Various Thoughts

More or less random thoughts regarding a variety of topics.

Thursday, June 25, 2009

K-On! E10-12

Ten is this year’s training camp. Azusa takes heavily after Mio, wanting to practice more than play around. Even with the additional vote toward practice first, things play out similar to the last training camp with it being more like a beach-side vacation. With the minor exception that a bit more practicing gets done between Yui and Azusa.

Episode eleven takes place a few days before the next school festival. The club faces something of a crisis when it’s discovered that Yui’s guitar is in desperate need of maintenance. Yui had no clue that you had to change the strings or anything. They take it to the guitar shop to repair it and upon leaving a divide is shown to be forming between Mio and Ritsu. Mio is becoming far more friendly with Nodoka and Ritsu begins to feel jealous and starts stalking her.

Yui has come down with a bad cold in the final episode, the same one Ritsu had last episode. The other girls are worried she might not be able to play at the festival. She spontaneously shows up in the club room the next day claiming to be better, and during the quick practice sessions shows to have increased in skill dramatically. Ritsu, Mio, and Tsumugi are all in complete shock… but it’s Sawako who realizes that it’s not Yui, but Ui in disguise. Turns out she learns just as fast as her sister, without the whole problematic forgetting everything afterward. Still, they (particularly Azusa) want Yui to be able to play and hold out hope that she’ll recover in time for the performance.

posted by Jake Zahn at 1:19 pm  

Thursday, June 25, 2009

K-On! E07-09

The seventh episode begins with a flashback to one of Yui and Ui’s past Christmas’, where Ui wished for a white Christmas and Yui covered a tree and a patch of ground with some cotton to simulate one. Back in the present, the girls want to put on a Christmas show at Tsumugi’s house but have to settle for a Christmas party at Yui’s house. Sawako invites herself and has a noticeable Haruhi/Mikuru dynamic going on with Mio.

Episode eight begins the new year of school. This marks Ui’s first year of high school, and she’s accepted to the same one Yui and the others attend. Ritsu, Yui, and Tsumugi all end up in the same class while Mio gets stuck in a class that seems to be filled with no one she knows until Nodoka shows up. Being the beginning of the new school year, the various clubs are soliciting new members and Sawako is creating questionable solicitation costumes for the girls. Anyway, the club plans to play at the orientation ceremony for the new freshmen. Though Yui messes up a bit at first and forgets the lyrics, Mio steps in to cover for her. A new girl named Azusa ends up joining the club following the performance.

Nine focuses on the new club member. Azusa is serious about music and is quite good at playing guitar, though she insists she’s just a novice. At first she’s quite aggravated by the laid-back attitude of the club, how they eat snacks and drink tea far more often than practice, and even goes so far as to look for an outside band to join. Something keeps bringing her back though and she eventually decides to stay with the club.

posted by Jake Zahn at 12:34 pm  

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

Mods Page Updated

I believe that’s the last of the Mods and Guides.

Now back to our regularly scheduled program of few-to-no updates. After I finish watching K-On! of course.

posted by Jake Zahn at 10:31 am  

Thursday, June 25, 2009

VtM: Bloodlines Stripped Patch

——————————————————————————–
    INTRO
——————————————————————————–

This is simply a stripped-down version of Werner Spahl’s Unofficial Patch.

What I did was take the Basic Version of the above mentioned Patch, and then systematically removed any changes that were not in keeping with the label of ‘Unofficial Patch’. Generally speaking: I removed the changes that could not be classified as Bug Fixes or Oversight Corrections.

This was accomplished by comparing the UP files with the default 1.2 Officially Patched game files extracted from the .vpk archives. In addition, I have also included several optional alterations that can be found in the ‘extras’ folder. Each has an included Readme file describing what it does.

Download

See the included Stripped Patch Readme for a full listing of the changes made.

For a full listing of Unofficial Patch contributor information, you should view the included default Unofficial Patch Readme file.

——————————————————————————–
    CREDITS
——————————————————————————–

Dan Upright – For creating the first Unofficial Patch, long before Troika’s Official one.

Werner ‘Wesp’ Spahl – For creating/compiling the Unofficial Patch compilation.

Tessera – For proving that there was a market for a BugFix-Only Patch.

posted by Jake Zahn at 10:29 am  

Thursday, June 25, 2009

VtM: Bloodlines P&P Combat Addon

Ever wonder why almost every enemy in the game had more HP then you, and yet you could still walk right over them? Ever wonder why despite being barely a month old vampire, you can casually waltz around utterly destroying everything in sight with little to no effort? How about wondering why having only 5/10 points in a combat Feat was enough to mow down the opposition?

Well, if you answered ‘yes’ to any of those, this might be the Addon for you.

What this Companion Addon for the P&P Mod basically does is alter every weapon in the game to do damage equivalent to its P&P incarnation. This, in essence, makes combat quite a bit deadlier (for both you and your opponent).

It does several other things as well, which are explained in a bit more detail below. Having the P&P Mod installed is not necessary for this Addon to work, as long as you don’t install the stats.txt file, but using it without that Mod may cause bugs.

—————————-

I ran through the game with this Addon twice now, once as a Melee Brujah, and once as a Ranged Malkavian. If you decide to try out this Addon, you should not underestimate how much damage your opponents are capable of dealing to you.

Download

Now, for some excerpts from the Readme files:

————————————————————
Description:
————————————————————

What this Addon does is alter the various weapons to do damage equivalent to their P&P incarnations. Due to the Damage Formula the game uses being uneditable, I had to use an alternate method to achieve the desired results.

I did this by having the ‘Base Damage’ and ‘Combat Requirement’ stats be the same for each weapon, making Lethality alone determine how much maximum damage a weapon would do. For more details on this, see the included Weapons List.txt file.

Explanatory Interlude:


The Damage Formula used by the game is as follows: Damage = Base Damage * (Lethality ± Combat Ability Modifier)

Ten Points of damage is equal to one Damage Die as far as the Game is concerned.

The opponent’s Defense Feat is subtracted from the Lethality in the formula above. Their Soak Feat is applied after the equation has finished.


The Addon also reduces the Player’s Max_Health to 70, as well as changes the Defense Feat from Wit+Dodge to Dex+Dodge and the Sneak Feat from Dex+Stealth to Wit+Stealth. To accommodate this change, the NPCs in the Full Version have had their Dex/Wit stats switched where doing so made sense. If you use the Basic Version, it would probably be a good idea to use the original Feats.txt file included with this Addon.

Specific Full Version changes:

This Version alters all the NPC stats to fit with P&P. This generally boiled down reducing Max_Health to 70 and raising Blood Pool to 10, though obviously not all NPCs have those values. There were various other inconsistencies I ran across however, and they were altered as well. Such as the Sheriff not having the correct boost from the Marauder form, and some hunters with Numina missing Faith Points.

In order to fix the issue with Ranged weapons relying on Perception/Firearms for damage, I went about altering all Ranged using NPCs to have Firearms and Perception scores of 5. This has the effect of making NPCs do the correct P&P damage with Firearms. The player still has to raise it manually with XP unfortunately, but the Player also has access to disciplines and tactics that the NPCs do not, so I believe it all evens out in the end. This change is only present in the Full Version.

posted by Jake Zahn at 10:23 am  

Thursday, June 25, 2009

VtM: Bloodlines P&P Mod

This is a Mod to convert parts of the game to more closely mimic P&P. Changes are listed below.

  • All clans now start with the ability to buy one of either Celerity, Fortitude, or Potence (depending on clan) if they couldn’t buy those Disciplines before. I would’ve made all available, but that disables use of the hotkeys.
  • Discipline costs have been altered as follows:
    • Animalism – Levels 3-4 cost 1, levels 1, 2, and 5 have no cost.
    • Auspex – No blood cost for activation.
    • Blood Buff – Costs 3 Blood. Adds +1 Strength and +2 Dexterity. Extended duration.
    • Blood Heal – Costs 3 Blood.
    • Celerity – No changes.
    • Dementation – Level 1 has no cost, levels 2-4 cost 1, and level 5 costs 2.
    • Dominate – Levels 1, 2, and 4 have no cost, levels 3 and 5 cost 1.
    • Fortitude – Adds to your Soak Pools. No blood cost, semi-permanent effect.
    • Obfuscate – No blood cost, extended duration.
    • Potence – No blood cost, near-permanent effect. End with F8.
    • Presence – No blood cost, altered durations.
    • Protean – Extended effect, adds +1 Perception instead of +1 Wits, end effect with F8 key.
    • Thaumaturgy – All levels cost 1 blood.
  • Slight changes to Feat requirements:
    • Hacking – Determined by Intelligence + Computers
    • Intimidate – Determined by Manipulation + Intimidation
    • Persuasion – Determined by Charisma + Subterfuge
  • Slight changes to starting Attribute/Ability orders for certain clans.
  • Removed extra graphical effects from Fortitude and Potence that appeared on the character.
  • Stamina now adds to your Lethal Soak, as well as your Bashing Soak.
  • Incorperated Wesp’s restored Blood Heal Discipline, then altered it.
  • Essentially removed the Health Regen gained by Feeding, and drastically slowed down auto-healing.
  • Auto-Renew only affects Celerity and Protean.
  • Have access to 16 new clans (info in an included txt file):
    • Assamite Sorcerer
    • Assamite Vizier
    • Assamite Warrior
    • Baali
    • Daughters of Cacophony
    • Followers of Set
    • Gangrel antitribu (City)
    • Giovanni
    • Lasombra
    • Nagaraja
    • Ravnos
    • Salubri antitribu
    • Samedi
    • True Brujah
    • Tzimisce
    • Tzimisce (Old Clan)

The Mod is a stand-alone file, you need NOTHING else. Version 3.01 can be found here.

Details on the Combat Addon for this Mod can be seen here

Also included is the file used to skip the opening movies, as well as the ability to change the camera’s position in 3rd person view, instructions are in the Readme file. Additionally; 3 of the guides I wrote for GameFAQs are included, as are some simple methods to help increase your game performance. 

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Unofficial Patch Compatibility
——————————————————–

This Mod is compatible with Tessera and Acrimonious’ Patch (if installed last) and the Stripped Patch.

This Mod is not fully compatible with later (post 5.0 or so) versions of Wesp’s Compilation. You can try using them together if you wish, but chances are you will run into bugs (high-level Protean getting broken is one known result).

posted by Jake Zahn at 10:21 am  

Thursday, June 25, 2009

Wodal Progessive Single Player Progression

***This requires you to already have Wodal installed.***

This Mod will allow Christof’s statistics to advance over the course of the single player campaign.

It does this by introducing 14 checkpoints that will automatically upgrade your character sheet. So while you can’t advance any way you choose dynamically, you can choose how you want to advance beforehand by manually altering the character sheets and then letting the checkpoints take care of the rest.

There are 9 main possible progression paths. Melee, Ranged, and Balanced Abilities/Attributes, combined with either Aggressive, Defensive, or Mental Discipline focus.

The progression you end up with relies on the answers you give to the single player campaign’s first three questions.

The full listing of the stat upgrades for the various default paths can be found in the included Excel file.

Companions, as of this version, do not progress.

Download

posted by Jake Zahn at 10:13 am  

Thursday, June 25, 2009

Wodal NPC Overhaul

***This Mod requires Wodal to already be installed.***

—————————–
Description
—————————–

This Mod overhauls the various NPCs’ statistics to be somewhat closer to P&P, as well as giving the AI a few more options. It also includes the two combat fixes and Mercurio fix that were recently released.

This version of the Overhaul alters how Wodal looks at character sheets. Default Wodal looks only at an Actor’s DescriptionID to determine what sheet to load. If it doesn’t find a matching file, it then loads the Global Sheet.

This modification changes it so that if it doesn’t find a matching DiscriptionID, it then looks at the Actor’s TemplateName, and only then if there is still no match does it use the Global character sheet.

This method gives all the benefits of the default Wodal System, along with all of the vanilla game’s default enemy variety.

It is strongly suggested that you delete all the NPC AI files that the default installation of Wodal installed to the Scripts/Commands/AI/NPCs directory, as they will override the ones included in here (they use the DescriptionID, the ones in here use the TemplateName). This is certainly not required though.

End Results:

-Everything works exactly the same as always.
-The SP Chronicle and various Premade Chronicles retain their enemy diversity.
-NPC CharSheets/AI can be named after their TemplateName (unique) or their DisplayName (common).
-Charsheets and AI work on all language versions regardless of the contents of the String File if using the TemplateName.

Download

—————————–
Origin of Stat Changes
—————————–

Ahzra – Intuition
Ardan – Intuition
Brujah – Storyteller’s Handbook
Caitiff – Milwaukee by Night
Cappadocian – Dark Ages Storyteller’s Companion, Intuition
Corpse Minion – Blood Magic: Secrets of Thaumaturgy
Count Orsi – Intuition
Dark Hunter – Libellius Sanguinus I, Intuition
Demon Hound – Dark Ages Vampire, Under the Black Cross
Elemental – Dark Ages Mage
Etrius – House of Tremere, Transylvania Chronicles I
Father Leopold – The Inquisition
Gangrel – Storyteller’s Handbook
Gargoyle – Blood Magic: Secrets of Thaumaturgy
Ghoul – VtM: Revised
Ghoul Alligator – VtM: Revised, Ghouls: Fatal Addiction
Ghoul Rat – Dark Ages Vampire
Ghoul Spider – Mage: Revised
Giant Cobra – VtM: Revised
Giovanni – Wraith: the Oblivion
Golem – The Chaos Factor
Guard – Dark Ages Vampire
Highwayman – Dark Ages Storyteller’s Companion
Hopper – Darks Ages Mage
Interpol Agent – VtM: Revised
Knight of St. John – Dark Ages Vampire
Lad Worker – Inquisition
Lasombra – Storyteller’s Handbook to the Sabbat
Lasombra Ghoul – Dark Ages Vampire
Lucretia – Intuition
Malkavian – Storyteller’s Handbook
Maqqabah the Golem – Dark Ages Mage
Mercenary – Dark Ages Storyteller’s Companion
Mercurio – Intuition
Modern Ghoul Rat – Ghouls: Fatal Addiction
Modern Szlachta – Clanbook Tzimisce
Modern Vozhd – Clanbook Tzimisce
Monk – Dark Ages Storyteller’s Companion
Nosferatu – Storyteller’s Handbook
Othelios – Intuition
Policeman – VtM: 2nd Edition
Premsyl Revenant – Ghouls: Fatal Addiction
Setite – Storyteller’s Handbook, Intuition
Skeleton – Dark Ages Vampire
Soldier – VtM: Revised
Szlachta – Dark Ages Vampire
Teutonic Captain – Intuition
Teutonic Knight – Under the Black Cross
Teutonic Lord – Intuition
Toreador – Storyteller’s Handbook
Tremere – Storyteller’s Handbook
Tremere Apprentice – Dark Ages Storyteller’s Companion
Tremere Lord – Guide to the Camarilla
Tremere Neonate – Intuition
Tremere Pontifex – Intuition
Tremere Regent – Intuition
Tzimisce – Storyteller’s Handbook to the Sabbat
Underprince – Intuition
Vaclav – VtM: Revised
Ventrue – Storyteller’s Handbook
Viper – Werewolf Storyteller’s Companion
Virstania – House of Tremere, Intuition
Vozhd – Dark Ages Vampire
Vukodlak – Intuition
War Ghoul – Intuition
Werewolf – VtM: Revised
Wolf – VtM: Revised
Wolf Form – VtM: Revised, Intuition
Wraith – VtM: Revised
Zombu – VtM: Revised
Zulo – Dark Ages Vampire

posted by Jake Zahn at 10:10 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
~~~~~~~~~~~~~~~~~~~~

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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  
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