Roundhouse Kick) both can and WILL hit allies if they're in the AoE, so be careful about positioning when you use them.

    For finishing this fight and keeping Maxim alive, you get 3 karma.





    Pile into the van.


    Inside the Humanis Compound, part 1
    Spoiler
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    A couple of figures we only get a glimpse of run into the shadows as we enter. What a fantastically positive portent of things to come!


    There's a bunch of foot lockers in the room to the northeast, but they're all locked and we don't have the codes.


    Unsurprisingly, the armory's locked too.




    We'll check that out later.



    I'm not playing a rigger, and at this point Blitz doesn't have a high enough Drone Control skill to do anything with this turret, which is why I didn't bring him for this mission. If you DO have Drone Control: 4 though, you can set the turret to fire at Humanis members.


    All of these terminals require a password, but fortunately it's the same one for every terminal: humanisforever. I'm not sure how you're supposed to know this though. Or you can bypass the password if you have someone on your team with Decking: 4.








    Take a look at the file cabinet next.





    The rest is similar racist propaganda not worth reading. Stahl's office is at the end of the hall to the north, but lets raid those lockers first.



    Starting from here and going clockwise, the passwords and contents are:
    3706, Nitro (+2 Strength and Willpower, but -2 Intelligence and Charisma for 5 rounds)
    1409, the following note





    2619, The following note



    4167, 282 nuyen
    1106, the following note




    And finally, 2114, and nothing.



    The armory's got some nice stuff. A couple advanced medkits and a trauma kit in the medical supply crates at the front.



    The Predator remains useless to me, since I still don't have anyone who uses pistols AND has a datajack, but the shotgun is an upgrade for Eiger (though we can't have her use it until the start of the next run.) At least I can sell the Predator later. There's another turret you can program if you have Drone Control: 4.




    And in the back there's a box of grenades. We've poked our noses into everything there is to poke, let's tackle Stahl's office.






























    If you attack Alexander, you wind up having to fight him and the rest of Humanis. You also piss off Dietrich. So that's not the best way to go. Remember the note we found in his foot locker though, he's clearly not a big fan of Humanis, so...







    Alexander joins your team for the remainder of this mission (this is the third reason to bring Dietrich along.) He's nothing fancy, but he's not bad and has a few grenades packed up, and an extra fighter is helpful considering this is only the first of FIVE fights coming up. Fortunately, this one and the third one are both pretty easy.


    Fighting my way out!
    Spoiler
    Show

    That aside, Stahl will try to escape by fleeing out the back door he came in. If you let him escape you'll get the 'Everybody Deserves a Second Chance' achievement, but if you kill him (he's only got 10 health) you'll get the 'Stahl Out' achievement.

    All that aside, this is a fairly easy fight. The humanis members only have 30 health each, and this is a small area, so it's easy to hit more than one with grenades or AoE spells, but as always, take care not to blast your own team.


    A good example of Glory's Twin Slash ability in action.


    The big room we passed through earlier has six more enemies in it. Note also there's an air vent connecting this room and the computer room to the east that you can send drones through, it you have any. I had Eiger go northwest and hold by the door there until I got the Humanis members engaged with the rest of the team to the southeast...


    Then take cover behind these crates and target the enemy mage.


    It didn't really work as well as I'd hoped, but it DID wind up splitting the enemy's attention, making them easier to deal with.


    Also note these glowing glyphs on the ground. These are Dragon Lines, which if you're familiar with them are similar to leylines. Standing on one increases the power of your spells for as long as you're on it.

    Anyway, once these goons have been dealt with there's still more to do. Head down the hall and take what little cover is available, but fortunately there's only this one enemy to deal with here. Gather up the gang and be sure to reload before you enter the room opposite the armory, though. I also have Dietrich haste Eiger just before moving in, because...


    There are another six enemies to deal with.


    This is gonna take some luck, but it's worth a shot... but it whiffs completely :/




    You definitely want to take out this one in particular as fast as possible. She's got a grenade launcher, and you're forced to group up here.

    After the fight, heal up with medkits if necessary, and grab anything you might have left behind in the armory, because we won't be coming back.


    Freedom's within reach!
    Spoiler
    Show



    Your party's in combat mode right away, and there's a reason for that.


    Because there are a lot of enemies outside, including two mages who should, again, be your top priority. If you helped the smugglers earlier, they'll be fighting the Humanis members from the west.


    Flashbang grenades, even when they don't crit, are EXTREMELY useful. These guys are out of the fight for the next two rounds.

    Overall this isn't a terribly difficult fight, just be sure to keep your buffs (like Aim) up and don't leave anybody exposed in the open.











    For completing this run you get 8 karma. I use what karma I've accumulated so far to get my Strength up to 5 and Close Combat up to 4



    Stats before and after.


    Post-run crap
    Spoiler
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    Let's report to Sam before we see Paul.

    Sam
    Spoiler
    Show








    Back to the hideout.


    Dante
    Spoiler
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    Dante's a good boy.


    Reporting to Paul
    Spoiler
    Show










    Let's see how Dietrich's doing.
    Spoiler
    Show














    Neat. Dietrich explained his new power pretty well, so I don't have anything to add. Let's check the mission computer and collect our pay for the run.


    Post-post-run
    Spoiler
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    We'll tackle that one later. It's actually a fairly easy run... assuming you have the stats for it.







    3,750 nuyen is a pretty good chunk of change, and there are a few things I wanna pick up. If you're playing along, take note that before you spend your cash I STRONGLY recommend you save at least 1,000 nuyen for the next run.


    Earth Elementals are AWESOME. They're not particularly strong by themselves, but they DO have a spell unique to them called Guard, which provides Medium cover to all allies within 3 tiles of them when it's cast, for 3 rounds, regardless of your actual cover or positioning. This allows you to make some maneuvers that would normally be way too risky to attmept. Note that only force 2 or stronger Earth Elementals have this spell.


    Never hurts to stock up when you can.



    Gunari's got some new armor and weapons, too. I'll want to upgrade my armor later, but right now I only want to buy the shuriken, which I'll be using myself, but hang onto the throwing knives. You can loan them to Eiger, since she's good with throwing weapons and this will provide her a medium-range attack, as well as a backup in case she gets pinned down without either of her guns (or only the wrong one) loaded.

    The Defiance Super Shock is an excellent tool. It does minimal damage, but it allows the wielder to deal AP damage, which is great for locking down a high-priority target... such as an enemy mage. Also note that it's technically a pistol so you can use pistol skills with it. Unfortunately it has a fairly short range of about five tiles. I'm going to be loaning this to Glory pretty much permanently.

    We've got couple last things to do.



    500 nuyen isn't much, but it's nice. The karma's a nice bonus too.







    Again, not a huge amount of cash, but a nice bonus.







    Man, this is eating into my cash, but it WILL make Blitz way more effective when he's in the Matrix. Sniffer is basically an Aim spell, and ESPs are basically Matrix-only drones. By default Blitz has an Attacker ESP (yes, this means he'll have two of them, but they're very nice to have around) and an Exploder ESP (which can kamikaze itself... not that great.) Speaking of drones...






    Might as well give it back to him. No reason not to.


    Last edited by Shpadoinkle; 2018-07-17 at 12:06 PM.

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    Default Re: Let's Play Shadowrun: Dragonfall

    Part 7
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    A short and fairly easy mission today. First, though, let's talk to the team.

    Blitz
    Spoiler
    Show

















    Eiger
    Spoiler
    Show




























    Dietrich
    Spoiler
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    Glory
    Spoiler
    Show








































    Umm... damn. That's pretty heavy. Then again, nobody becomes a shadowrunner because their life was all roses and song. Anyway, you kinda have to pry a little bit here, or else Glory won't open up.


    Pre-run preparation
    Spoiler
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    Check the mission computer next.








    Well, it's good they're doing okay. Anyway, Gunari had a job for us, so he's our next stop.











    Sounds pretty straightforward.


    Extra work
    Spoiler
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    There's this guy here who wasn't here before.













    Eh, 500 isn't bad for a quick job, I guess. The sewer entrance is right behind him. However, before you start this job I STRONGLY suggest having at least a thousand nuyen on hand.

    There's not going to be any decking needed here, so Blitz can chill in the hideout while the rest of the gang and I check things out.


    Head northwest first.





    Both terminals say the same thing. In the room we just passed...


    Well that doesn't bode well. Cross the bridge to the southeast.






    A code that has something to do with a computer. Head to the room to the southwest from here.





    Well that was... suprisingly quick and easy. Back to the surface, I guess.


    Oh, hey, ghouls.

    They only have melee attacks, so they're not much to worry about.


    Though they can inflict 'infection,' similar to Glory's bleed, with their attacks.


    They get kinda funneled together by the bridge, though, so take advantage of that to hit them with grenades and AoE spells.

    Anyway, they're not a very difficult fight, so once they're done for head northeast.




    More ghouls, yay. Again, not an especially difficult fight, but do note that two more will be coming in from the door we just come through.


    There's also a place you can summon a water elemental, if you want to, but this fight isn't difficult enough to warrant it, I think.

    The rooms to the northwest contain 148 nuyen and a dose of Hyper. After grabbing them, investigate the pump controls.























    You CAN just kill them if you want, and you CAN tell them to beat it, but these are both suboptimal solutions. Check out the commlink in the back of the room she came from.

















    Yes, you can get a discount if you have Etiquette: Corporate or Etiquette: Shadowrunner. If you don't have the cash, though, you can offer the ghouls 'services' as payment instead, OR you can just blackmail him from the outset. Both of these are less optimal than paying him, though, and you'll see why in part 8. Anyway, once you're done, talk to the ghoul leader again.



    If you offer Ezkibel the ghouls' services doing stuff that ghouls are good at, you don't get this karma point. Anyway, we're done here, head outside. You get an additional 4 karma for completing this run. Talk to the maintenace guy again before anything else, though.






    The most important part of any job is getting paid, of course. Giving him the other guy's manual you salvaged gets you another 2 karma, for a total of 7 for this one run (6 if you didn't pay off Ezkibel,) which is pretty good considering how short and easy it is.


    Post-run
    Spoiler
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    All that aside, my team levelled up again, and I chose the following options
    - Eiger: Flashbang Grenade (does AP damage, which as I keep pointing out is a REALLY strong ability.) The other option just upgrades her Fichetti grenade to a Cavalier Frag, which does more damage. Nice, but nowhere near as good as AP damage.
    - Dietrich: Either's fine, though I prefer the Bound Earth Elemental over the Bound Fire Elemental because it reduces the number of fetishes I have to buy.
    - Glory: Upgraded medkit. Replaces her Basic Medkit (base 10 health healed) with a Premium Medkit (base 30 health healed.) The other option upgrades her Trauma kit, but those aren't enormously fantastic and wind up geting used a lot less often, at least for me.
    - Blitz: Upgrade SMG (pierces 1 point of armor, making critical hits more likely.) The other option simply raises his accuracy by 3%, which is... it's just... man, why freaking bother. Who cares about an extra 3% accuracy?

    I also have a total of 9 karma at this point, which I use to upgrade my Charisma to 6 and take the Security Etiquette, meaning I'm done investing in Charisma for the remainder of the game.

    Next time, we check out this Rabengeister gang that's been making trouble for Gunari. Before you embark on that run, however, I strongly recommend having at least 2,099 nuyen. If you don't, you should do other runs instead.



    I'm almost finished up writing this LP, and it's probably going to be 20-ish parts in all, maybe as many as 22. Once I'm done writing it updates should be every day or two.

  22. - Top - End - #22
    Ogre in the Playground
    Join Date
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    The midwest.

    Default Re: Let's Play Shadowrun: Dragonfall

    Part 8
    Spoiler
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    Let's check out this Rabengeister (Ghost Ravens, in English) gang for Gunari. Fortunately this is a fairly short and easy one. It doesn't matter very much much who you bring along for this mission, but I'd recommend either Eiger or Glory.

    Welcome to Gesundbrunnen
    Spoiler
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    Gesundbrunnen has clearly seen better days.














    If you don't have the Charisma for this, you can also get past with a Strength: 5 check, OR you can pay them off for 100/200/400 nuyen (no stat checks for this, just depends on whether you give in to their demands.) Or, if you can't afford that, you can just blow them away. I strongly recommend you avoid violence if you can, though. It's not a very difficult fight, at least. If you talk your way past them, the ork will mention he's thirsty.


    Goldfish is a shaman visiting Berlin from America. You can talk to her if you want, but she doesn't have anything relevant to say. The only other person we can talk to here is a guy named Quorin.





















    Yeah, things are looking pretty rough in Gesundbrennen. Head northeast from here to the market.





    She's got some okay stuff, including a second Defiance Super Shock stunner if you want one for your protaganist or Eiger.







    I do however decide to buy the crappy-looking pistol. Why? Because it the weapon with the highest critical hit chance and critical hit multiplier in the game. 6 damage is only going to tickle most enemies, but they have a much harder time ignoring its frequent critical hits.


    Investigation
    Spoiler
    Show

    Let's have a talk with the guy to the southeast next.






    Man, even the drug dealers have nothing but crap.



    Well THAT certainly seems worth investigating!







    You can strongarm some money out of him if you want (he might be a troll, but he hasn't got the nerve for fighting,) but it's not very much (only 400 nuyen.) It also prompts some of his buddies to show up...


    You can give the money back and the dwarf is satisfied, but if you don't he and his buddies attack. It's 4 vs. 2, so not an easy fight, and besides which there's not much cover here.


    That slapdash pistol might look like a total piece of crap, and its base damage may be awful, but it HURTS when it connects, and it has an extremely high critical hit chance. That aside, I reload here because I don't want to kill anybody.





    Well she's no help.






    You CAN force the door here if you or your ally has Strength: 4, but if you don't you have a couple other options.





    Again, you have the option of blowing them away if you want, but again, I'm not here to shed blood.

    Assuming you don't want to be taken by force and lack the strength to force the door, there's one final option.










    If you decide to fight the militia members after pressing them for information, one will drop a scrap of paper with this name written on it.

    However you get there, head downstairs.


    Resolution
    Spoiler
    Show


















    You only get the option to talk work out a deal if you've got Charisma: 3 or more. Otherwise your options are limited to just leaving without the stuff, or fighting. If you do manage to work out a deal with him though, talk to the other guy, the one in the long coat, afterward. For working out a deal with him, you get the "It Doesn't Have to Be This Way" Steam achievement (assuming you're playing on Steam.)



    Don't drink it yet. Head back towards the U-bahn.





    You miss out on this karma point if you drink the beer yourself. Back to the Kreuzbasar. Upon arrival you get 4 karma.


    Home again/Post-run
    Spoiler
    Show






    Gunari does indeed have some new stuff for sale, but it's nothing all that great. Let's talk to Paul.







    Glad we could work things out with them, and it never hurts to have allies.


    Dante's a good boy. The rest of the crew doesn't have anything to say, though.




    Might as well, though we weren't on especially chummy terms last time we talked.














    THIS is the reason you want to pay off Ezkibel for keeping his deal with the ghouls. If you don't, he'll offer you no cash (and tell you it's your own fault, since he can't afford to,) but he'll still offer to install the cyberware you retrieve at a discount.




    And we'll tackle Adenauerplotz next time.

    Before that, I use some of my accumulated karma to get my Close Combat up to 5.


    Current stats.


  23. - Top - End - #23
    Ogre in the Playground
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    Default Re: Let's Play Shadowrun: Dragonfall

    Part 9
    Spoiler
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    We're gonna tackle that job for Ezkibel this time.

    Getting inside
    Spoiler
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    I STRONGLY suggest bringing Blitz, for a couple reasons which will become apparent.






    What a cheery place.



    You can force the door if you have Strength: 5 or higher, but there are a couple other ways to gain entry.







    If you or a teammate has a drone, or if you're playing a dwarf or if you've hired the dwarf shaman runner, you can crawl through the vents to unlock the door manually.


    Finally, there's a matrix terminal you can jack into.


    Shield ESPs have the shield ability (surprise!) This is actually really useful. Anyway, this seems like a relatively difficult matrix section - there's a lot of IC to contend with - and Blitz isn't up to it. If you are, however, destroy the IC and go through the gate to the southeast, destroy the IC there, and unlock the door.


    Actually inside
    Spoiler
    Show








    Oh, they were experimenting on hellhounds and basilisks. That's... that's great.










    Boy, I sure am glad we came here!



    The door on the right is locked.




    There's a way around this door that doesn't require a decker, but this isn't why I suggested bringing Blitz. Let's check out where that ladder goes.



    Hey, free cash is free cash.



    Another locked door. You can't reach that safe on the right (yet.) Head up the ladder to the west.



    Oh, fantastic, enemy drones. There are two gun drones and one with a grenade launcher. Not a hard fight, but stay behind cover anyway. That door we unlocked earlier leads to this room as well.


    Blitz's drone, Max, has a custom stunner. Unfortunately it doesn't work on other drones.

    If I haven't mentioned it before, controlling a drone takes 1 AP per round, which is deducted automatically at the start of your round if you have a drone active. If you're playing a rigger you can have up to two active at a time... but bear in mind this means you won't have any AP to move, attack, or heal with yourself.


    The grenade drone also has a flashbang grenade, so don't cluster up too much.


    As you head west, this guy will charge out of the next room to confront you.













    Ah. That explains his mental state... Cannibalism in humans has been linked to various degenerative brain diseases. If he were just isolated (and had something besides organs to eat) he might have fared batter, but with a diet of nothing but (meta)human organs, he's probably incurably gone at this point.



    He turned over his "most prized possession" to a group of total strangers pretty fast, but... well, then again, he's not quite sane. Anyway, before we do that let's check out the two remaining rooms on this floor.


    Free cash is still free cash.





    This is the other reason you want to bring Blitz along.


    The spoiler below just contains screenshots of the video logs, which are interesting, but long-ish.
    Spoiler
    Show






















































    Tackling the underworld
    Spoiler
    Show

    If you didn't read the video logs, the short version is this: Philip's buddy tried to kill Billy and evidently died, and with nothing to do and no company, Philip constantly rewatched the 'Knight-Kings of Lightninghold' series, and slowly lost his grasp on reality (definitely helped along by his diet of metahuman organs,) which is why he calls himself a 'knight-king' and treats the drones as his 'peasantry.'


























    Well, there goes the idea of fighting the basilisk with a horde of drones at my back.



















    Man... I feel bad for this guy.













    Well, he's happy, and we also get a karma point for it.



    You're welcome, I guess. Back to that locked door in the sewer we passed a minute ago.





    Billy has some hellhound buddies, which Philip never mentioned... Anyway, after a couple rounds a couple more hellhouds will come from the southwest, so don't let yourself get pinned down.


    Like I said, the Slapdash pistol has an EXTREMELY hit critical hit chance.


    Billy can "petrify" a character (which deals AP damage) and deals AP damage with his normal attack, and the hellhounds can breathe fire at you, which ignites you and deals damage over time.


    Not a terribly difficult fight, but don't forget to use Medkits. Anyway, once it's over grab the keycard from Billy's corpse and head back upstairs.


    Emerging victorious!
    Spoiler
    Show




    Grab this medkit from the wall before going downstairs.




    Now head back upstairs and go through the last locked door.




    Once you open the door Philip charges in ahead of you. Anyway, grab the stuff from the back and head outside, we're done here.


    The road home
    Spoiler
    Show

















    This is main reason we wanted to bring Blitz along. If you don't get Philip the last episode of his show, you have to face these guys without the aid of Philip's drones. The drones attack random enemies, but still, that additional firepower is a big help.

    That aside, there are seven enemies, including both a mage and a conjurer, who should be your top priorities. If you have Dietrich along, have him conjure an Earth elemental and have it use Guard on the party.






    Head back to the Kruezbasar and give Ezkibel his crap. You only get 2 karma for this run, but it's not a terribly difficult one.


    Post-run
    Spoiler
    Show















    Finally, the rest of the team has levelled up again. I choose the following options for them.
    - Eiger: Sniper specialist II: Fires an armor-ignoring round for 2 AP, and has a cooldown of 5 rounds. Great for picking off enemy mages. The other option lets her fire a round from her shotgun that ignites the target. Okay I guess, but not as good as an armor-piercing sniper round.
    - Glory: Pistol Specialist II: Hail of Bullets. Glory targets 4 enemies (or 3 enemies with one of them being targetted twice) and fires a round at each of them. Costs 2 AP and has a cooldown of 5. Even so, this can allow her to lay out some nice damage. The other option, Razor Specialist II: Fray Armor, grants her a 2AP melee attack that hits twice and strips 2 armor per hit. Not bad, but I prefer the pistol option.
    - Dietrich: Augment Spell: Nerve Bolt. Hitting with a Nerve Bolt will flush the target from cover - really nice to have, and it doesn't have a cooldown or anything, it's just appended to his normal Nerve Bolt spell. The other option gives him an innate +1 armor, which is kinda meh.
    - Blitz: Boost either ESP control or Decking by 1. Either's fine, but neither's really stellar. I take the ESP control option.

    As for myself, I use my accumulated karma to boost my Throwing Weapons skill to 4.


  24. - Top - End - #24
    Barbarian in the Playground
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    Default Re: Let's Play Shadowrun: Dragonfall

    I just found out that you don't actually need Blitz - if you have Decking 4, you can get the missing episode yourself.

  25. - Top - End - #25
    Bugbear in the Playground
     
    Iruka's Avatar

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    Default Re: Let's Play Shadowrun: Dragonfall

    Reading your LP made me finally get Dead Man's Switch. Tried my hands at an Adept again with the tips above in mind and properly buffed she does indeed hit like a truck. I did however not get a lot of enemies to clump up, so I could not make use of the roundhouse kick.
    Knocking out people with a single punch is a lot of fun, but the assault weapon build I tried in Hongkong still felt more effective.


    "Children grow up to be people? All the children I knew grew up to be machines."
    ~Augustus von Fabelrath~
    Quote Originally Posted by Peelee View Post
    Somebody should have that sigged.
    Member of Peelee's Church of Sudden Skylight

  26. - Top - End - #26
    Ogre in the Playground
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    Default Re: Let's Play Shadowrun: Dragonfall

    First off, I want to apologize for my absence and the lack of updates. I got sick in early August, and since then it's been hard to get back into the writing mindset. I have an additional 10 updates written and ready to post as well, but I haven't been keeping up with that - not even the "once a week" thing that was my original estimate, and I apologize for that too. I'm going to try to get back to that, updating at least once a week.

    Second, I AM going to try to get this finished. The thing is, writing these updates is slow going, and, at a rough estimate, writing them as I play can make a given section of the game take anywhere from two to five times as long as it normally would, depending on if I have to reload (the AG Chemie Europa run, for instance.) I also strongly prefer to write all of a given update in one sitting, so that can take a while. I'm trying to push myself to work on it when I've got time, though... I have a habit of getting to near the end of a game, then starting up something else right when I'm about the tackle the last area, or even right before the last boss. Maybe I just don't want it to end? :/

    As I said, I've got several parts banked already, so I'll be posting one right after this post. Updates from now on will probably be on either Friday, Saturday, or Sunday.
    Last edited by Shpadoinkle; 2018-09-08 at 03:15 AM.

  27. - Top - End - #27
    Colossus in the Playground
     
    BlackDragon

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    Default Re: Let's Play Shadowrun: Dragonfall

    Quote Originally Posted by Shpadoinkle View Post
    Second, I AM going to try to get this finished. The thing is, writing these updates is slow going, and, at a rough estimate, writing them as I play can make a given section of the game take anywhere from two to five times as long as it normally would, depending on if I have to reload (the AG Chemie Europa run, for instance.)
    Would recording a video of the game as you play and then writing to *that* work, or would that not suit your creative impulses? It would still take twice as long, of course, but hopefully wouldn't take five times as long.

  28. - Top - End - #28
    Ogre in the Playground
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    Default Re: Let's Play Shadowrun: Dragonfall

    Quote Originally Posted by factotum View Post
    Would recording a video of the game as you play and then writing to *that* work, or would that not suit your creative impulses? It would still take twice as long, of course, but hopefully wouldn't take five times as long.
    Ehh... I don't know, I'd have to try it, but it's a moot point anyway because I don't have any recording software, nor do I know where I could get any.

  29. - Top - End - #29
    Ogre in the Playground
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    Default Re: Let's Play Shadowrun: Dragonfall

    PART 10
    Spoiler
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    Okay, we've put this off for long enough. It's not a HUGELY difficult run, though when I first played the game I remember thinking it was pretty bad. You don't have your regular team for it, but with a little preparation (or, barring that, putting it off for a while like I have) it's a lot more manageable. To begin with, even if you don't have any karma invested in the Biotech skill, be sure to stock up on Advanced Medkits anyway. I suggest bringing along four of them, aslong with a Trauma kit. Then head to Cafe Cezve to meet your contact. I also recommend having at least 250 nuyen before leaving the Kruezbasar for this run.

    If you're not investing much in Charisma, but want a boost to it, you'll also want an additional 1,500 nueyn, for a total of 1,750

    Meeting Luca Duerr
    Spoiler
    Show











    In my experience, 99% of the people who talk like this are completely full of crap. I WOULD tell him to go to hell, but we need money.











    This all sounds sketchy as hell, but it's a video game so I can always reload if things go south :V Since I accepted the job, board the U-Bahn and take it to Frankfurter Tor.


    Trial run begins, and meeting the team
    Spoiler
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    Knight Errant is a division of the Ares megacorp, which specializes in providing security. Anyway, head west.

    Meeting Jana
    Spoiler
    Show

















    Jana's our first teammate for this run. She's not stellar, but she is surprisingly good with that pistol of hers. She does indeed also have that taser she mentioned.



    The entrance to the building is northwest of Jana. Before we head in, let's check to the northeast of here though.


    The waitress
    Spoiler
    Show








    We only need the one, but feel free to stock up if you want. Head inside the complex.


    Meeting the rest of the team
    Spoiler
    Show


























    What a jolly bunch we are. Also a look at James and the elf's stats and gear.


    Ground floor
    Spoiler
    Show


    Let's talk to this guy first.












    Damn it pays to be suave, doesn't it? Aside from making a token amount of extra cash, having access to this guy's apartment will come in handy later. The code is 53786, for the record (like most codes though, this is automatically recorded by your PDA.)




    A business with an effective monopoly jacking up prices? Outrageous! Unheard of! Not that it matters to us. Head down the hall to the southwest from here.




    Brute force IS a viable option here, but it's ALSO the most difficult one, and should be a last resort.




    Jana's a surprisingly glib liar. Head to the northwest of the big room we were just in.
















    Eh. They're not bad people, at least in my book, it's just the world they live in. Talk to the vendor next.













    If you do buy this, the surgery to get it installed costs 5,000 nuyen, but it raises your effective Intelligence by 2, and has an Essence cost of 1.5. I don't need it, so I pass.

    Anyway, head northeast from here.











    This kind of thing is exactly why I invested so much in Charisma. Anyway, head back to the other Knight Errant guy at the terminal.




    He'll run off, leaving the terminal unguarded.



    Tricksy hobbitses, we is.






    Uh... okay, that didn't quite work out. You can fight them, but it's not the optimal path. Instead, let's reload my last quicksave...






    And instead, check out this electrical panel.






    Success! Incidentally, you can talk to the lady behind the counter in this room. She sells a suit for 1500 nuyen, that has 5 armor and provides a +2 to Charisma. Not bad - I suggest buying it if you haven't been investing in Charisma, but I don't really need it so I'll pass. Anyway, grab the Theta key Card that the guard dropped and head to the maintenance room behind him.




    Head to the elevator and take it up to the Residences.


    Residences
    Spoiler
    Show










    One big happy family, that's us.


    This is the room of the suit we met in the lobby. Let's stop off here first.




    Convenient. Remember this for later.


    That's our destination. Enter with the code Jana gave you.








































    Decision time! You can either attack James (option 1,) or you can try to complete the run (option 2.) I'll detail both.


    Option 1
    Spoiler
    Show

    3 on 1 is a pretty one-sided fight, and besides which, Jana has that stungun, so he really doesn't stand a chance. Once he's dead, either head down the fire escape or head back to the lobby.


    The lobby, however, has enemies, and this can be a fairly difficult fight, so skip it by taking the fire exit if you can. If you can't...


    You're kinda pinned against the wall by the Knight Errant forces, including a conjurer, who (as always) should be your top priority target. On the plus side, if you can stun a conjurer, any spirits they have will be unsummoned. Between Jana's stungun and both myself and the elf having swords that inflict AP damage, this is actually a fairly easy fight. Head outside, then to the U-bahn.













    For 'completing' the mission this way, you get 2 karma, but no payment or anything else. Of course, the Lodge won't be giving you any more work.




    Fine, be a bunch of judgmental jerkasses. I'd rather have a clear conscience anyway.


    Option 2
    Spoiler
    Show





    The elf turns on you, and you're forced to kill him. Heal up if you need to and head for the penthouse.

    If you didn't take out the Knight Errant guy who's initially at the terminal while you were on the ground floor, there will be a couple of them charging into the apartment, another two in the hall, and three just outside the penthouse that's our destination, one of the last group being a mage. As always, stay behind cover, and make good use of Jana's stunner, as well as James' Aim, Acid Stream, and Heal Wound spells. Unfortunately his Fireball spell doesn't seem to be very accurate, so I find it doesn't wind up being terribly useful.






    Man, James is kind of a jerkass...

    Anyway, head into the Penthouse (the password being 11111, as Jana said) and place the cameras.






    Be sure to grab this medkit.







    Oh goodie. Take the elevator back to the lobby, or take the fire escape instead if you managed to get the corporate guy's door code.


    You come out on the southwest side of the building, bypassing the fight in the lobby completely. Head towards the courtyard.


    Gather up the team before you enter the courtyard though, because...


    There are a bunch of new friends to make. As before, put Jana's stunner and James' spells to good use, and focus on eliminating one at a time.


    This is the guy who greeted you as you got off the U-Bahn. Usually he stays down there by it, but evidently he heard the fun and wanted to come play too. He doesn't make the fight much harder, though. Just have Jana keep zapping him with her stunner and he's harmless. Afterwards, head to the U-Bahn.




























    For completing the job you were hired to do, aside from the cash, you still only get 2 karma. It's still enough to let me get my Melee Weapons skill up to 3, though.













    It's up to you if you want to keep working for The Lodge or not. Because this is supposed to be a guide, I'm going to continue working with them (up to a point.) All that aside, this run's done.

    Last edited by Shpadoinkle; 2018-09-16 at 03:11 AM.

  30. - Top - End - #30
    Pixie in the Playground
    Join Date
    Sep 2018

    Default Re: Let's Play Shadowrun: Dragonfall

    Awesome, I finished Dragonfall a couple months back. Just started HK recently. Glory was an awesome character with her backstory (Director's Cut) and I liked Eiger. Dietrich was good too, but didn't feel as fleshed out as the ladies.

    Pity it wasn't available in German, I had the idea of playing it in German because of the setting. But my German is a bit mediocre, so I probably wouldn't have stuck with it.
    You are the best thing ever to happen to me and I love you too much to do this too please don't be so bad for me and you're so sorry for everything.

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