Various Thoughts

More or less random thoughts regarding a variety of topics.

Friday, June 11, 2010

Alpha Protocol – Perk Info & NPC Dialog Preferences

This is just done from memory and referencing the last saved game of my first playthrough. As I play through the game for the second time, I plan to do a couple of quests differently to find some other Perks and double-check a few NPC dialog choices.

——————————————————————————–
Perks
——————————————————————————–

———————————
Combat
———————————

Assault Rifle Marksmanship: AR Recoil Control +1
Requirements: 100 AR Head Shots

Assault Rifle Precision: AR Accuracy +1
Requirements: 50 AR Head Shots

Black Belt: Martial Arts Damage +5
Requirements: Defeat 50 enemies with Martial Arts

Limited Bloodshed: Endurance +10
Requirements: Defeat 50 enemies with Non-Lethal methods

Lurker: -20% Movement Sound
Requirements: Evade or silently Takedown (with Martial Arts) 75 enemies

Merciful: Endurance +25
Requirements: Defeat 250 enemies with Non-Lethal methods

No One Left Behind: Endurance Recharge Rate +20%
Requirements: Rescue Albatross from Brayko’s Mansion

Pistol Mastery: Pistol Damage +1
Requirements: 100 Pistol Critical Hits

Pistol Proficiency: Pistol Accuracy +1
Requirements: 50 Pistol Critical Hits

Professional Courtesy: 10% Discount on Armor purchases in Rome
Requirements: Used Non-Lethal force against the CIA

The Better Part of Valor: Increased Shadow Operative Duration
Requirements: Evade 75 enemies

Tough as Nails: Endurance +5
Requirements: Taken 1000 Damage over the course of your career

———————————
Dialog
———————————

Agent of Change: AP +5
Requirements: Convinced Marburg to abandon Leland during the Endgame

Aggressive: Martial Arts Damage +5
Requirements: Choose the ’Mission’ option at end of first conversation with Westridge

Any Last Words…?: Reduced Weapon Ability Cooldown
Requirements: Kill Nasri

Camaraderie: 5% Discount on all non-Intel purchases
Requirements: Have a favorable Disposition with 10 people

E-Mail Enhancement: AP +2
Requirements: Reply to 10 E-mails

Friends in Low Places: 10% Discount on Armor purchases from Grigori
Requirements: Befriend Grigori

Gentleman: Endurance Recharge Rate +20%
Requirements: Politely turned Madison down

Green: AP +2
Requirements: Choose the Recruit dialog stance 3 times

Hand of Al-Samad: Endurance Recharge Rate +20%
Requirements: Do not kill Shaheed in the Endgame

I Don’t Hit Girls: 5% Discount on transactions with G22
Requirements: Let Sis live

Office Romance: Endurance +5
Requirements: Romance Mina

Professional: Endurance +5
Requirements: Choose the ’Ready’ option at end of first conversation with Westridge

Secret Service: Reduced Hard to Kill and Iron Will Cooldown
Requirements: Prevented Ronald Sung’s assassination

Social Butterfly: 5% Discount on all Intel purchases
Requirements: Have a favorable Disposition with 3 people

Stay of Execution: Favored Weapon Recoil Control +1
Requirements: Let Shaheed live in Saudi Arabia

Stick to Business: 5% Discount on Armor, Armor Mod, and Gadget purchases from Steven Heck
Requirements: Use mostly Professional responses in your first conversation with Heck

Surprise Attack: Favored Weapon Damage +1
Requirements: 150 Surprise Attacks

Testing the Waters: AP +1
Requirements: Used all three dialog stances in the same conversation

Textaholic: XP +250
Requirements: Reply to 5 E-mails

The Big Picture: 5% Discount on all Weapon purchases
Requirements: Let Nasri live

Variable Approach: AP +2
Requirements: Used multiple Dialog Stances in 15 different conversations

———————————
Handler
———————————

By the Book: -5% Cooldown Bonus on all Abilities
Requirements: Westridge as current Handler with Neutral/Liked Disposition

By the Book II: -10% Cooldown Bonus on all Abilities
Requirements: Westridge as current Handler with Trusted Disposition

Constant Encouragement: Endurance +5
Requirements: Mina as current Handler with Neutral/Liked Disposition

Constant Encouragement II: Endurance +15
Requirements: Mina as current Handler with Trusted Disposition

Tech Savvy: Gadget Damage +10%
Requirements: Darcy as current Handler

The Subtle Approach: Enemy Sight Distance -5%
Requirements: Albatross as current Handler

———————————
Miscellaneous
———————————

Always Listening: 5% Discount on all Intel purchases
Requirements: Listened to all of Sung’s speech while fighting Omen Deng

Be Prepared: Increased Ammo Capacity with all Weapons
Requirements: Purchase majority of all available Mission Intel (I bought all but the Maps and Easier Difficulty ones)

Behind the Lies: XP +250
Requirements: Uncover the truth behind the Triad defectors

Betting Man: 5% Discount on all Gadget purchases in Saudi Arabia
Requirements: Completed Darcy’s bonus Orientation task

Birds of a Feather: Reduced Chain Shot and Shadow Operative Cooldown
Requirements: Work with Albatross for the assault on Brayko’s Mansion

Breaking and Entering: XP +100
Requirements: Lockpick 10 Locks

Cage Match: 5% Discount on all Weapon purchases in Saudi Arabia
Requirements: Completed Mina’s bonus Orientation task

Circuit Breaker: XP +100
Requirements: Bypass 20 Electronic Devices

Custodial Work: 5% Discount on all Intel purchases in Saudi Arabia
Requirements: Completed Parker’s bonus Orientation task

Data Theft: XP +100
Requirements: Hack 10 Computers

Experienced: Endurance +5
Requirements: Completed third Mission Location

Intelligence Analyst: AP +1
Requirements: Completed 10 Dossiers

Know Your Enemy: Damage vs. Brayko +5%
Requirements: Complete Brayko’s Dossier

News Conscious: 5% Discount on all Intel purchases in Saudi Arabia
Requirements: Watched all of Shaheed’s News Broadcast

On the Guestlist: 5% Discount on all Intel purchases
Requirements: Identified all guests at Jibril Al-bara’s Mansion

Profiler: AP +1
Requirements: Completed 5 Dossiers

Psychological Warfare: AP +2
Requirements: Completed 15 Dossiers

Seasoned: Endurance +5
Requirements: Completed second Mission Location

The Basics: 5% Discount on all purchases in Saudi Arabia
Requirements: Completed all Orientation courses

Tour of Duty: Endurance +5
Requirements: Completed first Mission Location

World Traveler: Endurance +5
Requirements: Completed fourth Mission Location

——————————————————————————–
NPCs
——————————————————————————–

Alan Parker: Likes Professional, Dislikes Casual

Albatross: Likes Professional, Dislikes Aggression/Taunts

Ali Shaheed: Likes Professional

Brayko: Dislikes Joking/Taunts

Championchik: (Never talked to)

Darcy: Likes Professional, Dislikes Aggressive

Grigori: Likes Casual/Joking

Hong Shi: Likes Professional

Jibril Al-Bara: (Never talked to)

Leland: Likes Professional/Realist

Madison: Likes Casual/Reassuring

Marburg: Likes Professional/Straight-forward

Mina: Likes Professional/Casual

Nasri: Likes Professional, Dislikes Joking/Taunts

Omen Deng: (Unsure)

Ronald Sung: (Unsure)

Scarlet: Likes Professional/Compliments, Dislikes Joking

SIE: Likes Aggressive, Dislikes Joking/Charming

Sis: (Unsure)

Steven Heck: Likes Aggression/Professional, Dislikes Casual/Joking

Surkov: Likes Professional, Dislikes Joking

Yancy Westridge: Likes Aggressive/Professional, Dislikes Joking/Casual

posted by Jake Zahn at 2:43 pm  

Tuesday, January 26, 2010

Dragon Age – Tactics

All AI in the game is controlled by Tactics Tables essentially identical to the one available to the player. The main differences being that theirs have more options and are not limited by character or skill level. This post will contain some examples of the more interesting NPC tactics tables (mostly mage varients) the game uses as well as a partial listing of what commands the various numbers equate to in the Tables’ .gda files (for modders who wish to alter them).

First the examples:

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Archer (Dwarf)
——————————————————–

01. Self: Being attacked by melee == Jump to Tactic 6
02. Target: Movement Impaired == Move away
03. Self: Surrounded by at least 2 enemies == Move away
04. Self: Target between short and medium range == Move away
05. Self: Target at short range == Move away
06. Target: Target using magic == Deactivate Suppressing Fire
07. Self: Mana/Stamina < 25% == Deactivate Rapid Shot
08: Target: At least 3 enemies are alive == Scattershot
09. Target: Target using melee == Pinning Shot
10. Enemy: Target using melee == Pinning Shot
11. Target: Target using melee or ranged == Activate Suppressing Fire
12. Self: Mana/Stamina >= 75% == Activate Rapid Shot
13. Target: Has high armor rating == Shattering Shot
14. Target: Has medium armor rating == Shattering Shot
15. Target: Any == Critical Shot

——————————————————–
Mage (Balanced)
——————————————————–

01. Self: Being attacked by melee == Jump to Tactic 5
02. Target: Movement Impaired == Move away
03. Self: Surrounded by at least 2 enemies == Move away
04. Self: Target at short range == Move away
05. Self: Mana/Stamina < 10% == Deactivate Spell Might
06. Self: Mana/Stamina >= 50% == Activate Spell Might
07. Self: HP < 75% == Heal
08. Self: Being attacked by melee or ranged == Activate Stone Armor
09. Self: Being attacked by magic == Spellshield
10. Self: Being attacked by ranged == Heroic Aura
11. Ally: HP < 75% == Heal
12. Self: Mana/Stamina >= 90% == Jump to Tactic 17
13. Target: Any == Petrify
14. Target: Any == Crushing Prison
15. Enemy: 3+ Clustered == Earthquake
16. Enemy: 2+ Clustered == Earthquake
17. Target: Has any buff at any range == Dispel Magic
18. Enemy: Has any buff at any range == Dispel Magic
19. Ally: Being attacked by melee or ranged == Heroic Defense
20. Ally: Being attacked by ranged == Heroic Aura
21. Target: Any == Stonefist
22. Target: Any == Arcane Bolt

——————————————————–
Mage (Blood, Balanced)
——————————————————–

01. Self: Any == Activate Arcane Shield
02. Surrounded by at least 2 enemies == Mind Blast
03. Surrounded by at least 2 enemies == Chain Lightning
04. Self: HP >= 25 == Jump to Tactic 7
05. Ally: Highest HP == Blood Sacrifice
06. Self: Any == Deactivate Blood Magic
07. Self: Being attacked by a melee attack == Jump to Tactic 11
08. Target: Movement Impaired == Move away
09. Self: Surrounded by at least 2 enemies == Move away
10. Self: Target at short range == Move away
11. Self: Mana/Stamina >= 10 == Jump to Tactic 13
12. Self: HP >= 50 == Activate Blood Magic
13. Self: Being attacked by melee or ranged == Misdirection Hex
14. Self: Mana/Stamina >= 75 == Jump to Tactic 18
15. Enemy: 3+ Clustered == Blood Wound
16. Enemy: 3+ Clustered == Blizzard
17. Self: At least 3 enemies are alive == Chain Lightning
18. Target: Any == Blood Wound
19. Enemy: Target using melee or ranged == Misdirection Hex
20. Target: Target at short range == Cone of Cold
21. Target: Any == Vulnerability Hex
22. Target: Any == Winter’s Grasp
23. Target: Any == Arcane Bolt

——————————————————–
Mage (Blood, Nuker)
——————————————————–

01. Self: HP >= 50 == Jump to Tactic 4
02. Ally: Highest HP == Blood Sacrifice
03. Self: Any == Deactivate Blood Magic
04. Self: Being attacked by a melee attack == Jump to Tactic 10
05. Target: Movement Impaired == Move away
06. Self: Surrounded by at least 2 enemies == Move away
07. Self: Target at short range == Move away
08. Self: Mana/Stamina >= 50 == Jump to Tactic 10
09. Self: HP >= 50 == Activate Blood Magic
10. Self: Mana/Stamina >= 75 == Jump to Tactic 14
11. Enemy: 3+ Clustered == Blood Wound
12. Enemy: 3+ Clustered == Tempest
13. Enemy: 3+ Clustered == Fireball
14. Target: Target between medium and long range == Blood Wound
15. Self: At least 3 enemies are alive == Chain Lightning
16. Target: Target between medium and long range == Fireball
17. Target: Target at short range == Shock
18. Target: Target using melee or ranged == Weakness
19. Target: Any == Lightning
20. Target: Any == Arcane Bolt

——————————————————–
Mage (Healer)
——————————————————–

01. Self: Being attacked by melee == Jump to Tactic 5
02. Target: Movement Impaired == Move away
03. Self: Surrounded by at least 2 enemies == Move away
04. Self: Target at short range == Move away
05. Self: Mana/Stamina < 10% == Deactivate Cleansing Aura
06. Self: Mana/Stamina >= 50% == Cleansing Aura
07. Self: Surrounded by at least 2 enemies == Mind Blast
08. Self: At least two allies have curable effects == Mass Rejuvination
09. Self: At least two allies have HP < 50% == Group Heal
10. Self: At least two allies have HP < 50% == Mass Rejuvination
11. Ally: Any == Rejuvination
12. Self: Any == Rejuvination
13. Self: HP < 75% == Heal
14. Ally: HP < 75% == Heal
15. Self: HP < 90% == Regeneration
16. Ally: HP < 90% == Regeneration
17. Ally: HP < 75% == Lifeward
18. Self: Being attacked by magic == Antimagic Ward
19. Ally: Being attacked by magic == Antimagic Ward
20. Self: Any == Glyph of Warding
21. Ally: HP < 50% == Glyph of Warding
22. Target: Any == Arcane Bolt

——————————————————–
Mage (Nuker)
——————————————————–

01. Self: Being attacked by melee == Jump to Tactic 5
02. Target: Movement Impaired == Move away
03. Self: Surrounded by at least 2 enemies == Move away
04. Self: Target at short range == Move away
05. Self: Surrounded by at least 2 enemies == Mind Blast
06. Self: Mana/Stamina >= 75% == Jump to Tactic 11
07. Enemy: 3+ Clustered == Tempest
08. Self: Surrounded by at least 2 enemies == Chain Lightning
09. Enemy: 3+ Clustered == Fireball
10. Target: Any == Petrify
11. Target: Target between medium and long range == Grease
12. Self: At least 3 enemies are alive == Chain Lightning
13. Target: Target between medium and long range == Fireball
14. Target: Target at short range == Shock
15. Target: Any == Lightning
16. Target: Any == Arcane Bolt

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Warrior (Reaver)
——————————————————–

01. Self: Surrounded by no enemies == Deactivate Pain Aura
02. Self: HP >= 90% == Deactivate Blood Frenzy
03. Self: HP < 50% == Activate Blood Frenzy
04. Self: Being attacked by a melee attack == Activate Pain Aura
05. Self: Surrounded by at least 2 enemies == Activate Pain Aura
06. Self: Surrounded by at least 2 enemies == Two-Handed Sweep
07. Self: At least 1 enemy is dead == Devour
08. Target: Has high armor rating == Sunder Armor
09. Target: Has medium armor rating == Sunder Armor
10. Self: Any == Perfect Strike
11. Target: Any == Pommel Strike

——————————————————–
Warrior (Templar)
——————————————————–

01. Target: Target using melee or ranged == Jump to Tactic 3
02. Target: Mana/Stamina >= 90% == Holy Smite
03. Target: HP < 75% == Assault
04. Target: Target at short range == Cleanse Aura
05. Self: Surrounded by at least 2 enemies == Cleanse Aura
06. Self: Mana/Stamina >= 75% == Jump to Tactic 9
07. Self: Any == Perfect Strike
08. Self: Mana/Stamina < 25% == Jump to Tactic 10
09. Self: Any == Activate Precise Striking
10. Target: Any == Holy Smite
11. Target: Any == Shield Bash
12. Target: Any == Assault

Now, for the partial .gda translation:

——————————————————–
Target Type
——————————————————–

1: Self
2: Ally
3: Enemy
7: Most Hated

——————————————————–
Condition
——————————————————–

1  : HP < 100%
2  : HP < 90%
3  : HP < 75%
4  : HP < 50%
5  : HP < 25%
6  : HP < 10%
7  : HP >= 90%
8  : HP >= 75%
9  : HP >= 50%
10 : HP >= 25%
11 : HP >= 10%
12 : Mana/Stamina < 100%
13 : Mana/Stamina < 90%
14 : Mana/Stamina < 75%
15 : Mana/Stamina < 50%
16 : Mana/Stamina < 25%
17 : Mana/Stamina < 10%
18 : Mana/Stamina >= 90%
19 : Mana/Stamina >= 75%
20 : Mana/Stamina >= 50%
21 : Mana/Stamina >= 25%
22 : Mana/Stamina >= 10%
24 : Clustered with same group, 2+
25 : Clustered with same group, 3+
26 : Clustered with same group, 4+
31 : Nearest visible
50 : Highest HP
56 : Has any buff at any range
64 : Polymorphed
66 : Status: Knockdown
67 : Stun
69 : Knockdown
72 : Slowed
74 : Any
79 : Berserk
81 : Target has low armor rating
82 : Target has medium armor rating
83 : Target has high armor rating
101: Being attacked by melee
102: Being attacked by ranged
103: Being attacked by magic
104: Being attacked by melee or ranged
105: Being attacked by melee or magic
106: Being attacked by ranged or magic
107: Target using melee attack
108: Target using ranged attack
109: Target using magic attack
110: Target using melee or ranged
111: Target using melee or magic
112: Target using ranged or magic
113: Most enemies using melee
114: Most enemies using ranged
115: Most enemies using magic
116: Most enemies using melee or ranged
117: Most enemies using melee or magic
118: Most enemies using ranged or magic
119: All enemies using melee
120: All enemies using ranged
121: All enemies using magic
122: All enemies using melee or ranged
123: All enemies using melee or magic
124: All enemies using ranged or magic
125: At least 1 enemies are alive
126: At least 3 enemies are alive
127: At least 5 enemies are alive
128: At least 1 enemies are dead
129: At least 3 enemies are dead
130: At least 5 enemies are dead
131: At least 2 allies are alive
132: At least 3 allies are alive
133: At least 4 allies are alive
134: Stealthed
139: Immobilized
140: Movement impaired
141: Target at short range
142: Target between short and medium range
143: Target between medium and long range
144: Enemy at right flank
145: Enemy at left flank
146: Enemy at back right flank
147: Enemy at back left flank
148: Surrounded by at least 2 enemies
149: Surrounded by at least 3 enemies
150: Surrounded by at least 4 enemies
153: Surrounded by no enemies
157: Self HP < 100%
158: Self HP < 90%
159: Self HP < 75%
160: Self HP < 50%
161: Self HP < 25%
162: Self HP < 10%
163: Self HP >= 90%
164: Self HP >= 75%
165: Self HP >= 50%
166: Self HP >= 25%
167: Self HP >= 10%
168: Self Mana/Stamina < 100%
169: Self Mana/Stamina < 90%
170: Self Mana/Stamina < 75%
171: Self Mana/Stamina < 50%
172: Self Mana/Stamina < 25%
173: Self Mana/Stamina < 10%
174: Self Mana/Stamina >= 90%
175: Self Mana/Stamina >= 75%
176: Self Mana/Stamina >= 50%
177: Self Mana/Stamina >= 25%
178: Self Mana/Stamina >= 10%
179: Target at front
180: Enemy at Large right flank
181: Enemy at Large left flank
182: Enemy at Large back right flank
183: Enemy at Large back left flank
188: Enemy at Dragon right flank
189: Enemy at Dragon left flank
190: Enemy at Dragon back right flank
191: Enemy at Dragon back left flank
192: Enemy at Dragon close front
193: Enemy at Dragon back
194: Enemy at Dragon far front
195: At least 2 enemies at Dragon back
196: At least 3 enemies at Dragon back
197: At least 4 enemies at Dragon back
198: At least 2 enemies at Dragon close front
199: At least 3 enemies at Dragon close front
200: At least 2 enemies at Dragon far front
201: At least 3 enemies at Dragon far front
202: At least 4 enemies at Dragon far front
203: At least 2 allies have HP < 50%
204: At least 3 allies have HP < 50%
205: At least 4 allies have HP < 50%
206: At least 2 allies have curable effects
207: At least 3 allies have curable effects
208: At least 4 allies have curable effects

——————————————————–
Command
——————————————————–

2 : Attack
3 : Wait
4 : Use Ability
5 : Activate Mode
6 : Deactivate Mode
9 : Move
10: Jump to Tactic
14: Fly/Turn

——————————————————–
Wait Subcommands
——————————————————–

1: Wait with cooldown

——————————————————–
Move Subcommands
——————————————————–

6: Move away from enemy
7: Move away a short distance

——————————————————–
Fly/Turn Subcommands
——————————————————–

1: Turn toward Hated Enemy
7: Fly to waypoint nearest Hated Enemy

posted by Jake Zahn at 1:43 pm  

Sunday, December 6, 2009

Dragon Age – Talent Notes

——————————————————–
Rogue
——————————————————–

Dirty Fighting
Notes: Indispensable power. Will Stun pretty much anything you use it on.

Combat Movement
Notes: Imperative for anyone relying on backstabs for damage.

Coup De Grace
Notes: Imperative for a melee-character, not needed on a ranged character (bows can’t backstab by default).

Feign Death
Notes: Good if your Rogue is always drawing aggro, but investing in Stealth might be a better idea.

Below the Belt
Notes: Complete waste of Stamina.

Deadly Strike
Notes: Passable against high-Armor targets if you have nothing else to use the Stamina on.

Lethality
Notes: Necessary if you want to effectively use weapons other than short bows.

Evasion
Notes: A passive 20% dodge. Fantastic ability.

Lockpick
Notes: Only need one character in the party with this tree maxed out.

Stealth
Notes: Great ability once you can activate it in combat. The movement speed hit limits its usefulness outside of battle.

Heartseeker
Notes: A duplicate of Two-Handed’s Critical Strike.

Ghost
Notes: A Stealth activation that never fails. I certainly like it better than Feign Death.

Weak Points
Notes: Basically a sustainable Mark of Death. Rogues have few sustainables and few passive abilities that restore lost Stamina, making this moderately useful.

Flicker
Notes: An AOE backstab. Can’t go wrong with that.

——————————————————–
Warrior
——————————————————–

Powerful
Notes: Passive Health and Stamina boost, no reason to avoid.

Threaten
Notes: Draws enemy attention, but not really quickly enough to justify its Stamina drain.

Bravery
Notes: A host of passive combat bonuses. No reason to avoid.

Death Blow
Notes: Essential for anyone who relies on activated Talents, those who used numerous sustainables won’t need it.

Precise Striking
Notes: Trades speed for accuracy. Best used with Haste.

Taunt
Notes: I like Threaten better… and I don’t really like Threaten.

Disengage
Notes: Very, very, very few situations should arise in which you don’t want enemies attacking a Warrior. An Archery-focused Warrior might have need of it.

Perfect Striking
Notes: Basically makes sure you don’t miss on any attacks for the next 15 seconds. I don’t believe it’s worth the two useless Talents above, but it works best on a dual wielder and/or with Haste.

Second Wind
Notes: Free restoration of all lost Stamina. Grab it as soon as it becomes available.

Peon’s Plight
Notes: Best used against Elites. Auto-kills Normals, but who needs help killing single Normals?

Grievous Insult
Notes: A Taunt variant. Do Warriors really need three different, yet all questionably effective, taunting Talents?

Massacre
Notes: A Two-Handed Sweep with the Knockdown replaced by insta-killing Normals.

——————————————————–
Dual Weapon
——————————————————–

Dual-Weapon Training
Notes: Increased off-hand damage. Necessary.

Dual-Weapon Finesse
Notes: Increased Attack and Defense. Necessary.

Dual-Weapon Expert
Notes: Increased Critical Chance and potential minor damage over time. Necessary if you don’t use Dual Striking.

Dual-Weapon Mastery
Notes: No longer have to equip a dagger in the off-hand. Good for Rogues with Lethality, bad for Dexterity-focused Warriors.

Dual Striking
Notes: Good for Warriors, bad for Rogues.

Riposte
Notes: Very good Talent that will Stun most enemies.

Cripple
Notes: An improved version of the Rogue’s Low Blow. Most enemies tend to resist the debuffs though.

Punisher
Notes: Fantastic ability. Damage aside, the Knockdown alone makes it useful.

Dual-Weapon Sweep
Notes: In this case, ‘significantly’ means ‘just a tiny bit more’. Still, getting two instant attacks on everyone in front of you is pretty good.

Flurry
Notes: Three quick attacks; simple and effective.

Momentum
Notes: A personal Haste spell. Not as useful as it could be since the Dual Weapon tree has a ton of quick multiple-attack Talents.

Whirlwind
Notes: Near-worthless. The only thing this skill is good for is taking out the 10th level cannon-fodder in the endgame.

Twin Strikes
Notes: A double auto-critical. Good times.

Find Vitals
Notes: Passive boost to Critical Damage and Melee Critical Chance. Passive boosts are always a good thing.

Low Blow
Notes: A Low Blow variant named… Low Blow? How original. To make matters worse; its attack animation is excessivly long.

Unending Flurry
Notes: I’m on the fence regarding this one. A perpetual Flurry is a good thing, but it will empty your Stamina pool.

——————————————————–
Archery
——————————————————–

Melee Archer
Notes: Unless you plan on switching to melee weapons every time an enemy approaches you, this is necessary.

Aim
Notes: This provides solid offensive bonuses… but it makes you attack extremely slowly. Only use if you find yourself constantly missing the target.

Defensive Fire
Notes: Presumably meant to be used when surrounded by melee combatants. You should never be in that situation to begin with though.

Master Archer
Notes: Enhances all Archer talents. A must-have.

Pinning Shot
Notes: I normally like anything that causes Stun, but the duration on this is extremely short.

Crippling Shot
Notes: A ranged version of Cripple. I still don’t really like it.

Critical Shot
Notes: Auto-critical with enhanced AP. Nice, but nothing to write home about.

Arrow of Slaying
Notes: This does a ton of undocumented damage to ‘white’ creatures that are a lower level that you. Against Bosses and Elites it’s just an auto-critical that weakens you.

Rapid Shot
Notes: Mode of choice for mopping up hoards of generic targets. Works particularly well with Suppressing Fire or enchanted arrows.

Shattering Shot
Notes: Very nice to use against heavily armored targets. Even against lightly armored ones the Knockdown is useful.

Suppressing Fire
Notes: No Attack Speed penalty and the Attack debuff stacks. There’s no reason not to always keep this active (besides the rather hefty upkeep cost).

Scattershot
Note: The only archery talent that affects multiple targets. That alone makes it worthwhile to pick up.

Accuracy
Notes: Basically an improved version of Aim.

Arrow Time
Notes: Why? Why‽

Burst Shot
Notes: A triple auto-critical that turns into a Shattershot. The only thing bad about it is that it can hit your party.

Rain of Arrows
Notes: An AOE Scattershot that can hit your party.

——————————————————–
Weapon and Shield
——————————————————–

Shield Bash
Notes: Quick stunning attack that does minor damage. Baseline ability.

Shield Pummel
Notes: A decent ability that becomes good with Shield Mastery.

Overpower
Notes: Pretty good for shattering frozen opponents, though it requires Shield Mastery to be a good damage-dealer.

Assault
Notes: Slightly better than Flurry by default. With Shield Mastery it becomes very good indeed.

Shield Defense
Notes: Wait for Shield Balance before using this.

Shield Balance
Notes: Makes Shield Defense usable.

Shield Wall
Notes: I wouldn’t use this before unlocking Shield Expertise, and then only when facing enemies with known Knockdown attacks.

Shield Expertise
Notes: Enhances Shield Wall and Shield Defense, no reason to avoid.

Shield Block
Notes: Solid passive ability.

Shield Cover
Notes: Obviously situational, but there are plenty of enemy archers in the game.

Shield Tactics
Notes: Drastically weakens enemy Rogues.

Shield Mastery
Notes: Greatly enhances the Shield Bash line.

Juggernaut
Notes: A sustainable that knocks down enemies you run into. That’s useful no matter how you look at it.

Carapace
Notes: Sort of like Perfect Striking, only for Armor instead of Attack.

Air of Insolence
Notes: A Threaten variant? Really? Maybe using all four taunting Talents at once might accomplish something useful… but I doubt it.

Bulwark of the Ages
Notes: Enhances Carapace to make you completely invulnerable for a short time. Obviously quite useful.

——————————————————–
Two-Handed
——————————————————–

Pommel Strike
Notes: Questionable. The Stun is good, but the no damage is bad.

Indomitable
Notes: Fantastic sustainable with no negatives. Being immune to Stun/Knockdown is priceless.

Stunning Blows
Notes: Sizable automatic chance of Stun on all attacks. Great ability.

Critical Strike
Notes: Auto-critical that will insta-kill non-bosses with HP under 20%.

Sunder Arms
Notes: Not worth the Stamina.

Shattering Blows
Notes: Mainly useful for Redcliffe and the Brecilian Forest (undead), and the Anvil of the Void (golems).

Sunder Armor
Notes: Great ability to use on armored targets. Possibly the best Armor-decreasing attack.

Destroyer
Notes: The debuff doesn’t stack and sometimes won’t even last long enough for a single follow-up attack. Avoid.

Mighty Blow
Notes: Standard auto-critical.

Powerful Swings
Notes: Do not use without the Two-Handed Strength ability.

Two-Handed Strength
Notes: Makes Powerful Swings usable, and provides a decent passive buff to AP.

Two-Handed Sweep
Notes: Hits multiple targets and knocks them down. What Whirlwind wishes it could be.

Sweeping Strike
Notes: A cone version of Two-Handed Sweep.

Two-Handed Impact
Notes: If this was a passive Talent, it would be somewhat useful. It’s worthless as a sustainable.

Onslaught
Notes: It’s like a super-sized cylindrical Flurry. Nice ability.

Reaving Storm
Notes: Terrible, terrible ability. A sustainable watered-down Whirlwind.

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Assassin
——————————————————–

Mark of Death
Notes: Basically a weaker version of Death Hex.

Exploit Weakness
Notes: Essential for those that rely on backstabs.

Lacerate
Notes: Essential for those that rely on backstabs.

Feast of the Fallen
Notes: A version of Death Blow that only works with backstabs.

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Bard
——————————————————–

Song of Valor
Notes: Sustainable Mana/Stamina Regen buff. Decent if you don’t have many useful activated Talents, otherwise not really worth the upkeep.

Distraction
Notes: A greatly improved single-target Taunt.

Song of Courage
Notes:  The bonuses (with 40 Cunning) come out to about +5 Attack, +4 Damage, and +6% Critical Chance. Worth the upkeep? You decide.

Captivating Song
Notes: This is surprisingly good. While it effectively paralyzes your Bard, it also tends to Stun multiple enemies. Discontinue use immediately if enemies commonly resist the effect.

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Berserker
——————————————————–

Berserk
Notes: Greatly increased damage at the cost of a small Stamina drain.

Resilience
Notes: Adds Health regeneration to Berserk.

Constraint
Notes:  Removes Berserk’s Stamina drain.

Final Blow
Notes: Completely drains your Stamina to do half of your remaining Stamina in damage to the target. Obviously not useful to those with low Stamina.

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Champion
——————————————————–

War Cry
Notes: Gives enemies a -10 Attack for a short time. Activation is cheap, so it’s not a bad deal.

Rally
Notes: +10 Defense in exchange for a small Stamina drain. Questionable.

Motivate
Notes:  Adds a +10 Attack bonus to Rally, making it useful.

Superiority
Notes: Adds a Knockdown effect to War Cry, making it quite good.

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Duelist
——————————————————–

Dueling
Notes: Unless you’re also a Bard, you won’t have many useful sustainables and a +10 Attack and Defense (with Keen Defense) is pretty good.

Upset Balance
Notes: Yet another incarnation of Low Blow. I still consider it a waste of Stamina.

Keen Defense
Notes:  Passive Talent that increases Defense and enhances Dueling.

Pinpoint Strike
Notes: A personal Death Hex. Obviously works best with Haste and dual weapons.

——————————————————–
Legionnaire Scout
——————————————————–

Mark of the Legion
Notes: Neither Strength nor Constitution are all that useful for a Rogue.

Strength of Stone
Notes: Was… was this meant to be a Warrior Talent? Activated immunity to damage and Knockdown is great for a tank… but for a Rogue?

Endure Hardship
Notes:  Damage decreases your Stamina instead of your Health while this is active. This Specialty should really have been a Warrior specialty.

Blessing of the Ancestors
Notes: Enhances Strength of Stone to also grant complete immunity to magic.

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Ranger
——————————————————–

Summons in General
Notes: Like the Mage’s Shapeshifter, this specialization has little to no synergy with the other Rogue options. Unlike Shapeshifter, this does not remove your Rogue from the fight and so is at least moderately useful. One notable use for the summons is to feed a Blood Mage’s Blood Sacrifice ability.

——————————————————–
Reaver
——————————————————–

Devour
Notes: A greatly improved Death Magic.

Frightening Appearance
Notes: Mainly useful for making Taunt and Threaten usable.

Aura of Pain
Notes:  Five Spirit damage a second to yourself and all nearby enemies. Combos well with Spirit Balms or Spirit Resistance equipment.

Blood Frenzy
Notes: A generally weaker version of Berserk. Only instead of a Stamina drain, it’s a Health drain.

——————————————————–
Shadow
——————————————————–

Shadow Form
Notes: A reverse Threaten that drains Stamina at an alarming rate.

Decoy
Notes: A more versatile Feign Death.

Shadow Striking
Notes: Passively enhances Melee Critical Chance and Shadow Form.

Pandemonium
Notes: A less versatile version of Waking Nightmare. Still a good ability.

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Spirit Warrior
——————————————————–

Beyond the Veil
Notes: Sort of a sustainable version of Evasion.

Soulbrand
Notes: Greatly enhances Beyond the Veil; adds Spell Resistance and your damage is converted into Spirit damage.

Fade Burst
Notes:  A Willpower-based burst attack. A Warrior’s attribute points are generally spent on Strength, Dexterity and Constitution… so this ability is of questionable use.

Blessing of the Fade
Notes: Further enhances Beyond the Veil.

——————————————————–
Templar
——————————————————–

Righteous Strike
Notes: Good for making sure a neutralized Mage stays neutralized, but fairly useless against a fresh one.

Cleanse Aura
Notes: It affects enemies and allies and both buffs and debuffs, thereby making it highly situational.

Mental Fortress
Notes:  Enemies don’t use many abilities that check Mental Resistance, making this somewhat pointless.

Holy Smite
Notes: Sort of a weak Mana Clash that can affect non-Mages. It’s decent, but not a must-have.

——————————————————–
Power of Blood
——————————————————–

Dark Passage
Notes: Passive Talent that removes most of the speed hit from using Stealth. Presumably also adds a minor chance to dodge attacks.

The Tainted Blade
Notes: The extra damage isn’t worth the constant Health drain until you get up to around the 300 Health mark.

Blood Thirst
Notes: The +10% Critical Chance is nice, but the 12 damage a second renders this effectively unusable unless you’re a warrior who doesn’t try to draw every enemy’s attention.

Blood Fury
Notes: Is 40 Health worth a weak Mind Blast? No. Doesn’t even Stun the targets, just knocks them back a step.

posted by Jake Zahn at 3:51 am  

Friday, November 20, 2009

Dragon Age – Spell Notes

Spells that sheath your weapon (if not wielding a Staff) before casting:

Flame Blast, Fireball, Stone Fist, Winter’s Grasp, Cone of Cold, Blizzard, Lightning, Shock, Rejuvenation, Heroic Offense, Heroic Defense, Haste, Anti-Magic Burst, Walking Bomb, Mind Burst, Paralyze, Mass Paralysis, Horror, Sleep, Waking Nightmare, Vulnerability Hex, Affliction Hex, Death Hex, Drain Life, and Bloody Grasp.

——————————————————–
Default
——————————————————–

Arcane Bolt
Notes: Solid damage dealer.

Arcane Shield
Notes: Mages prefer Defense over Armor, so most builds will have a use for this. Obviously best for an Arcane Warrior.

Staff Focus
Notes: Not very useful except as a perquisite for Arcane Mastery. Still, it’s only a truly wasted ability for Arcane Warriors.

Arcane Mastery
Notes: More Spellpower is always good.

Fade Shield
Notes: Passive bonuses are always good.

Elemental Mastery
Notes: Useful for a Primal Mage, fairly worthless for anyone who focuses on other schools.

Attunement
Notes: Passive boost to Willpower, Magic and Mana Regen. Great ability.

Time Spiral
Notes: Expensive and highly situational.

Repulsion Field
Notes: A sustainable Glyph of Repulsion.

Invigorate
Notes: A sustainable Mass Rejuvenation.

Arcane Field
Notes: Haven’t used yet.

Mystical Negation
Notes: A sustainable, erratic, Dispel Magic.

——————————————————–
Primal
——————————————————–

Flame Blast
Notes: The problem with this spell is that you need to be close, and need to not mind that the damage will take place over the course of nearly 6 seconds.

Flaming Weapons
Notes: Boosts melee damage considerably. Always have active if your party has melee attackers.

Fireball
Notes: Fantastic crowd control spell. Not only does it do good initial damage, but it also causes knockdown and minor damage over time.

Inferno
Notes: Good for use against groups of archers or as a ‘trap’ to force enemies to run through to reach your party.

Rock Armor
Notes: Great for an Arcane Warrior. For others it’s more of a ‘delay the inevitable’ type of thing.

Stonefist
Notes: Solid damage-dealing spell that also causes knockdown. Also good to shatter frozen targets or for use as a ‘panic button’.

Earthquake
Notes: Questionable. The friendly-fire aspect of it reduces its functionality rather severely, as melee attackers are usually the ones you want to disable.

Petrify
Notes: Improved version of Paralysis. Doesn’t work on Stone Golems though.

Winter’s Grasp
Notes: Solid damage-dealing spell that also sometimes ‘stuns’ a target.

Frost Weapons
Notes: Not quite as good as the Fire version since more enemies have Cold resistance.

Cone of Cold
Notes: Fantastic spell. Does minor damage, but its main draw is that it will freeze the target(s) solid for a few seconds. Even bosses.

Blizzard
Notes: Anemic damage, but can slow or freeze targets. I would not suggest learning this unless you plan to use the Storm of the Century combo.

Lightning
Notes: Solid damage, but nothing special.

Shock
Notes: A cone version of Lightning Bolt.

Tempest
Notes: Weaker version of Inferno. It can also can combine with Blizzard; cast Blizzard to Freeze/Slow the enemies, then cast this to unleash a Cyclone on them all.

Chain Lightning
Notes: Should be a great spell that acts like a multi-Lightning Bolt. Sadly, it does barely any damage and is not worth learning.

——————————————————–
Creation
——————————————————–

Heal
Notes: Baseline healing spell.

Rejuvenate
Notes: Basically you’re trading your Mana for an ally’s Mana/Stamina. So it’s best used if your allies have more useful abilities than yourself.

Regeneration
Notes: Highly efficient healing spell. Should be cast early in the battle since the healing isn’t instant.

Mass Rejuvenation
Notes: Improved AOE version of Rejuvenate.

Heroic Offense
Notes: Good effect, but has a fairly short duration.

Heroic Aura
Notes: Good as a Follower tactic, questionable for the PC.

Heroic Defense
Notes: Pretty much a weaker Glyph of Warding. Has the benefit of sticking to the target while they move around though.

Haste
Notes: This is actually really good, especially if your party contains any two-handed weapons users. The Mana drain is negligible.

Glyph of Paralysis
Notes: A more versatile version of Paralyze.

Glyph of Warding
Notes: Increases affected party members’ Defense by a decent amount and greatly enhances Mental Resistance. Good spell, but the effect radius is quite small.

Glyph of Repulsion
Notes: Great spell to cast in a doorway, or on your Mage if they’re drawing too much aggro.

Glyph of Neutralization
Notes: Double-edged sword. It neutralizes whatever magic user(s) you cast it on, but also makes them immune to magic. It would be best to avoid this spell if most of your party’s damage is done through magic.

Spell Wisp
Notes: A trade of Willpower for Spellpower. Particularly useful for Blood Mages or Arcane Warriors.

Grease
Notes: I’d rather use Glyph of Repulsion most of the time. Does combo with Fireball for decent damage though.

Spellbloom
Notes: Decent to use in tough/extended battles. Casting it in easy/shorter ones is somewhat pointless.

Stinging Swarm
Notes: Does good Nature-based damage (which many enemies are resistant to), but inflicts no status effects. Its main attractions appear to be how it won’t be wasted if cast on a low-HP target and its relatively short cooldown period.

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Spirit
——————————————————–

Spell Shield
Notes: Fantastic, fantastic spell. If you see an enemy Mage, make sure to activate this and then draw their attention.

Dispel Magic
Notes: Questionable. I suppose it would work well as a set tactic, but using it manually seems rather touch and go. Best used to remove enemy-cast Crushing Prisons and Misdirection Hexs.

Anti-Magic Ward
Notes: A Spell Shield to use on your party members. Great spell, but requires good timing.

Anti-Magic Burst
Notes: I don’t find this very useful. The friendly-fire aspect kills it.

Mana Drain
Notes: Far too situational. You can only use it on other Mages, whom you should be disabling/killing as soon as possible.

Mana Cleanse
Notes: Not worth it. You can use your mana for far better things than draining an enemy’s mana.

Spell Might
Notes: Good to quickly end smaller-scale battles and to cast Storm of the Century. Not so good against bosses, where both Mana conservation and avoiding aggro play a larger role.

Mana Clash
Notes: This is shockingly good. The "large amount of Mana" it takes to cast is actually quite small, and it will usually instantly kill the Mage(s) it’s used on.

Walking Bomb
Notes: While in theory this spell looks good, in practice it’s only really useful against groups of ranged enemies and at drawing aggro.

Death Syphon
Notes: Complete crap. Not worth the upkeep cost at all.

Virulent Walking Bomb
Notes: Same as Walking Bomb, though in some situations a bit worse as it might start a chain-reaction that kills your party.

Animate Dead
Notes: Fairly situational. It only works with ‘white’ (normal) Darkspawn or PC races and the animated skeleton does not persist across area loads.

Mind Blast
Notes: Decent ‘panic button’, though the stun duration is incredibly short.

Force Field
Notes: Fantastic spell. Takes any target out of the fight for its duration, making it perfect for use against a boss to give you time to kill their henchmen.

Telekinetic Weapons
Notes: Like Flaming/Freezing Weapons, but adds to Armor Penetration instead of adding elemental damage. It’s great against well armored targets and useless against lightly armored targets.

Crushing Prison
Notes: Indispensable spell for use against anything that isn’t a boss. Bosses are not held and only take minor damage from this spell.

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Entropy
——————————————————–

Weakness
Notes: If you have nothing else to cast, then this is somewhat useful against melee attackers.

Paralyze
Notes: Indispensable. It even freezes bosses.

Miasma
Notes: A sustainable AOE Weakness spell. Very nice if your Mage stays close to combat.

Mass Paralysis
Notes: An AOE Paralyze with a charge-up time. It only affects enemies, which gives it quite a bit of versatility.

Vulnerability Hex
Notes: Good in concert with a Primal Mage. Fairly useless otherwise.

Affliction Hex
Notes: AOE of the above.

Misdirection Hex
Notes: Indispensable spell. Completely neuters a melee attacker and even works on bosses. It does tend to draw aggro your way though.

Death Hex
Notes: Not as good as you would think. Best used against bosses that are down to about 25% health to finish them off quickly. If used earlier, the boss will do their very best to pound your Mage into paste.

Disorient
Notes: Pretty much the same as Weakness.

Horror
Notes: Great spell that will completely take the target out of the fight for a decent amount of time.

Sleep
Notes: The duration isn’t quite long enough to be useful, and a single attack will break the spell. Passable for use against ranged attackers.

Waking Nightmare
Notes: Fantastic spell that confuses targets; stunning them or causing them to attack each other. It only affects enemies, so you can cast it right into the middle of battle without fear.

Drain Life
Notes: You’d rather have Heal in most situations. Combos well with Soldier’s Peak’s Bloody Grasp spell though.

Death Magic
Notes: On par with Death Syphon. Arguably worse.

Curse of Mortality
Notes: A very weak version of Crushing Prison. Does about half the damage and doesn’t freeze the target. You’d be better off just killing whatever Healers you see as soon as possible rather than investing in this spell.

Death Cloud
Notes: A mid-damage AOE spell that does Spirit Damage over time. Not really worth it unless you plan to combine it with Death Hex.

——————————————————–
Spell Combos
——————————————————–

Grease + Fireball
Notes: If you’re going to be casting Fireball anyway… you may as well take advantage of the extra damage.

Grease Fire + Blizzard
Notes: Pointless.

Spell Might + Blizzard + Tempest
Notes: The most damaging AOE, but requires three high-level spells to trigger.

Spell Might + Animate Dead
Notes: Better than regular Animate Dead and essentially free to cast.

Petrify/Freeze + Rock Fist
Notes: Quite good, but Elites and Bosses will usually resist it.

Force Field + Crushing Prison
Notes: The PC version is currently bugged so that it can only be used on enemies. It’s terrible to use on enemies.

Death Hex + Death Cloud
Notes: Extremely powerful. Can do over 250 damage instantly… even with a low level character.

Hex of Vulnerability + Life/Mana Drain
Notes: If they’re already Hexed to boost the Primal school; feel free. Otherwise; avoid.

Sleep + Horror
Notes: Interesting, though it’s often easier to just cast Horror and avoid Sleep entirely.

Glyph of Paralysis + Glyph of Repulsion
Notes: Very powerful… but also very dangerous to your party. Make certain you are well away from the target.

——————————————————–
Arcane Warrior
——————————————————–

Combat Magic
Notes: Required if you plan to wield weapons or wear armor.

Aura of Might
Notes: Improves Combat Magic.

Shimmering Shield
Notes: Godly.

Fade Shroud
Notes: Improves Combat Magic.

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Battlemage
——————————————————–

Draining Aura
Notes: A sustainable Drain Life. Combos very well with Stoic.

Hand of Winter
Notes: Basically a copy of the Pride Demon’s Frost Burst.

Stoic
Notes: Passive Mana Regen should never be passed up.

Elemental Chaos
Notes: Costly. Extremely costly for the low amount of damage it does.

——————————————————–
Blood Mage
——————————————————–

Blood Magic
Notes: Effectively turns your Health Poultices into Lyrium Potions. A pretty good deal.

Blood Sacrifice
Notes: Hurts an ally, and you gain double the damage in HP. Combos well with the Ranger’s summons.

Blood Wound
Notes: Falls somewhere between Mass Paralysis and Crushing Prison in overall usefulness since it doesn’t work on Constructs, Undead, or anything else ‘lacking blood’.

Blood Control
Notes: This is a really good spell that will turn an enemy into an ally for a short period of time. Interestingly, it works on bosses somewhat often and can be used (likely unintentionally) as a mass Revival if you cast it on the last active enemy.

——————————————————–
Keeper
——————————————————–

One with Nature
Notes: Not very good honestly. Would be decent if you could move around while it was activated.

Thornblades
Notes: Sort of a Two-Handed Sweep that only works when One with Nature is activated.

Replenishment
Notes: Adds an improved Death Magic effect to One with Nature.

Nature’s Vengeance
Notes: An improved Earthquake.

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Shapeshifter
——————————————————–

Forms in General
Notes: This specialty is severely underpowered, and has no synergy with the base Mage class or any of the other Mage specialties. I have found only two situations where the three available forms are useful; either when you’ve run out of Mana and have no Lyrium Potions, or when you are up against a target with high magic resistance.

——————————————————–
Spirit Healer
——————————————————–

Group Heal
Notes: Improved version of Heal.

Revival
Notes: The only basic ability in the game that can resurrect a fallen party member while in battle. Fairly good safety-net.

Life Ward
Notes: Heals for a good amount, but somewhat situational.

Cleansing Aura
Notes: Drains Mana fairly quickly when used in-battle, and so should be combined with something like Spellbloom or Rejuvenate. It also makes Injury Kits completely obsolete.

——————————————————–
Power of the Blood
——————————————————–

Dark Sustenance
Notes: Trade HP for Mana. The main problem with this ability is the rather long casting animation.

Bloody Grasp
Notes: An Arcane Bolt that both hurts you and does minor damage over time to the target.

posted by Jake Zahn at 9:28 am  

Thursday, June 25, 2009

F3 Weapon Comparisons

This is just a set of five Excel sheets mapping out the default statistics of the various weapons found in Fallout 3 and Operation Anchorage. Nothing fancy.

Download

posted by Jake Zahn at 11:24 am  

Thursday, June 25, 2009

Deus Ex: Invisible War Walkthrough

***This Walkthrough is incomplete, and only covers the Seattle quests***

Deus Ex: Invisible War Walkthrough
Game Version: 1.12
Guide Version: 0.15
Date: 02/06/08
Author: Jake Zahn
———————————————-

~~~~~~~~~~~~~~~~~~~~
INTRO
~~~~~~~~~~~~~~~~~~~~
Invisible War is very, very, non-linear. You can do quests in any order you want, and there are very few quests that absolutely need to be completed. As such, this walkthrough is by no means set in stone. This is just the order that both seemed easiest to me, and had the fewest loading-screen breaks.

This walkthrough was done on Realistic difficulty, with the aim of doing as many quests as possible. My particular playstyle is ‘aggressive stealth’, meaning that I rarely go in the front door, and instead try to kill my enemies before they have any idea I’m there. The game may be more difficult if you go for the heads-on approach.

I did not bother to list the locations of Snack Machines (useless), Fire Extinguishers (too prolific and mostly useless), or Water Fountains (not all that useful).

Here are some other Guides to get you acclimated to the basics of this game:
Biomod Guide by NeonJam
Weapon Guide by Orkman2k1
~~~~~~~~~~~~~~~~~~~~
CREDITS
~~~~~~~~~~~~~~~~~~~~
EPOBot – He was the trigger for this little project.
~~~~~~~~~~~~~~~~~~~~
VERSION HISTORY
~~~~~~~~~~~~~~~~~~~~
Version 0.15 – 02/06/08
 Seattle Quests Complete
~~~~~~~~~~~~~~~~~~~~
WALKTHROUGH
~~~~~~~~~~~~~~~~~~~~

———————————————-
Tarsus Academy – Apartments
———————————————-

Items
  Alex’s Room: Binoculars, Datacube x2, Food x2
  Hallway: Ammo (Partial)
  Billy’s Room: Food x3
After the opening cutscene, you start out in your apartment. Directly in front of you is a container with a datacube, as well as a pair of binoculars. Read the cube, and ignore the binoculars… they’re quite useless. Head over to the Comlink on your desk for a conversation with Dr. Nassif. After she evades your questions, the door into the apartment proper will open.

There’s another datacube on the table to your right, so you can read it, or not, and then raid the kitchen. Heading down the hallway you’ll see a guard drop a partial ammo clip after getting killed by a spontaneous explosion. If you follow the janitor, he’ll lead you to Billy’s room. Use the intercom and head in to talk. You can talk to her several times for more information, but don’t forget to raid her kitchen as well. There’s a locked container with an EMP Grenade, but there’s nothing you can do about that now, so head on over to the elevator and travel to the Recreation Area.
———————————————-
Tarsus Academy – Recreation Area
———————————————-

Items
  Locker #1: Ammo x2, Food x2
  Locker #2: Baton, Medkit, Multitool, Pistol
  Locker #3: Ammo, Energy Cell
  Locker #4: Credits (100), Spiderbomb

Allies
  SSC Security: Pistol

Enemies
  Order Seeker: Ammo (Partial), EMP Grenade, Pistol
After talking with Dr. Nassif again, and getting brushed off again, you get to go meet some of the other trainees. First talk to Klara a few times, though she doesn’t have much of interest to say, then head over to Leo. You have a choice whether to be nice or rude, it doesn’t really matter which way you go, but you will be meeting him again later.

After talking to them both, the building’s alarms go off and Dr. Nassif tells you to go get your equipment from the locker in the bathroom. The bathrooms are downstairs, across the basketball court. There are four lockers, two of which are unlocked. Grab the stuff from the first two, and the lights will go out. I suggest opening one of the other two while you’re down here, as you never come back to this area (I generally open #4).

When you go to leave the bathroom, you’ll meet an SSC Guard who warns you about the Seeker wandering around outside. Choose whichever option you wish, but I prefer to kill the Seeker for the EMP Grenade. However you deal with the Seeker (the SSC Guard will likely lose if they fight), head back up to the elevator. After the curious conversation with Billy, head back up to the apartments.
———————————————-
Tarsus Academy – Apartments
———————————————-

Items
  Hallway: Ammo (Partial) x2, Flashbomb, Pistol, Stun Prod
  Klara’s Room: Ammo, Combat Knife, Credits (100), EMP Grenade, Food
  Billy’s Room: Food x3, EMP Grenade
  Leo’s Room: C. Mine, Food, Medkit, Multitool x2
  Air Duct: Multitool
  Alex’s Room: Food

Allies
  SSC Security: Ammo (Partial), Pistol

Enemies
  Order Seeker: Ammo (Partial), Pistol
Things are a bit messy on your return to the apartments. Immediately on the ground to your left is a dead guard surrounded by some rather useless equipment, but further down the hallway you’ll meet a live guard who wants you to cover him when he attacks a Seeker. Say whatever you wish, though this guard will handily  win against the Seeker on his own, so you may as well say you’ll cover him. Go ahead and raid the various apartments, though I suggest leaving the EMP Grenade in Billy’s room alone, as it’s not really worth a Multitool. Don’t forget to pick up the Multitool in the air vent, and the one hiding under the pillow next to the Comlink (which has a message you can listen to on it) in Leo’s room.

When you re-renter your apartment, Billy will cut the power and you’ll see something interesting. Re-raid the kitchen and then head through the hole in the bathroom wall which leads to the Biomod Lab.
———————————————-
Tarsus Academy – Biomod Lab
———————————————-

Items
  Biomod Room: Biomod x3, Datacube x4, Multitool
  Lower Observation: Datacube, Food
  Camera/Turret Room: Energy Cell
  Observation Lab: Ammo, Datacube x2, Energy Cell, Medkit, Illegal Biomod, Multitool
  Air Duct: Multitool
  Upper Lab: Credits (100), Energy Cell
  Seeker Room: Energy Cell, Multitool

Neutral
  Scientists

Enemies
  Order Seeker x2: Pistol
  Order Seeker x2: Ammo (Partial), Pistol
  Spiderbot
Head up to the Comlink directly in front of you, and you’ll hear a bit more background from Dr. Nassif. Grab the three Biomod Canisters from the newly opened case and install at least one of them, though there’s no reason not to install all three now.

Biomods are the only customizable part of your character, so here is basically where you’ll decide what ‘build’ to play as. Once a Biomod has been installed, it can’t be uninstalled, though it can be replaced by a different Biomod (you lose all the old levels). I strongly suggest maxing out one Mod now, rather then spreading the canisters out among several.

Whatever you choose, once you’ve installed at least one canister you can proceed into the hallway. Following the path will bring you to a security camera that’s been taken over by the Order troops. You can use a Tool on it to disable it, or you can sneak/run past it, but be aware that it can see you on the upper level as well. After taking to the scientists, you’ll get a mini-quest. If you do save them from the Seeker, the tan one will give you a Silencer as a reward. In the room beyond them you’ll find a locked-up Illegal Biomod Canister. You’ll definitely want to grab that, either with a Tool or by using the explosive crate in the corner, and install it right away. You can completely ignore the security beams and head through the air duct instead to get to the upper section of the lab (there’s really no point in disabling them).

In the upper section, you’ll find a second air duct with a spiderbot inside. This duct leads to the final room that contains two Seekers, a security camera, and a turret. There are many ways to deal with the inhabitants in this room, the safest of which would be to snipe the head of the one wandering around on the upper floor, then snipe the head of the 2nd when he goes to find out what happened to the first. You don’t even need to use the silencer for this tactic to work. Do note that killing the guards within sight of the camera will activate the turret, which is why it’s best to kill them when they’re on the second floor. You can deal with the camera however you wish, though if you’ve installed the Neural Interface Biomod it’s easiest to turn it off by hacking the computer (using the toxic barrel as cover) to the left of the entrance. If you’ve gotten hurt, there’s a Medbot over in the security beam hallway.

On your way out, you’ll talk to the Order’s second-in-command and get a quest to visit their church. Grab the Energy Cell next to the Comlink and take the elevator topside.
————————
End Area Statistics
————————
Biomods: Move Silent (Level 3), Neural Interface (Level 1)
Ammo: 7.25 Clips
Credits: 400
Inventory: Baton, Combat Knife, Pistol (Silencer), EMP Grenade x2, C. Mine, Spiderbomb,
               Food x14, Medkit x3, Energy Cell x4, Multitool x6, Empty Slot x2
Weapon Mods: None
———————————————-
Upper Seattle
———————————————-

Items
  Inclinator Hallway: Ammo x2, Boltcaster, Glass Destabalizer
  Inclinator Dumpster: Ammo, Food x3
  Hologram Plaza: Datacube
  Coffee Shop: Ammo, Food, Multitool
  Metro Backroom: Ammo x3, Crowbar, Energy Cell, Food, Medkit, Stunprod

Neutral
  Aero Security Bot x2
  Inclinator Thug: EMP Grenade, Pistol
  Inclinator Thug x2: Pistol
  Metro Thug: Shotgun, Spiderbomb
  Metro Thug: Pistol
  New Seattle Citizen
  Officer Gibbs: Ammo (Partial), Flashbomb, SMG
  Officer Lawson: Ammo (Partial), C. Grenade, Pistol
  Order Seeker: Ammo (Partial), Boltcaster, Flashbomb
  Patron
  Pequod’s Manager

Enemies
  Metro Thug: Pistol
Once you pass the checkpoint, Billy will contact you and tell you to ignore what the soldiers told you and give you a quest to go raid Dr. Nassif’s apartment. There’s no need to go anywhere specific just yet, as you have the entirety of Seattle now open to you. Lin-May Chen will eventually pop up with a message about how the WTO will arrest you if you don’t flee Upper Seattle immediately, but she’s a liar, so ignore her. Now, you can go anywhere and do anything, some things can be more easily done in a specific order however.

On that note, head over to the Inclinator entrance (the leftmost path). You’ll encounter a group of 3 thugs waiting for someone, and one of them will ask you nicely for some money. Answer however you wish, but if you plan to fight them, it would be simpler to just toss a C. Grenade down there to take out both them and the container in one shot. However that’s resolved, grab the ammo and/or open the container and head back to where you came from. Do note that there’s a free Destabalizer in the Club Vox basement, so you really don’t need this one. Now follow the signs to the coffee shop.

You’ll pass a little plaza with a citizen listening to a hologram recording, as well as a datacube containing a map of the lower level of Upper Seattle that you may want to grab. In the coffee shop, head over and talk to the Manager. He’ll give you a quest to destroy some coffee beans, so grab the various items lying about and then follow the signs to the Metro.

You’ll find that the Metro has been overrun by thugs… how unfortunate. If you don’t wish to fight them, and don’t wish to pay them, just push a garbage can into the path of the beams to block them off. Otherwise you can pay them an exorbitant amount to shut down the lasers, kill them all (there’s a third one in the backroom), or sneak through the air duct into the backroom and turn the lasers off by either using the switch in the cashier booth or by hacking the computer. The keycode to the backroom door is in the backroom locker, so no need to waste a Multitool on it.

Once you’re done there head on back out to the Upper Level proper, where you’ll run into an Order Seeker that wants to talk to you, though she says nothing of interest. Directly in front of you should be a large neon sign that says ‘gallery’. Ignore it for now and head over to Club Vox instead.
———————————————-
Club Vox
———————————————-

Items
  Door Guard Booth: Credits (150), Stun Prod
  Upstairs Bar: Credits (100), Multitool
  Maintenance Closet: Crowbar, EMP Mine
  Manager’s Office: Binoculars, Credits (25), Datacube, Energy Cell, SMG
  Manager’s Safe: Ammo, C. Grenade, Credits (300), Datacube
  Basement: Ammo x2, Credits (100), Datacube, Energy Cell, Glass Destabalizer, Medkit,
                  Phosphorous Flare x2, Shotgun
  Omar Trader: Illegal Biomod, Silencer, SMG

Allies
  Omar Trader: Boltcaster, Spiderbomb

Neutral
  Bartender
  Bouncer: Pistol
  Bouncer: Shotgun
  Bouncer: Sniper Rifle
  Bouncer: SMG
  Bud Puckett
  Club Owner: Boltcaster
  Dancer x2
  Door Guard
  Jake
  Lionel
  Minister of Culture
  WTO Soldier: Ammo (Partial), C. Grenade, Pistol
  WTO Soldier: Ammo (Partial), Flashbomb, SMG

Enemies
  Bouncer: Pistol
  Spiderbot
Club Vox is an interesting place, with a few interesting things to do in it. You’ll have to pay a one-time fee of 100 Credits to enter, but it’s well worth it.

Over at the lower bar, you’ll find the Minister of Culture, and Lionel. You can talk to Lionel and buy the key to the Penthouse Apartment, but it’s really not worth it. The Minister of Culture has nothing in particular to say, regardless of what you tell him. Upstairs you’ll meet the Manager, who wants you to assassinate a lawyer, and a NG Resonance Sim. After talking with the manager, have a quick chat with the Sim, you’ll be speaking to her now and again over the course of the game if you want to provide tips about illegal activities to the WTO.

There are two ways into the VIP area, either complete the manager’s quest, or use a multitool on the security door above the dance floor and head in the back way. I suggest going through the security door even if you’ve done the quest, as there are some useful items in the manager’s office. Such as the keycode to the basement door on a shelf, and a datacube listing the club’s illegal finances in the safe. If you pick up the datacube, you’ll get a quest notice to turn the information in to the Civic Manager over at the WTO Offices. Note that the Bouncer in the VIP area will be hostile toward you until the manager gives you the VIP code.

However you get into the VIP Area, talk to the Omar Trader to get a quest. Do not buy anything until you’ve done the quest. He asks you to raid the club’s basement, which is extremely easy (as there are no guards) and quite rewarding in the items department. After checking the datacube in the basement, talk to the Omar again and he’ll give you a free Illegal Biomod Canister. I suggest buying the extra Canister he has for sale now as well so that you can max out your first Illegal Biomod. You can now report the VIP Room activities to the NG Sim for a cash reward, if you want.

That’s all there is of interest here, so it’s time to head over to the Apartment Complex.
———————————————-
Emerald Suites
———————————————-

Items
  Entrance: Multitool
  Broken Elevator Shaft: Credits (100)
  Air Duct: Multitool
  Nassif’s Apartment: Biomod, Datacube, EMP Grenade, Energy Cell x2, Food x2, S. Grenade
  Businessman’s Apartment: Ammo, Boltcaster, C. Mine x2, Credits (100), Datacube, Multitool,
                                        Silencer, Toxin Blade
  Lawyer’s Apartment: Ammo x2, C. Grenade, Credits (50), Datacube, EMP Grenade, Food, Medkit,
                               S. Grenade, Sniper Rifle, Spiderbomb
  Penthouse: Binoculars, Datacube x2, EMP Converter, Energy Blade, Energy Cell, Food x2, Medkit x2,
                   Multitool

Neutral
  Bodyguard: Shotgun
  Businessman: Pistol
  Janitor
  Lawyer: Pistol
  SSC Guard: Ammo (Partial), Flashbomb, Pistol
  SSC Guard: Ammo (Partial), EMP Grenade, Shotgun

Enemies
  Security Bot
  Spiderbot x2
If you haven’t equipped your ranged weapon with a silencer yet, now it the time to do it (unless you’re planning on killing everyone and/or using Melee weapons).

For reasons unknown, the multitool directly to the right of the entrance doesn’t stack with the normal multitools, I have no clue why. In any case, if you haven’t grabbed the financial information from the Club’s safe yet, you’ll get a message from the WTO asking you to raid the Minister of Culture’s vault… seems like everyone wants to raid this guy’s vault. You can talk to the janitor and buy the Penthouse Key or the Master Keycode for all other the apartments. Neither is necessary.

To get into Nassif’s apartment without spending anything, head through the door next to the janitor and enter the air ducts. Note that there’s a spiderbot crawling around in here, but it’s very easy to avoid. Just follow the path straight and you’ll eventually get a message from Billy telling you you’ve arrived. Drop down and use the Comlink for another conversation with Billy, then proceed to raid the apartment, making sure to read the datacube.

Exit Nassif’s place, and head back to the air duct. Follow the path to the junction with the spiderbot, either kill or avoid it and you’ll come to the businessman’s apartment. Drop down and quickly take him out. Turns out that he too is planning to rob the Minister of Culture, and he happens to have a bunch of Concussion Mines for the safe. Raid his apartment, don’t forget the Toxin Blade under the pillow, and then head back into the hallway.

Further down the hallway, up the stairs, you’ll come to the lawyer’s apartment. Whether you’re here to assassinate him or not, his apartment has quite a few items. You can get in either through the front door (multitool or the weapon’s deal claim), or through one of the sunroofs above, accessible from the staircase to the left of the apartment door. Those are guarded by a Security Bot and alarm-laced glass though. Inside you’ll find some gold security lasers that can only be disabled with a multitool. You can, however, avoid them entirely by pushing a chair from the dining room into their path. It will catch fire, but won’t be destroyed.

Now it’s time to head up to the Penthouse. If you haven’t bought a key, the best way is to disable the power box in the elevator shaft, or just force your way through the electricity, and climb up there while grabbing the 100 credits behind the 2nd ladder on your way through.

The Penthouse is patrolled, ineffectively, by a Spiderbot. The real problem is the security beams. If you have the Neural Interface Biomod, you can just shut them off immediately. Otherwise you’ll have to use some furniture to block them off, jump over them, or destroy the emitters if you have the Electrical Discharge Biomod. Over at the bar, behind the wine bottles, is a datacube containing the keycode for the vault. Upstairs, there’s an easy avoided security camera, and the vault. There’s a computer in the cabinet you can hack to open the vault, otherwise you’ll have to use a multitool or force. Once inside, raid the window displays and then check the datacube for a quest update. Once you’re done here, head back out to Upper Seattle.
———————————————-
Upper Seattle
———————————————-

Items
  Overlook: ATM, Energy Cell, Multitool x2
If you decided to take the assassination job, head over to Club Vox and report your success for a 300 Credit reward and access to the VIP lounge. Do the Omar Trader quests now if you haven’t before, then finish up your business here (reporting to the NG Sim for instance).

Head back over to the ‘gallery’ sign, follow the path up to the lookout, and you’ll come to an ATM Machine and an alarmed glass window. Here would be the place to equip a weapon with a Glass Destabilizer to take out the window. If you have Neural Interface at level 3, which you should at this point (if you chose it), you can hack the ATM machine for 600 credits, but make sure the camera doesn’t see you doing this. You’ll be fast enough at level 3 to finish in time, otherwise you’ll have to disable it first.

Once you’re done up there, head over to the Inclinator.
———————————————-
Inclinator Facility
———————————————-

Items
  Entrance: EMP Mine, Multitool
  Upper Hallway: Food x2, Medkit
  Lower Hallway: C. Mine, EMP Grenade, Multitool
  Director’s Hallway: Ammo
  Director’s Office: Credits (100), Multitool
  Inclinator Upper: C. Grenade x2, G. Grenade, Multitool, Phosphorous Flare
  Inclinator Lower: Datacube
  Repair Bot Closet: Ammo
  Maintenance Platform: Food
  Lower Inclinator Dumpster: Multitool
  Lower Inclinator Platform: EMP Grenade, Medkit, Phosphorous Flare
  Lower Inclinator Walkway: Ammo, EMP Converter, Medkit, SMG

Neutral
  Inclinator Director
  Inclinator Maintenance x3
  Maintenance Worker

Enemies
  Security Bot x2
  Spiderbot x2
Seems there was a toxic spill in the area, preventing travel… wonderful. There will be a WTO Soldier waiting by the entrance if you haven’t visited the WTO Offices yet, and he warns you about the spill and security bots up ahead. Talk to the Director in order to get the quest to clean up the spill. There’s an air duct behind the pallet up against the wall that will take you to the lower level, but the only reason to go down there is to grab the couple of items under the floor.

Past the first door, there’s a patrolling Security Bot. Wait for its back to be turned (or kill it) and enter the next door on the right. This is the hallway that leads to the Director’s Office. Inside the office, you’ll find an air duct that leads to the rafters above the spill. Directly in front of you, across the rafters, will be a computer in the wall. You can either hack it, or get the login from the datacube at the bottom of the ladder to the left, in order to clean up the spill. You could also use the the air ducts on the east side to get to the maintenance platform and the maintenance closet containing a Repair Bot, then either drop directly into the repair closet and open the door, or talk to the maintenance worker to get the code to open the door. However you clean up the spill, make sure to talk to the worker after it’s done.

The air duct over on the west side just leads back to the hallway being patrolled by the Security Bot, so head back to the Director to get your reward, and then activate the Inclinator to travel down.

At the bottom, you’ll see a locked door, and a hole with a ladder and a spiderbot at the bottom. There are a few useful items at the end of both of these paths. Once you’re done, head to over the exit in the northeast corner and enter Lower Seattle.
————————
End Area Statistics
————————
Biomods: Enhanced Vision (Level 1), Move Silent (Level 3), Neural Interface (Level 3)
Ammo: 8 Clips
Credits: 1975
Inventory: Energy Blade, Pistol (Silencer + Glass), Sniper Rifle, EMP Grenade x6, C. Grenade x4,
           C. Mine x4, G. Grenade, Spiderbomb x3, Food x27, Medkit x10, Energy Cell x10, Multitool x14
Weapon Mods: EMP Converter x2, Glass Destabalizer, Silencer
———————————————-
Lower Seattle
———————————————-

Items
  Main Area: Crowbar, Multitool
  Dumpster: Ammo, Food x2
  Sewer: Credits (150), Energy Blade, Medkit, Red Greasel Hunter, S. Mine, Spiderbomb
  Omar Trader: Illegal Biomod, EMP Grenades, Energy Cells
  Omar Container: Ammo x2, Datacube, Medkit, S. Mine, SMG
  Dumpster: Energy Cell, Food
  Coffee Shop: Credits (200), Food x3

Allies
  Omar Protector: Flamethrower
  Omar Trader: Boltcaster, Sniper Rifle, Spiderbomb

Neutral
  Lo-town Lucy
  Mack
  Thug: Pistol

Enemies
  Karikan x2
Directly in front of you, as you enter, is a grate in the floor. This leads to a sewer containing a few useful items. The karikans down here are rather unpleasant and tougher then a human, I ended up using Concussion Grenades on them. Once you’re done in the sewer, follow the alley-way until you reach the Omar. Buy something if you like, then head over to the coffee shop. You can break the window if you have a Glass Destabilizer weapon, just go through the air duct above the dumpster, or get the door’s keycode from the manager over in the Heron’s Loft Apartments. However you get in, you just need to destroy the couple of boxes of coffee beans. I found that the Energy Blade did the job nicely, though you could also toss them on the burning barrel outside.

Now head across the street and enter the Heron’s Loft Apartments.

———————————————-
Heron’s Loft Apartments
———————————————-

Items
  Main Area: Ammo, ATM
  Dumpster: Food x2, Multitool
  Quequeg Apartment: Binoculars, Credits (25), Food x2, Medkit
  Gobzilla Apartment: Ammo, Food
  Elevator Shaft: Flashbomb, Multitool
  Dumpster: Food x2
  Maintenance Entrance: Multitool
  3rd Floor: Ammo, C. Grenade, Credits (50), Energy Cell, Food x4, Healthpak x2, Refire Rate
  Flight Hanger: Credits (100), Datacube, EMP Grenade, Energy Cell, Medkit, Multitool, Spiderbomb
  Hanger Storage: Ammo x3, Ammo Scavenger, Boltcaster, Flamethrower x2, Fragmentary Round,
                          Healthpak, Pistol x2, Shotgun x2, SMG, Sniper Rifle x2

Allies
  SSC Guard: Shotgun
  SSC Guard: Ammo (Partial), Shotgun

Neutral
  Queequeg Manager
  Sophia Sakk: SMG
  SSC Guard: Ammo (Partial), Shotgun
  SSC Guard: Ammo (Partial), Flashbomb, Shotgun
  SSC Guard: Ammo (Partial), EMP Grenade, Pistol

Enemies
  Gobzilla
  Security Bot
  Spider Bot
  SSC Guard: Ammo (Partial), C. Grenade, Pistol
  SSC Guard: Ammo (Partial), SMG
  SSC Guard: Ammo (Partial), SMG
  SSC Guard: Ammo (Partial), Sniper Rifle
  Trainer: Pistol, Spiderbomb

On entering, you get a message from Lin-May with some information about the area. Head past the guard and enter the upper hallway. Immediately to your left is the Queequeg’s Manager’s apartment. He’ll give you a quest, and you can grab the keycode to his coffee shop, if you need it. Further down the hallway is a locked door, ignore it for now and go down the elevator shaft. This takes you out to the back of the apartments, where there’s a fire escape. Head up the ladder and you’ll be outside the window of the locked apartment. Inside, is Gobzilla and it’s trainer. Gobzilla can be taken out extremely easily using a Spiderbomb, since its toxic spit can’t hurt bots. You can also get into the apartment through the air duct under the elevator.

Once you’re done with Gobzilla, head back to the elevator shaft and climb up to the third floor.

This floor is crawling with security. Thankfully, it’s quite easy to take them out, if that’s what you want to do. You can talk to Sophia and pay Sid’s fine yourself, or you can just kill them all. If you have Neural Interface at a high level, or grabbed the login from the locked equipment locker in the bunk room, you can make good use of the turret on the outside landing. If you choose to kill them, you’ll have to clear out the Hanger area as well. So head over there next.

This place has quite a few enemy units roaming around as well. If you have Neural Interface, the area is a walk in the park thanks to the Turret in the center of the room. Just creep up the ramp along the south wall, kill the one guard there (preferably with a silenced weapon), and change the turret to Allied by hacking the computer. It will make short work of the other guards. However you dispose of them, make sure to loot the Storage Room, as it has a lot of good items and a Repair Bot.

Now head over to the Order Church.
———————————————-
Order Church
———————————————-

Items
  Main Floor: Boltcaster, Credits (125), Multitool x3, Phosphorous Flare x2
  Basement: Ammo x2, C. Mine, EMP Grenade, Energy Cell, Increased Damage, Multitool x2
  Office: Ammo, Credits (100), N. Grenade, S. Mine, Spiderbomb

Neutral
  Order Seeker: Ammo (Partial, SMG
  Order Seeker: Ammo (Partial, Shotgun
  Order Seeker: Ammo (Partial, Boltcaster

Enemies
  Spiderbot x2
Head up to the Comlink on the altar, and you’ll have a short conversation with Her Holiness. Next, head down and raid the basement, which has a Medbot if you need it. There’s also a hidden multitool on the ceiling light about the drill machine. You’ll need to have the Increased Speed Biomod to jump up there, or hack into the computer and have the turret shoot it down.

Next head upstairs to the little office to get a quest from Lin-May. After talking to her, exit the church and head over to the Greasel Pit Bar.
———————————————-
The Greasel Pit
———————————————-

Items
  Main Floor: Credits (100), Datacube, Food x5, Multitool x3
  Stairs: Multitool
  Basement: Credits (100)
This is the first area you’ll come across that doesn’t allow weapons. The game’s explanation is that a lockdown code is transmitted to your weapons, which prevents them from firing or activating. I would love to know how exactly this prevents you from swinging a crowbar. That mystery aside, agree to the lockdown and head in.

You’ll run across Sid Black first, so notify him that his Jet’s been liberated. Further in, you’ll run across you’re old buddy Leo, who seems to have become a mercenary. Over in the southeast corner, there’s a Comlink that will activate when you approach and give you a new quest. Once you have it, head on downstairs.

Head over to the back and talk to Eddie, he’ll ask you to kill Gobzilla (which you should have already done) and give you 100 credits after you do. You can bet on the matches, if you like, to potentially make a lot of money.

When you’re done gambling, exit this area and head back up into the Inclinator.
———————————————-
Inclinator Facility Revisited
———————————————-

Items
  Director’s Office: Datacube

Neutral
  Order Captain: Shotgun
  Templar Captain: Flamethrower

Enemies
  Templar Recruit: Boltcaster
  Templar Recruit x3: Pistol
  Templar Recruit x3: Sniper Rifle
Last time, this place was filled with toxic waste, now it’s filled with Templar recruits…not much of a difference really. Either kill them, or sneak around them. They aren’t particularly well organized.

On the upper level, your quest objective is sitting in the Director’s office, so just take the air vents and listen in until their conversation is finished. You’ll probably have to kill them in order to get to the datacube on the desk, unless you have the Cloaking Biomod.

Once you’ve read it you can continue into Upper Seattle.
———————————————-
Upper Seattle Revisited
———————————————-
Head over to the coffee shop and report your success, then go straight to the Metro Station and travel to the WTO Offices.
———————————————-
WTO Air Terminal
———————————————-

Items
  Cafeteria: ATM
  Donna’s Office: Multitool
  Civic Manager’s Office: Ammo x2, EMP Grenade, Datacube, Food x2, S. Grenade, Silencer

Neutral
  Patron x4
  Server
  WTO Captain: Boltcaster
  WTO Soldier x2: Ammo (Partial), Flashbomb, SMG
  WTO Soldier: Ammo (Partial), C. Grenade, Pistol
Ava will contact you once you enter and tell you where she’s being held, we’ll be ignoring her for now though.

Head up to the right and you’ll find the elevator, the offices, and your old friend Klara. Head into the offices, and wait for the Civic Manager to finish his conversation and open his door. You can report Club Vox’s tax evasion to him now, and hack his CPU (the login is in the safe) to finish the Quequog quest. Next head over to Donna’s office to learn about the Mako Weapons Facility (FF7 reference anyone?). Once you’re done with that, you have a decision to make.

If you plan to take Sid’s jet, you should rescue Ava (and skip down to the WTO Hanger section) now, if you plan to take Ava’s chopper, then you should instead head all the way back down to the Order Church in Lower Seattle.

Personally, I prefer Ava as a pilot. Not only is she free, but her storyline is somewhat interesting.
———————————————-
Order Church Revisited
———————————————-
After you enter, you’ll get a conversation with Billy, via hologram, about how the WTO are evil. You get this conversation the first time you enter the church after reporting to Donna. Report to Lin-May, and she’ll tell you essentially the same thing Donna just did, only she wants the scientist assassinated.

Take a short trip over to Heron’s Loft to report your mission success to Queequeg’s manager, then (assuming you’re using Ava as your pilot) head back up to the WTO Air Terminal and take the elevator down. If you’re using Sid, just jump on his jet after talking to the manager.
———————————————-
WTO Hanger
———————————————-

Items
  Control Tower: Datacube, Increased Damage
  Air Duct: Multitool
  South Storage Room: Food, Multitool
  Hanger Supply Area: Illegal Biomod, Medkit, Spiderbomb
  North Storage Room: Ammo x2, Datacube, Medkit
  Tunnel: Datacube

Enemies
  WTO Guard: Ammo (Partial), EMP Grenade, Pistol
  WTO Guard: Ammo (Partial), Boltcaster, Spiderbomb
  WTO Guard: Ammo (Partial), C. Grenade, Shotgun
  WTO Soldier: Ammo (Partial), C. Grenade, Shotgun
  WTO Soldier: Ammo (Partial), EMP Grenade, SMG
  WTO Soldier: Flamethrower
  Security Bot x2
On entering, you get your mission objective from Ava; take out both missile batteries and activate the pilot beacon. This mission is quite easy to finish with stealth, as the enemies are spaced rather far apart (and EMP grenades are mostly silent), but it may be faster to just remove the few enemies poking around. However you want to deal with them, your first destination is the door marked ‘control tower’ over in the south wall.

Head up the stairs, then go down the air duct into the maintenance closet. You’ll find the keycode for both Storage Rooms in here, as well as the computer to shut down one of the missile batteries. If you can’t hack it, you can find the login in the blue-lit tunnel under the hanger, or you can just destroy the battery with the Energy Blade or an EMP Grenade.

Next, head over to one of the doors in the side of the runway and raid the supply room. There’s a repair bot in there if you need it. Exit through one of the north-side doors, and enter the Storage room being guarded by a security camera. Use the computer to shut down the missile battery and Ally the missile turret (the login is in the tunnel below the hanger). Or, again, you can just manually destroy the battery.

Head back over to the Control Tower and activate the Pilot Beacon. You’re now ready to go. Be careful when you leave the tower though, because several enemies just spawned around the runway. Obviously, if you want to use Sid’s jet, now would be the time to head back down to the Heron’s Loft Apartments.

Just activate the chopper to head to the Mako Facility.
————————
End Area Statistics
————————
Biomods: Bot Domination (Level 2), Enhanced Vision (Level 3), Move Silent (Level 3),
              Neural Interface (Level 3)
Ammo: 8 Clips
Credits: 4525
Inventory: Energy Blade, Pistol (Silencer + Glass), Sniper Rifle, EMP Grenade x10, C. Grenade x5,
               C. Mine x5, G. Grenade, Spiderbomb x7, Medkit x10, Energy Cell x10, Multitool x20,
               Multitool x2
Weapon Mods: Ammo Scavenger, EMP Converter x2, Fragmentary Round, Glass Destabalizer,
                      Increased Damage x2, Refire Rate, Silencer x2

 
———————————————-
Mako Ballistics
———————————————-

posted by Jake Zahn at 9:57 am  

Wednesday, June 24, 2009

VtM: Bloodlines Weapon Listing

Bloodlines Weapons List
Version: 1.61
By Jake Zahn
——————————————————————————–

This will be a Complete list of all the various weapons in game, and all their
relevant statistics.

Weapons are broken down into 3 categories (Melee, Ranged, or Unarmed),
depending upon which combat Feat the weapon uses. They are then arranged into
alphabetical order.

——————————————————————————–
Key
——————————————————————————–

These are what the various statistics mean:

Internal Name: The name the game uses for the weapon.

Speed: The lower the number, the faster it is.
Requirement:

Requirement: The lowest value you have to have in the appropriate Combat Skill
to do normal damage with the weapon. If your relevant combat Feat rating is
lower, you’ll do less, and if it’s higher you’ll do more.

Damage Type: What type of damage the weapon does. Bashing can be soaked by
anyone and vampires reduce all bashing damage by 50% after soak, Bullets are
treated as Bashing against vampires and as Lethal against everyone else, Lethal
can only be soaked by vampires and certain other supernaturals, and Aggravated
can only be soaked with Fortitude. Armor can soak all 4 types.

Damage Potential at Level 10: How much damage the weapon will do if you have a
10 in the appropriate Combat Skill. If your skill is higher then 10, it has
the potential to do more damage.

Lethality: How hard it is to defend against attacks from this weapon.

Base Damage: The absolute minimum of damage this weapon will do (unless it’s
soaked).

RoF: Stands for “Rate of Fire”, or “How fast you can pull the trigger”. The
lower the number the better.

Range: The maximum range that a target can be at before losing accuracy.

Spread Angle: How far the bullet can stray from the barrel.

Criminal Level: This is how severe the police will respond to you using a
given weapon. The higher the number, the larger/faster the police response.

Knockback chance: The chance for an enemy to get knocked back/down from this
weapon. For instance, a “.9″ would mean a 90% chance of knocking someone down
with each hit.

Ammo: How much ammunition you can fire before having to reload.

Reload: The time it takes to reload the weapon, lower numbers are better.
——————————————————————————–
PC Weapons
——————————————————————————–

Ranged Weapons:
——————————————————————————–

1) Bach’s 700p
 Internal Name: item_w_rem_m_700_bach
 First Available: Unknown (I would assume after SoL)
 From: Mercurio
 Requirement: 6
 Damage Type: Bullet
 Damage Potential at Level 10: 29
 Lethality: 25
 Base Damage: 1
 Primary Fire: Single Shot
   RoF: 0.5
   Range: 200
   Spread Angle: 3.0
   Criminal Level: 3
   Accuracy: 6
 Secondary Fire: Zoomed Single Shot
   RoF: 0.5
   Range: 200
   Spread Angle: 0
   Criminal Level: N/A
   Accuracy: N/A
 Ammo: 6
 Reload: 3.5

2) Braddock 9mm
 Internal Name: item_w_mac_10
 First Available: Downtown
 From: Fat Larry
 Requirement: 5
 Damage Type: Bullet
 Damage Potential at Level 10: 14
 Lethality: 9
 Base Damage: 1
 Primary Fire: Full Auto
   RoF: 0.1
   Range: 25
   Spread Angle: 5.0
   Criminal Level: 3
   Accuracy: 6
 Secondary Fire: None
 Ammo: 30
 Reload: 2.5

3) Brokk 17c
 Internal Name: item_w_glock_17c
 First Available: Downtown
 From: Fat Larry
 Requirement: 5
 Damage Type: Bullet
 Damage Potential at Level 10: 28
 Lethality: 9
 Base Damage: 2
 Primary Fire: Single Shot
   RoF: 0.4
   Range: 20
   Spread Angle: 4.0
   Criminal Level: 3
   Accuracy: 6
 Secondary Fire: None
 Ammo: 18
 Reload: 3.5

4) Colt Anaconda
 Internal Name: item_w_colt_anaconda
 First Available: Hollywood
 From: Slater (Red Spot)
 Requirement: 5
 Damage Type: Bullet
 Damage Potential at Level 10: 57
 Lethality: 14
 Base Damage: 3
 Primary Fire: High-Powered Single Shot
   RoF: 0.7
   Range: 35
   Spread Angle: 6.0
   Criminal Level: 3
   Accuracy: 5
 Secondary Fire: Fan
   RoF: 0.35
   Range: 35
   Spread Angle: 7.0
   Criminal Level: 3
   Accuracy: 2
 Ammo: 6
 Reload: 3.5

5) Crossbow
 Internal Name: item_w_crossbow
 First Available: Kuei-Jin Temple
 From: Container
 Requirement: 8
 Damage Type: Lethal
 Damage Potential at Level 10: 36
 Lethality: 16
 Base Damage: 3
 Primary Fire: Single Shot
   RoF: 0.25
   Range: 45
   Spread Angle: 3.0
   Criminal Level: 3
   Accuracy: 6
 Secondary Fire: None
 Ammo: 4
 Reload: 2.5

6) Flamethrower
 Internal Name: item_w_flamethrower
 First Available: After Giovanni Mansion
 From: Mercurio or Fat Larry
 Requirement: 1
 Damage Type: Fire Aggravated
 Damage Potential at Level 10: 119
 Base Damage: 1
 Lethality: 110
 Primary Fire: Spray
   RoF: 0.1
   Spread Angle: 3.0
   Criminal Level: 5
   Accuracy: 6
 Secondary Fire: None
 Ammo: 150
 Reload: 3.5

7) Jaegerspas XV
 Internal Name: item_w_supershotgun
 First Available: Hollywood
 From: Mercurio
 Requirement: 7
 Damage Type: Bullet
 Damage Potential at Level 10: 63
 Lethality: 18
 Base Damage: 3
 Primary Fire: Scattershot (8)
   RoF: 1.0
   Range: 20
   Spread Angle: 7.0
   Criminal Level: 4
   Accuracy: 6
 Secondary Fire: Full Automatic Scatter (8)
   RoF: 0.2
   Range: 20
   Spread Angle: 7.0
   Criminal Level: 4
   Accuracy: 6
 Ammo: 6
 Reload: 4.0

8) Jaime Sue
 Internal Name: item_w_remington_m_700
 First Available: Hollywood
 From: Romero
 Requirement: 4
 Damage Type: Bullet
 Damage Potential at Level 10: 48
 Lethality: 10
 Base Damage: 3
 Primary Fire: Single Shot
   RoF: 0.8
   Range: 200
   Spread Angle: 3.0
   Criminal Level: 3
   Accuracy: 6
 Secondary Fire: Zoomed Single Shot
   RoF: 0.5
   Range: 200
   Spread Angle: 0
   Criminal Level: N/A
   Accuracy: N/A
 Ammo: 4
 Reload: 3.5

9) Lassiter Killmatic
 Internal Name: item_w_uzi
 First Available: Chinatown
 From: Tseng
 Requirement: 6
 Damage Type: Bullet
 Damage Potential at Level 10: 28
 Lethality: 10
 Base Damage: 2
 Primary Fire: Full Automatic
   RoF: 0.3
   Range: 50
   Spread Angle: 5.0
   Criminal Level: 3
   Accuracy: 6
 Secondary Fire: Semi Automatic
   RoF: 0.1
   Range: 50
   Spread Angle: 5.0
   Criminal Level: 3
   Accuracy: 6
 Ammo: 33
 Reload: 2.5

10) McLusky .50 Caliber
 Internal Name: item_w_deserteagle
 First Available: After Fu Syndicate
 From: Trip/Larry/Mercurio
 Requirement: 7
 Damage Type: Bullet
 Damage Potential at Level 10: 45
 Lethality: 12
 Base Damage: 3
 Primary Fire: Single Shot
   RoF: 0.3
   Range: 20
   Spread Angle: 4.0
   Criminal Level: 3
   Accuracy: 6
 Secondary Fire: None
 Ammo: 12
 Reload: 3.5

11) Steyr Aug
 Internal Name: item_w_steyr_aug
 First Available: After Fu Syndicate
 From: Mercurio
 Requirement: 8
 Damage Type: Bullet
 Damage Potential at Level 10: 16
 Lethality: 14
 Base Damage: 1
 Primary Fire: Full Automatic
   RoF: 0.1
   Range: 150
   Spread Angle: 3.0
   Criminal Level: 4
   Accuracy: 6
 Secondary Fire: Zoom Full Automatic
   RoF: 0.1
   Range: 150
   Spread Angle: 3.0
   Criminal Level: 4
   Accuracy: 6
 Ammo: 30
 Reload: 3.0

12) Thirtyeight
 Internal Name: item_w_thirtyeight
 First Available: Tutorial
 From: Jack
 Requirement: 4
 Damage Type: Bullet
 Damage Potential at Level 10: 26
 Lethality: 7
 Base Damage: 2
 Primary Fire: Single Shot
   RoF: 0.8
   Range: 35
   Spread Angle: 7.0
   Criminal Level: 3
   Accuracy: 4
 Secondary Fire: None
 Ammo: 6
 Reload: 3.5

13) Utica M37
 Internal Name: item_w_ithaca_m_37
 First Available: Santa Monica Diner
 From: Thugs
 Requirement: 5
 Damage Type: Bullet
 Damage Potential at Level 10: 50
 Lethality: 20
 Base Damage: 2
 Primary Fire: Scattershot (8)
   RoF: 1.0
   Range: 20
   Spread Angle: 10.0
   Criminal Level: 3
   Accuracy: 1
 Secondary Fire: None
 Ammo: 6
 Reload: 4.0

Melee Weapons:
——————————————————————————–

1) Baseball Bat
 Internal Name: item_w_baseball_bat
 First Available: Tutorial
 From: Thugs
 Speed: 1.0
 Requirement: 4
 Damage Type: Bashing
 Damage Potential at Level 10: 28
 Lethality: 8
 Base Damage: 2
 Knockback Chance: 0.4
 Criminal Level: 2

2) Baton
 Internal Name: item_w_baton
 First Available: Santa Monica
 From: Cops
 Speed: 1.0
 Requirement: 2
 Damage Type: Bashing
 Damage Potential at Level 10: 30
 Lethality: 7
 Base Damage: 2
 Knockback Chance: 0.1
 Criminal Level: 2

3) Bush Hook
 Internal Name: item_w_bush_hook
 First Available: After Glaze Shootup
 From: Trip
 Speed: Special (Slow)
 Requirement: 10
 Damage Type: Lethal
 Damage Potential at Level 10: 52
 Lethality: 13
 Base Damage: 4
 Knockback Chance: 0.6
 Criminal Level: 4

4) Fireaxe
 Internal Name: item_w_fireaxe
 First Available: Downtown
 From: Fat Larry
 Speed: 2.0
 Requirement: 5
 Damage Type: Lethal
 Damage Potential at Level 10: 34
 Lethality: 12
 Base Damage: 2
 Knockback Chance: 0.05
 Criminal Level: 4

5) Katana
 Internal Name: item_w_katana
 First Available: Chinatown
 From: Tseng
 Speed: 1.0
 Requirement: 8
 Damage Type: Lethal
 Damage Potential at Level 10: 42
 Lethality: 12
 Base Damage: 3
 Knockback Chance: 0
 Criminal Level: 3

6) Knife
 Internal Name: item_w_knife
 First Available: Santa Monica
 From: Trip
 Speed: 1.0
 Requirement: 4
 Damage Type: Lethal
 Damage Potential at Level 10: 30
 Lethality: 9
 Base Damage: 2
 Knockback Chance: 0
 Criminal Level: 3

7) Severed Arm
 Internal Name: item_w_severed_arm
 First Available: Santa Monica
 From: Stan Gimble
 Speed: 1.0
 Requirement: 4
 Damage Type: Bashing
 Damage Potential at Level 10: 30
 Lethality: 9
 Base Damage: 2
 Knockback Chance: 0.4
 Criminal Level: 4

8) Sledgehammer
 Internal Name: item_w_sledgehammer
 First Available: Hollywood
 From: Slater (Red Spot)
 Speed: 2.0
 Requirement: 5
 Damage Type: Bashing
 Damage Potential at Level 10: 45
 Lethality: 10
 Base Damage: 3
 Knockback Chance: 0.9
 Criminal Level: 4

9) Tal’Mahe’Ra Blade
 Internal Name: item_w_occultblade
 First Available: Hallowbrook
 From: Hallowbrook
 Speed: 1.0
 Requirement: 8
 Damage Type: Aggravated
 Damage Potential at Level 10: 42
 Lethality: 12
 Base Damage: 3
 Knockback Chance: 0
 Criminal Level: 3

10) Tire Iron
 Internal Name: item_w_tire_iron
 First Available: Tutorial
 From: Thugs
 Speed: 1.0
 Requirement: 3
 Damage Type: Bashing
 Damage Potential at Level 10: 28
 Lethality: 7
 Base Damage: 2
 Knockback Chance: 0.1
 Criminal Level: 2

11) Torch
 Internal Name: item_w_torch
 First Available: Hollywood (possibly earlier)
 From: Vampire Hunters
 Speed: 1.0
 Requirement: 2
 Damage Type: Fire Aggravated
 Damage Potential at Level 10: 34
 Lethality: 9
 Base Damage: 2
 Knockback Chance: 0.4
 Criminal Level: 2

Unarmed:
——————————————————————————–

1) Claws (Level 2 & 3 Protean)
 Internal Name: item_w_claws
 Speed: 0.5
 Requirement: 1
 Damage Type: Aggravated
 Damage Potential at Level 10: 34
 Lethality: 8
 Base Damage: 2
 Knockback Chance: 0.1
 Criminal Level: 0

2) Claws (Level 4 Protean)
 Internal Name: item_w_claws_protean4
 Speed: 0.5
 Requirement: 1
 Damage Type: Aggravated
 Damage Potential at Level 10: 42
 Lethality: 12
 Base Damage: 2
 Knockback Chance: 0.1
 Criminal Level: 0

3) Claws (Level 5 Protean)
 Internal Name: item_w_claws_protean5
 Speed: 0.5
 Requirement: 1
 Damage Type: Aggravated
 Damage Potential at Level 10: 50
 Lethality: 16
 Base Damage: 2
 Knockback Chance: 0.1
 Criminal Level: 0

4) Fists
 Internal Name: item_w_fists
 Speed: 0.5
 Requirement: 1
 Damage Type: Bashing
 Damage Potential at Level 10: 34
 Lethality: 8
 Base Damage: 2
 Knockback Chance: 0.3
 Criminal Level: 1

——————————————————————————–
NPC Specific Weapons
——————————————————————————–

Ranged Weapons:
——————————————————————————–

1) Flaming Crossbow
 Internal Name: item_w_crossbow_flaming
 Wielder: Jade Statue Guardians
 Requirement: 8
 Damage Type: Aggravated
 Damage Potential at Level 10: 36
 Lethality: 16
 Base Damage: 2
 Primary Fire: Single Shot
   RoF: 1.0
   Range: 45
   Spread Angle: 3.0
   Criminal Level: 3
   Accuracy: 6
 Secondary Fire: None
 Ammo: 4
 Reload: 2.5

2) Ming Xiao Spit
 Internal Name: item_w_mingxiao_spit
 Wielder: Ming Xiao
 Requirement: 8
 Damage Type: Bullet
 Damage Potential at Level 10: 30
 Lethality: 28
 Base Damage: 1
 Primary Fire: Single Shot
   RoF: 0.25
   Range: 45
   Spread Angle: 3.0
   Criminal Level: 3
   Accuracy: 6
 Secondary Fire: None
 Ammo: 1
 Reload: 2.5

3) Throwing Star
 Internal Name: item_w_throwing_star
 Wielder: Unknown
 Requirement: 3
 Damage Type: Lethal
 Damage Potential at Level 10: 36
 Lethality: 11
 Base Damage: 2
 Primary Fire: Single Shot
   RoF: 3.5
   Range: 20
   Spread Angle: 3.0
   Criminal Level: 3
   Accuracy: 6
 Secondary Fire: None
 Ammo: 10
 Reload: 3.5

4) Tzimisce2 Head
 Internal Name: item_w_tzimisce2_head
 Wielder: Tzimisce Spitting Creation
 Requirement: 7
 Damage Type: Lethal
 Damage Potential at Level 10: 30
 Lethality: 12
 Base Damage: 2
 Primary Fire: Single Shot
   RoF: 0.25
   Range: 45
   Spread Angle: 3.0
   Criminal Level: 3
   Accuracy: 6
 Secondary Fire: None
 Ammo: 1
 Reload: 2.5

Melee Weapons:
——————————————————————————–

1) Asian Vampire Katana
 Internal Name: item_w_avamp_blade
 Wielder: Asian Vampire
 Speed: 1.0
 Requirement: 5
 Damage Type: Lethal
 Damage Potential at Level 10: 32
 Lethality: 11
 Base Damage: 2
 Knockback Chance: 0
 Criminal Level: 3

2) Chang Brother Blade
 Internal Name: item_w_chang_blade
 Wielder: Sword Chang Brother
 Speed: 1.0
 Requirement: 10
 Damage Type: Lethal
 Damage Potential at Level 10: 16
 Lethality: 16
 Base Damage: 1
 Knockback Chance: 0
 Criminal Level: 3

3) Ming Xiao Melee
 Internal Name: item_w_mingxiao_melee
 Wielder: Ming Xiao
 Speed: 0.5
 Requirement: 8
 Damage Type: Lethal
 Damage Potential at Level 10: 30
 Lethality: 28
 Base Damage: 1
 Knockback Chance: 0
 Criminal Level: 5

4) Ming Xiao Tentacle
 Internal Name: item_w_mingxiao_tentacle
 Wielder: Ming Xiao
 Speed: 0.5
 Requirement: 8
 Damage Type: Lethal
 Damage Potential at Level 10: 30
 Lethality: 28
 Base Damage: 1
 Knockback Chance: 0
 Criminal Level: 5

Unarmed Weapons:
——————————————————————————–

1) Chang Brother Claw
 Internal Name: item_w_chang_claw
 Wielder: Claw Chang Brother
 Speed: 0.5
 Requirement: 10
 Damage Type: Aggravated
 Damage Potential at Level 10: 26
 Lethality: 13
 Base Damage: 2
 Knockback Chance: 0.1
 Criminal Level: 0

2) Gargoyle Fist
 Internal Name: item_w_gargoyle_fist
 Wielder: Gargoyle
 Speed: 0.5
 Requirement: 9
 Damage Type: Aggravated
 Damage Potential at Level 10: 23
 Lethality: 22
 Base Damage: 1
 Knockback Chance: 0
 Criminal Level: 5

3) Ghoul Claws
 Internal Name: item_w_claws_ghoul
 Wielder: Unknown
 Speed: 0.5
 Requirement: 1
 Damage Type: Aggravated
 Damage Potential at Level 10: 26
 Lethality: 4
 Base Damage: 2
 Knockback Chance: 0.1
 Criminal Level: 0

4) Hengeyokai Fist
 Internal Name: item_w_hengeyokai_fist
 Wielder: Hengeyokai
 Speed: 0.5
 Requirement: 9
 Damage Type: Aggravated
 Damage Potential at Level 10: 20
 Lethality: 19
 Base Damage: 1
 Knockback Chance: 0
 Criminal Level: 5

5) Giant Bat Claws
 Internal Name: item_w_manbat_claw
 Wielder: Giant Bat
 Speed: 0.5
 Requirement: 10
 Damage Type: Aggravated
 Damage Potential at Level 10: 26
 Lethality: 26
 Base Damage: 1
 Knockback Chance: 0
 Criminal Level: 5

6) Sabbat Leader Attack
 Internal Name: item_w_sabbatleader_attack
 Wielder: Unknown (Possibly Andrei)
 Speed: 0.5
 Requirement: 10
 Damage Type: Aggravated
 Damage Potential at Level 10: 26
 Lethality: 26
 Base Damage: 1
 Knockback Chance: 0.3
 Criminal Level: 1

7) Sheriff’s Sword
 Internal Name: item_w_sheriff_sword
 Wielder: The Sheriff
 Speed: 1.0
 Requirement: 6
 Damage Type: Aggravated
 Damage Potential at Level 10: 20
 Lethality: 16
 Base Damage: 1
 Knockback Chance: 0
 Criminal Level: 3

7) Tzimisce2 Claw
 Internal Name: item_w_tzimisce2_claw
 Wielder: Unknown (one of the 3 creations in the sewers)
 Speed: 0.5
 Requirement: 4
 Damage Type: Lethal
 Damage Potential at Level 10: 18
 Lethality: 12
 Base Damage: 1
 Knockback Chance: 0
 Criminal Level: 5

8) Tzimisce3 Claw
 Internal Name: item_w_tzimisce3_claw
 Wielder: Unknown (one of the 3 creations in the sewers)
 Speed: 0.9
 Requirement: 4
 Damage Type: Aggravated
 Damage Potential at Level 10: 18
 Lethality: 12
 Base Damage: 1
 Knockback Chance: 0
 Criminal Level: 5

9) Tzimisce Melee
 Internal Name: item_w_tzimisce_melee
 Wielder: Unknown (one of the 3 creations in the sewers)
 Speed: 0.5
 Requirement: 8
 Damage Type: Aggravated
 Damage Potential at Level 10: 17
 Lethality: 15
 Base Damage: 1
 Knockback Chance: 0
 Criminal Level: 5

10) Werewolf Claws
 Internal Name: item_w_werewolf_attacks
 Wielder: Werewolf
 Speed: 0.5
 Requirement: 2
 Damage Type: Aggravated
 Damage Potential at Level 10: 36
 Lethality: 28
 Base Damage: 1
 Knockback Chance: 0
 Criminal Level: 5

11) Zombie Fists
 Internal Name: item_w_zombie_fists
 Wielder: Zombies
 Speed: 0.5
 Requirement: 1
 Damage Type: Bashing
 Damage Potential at Level 10: 54
 Lethality: 9
 Base Damage: 3
 Knockback Chance: 0.4
 Criminal Level: 1

Other Weapons:
——————————————————————————–

1) Chang Energy Ball (Throwing Weapon)
 Internal Name: item_w_chang_energy_ball
 Wielder: Chang Brothers
 Damage Type: Aggravated
 Damage Potential at Level 10: Unknown
 Lethality: N/A
 Base Damage: 10
 Primary Fire: Throw
   RoF: 3.5
   Range: 20
   Criminal Level: 5
   Accuracy: 6
 Secondary Fire: Roll
   RoF: 3.5
   Range: 20
   Criminal Level: 5
   Accuracy: 6
 Ammo: 1
 Reload: 3.5

——————————————————————————–
Version History
——————————————————————————–

1.00 – First incarnation.

1.50 – Added in NPC weapon section, did a little rearranging to the various
       stats, added some new stats.

1.60 – Added in missing Level 10 Damage Potentials for the NPC weapons.

1.61 – Spelling fixes that were bugging me.

——————————————————————————–
Special Thanks
——————————————————————————–

Turfster – Without his VPK Tool, most of this wouldn’t be possible.

BradyGames – Without their typo’d Strategy Guide, I never would have been moved
      enough to search through the item files.

DanVanCrone – His unfinished PlanetVampire knowledge base thread is what made
       me make the list in the first place.

posted by Jake Zahn at 9:01 am  

Wednesday, June 24, 2009

VtM: Bloodlines Speed Walkthrough

Speed Walkthrough
Version: 1.00
By Jake Zahn
——————————————————————————–

This is a Speed-Walkthrough written with the aim of having the least number of area transitions while still doing all the quests. It assumes you’ve played through the game at least once already. If you haven’t, you may be confused by the lack of detail. If it’s not an actual quest, I ignored it.

If you disagree that this is the fastest route, go right ahead and E-mail your reasons. I may listen to you and fix it, or I may curse your name and rain ill-will down upon your entire familial line. It’s like a coin-flip filled with fun and excitement!

——————————————————————————–
    SANTA MONICA
——————————————————————————–

Haven: Read all E-Mails, the two papers on your desk, and the newspaper on the way out.
Main Hub: Talk to Knox.
Killpatrick: Get Carson quest.
Mercurio: Loot Carson’s Apartment, listen to the recording, get the location from the CPU. Get Astrolight quest from Mercurio.
Tattoo Parlor: Answer the phone.
Gimble: Save Carson.
Beach: View the murder on the Pier. Get the Thin-Blood quest.
Beach House: Get the Astrolight & Money.
Diner: Get Lily’s belongings.
Killpatrick: Report about Carson and get the ‘Muddy’ quest. Look up Rolf Toten in the CPU.
Main Hub: Get Lily’s diary.
Hospital: Save Lily. Get Vandal’s quest. Get the Morphine.
Mercurio: Give Mercurio the Morphine & Money. Get Warehouse quest.
Haven: Listen to ‘Muddy’ recording. Get Werewolf Blood quest from your E-Mail.
Asylum: Get Asian Vampire quest from Knox. Send the girl upstairs to Vandal. Get Ocean House quest from Therese.
Killpatrick: Report about ‘Muddy’. Look up Virgil Crumb in the CPU.
Hospital: Get Werewolf Blood. Talk to Vandal. Get Crumb’s items from the morgue.
Haven: Deposit Werewolf Blood in the Mailbox.
Ocean House: Jump left-hand staircase. Get the Locket.
Foxy Boxes: Kill the Cathayan.
Asylum: Report to Knox. Get the Slashterpiece quest.
Gallery: Slash the Paintings.
Asylum: Give Locket to Therese. Get Diner quest.
Diner: Survive. Answer the phone.
Asylum: Find Tung’s location.
Warehouse: Plant Astrolight. Escape.

——————————————————————————–
    DOWNTOWN
——————————————————————————–

Hospital: Talk to Pisha. Get Milligan quest. Get Milligan’s card.
Chantry: Pick up Thaumaturgy book. Talk to Strauss. Get Plague quest.
Last Round: Get Plague quest from Damsel. Get Patty quest from Skelter. Talk to Nines.
LaCroix: Get Dane quest.
Main Hub: Buy something from Fat Larry. Get Traffik quest from Fat Larry.
Parking Garage: Get the briefcase.
Main Hub: Report to Fat Larry. Get Bill’s location from the Bum across from Club Confession.
Confession: Get Money Collector quest. Deal with Patty.
Main Hub: Deal with the Money Collectors.
Confession: Get Mafia quest.
Skyline Apts: 1st – Deal with Milligan; 2nd – Listen to the recording; 5th – Listen to the recording; 6th – Get info on Jezebel.
Empire Arms: 5th – Kill Jezebel; 6th – Kill Mafia.
Murder Building: View Murder. Talk to the Bum. Get the Lucky Star room key.
Main Hub: Talk to Bill.
Plague Sewers: Kill Kanker.
Crackhouse: Kill Vick.
Last Round: Report to Damsel. Report to Skelter.

——————————————————————————–
    SANTA MONICA
——————————————————————————–

The Dane: Get Police Report. Get Manifest. View the Crime Scene.

——————————————————————————–
    DOWNTOWN
——————————————————————————–

LaCroix: Get Grout quest.

——————————————————————————–
    OTHER
——————————————————————————–

Grout’s Mansion: Find Grout. Escape.

——————————————————————————–
    DOWNTOWN
——————————————————————————–

LaCroix: Get Museum quest.

——————————————————————————–
    OTHER
——————————————————————————–

Museum: Get Voodoo Statue. Find Sarcophagus.

——————————————————————————–
    DOWNTOWN
——————————————————————————–

LaCroix: Get Sarcophagus quest.

——————————————————————————–
    HOLLYWOOD
——————————————————————————–

Jewelry Store: Get Tape quest.
Main Hub: Deal with Samantha.
Internet Café: Get meeting location.
Main Hub: Meet Courier.
Vesuvius: Get Hunter quest.
Internet Café: Get Tape location from the CPU.
Graveyard: Get Tape. Get Romero quest. If sex or Zombies; complete Romero quest now.
Asp Hole: Get Ash quest. Complete Ash quest.
Jewelry Store: Get Snuff quest. Get Gargoyle quest.
Sin Bin: Get DMP information. Kill Chastity.
Vesuvius: Get Hatter quest.
Main Hub: Answer DMP phone.
Lucky Star: Find ‘Muddy’ and Brothers’ Salvage card. Get Internet Café key. Get screenplay and source information from Hatter.
Internet Café: Get Tape.
Jewelry Store: Report Tape quest. Get King’s Way quest.

——————————————————————————–
    OTHER
——————————————————————————–

King’s Way: Defeat Andrei.
Sewers: Find Warrens entrance.

——————————————————————————–
    HOLLYWOOD
——————————————————————————–

Warrens: Get Data CD. Get Mitnick quest. Get Imalia quest. Get Barabus quest.
Tawni’s Apt: Plant Cameras.
Main Hub: Get prostitute to follow you to Romero (if uncompleted earlier).
Graveyard: Bring prostitute to Romero.
Warrens: Report to Imalia.

——————————————————————————–
   SKYLINE/CHANTRY HAVEN SECTION
——————————————————————————–

Here’s where things branch off a bit depending on what Haven you have (or will get). If you have the Santa Monica or Warrens Haven, skip down to that section.

——————————————————————————–
    DOWNTOWN
——————————————————————————–

Chantry: Report Plague quest. Get Gargoyle information.
Haven: Read E-mail. Get keycard from mailbox.

——————————————————————————–
    SANTA MONICA
——————————————————————————–

Main Hub: Give Bertram the Data CD.
Megahurtz Computing: Activate Hub.
Beach: Deal with Julius.

——————————————————————————–
    DOWNTOWN
——————————————————————————–

Haven: Read E-mail. Get camera from mailbox.
Theater: Plant camera, activate Hub.
Haven: Read E-mail. Get keycard from mailbox.

——————————————————————————–
    HOLLYWOOD
——————————————————————————–

Metalhead Industries: Activate Hub.
Vesuvius: Report to VV.
Main Hub: Deal with restaurant critic.
Theater: Deal with Gargoyle.
Jewelry Store: Report Gargoyle quest. Report King’s Way quest.

——————————————————————————–
    DOWNTOWN
——————————————————————————–

Chantry: Report Gargoyle death.
Haven: Read E-mail. Get keycard from mailbox.

——————————————————————————–
    CHINATOWN
——————————————————————————–

White Cloud: Get Eyes quest.
Noodle Shop: Get eyes. (if you can pick the lock, get Yukie’s quest now)
White Cloud: Get Bad Luck quest.
Noodle Shop: Get Yukie’s quest.
Kamikaze Zen: Activate Hub.
Golden Temple: Get Barabus and Rokia information.
Red Dragon: Get Hitman quest. Talk to Zygaena. Get Lotus Blossom quest.
Main Hub: Kill Ji Wen Ja.
Noodle Shop: Report.
Lotus Blossom: Place the Talisman. Rescue Kiki.
White Cloud: Report.
Red Dragon: Give Lu Fang the key. Report to Wong Ho.
Warehouse: Talk to Zhao. Survive.
Fish Market: Kill Zygaena.
Glaze: Talk to Johnny.
Fu Syndicate: Rescue Barabus.
Main Hub: Answer the phone.
Red Dragon: Get money from Lu Fang.

——————————————————————————–
    OTHER
——————————————————————————–

Giovanni Mansion: Get Necromantic Book. Find Sarcophagus.

——————————————————————————–
    DOWNTOWN
——————————————————————————–

LaCroix: Get Society quest.
Hospital: Report. Give occult items.

——————————————————————————–
    END
——————————————————————————–

From here on it’s essentially 100% linear, so just follow the story.

——————————————————————————–
   SANTA MONICA/WARRENS HAVEN SECTION
——————————————————————————–

This picks up right after you report to Imalia.

——————————————————————————–
    SANTA MONICA
——————————————————————————–

Haven: Read E-mail. Get keycard from mailbox.
Main Hub: Give Bertram the Data CD.
Megahurtz Computing: Activate Hub.
Beach: Deal with Julius.
Haven: Read E-mail. Get camera from mailbox.

——————————————————————————–
    DOWNTOWN
——————————————————————————–

Chantry: Report Plague quest. Get Gargoyle information.
Theater: Plant camera, activate Hub.

——————————————————————————–
    SANTA MONICA
——————————————————————————–

Haven: Read E-mail. Get keycard from mailbox.

——————————————————————————–
    HOLLYWOOD
——————————————————————————–

Metalhead Industries: Activate Hub.
Vesuvius: Report to VV.
Main Hub: Deal with restaurant critic.
Theater: Deal with Gargoyle.
Jewelry Store: Report Gargoyle quest. Report King’s Way quest.

——————————————————————————–
    SANTA MONICA
——————————————————————————–

Haven: Read E-mail. Get keycard from mailbox.

——————————————————————————–
    CHINATOWN
——————————————————————————–

White Cloud: Get Eyes quest.
Noodle Shop: Get eyes. (if you can pick the lock, get Yukie’s quest now)
White Cloud: Get Bad Luck quest.
Noodle Shop: Get Yukie’s quest.
Kamikaze Zen: Activate Hub.
Golden Temple: Get Barabus and Rokia information.
Red Dragon: Get Hitman quest. Talk to Zygaena. Get Lotus Blossom quest.
Main Hub: Kill Ji Wen Ja.
Noodle Shop: Report.
Lotus Blossom: Place the Talisman. Rescue Kiki.
White Cloud: Report.
Red Dragon: Give Lu Fang the key. Report to Wong Ho.
Warehouse: Talk to Zhao. Survive.
Fish Market: Kill Zygaena.
Glaze: Talk to Johnny.
Fu Syndicate: Rescue Barabus.
Main Hub: Answer the phone.
Red Dragon: Get money from Lu Fang.

——————————————————————————–
    OTHER
——————————————————————————–

Giovanni Mansion: Get Necromantic Book. Find Sarcophagus.

——————————————————————————–
    DOWNTOWN
——————————————————————————–

LaCroix: Get Society quest.
Hospital: Report. Give Statue and Book.
Chantry: Report Gargoyle death.

——————————————————————————–
    END
——————————————————————————–

From here on it’s essentially 100% linear, so just follow the story.

posted by Jake Zahn at 8:59 am  

Wednesday, June 24, 2009

VtM: Bloodlines History Listing

Bloodlines History List
Version: 1.01
By Jake Zahn
——————————————————————————–

This will be a complete list of all the histories available in game, and will list exactly who has access to each and what benefits/penalties each has.

——————————————————————————–
Version History
——————————————————————————–

1.00 – First incarnation.

1.01 – Spelling fixes.

——————————————————————————–
How to Enable Histories
——————————————————————————–

First you have to make sure you have the console enabled. If you don’t know how to do this, instructions are at the bottom of this guide.

Once that’s done, go into your vampire\cfg folder located in your main Bloodlines folder.

The default is: C:\Program Files\Activision\Vampire – Bloodlines\vampire\cfg

Now find the Config.cfg file. Open it with notepad, scroll down to the bottom, and add this line: vchar_edit_histories "1"

Then, just save the file.

Now, when you start a new game, you’ll have the opportunity to choose a history.

WARNING: Sometimes the game will crash after selecting a history, this is normal and happens seemingly at random. Simply start the game back up and choose the history again.

——————————————————————————–
Explanation
——————————————————————————–

Basically each clan has a specific set of histories they can choose from, but there are a few histories that more then one clan have access to. Those are listed first under "General", while the clan specific ones are listed under their respective clan.

——————————————————————————–
Selectable Histories
——————————————————————————–

General:
——————————————————————————–

1) Blunt Fangs
 Clans: Brujah, Malkavian, Nosferatu
 Gender: Both
 Bonus: Every time you gain 3+ XP at one time, you get +1 XP
 Penalty: It takes 3 Blood Points to restore 1 of yours.

2) Burnout
 Clans: Gangrel, Malkavian, Toreador
 Gender: Both
 Bonus: +3 Frenzy modifier
 Penalty: -1 Wits

3) Cadaverous Flesh
 Clans: Brujah, Malkavian, Nosferatu, Toreador, Tremere
 Gender: Both
 Bonus: Cheaper Physical Attributes (2nd dot costs 3, 3rd costs 6, 4th costs 10, and 5th costs 12)
 Penalty: -1 Charisma, -20% healing rate

4) Con Artist\Special Forces
 Clans: Nosferatu, Ventrue\Brujah, Gangrel
 Gender: Both\Male
 Bonus: Switch Ability order to: Skills Talents Knowledges
 Penalty: N/A

5) Corporate Schmo
 Clans: Toreador, Ventrue
 Gender: Both
 Bonus: Switch Ability order to: Skills Knowledges Talents
 Penalty: N/A

6) Deceptive Strength
 Clans: Gangrel, Toreador, Tremere, Ventrue
 Gender: Both
 Bonus: Blood Buff duration doubled
 Penalty: -1 Dexterity and Perception

7) Degenerate Gambler
 Clans: Malkavian, Ventrue
 Gender: Male
 Bonus: Switch Attribute order to: Mental Physical Social
 Penalty: N/A

8) Dropped on Head as a Baby
 Clans: Brujah, Gangrel, Nosferatu
 Gender: Both
 Bonus: +2 Stamina
 Penalty: Stunted Mental Attributes (2nd dot costs 6, 3rd costs 10, 4th costs 16, and 5th costs 20)

9) Eco-Terrorist Hacker
 Clans: Gangrel, Nosferatu
 Gender: Both
 Bonus: Switch Ability order to: Knowledges Skills Talents
 Penalty: N/A

10) Eerie Presence
 Clans: Gangrel, Malkavian, Nosferatu, Toreador, Tremere
 Gender: Both
 Bonus: Cheaper Mental Attributes (2nd dot costs 3, 3rd costs 6, 4th costs 10, and 5th costs 12)
 Penalty: Stunted Social Attributes (2nd dot costs 6, 3rd costs 10, 4th costs 16, and 5th costs 20), Stealth Costs x4

11) Glass Eye
 Clans: Brujah, Nosferatu
 Gender: Both
 Bonus: +2 Intimidation
 Penalty: -1 Perception

12) Gossip Columnist
 Clans: Malkavian, Ventrue
 Gender: Female
 Bonus: Switch Attribute order to: Social Mental Physical
 Penalty: N/A

13) Hard-Ass Chica
 Clans: Brujah, Gangrel
 Gender: Female
 Bonus: +1 Firearms, starts with a .38 handgun
 Penalty: Knowledges cost x4 to raise

14) Highway Drifter
 Clans: Brujah, Gangrel, Nosferatu
 Gender: Male
 Bonus: +1 Melee, starts with a knife
 Penalty: -2 Humanity

15) Lowborn
 Clans: Brujah, Gangrel, Nosferatu
 Gender: Both
 Bonus: 1 bum/hooker blood point restores 2 of yours
 Penalty: Knowledges cost x4 to raise

16) Perv
 Clans: Gangrel, Malkavian, Nosferatu
 Gender: Male
 Bonus: +2 Blood Pool, 1 female blood point restores 2 of yours
 Penalty: Max Subterfuge of 1

17) Rapacious Bloodlust
 Clans: Malkavian, Nosferatu, Toreador, Tremere
 Gender: Both
 Bonus: +1 Strength, +1 Brawl
 Penalty: -1 Frenzy modifier, Stealth costs x4 to raise

18) Runaway
 Clans: Brujah, Gangrel, Malkavian, Toreador
 Gender: Both
 Bonus: +1 Stealth
 Penalty: Brawl costs x4 to raise

19) Slut
 Clans: Gangrel, Malkavian, Nosferatu, Toreador
 Gender: Female
 Bonus: +2 Blood Pool, 1 male blood point restores 2 of yours
 Penalty: Stunted Mental Attributes (2nd dot costs 6, 3rd costs 10, 4th costs 16, and 5th costs 20)

Brujah:
——————————————————————————–

1) Anti-Paladin
 Gender: Both
 Bonus: Presence costs x4
 Penalty: Stunted Celerity (2nd dot costs 8, 3rd costs 12, 4th costs 18, and 5th costs 24)

2) Ex-Cop
 Gender: Both
 Bonus: +2 Firearms, +1 Intimidation
 Penalty: Max Stamina of 3

3) Infomercial Huckster\Voyeur Website Model
 Gender: Male\Female
 Bonus: Switch Attribute order to: Social Physical Mental
 Penalty: N/A

4) Quickling
 Gender: Both
 Bonus: +25% Celerity duration
 Penalty: Stunted Potence (2nd dot costs 8, 3rd costs 12, 4th costs 18, and 5th costs 24)

5) True Brujah
 Gender: Both
 Bonus: Switch Attribute order to: Mental Physical Social
 Penalty: N/A

Gangrel:
——————————————————————————–

1) Anda Gangrel
 Gender: Both
 Bonus: +1 Fortitude and Stamina
 Penalty: Stunted Animalism (1st dot costs 6, 2nd costs 8, 3rd costs 12, 4th costs 18, and 5th costs 24), -1 Animalism

2) Beastmistress
 Gender: Female
 Bonus: +35% Animalism damage, +50% Animalism duration
 Penalty: -25% Protean duration

3) Chupacabra
 Gender: Male
 Bonus: Protean +1
 Penalty: Max Fortitude of 3

4)Insectoid
 Gender: Both
 Bonus: +40% Fortitude and Protean duration
 Penalty: -1 to Wits, Charisma, Appearance, and Animalism

5) Pagan\Pagan Priestess
 Gender: Male\Female
 Bonus: Switch Attribute order to: Mental Physical Social
 Penalty: N/A

Malkavian:
——————————————————————————–

1) Completely Batshit
 Gender: Both
 Bonus: +100% Dementation duration, +40% Dementation damage
 Penalty: Stunted Obfuscate (2nd costs 8, 3rd costs 12, 4th costs 18, and 5th costs 24)

2) Cut-Rate Clown\Gymnast Turned Stripper
 Gender: Male\Female
 Bonus: Switch Attribute order to: Physical Mental Social
 Penalty: N/A

3) Doomseer
 Gender: Both
 Bonus: +100% Auspex duration
 Penalty: -50% Obfuscate duration

4) Inoffensively Nutty Weatherman
 Gender: Male
 Bonus: Switch Attribute order to: Social Mental Physical
 Penalty: N/A

5) Long Foot, Little Foot
 Gender: Both
 Bonus: +1 Humanity, +1 Charisma, +1 Wits
 Penalty: Max Dexterity of 1

6) Ninja!
 Gender: Both
 Bonus: +1 Brawl and Melee
 Penalty: Max Firearms pf 0

7) Woman’s Prison Guard
 Gender: Female
 Bonus: Switch Attribute order to: Mental Physical Social
 Penalty: N/A

Nosferatu:
——————————————————————————–

1) Boogeyman
 Gender: Male
 Bonus: +40% Obfuscate duration
 Penalty: -1 Potence

2) Cleopatra
 Gender: Female
 Bonus: +30% Obfuscate duration, +1 Subterfuge
 Penalty: Stunted Animalism (2nd costs 8, 3rd costs 12, 4th costs 18, and 5th costs 24)

3) Leatherface
 Gender: Male
 Bonus: +1 Melee and Potence
 Penalty: Humanity costs x4

4) Shepard of Vermin
 Gender: Both
 Bonus: +50% Animalism duration, +35% Animalism Damage
 Penalty: -25% Potence duration

Toreador:
——————————————————————————–

1) Beautiful Monster
 Gender: Male
 Bonus: +25% Presence duration
 Penalty: -1 Frenzy and Wits

2) Country Club Lothario\Southern Debute
 Gender: Male\Female
 Bonus: Social Physical Mental
 Penalty: N/A

3) Decadent Enchantress
 Gender: female
 Bonus: +1 Appearance and Subterfuge
 Penalty: -20% Celerity duration

4) Faelike
 Gender: Both
 Bonus: +25% Presence and Celerity duration
 Penalty: Stunted Firearms, Intimidation, Stamina, and Strength (2nd costs 6, 3rd costs 10, 4th costs 16, and 5th costs 20)

5) Lounge Singer Seductress\Velvet Rope Doorman
 Gender: Female\Male
 Bonus: Switch Ability order to: Talents Skills Knowledges
 Penalty: N/A

6) Uncanny Awareness
 Gender: Both
 Bonus: +40% Auspex duration
 Penalty: Stunted Celerity (2nd costs 8, 3rd costs 12, 4th costs 18, and 5th costs 24)

7) Vaguely Employed Twenty-something
 Gender: Both
 Bonus: Switch Ability order to: Knowledges Talents Skills
 Penalty: N/A

Tremere:
——————————————————————————–

1) Eldrich Prodigy
 Gender: Both
 Bonus: +40% Thaumaturgy damage and duration
 Penalty: Every time you gain 3+ XP at one time, you get -1 XP

2) Infernal
 Gender: Both
 Bonus: Thaumaturgy costs x4
 Penalty: Max of 3 Dominate, -50% Auspex duration

3) Mortician
 Gender: Both
 Bonus: Switch Ability order to: Skills Knowledges Talents
 Penalty: N/A

4) Pedagogue
 Gender: Both
 Bonus: Switch Ability order to: Talents Knowledges Skills
 Penalty: N/A

Ventrue:
——————————————————————————–

1) Agent\Fixer
 Gender: Female\Male
 Bonus: Switch Ability order to: Talents Knowledges Skills
 Penalty: N/A

2) Cleaner
 Gender: Male
 Bonus: +35% Fortitude duration
 Penalty: Stunted Presence (2nd costs 8, 3rd costs 12, 4th costs 18, and 5th costs 24)

3) Diabolic
 Gender: Male
 Bonus: +35% Presence duration
 Penalty: -1 Frenzy and Humanity

4) Dominatrix
 Gender: Female
 Bonus: +40% Dominate Damage, +100% Dominate duration, +1 Subterfuge
 Penalty: Skills cost x4

6) Industry Lobbyist
 Gender: Both
 Bonus: Switch Attribute order to: Mental Social Physical
 Penalty: N/A

7) Pharmaceutical Saleswoman
 Gender: Female
 Bonus: Switch Attribute order to: Social Physical Mental
 Penalty: N/A

8) Union Boss
 Gender: Male
 Bonus: Switch Attribute order to: Physical Social Mental
 Penalty: N/A

9) War Profiteer
 Gender: Both
 Bonus: Switch Ability order to: Knowledges Skills Talents
 Penalty: N/A

——————————————————————————–
Enabling the Console
——————————————————————————–

First, right-click on your Bloodlines shortcut. Then select "Properties".

Now look at the text to the right of the word "Target".

It should look something like this:

"C:\Program Files\Activision\Vampire – Bloodlines\Vampire.exe"

Change it so that it looks like this:

"C:\Program Files\Activision\Vampire – Bloodlines\Vampire.exe" -console

posted by Jake Zahn at 8:56 am  

Wednesday, June 24, 2009

VtM: Bloodlines Jeanette-Tourette Guide

Bloodlines Jeanette/Tourette conversation FAQ
Version: 1.02
By Jake Zahn
________________________________________________

Here is the correct conversation choices you must choice to either:

  1. Have sex with Jeanette.
  2. Save them both and get 2 extra experience points.

First we’ll start off with how to get Jeanette into bed with you, the responses are arranged in the order that you receive them. While in conversation just pick the correct response.

***********
Note
***********

If you are using Wesp’s Unofficial Patch, then this Guide will not be accurate. Many changes were made to the Sisters, including being able to sleep with Jeanette before meeting Tourette.

________________________________________________
Sleeping with Jeanette:
________________________________________________

You need a Seduction Feat of at least 2. Then just choose the conversation choices provided here.

________________________________________________
First Meeting, entering her club for the first time:
________________________________________________

Need a Seduction of 2, not Malkavian -

2. Frightening isn’t the word I’d use. . .exciting is more like it.

1. Fire hoses?

2. That’s what I was thinking. What’s your name?

2. Aren’t you the tease? Got a name I can remember you by?

2. Soon can’t come soon enough. Goodbye.

——————————————————————————–

Need a Seduction of 2, are Malkavian -

1. I see before me a beauty who shares the madness of my mind…

1. Greetings, daughter of Janus…

1. You are the whiteness, she of alabaster and ivory…

2. Fear and love are two sides of the same coin. . .

1. You mean we’re both rolled up and twisted?

2. Burn, baby, burn. Give me the pleasure of your label…

2. My heart beats like a thousand primal drums. Give me the gift of your name…

2. Until our shattered selves once again collide.
________________________________________________
First Therese Meeting:
________________________________________________

Not Malkavian -

4. Where is she?

2. That’s too bad. I really wanted to see more of her.

2. Sounds like you’re jealous.

1. Are you Therese?

1. I need you to call off the feud with Bertram Tung.

2. Why do you hate him?

1. Then can you put out the word that you’ve got no feud with him?

1. That’s unfortunate, but I do need to see him.

1. Another goddamn waste of my time.

1. I’ll do it if you promise to call off the feud.

1. Business? Is that what it’s called when a dog fetches a stick?

1. If that’s what it takes to get the job done.

2. Right. Goodbye.

——————————————————————————–

Are Malkavian -

4. Where is the ivory princess?

2. I will satisfy her endless hunger. . .

2. You wear jealousy like a thorned crown, dark one. . .

1. Are you called Therese, dark daughter?

1. Call off your conflict with the worm, dark one. . .

2. What has brought your darkness upon him?

1. Please tell the worm that all is forgiven. . .

1. I am no politicking blood-sucker. I need to see the worm. . .

1. A better use of my time would be ANYTHING else.

1. If you will give word that to the worm that he is not wanted, I will go.

1. Business? Is that what it’s called when a dog fetches a stick?

1. I will do what needs be done, dark one. . .

2. Then I am off to the House on the Ocean.
________________________________________________
Second Meeting, after the events at the Hotel:
________________________________________________

Need a Seduction rating of 2, not Malkavian -

3. Yes, as a matter of fact, I did. I couldn’t stop thinking about you.

3. All the time, Jeanette. What do I do in your thoughts?

1, 2, or 3, doesn’t matter.

2. Of course. Here, take it.

3. It would look good on you. I’m sure anything does.

1. Listen, Therese told me she’d call off the feud with Tung.

4. I can’t stand her type.

1 or 2, doesn’t matter.

1. What?

2. For you, anything.

1 or 2, doesn’t matter.

2. I’d never intentionally keep you waiting, Jeanette. Goodbye.

——————————————————————————–

Need a Seduction of 2, is Malkavian -

3. All of my selves are intoxicated with you, white mistress…

3. You haunt my dark dreams, but what deeds do I do in your own?

1, 2, or 3, doesn’t matter.

2. Yes. Here is the ghostly locket…

1. I would like to see it glistening against your bloodless pale heart-place…

1. Your father’s darker daughter said she would forgive the hiding worm…

4. Nightmares and needles. She sickens my very skin…

1 or 2, doesn’t matter.

1. Yes, white mistress?

2. For you I would face the flame at noontime…

1 or 2, doesn’t matter.

2. I will think of you only as I slash these splatterings…
________________________________________________
Third Conversation, on the telephone at the diner:
________________________________________________

Need Seduction of 2, not Malkavian -

2. Of course I’ll save you. But first, tell me what happened.

1 or 2, doesn’t matter.

——————————————————————————–

Need Seduction of 2, is Malkavian -

2. I shall be your white knight, ivory goddess. First tell me your tale…

1 or 2, doesn’t matter.
________________________________________________
3rd Meeting, Tourette:
________________________________________________

Not Malkavian -

1. Jeanette?

2. Go on, Jeanette.

2. Go on, Jeanette.

2. That doesn’t give you the right to tell her what to do.

2. You’re right, Jeanette. Therese tried to have me killed!

1. What happened to your father, Jeanette?

2. I can’t believe you killed your own father, Therese.

1. Grab the gun, Jeanette.

1. I understand. Goodbye.

1 or 2, doesn’t matter.

——————————————————————————–

Is Malkavian -

1. Ivory princess?

2. Please continue, ivory goddess. . .

2. Go on, ivory princess.

2. She owes you nothing, dark daughter.

2. Yes! The dark one called down the reaper on me!

1. What of Janus, white mistress?

2. A dark deed for the dark daughter…

1. Grab the boom-stick, ivory princess!

1. Your words are clear, white mistress…

1 or 2, doesn’t matter.

________________________________________________

Now, after you return from the Elizabeth Dane, head over to the club to see Jeanette.
________________________________________________
4th Meeting, after returning from the Dane:
________________________________________________

Have at least 2 Blood, not Malkavian

1. Are you lonely?

2. I know something we can do. But I’m not sure it’s possible. . .

——————————————————————————–

Have at least 2 Blood, is Malkavian

1. Do you swim in a sea of solitude, ivory princess?

2. I remember sweet, human things. But can we enjoy them undead?

________________________________________________

Congrats! You have now slept with Jeanette, and only missed out on 2 experience points by doing so.

Now, in case you’d rather not sleep with Jeanette, or you really want those 2 XP, here’s the way to save them both.
________________________________________________
Saving Jeanette and Therese (Tourette):
________________________________________________

You need to have a Persuasion Feat of 4 and a seduction rank of 4 or higher for both of them in order to save Tourette, here are the conversation choices you have to pick to get those ratings.

________________________________________________
First meeting with Jeanette:
________________________________________________

Need a Seduction of 2, not Malkavian -

2. Frightening isn’t the word I’d use. . .exciting is more like it.

1. Fire hoses?

2. That’s what I was thinking. What’s your name?

2. Aren’t you the tease? Got a name I can remember you by?

2. Soon can’t come soon enough. Goodbye.

——————————————————————————–

Need a Seduction of 2, are Malkavian -

1. I see before me a beauty who shares the madness of my mind…

1. Greetings, daughter of Janus…

1. You are the whiteness, she of alabaster and ivory…

2. Fear and love are two sides of the same coin. . .

1. You mean we’re both rolled up and twisted?

2. Burn, baby, burn. Give me the pleasure of your label…

2. My heart beats like a thousand primal drums. Give me the gift of your name…

2. Until our shattered selves once again collide.
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First meeting with Therese:
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Not Malkavian -

2. I’m just glad she’s gone. You are Therese?

1. I need you to call off the feud with Bertram Tung.

2. Why do you hate him?

1. Then can you put out the word that you’ve got no feud with him?

1. That’s unfortunate, but I do need to see him.

2. Gladly. What do I have to do?

1. I’ll do it if you promise to call off the feud.

2. I can respect that. And I appreciate it. Goodbye.

1. If that’s what it takes to get the job done.

2. Right. Goodbye.

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Is Malkavian -

2. I could stomach her oozings no longer. You are Therese, the dark daughter?

1. Call off your conflict with the worm, dark one. . .

2. What has brought your darkness upon him?

1. Please tell the worm that all is forgiven. . .

1. I am no politicking blood-sucker. I need to see the worm. . .

2. Speak your quest, dark one. . .

1. If you will give word that to the worm that he is not wanted, I will go.

2. Your words are ;like the reddest nectar, dark daughter. Farewell.

1. I will do what needs be done, dark one. . .

2. Then I am off to the House on the Ocean.
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Second Meeting with Jeanette, after the events at the Hotel:
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Need a Seduction rating of 2, not Malkavian -

3. Yes, as a matter of fact, I did. I couldn’t stop thinking about you.

3. All the time, Jeanette. What do I do in your thoughts?

1, 2, or 3, doesn’t matter.

2. I’m not giving it to anyone but Therese.

2 or 3, doesn’t matter.

3 or 4, doesn’t matter.

3 or 4, doesn’t matter.

1, 2, or 4, doesn’t matter.

2. For you, anything.

1 or 2, doesn’t matter.

2. I’d never intentionally keep you waiting, Jeanette. Goodbye.

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Need a Seduction of 2, is Malkavian -

3. All of my selves are intoxicated with you, white mistress…

3. You haunt my fark dreams, but what deeds do I do in your own?

1, 2, or 3, doesn’t matter.

2. Your sister only receives this treasure…

2 or 3, doesn’t matter.

3 or 4, doesn’t matter.

3 or 4, doesn’t matter.

1, 2, or 4, doesn’t matter.

2. For you I would face the flame at noontime…

1 or 2, doesn’t matter.

2. I will think of you only as I slash these splatterings…
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2nd Meeting with Therese, after returning from the Gallery:
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Not Malkavian -

1. I-

1. But-

1. I didn’t do it! I swear!

1. Yeah. I have the item from the Ocean House too.

1. And how do I do that?

1. I’ll go – then the feud is off?

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Is Malkavian -

1. I-

1. But-

1. I don’t know what your lips are saying!

1. Yes. And I have brought you ghostly bauble, sweet darkness. . .

1. How might this deed be done?

1. This is more convoluted than my psyche. I will find her, and then we finish this. . .
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4th Meeting, Tourette:
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Persuasion of 4, not Malkavian -

4. Why are you both fighting?

3. Both of you stop.

3. Stop it, right now. Both of you.

3. If you both want to continue to exist, you’re going to have to live with each other.

3. Both of you have been working against the other. Together, you’d be a power.

3. That’s all in the past. Forget about it.

3. No matter what happened, you two need each other to move on.

3. Think of how powerful you could both be if you worked together.

1. Therese, let Jeanette have more responsibility.

1. Jeanette, stop sabotaging your sister’s plans.

1. If you’ll call a truce and run this place equally, there’s no need to kill each other.

1. You both must have gotten along at one time.

1. You don’t really want to kill each other, do you?

1. Give me the gun, Therese.

1 or 2, doesn’t matter.

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Persuasion of 4, is Malkavian -

4. From where this hateful quarrel?

3. Both sides need to cease this conflict. . .

3. Become mute both mouths! Both sides need to cease this conflict. . .

3. You must both learn to live in the same skin…

3. If you could learn to join hands, think of the strength you command. . .

3. The past is a worn garment, Dispose of it…

3. History’s shadow need not fall on you both…

3. Work together, and your power will more than double…

1. Dark one, let the light carry more of the burden…

1. White mistress, stand not in the way of the dark one’s plans…

1. Run this house as a family, and you both may unlive another day…

1. Was there never a time when you looked each other in the eye?

1. You don’t really wish to become an only child?

1. Give me boom-stick, dark one…

1 or 2, doesn’t matter.

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Congrats! You have now saved them both.

posted by Jake Zahn at 8:54 am  
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